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Showing most liked content since 09/20/2021 in Posts

  1. 15 likes
  2. Still a lot to do, but some more progress.
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  3. Party Zone Colour File for Pin2dmd Version 1.0 Public Release (VPIN) 64 Colour file Requirements: Real Pin2dmd hardware Pin2dmd Firmware 4.10 or later Game Rom L3 and F4 both tested and working If you have any feedback or want to report a bug please contact me. Special thanks to Terranigma for the countless hours of REAL PIN testing with me and to WOB for his work on VPIN testing. Also to Slippifishi for assisting with advise to get the tricky scene to work correctly. Donations are welcome but not required for VPIN file. If you’d like to send me a donation for coffee, beer or lunch to help fuel the next colour files I am currently working on click http://paypal.me/Beaster5427?locale.x=en_US PM me for Real Pin file. Party Zone colour file is not endorsed, sponsored or licensed by Bally, Williams or any other associated companies and is a fan project for personal use only. Please do not share or post these colour files anywhere else as this was a very time consuming project! Thank you in advance! Files that are being worked on for future release are Terminator 3, Dr. Who, and assisting with X-Files Thank you for your support pin2dmd.pal pin2dmd.vni
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  4. Pleased to present (pending file approval) PIN2DMD CFTBL v2! After seeing the recent introduction of the HD panels I was inspired to go back and give Creech the love he deserves, so here is a complete new version, essentially a complete rewrite; every scene has been adjusted, tweaked, bug fixed, recoloured, retimed, retriggered, retested... Some highlights include: The left ramp animation ghosting mentioned several times earlier in this thread is no more. No more black and white on non-movie scenes. Sexier lips. Full 4 player support. All missing scenes/modes captured and coloured. Status Report. All text is oozing with those dithered gradients that look so good on LED panels. And so, so much more - my changelog has over 100 line items, and that's just the stuff I was tracking. This is a 64 colour project so at this point in time is restricted to genuine PIN2DMD users running the latest stable v4+ firmware. Unless Dazz or the other moderators disagree, I will leave the original 16 colour project available for download separately so VPIN/LCD users can still access a freezy compatible version for the time being. As before this has been developed for the English L-4 rom - earlier/other roms may work, though I have not tested, and if someone finds there are issues then reach out to me through PM and I'm sure I can take a look. Thanks for all the support and kind comments about this project over the past two years or so. Massive thanks to @Terranigma for his testing and videos, and being an all round general encouragement and bloody nice guy - have you tried his TMNT files yet? They are amazing! Also shout out to @stumblor for the HD panel video in his Creech and making me realise "oh crap, I better sort that mess out!", and the testing, and videos! And as always a massive shout out and thanks to @Wobfor all his testing, past and present. Finally, I do have a separate real pin version available for HD (256x64) display owners, but I have chosen to not upload them at this stage to avoid confusion/people using the wrong files on their non-HD displays. The only difference is a slightly modified title screen to help the auto-scaler with the complex text, but if you would like the HD version, drop me a PM and I will happily pass the files on.
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  5. It´s still alive! After a long time I finally found the time to give Monster Bash some improvements: Changelog: -overall flicker elimination -drac attack improved -mummy mayhem improved -full moon fever improved -many minor fixes of glitches and color bleeding -color adjustments -real pin optimization -support for older roms (compatible with all MB rom versions) As always free download for vpins, donations much appreciated: https://www.paypal.me/mistamartin Get the vpin files here and feel invited to leave a review or comment: Thanks to all real pin and vpin testers! For real pin requests, please pm. Enjoy!
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  6. Hey guys, i'm thinking about finishing this one. Still a lot of work to do. Since i'm too stupid to write a propper script and Herweh is not available at this time, i'm looking for a VP guy with some experience. This table needs good kicker physics and texture changes triggerd by the rom (GI, insert lights). BC's will have 3 light states: GI-On; GI-OFF; BC light on. We will not use any VPX lights on this table. Stand up target animation and drop target physics / animation would also be cool. I need another 4-6 weeks from now to provide a playable table with all meshes and textures. Still quite a bit of finetuning and texture rendering to do. So if anyone is interrested let me know.
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  7. @Thalamus is correct. Machines should never be sold with games on them as that goes against everything this hobby is about. If this is a pre-loaded cabinet that you purchased from a store/individual... please contact them for support.
    5 likes
  8. Hi, i just wanted to let you know that i did a little project on how to integrate a low budget holografic fan into my cab. i did a small software to integrate them into PipUpPopper. if you need it, its here = https://github.com/buzzibaer/FanPlugin.Wrapper What does it do? This small cluecode application is getting a pinball table as commandline input and is than selection a corresponding pic / vid on the 3d holografic fan. If you want to see it in action look here = https://youtu.be/gSEaMVhVHcs or here https://youtu.be/rK_Xfbv4QXQ Feedback welcome buzzibaer
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  9. A bit of more time available... A few dozens of balls played on "The Champion pub"... And I run into Terranigma post asking for colorization for this ROM... The planets are aligned for me to start a new colorization project ! I had the frustration not to be the "owner" of the Last Action Hero ROM colorization thread that I spent so many times on... so now, this one will definitlety be mine !!! Mouha ha ha !! So, just to say, that I'm starting to work on the ROM colorization of this funny table from Bally. It will be right away in 64 colors, so only for PIN2DMD owners on Pincab... sorry guys but you'll need to push freezy not me to have this 64colors on your LCD screen !! I did not have a look at the HD version.. don't know how it works.. so I will stick for now to what I know. Right from the start you will need to have Firmware 4.1x+ in order to run the file as it uses LCM and LRM. ROM version : english 1.6 (I don't if they are other that are used/popular..) WIP files are available on this Google Drive : https://drive.google.com/drive/folders/1GKF5wRBLsmHb-g4_hMY2_JrFwIupnKiD?usp=sharing Thanks to @Terranigma for referencing all colorization projects and for @Wob to share the dumps of this ROM. CHANGELOG 19/10/2021 : - Attract mode : main screens are done, still missing the design team scn when heads are displayed - Skillshot : more or less ok for ball1, misses some frames on ball 2 when $ sign is displayed - Ball 1 locked : 50% - End of ball bonus : some glitches on scores - End of ball bonus : some screens are not colored, nedd to improve keyframes - Fight : initial coloring of shots (GUT, head, jab) - Fight : BAM, BELCH, POW, BURP, HIC done, missing BOOM and maybe others - Fistacuff multiball : initial coloring -> need checking - Lotery + loose end : initial color (not lookign so good, need to change the pal)
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  10. I've had quite a few older games so far for a short time, but this one is very nice for it's age and well kept. Plays SUPER fast! Got it for a fantastic price.
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  11. Cleaned it up even more. Ordered a new middle beacon as it was yellowed and wouldn't come all the way out with the commercial grade peroxide...game's too nice to have dingy parts! Filed down the bezel to fit perfectly. Backglass was a bit funky fixed that up. Fixed the door and some outer cosmetic things, but overall a beaut! Really fits right in with the new ones. A very nice setup of playstyles. Just waiting on yet another pushed back date on the Mandalorian....sigh.
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  12. @Schlabber34 you know I'm a big fan of your projects. I have a template script that I've been using on classic Williams projects (Space Shuttle, Star Light, Alien Poker) so if you like how those play with nfozzy physics and fleep sound package I'd be happy to do the script/physics work on Blackout. If you find a better fit I won't be offended. LMK
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  13. Sure. Willams made the Fish Tales machine. And there is many Fish Tales emulations out there, be specific. Zen is a commercial product - ask where you bought it, same goes for VP Ultra. You won't find any love in this community fixing your pre installed cab.
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  14. View File Black Knight (Williams 1980) KNIGHT BLACK DEFEND CHALLENGE THEE WILL YOU I AGAIN SLAY CANNOT SELF ENEMY Originally uploaded in 2018, this 2021 version has big changes on the physics and sound front (nfozzy/roth/fleep). There are some new visual flourishes but it is largely the same in that regard. Sorry it is a little dated but I lost my old Blender file. Lots of people to thank and apologies if I forgot you: The Loafer, The Hunter, JP Salas, Scottacus, Flupper, Draifet, Wylte, Rothbauerw, Acronovum, Apophis, Fleep Detailed credits are in the table info. Submitter bord Submitted 09/30/2021 Category Solid State (SS) Recreations ROM Name bk_l4 Link to B2S https://vpuniverse.com/forums/files/file/5678-black-knight-williams-1980-2-3-screens-directb2s-b2s-db2s/ Permission to Mod Contact Author First.  
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  15. It needs to be done for a long time, but finally the update is in progress. I was already able to improve some modes. Should be available very soon...
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  16. @fastdraw I recently read this article from a guy who does a lot of open source. If you don't want to read it all that's fine, but have a look at the section "Entitlement". I had to think about you when I read it. I get it that things are missing. Some things you're asking for are reasonable, some we'll probably handle differently. None of the things are priority at the moment. If you want to contribute to this project positively, then please open a GitHub issue when you think we should address something urgently. Messages here, specially when you keep editing them, will get lost and probably cause more annoyance than anything else.
    4 likes
  17. View File Tron Legacy LE (Stern 2011) VPW Mod Greetings Program! Tron Legacy LE Tune-Up by members of VPin Workshop . This one was supposed to, again, be just a fast physics update; "Yeah, we'll just do a quick 'add nfozzy physics to this' and get it out the door..." *a month later after everyone's tweaked every part of the table* "doh..." Turns out everyone is very fond of the table and wanted to join in, it might well get updated again in the future... especially if we can find a proper playfield scan (especially of the LE!) Loads of new stuff including new physics, ramps, acrylic protectors, flashers, lighting, inserts, sound and shadows, Enjoy! - nFozzy physics: Astro, Fluffhead35, iaakki, Sixtoe - Physical Re-alignment: Sixtoe - Playfield and Inserts: Sixtoe, Astronasty, iaakki - Ramp & Ropelight Primitive Update: Tomate - Fleep Sounds: Fluffhead - Flashers and Lighting: Sixtoe, iaakki, Hauntfreaks - Shadows: Wylte - Acrylics and Plastics: Sixtoe - VRRoom: Sixtoe - Misc Tweaks: VPW Team - Testing: Rik & VPW Team '0.00 - Astronasty - Added nfozzy physics, rubberizer aand target bouncer code. '0.01 - Sixtoe - Physical object table rebuild including missing rubbers and objects, flupper flashers added, nfozzy physics table objects added on layer 9, realigned some visual table objects, some other tweaks, cut lights to VR cabinet dimensions. '0.02 - Sixtoe - Significantly adjusted all collidable objects, filled holes, added missing rubbers in shooter lane and above pop bumpers and removed certain things. '0.03 - Fluffhead35 - Completed Nfozzy Physics. Added new targetbouncer logic, added 2nd rummberizer function for flippers, added coil rampup, fleep sound '0.04 - Fluffhead35 - Fixed typo in Class_Initialize in myTurnTable class '0.05 - Wylte - Dynamic Ball Shadows, Spotlight tweaks '0.06 - iaakki - Ball image update, FastFlips changed, Alternative TargetBouncer added as option 2, Left orb return fixed '0.07 - Wylte - Fixed spotlights not being in GI -_-" '0.08 - iaakki - Right outlane fix, all lights moved to use NF Lampz, GI redone, some insert prims, textures and materials imported, TargetBouncer values tuned '0.09 - Scrapped '0.10 - Sixtoe - Insert prims set up (still WIP, need some new textures), slings redone (still WIP), disc texture touched up, some table prims edited, maybe other tweaks. '0.11 - iaakki - added one missing insert texture. Fixed some other insert textures. '0.12 - iaakki - new PF and insert text images added, positions fine tuned, adding lights to lit the texts properly. Adding fXXTOP flashers to inserts to light the text properly '0.13 - iaakki - saved insert text layer on PSP and it fixed the edges, now all insert Z's are at zero '0.14 - Astronasty - Added new PF/inserts images with recognizer cutout. Shifted end of ramp stop to make ball bounce back more. '0.15 - Sixtoe - Added disc overlays to their inserts and changed insert primitives, redid most of the ambient insert lighting, added text flasher overlay to most inserts, messed around with light colours, added optional aftermarket acrylics, tweaked some stuff, probably other things... '0.16 - tomate - Added plastic ramps prims with some fixes and new textures, POV fixed, night/day cycle reduced a bit '0.17 - Astronasty - Actually changed the POV, commented out blue flippers and added white one, added new PF with yellow top lanes. '0.18 - iaakki - reworked some GI areas so they don't affect inserts that much. Adjusted Tron inserts and some other inserts. '0.19 - Astronasty - New PF and insert PNGs to try to reduce jaggies. '0.20 - tomate - Right ramp beginning fixed, ramps metal plates fixed, left VPX ramp cap fixed, LED strip prim and VPX fixed to match the new ramp shape, Astronasty's improved playfield placed '0.21 - Fluffhead35 - Added in option for original target bouncer alongside new one '0.22 - Messed with GI more, split out lighting so that's easier to mess with now, added missing rubber. '0.23 - iaakki - fixed some lights and code. Made that top flip shot possible. Targetbouncer fiddled once more. '0.24 - iaakki - cabinet mode improved, flipper strength to 2900, FlipperCoilRampupMode default to 1, Wall54 fixed so orb feels better. Green insert off materials done, inserts 51-53 done '0.25 - Sixtoe - Added discs back on playfield, added color corrected slings, adjusted flynn kicker, adjusted height of acrylic walls, fixed VR depth bias issues (argh!), added LE rubbers (White) with switch, hooked up flynn sign to GI, flasherbases adjusted so they're rotated correctly. '0.26 - HauntFreaks - GI tweaks '0.27 - Wylte - Added fading materials to spotlight shadows, tweaks to cutoff. Attempted to add a toggle, but I don't know Lampz well enough yet '0.28 - iaakki - Adjusted SW7 and SW8 collidables, adjusted Wall61, double checked default options '0.29 - Sixtoe - Hooked up acrylics to GI, fixed f129a floating, fixed primitive32 sunken plastic, fixed rear flasher flares so they're correctly aligned, moved spotlight shadow prims so they're hidden in vr, set some solid prims to disable light from below, fixed some metals material & texture issues, changed height of shadows to stop z clashing, fixed rear right vr cabinet foot normals, tweaked GI on left inlane to better match right side and stop blowing out left sling plastic as much. '0.30 - apophis - Fixed spotlight shadow error. 'v1.0 - Sixtoe - Tidied up for release, changed VR backbox shape. ' ' We thank the previous friends of TRON (Apologies if we have missed anyone) ' G5k: Playfield, plastics, ramps and other graphical improvements, new arcade primitive, modified ramp primitives, Lighting, material and physics adjustments and general trial and error adjustments. ' DJRobX: Updated physics and code to bring table inline with VPX 10.4 routines, ROM-controlled GI and PWM flasher support. Merging changes between existing tables. Fastflips hardcoded.. ' Sixtoe: VR conversion, table mods and tweaking. ' ICPjuggla, freneticamnesic: Original VPX Table (V1.3f) ' 85Vette: Original VP9 table ' Rom: Original FP table ' TerryRed: PinUp Player original mod removed (to work with Pinup proper May 2018 onward) Table is a standard VPX table now. Ball Controller Mod added. ' Dozer: Fixed recognizer and disc turntable movement (not all light mods moved to this version) ' RustyCardores: Surround sound mod, new sounds added (where there were none) ' Hannibal: Lighting and graphical improvements ' Draifet: Physics and graphical improvements ' HauntFreaks: Graphical and material improvements. -- End Of Line. Submitter VPinWorkshop Submitted 10/16/2021 Category VPX - Hybrid Releases ROM Name Link to B2S Link to Media Pack Permission to Mod Contact Author First.  
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  18. Let's start distributing VPX beta 10.7 builds here since vpinball.com is gone now. I will always update this first post with the latest version. For a complete list of changes take a look at the changelog.txt file in the archive. However for simplicity, all support requests and bug reports are mainly answered over at VPF and sometimes here VPX_7_beta_rev328_rc.zip
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  19. 3 likes
  20. I could reproduce the problem, by doing the following: - modify any frame in animation which is not 0 - export to real - save project Will be fixed in the next version. Currently just commit the changes to the frame by pressing e.g. the next frame button before exporting the project.
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  21. First of all, welcome to this forum KDJ. I hope you found a new home for everything VP related. I had a look at the website you mentioned and noticed they sell their machines for $8,295. I sure hope that is not what you paid for it while not getting any support from them. As mentioned above, this community is heavily against any form of piracy / reselling community work for profit. The large Pinball manufacturers and rightsholders have been tolerating the VP community since no one profits from this hobby, but when more and more resellers are making a profit from their intellectual property they can send a cease and desist (Rec Room World does not own any of the the rights to Fish Tales, regardless which version (Zen of VP) and they are basically illegaly selling other peoples/companies hard work). This could mean the end of a hobby and a community a lot of people enjoy. A recent example is a popular VP website closing down because the owner kept running into these a-holes reselling content that the community offered on his website for free, whilst he had to spent money for keeping his platform up and running. So the responses you are seeing here are not so much against your decision to purchase a virtual pinball cabinet with pirated software (we all make mistakes, I for sure was ignorant when I started this hobby, and learned about all the rules along the way). We are upset to see companies that know that what they do is illegal, profit heavily from other companies intellectual properties or freely available 'fan-recreations' of tables and on top of that tells their clients to reach out to the community for support. TLDR: you are very welcome here, and I am sure many of us would like to help you out when you have questions about installing VP by yourself and where to get the tables and files (make sure to thank the authors, they spent hundreds, sometimes thousands of hours in (re)creating a table). Don't be scared away by our reaction to your post, but spend some time on understanding what we are about, the rules that come with this hobby and on how to install everything yourself on your machine. It may take some time, but I can guarantee you that you'll enjoy the ride.
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  22. View File Young Frankenstein (hauntfreaks 2021) 10.7 ONLY Young Frankenstein (hauntfreaks 2021) this version MUST use 10.7 this is a parody of a 1974 film by Mel Brooks.... personally one of my favorite movies Table Features: this is a MUCH smaller file size do to the new files that can be used in VPX 10.7 4K graphics 92 movie callouts Multiball <---very hard CREDITS Builders: HauntFreaks <-- Concept, Layout, Design, Graphics, teency bit of coding BorgDog <-- Original table, rebuild of script Rawd <-- tons of scripting help fluffhead35 <-- Added nFozzy Flippers, targetbouncer logic, flipper Rubberizer logic, and fleep sounds Leojreimroc <-- VR segmented scoring display Testers: RIK Wylte apophis Scampa123 tomate Special Thanks: Rawd for "forcing me to code a bunch of shit myself" aka "teaching a man to fish" Scampa123 for last minute testing and helping Rawd with the VR!! AstroNasty for last minute ramp graphic!! the VP Dev's that make this all possible!! Disclaimer: Please do not redistribute, repost, repurpose or use the content for public or commercial purposes, images, or software code is prohibited without prior permission from author... in other words "dont be a POS" Reason for disclaimer: do to the total disrespect of the VP builders (tables, b2s, frontend , backend, etc.) and its community, certon talentless, low self esteem, trying to compensate individuals have taken it upon themselves to redistribute our work as if it is there god given right to do so.... the statements expressed are my personal opinions and not of VPU or its other members Submitter hauntfreaks Submitted 10/08/2021 Category Original (Original) Game Creations Link to B2S https://vpuniverse.com/forums/files/file/7653-young-frankenstein-hauntfreaks-2021-2-and-3-screen-b2s/ Link to Media Pack Permission to Mod No  
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  23. Hello all, just thought I'd post some pics of my cab build. It took about a year to get to this point. Homemade cabinet, 50" 4K playfield, 32" backglass and a 17" 4:3 DMD/Topper. It has 10 solenoids, shaker, gear motor, fan, beacon 4 chimes, LED strips, LED buttons, Strobes, Zebsboards plunger yadda yadda yadda. 😁 It's a bit of a rats nest inside but it all works.
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  24. This is why the community is against pre-loaded game sellers. The sellers take their money, profiting from content THEY DID NOT CREATE THEMSELVES, and they don't want to support their shit. They pawn it off on the community to support their crap. Truth is... We have no way of knowing... You, the owner of the machine, can open Virtual Pinball and open the table in question. Perhaps in the script it shows who created that specific version. OR... Just download one of the many versions and figure out which one you like best. Surely they taught you how to download, install, and configure games for your setup, right?
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  25. Yepp, prefer if it stays down
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  26. By request; I have opened up a VPUniverse Merch store... The VPU Merch Store is piggybacked/hosted on my buddies new online store, LordoftheGameroom. The first item in the store, by request, is the VPU - Frankenmug. Artwork by Joe Picasso. If you have artwork that you would like featured on a product; please let me know. While you are on the store site, check out some the other items on LordoftheGameroom. Right now the LordoftheGameroom shop is t-shirts that we have designed. Eventually we will offer custom engraving, custom signs, pinball toppers, and whatever else we can come up with. My favorite: Please Note: VPU does not make any profit off of items in this store. Item prices are the suggested price, fees, taxes for product and printing by the printer. All items are print on demand via a third party printing company, Printful. Printful handles everything, product fulfilment, printing and shipping. Payment will show invoiced by LordoftheGameroom.
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  27. I think i will be ready in two or three weeks, maybe four 🥳 Regards Sascha
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  28. As I run freezy I can 'only' run 16 colors but coming from monochrome green it's already a great improvement, thanks!
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  29. Thanks for all your hard work. Even though I'm running an LCD for my DMD, the older version works great. Hoping someday this updated version might be compatible with LCD screens.
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  30. Still working on this- I've been checking many VPX scripts so far to figure out some of the inner workings. So far I have the pinmame controller working, flippers and plunger react when I insert the coin. I'm learning a lot from the Scooby Doo/Kiss table by @hauntfreaks. I am however struggeling with the table editor so I'm thinking of converting an old table I found (by @allknowing2012) to the new 10.7. I couldn't get the old table to run with a backglass and it kept crashing at some point during gameplay. It does look like a solid base though. The script, plastics, physics, lighting etc. will be redone from scratch.
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  31. Hi folks, It's been over 1.5 years and 700+ posts at VPF, so I thought why not start a new thread to summarize things. Visual Pinball Engine, or VPE, is a port of Visual Pinball to C# and Unity. It's open source and compiles for Windows, macOS and Linux. We've had it running on Android and iOS as well, but that's currently not our focus. There are three main reasons why we've started such an endeavor: Tooling. By extending the Unity editor, creators can work in a full 3D environment while creating tables. Scripting. A lot of code that authors paste into their tables could be included in the engine, making the need of custom scripts minimal. Rendering. Unity's HDRP delivers fantastic visuals and is continuously maintained and updated to work with new hardware features. So here we go. It's still work in progress, but let's dive into it. Physics We've decided to port Visual Pinball's physics to VPE. It works, but there are few performance bottlenecks that need to be fixed, and of course, a few bugs. So far we have implemented native support for nFozzy's flipper physics, and we are working on adding his other improvements as well (rubber dampening, flipper tricks). Using VP physics means backwards compatibility and realistic flipper behavior, but also a few drawbacks, mainly: Static environment - Moving colliders need to be duplicated. This is fixable but has a performance cost. More optimization work is needed here before addressing this. Incompatibility with other engines - We can't easily use let's say PhysX for Junk Yard's wrecking ball or any other simulations on the playfield. File Format VPE can read and write the VPX file format. This is nice, because you can use the Unity editor for your VPX table, work on it, export it, load it back into VPX, and it works. We don't know yet what the final file format will be. My best guess is a new .vpe format based on .vpx that keeps VPX-compatible data within the VPX structure. There will also be an authoring format. Rather than a file format, this is a version control friendly file structure used during table creation, that allows quick import and saving. I'm fairly certain that the authoring format is going to be Unity's project structure, since it's made for exactly that. So importing a binary would create that structure automatically which would be the "source of truth", so to say, for exporting. Having an VCS-compatible format is a big deal in my opinion. It allows working much more transparently. "Small" table tweaks could end up in pull requests in the original table repository instead of new mod releases, and this might result in the community working closer together with less friction and conflicts. Graphics VPE uses Unity's new Scriptable Render Pipelines, which consists of URP and HDRP. While we try to keep URP "working", we're currently focused on HDRP. @Pandeli is the boss here, and he's working on a HDRP project with good defaults (today we propose to use the default scene, which isn't ideal). Currently he's looking into how to deal with transparency. Here a shot of CFTBL, which is particularly hard to deal with, due to the numerous plastic ramps. There's still many things to do, namely inserts and GI, but it's already looking pretty awesome. Here a video showing how the indirect reflection and planar reflection all contribute to the scene. This took quite some time to set up, and Pandeli is working on automating most of it, and document parts that are difficult to automate. Here another video from @Rowlan who put two tables into a nice environment: Note that this is an unmodified import from VPX, and the quality of materials will significantly improve once creators start spending time with Unity and get the hang of how HDRP works. Final note concerning graphics: Right after posting these kind of shots, people usually ask what about specs and framerates. For us, the goal is to get 4k at 60Hz on previous-gen hardware (currently Nvidia Pascal), and we consider that doable. This is of course with all the bells and whistles turned on. Unity supports multiple quality settings, so apart from reducing resolution, you'll be also able to turn off specially power-hungry features. Personally I have a GTX 1080 in my cab which runs at 1080p, so there you have it, the current recommended requirements. Scripting Scripting in VPX is somewhat unpleasant, to put it mildly. In VPE, scripting is split into two parts: game logic and physics. For game logic, VPE provides multiple game logic engines (we call them GLEs), but you can also write your own in C#. This game logic is really what would be running on the CPU of your real pinball machine. It: Takes in switch changes Toggles lights and coils Drives displays and sound effects That's really it. And because it's so simple and standardized, we provide graphical tools to set it up easily. Examples of GLEs that VPE provides are PinMAME (doc in progress) and MPF. Physics scripting is more difficult. This is about simulating the various mechs and toys, like a spinning wheel on the playfield, or more complex stuff like JY's wrecking ball, or CV's ring master. The idea here is to provide a few of those mechanisms as re-usable components, and work with table creators dealing with more exotic requirements whether to include them as well, split them into smaller re-usable components, or ship them as table-specific code. Tooling We've spent a lot of time on tooling. In fact, most of the work spent so far were efforts to make the creation process as good as possible. First of all, we replicated most of the editor features of Visual Pinball. That means you have editors for materials, images, layers, collections, and sounds. Properties of all the playfield elements are editable in the inspector. This should enable creators to virtually replace Visual Pinball for (.vpx) editing work. Secondly, since VPE has a standardized way how the game logic interacts with the playfield, we have written tools that facilitate linking playfield items to the game logic. So far we have: A Switch Manager A Coil Manager A Lamp Manager A Wire Manager As mentioned above, these interfaces replace the game logic part that creators need to script today. Mechanisms There are around a dozen mechanisms coming from Visual Pinball that you can put on the playfield and configure through a UI (flippers, bumpers, gates, etc). However, these are very basic and most games use additional mechanisms which creators today implement via scripting. For example, nearly all games use a trough. In VP, this is implemented in core.vbs, and I don't know how creators do it, but for me, a lot of trial and error was involved in order to getting one to function. VPE provides a trough component out of the box. You drop it on the playfield, set the size and the type, link up the switches and coil(s) in the inspector, and that's it. No coding required. The trough is the first of hopefully many more mechanisms that VPE will ship with. In terms of scripting, they fall under physics scripting. Displays All pinball games have either score reels, segment displays, DMDs, or some sort of high resolution LCD. VPE currently supports segment displays and DMDs. That means you put a display into the scene, and VPE handles the rest. You can of course customize the look, but you don't need to script anything. More infos here. To give you an idea how easy it is to setup displays, check this lengthy video. Note that the ROM selection is being worked on and will be much more comfortable, since we can query infos about all supported games from PinMAME directly. Plugins We've internally talked a lot about plugins and how we can keep VPE open to third parties without having to know about them. So here's how this is going to work: Per definition, a plugin is optional software VPE loads during runtime. It might be required by a certain table, but it's not required to create a table. Plugins need an interface, also called "API", so VPE knows how to talk to them. And there are different subjects to talk about. One plugin might be interested in looking at (or even manipulating) DMD data because it adds colors. Another plugin might needs to receive coil changes in order to trigger some hardware in the cabinet. So we're going to have a bunch of different APIs where third parties can hook into VPE. The first of these APIs is called IGamelogicEngine, and you guessed it: Game logic engines are plugins in VPE. Documentation And lastly, as you've surely noticed by now, VPE has... documentation! The goal is really to have high quality, up-to-date documentation that is delightful to read. So whenever we merge a feature into mainline, documentation is part of it. It's part of our source code, and anybody can easily suggest changes via GitHub directly. What's next? I'm currently working on the import and export process, make editor tooling more stable, and finally see what we can do about physics performance. Order may vary and I'll probably get interrupted by other things, but those are the main points. @jsm174 is currently working on getting PinMAME more easily set up . @Pandeli is working on the render pipeline. Thanks! Finally, this is not a one man show. While I'm somewhat the main developer/coordinator of the project, there are many others, so thank you @ravarcade for your shader assistance and many other things, @shaderbytes for sharing your Unity know-how, @hoopybox, @ecurtz, @VroOnsh and @Rowlan for all kind of editor- and runtime code, @jsm174 for his work on PinMAME and cross platforms, and of course @Pandeli for his rendering contributions and overall VFX expertise. Additionally, we wouldn't be near anywhere we are today without the collaboration of @toxie on both PinMAME and VPX side. Also, there are many table creators now giving feedback and insights about how they work, specially @bord and @rothbauerw and other VPW folks, so thanks a lot for that! Lastly, there is one new contributor some of you might remember: @BilboX, creator of Unit3D Pinball, a Unity based pinball simulation coming from the Future Pinball ecosystem, has availability again, and started contributing to VPE. This is specially awesome because he started working on v2 of Unit3D Pinball (named UP2) several months ago, before he learned about VPE. Turns out we've had many very similar ideas, and unfortunately, some of UP2's new features were already completed in VPE by the time he noticed. But many others are not, and it's still my hope that these features will make it into VPE eventually. Bienvenue mec! If you've made it this far, thanks for reading. I'm sure you're wondering how long until you can play a demo. Subscribe to this thread and you'll know! Cheers, -freezy.
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  32. Hi all, I'll be focusing a bit more on documentation the next weeks, and since I'm no native speaker, I'd like to have my content proof-read by someone before I publish. Until now, @ecurtz did an amazing job, but he's actually a dev and I would like to bother him with more interesting stuff. If you're a native English speaker and picky about spelling and phrasing, and if you have time to occasionally go through new content of the VPE documentation, please let me know. If you have done some editorial work in the past, even better. Best is to send me a private message here, but you can ping me on Discord as well. Cheers!
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  33. There was definitely a bug in the editor in the past where frame 0 was overwritten by a later frame in a scene. I still see this a lot in an older version of the (16 colour) editor I am using for a demo man update, but I can't work out consistent replication steps (so I know what not to do!!) I haven't noticed it happening to me working on a different 64 colour project, but I don't used LCM very much in that project, only one scene so far, and haven't seen the same bug crop up yet. Perhaps the original bug is still knocking around for the LCM scene type? Endprodukt mentioned it here... It's a long shot but if you ever fixed anything to solve that bug lucky, then maybe a similar fix is needed elsewhere?
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  34. OMG!! YES, PLEASE!! This sounds like great fun! You know i love your work! I'll PM you as soon as i have something usefull in VPX! Thanks man!
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  35. Hey Breikers! I see this is an older post but I am currently working on Terminator 3 display colorization. Project is about 70% complete. Few things left to colour and a few bugs to work out but it is coming along nicely. Cheers! Beaster
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  36. all puzzles solved - only implementation left. brace yourselves
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  37. Hmm. Maybe this hobby isn't for you. These questions have been asked and answered a few thousand times already.
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  39. After many questions and requests I found the time to do another topic based tutorial. This might help those of you who did not work with this mode yet. It will increase your possibilities to deal with the mask limitation and difficult scenes. So here it is: the Layered Color Mask Mode (LCM) explained in 9 minutes. Happy coloring! https://www.youtube.com/watch?v=0_tT3kNg49w
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  40. I'm new to the hobby but really appreciate you showing Linux some love. If someone isn't using Windows with any of the major virtual pinball solutions right now, they are going to have a hard time. Wishing you speedy progress!
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  41. So i started a new Projekt, i know that someone already started a projekt on this machine. But i am a huge LOTR-fan and i want to do it. It`s a 64 colour projekt, so i hope this will work on your v-pin. Regards Sascha
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  42. Things are done for a reason when running a large download heavy site like this. When the site was not limited; the servers were brought to their knees by bots and people using scrapers. Download rates were extremely high which brought ran up the costs of running the site/server. Very well put. Thanks for explaining and your support.
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  43. For those that run into this error and in a subfolder the fix is to alter line 286 to this (add a period which tells script to come up an additional directory from subfolder): musicPath = FileSystemObject.GetAbsolutePathName("..")
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  44. Silent Hill (PinEvent) - Pinball without "BALLS"? Silent Hill will be BIG compared to typical pinball games. So that means it will be that much harder to complete if you are limited to the traditional 3 / 5 ball game. So I decided to try something different. Instead of "Balls", I decided to have "Health" just like in the Silent Hill games. You start with 100 health, and each ball that drains reduces health by a specific amount (this may be determined by an Easy / Normal / Hard mode same as the games as well). So it could be you lose 10 health with each ball drained, or maybe 15, or 20, etc. You can increase your health a few ways: the drop targets for the Health Drink gives you 25 health (and popups for outer lanes) the drop targets for the Med-Kit gives you 50 health (and Ball Saver) collect all Ampoule roll-overs gives you 75 health collect hidden Ampoule throughout the different levels gives you 75 health I'm working away with what free time I can get (doubt very much it will be done for Halloween), and what I have so far for the Midwich School is friggin' awesome... but I won't show it off until all of Midwich is done.
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  45. So as of now I have 2 versions of my shield design. I have included some pictures of the 2 boards. The difference between the two are the DC-DC converters: The first one includes the larger DC-DC converter (XL4015). The second one has a smaller MINI560 DC-DC converter. This MINI560 is cheaper, but not adjustable (maybe better so you won't fry it with the stock high voltage?). The boards are 120x120 (same height as the LED panels). The ribbon cables for the LED panels should connect to the lower left and lower right corner connectors (HUB75E1 & HUB75E2) with the included ribbon cables from the panels. The power wires should be cut to length and soldered to the 5V & GND pads on the left and right side of the board. I also included 2 SD card designs: the chinese one from the normal V4 shield and an adafruit one: https://www.adafruit.com/product/4682. So people can choose what to solder on. I would like to get some feedback on the designs so I can decide which one to publish. Also if there are questions, feel free to ask them. P.S. the boards can be made cheaper at JLCPCB (I have great experience with them), so the 120x120mm dimension should not be an issue in my opinion.
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  46. I would experiment with a few different env files. The default one is ok I guess, but, often replaced on my end. Depends a lot on what I want to accomplish really. If you look at pr. example BSD, it was suggested by @robertmsto use for the table and I liked it right away. I would however NOT use it for every table. Overhead is one I like, same is the one that Hauntfreaks created. Don't remember the name of it - very often used and has something with "blur" in its name. This is your creation, experiment until you find something that YOU like.
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