Forum Replies Created
-
AuthorPosts
-
cool.. finally someone uses the new normal maps then! :)
You need to login in order to like this post: click here
June 23, 2016 at 11:50 am in reply to: Could Pinball Construction Kit become better than Visual Pinball? #32214We saw sooo many editor announcements in the last years. And also quite some that went quite far (and looking awesome). But unfortunately always the old development rule applies: https://en.wikipedia.org/wiki/Ninety-ninety_rule
Thats why we still stick with this stone-old UI in VP, as doing everything again from scratch is a lot of work.
You need to login in order to like this post: click here
I have a little script for generating media for PinballX in this post: http://www.gameex.info/forums/topic/17613-cactus-canyon-continued-p-roc-pbx-launcher-and-media-generator/
“Because the table requires the old VBS scripts then there has to be a separate VPX installation” ??????
The old core.vbs scripts mentioned there included some manual patches by destruk for some misbehavior of PROC.
I ported and extended these to the new core scripts that now ship officially with VP10.1.
You need to login in order to like this post: click here
Some tables have very very low timer intervals set. So i would recommend that you go over all timers on the table and set their interval to 10 (or above) and see if that cures the stutter.
You need to login in order to like this post: click here
Great stuff!
but a performance hint: please do not have such low timer intervals for some of the timers, you could try limiting all of them to not feature a value below 10, that should give some more perf, and usually no drawbacks
You need to login in order to like this post: click here
I am running it. you don’t need their dll, it is built in pinmame now, and have been a while. There are a bunch of sound kits on their forum (around a 100) to download. Not all are very good. The only problem i have is that some samples keeps looping even after they should be off.
Some support is not perfect yet, as the sound command processing is not fully understood (yet). Also pinsound has many additional configuration options which are not all implemented (yet). But from my testing most packages work out of the box with only very few errors.
Thats why we included the external pinsound studio connection. So if you experience problems, please use sound mode 2 along with the pinsound studio.
Still, some sound packages also feature flaws by design, simply because the authors did not test enough (which can result in looping, or non-looping samples, where it should actually be the other way round).
You need to login in order to like this post: click here
Just a general recommendation: we added tooltips to all the video settings AND a reset-to-default button into VPX.1 (10.1).
So you can check if you screwed something up or read more detailed info about all those settings and whats the implication on performance or quality is for each setting by hovering over the input field/box.
The default config is also pretty much optimized for performance, except for having the “anisotropic filtering” box enabled, but then again this should not harm performance on any modern GPU. So if you experience performance issues then reset to default, and then go on from there by enabling things progressively.
Also in general we optimized performance in VPX.1 again. Not like a “magic-2x-faster” ;), but at least it should be in general a bit faster, and especially in some corner cases much smoother (like getting rid of some multiball stutter, etc), so please make sure to use that. It should be 100% compatible to VPX.
You need to login in order to like this post: click here
Its already running since two hours.. ;)
You need to login in order to like this post: click here
Great stuff! Thanks!
(And in case you don’t know yet: http://pinsound-community.org/forum/index.php?app=downloads&showfile=127 has the original soundtrack (e.g. the one that was intended to be used on this machine by the TZ-sound whiz Chris Granner) that you can use from within vpinmame 2.7 beta, when turning on the (alternate) sound mode (see whatsnewVPM.txt))
You need to login in order to like this post: click here
but not only the visuals are a bit oldskool (which is okay given the requirements of VR), but also the physics:
https://www.youtube.com/watch?v=yKifD_Q4FIA (see part with starship troopers)
thats really a bummer, as i was looking forward to trying it myself.
You need to login in order to like this post: click here
Its only for GearVR right now, e.g. smartphones.
You need to login in order to like this post: click here
great work guys! looking and playing fantastic so far.
my DT settings: Inclination 50, FOV 50, Layback 20, XYRot 0, XScale 1.6, YScale 1.4, ZScale 1, XOff 0, YOff 110, ZOff 400
You need to login in order to like this post: click here
looking good!
You need to login in order to like this post: click here
woohoo!
You need to login in order to like this post: click here
@gtxjoe: so far, only dynamic objects will show up under/through the playfield (stupid restriction by our engine, sorry, but that keeps it low on memory/fast).
as for the free shapes/holes: i’ll look into that. maybe there is a simple implementation for that.
You need to login in order to like this post: click here
November 9, 2015 at 11:56 am in reply to: BAM support in VP10 possibility? According to Rav…Yes! #2317i was already in contact with rav a long time ago, but as randr pointed out (although its not the full issue), the problem is that VP is not fully dynamic rendered currently (to get more performance on low/mid range PCs), so its perfectly possible in theory, but in practice not (yet).
You need to login in order to like this post: click here
Basically its an alpha threshold. If the alpha value of an image/pixel is below this value, then it will be fully transparent/non-existing.
You need to login in order to like this post: click here
The alpha image should basically work. If it doesn’t then it might be a bug (e.g. repro case would be nice for debug).
As for cutting holes: I guess it would not need to be a ‘real’ kicker, but i could also imagine that a wall or light or something could be used for this, just so that we know the area where the hole should be. I’ll figure something out i hope.
As for the reflective wall: As said, unfortunately not. The reflections and the playfield are tightly bond in the code to make it fast and consume very little memory at the same time (and be accurate, too). There might be more in the future (e.g. lots of experiments for us to do), but with 10.0, no.
You need to login in order to like this post: click here
so basically a custom shape would be all that is missing?
You need to login in order to like this post: click here
but guys, if we should fix that, then we really need some more info than just ‘it didn’t work out’. ;)
after all the intention of the raised playfield was exactly that the walls trick should be made obsolete in the end.
so please just write something up where you feel that it lacks something/what doesn’t work.You need to login in order to like this post: click here
-
AuthorPosts