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It sounds a bit like you wanted to throw a party without knowing the people you’re inviting.
I think if you want to be successful in a gig like this, you need to be sensitive about the details and read between the lines when it comes to feedback.
By details I mean you have to formulate it in a way it’s crystal clear you’re looking for nominations. If you nominate people yourself then you need to spend a lot of time finding a balanced selection, even if it’s a pre-selection. Having some of the biggest names missing is just asking for trouble.
Then part of dealing with community feedback is being able to handle harsh comments and adapt. Sometimes it’s worth digging deeper into non-constructive criticism instead of getting defensive about the form. Maybe there actually is a problem even if the person is not able or doesn’t want to elaborate on it.
But that’s only why it failed so fast, in my opinion even if you had all of the details right, it would have failed in the end, simply because building tables and providing content is not a competition. We do this out of fun, and it would have been weird “winning” an award for anything. At least that’s my personal view, and reading the comments here it seems a somewhat common sentiment.
@Thalamus and @TerryRed I’m sure you guys can get along even on the opposite side of the spectrum. Don’t let this disencourage you.Cheers!
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September 7, 2020 at 4:49 pm in reply to: pindmdv3 and Fx2/3- help with Freezy’s DMD extension #200145You’ll need to set the same params in dmddevice.ini
[pindmd3]
enabled = true
port = COM5You need to login in order to like this post: click here
September 7, 2020 at 4:26 pm in reply to: pindmdv3 and Fx2/3- help with Freezy’s DMD extension #200141Okay so all good?
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September 7, 2020 at 1:43 pm in reply to: pindmdv3 and Fx2/3- help with Freezy’s DMD extension #200116Hmm which port is it sitting on? Can you try specifying the port as well and show the log? dmdext test -d pindmdv3 -p COM5
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September 4, 2020 at 5:50 pm in reply to: pindmdv3 and Fx2/3- help with Freezy’s DMD extension #199457Can you show what the console prints for “dmdext test -d pindmdv3”?
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August 28, 2020 at 9:22 am in reply to: rehearsals for departure (or how i learned to stop worrying and plot a vpx exit) #198280@bord remember when we discussed using separate colliders for rubbers and how we could import them easily? I’ve described an approach here if you want to have a look. Lemme know if it’s clear and if it makes sense.
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August 28, 2020 at 7:48 am in reply to: rehearsals for departure (or how i learned to stop worrying and plot a vpx exit) #198267Really happy to have @bord working with us. There’s so much know-how going into making a table and it’s invaluable to get first-hand impressions about stuff we can improve to make the creator’s life easier.
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Follow-up here.
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Looks like I’ve missed the notification, so apologies for replying so late.
I don’t think anyone proposed to use PhysX in VPE. PhysX is Unity’s “current gen” physics engine that is based on Unity’s game object model. What we’re aiming to do is use Unity’s new data-oriented approach, which should deliver a much higher performance. In that department, Unity offers their own physics engine, and Havok, which is used in many triple A games. Both use the same API, so you can basically switch one out for the other by ticking a box.
However, since we want current tables to be portable (or at least keep the porting effort to a minimum), we’re currently porting the original VPX physics to Unity. From there we can obviously iterate on tweaking the engine or completely replace it. Currently Ravarcade is working on another approach, which is integrating Bullets Physics, the leading open source engine.
Anyway, there’s a lot of options, and it’s what we’re currently working on. It’s mostly experimenting and testing, and most of all, learning a lot about physics. ;)
To answer your question, live catches are already possible with VPX, I did a few, though for me it’s pretty random because they are pretty hard to do :)
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@Dark here is the list of supported 3D formats.
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Refraction is definitely possible, there’s even a ray traced implementation of it. But the whole rendering terminology is pretty new to me, and I’m still learning, so I’m not sure if it’s possible to get that exact effect. Best guess yes, but I assume you’d have more skills than I have to find out :)
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Thanks bord, this is important feedback, and will be taken into consideration big time when deciding how to move forward.
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Hey dark, I’m looking forward to seeing your models dynamically illuminated in real-time as well! :)
I’ll try to record another flasher video, do you have any table preference? Thing is, there’s still a lot of potential for more realistic lighting by tweaking the materials. Right now, since VP doesn’t really have a PBR model, the materials are hard to convert, and you’ll get much better results by customizing Unity’s shaders.
About licensing, Unity has different plans. The free plan stays free until up to 100k/year revenue/funding. So given the free and open source nature of VPE, we will stay in that tier. The only reason to upgrade to the plus plan would be to get rid of the Unity logo on startup.
The most obvious reason for Unity was because it’s based on C#. UE4 is C++, and “porting” VP from C++ to C++ wouldn’t make any sense, it would be more a refactoring where you have to be a really competent C++ developer, which I’m not :)
Then Unity made a lot of progress the last years in terms of visual fidelity. It used to be focused on mobile for many years, with UE4 leading the high-end segment, but they have caught up a lot and many say there are little to no difference what you can achieve nowadays with both engines. And first tests are confirming that.
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Sure thing!
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Guys you done hijacking my thread? ;)
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MBPC tables are now available at vpdb.io
SAM too.
I think it’s @freezy and @arngrim that you can thank for making this available.
Table credits to TT&NZ, of course.
EDIT – I should say that it is some of the TT&NZ tables. Alessio’s and g5k’s and other contributors? No, those aren’t there.
You mainly have to thank @Fulltilt for uploading them and double-checking with the authors. We’re still waiting for a few authors to confirm, that’s why not everything is there.
And yes, we’ve decided to remove the SAM rule from VPDB.
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@outhere Was VPM selected when you installed? What does it say under product version when you right-click on DmdDevice.dll in the details tab?
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@CarnyPriest Thanks for giving it a try! In any case there are release notes on the page where you download the installer where such things are noted. It’s a difficult topic because if I wanted to automate this, I would probably end up with a difftool, and I’m not sure many will be familiar with it.
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@TerryRed VPM folder is pretty easy to obtain by looking at the registry where VPinMAME.dll is registered. If you’re going with WiX here‘s how you do it. Honestly, I’ll be using the installer for my cab even though I know what it’s doing.
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Well, creating an installer wasn’t trivial because I’m using the WiX toolset which has a relatively high learning curve (but is super powerful). But dmdext is downloaded around 1.5k times, so if it saves everybody two minutes for every release, it’s well worth the effort.
Anyway, if anyone at all is interested in testing this, let me know.
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