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VP physics overhaul


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#21 mukuste

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Posted 09 April 2014 - 07:55 AM

That reminds me, I have another sweet little demo table, give this one a spin:

 

EDIT: Two more, actually :D

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Edited by mukuste, 09 April 2014 - 08:03 AM.


#22 perplexicon

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Posted 09 April 2014 - 08:29 AM

Weyhey! Amazing work mukuste, this is the most exciting thing I've seen since turning my monitor 90 degrees :D Can't wait to get home and try this out, going to be a busy night tweaking some of my favourite tables to work with the new settings. Thanks for your hard work, I hope I can repay it sometime with some development input or something vaguely useful!



#23 thewool

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Posted 09 April 2014 - 09:08 AM

Great work mukuste!!!!  Downloading now to give this a 'spin'  (sorry for that :blush:)

 

Hey fuzzel, does a 3D mesh mean we may be able to get a realtime playfield texture reflection mapped to simulate the ball rolling reflection, or is that still a dream.

 

Cheers all  :drinks:


Edited by thewool, 09 April 2014 - 09:39 AM.


#24 unclewilly

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Posted 09 April 2014 - 09:31 AM

Awesome. Will play with this tonight

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#25 mfuegemann

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Posted 09 April 2014 - 09:46 AM

Hi mukuste,

 

this sounds really great. Unfortunately I have to wait until this evening to try the new version out.

 

Regards

Michael



#26 BananaBoat

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Posted 09 April 2014 - 09:51 AM

I just had a play with this, modified the Attack from mars_B2S table.
I had to turn up strength to 2500.on flippers etc as they felt too weak.
Speed at 1.25-1.5 couldn't notice any changes when playing with this setting.

I have to say, the play is much more challenging and unpredictable so a great result with the new physics.

I did notice the ball likes to jump around when you capture it with the flippers tho.... Anyone else see this or is it table specific?


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#27 kruge99

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Posted 09 April 2014 - 10:40 AM

Well this is exciting news, but when I try to load a table, VP physmod 'stopped working' while trying to load the demo table, the live catch and the drop catch table.  The only change I made was to make sure that the video settings were correct. 

 

EDIT: removed the setting "Run as an Administrator" and I can load tables again.  Any reason we "can't" run VP as an Administrator?


Edited by kruge99, 09 April 2014 - 10:42 AM.

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#28 teppotee

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Posted 09 April 2014 - 10:43 AM

How about ball rolling sound? I think that relies on the B2B coding also. Would it be possible to add that natively as well? Or some other event that traces the current balls which could be used to play the rolling sound? I think the rolling sounds really add to the realism and it would be kind of overkill to keep the B2B scripting just for that.



#29 BamBam

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Posted 09 April 2014 - 11:34 AM

Exciting news indeed!


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#30 Pinball999

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Posted 09 April 2014 - 11:43 AM

I'm 100% with Teppotee on this. Rolling and collision sounds are a must have for cabs with a second sound system, especially when using bass shakers.



#31 The Loafer

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Posted 09 April 2014 - 11:49 AM

Boy I can't wait for the day to end... So VP testing can begin! Thanks mukuste!

#32 mukuste

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Posted 09 April 2014 - 11:50 AM

I just had a play with this, modified the Attack from mars_B2S table.
I had to turn up strength to 2500.on flippers etc as they felt too weak.
Speed at 1.25-1.5 couldn't notice any changes when playing with this setting.

I have to say, the play is much more challenging and unpredictable so a great result with the new physics.

I did notice the ball likes to jump around when you capture it with the flippers tho.... Anyone else see this or is it table specific?
 

 

Do you mean when you cradle the ball on the upheld flipper, and it jumps around a bit instead of resting? That's some instability I thought I got rid of, at least for the range of parameters we are talking about here. Will have to look into this particular table to see if I can reproduce it. Is it the JPSalas Beta4 version, or another one?

 

 

 

 

Well this is exciting news, but when I try to load a table, VP physmod 'stopped working' while trying to load the demo table, the live catch and the drop catch table.  The only change I made was to make sure that the video settings were correct. 

 

EDIT: removed the setting "Run as an Administrator" and I can load tables again.  Any reason we "can't" run VP as an Administrator?

 

There was a recent discussion about this in the DX9 thread... it's a subtle COM issue with conflicting typelibs. I had an idea how to resolve it but haven't gotten around to trying it.

 

 

 

How about ball rolling sound? I think that relies on the B2B coding also. Would it be possible to add that natively as well? Or some other event that traces the current balls which could be used to play the rolling sound? I think the rolling sounds really add to the realism and it would be kind of overkill to keep the B2B scripting just for that.

 

I think the easiest way would be to give the script access to an array of all currently existing balls? That way a timer script could periodically run, check the velocities and play the proper rolling sound.



#33 BananaBoat

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Posted 09 April 2014 - 12:04 PM

Mukuste, I just tested the same thing on Cosmic Princess, and the jumping effect of the ball is again visible when cradled on the flipper.
It's the JP 1.0.2 version.


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That's the 1.0.2 version of cosmic princess.

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#34 BuckoBundy

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Posted 09 April 2014 - 12:32 PM

Call me impressed.

I tried Whitewater (love that table) and things just feel more natural. Lost a ball due to spin.. never saw that coming since I am not used to it in VP. And yeah, the whirlpool shot almost made me ruin my keyboard by smashing my Shift key so much.

I can only imagine what this will play like when it is tweaked and table designers take the new physics into account.

 

Thanks Mukuste :)



#35 faralos

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Posted 09 April 2014 - 12:45 PM

two things first: what are flyaway targets?

and in the dropcatch table I keep getting sound errors for the flippers

 any reason why you added all those numbers after the initial coding?

I can just rem out them but still why did you put them in if it crashes while trying to play the table?

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#36 perplexicon

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Posted 09 April 2014 - 12:48 PM

Quick lunchtime jam on Addams Family. Feels great, there's that vibe that was previously missing :) Ball feels quite weighty now!



#37 Slydog43

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Posted 09 April 2014 - 12:51 PM

WOW, incredible news.  You are the man!  What a great few months for VP and its development.  You guys are truely amazing.



#38 mukuste

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Posted 09 April 2014 - 01:00 PM

two things first: what are flyaway targets?

and in the dropcatch table I keep getting sound errors for the flippers

 any reason why you added all those numbers after the initial coding?

I can just rem out them but still why did you put them in if it crashes while trying to play the table?

 

Of course you have to run those test tables with the VP_physmod.exe program.



#39 teppotee

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Posted 09 April 2014 - 01:58 PM

I'm sure an array of balls would work just fine. As long as it can be handled easily within one timer script I'm sure someone will come up with a simple solution that can be used in all the tables (maybe even include it in the default table?). I will be very happy if I don't ever have to add B2B scripting to a table again :) While B2B scripting is really great and innovative way of handling the collision and rolling sounds I'm sure everyone will welcome an easier way. With the JD MOD it took me over 3 hours to get it working properly... Really appreciate your efforts!



#40 ClarkKent

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Posted 09 April 2014 - 02:45 PM

Wow! Great enhancement!

 

Is it possible to add these new physics as an option in VP9DX9? If you add this to VP10 we have to wait until it is released and many VP9 tables will not work anymore. So if you add this to the current version optionally (like "use new physics" yes/no) we could benefit from the new physics in all tables available at the moment! :)