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I’m thinking of buying an Occulus headset purely to play VPX (and maybe the new Half life…) which VR headset do you use? and is there a good go to thread on here for VR/VR VPX discussion? thanks
Vpforum VR thread would be the place for this but I’ll say that I haven’t tried VPXVR with anything but what I currently have, old Rift CV1. All I know is that at least this Oculus suffers from performance issues with similar or better hardware on which other headsets with better resolution reportedly dont. For some reason I can’t run Metallica table in any way playable level. Everything else runs smooth tho (with Windows RT virus protection off). Tried with 2 similar grade PC’s so the issue wasn’t installation specific.
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Not sure which scale everyone is talking about but the normal view scale settings don’t apply in VR besides Z and even if they would, I think there’d be the problem of “looking a miniature from close distance”. VR scale setting works but unfortunately it’s global setting unless I’ve missed something. Table model scaling then again would affect physics I assume and would be too much work like Knorr said.
@Knorr, Like said I fully agree with you about the units and always wondered why it’s so hard to just use sensible numbers. If nothing else, just scale the editor values for the user to make modeling and script calculations easier and use the magic scale in background but if it now doesn’t even brake anything in the engine, I don’t get why not every table is created this way. Probably historical reasons.You need to login in order to like this post: click here
Sorry I don’t build vr tables. You can find them in there dedicated category:
I know where they are and like said, don’t much care for the extra added in those tables. Working backbox is the only reason to use those. I mostly use standard release and add the DMD if necessary.
My comment was just about the scaling and that it’s a pity this marvelous table isn’t playable in VR. Not sure if this one can be turned VR compatible or not as physic parameters will get messed if object scaling is changed.Uh, nah. I built Radiant Silverball in part with the idea of multiplayer pinball action, which doesn’t lend itself as well to VR use. Maybe down the road I’ll build a VR for pinball rig, although I want to wait and see what happens with VPE on Unity first.
There’s that. Sure you can mirror the game view to monitor / big screen with VR too but I know, it’s not the same. You’re still isolated in your helmet.
Still, it’s too much better to trade back.You need to login in order to like this post: click here
@thalamus Also, I really encourage you (and everyone) really burn those huge cabinets and go for a stubby. Ok well maybe instead of burning sell the current cabinet for the price of a VR helmet if someone still wants to buy it. The VR experience difference is about the same as jumping from old FP tables to these latest VPX creations. I’m not hyped anymore about the VR as I’ve had those things for quite many years and frankly don’t much care how people get side tracked in VP to create those “fancy” environments (that are not that fancy as the outdated engine really can’t offer that beautiful graphics without hacks). I rather just have the VR table in darkness (well I’m a Finn and prefer darkness anyway so YMMV).
It’s the sense of more realistic gameplay your brains provide you after it receives some depth feedback which allows you to perceive the ball movement a lot more closer like in real life machines. Do it :) . Yes it’s a bit buggy mess still but hey so is this whole open source VP anyway.You need to login in order to like this post: click here
@Thalamus, just edited my comment. Yeah, you can but VR behaves like real world. If you have a 1:10 scale pinball table in front of you, it wont look or feel real size if you bring it right to your nose. Head tracking tracking is still scaled according to the rest of the virtual world, meaning in this case about 10 cm side movement of your head will shift the VR view by a width of the table.
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Got all excited and instantly disappointed because of the scaling . I’m all for the metric instead of fantasy units, but it’s a shame it’s now miniature in VR, and there’s no going back to 2D cabinets after VR… Yes you can zoom and reposition your VR view but it sucks to do it all over again between tables and view doesn’t fix it anyway, it just looks miniature looked closer.
Thank you anyway for these great virtual versions. They’re on a whole different level of quality!You need to login in order to like this post: click here
It’s a matter of personal taste I don’t want to criticize anyone’s efforts helping this community but as the author called original DE art “work of a 5th grader” I’m sorry I can’t take the high road here and I can’t help myself to say that I just love DE style and it makes their tables look really interesting. Takes some skills to come up with their art vs this mod which is more like 5th grader who learned copy paste in MS Paint. Maybe a little more humble attitude would be in place. But yeah, there are people who prefer Sharknado over Jaws.
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Thanks! I read about that default bg music feature from some old thread but couldn’t find the option. I’ll take another look.
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April 10, 2019 at 12:03 pm in reply to: Popper crash frequently when set to launch on Windows start #123622Thanks for the replies guys.
I once tried running stuff in admin mode via batch file and it didn’t work so I never actually tried the batch file on wiki and just instead used a task. Should do the same though.I just installed 1.4 and thought the same and hoped it’ll fix this, even though nothing related was mentioned in update notes. I’ll report after some time if the problem went away with 1.4 for me too.
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My game select graphics got messed. Game icons scroll by fine but the wheel background image shrunk to half size. I did run display setup again.
Also the initial menu background music (Addams) plays all the time now. It used to go away when I chose the VPX table group and started scrolling tables, even though I never got table musics to to play at all in Popper.
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March 19, 2019 at 1:41 am in reply to: Metallica Premium Monsters (Stern 2013) mod of many other mods + Fast Flips #118564Thanks Thalamus. I’m loosing track with different versions.
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March 18, 2019 at 3:03 pm in reply to: Metallica Premium Monsters (Stern 2013) mod of many other mods + Fast Flips #118441Wonder what I broke this time as my colorized rom (mtl_170hc) stopped working (93: game name not found). Has worked without problems before. Downloaded 1.7.2 version of dll’s again but mame tester wont even list colorized roms.
EDIT: Guess I’m just too sober and forgot VPM3.2 still doesn’t have modified dll(?)
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+1
VP 10.6 3660 / W10 x64 / 16GB / i7-4770 / GTX970 4GB / Nvidia 388.71
Played TAF yesterday several times without any errors. Launched it from VPX directly and also through PinUp Popper. Today I can’t get it to launch through PinUP at all, just gives the compile error (nothing else). Launches ok from VPX directly.About NVidia drivers, you can find all old versions here:
https://www.guru3d.com/files-categories/videocards-nvidia-geforce-vista-%7c-7.htmlI personally had really bad stutter with 416.xx version so reverted way older ones as this historic card quite likely doesn’t benefit from any recent updates. 10- or 20- series is different thing.
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Yeah, and to be clear the “told you so” was a joke, tho it was a bit frustrating to get all these “you need more fuses”, “you have a wiring issue”, “your solenoid self generates energy and malfunctions”, “your mosfet died”, “you probably got drunk and set it on fire yourself”, “your diode died” and not a single reply to the original simple question about a simple safety timer just in case there’s a scripting error or something
With contactors it’s not maybe a burning issue (ha ha) but it still affects the gameplay at least if one of your feedback device just jams.
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Good news everyone!
Got some time today to stick my anti-bonfire gizmo in the cab and fired up Jolly Park again to see if the same happens again and guess what, back left solenoid stuck during first try. Might be a bit risky to say this but… told you so! ;)
Writing this right after it happened in case someone is playing this so didn’t yet dig around the script for possible cause but at least this time it happened right after draining last ball. I actually noticed one solenoid activating and thought myself “..didn’t hear it release” and then my 3s safety circuit kicked in.
Also, exit script works and that solenoid releases when I exit the table having that output bug active.Edit:
Played a second round, again stuck after last ball drained. Common for these first short two tries were that I shot one ball to Magnetic House.
I then tried third time and just let all balls drain and the bug did not appear.You need to login in order to like this post: click here
Diode is fine
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@sniiki the software does not have a “bug” Ive been running feedback well on 6 years and never smoked anything. BUT lets say you exit wrong or an error in table script i suppose that could leave a output stuck on in some weird state but really would be more of a problem with solenoids you are using or wiring issue but your right a solenoid should never stick on normally.
@arngrim could anything be wrong with this table to cause a stuck solenoid? I have not tried the table so cant report any issues with it
Good to hear. Please don’t take me wrong, I don’t mean to blame software or point fingers. I just wanted to rise this question why couldn’t we add such simple parameter to control software just in case. In the end monitoring needs to be at HW level to make sure it’s safe but SW monitoring wouldn’t hurt either.
sniiki wrote:
I noticed that controlling IRF540N mosfet was killed in action tooIt could very well be that a failed mosfet is what CAUSED the problem, as opposed to being harmed by the issue.
Yeah it could. But I’d think it’s more likely that it got burned in the process when the solenoid got so hot it melted the wires, shorting it and causing shit load of current to rush through. Why my 12VDC supply overload protection didn’t kick in? Dunno, cause it’s bad quality I think. I have a new Meanwell PSU on the way anyway for other reasons.
I use Siemens contactors for my DOF setup, these can be left on with no issue. They are designed to be left engergized for weeks or months continuously
Sure they would help, but I’d like to avoid them for few reasons like that I can’t ‘adjust’ the tone of the sound like I can with solenoids, are quite big for my heightwise slim cabinet and they need another 24VDC PSU or step up converters.
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@sniiki the software does not have a “bug” Ive been running feedback well on 6 years and never smoked anything. BUT lets say you exit wrong or an error in table script i suppose that could leave a output stuck on in some weird state but really would be more of a problem with solenoids you are using or wiring issue but your right a solenoid should never stick on normally.
@arngrim could anything be wrong with this table to cause a stuck solenoid? I have not tried the table so cant report any issues with it
Good to hear. Please don’t take me wrong, I don’t mean to blame software or point fingers. I just wanted to rise this question why couldn’t we add such simple parameter to control software just in case. In the end monitoring needs to be at HW level to make sure it’s safe but SW monitoring wouldn’t hurt either.
sniiki wrote:
I noticed that controlling IRF540N mosfet was killed in action tooIt could very well be that a failed mosfet is what CAUSED the problem, as opposed to being harmed by the issue.
Yeah it could. But I’d think it’s more likely that it got burned in the process when the solenoid got so hot it melted the wires, shorting it and causing shit load of current to rush through. Why my 12VDC supply overload protection didn’t kick in? Dunno, cause it’s bad quality I think. I have a new Meanwell PSU on the way anyway for other reasons.
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@sniiki the software does not have a “bug” Ive been running feedback well on 6 years and never smoked anything. BUT lets say you exit wrong or an error in table script i suppose that could leave a output stuck on in some weird state but really would be more of a problem with solenoids you are using or wiring issue but your right a solenoid should never stick on normally.
@arngrim could anything be wrong with this table to cause a stuck solenoid? I have not tried the table so cant report any issues with it
Good to hear. Please don’t take me wrong, I don’t mean to blame software or point fingers. I just wanted to rise this question why couldn’t we add such simple parameter to control software just in case. In the end monitoring needs to be at HW level to make sure it’s safe but SW monitoring wouldn’t hurt either.
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I understand but nothing in this topic was related to a wiring fault or conducting 12V to USB line so was a bit confused about this comment.
The whole point is simply that if the software has a bug and it keeps solenoid output on for too long, the solenoid will burn no matter how many fuses or opto couplers there are.
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