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The VP 10.3 beta thread


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#121 hanzoverfist

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Posted 08 April 2017 - 07:09 PM

vpforums is a very fun place, A lot of forums nowadays are less than desirable..


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#122 nFozzy

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Posted 08 April 2017 - 08:53 PM

 

 

What a luxury! OMG... the tables are sooooo much cleaner thx toxie....

 

attachicon.giftaxi trans snapshot-1.pngattachicon.giftheatre of magic trans snap.pngattachicon.gifbig guns trans snap.png

woah

 

 

nFozzy you are unreachable in your PM...

 

Try now



#123 flupper1

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Posted 09 April 2017 - 07:22 AM

Interactive camera mode with arrow keys is excellent! One additional feature would be to rotate the whole table around the vertical Z-axis in the F6 view (and still be able to use alt + arrow keys). The benefit would be to check on the exact positioning of stuff, without exporting the whole table to Blender or something. Not sure if this is easy to implement, something like this type of view:

screenshot141_t.jpg

Would really be awesome when editing detailed stuff and checking out exact positioning!



#124 fuzzel

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Posted 09 April 2017 - 08:44 AM

Should be possible...let's see

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#125 fuzzel

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Posted 09 April 2017 - 11:03 AM

rev3030 is up:

 

- add camera rotation around Y axis in Camera/Light mode (F6)

 

While in camera mode (F6) use the left/right nudge keys to rotate the table arround the Y axis and you get something like in the attached screenshot:

Attached Files


Edited by fuzzel, 09 April 2017 - 11:05 AM.


#126 unclewilly

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Posted 09 April 2017 - 11:31 AM

That's pretty sweet.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#127 flupper1

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Posted 09 April 2017 - 12:13 PM

rev3030 is up:

 

- add camera rotation around Y axis in Camera/Light mode (F6)

 

While in camera mode (F6) use the left/right nudge keys to rotate the table arround the Y axis and you get something like in the attached screenshot:

That's fast!! And it works really nice!



#128 dark

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Posted 09 April 2017 - 01:22 PM

rev3030 is up:

 

- add camera rotation around Y axis in Camera/Light mode (F6)

 

While in camera mode (F6) use the left/right nudge keys to rotate the table arround the Y axis and you get something like in the attached screenshot:

I feel authors have really needed this for a long time because I don't know how many times I've looked at a table in 3D to find things were not lining up nearly as well as they appeared to be from the standard view.



#129 kiwi

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Posted 09 April 2017 - 02:27 PM

This is absolutely a great cool, it is now easy to find imperfections.



#130 bent98

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Posted 09 April 2017 - 04:01 PM

Congrats Hanz on your new promotion. It sounds like you speak the same language and have similar skills as Toxie and Fuzzel. Is this true? Do you plan on assisting those guys with VP10 development?

 
In retrospect I will answer this,  not only do I speak the same language as they do I wrote my own 3D modeling software and  a 3D viewing software for the oil and gas industry, it was really a very special piece of software because it could render ~1billion polygons in a tiled strategy I developed as a near real-time rendered.

Congrats Hanz on your new promotion. It sounds like you speak the same language and have similar skills as Toxie and Fuzzel. Is this true? Do you plan on assisting those guys with VP10 development?

 
In retrospect I will answer this,  not only do I speak the same language as they do I wrote my own 3D modeling software and  a 3D viewing software for the oil and gas industry, it was really a very special piece of software because it could render ~1billion polygons in a tiled strategy I developed as a near real-time rendered.

Congrats Hanz on your new promotion. It sounds like you speak the same language and have similar skills as Toxie and Fuzzel. Is this true? Do you plan on assisting those guys with VP10 development?

 
In retrospect I will answer this,  not only do I speak the same language as they do I wrote my own 3D modeling software and  a 3D viewing software for the oil and gas industry, it was really a very special piece of software because it could render ~1billion polygons in a tiled strategy I developed as a near real-time rendered.

Congrats Hanz on your new promotion. It sounds like you speak the same language and have similar skills as Toxie and Fuzzel. Is this true? Do you plan on assisting those guys with VP10 development?

 
In retrospect I will answer this,  not only do I speak the same language as they do I wrote my own 3D modeling software and  a 3D viewing software for the oil and gas industry, it was really a very special piece of software because it could render ~1billion polygons in a tiled strategy I developed as a near real-time rendered.

Awesome, commence the DX12 migration!

#131 sliderpoint

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Posted 09 April 2017 - 06:11 PM

So I realize this could be just me that has remapped the keys like this, but because I use my arrow keys for flippers and magna save, I can't change the settings of the original camera mode features because they are mapped to flipper and magna save features and the arrow keys are now mapped to the camera panning.

 

Would it be possible to add a section to the preferences>Keys specifically for the panning keys so I can change them to work with my setup?

 

Edit:  also would it be possible to add a key that would reset the view back to it's original position as well (for pan/zoom)?

 

Thanks

-Mike


Edited by sliderpoint, 09 April 2017 - 06:18 PM.


#132 Guus

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Posted 09 April 2017 - 07:42 PM

Since 3023 -> 3030 (so only with the last release) all the tables are messed up. See link/screenshot: http://imgur.com/a/DocLY

 

We use 16:10 aspect ratio but this was never an issue with previous releases. 

 

I think that it has to do something with the new camera mode obviously.


Edited by Guus, 09 April 2017 - 07:42 PM.


#133 Andypc

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Posted 09 April 2017 - 07:53 PM

One quick question. I have been playing on some real pins recently and one thing I noticed that was a real difference to VP was that the ball would jump up off the playfield when hitting certain objects. VP physics seem perfect in two dimensions but with real pins the ball will sometimes react in another dimension i.e. up. Sometime this is only minimal, but on occasions it can be quite dramatic. Playing Spiderman I had the ball twice jump up on the clear plastic cover over the Sandman targets. I know this would be difficult and could make table builds more difficult, but is this something that has been discussed before?



#134 intakan

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Posted 09 April 2017 - 08:01 PM

Since 3023 -> 3030 (so only with the last release) all the tables are messed up. See link/screenshot: http://imgur.com/a/DocLY
 
We use 16:10 aspect ratio but this was never an issue with previous releases. 
 
I think that it has to do something with the new camera mode obviously.

Same problem with my setup, I use 16:9. Do we need to change all tables manually in camera f6 option just to get them normal?

#135 wrd1972

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Posted 09 April 2017 - 09:20 PM

One quick question. I have been playing on some real pins recently and one thing I noticed that was a real difference to VP was that the ball would jump up off the playfield when hitting certain objects. VP physics seem perfect in two dimensions but with real pins the ball will sometimes react in another dimension i.e. up. Sometime this is only minimal, but on occasions it can be quite dramatic. Playing Spiderman I had the ball twice jump up on the clear plastic cover over the Sandman targets. I know this would be difficult and could make table builds more difficult, but is this something that has been discussed before?

I actually have some ideas regarding this. Just have not had the time to look into it. What if there were some hidden ramps or pop-up walls that would operate at random and essentially launch the ball? And three could be a large flat hidden wall and when hit, would play a glass hit sound? Anyone think this could work?


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#136 fuzzel

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Posted 09 April 2017 - 09:51 PM

Since 3023 -> 3030 (so only with the last release) all the tables are messed up. See link/screenshot: http://imgur.com/a/DocLY
 
We use 16:10 aspect ratio but this was never an issue with previous releases. 
 
I think that it has to do something with the new camera mode obviously.

Same problem with my setup, I use 16:9. Do we need to change all tables manually in camera f6 option just to get them normal?
Yeah I made a mistake in the camera calculation..will be fixed in the next version.

#137 Ben Logan

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Posted 09 April 2017 - 10:12 PM

One quick question. I have been playing on some real pins recently and one thing I noticed that was a real difference to VP was that the ball would jump up off the playfield when hitting certain objects. VP physics seem perfect in two dimensions but with real pins the ball will sometimes react in another dimension i.e. up. Sometime this is only minimal, but on occasions it can be quite dramatic. Playing Spiderman I had the ball twice jump up on the clear plastic cover over the Sandman targets. I know this would be difficult and could make table builds more difficult, but is this something that has been discussed before?

I actually have some ideas regarding this. Just have not had the time to look into it. What if there were some hidden ramps or pop-up walls that would operate at random and essentially launch the ball? And three could be a large flat hidden wall and when hit, would play a glass hit sound? Anyone think this could work?

Maybe activated by a high velocity hit (?)

#138 jpsalas

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Posted 10 April 2017 - 03:33 AM

Quick question: Since VPX uses the bass.dll for playing the sounds, have you any plans to add in the near future support for playing OGG files just like we do now WAV files using the PlaySound command? That should increase the quality of the sounds and music without increasing the file size.


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#139 Ben Logan

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Posted 10 April 2017 - 05:08 AM

Not sure this is the right place to mention this, but something that has always seemed a little off to me about VPX ball physics (which I believe to be the best in video pinball -- Pro Pinball included) is the linearity of accelleration / deceleration of ball movement.

For example: I just watched Laylow's video of NASCAR VPX (great job on this table, requlem, and thanks for the video, Laylow). The speed at which the ball travels seems pretty constant from the point of contact with the flipper, through it's journey up and then down the playfield, back toward the flipper bats.

https://m.youtube.co...h?v=GIlCCsxwXPA

Contrast this viewing experience with the NASCAR papa video of the real table (As a sidenote, you'lll see what a nice job requlem did with his recreation if you do!):

https://m.youtube.co...h?v=d786y30E_fE

I'm not exactly sure what I'm seeing here in terms of difference. What I think I see on the real table is lots of fast ball movement, contrasted with equal amounts of slow ball movement. A real world ball seems to move very quickly at first, slows to total deceleration, begins to head back down playfield toward the flippers, and seems to accellerate down the playfield as it does so -- almost seems to form a bell curve (Y being rate of deceleration; X being time -- not sure if this is correct!).

VPX ball physics in contrast seem much more steady and linear throughout in terms of speed: Less deceleration / acceleration of ball speed than I perceive with a real table. I know real world non-linearity can be simulated in VP in part by cranking the friction value way up (high friction = more deceleration) but this subtracts from some effects I like: ballspin and ease of "east / west movement," for example. Another thing you can do is to crank up flipper strength in VPX and get loads of fast ball movement, but it stays fast throughout. I guess I'm looking for more "push / pull" in terms of ball accelleration / deceleration in VPX.

I wouldn't blame you at all, Fuzzle, Toxie, and Hanzoverfist if you choose to ignore this post altogether for the time being! I know you've got a ton of feature requests to respond to. Just putting this on the back burner of your collective minds!

:D

Edited by Ben Logan, 10 April 2017 - 05:46 AM.


#140 nFozzy

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Posted 10 April 2017 - 06:47 AM

In my experience, ball movement varies wildly from table to table. Low friction + low table angle (Nascar uses 0.07 table friction @ 5.75 degrees) is going to be on the floaty side. Higher friction increases the effects of momentum, but tweaking ballmass through the script can have better results to that end. There's a lot of options lot to tweak, and that's how it has to be so VP10 can handle different pinball styles from all eras, not just modern ones.

 

I guess that's where I have concerns regarding flippers: aside from the basic shape and strength, I feel like there's not much else of significance that can be adjusted. It all feels out of my hands.