High Roller Casino WIP

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  • #155564
    DJRobX
    Moderator
      @djrobx
      MemberModerator

      @Dids666 and I have been back at it, working on High Roller Casino!

      The table is now fully playable.    Devil is always in the details – VPX doesn’t support moving primitives, so it took quite a bit of work and finesse to get that roulette wheel to work naturally.

      Surprisingly this is also going to require a VPinmame update.    Stern used a two direction four-solenoid stepper motor that was impossible to accurately read from a table script without more direct access.     Starship Troopers and Playboy use this same motor, so hopefully the update will be useful for those tables later as well.

      Now that the table is playable, we are moving onto the audio/visuals.

      HRC

      #155565
      agentEighty6
      Participant
        @zigbane

        Wow I’m glad you posted this!  I spent the last day or two starting this myself but will wait for yours.  Can’t wait to see how it turns it!  If you need a tester, let me know.

        #155576
        DJRobX
        Moderator
          @djrobx
          MemberModerator

          Wow I’m glad you posted this! I spent the last day or two starting this myself but will wait for yours. Can’t wait to see how it turns it! If you need a tester, let me know

          Did and I started this well over a year ago, but only recently picked it back up again.    I came here looking to update the WIP thread that there’s progress, and realized that there wasn’t one!     D’oh!   Sorry about that.   I sent you the table and the vpinmame update so you can check it out.    Still a lot left to do, but thought you might find it interesting since you had been working on it.

          #155579
          sheltemke
          Participant
            @sheltemke
            Member

            Thank you so much for doing this Djrobx!

            #155585
            Thalamus
            Moderator
              @thalamus
              ContributorMemberModerator

              I admire you Rob for all the great stuff you keep adding to VP. If there is something that isn’t supported, you just write up some code and submit it. If only we could clone you ;-) :rose:

              #155595
              Dark
              Moderator
                @dark
                vipMemberContributor

                Looks great, I’m confused though what do you mean vpx doesn’t support moving primitives?  There are a few examples of spinning prims already.

                3dcreation

                #155599
                TNT2
                Participant
                  @tnt2
                  Member

                  Excited to try this.

                   

                  Always thought the Pinball Arcade version wasn’t as engaging as it could have been with more accurate physics.

                  #155601
                  DJRobX
                  Moderator
                    @djrobx
                    MemberModerator

                    Looks great, I’m confused though what do you mean vpx doesn’t support moving primitives? There are a few examples of spinning prims already.

                    You can visually move them, but if you turn on collisions you’ll find that VP will only handle collisions at the original position.    So if I make a moving ramp and set it collidable, the ball will always follow the trajectory of its original position.     You can only turn collision on and off.   For the ramp case, most VP tables will fake a moving ramp with a multiple invisible ramps that turn on and off.

                    This is fine for ramps, but a big problem for the ball entering a roulette wheel that’s spinning smoothly.    The VP9 version fakes all of it by using a bunch of kickers.  That’s why you see the ball go in slow freeze-frame motion around the loop.

                    There are only two moving collidables in VP – balls and flippers.    So for this I am simulating the gaps in the wheel by fanning out 8 flippers and micro-flipping in a circle.   It took a lot of trial and error to actually get this to work, VP isn’t expecting flippers to be used like this and does some strange things based on the flipper start and end positions.    If the strength is too weak the flipper will pass through the ball.     The interaction with the cup primitive was also challenging, VP has performance issues with high poly collidables but you need a smooth circle.    Did figured out a pretty good “ugly” primitive that has good drop-in action.

                    Some systems with slow CPUs may get some stutter in multiball if there are 2-3 balls all going after the roulette wheel at once.

                    #155627
                    naeromagus
                    Participant
                      @naeromagus
                      Member

                      Thanks rob and did, for bringing yet :good: another sega/stern  classic to vpx. I’ve been wondering if this was going to get made since I don’t think it was to widely spread in the wild. Looking forward to this. Seen it one time but didn’t play it.

                      #155631
                      rothbauerw
                      Moderator
                        @rothbauerw
                        ModeratorContributorMembervip

                        You can visually move them, but if you turn on collisions you’ll find that VP will only handle collisions at the original position. So if I make a moving ramp and set it collidable, the ball will always follow the trajectory of its original position. You can only turn collision on and off. For the ramp case, most VP tables will fake a moving ramp with a multiple invisible ramps that turn on and off.

                        This is fine for ramps, but a big problem for the ball entering a roulette wheel that’s spinning smoothly. The VP9 version fakes all of it by using a bunch of kickers. That’s why you see the ball go in slow freeze-frame motion around the loop.

                        There are only two moving collidables in VP – balls and flippers. So for this I am simulating the gaps in the wheel by fanning out 8 flippers and micro-flipping in a circle. It took a lot of trial and error to actually get this to work, VP isn’t expecting flippers to be used like this and does some strange things based on the flipper start and end positions. If the strength is too weak the flipper will pass through the ball. The interaction with the cup primitive was also challenging, VP has performance issues with high poly collidables but you need a smooth circle. Did figured out a pretty good “ugly” primitive that has good drop-in action.

                        Some systems with slow CPUs may get some stutter in multiball if there are 2-3 balls all going after the roulette wheel at once.

                        I thought about using flippers for the roulette wheel on Tee’d Off.  I also tried a number of other methods that also where a huge performance hit.  In the end, I settled for a static collidable primitive and a collidable on/off ramp or wall with a vp spinning disk to simulate the spinning wheel.  I think it turned out pretty good.  Not sure if it would work in this instance with multiple balls, but might be worth a look.

                        Current Project: Perpetual updates of VPX physics.

                        #155650
                        Tom
                        Participant
                          @armyaviation
                          MemberContributor

                          I think either GTXJoe or BD helped me with the spinning flipper on Hot Hand.  That is collidable and rotates.

                          #155655
                          DJRobX
                          Moderator
                            @djrobx
                            MemberModerator

                            I’m very happy with the current implementation with the flippers, it just took a long time to dial in.    I see stutter on my VM once in a while, but on the cab it’s perfect.   My VM is pretty bad with VP – timers don’t even run at the right speed ?, so I’m not going to stress about it for now.

                            If there are performance problems on some people’s systems I’d probably be more apt to have an optional script hack that drops balls out of the wheel if more than 1 tries to enter.   Probably can even tune the autoplunger to just the right strength where it basically goes right out the hole too.    But it’s neat to watch the balls pile up on it.

                            #155749
                            Onevox
                            Participant
                              @rooster
                              Member

                              already looks awesome. glad to see y’all taking this on.

                               

                              Onevox

                               

                              #156178
                              Naboodiver
                              Participant
                                @naboodiver

                                Really excited about this one.    Thanks so much.

                                #156294
                                Dids666
                                Participant
                                  @dids666

                                  Some Progress of the the 3D model…

                                  hrc

                                  #156296
                                  sheltemke
                                  Participant
                                    @sheltemke
                                    Member

                                    Amazing work!

                                    #156298
                                    Dark
                                    Moderator
                                      @dark
                                      vipMemberContributor

                                      Thanks for the explanation Rob, I figured it would be something along those lines.

                                      3dcreation

                                      #156301
                                      Pinbolt
                                      Participant
                                        @pinbolt
                                        Member

                                        Looks fantastic.

                                        #156305
                                        Dustin
                                        Participant
                                          @fwiler

                                          I admire you Rob for all the great stuff you keep adding to VP. If there is something that isn’t supported, you just write up some code and submit it. If only we could clone you ;-) :rose:

                                          No kidding. Just a knowledge dump would probably ruin most of us because we couldn’t comprehend it.
                                          Thanks for all the hard work, and looking forward to this table. Never saw one in person so this will be a treat.

                                          #157476
                                          Dids666
                                          Participant
                                            @dids666

                                            Lots of work done, not so much left to do :D . Unless we see a game breaker on this, we should be ready to go very soon :yahoo: does anyone here have a low powered pc for their cabs? We would like a benchmark test. @DJRobX

                                            Screenshot (13)

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