Gravy Posted December 21, 2021 Share Posted December 21, 2021 On 12/20/2021 at 2:58 AM, gear323 said: 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? Maybe just a secondary texture for areas that may be subject to wear, and adjust transparency of that texture as needed. It wouldnt be totally accurate simulation as to how wear occurs as it would just be fade-in rather than additive of individual scratches and dirt specks. You could probably do additive by having several texture layers whereby each layer fades in slowly over time, adding additional specks and dirt/rust/scratches. Would get a bit heavy for processing perhaps. Link to comment Share on other sites More sharing options...
fastdraw Posted December 21, 2021 Share Posted December 21, 2021 (edited) bizarre result by importing the new whirlwind table. to have it in a decent way, you have to use a stratagem Edited December 21, 2021 by fastdraw Link to comment Share on other sites More sharing options...
johnhardyiv Posted December 22, 2021 Share Posted December 22, 2021 (edited) Hey Freezy, great progress so far (been monitoring a couple years. :)) One of the features I liked from UnityPinball was the fact you could have actual reflective glass over the play area which could be tweaked for brightness of the backglass reflection etc.; would that be fairly straightforward to add for graphic nicety? Thanks - John IV www.mameui.info Edited December 22, 2021 by johnhardyiv Link to comment Share on other sites More sharing options...
freezy Posted December 22, 2021 Author Share Posted December 22, 2021 Pretty straightforward as far as I can tell! Link to comment Share on other sites More sharing options...
freezy Posted December 23, 2021 Author Share Posted December 23, 2021 @Pandeli did some work on the wire ramps. Also, we got nice looking plastics now and even a tutorial how to make them. Link to comment Share on other sites More sharing options...
ScottT Posted December 27, 2021 Share Posted December 27, 2021 Following up on the "Wear" slider to increase scratches and rust.... what if we also had a "Neglect" slider? So the solenoids get weak, the flippers get misaligned, the flippers need rebuild kits, the bulbs burn out and intermittently work, the balls get rusty, swirl marks and planking appears on the playfield, random pieces of hardware fall and block the ball, etc.? All of this would of course be randomized, so it's all different every time you restart the game. Link to comment Share on other sites More sharing options...
freezy Posted December 27, 2021 Author Share Posted December 27, 2021 Maybe in a few years when really nothing else can be improved, we'll look into a neglect slider Link to comment Share on other sites More sharing options...
Content Provider Wylte Posted December 27, 2021 Content Provider Share Posted December 27, 2021 12 hours ago, ScottT said: Following up on the "Wear" slider to increase scratches and rust.... what if we also had a "Neglect" slider? So the solenoids get weak, the flippers get misaligned, the flippers need rebuild kits, the bulbs burn out and intermittently work, the balls get rusty, swirl marks and planking appears on the playfield, random pieces of hardware fall and block the ball, etc.? All of this would of course be randomized, so it's all different every time you restart the game. Honestly the "invisible" aspects of a neglect slider aren't be hard to do in VPX now. Just have a 0 to 1 constant at the top of the script for options, then on table init you multiply the values of each object by that, a random decimal, and a factor for that particular thing. Left flipper strength * (1 - 0.5 neglect * random[0.6] * 0.3 limiter) = 91% strength that game. Doesn't even have to be powered - could make table-wide materials "dirtier" or less bouncy. You could even get fancy, have some things on the table be a bit variable or unreliable. Anything VPX lets you modify on the fly is fair game! Lights are easy to mess with, too. Would probably take a few hours to prototype and write the framework, and an hour or so to implement and tune for each particular table. Maybe someday I'll have that kind of time again... Link to comment Share on other sites More sharing options...
hitman12 Posted December 27, 2021 Share Posted December 27, 2021 First, let the development team release the playable version of vpe and we can wait for the goodies until major bugs are eliminated. The software is not even in beta yet. Link to comment Share on other sites More sharing options...
freezy Posted December 29, 2021 Author Share Posted December 29, 2021 So @jsm174 and I have been working on a proof of concept using Unity's Visual Scripting framework. The idea is to provide something simple that non-programmers can use. The first target are EM machines, and we'll see how much it scales for more complex game logic. The Visual Scripting part is focused on game logic, which is quite simple, as described in the first post of this thread: Read and process switch signals, and output coil and light signals (displays and score reels will follow). So the first thing you see in the video is defining the available switches and coils. I then assign the switches to key presses (no playfield switches here), and the coils to the flippers. Then I implement the game logic, which has two states: In the attract state, you can do nothing but start a game (flippers don't work) In running state, you can flip the flippers. In order to change from attract to running, the start button needs to be pressed. This is what we call a transition, and is the first logic I'm creating (using the s_start_game switch event). Then, in the running state, the two switch flipper events are linked to the respective coils, which makes them flip. We're hardly using any of Visual Scripting's vast library here, so it'll be interesting to see how far we can go. Link to comment Share on other sites More sharing options...
xantari Posted December 29, 2021 Share Posted December 29, 2021 It's beautiful to watch the scripting engine run. Great job guys, and thanks for this mini-tutorial on visual scripting (this would be great to put on the VPE wiki documentation) Link to comment Share on other sites More sharing options...
freezy Posted December 30, 2021 Author Share Posted December 30, 2021 It's still a POC Once we have implemented the entire game and it turned out to be actually usable, we'll document and follow up. Link to comment Share on other sites More sharing options...
ScottT Posted January 1, 2022 Share Posted January 1, 2022 OMG... love this new update on the visual scripting, Freezy. This is seriously amazing! Link to comment Share on other sites More sharing options...
MatjioeUnity Posted January 4, 2022 Share Posted January 4, 2022 Hi everyone! Fantastic work on the Unity & HDRP port! I work at Unity on HDRP and would be super happy to get your feedback, answer questions and discuss our roadmap. You can DM me on Twitter. Cheers! Mat Link to comment Share on other sites More sharing options...
freezy Posted January 4, 2022 Author Share Posted January 4, 2022 1 hour ago, MatjioeUnity said: Hi everyone! Fantastic work on the Unity & HDRP port! I work at Unity on HDRP and would be super happy to get your feedback, answer questions and discuss our roadmap. You can DM me on Twitter. Cheers! Mat Hey, that's a nice surprise! I think we'll have one or two things to talk about. If you're on Discord, ping me at freezy#6526. Followed you on Twitter but I think you need to follow back in order to DM. Link to comment Share on other sites More sharing options...
teisen Posted January 12, 2022 Share Posted January 12, 2022 Damn it!!! this is just insane... congratulations for the great work, I don't have enough words to thank the developers. hugs Link to comment Share on other sites More sharing options...
mystman12 Posted January 19, 2022 Share Posted January 19, 2022 I just found out about this today, and I'm pretty excited! I'm super familiar with Unity nowadays so I'm looking forward to digging into this. I'm having a problem installing the latest package though. I'm using the HDRP version and have followed all the instructions on the website, but the Visual Pinball Engine (HDRP) package seems to be stuck installing, even though all the files seem to be present in the project hierarchy. I'm using Unity 2021.2.8f1. Restarting Unity doesn't seem to help, and the Visual Pinball menu button doesn't appear. I've been waiting at least 30 minutes now and nothing seems to be changing. Is there an issue with the latest package, or Unity version? Or am I missing something? Link to comment Share on other sites More sharing options...
freezy Posted January 20, 2022 Author Share Posted January 20, 2022 Did you use the scoped registry? The asset lib is around 500mb, so it might takes a while depending on your internet connection. Also compiling everything the very first time is slow. I'd give it more time, otherwise I'll need a log. Link to comment Share on other sites More sharing options...
lukpcn Posted January 20, 2022 Share Posted January 20, 2022 Is there a chance that VPE will support DLSS to get higher refresh rates ? Link to comment Share on other sites More sharing options...
freezy Posted January 20, 2022 Author Share Posted January 20, 2022 Yup, the HDRP version we're using supports both DLSS and AMD's FidelityFX. I've tested DLSS and it works. Can't give you any metrics though, unfortunately. Link to comment Share on other sites More sharing options...
lukpcn Posted January 20, 2022 Share Posted January 20, 2022 23 minutes ago, freezy said: Yup, the HDRP version we're using supports both DLSS and AMD's FidelityFX. I've tested DLSS and it works. Can't give you any metrics though, unfortunately. That's nice. Thanks for the info. Link to comment Share on other sites More sharing options...
TheProdigyUK Posted January 20, 2022 Share Posted January 20, 2022 What is / where is the HDRP version please? Link to comment Share on other sites More sharing options...
freezy Posted January 20, 2022 Author Share Posted January 20, 2022 We're currently at HDRP 12.1. Link to comment Share on other sites More sharing options...
mystman12 Posted January 20, 2022 Share Posted January 20, 2022 (edited) 8 hours ago, freezy said: Did you use the scoped registry? The asset lib is around 500mb, so it might takes a while depending on your internet connection. Also compiling everything the very first time is slow. I'd give it more time, otherwise I'll need a log. Thanks for the reply. Yep, I'm using the scoped registry. My internet is pretty fast, so I'd expect it download more quickly, but I guess I'll try letting it work in the background for a few hours. Edited January 20, 2022 by mystman12 Link to comment Share on other sites More sharing options...
freezy Posted January 20, 2022 Author Share Posted January 20, 2022 Alternatively, if you're familiar with Unity, here's the doc of the dev setup. Link to comment Share on other sites More sharing options...
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