Actually I did it this week at work. When I get time over the next few days I'll repost my templates here and at Rogue.hey Itch since you use custom plunger and images in yourt templates
and now that vp9 has a few as defaults would you please make templates that fit with vp9?
what I mean is can you take out the coding for the custom plungers'
since every time I try it crashes the pin
StevOz, on 20 Feb 2014 - 07:45 AM, said:
The flipper angle is simulated as a continuous value, there are no discrete increments (disregarding floating point accuracy of course, but that's no issue). It used to be that the flippers were rendered in discrete increments, but in DX9 I changed this too to be continuous. Some tables (SS, e.g.) do still use their own discrete flipper sprites, but this has no bearing on the physics.
mukuste, on 19 Feb 2014 - 08:10 AM, said:
Yes, <acronym title="Visual Pinball" class="bbc ipSeoAcronym">VP</acronym> has a full simulation of angular velocity which is independent of linear velocity and which takes into account collisions and the inertial tensor.With the few tables I have made for <acronym title="Visual Pinball 9" class="bbc ipSeoAcronym">VP9</acronym>, gravity (mass) does have a different effect then that which can be recreated via friction and/or slope settings. I would argue that friction is an almost useless parameter as on a real well maintained table, it is virtually zero anyway. As for flipper physics I think they are fine with the correct setting each table, although perhaps too digital in nature and did wonder how many steps the flipper go through in a swing arc, could this number of steps be increased?
As for the mass, yes, I was only talking collisions. Certainly it has an effect on the rolling speed. One of these days I have to do the math and see if changing the mass gives new effects which you couldn't also achieve by changing the playfield slope and the friction.
Changes since Test5:
As usual, if you find glitches, screenshots and exact table names/versions help a lot to track them down!
- primitives with transparent textures should now be properly depth sorted
- depth sorting algorithm has been reverted to purely Z-based (Test3) as opposed to view vector-based (Test4 onwards). This should fix some depth sorting issues while breaking others; let's find out which version works better.
- fixed bug where EM reels were not animating (Triple Strike and many others)
- many memory leaks fixed
- textures smaller than 8x8 are now scaled up to 8x8 to work around some drivers having problems with them
- pure black gates are now invisible (Centaur)
- fixed a depth bias issue (Seawitch, probably others)
- (toxie) fixed per-table vsync
- (toxie) keyboard now works in exlusive mode; please check if this helps with the exiting problem