lukpcn Posted November 29, 2021 Share Posted November 29, 2021 @freezy There is a lag/latency compensation feature in retroarch now (https://arstechnica.com/gaming/2018/04/better-than-reality-new-emulation-tech-lags-less-than-original-consoles/) Can something like this by any change be added to VPE or maybe to VPX too ? Link to comment Share on other sites More sharing options...
freezy Posted November 29, 2021 Author Share Posted November 29, 2021 @lukpcn I don't think PinMAME games have "hidden frames" that could be skipped. @Jeanpoolay Fix is already on a branch if I understand this correctly, thanks to @jsm174. Link to comment Share on other sites More sharing options...
jsm174 Posted November 29, 2021 Share Posted November 29, 2021 @Jeanpoolay @quickdraw @fastdraw I am working on getting the MPF project up to the latest unity + dependencies. Should have it finished soon. Link to comment Share on other sites More sharing options...
fastdraw Posted November 29, 2021 Share Posted November 29, 2021 (edited) is the integration of vpx tables in a metaverse technically feasible? thus reproduce a games room in vr. 2 errors message : Quote Microsoft (R) Visual C# Compiler version 3.5.0-dev-20359-01 (8da8ba0c) Copyright (C) Microsoft Corporation. All rights reserved. error CS1705: Assembly 'VisualPinball.Resources' with identity 'VisualPinball.Resources, Version=0.1.0.0, Culture=neutral, PublicKeyToken=null' uses 'netstandard, Version=2.1.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' which has a higher version than referenced assembly 'netstandard' with identity 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' Quote GUID [1029b38bdee65ba4482ab14d2b7a9f04] for asset 'Packages/org.visualpinball.engine.unity.hdrp/Assets/Art/Materials/Measured/Rubber/Rubber.mat' conflicts with: 'Assets/SampleSceneAssets/Materials/General/Rubber_Mat.mat' (current owner) We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored. is the installation via installation vpe still relevant? because if we follow this procedure only hdrp is installed, but not vpe engine and not assetlibrary ?? !!! bug ? car vpe ne s'installe pas : Edited November 30, 2021 by fastdraw Link to comment Share on other sites More sharing options...
fastdraw Posted November 30, 2021 Share Posted November 30, 2021 problem solved I went back to the last version with hdrp 12.1.1, I left it for lts because 2021.2.3 was unstable and crashed ; I hope the 2021.2.4 is more stable. Link to comment Share on other sites More sharing options...
fastdraw Posted December 1, 2021 Share Posted December 1, 2021 (edited) I followed the recommendation of mpf, I installed python 3.8 and pip 21. are you going to create your mpf / vpe installation with these versions? Quote C:\Users\birdi>python --version Python 3.8.0 C:\Users\birdi>mpf --version MPF v0.56.0-dev.18 C:\Users\birdi>pip --version pip 21.3.1 from c:\users\birdi\appdata\local\programs\python\python38\lib\site-packages\pip (python 3.8) durée de compilation par table 25 mn Edited December 1, 2021 by fastdraw Link to comment Share on other sites More sharing options...
freezy Posted December 1, 2021 Author Share Posted December 1, 2021 We switched to Unity 2021.2 a while ago, but I forgot to update the version in the tutorial. I'll update in the next PR. Link to comment Share on other sites More sharing options...
fastdraw Posted December 2, 2021 Share Posted December 2, 2021 (edited) I have the impression that inserting cm freelook crashes unity, when launching. on the 1st attempt it crashes, but on subsequent attempts it works !!!!! Edited December 2, 2021 by fastdraw Link to comment Share on other sites More sharing options...
freezy Posted December 2, 2021 Author Share Posted December 2, 2021 With the help of the @VPinWorkshop team, @Pandeli came up with an awesome way to simulate insert lights. Also notice brand new plastics and a few details we're going to talk about another time. ;) Enjoy! Link to comment Share on other sites More sharing options...
MikeDASpike Posted December 3, 2021 Share Posted December 3, 2021 4 hours ago, freezy said: With the help of the @VPinWorkshop team, @Pandeli came up with an awesome way to simulate insert lights. Also notice brand new plastics and a few details we're going to talk about another time. ;) Enjoy! Wow , this looks pretty impressive! Are you sure this isnt a video from the real t2 table ?😝 The lights, shadows, platics etc. looks awesome when you move around the table, but in a cabinet, it is mostly 1 pov Will there come an extension (or build in) that will generate a 3d effect with a kinect or other device for tracking eye movement or head tracking ? Or you guys have other plans to bring a 3d experience to the cabinet (without vr) ? Link to comment Share on other sites More sharing options...
hitman12 Posted December 3, 2021 Share Posted December 3, 2021 Now my only concern is whether my i7 and gtx1660ti will be able to pull it at least on medium details... Link to comment Share on other sites More sharing options...
lukpcn Posted December 3, 2021 Share Posted December 3, 2021 8 minutes ago, hitman12 said: Now my only concern is whether my i7 and gtx1660ti will be able to pull it at least on medium details... Same here, with the prices of the 3XXX nvidia cards I can only dream about using such :( Link to comment Share on other sites More sharing options...
BrandonLaw Posted December 3, 2021 Share Posted December 3, 2021 GTFO here with this realism. Look at this PF texture...if anyone has been close enough to smell the arcade baked into one of these things, you'd know that's exactly what a pf texture looks like. Well done! Link to comment Share on other sites More sharing options...
lukpcn Posted December 3, 2021 Share Posted December 3, 2021 17 minutes ago, BrandonLaw said: GTFO here with this realism. Look at this PF texture...if anyone has been close enough to smell the arcade baked into one of these things, you'd know that's exactly what a pf texture looks like. Well done! Looks stunning Link to comment Share on other sites More sharing options...
ScottT Posted December 3, 2021 Share Posted December 3, 2021 ICYMI: Link to comment Share on other sites More sharing options...
DrKenGuru Posted December 17, 2021 Share Posted December 17, 2021 (edited) Hey guys, I'm new here and very new to the topic of VPins. I used to play VPX and FP in the past, but I'm a passionate developer with 20+ years of experience. Not so much with game dev but still. I'll really exited of this project here. I'd love to jump in and do some dev work. My current setup is a macbook pro 16 inch with a windows bootcamp dualboot, albeit I'd like to work on mac. Now my question, how can I coordinate with you guys? I really want to jump in and start contributing, while learning how to develop a table. I have an idea for an original and I would love to do that with VPE. I probably can program any language you throw at me, have used and learned probably more than 20 (from procedural to object oriented to functional - love the FP most btw.) In real live I'm a full stack dev, doing photography for over 15 years now, started out drawing ocassionally on my iPad and doing modular synth stuff with VCV Rack and Reason. Where can i find your discord? I'd like to join and get my hands dirty. Reading docs and watching videos right now and try to understand the VBS stuff in VPX. Is VPE working on Mac as well right now? Cheers and hello to all of you, I'm thrilled!EDIT: Just watching the interview from last month. Getting more exited!! Guys. I'm really in love with this project. Edited December 17, 2021 by DrKenGuru Link to comment Share on other sites More sharing options...
freezy Posted December 17, 2021 Author Share Posted December 17, 2021 PM sent. Link to comment Share on other sites More sharing options...
bord Posted December 18, 2021 Share Posted December 18, 2021 Awesome! Link to comment Share on other sites More sharing options...
freezy Posted December 18, 2021 Author Share Posted December 18, 2021 So we got a low-poly version of the plastics that look good. Oh, and also: Screws! Link to comment Share on other sites More sharing options...
Content Provider TerryRed Posted December 18, 2021 Content Provider Share Posted December 18, 2021 Yah..... everyone likes a good screw.... ...but why aren't we talking more about those scratches on the metal walls! Link to comment Share on other sites More sharing options...
freezy Posted December 18, 2021 Author Share Posted December 18, 2021 Yeah I'm kinda learning Substance Designer / Painter ATM to make those scratches better align with where they actually would be.. We need more wear! Link to comment Share on other sites More sharing options...
DrKenGuru Posted December 18, 2021 Share Posted December 18, 2021 Yes! On real pinball they restore to have it more minty ... here you go the other way round. Link to comment Share on other sites More sharing options...
Content Provider TerryRed Posted December 18, 2021 Content Provider Share Posted December 18, 2021 Roughed / used material type textures make all the difference! I've started to add them myself and love it. Link to comment Share on other sites More sharing options...
Gravy Posted December 19, 2021 Share Posted December 19, 2021 17 hours ago, freezy said: Yeah I'm kinda learning Substance Designer / Painter ATM to make those scratches better align with where they actually would be.. We need more wear! Many, many years ago on the FP forums there was discussion of variable wear on tables over time based on number of plays. I know that some tables have since been created with intentional baked in wear, but unsure if any incorporated a variable wear feature? Love the tiny details in those plastics, the specks of dust and the amazing refraction on the edges. Link to comment Share on other sites More sharing options...
Content Provider gear323 Posted December 19, 2021 Content Provider Share Posted December 19, 2021 Looking great freezy! As for wear, in my opinion, one day in the distant future it would be ideal if it was possible to have a slider where the player can adjust the amount of wear on the table. From pristine brand new table with zero wear to a real junk box with a worn playfield and rusty legs. ha. I'm guessing this could be done by having a formula for wear per material? Having wear based on number of plays is a really cool idea for sure but I play a lot and don't want to have to reset all my high scores \ table plays just to get a decent looking machine again. On the other hand, I also would not want to have to play 1000 games of some table I'm not that fond of just to see what the wear looks like. Probably a lot of more important things to tackle at this point than user adjustable wear though Thanks for the update on the T2 table. Looking great and looking forward it! Link to comment Share on other sites More sharing options...
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