turning VW to night......... lol loadedweapon would be jealous

Posted 31 January 2015 - 04:49 AM
It's too much, I need sleep but just can't pull myself away...
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 31 January 2015 - 06:31 AM
My following comments are based more from a "user experience" perspective, nothing more, so probably not as helpful.
- Papa Smurf table is a very good test table. It's very robust and allows one to see the many features of VPX, especially the new lights and the 3d ball.
- I've been experimenting with the dark/light slider. Not sure if this is a bug, but I've found two issues:
a) I love how we can see the effect of light on the ball when it passes close to a light source. However, even if the light source is to the right of the ball, it seems only the lower half of the ball reflects the light (both sides too) instead of just one half of the ball. Is this by design?
b) I see that the slider is for the room's lighting, that is good. However, I noticed if I set the slider all the way to the left, the playfield becomes darker (good) but the lights appear to be dimmer too (not good). IMHO, if it was possible, I would love to see the light's intensity when the slider is at the 3rd line ( but when the slider is at the first line (far left). IMHO, this would give it a very Scapino feel to the light sourcing and that ain't a bad idea. See the attached pics that shows how the lights are affected by the ambient lighting slider, which I would think should not be? (maybe the Loafman isn't getting how this is supposed to work!)
I guess for the above, if there was two sliders available it would allow perfect customization: One slider for the ambient lighting and one for the overall table lighting. Maybe it's already in there somewhere but IMHO I didn't see it, would be a perfect spot one on top of the other. This would be another area where having it's own "bloom" setting could give interesting results.
Incredibly impressed, no crashes after going in and out of the table often (didn't get the slow down issue others reported, weird). Well done all involved, from the devs to the authors (JPSalas in this specific case) who've worked on getting us such an exciting update.
Posted 31 January 2015 - 06:43 AM
Just had a moment to load the new VP10 with Papa Smurf table.
Everything went great with no problems. Table looks fantastic and played very smooth.
Very impressed with where this is going.
Papa Smurf table is a center drain monster though. lol.
Where is the dark/light slider everyone is talking about? Went through every setting I could find and did not see it.
Will this run any physmod 5 tables or do we need to wait for VP10 updates to start filtering their way out?
Nice work everybody.
Posted 31 January 2015 - 06:54 AM
Just had a moment to load the new VP10 with Papa Smurf table.
Everything went great with no problems. Table looks fantastic and played very smooth.
Very impressed with where this is going.
Papa Smurf table is a center drain monster though. lol.
Where is the dark/light slider everyone is talking about? Went through every setting I could find and did not see it.
Will this run any physmod 5 tables or do we need to wait for VP10 updates to start filtering their way out?
Nice work everybody.
The lightning scale is at the bottom of the table properties:
Yes, the Papa Smurf is a drain monster ![]()
physmod5 tables will need to be adjusted, just like the older VP tables.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 31 January 2015 - 06:56 AM
My following comments are based more from a "user experience" perspective, nothing more, so probably not as helpful.
- Papa Smurf table is a very good test table. It's very robust and allows one to see the many features of VPX, especially the new lights and the 3d ball.
- I've been experimenting with the dark/light slider. Not sure if this is a bug, but I've found two issues:
a) I love how we can see the effect of light on the ball when it passes close to a light source. However, even if the light source is to the right of the ball, it seems only the lower half of the ball reflects the light (both sides too) instead of just one half of the ball. Is this by design?
b) I see that the slider is for the room's lighting, that is good. However, I noticed if I set the slider all the way to the left, the playfield becomes darker (good) but the lights appear to be dimmer too (not good). IMHO, if it was possible, I would love to see the light's intensity when the slider is at the 3rd line ( but when the slider is at the first line (far left). IMHO, this would give it a very Scapino feel to the light sourcing and that ain't a bad idea. See the attached pics that shows how the lights are affected by the ambient lighting slider, which I would think should not be? (maybe the Loafman isn't getting how this is supposed to work!)
I guess for the above, if there was two sliders available it would allow perfect customization: One slider for the ambient lighting and one for the overall table lighting. Maybe it's already in there somewhere but IMHO I didn't see it, would be a perfect spot one on top of the other. This would be another area where having it's own "bloom" setting could give interesting results.
Incredibly impressed, no crashes after going in and out of the table often (didn't get the slow down issue others reported, weird). Well done all involved, from the devs to the authors (JPSalas in this specific case) who've worked on getting us such an exciting update.
I am still experimenting but UW mentioned that you can call on that feature in the script and change textures etc, I think the basic slider as it is now is just for fun, but when someone releases a table that has 10 different lighting options (or even just two) then you'll see it's benefit. Something like
if DayNight <= 5 then NightMod
and then have a NightMod sub that calls up different textures and lighting from DayMod......... but obviously it's more involved than that.
Posted 31 January 2015 - 07:00 AM
Please do not disgruntle mukuste - he is a very very very important and valuable developer!! I do not want to lose him for this project again!
By the way: I'm using driver 306.97 (or so). I do not want to update because everything is working perfectly (except this ambient occlusion). I always fear to install new drivers on Windows - over the years I experienced a lot of very very very strange things when installing new drivers on a Windows based system. That's the reason why I do not like Windows but working with a Mac...
Posted 31 January 2015 - 07:04 AM
Yeah, I recall reading about the script enabled lighting but IMHO the more the user can cater to his/her preference, the less authors will feel pressured to cater to everyone's personal preference. How does that rule go again? "you can please some of the people some of the time but you can't please all the people all the time". IMHO lights having its own slider for intensity could potentially go some way to allow personal preference being satisfied. Then again, maybe not, we aren't talking about true light sources here. ![]()
It doesn't matter anyway, this hobby has authors that time and again have bent over backwards in providing us with options that just about does cater to the majority. For this, we are all grateful!
CK: Well, if the windows you are running on your mac is Win 7, you should be able to just roll back to the older driver if the new one doesn't work. At least I've had 100% success doing that here, though you should not consider that a "guarantee" ![]()
Posted 31 January 2015 - 07:20 AM
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".
As no VPX table has been released (and I think if some will be released it will be a very small number for the next few weeks), you can still do your WIP changes! Please contribute! It's only beta so you can do that at any time! I trust your extraordinary coding capabilities!!
Posted 31 January 2015 - 07:22 AM
Please do not disgruntle mukuste - he is a very very very important and valuable developer!! I do not want to lose him for this project again!
By the way: I'm using driver 306.97 (or so). I do not want to update because everything is working perfectly (except this ambient occlusion). I always fear to install new drivers on Windows - over the years I experienced a lot of very very very strange things when installing new drivers on a Windows based system. That's the reason why I do not like Windows but working with a Mac...
I can play with ambient occlusion on but I get 45 fps, unplayable
Posted 31 January 2015 - 07:55 AM
From my understanding and the vibe I got was that this was opened up as it is only in this WIP / Beta form (and arguably a good term by Loafer with"pre-beta") being exactly for the purpose of getting others involved especially you Mukuste. I got the impression that things were to be wrapped up with the constrained, long, and limiting PMs for the alpha stuff, that had started a while ago, so that things could proceed better, with more eyes on things, and in the most easiest way to get everyone on board being that through a forum post / beta thread.
I don't know what PMs transpired between you devs, but I believe that Toxie and fuzzel chose this exact step / getting this early beta going this way in the spirit of inclusion and not exclusion.
Thanks for clarifying that. All of the statements in this thread and previously suggested to me that VP10 was now to be considered feature complete, with only bugfixing and optimizations left, and with breaking changes explicitly discouraged. That's also, after all, what "beta" means in software development. And the fact that there are already calls for a VPX release section in the forum further cemented that impression. If this feature freeze wasn't the actual plan here, then all the better, but the mere fact that even I, as a supposed developer of this software, am left completely in the dark as to the significance of this release proves my point that the communication has been less than stellar. I hope that comes across as understandable and not just whining (and I concede that the tone in my previous post wasn't quite objective, because yes, I was annoyed, but that shouldn't detract from my point).
Whatever. As others have said, this isn't the place for this discussion, and I hope people will go back to talking about the actual software.
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