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VP10 is here (beta)

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#121 Shockman

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Posted 30 January 2015 - 10:31 PM

 

 

User, you shouldn't make too much of a big deal of it really. You just figured it out yourself about the GI but how long did that take to fix? 10 seconds?

 

Look at it this way, if you ever need an object from the "New" table it's much easier to click new table and all your bits are there to be copied and transferred to the table you have open, rather than browsing to say , a primitive template.

 

The logic is not about time or effort.

 

This is a replica of the old table1. My shallow at least starter template. The layout (walls) are from VP9 but the elements are from VP10.

 

oldtable1.jpg

 

 

Would you mind sharing for those asking?

 

 

Of course not, if anyone does ask. It still needs the elements properly placed though. It should probably have the plunger area done right, if not an apron and rails too. 



#122 zany

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Posted 30 January 2015 - 10:32 PM

 

Haha...i don't get it....why did ball have different physics in the -70, -80 and the -90's compared with the balls today? :D
Maybe have to do with the global warming or something! :)

 

Yeah, you're right..i was trying to say the gameplay itself with flippers ramps..modern tables play more "fluid"..  ;-)  Have a great weekend from the netherlands

 

Actually i did understand that! :D

But back then, yes....the pins was way slower....less slope and weaker bumpers, slingshots and flippers! :)

Have a great weekend you too! :D
 



#123 Shockman

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Posted 30 January 2015 - 10:40 PM

The visible shake is somewhat overstated, if you shook the table like that at your local arcade I think you would be thrown out the door within seconds! :)

 

Curious as to why the ball never stops spinning even when stationary it still continues to spin slightly never coming to a halt.

 

It is. I have turned it down a lot in the script and found that a low setting that looks right (you can still see a little table movement) means the ball sees no movement at all. It does show that there is a relationship though. It doesn't matter what numbers are used as long as the shake and nudged are in true relationship with each other and the default is much more subtle visually. Still WIP I trust.


Edited by user, 30 January 2015 - 10:44 PM.


#124 sliderpoint

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Posted 30 January 2015 - 10:43 PM

I have an AMD R7 220 video card on Win7 x64. 

 

If I enable 4xAA in video options I get this result where the ball kind of erases some of the lighting and other things (including itself)

4xAA.jpg

 

Also, these are the default Global Physics Options.  I think they should be updated to the newer settings?

Default%20Global%20Physics%20Options.jpg

 

-Mike



#125 sliderpoint

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Posted 30 January 2015 - 11:04 PM

As for the default table. I personally don't mind it. However there are some thing that would nice if they were changed.  Like which objects are assigned to which layer.  Some layers seem organized, but others are random. Would be nice if they were more cohesive.  

Also if this is the new table template, why is everything "LOCKED"?  Seems they don't need to be as it would be expected that users will be changing them.

 

-Mike



#126 chepas

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Posted 30 January 2015 - 11:11 PM

 

The visible shake is somewhat overstated, if you shook the table like that at your local arcade I think you would be thrown out the door within seconds! :)

 

Curious as to why the ball never stops spinning even when stationary it still continues to spin slightly never coming to a halt.

 

It is. I have turned it down a lot in the script and found that a low setting that looks right (you can still see a little table movement) means the ball sees no movement at all. It does show that there is a relationship though. It doesn't matter what numbers are used as long as the shake and nudged are in true relationship with each other and the default is much more subtle visually. Still WIP I trust.

 

 

That might explain why mine is well over the top!

 

I still just have a very basic Vp9 script in there and didn't know it was possible to tone it down.


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#127 javier1515

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Posted 30 January 2015 - 11:17 PM

Yes! Born messiah, now see their greatness.
Today is a day that will be remembered forever ..
 
Thanks Mukuste Toxie Fuzzel and everyone involved.  :love39:  :otvclap:  :db:  :Worship:  :surprise:  :tup:  :yahoo:  :)  :lol:  :drinks:

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"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#128 jimmyfingers

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Posted 30 January 2015 - 11:17 PM

So, continuing on in Beta mode :)

 

Quick report on that latest bloom feature - when FXAA is enabled, bloom appears to be non-functional (either "Quality" or "Fast" FXAA mode)



#129 kruge99

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Posted 30 January 2015 - 11:19 PM

When starting a new table, what is the recommended image size for the playfield now?  Can we think about using a playfield image like 2048x4096 at 300dpi?  Yes I know that is not the right aspect ratio for an actual playfield, I just threw the number out there for the sake of discussion.  The real issue is graphic size and dpi which leads to memory consumption if I'm not mistaken?  I'd like to see some really great looking VPX tables especially with the "Mad Skilled" artists around here doing hi-res redraws of playfields, plastics and 3D rendered objects.

 

 

Best Regards,

Todd.


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#130 Shockman

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Posted 30 January 2015 - 11:20 PM

Hi User,

 

I think a good idea is to create Your personal starting table, save it and use it as a template for all Your new tables. For me even the basic VP9 table had too much things to correct. So I find the idea to include a default table that contains lots of basic features and a range of useful objects just brilliant - to be modest.

 

Kind regards

Michael

 I do agree. The included table is not only useful, but very useful, if not needed. I just think it's out of place being in the new table menu. People, not just beginners that want to grab elements from it are at some point going to have two copies of that table open, or have to use the file requester anyway. 



#131 Pintrepid

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Posted 30 January 2015 - 11:20 PM

Thanks for all the great work ...

 

Is VPX still using DirectX 9? If so, I'll have to wait ... I'm using VP 9.1.5 on Win8 ... but this is my work computer. Some video codecs I'm working with require DirectX 11, which is not backwards compatible with DX9. 

 

I'm wanting to purchase a dedicated machine for VP, preferably i5 or i7. But there's always something that gets in the way. Hmm .. maybe when I get my taxes back.

 

In the meantime, can y'all make videos? Would love to see JP's Papa Smurf, as well as the new builds as they occur. 


-PeterMac

 


#132 lodger

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Posted 30 January 2015 - 11:40 PM

great work- this is super exciting :)  JP- really nice table with Papa Smurf...it is like a Bally table that was locked in a vault somewhere and only just released :D


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#133 mukuste

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Posted 30 January 2015 - 11:46 PM

OK, I'll have to go on record here and say that I'm really, really annoyed by how this "release" was handled.

 

First I'm not let in on the private testing thread with some wishy-washy reason like it not supporting more than 5 users. Like it wouldn't be a matter of two minutes to shoot Noah a PM to increase that limit.

 

Then out of the blue this "beta" version is released, with no prior notice to me, before the agreed date of February, and without so much as waiting for an "ok" from me. Now I'm stuck in the middle of several WIP changes, with several breaking changes still on my to-do list which I can now forget about since now people will already start releasing VPX tables.

 

Sorry, but that's not what I consider being part of a dev "team".



#134 freneticamnesic

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Posted 30 January 2015 - 11:49 PM

Uh oh not good



#135 mpad

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Posted 30 January 2015 - 11:51 PM

Thanks for all the great work ...
 
Is VPX still using DirectX 9? If so, I'll have to wait ... I'm using VP 9.1.5 on Win8 ... but this is my work computer. Some video codecs I'm working with require DirectX 11, which is not backwards compatible with DX9. 
 
I'm wanting to purchase a dedicated machine for VP, preferably i5 or i7. But there's always something that gets in the way. Hmm .. maybe when I get my taxes back.
 
In the meantime, can y'all make videos? Would love to see JP's Papa Smurf, as well as the new builds as they occur. 


Stop there and just Google and download and install dx9. The dx versions work side by side fully backwards compatible on any computer.
Yes, not good.

#136 mpad

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Posted 31 January 2015 - 12:06 AM

I love everything you did mukuste, but I think being silent for a year and then trying to "improve" everything the others did in one week isn't exactly the best team building move.
Still hope this won't effect German - Austrian relationships, and especially not VP.

Hope it's all a big misunderstanding. Go dev team.

#137 Scorp.ius

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Posted 31 January 2015 - 12:07 AM

thank you guys! the spinning looks great, the physics too. and of course the lighting option is killer :otvclap:

 



#138 freneticamnesic

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Posted 31 January 2015 - 12:08 AM

Ok as I mentioned earlier here is a side by side of how the post-processing texture (LUT???) affects the image. First image is the default LUT map provided with vp10 beta, second picture is my modified high-contrast one.

 

ONxaVFk.jpg

 

RwTsZWn.jpg



#139 zany

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Posted 31 January 2015 - 12:09 AM

I can understand your feelings murkuste!

Maybe the best thing would be to halt this beta release until February as planned, so that all in the dev team can take part before the release,

VP10 will be awesome, but for me it's no rush at all!!!



#140 neohusky

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Posted 31 January 2015 - 12:18 AM

mukuste has had some RL issues to deal with. He should be applauded for his willingness to come back and put effort into making this already great software better. I'm not liking the fact that he's feeling alienated.

On the flip side the other members of the team have been chipping away and putting in some fantastic new features and their tireless work to be congratulated.

I hope that this can be worked out because everyone's contribution is valuable to this project that we all love.

A big thanks to everyone involved for getting us to this point.





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