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VP10 table testing - available right here!
Started By
The Loafer
, Mar 07 2015 07:44 PM
2585 replies to this topic
#1722
Posted 27 August 2015 - 04:17 AM
Judge Dredd VP10
Found a show stopper in the last v3 update - a vital ramp was marked non collidable for some weird reason and a wall prevented a ball
from passing by the air raid ramp.
This should be the last update for the foreseeable future - Version 4.
I thought i would update the DeadWorld disc with a new graphic... this was the outcome, I wish I would get a bit more transparency... the background only is only 10% opaque... the close up is just the PF thrown behind the texture..... Dozer if you're interested in this let me know....
![]()
That looks great man. Do you think you could also create a couple of small semi circles around where the balls sit too to give it a cut out effect.
I think that would really finish it off nicely. Let me know either way and we can release an update with the new image in there.
#1723
Posted 27 August 2015 - 03:46 PM
New deadworld primitives and images provided by hauntfreaks are in and working well. Added some rotating primitive screws as well to hold the discs together ![]()
Going to make a couple of other very small tweaks as well and will upload an update.

Edited by Dozer316, 27 August 2015 - 03:46 PM.
#1724
Posted 27 August 2015 - 05:35 PM
blackout vectorsync.png 2.02MB
17 downloads
Would any of the VPX authors be interested in tackling a VP10 version of Blackout? It's one of my favorite 80's tables that I redrew using vectors, and I would love to see it in VPX, but I'm not a table author and only know how to do the artwork. I can provide any art resources that would be needed beyond what I've already done.
EDIT: One feature that has never worked in VP9 is the actual "Blackout" mode. When blackout mode was acheived in the original game all of the GI lights would go out on the playfield. I think this would be a great thing to really show off what is under the hood in VP10.
Thanks for your consideration!
Edited by dyopp21, 27 August 2015 - 05:37 PM.
Virtual Pinball: see one, do one, TEACH ONE.
#1726
Posted 27 August 2015 - 07:36 PM
Ok, this update was much quicker then i thought and it will be the last update until a official version of vp10 is provided.
Dirty Harry V1.2
-Fixed CrimeWave Multiball
-Added Global Lightning (thanks for helping Fren)
-Added missing Lights for BumperCap and BankRobber
-added images for ON/OFF effects
-Changed Sound for Plunger
https://mega.nz/#F!6...fU_VcXNIMbZGGvA
Its always a good idea to delete the nvram (dh_lx2.nv) file before using a newer version of a table.
Have fun with the table and let me know if there are some bugs left or any other thing which can make the table better...
I have bad teeth, no need to feed me with candy...
Dirty Harry V1.2
-Fixed CrimeWave Multiball
-Added Global Lightning (thanks for helping Fren)
-Added missing Lights for BumperCap and BankRobber
-added images for ON/OFF effects
-Changed Sound for Plunger
https://mega.nz/#F!6...fU_VcXNIMbZGGvA
Its always a good idea to delete the nvram (dh_lx2.nv) file before using a newer version of a table.
Have fun with the table and let me know if there are some bugs left or any other thing which can make the table better...
I have bad teeth, no need to feed me with candy...
Edited by Knorr, 27 August 2015 - 07:44 PM.
#1728
Posted 28 August 2015 - 01:06 AM
Setup question as it relates to VP10.
On the same PC, 3 different versions of VP (9, PM5 and 10) all sharing the same Tables directory (including the VBS files) as well as a single version of VPinMame.
Each rom also shares the same registry key for each game.
Is this the way to do the setup?
I obviously don't want to mess up the VP9 and PM5 tables which are all working OK.
Or is there a better way to completely isolate each version of both Visual Pinball and VPinMame on the same PC?
C:\visualpinball\VP_physmod5.exe <-- VP Physics Mod 5
C:\visualpinball\VP10.exe <-- VP 10
C:\visualpinball\VPinball.exe <-- VP 9.9.1
C:\visualpinball\Tables
C:\visualpinball\VPinMame
HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\GAMEROM
#1729
Posted 28 August 2015 - 01:22 AM
Another VP10 question...
Are there table "samples" which help to showcase the improvements in VP10 over PM5 or regular VP9?
I keep switching from various VP9 completed tables and comparing each to the same table done as a test in VP10.
To be honest, I am having a hard time seeing the differences other than better graphics and sound, although I think this has more to do with how the author built the VP10 table versus the platform of VP10 itself.
Mind you I am not (yet) a table author, so please excuse the newbie question. ![]()
#1730
Posted 28 August 2015 - 04:35 AM
Gemini link works fine for me, just tested. It now points it to the post in this thread that has the link embedded in it. Tried it, works fine.
1st page updated. Thanks for the new updated tables, the community appreciates it. I've also done a little bit of house cleaning. Free time should return somewhat around next Friday (1 week away). My plan is to:
A) test every link on the first page, if the link doesn't work, try to contact the author to remind them or request if they want me to remove the table
B) change every link to the post that contains the actual link, therefore as was so awesomely suggested, any specific instructions are there and the credit for the link falls onto the author, as it should. Can't say enough pure bliss kudos to all you contributors; you are making the VPX beta period seriously a lot more fun!
Loaf
#1731
Posted 28 August 2015 - 05:57 AM
New deadworld primitives and images provided by hauntfreaks are in and working well. Added some rotating primitive screws as well to hold the discs together
Going to make a couple of other very small tweaks as well and will upload an update.
Would it be possible to make the balls a little bit bigger?
#1732
Posted 28 August 2015 - 06:41 AM
Here is Judge Dredd version 5 - Including the new Deadworld graphics and 3d Mesh provided by hauntfreaks
This version was saved with the latest VP10 beta so please make sure you are using that when playing.
https://mega.nz/#!7c...MJoMC-nnVTyR_uE
New deadworld primitives and images provided by hauntfreaks are in and working well. Added some rotating primitive screws as well to hold the discs together
Going to make a couple of other very small tweaks as well and will upload an update.
Would it be possible to make the balls a little bit bigger?
Experiment with Const ballsize = (read the vbdocs and commandreference for variables)
I won't be adjusting the ballsize in the public release as the primitive balls, trough wall spacing etc and ramps etc. all need
to be adjusted depending on size used.
Dozer.
#1733
Posted 28 August 2015 - 08:04 AM
Is this the way to do the setup?
Close enough. The table scripts should all go in a folder called "scripts", but for most that's "optional".
I obviously don't want to mess up the VP9 and PM5 tables which are all working OK.
Sure, why should you want that..
Or is there a better way to completely isolate each version of both Visual Pinball and VPinMame on the same PC?
There probably is a way, but why is it "better"? Why do you feel the need to do so? Everything is working fine in parallel.
Are there table "samples" which help to showcase the improvements in VP10 over PM5 or regular VP9?
There are no "samples". From a user side of view, everything VP10 can do, PM5 could also do before - or fake it. It just makes a lot of things easier for authors, so more tables can have features that required a lot of faking before.
I keep switching from various VP9 completed tables and comparing each to the same table done as a test in VP10.
To be honest, I am having a hard time seeing the differences other than better graphics and sound, although I think this has more to do with how the author built the VP10 table versus the platform of VP10 itself.
Better graphics and sound is a difference, don't you think?
VP10 tables don't have to fake so many things anymore. You can have general illumination without a lot of Photoshop work etc. This will improve the tables visually, not because it's something new/better, but because it's easier for authors to implement such things.
#1734
Posted 28 August 2015 - 08:42 AM
Experiment with Const ballsize = (read the vbdocs and commandreference for variables)
I won't be adjusting the ballsize in the public release as the primitive balls, trough wall spacing etc and ramps etc. all need
to be adjusted depending on size used.
It's not a good idea to play with the ballsize, but i think it would be a good idea to resize the table to Williams Superpin dimensions.
It's now 1017/1925 and it should be 1093/2162.
I will sent an updated table to Dozer.
#1735
Posted 28 August 2015 - 11:31 AM
Ok, this update was much quicker then i thought and it will be the last update until a official version of vp10 is provided.
Dirty Harry V1.2
-Fixed CrimeWave Multiball
-Added Global Lightning (thanks for helping Fren)
-Added missing Lights for BumperCap and BankRobber
-added images for ON/OFF effects
-Changed Sound for Plunger
https://mega.nz/#F!6...fU_VcXNIMbZGGvA
Its always a good idea to delete the nvram (dh_lx2.nv) file before using a newer version of a table.
Have fun with the table and let me know if there are some bugs left or any other thing which can make the table better...
I have bad teeth, no need to feed me with candy...
I tested the new version, scored 1M and played the final mission, I noticed a FPS drop only on this mission, but it's normal , all the lights on and the gun primitive moving non-stop.
The lights are even better and no slowdowns. I don't know if you changed something in the physics, but it plays even better than the previous version. Great table
#1736
Posted 28 August 2015 - 12:38 PM
I wish this slowdowns would not happen. They are also at midnight in the rampage mode. I guess I must invest some bucks in a newer gf card...Ok, this update was much quicker then i thought and it will be the last update until a official version of vp10 is provided.
Dirty Harry V1.2
-Fixed CrimeWave Multiball
-Added Global Lightning (thanks for helping Fren)
-Added missing Lights for BumperCap and BankRobber
-added images for ON/OFF effects
-Changed Sound for Plunger
https://mega.nz/#F!6...fU_VcXNIMbZGGvA
Its always a good idea to delete the nvram (dh_lx2.nv) file before using a newer version of a table.
Have fun with the table and let me know if there are some bugs left or any other thing which can make the table better...
I have bad teeth, no need to feed me with candy...
I tested the new version, scored 1M and played the final mission, I noticed a FPS drop only on this mission, but it's normal , all the lights on and the gun primitive moving non-stop.
The lights are even better and no slowdowns. I don't know if you changed something in the physics, but it plays even better than the previous version. Great table
I didn't changed anything in the physics, I only reworked the left outlane so the ball does not drain that much there.
#1737
Posted 28 August 2015 - 12:50 PM
Interesting thing I noticed with the Judge Dredd table that happens with some other timer heavy vpx tables too.
My laptop has a 2.2 ghz c2d and the desktop overclocked 3.2, now I can play these tables on the desktop fine but when I try them on the laptop the fps slowly dies after I start the table and never recovers, It remains below 10 fps all the time. The same thing happens if I disable OC on the desktop and reduce clock to 2.2 ghz. It seems that below certain cpu speeds some tables on vpx become completely unplayable on lower end cpus, fiddling with these timers restores fps to plus 60 but breaks things.
AMH author Shoopity changed some stuff that fixed the timer issue on the vpx version of the table. Don't get me wrong, I'm not demanding anything as someone with such and old cpu, just thought I mention as these issues seems to be a common thing. ![]()
Edited by Kaan, 28 August 2015 - 12:55 PM.
#1738
Posted 28 August 2015 - 01:01 PM
Experiment with Const ballsize = (read the vbdocs and commandreference for variables)
I won't be adjusting the ballsize in the public release as the primitive balls, trough wall spacing etc and ramps etc. all need
to be adjusted depending on size used.
It's not a good idea to play with the ballsize, but i think it would be a good idea to resize the table to Williams Superpin dimensions.
It's now 1017/1925 and it should be 1093/2162.
I will sent an updated table to Dozer.
Hey Hmueck,
Thanks for sending that across. I know the dimensions are not accurate however I ran with the original judge dredd vp9 dimensions for ease of conversion.
For a final version when VP10 is released I might get back to it and adjust it's accuracy but I've got a few other projects at the moment and can only devote small amounts of maintenance to this from now on.
Dozer.
Interesting thing I noticed with the Judge Dredd table that happens with some other timer heavy vpx tables too.
My laptop has a 2.2 ghz c2d and the desktop overclocked 3.2, now I can play these tables on the desktop fine but when I try them on the laptop the fps slowly dies after I start the table and never recovers, It remains below 10 fps all the time. The same thing happens if I disable OC on the desktop and reduce clock to 2.2 ghz. It seems that below certain cpu speeds some tables on vpx become completely unplayable on lower end cpus, fiddling with these timers restores fps to plus 60 but breaks things.
AMH author Shoopity changed some stuff that fixed the timer issue on the vpx version of the table. Don't get me wrong, I'm not demanding anything as someone with such and old cpu, just thought I mention as these issues seems to be a common thing.
AMH uses timers exclusively to run the game code as the table is not talking to a vpm emulated ROM. I think Shoopity and either Toxie or Fuzzel mentioned that the timers in VP10 are very granular and have a high resolution so you will notice when big blocks of expensive code is run in timer subs that you will get performance issues on slow processors.
Judge Dredd has some timers but they do not handle the majority of the game logic. The deadworld mech has a timer that is high resolution and the VUK's also use some reasonable heavy subs but they don't run often. Judge dredd has some pretty well timed logic to handle that planet mech so you may notice things break if you change the intervals.
Edited by Dozer316, 28 August 2015 - 01:02 PM.
#1739
Posted 28 August 2015 - 02:32 PM
For a final version when VP10 is released I might get back to it and adjust it's accuracy but I've got a few other projects at the moment and can only devote small amounts of maintenance to this from now on.
Thats why i did it for you and sent it.
#1740
Posted 28 August 2015 - 02:44 PM
For a final version when VP10 is released I might get back to it and adjust it's accuracy but I've got a few other projects at the moment and can only devote small amounts of maintenance to this from now on.
Thats why i did it for you and sent it.![]()
I'm not sure we're on the same page here. Did you see the insert lights, sling alignments etc. after the resize?



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