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hellboy_666Offline
Titel: Visual Pinball v9.2.0  BeitragVerfasst am: 21.12.2013, 11:26 Uhr
AEP Team Member


Anmeldungsdatum: 25. Dez 2008
Beiträge: 2.630

Wohnort: Vorhof zur Hölle
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Eine neue Version des Pinball-Simulators von Visual Pinball ist erschienen: VPForums Visual Pinball v9.2.0.


A new version of the pinball simulator Visual Pinball has been released: VPForums Visual Pinball v9.2.0.

Zitat:
Version 9.2.0

  • - alpha ramps can now select to trigger region updates (also via script: Toggle via UpdateRegions or a single one via TriggerSingleUpdate) to avoid having to use the refresh-light trick
  • - primitives can now select to trigger region updates (also via script: Toggle via UpdateRegions or a single one via TriggerSingleUpdate) to avoid having to use the refresh-light trick
  • - add ´real´ 3D mesh primitives, these can be loaded via .obj files (for example exported out of Blender)
  • - add lighting option for primitives
  • - add sphere mapping to 3D mesh primitives (useful to fake reflections)
  • - add static rendering feature to primitives: if you set the ´Static Rendering´ option, the primitive will be pre-rendered and you can´t change any parameters from within the script. This is
  • helpful if you want to use 3D meshes for posts or toys which won´t be animated at all.
  • - add static rotation for primitives (ObjRotX, ObjRotY, ObjRotZ) to change the basic orientation of a primitive. The old rotation/translation settings animate the primitive.
  • all rotation/translation settings can be used out of the script.
  • - rotation/translation of primitives can be changed from within the script with the properties .RotX, .RotY, .RotZ, .TransX, .TransY, .TransZ, .ObjRotX, .ObjRotY, .ObjRotZ
  • or for backwards compatibility you can use .rotandtrans0-8
  • - add configurable lightsources: point, directional, spot; these share the same coordinate system as the table geometry (angle/rotation/scale independent! setting the direction of a directional light to 0,0,0 restores the old behavior though)
  • note that DX7 is still vertex lighting based, thus all lit objects MUST feature reasonable triangulation, like f.e. huge walls (the playfield itself is triangulated 100x100)
  • look at the built-in default table to get a feeling for the setup of these lightsources
  • - add exact lighting option to table (if you experience lighting problems with dynamic ramps, primitives or the ball, please enable this)
  • - add shadow orientation. In the table options under Lightsources you can change the shadow orientation by adding a factor to X and Y. Doing that you can change the projection of the shadow on the table.
  • This is needed if you use the extra light sources to create a more real lighting/shadowing.
  • - add flag to walls and gates to disable lighting and shadows (to assist in using fully artist driven lighting)
  • - add flag to light objects to disable the lighting calculations when the ´On Image´ is set (so that behavior is the same as when only using a color)
  • - add lightmap for light objects: If option "´On Image´ Is Lightmap" is checked you can define a lightmap for the on image. If the light is switched on the lightmap is rendered together with the off image.
  • - add flag for alpha ramps to optionally use additive blending (to cope with 2D-lighting-hacks like halos/flashers)
  • note that in order to implement fake GI/lighting or flashers via alpha ramps you should follow the following guidelines:
  • 1) if multiple alpha ramps overlap, then the drawing order (see below) and the height level of these ramps have to match, so that the lowest ramp gets drawn first, etc (make sure to move same height alpha ramps to slightly different heights first!)
  • 2) uncheck the ´normal 3D stereo´ to not have each 3D user have to do this on his/her own (please do this only for lighting or flashers!)
  • 3) to go for maximum performance disable visibility or the alpha flag for turned off lights/flashers via the script
  • - add modern plunger texture mapping support and correct coloring
  • - add per-table sound & music volume settings (0..100% scaling of the global VP settings)
  • - add per-table software FXAA setting (only works if also enabled in the video settings)
  • - add per-table alpha ramp accuracy
  • - add per-table region updates and region optimization (-1 takes the default from the video preferences, 0 forces off, 1 forces on)
  • - add layering of table elements
  • - add selection dialog where you can select one or more elements out of a list of all elements in the table
  • - add easy selection mode if you right-click on an element in the context menu you can select those elements which are stacked under the mouse cursor
  • - add drawing order (via 2 modes: Hit and Select), you can move elements up/down in a list to change the drawing order
  • Hit: If you click on an element all elements which are over/under that clicked element are shown in the list box
  • Select: If you select a bunch of elements, then the selected elements are shown in the list box
  • - add editor panning feature. In the editor hold ALT and move the mouse and the view will change in the direction the mouse was moved.
  • It just reacts on mouse movements if you don´t move the mouse nothing will happen.
  • - add reflection option for balls (configurable per table). If you enable this option the ball is mirrored on the table. With reflection strength you can define how much the ball will reflect.
  • If the value is too high the mirror effect will look odd.
  • - add fake antialiasing(AA) as a global option in the video settings and a per table setting
  • - add 8 sets of global physics options to tweak some of the table and flipper settings that can then optionally override the table settings (when enabled in the table physics options and/or the flipper physics options)
  • this enables quick changes to flipper and physics settings for a whole bunch of tables (for example to tweak for less input lag or adapt the ball simulation/´speed´)
  • the 8 different sets can be used f.e. to tweak for different hardware generations or the manufacturer
  • - add additional (optional) parameters to PlaySound to set the pan and/or randomize the pitch of the played sound effect: Instead of PlaySound "name",loopcount,volume one can now use PlaySound "name",loopcount,volume,pan,randompitch
  • pan ranges from -1.0 (left) over 0.0 (both) to 1.0 (right)
  • randompitch ranges from 0.0 (no randomization) to 1.0 (vary between half speed to double speed)
  • so f.e. PlaySound "FlipperUp",0,0.5,-1.0,1.0 would play the sound not looped (0), at half the volume (0.5), only on left speaker (-1.0), with varying pitch (1.0)
  • look at the built-in default table to get a feeling for the setup of these parameters
  • - script editor updated to use latest scintilla (3.3.6)
  • - add multi comment/uncomment feature to the script editor
  • - add function list to the script editor


Related links:
[ Diverse / Misc Emus ]

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