Autor Thema: Visual Pinball ...  (Gelesen 1200 mal)

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Offline SiLæncer

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Visual Pinball ...
« am: 10 September, 2009, 19:55 »
Visual Pinball: Erstellt Flipper-Spiele; mit Download-Möglichkeit fertiger Spiele


http://irpinball.org/files.htm



Genialer Flipper Emulator ...wer Flipper mag ...wird  Visual Pinball lieben ;) :)
« Letzte Änderung: 10 September, 2009, 20:03 von SiLæncer »

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Visual Pinball 9.0.3
« Antwort #1 am: 21 Januar, 2010, 17:48 »
changelog:

1) Edit Properties Pane status is now corrected.  It has been broken since tech beta 5.  It is persistent, meaning if it was visible last time vp was open, it will be visible next time you open vp.  Edit/Options now works again.

2) VP8 Colored slingshots are now available.  This is fully compatible with Randy's vp8 implementation

3) PlungerName.Position is now available to the script.  This will provide a raw value of the mechanical plunger for Pinball Wizard and Cabinet users.  Divide the returned value by .04 to get a number from 0-25.  You can then base an emreel, wall animation, or other graphical representation on that number to custom animate the plunger object.  You could also use the mechanical pinball wizard plunger as an entirely separate type of tinerface, with accurate pull strength - ie pool cues, balloon/rubber band/spring tension, I'm sure you can come up with more.

4) Nudge has been reversed.  A right nudge - moving the machine to the left, moves the ball to the right.  A left nudge, moving the machine to the right, pushes the ball to the left.

5) Ball decals work again.

http://irpinball.org/files.htm

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MSI Z170A PC Mate Mainboard
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TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )

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Visual Pinball 9.0.7
« Antwort #2 am: 13 März, 2010, 09:28 »
VP 9.0.7 Changelog
------------------------
emreel lock value wasn't loaded after save (reported by Noah Fentz) - now fixed
ball needs to be allowed outside playfield area (reported by Scapino) - now fixed
removed remaining minimum black masks for ramps, reels, images, lights, kickers, and top and side surfaces
Corrected volume control

http://sourceforge.net/projects/vpinball/files/

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Visual Pinball 9.1.3
« Antwort #3 am: 04 Januar, 2013, 19:20 »
VP 9.1.3 Changelog
------------------------
- Added controller button support to key options for all controllers - Koadic!
- Added single wire ramp object type - thanks Rascal!
- Added modern plunger type - thanks Rascal!
- Added plunger color options
- Added support for 3D TV rendering - Toxie!!!
NOTE: for 3D rendering, I think the default is 'enabled' - so check the video options to be sure it is set correctly for your requirements.

http://sourceforge.net/projects/vpinball/files/

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Visual Pinball 9.1.5
« Antwort #4 am: 10 Juni, 2013, 14:17 »
VP 9.1.5 Changelog
------------------------
- add flag for ramps to optionally make them not influence the 3D stereo rendering (to cope with 2D-hacks like halos/flashers/GI)
- expose new 'Region Updates' in Video Options (disabling this can be faster on some graphicsboards, especially NVIDIA Optimus Laptops)
- expose new 'Region Optimization' in Video Options (disabling this can help issues with NVIDIA AA, enabling this can help performance and fixes issues with NVIDIA FXAA)
- optimize alpha ramps a bit
- enable some caching for DirectX functions to help performance
- fix more problems with primitive rendering
- correct issue with adaptive vsync
- fix some micro stuttering on multi-CPU systems
- add purely software/CPU-based FXAA workaround (please do -not- enable FXAA in the NVIDIA driver then if you need to use this!)
- cleanup some of the UI
- add correct UAC setting (no more 'Run as Administrator' necessary)
- add large address handling (no more '4GB patching' necessary)
- replace default ball/lamp images and some of the default table settings (mainly physics related)
- correct stylized table rendering in backdrop editor view
- fix command line parser (problems with running tables like playboy from hyperpin, etc)
- optimizations/small fixes
- updated to latest FreeImage.dll (3.15.4)

http://sourceforge.net/projects/vpinball/files/

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Visual Pinball 10.1.0 Revision 2660
« Antwort #5 am: 01 Juli, 2016, 18:30 »
Changelog

- add (tangent space-)normal mapping support to primitive

- add EOSTorque to the flipper physics settings. This value/factor effects the way how long a flipper arm stays in the up/raised position even when you depressed the flipper button.

On real pinballs it will take some time until the flipper solenoid loses it's power until the flipper drops down or is forced to move by a hitting ball.

- add DefaultBulbIntensityScale also to the table ball property to scale/dampen the intensity of the bulb lights on the ball

- add abilty to show the image size in the image manager for each texture

- add an "Update All" button to the image manager for updating all images without any further inquiry.

Only an error message is shown after updating, if some images can't be updated (e.g. files not found).

- add support to import/export backdrop POV(Point Of View) settings to a XML file. It's under File->Import->Backdrop POV or File->Export->Backdrop POV

- fix/extend support for different user-selectable physics presets and also save as XML file

- hit shape of the rubber object refined

- rubbers also now have an extra HitHeight property to further decouple the collision detection from the actual visible rubber height. Also the HitHeight isn't affected by the z-scaling.

- spinner and gate animation reworked

- add a "Raise Delay" setting to drop targets

- drop targets (not hit targets) have an additional dropped and raised event that is fired if a drop target is really dropped or raised (after animation of the mesh).

The normal hit event is also supported but decoupled from the animation, so if a hit event is fired the isdropped flag can still be false because it is set after the animation.

- add DMD image connection (if enabled in script) for flashers (and also as checkbox for textboxes)

- add support to assign left/right flipper button to left/right mouse buttons and middle mouse button to plunger key (this can introduce less lag for the flipper buttons, compared to using a keyboard remapper)

- "Throw Balls In Player" mode can now be activated permanently in the Preferences->Editor menu, also you can define the default ball size for this mode.

The ball size for this mode can also be defined in the debugger menu.

- new video preferences

- add support to overwrite the ball image/decal texture globally

- optional post-processing of the internal DMD (via scaleFX algorithm, smoothes the output similar to FXAA)

- add SBS (Side by Side) and Interlaced 3D Stereo mode outputs

- resurrect exclusive fullscreen mode (note that this will not allow to let other windows show up, like VPinMAME)

- add 10bit output for all compatible graphics cards and monitors (non-HDR/Rec2020 for now, just plain sRGB), needs exclusive fullscreen mode for now

- possibility to disable desktop composition (only works on Windows Vista and Windows 7 systems, can reduce lag and/or increase performance)

- combine all common user-tweakable table settings in one simple UI panel in the table options

- new core scripts by mfuegemann and PROC controller modifications by arngrim

- hotkeys.txt added, containing all editor shortcuts

[close]

http://sourceforge.net/projects/vpinball/files/

Arbeits.- Testrechner :

Intel® Core™ i7-6700 (4 x 3.40 GHz / 4.00 GHz)
16 GB (2 x 8 GB) DDR4 SDRAM 2133 MHz
250 GB SSD Samsung 750 EVO / 1 TB HDD
ZOTAC Geforce GTX 1080TI AMPExtreme Core Edition 11GB GDDR5
MSI Z170A PC Mate Mainboard
DVD-Brenner Laufwerk
Microsoft Windows 10 Home 64Bit

TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )