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?
I will let toxie answer this one..
If you have some other cool ideas.. Sure..
In the beginning we usually work with patches with new devs until we think we can let them dig on their own into the VP source (just to avoid trouble and errors in this (still) messy, stone-old, but also awesome
sourcebase)..
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?
Yup, a lot of VPXs physics is still 2.5D, which is good and bad..
Some of my (not yet officially released) efforts were targeted at making it "more 3D"
already plus getting rid of some of the not-so-physical-hacks in the source, but some of the testers were not full convinced yet, so it would need quite some more work to make it feel right again (something which won't happen from my side in the near future i fear)..
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.
Yup, on my todo-list since quite a while, that's also why i mainly introduced bass back then (plus the 64bit compatible conversion of VPX)..
My plan is to simply unify both SFX and music to act exactly the same (plus add some more features, but keeping it backwards compatible)..
More likely to happen than the physics stuff, maybe even for 10.3???!
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)?
Could we just use one of the other keys (like left/right tilt, etc) for the navigation? Would that be better?
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!
Just to give you a "quick" impression on how simple this migration would be (and that it must not be necessarily faster than before unless you invest quite some time on all parts of the rendering engine), watch this 2.5h video on how to draw a single triangle (no texture, no lighting, no nothing) in DX12:
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Edited by toxie, 10 April 2017 - 08:55 AM.




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