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Unit3D Pinball Beta is OUT!


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#141 blisse

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Posted 21 August 2015 - 04:56 AM

Have you guys planned to implement head tracking similar to BAM into Unit3d?



#142 Ben Logan

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Posted 21 August 2015 - 07:36 PM

I want to thank you Unit3D Pinball developers. My kids and I played Unit3D for about six hours last night! Amazing experience.

 

A few things that really impressed me:

 

* Ball physics - Future Pinball tables look great, but the physics were a real stumbling block for me. Unit3D, on the other hand, has really cool physics: Different from VP, but convincing. I'd call the feel of the physics a blend between VP and The Pinball Arcade (TPA).

* Bright ball - At first this was maybe a little off-putting. The ball is REALLY bright. But, after playing for a few hours, I've changed my tune. It's easier to "stay connected" with the ball when its so brightly illuminated

* Table lighting - Just amazing! I'd say Unit3D has the best lighting in the business at the moment. Ask Homework's Zaccaria app for iOS is comparably beautiful, but its limited to my iPad. The "bloom" setting on Unit3D is a real show-stopper. Very organic looking.

* Backglass reflection on table - Adds a surprising layer of depth and realism. Can be tuned to taste.

* ROM support. Inegration of DMD feels snappy, just like VP. Both TPA and FP feel just a little off in this department (still good, but true ROM integration in Unit3D just makes this that much more satisfying).

* Camera modes - Everything is configurable on a per table basis. So many fun options here. The way I want to tune Bad Cats vs. Abra Ca Dabra cameras is totally different, so I loved having all the options.

 

Areas in which I'd love to see improvement:

 

* Cab support - The implementation of cab support is tricky. I tried for HOURS to get things configured for my dual monitor cab. I was finally able to get the backglass (which looks amazing) on my second monitor, and to size everything correctly. It took lots of trial and error. The deal breaker is that having the backglass on one monitor and the table playfield on another just slowed the physics to a crawl.  I ended up resizing everything for single monitor - the same way I do with TPA.  One nice feature is that you can configure a button to "show translite." This is cool if you have just one monitor - push this button and the camera scrolls up to reveal the backglass - kinda like you're glancing up at the backglass in a real arcade.  Nice solution!

 

* Physics glitches - Overall they are wonderful. I got 60 FPS for the most part throughout gameplay just by tweaking some visual settings (without sacrificing much eye candy). A few times I experience unexpected anomalies: For example - I tried to catch the ball against the little wire rail. It was spinning so fast that it "caught" the rubber on the flipper and "crawled up" the flipper and into the drain hole. I've never seen that in real life.  It was kinda like a motorcycle "peeling out." It looked really cool, actually - just not realistic.

 

This project is definitely worthy of donation. I was thrilled to chip in.

 

Please keep up the AMAZING work, team! You have really brightened my gaming life! Fun for the whole family.

 

:)



#143 Gravy

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Posted 21 August 2015 - 11:21 PM

Oh wow, I've been away from the scene for a few years (since kids arrived on my home scene.) . This is great news on the Beta release guys, cant wait to try it out. Thankyou.


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#144 Ben Logan

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Posted 22 August 2015 - 04:58 AM

I like the ball backspin, but It seems a bit out of control. Can't find an option to tweak this in the physics editor.

Edited by Ben Logan, 22 August 2015 - 05:52 AM.


#145 delt31

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Posted 24 August 2015 - 03:19 AM

pretty good guys!  anyway to change the camera angle while in cabinet mode?



#146 BilboX

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Posted 24 August 2015 - 02:46 PM

I like the ball backspin, but It seems a bit out of control. Can't find an option to tweak this in the physics editor.

Hi. To reduce ball spin, try to INCRESE the "g_ballAngularDrag". Think of it as "air resistance to spin"... and tell us if this wroked for you!

 

 

pretty good guys!  anyway to change the camera angle while in cabinet mode?

Yep: Table Options > Cab Options...

 

Have good games guys...


UP2


#147 Ben Logan

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Posted 24 August 2015 - 08:19 PM

Welcome back, Bilbox. Thanks for the advice on how to adjust ball backspin. I'll try it out.

#148 bill55

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Posted 25 August 2015 - 08:26 PM

Looking for a little help. Using a cab. My VP setup works perfectly. Pinmame updated to this new version. I downloaded this and as soon as I load a table the DMD seems to be stuck at "Script Compiling...". I can't seem to do anything other than play with the options in the editor. The table itself never starts or anything nor do I see a playfield. When I load Attack From Mars I do see the backglass. That's it. Am I supposed to be doing something to start the table?

 

Thanks!

Bill



#149 hotgraphics

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Posted 26 August 2015 - 04:14 AM

Hi Bill, make sure you have VPinMame installed correctly, replacing the VPinMame.dll before running the VPinMame Setup.exe & the Microsoft Visual C++ 2010 Runtime also installed (32bit). Make sure you have the correct VPinMame http://sourceforge.n...ojects/pinmame/

Make sure your DirectX (DirectX 9 is required) is up to date http://www.microsoft...ails.aspx?id=35


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#150 Ben Logan

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Posted 27 August 2015 - 03:12 AM

Looking for a little help. Using a cab. My VP setup works perfectly. Pinmame updated to this new version. I downloaded this and as soon as I load a table the DMD seems to be stuck at "Script Compiling...". I can't seem to do anything other than play with the options in the editor. The table itself never starts or anything nor do I see a playfield. When I load Attack From Mars I do see the backglass. That's it. Am I supposed to be doing something to start the table?
 
Thanks!
Bill


This happened to me when I had downloaded the wrong ROM. Grabbing the correct ROM version and putting it in my normal VP ROM folder solved it for me. Hope this helps.

#151 bill55

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Posted 27 August 2015 - 10:02 AM

Hi Bill, make sure you have VPinMame installed correctly, replacing the VPinMame.dll before running the VPinMame Setup.exe & the Microsoft Visual C++ 2010 Runtime also installed (32bit). Make sure you have the correct VPinMame http://sourceforge.n...ojects/pinmame/

Make sure your DirectX (DirectX 9 is required) is up to date http://www.microsoft...ails.aspx?id=35

 

I'll verify the Visual C++ 2010 Runtime. The others are installed for sure and working fine outside of Unit3DPinball. I did install the new pinmame for sure.

 

Thanks. I'll let you know how it goes.

 

Bill


 

Looking for a little help. Using a cab. My VP setup works perfectly. Pinmame updated to this new version. I downloaded this and as soon as I load a table the DMD seems to be stuck at "Script Compiling...". I can't seem to do anything other than play with the options in the editor. The table itself never starts or anything nor do I see a playfield. When I load Attack From Mars I do see the backglass. That's it. Am I supposed to be doing something to start the table?
 
Thanks!
Bill


This happened to me when I had downloaded the wrong ROM. Grabbing the correct ROM version and putting it in my normal VP ROM folder solved it for me. Hope this helps.

 

 

I can double check, but every table did the same thing. These same roms run fine with VP. The roms should be the same for both, correct? How do I know the exact rom each table uses just so I can verify?

 

Bill



#152 Argo

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Posted 27 August 2015 - 10:03 AM

I want to thank you Unit3D Pinball developers. My kids and I played Unit3D for about six hours last night! Amazing experience.
 
A few things that really impressed me:
 
* Ball physics - Future Pinball tables look great, but the physics were a real stumbling block for me. Unit3D, on the other hand, has really cool physics: Different from VP, but convincing. I'd call the feel of the physics a blend between VP and The Pinball Arcade (TPA).
* Bright ball - At first this was maybe a little off-putting. The ball is REALLY bright. But, after playing for a few hours, I've changed my tune. It's easier to "stay connected" with the ball when its so brightly illuminated
* Table lighting - Just amazing! I'd say Unit3D has the best lighting in the business at the moment. Ask Homework's Zaccaria app for iOS is comparably beautiful, but its limited to my iPad. The "bloom" setting on Unit3D is a real show-stopper. Very organic looking.
* Backglass reflection on table - Adds a surprising layer of depth and realism. Can be tuned to taste.
* ROM support. Inegration of DMD feels snappy, just like VP. Both TPA and FP feel just a little off in this department (still good, but true ROM integration in Unit3D just makes this that much more satisfying).
* Camera modes - Everything is configurable on a per table basis. So many fun options here. The way I want to tune Bad Cats vs. Abra Ca Dabra cameras is totally different, so I loved having all the options.
 
Areas in which I'd love to see improvement:
 
* Cab support - The implementation of cab support is tricky. I tried for HOURS to get things configured for my dual monitor cab. I was finally able to get the backglass (which looks amazing) on my second monitor, and to size everything correctly. It took lots of trial and error. The deal breaker is that having the backglass on one monitor and the table playfield on another just slowed the physics to a crawl.  I ended up resizing everything for single monitor - the same way I do with TPA.  One nice feature is that you can configure a button to "show translite." This is cool if you have just one monitor - push this button and the camera scrolls up to reveal the backglass - kinda like you're glancing up at the backglass in a real arcade.  Nice solution!
 
* Physics glitches - Overall they are wonderful. I got 60 FPS for the most part throughout gameplay just by tweaking some visual settings (without sacrificing much eye candy). A few times I experience unexpected anomalies: For example - I tried to catch the ball against the little wire rail. It was spinning so fast that it "caught" the rubber on the flipper and "crawled up" the flipper and into the drain hole. I've never seen that in real life.  It was kinda like a motorcycle "peeling out." It looked really cool, actually - just not realistic.
 
This project is definitely worthy of donation. I was thrilled to chip in.
 
Please keep up the AMAZING work, team! You have really brightened my gaming life! Fun for the whole family.
 
:)

If you want to get better performance you can also disable the in-game aa and use boulotaur's injector insread ;)

#153 hotgraphics

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Posted 27 August 2015 - 11:57 AM

 

 

 

I'll verify the Visual C++ 2010 Runtime. The others are installed for sure and working fine outside of Unit3DPinball. I did install the new pinmame for sure.

 

Thanks. I'll let you know how it goes.

 

Bill

 

The only way that I can reproduce the problem you're having is by not replacing the VPinMame.dll supplied with Unit with the one in the VPinMame folder.


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#154 Ben Logan

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Posted 27 August 2015 - 03:01 PM

Looking for a little help. Using a cab. My VP setup works perfectly. Pinmame updated to this new version. I downloaded this and as soon as I load a table the DMD seems to be stuck at "Script Compiling...". I can't seem to do anything other than play with the options in the editor. The table itself never starts or anything nor do I see a playfield. When I load Attack From Mars I do see the backglass. That's it. Am I supposed to be doing something to start the table?
 
Thanks!
Bill

This happened to me when I had downloaded the wrong ROM. Grabbing the correct ROM version and putting it in my normal VP ROM folder solved it for me. Hope this helps.


@Bill55

Check on the game download page at Unit3D site. For example: Here's a link to Attack from Mars. Note the specific ROM required is listed in the info on this page:

http://www.unit3dpin...eg=1&tableid=14

You're right - most of the ROM's are the same VP versions call for, but just a few were different. I had the same confusion you're facing.

Edited by Ben Logan, 27 August 2015 - 03:04 PM.


#155 bill55

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Posted 27 August 2015 - 11:18 PM

It was the MS Visual C++ runtime. Damn. I could swear I had that on there already. Stupid mistake.

 

I have a GTX560TI graphics card for my playfield and a GT430 for my backglass. What is the recommended hardware? This is unplayable slow right now. (which I sort of expected it to be). I have a i5 running WinXP. 4GB ram I think.



#156 Ben Logan

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Posted 28 August 2015 - 12:20 AM

Glad you figured it out, Bill55.

I wish I remembered which settings I tweaked. I can tell you this: Unit3D was totally slow for me at first. I just kept messing around with setting until I got a regular 60fps. The tables hardly suffered visually at all from my tweaks (just ticking or unticking a box here and there), but they made big performance differences. The best advice I have to give is to experiment a bit. Wish I could offer a better response.

#157 hotgraphics

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Posted 28 August 2015 - 02:57 AM

It was the MS Visual C++ runtime. Damn. I could swear I had that on there already. Stupid mistake.

 

I have a GTX560TI graphics card for my playfield and a GT430 for my backglass. What is the recommended hardware? This is unplayable slow right now. (which I sort of expected it to be). I have a i5 running WinXP. 4GB ram I think.

With Unit it's best to have the one card running to both screens, it doesn't handle a two card setup very well. You could try overclocking your card with the Nvidia System Tools also http://www.nvidia.co...-driver-uk.html


Edited by hotgraphics, 28 August 2015 - 07:13 AM.

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#158 bill55

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Posted 28 August 2015 - 09:20 PM

 

It was the MS Visual C++ runtime. Damn. I could swear I had that on there already. Stupid mistake.

 

I have a GTX560TI graphics card for my playfield and a GT430 for my backglass. What is the recommended hardware? This is unplayable slow right now. (which I sort of expected it to be). I have a i5 running WinXP. 4GB ram I think.

With Unit it's best to have the one card running to both screens, it doesn't handle a two card setup very well. You could try overclocking your card with the Nvidia System Tools also http://www.nvidia.co...-driver-uk.html

 

 

I want to say my backglass and playfield are on the same video card. I think the DMD is alone on the other.


Glad you figured it out, Bill55.

I wish I remembered which settings I tweaked. I can tell you this: Unit3D was totally slow for me at first. I just kept messing around with setting until I got a regular 60fps. The tables hardly suffered visually at all from my tweaks (just ticking or unticking a box here and there), but they made big performance differences. The best advice I have to give is to experiment a bit. Wish I could offer a better response.

Thanks. I'll tinker with it. If you are in yours and think of it let me know how yours is set.



#159 Ben Logan

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Posted 29 August 2015 - 12:09 AM

Forgot to mention this Bill: I have a dual monitor setup. I actually play Unit3D on just one monitor. When I threw the backglass up on monitor #2, things were just too slow on my computer.

#160 BigBoss

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Posted 29 August 2015 - 07:13 AM

It was the MS Visual C++ runtime. Damn. I could swear I had that on there already. Stupid mistake.
 
I have a GTX560TI graphics card for my playfield and a GT430 for my backglass. What is the recommended hardware? This is unplayable slow right now. (which I sort of expected it to be). I have a i5 running WinXP. 4GB ram I think.

welcome to 2010. Dump windows xp and pull out the 430. Modern os and only 1 video card



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