No pressure or anything.
Is there any ETA for the alpha 2?
"Pre"-alpha 2
. Probably within 2 weeks...
Posted 18 January 2014 - 08:56 PM
I'm not trying, nor do I wish to rekindle the flame of
Just dropped by to say "thanks" and how much I am marveling at this achievement! The visuals are stunning -- best lighting effects in any pin sim that I've seen, anyway.
Almost all tables play smoothly on my overclocked i7 (3ghz) and nVidia GTX 660 ti. Adams Family only stutters when (it seems) collision happens between balls and walls, and/or flashers are lit/flashing.
I'm still shocked by the amount of refinement in this early release -- it came out of nowhere! Magnifique!
Hey, thank you very much, such cheering is really important for us. We will maybe try to improve flashers performances for next realease but we work on other topics right now.
Wow, just wow! This is amazing work. It has an incredible real feel even as a pre-alpha! It's stunning. The lighting is sublime and the ball has some real weight and gravity (Hooray!)
I played Dr Dude in Unity and then through The Pinball Arcade (TPA) and I would rather play the Unity version hands down! It's just that good. It makes TPA ball look like its floating like Future Pinball!...
This is the future right here...Unity 3d Pinball. Well done and thanks for sharing your amazing hard work.
Can't say how proud we are
. We don't wan't to "kill" TPA (we nether thought to port on other platforms), but we want to provide a complete free solution to pinball players and table makers...
Added donation info to the first page of this thread -- http://www.vpforums....ic=26236&page=1
Donations are still open at [email protected]
Our goal is somewhere just over $3000 (US) -- our current donation amount is $2051.23
We have enough for one legitimate Unity license - two would be better so Billbox can test easier.
Thanks to all the donators - I have been keeping careful track of who donated - and thanks a bunch to those who have donated more than once to help us reach our goal.
Thanks destruk. We really need it now...
Second donation sent! Great job guys!
And thanks to Destruk for keeping track of the donations.
Hehey! You give quite a good example
.
Hallo,
ich habe mal versucht eine deutsche Übersetzung dieses Beitrages zu machen.
Schaut mal im Anhang.
Viele Grüße aus Deutschland,
Danke! If you guys want to translate in other langages, please, feel free to do it! (not in french of course
).
Hey guys,
Great to see this alpha release. I'm looking forward to following the progress. The lighting is very nice. The cab calibration was also very nice. Thanks for all your hard work, gentlemen.
I got it working using the direct launch workaround, bypassing the extractor.
Thanks,
Lynny
Glad to see that you could make it work. I hope that you lik eit and that the "non open-source" does not prevent you to enjoy pinball in U3DP
.
Note to cab users:
- I just answered ravarcade: he proposed to help us with cab projection and I hope he will save us time by sharing his knowledge... from the discussions we had, we should get rid of the "render to texture" pass and thus get a uniform resolution on the whole table...
Im not trying, nor do I wish to fan the flames of the open source vs closed source debate. All I will say is, if this project remains closed source, it will be very disappointing, to me, and to some others Im sure.
Peace,
Lynny
Posted 19 January 2014 - 04:00 AM

Posted 20 January 2014 - 07:58 AM
Lynny: I currently am unemployed. Thus, and as UP is and will remains free, the only "valuable" part IS the source code, which can be split in some small packages, and can be sold over the Unity asset store. I don't say this will never be open source, I say it is not for now. By the way, TPA is neither free or open source but still it is working, so please, take what people gives you without asking too much ![]()
Arngrim/DJRobX: Regarding b2s, I took a look at implementation. Although it is quite simple in vb scripts to "swap" between vpm and b2s (which I think encapsulates vpm), I doubt it will be so easy to integrate with up: a full C# interface needs to be writen... to confirm with b2s devs. But more generally, I agree that it has some advantages for cab users, but I think we sometimes need to "split" thing to create something new and go forward... as for me, I really like "depth" in backlites (as scared stiff will prove). I also like the "all in one" aspect of UP (quite relative of course regarding vpm need), but more the general the unity of the backglass/pf couple under the same engine. So if there is a loooot of likes in your post, we will reconsider this question... later
. For now we focus on editor part because without editing capabilities, we won't be able to provide a wide variety of tables by ourselves... (Lynny, take this statement as some "opening" to community
).
UP2
Posted 20 January 2014 - 10:13 AM
to all community, if you want B2S.SERVER, all their related backglasses and DOF with Unity, please like my post
http://www.vpforums....e=7#entry251591
i just like my own post now ![]()

Posted 20 January 2014 - 10:19 AM
About DOF/B2S/Support for Toys:
I like the idea BilboX has with all in one. I also like that he says he can get more depth.
But what about performance? What will performance best? Give minimum CPU/GPU usage and fast flipper feedback?
I have played a lot on real pinball machines lately and is starting to feel that there is slightly more flipper lag on VP than a Real machine, is this just me?
Posted 20 January 2014 - 11:23 AM
if b2s.server is supported DOF will normally be automatically integrated as well, since DOF acts as a plugin of B2S.server
==> like this http://www.vpforums....e=7#entry251591 ![]()

Posted 20 January 2014 - 11:52 AM
i don't understand the question, DOF and Unity are not the same things.
Unity doesn't support any ledwiz software, DOF is the best option because this is the best program available, +200 the tables SS, EM, originals have been configured for it, and currently DOF is only capable to integrate with an emulator (VP) thanks to B2S.server
There could be a way that DOF is integrated into vpinmame.dll but then you will loose the non roms calls, for EM, Originals, but DOF can also mix non rom and rom controlled events for SS tables, you would loose that too.
having DOF is only one advantage to have B2S.Support ![]()

Posted 20 January 2014 - 12:27 PM
There could be a way that DOF is integrated into vpinmame.dll but then you will loose the non roms calls, for EM, Originals, but DOF can also mix non rom and rom controlled events for SS tables, you would loose that too.
having DOF is only one advantage to have B2S.Support
When i remember correct, Bilbox said that PUnit 3d will be in the beginning only used for rom controlled tables, no originals ..
So the first step integrating in pinmame.dll would be a nice start . Better than nothing .. If he won´t do b2s support:
Posted 20 January 2014 - 12:46 PM
maybe it's not easier to integrate dof into vpinmame.dll than b2s.server into unity, i can't judge, i don't know myself.
the good thing with vpinmame as of now is we can have one version that works for unity and vp, which won't be the case if we integrate dof into vpinmame.
Edited by arngrim, 20 January 2014 - 01:39 PM.

Posted 24 January 2014 - 05:39 PM
Thanks hotdp.
I wanted to wait but I just can't resist: here is a speed sculpt I made in zbush to replace the quite old "boogimen" in Scared Stiff table:
I did it too with th ebony beast but did not record it.
Capture in UP soon.
Nice week-end to everyone!
UP2
Posted 28 January 2014 - 02:43 AM
Hi guys. As promised, here is a video of gameplay for scared stiff.
I extended it and made a comparison between VP, FP, PA and UP.
Also I ask to HighInder00 the permission to release a mod of Scared Stiff (Fransisco and GLXB are already OK).
Edited by BilboX, 28 January 2014 - 02:47 AM.
UP2