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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Mon Oct 07, 2013 11:53 am 
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so basically..there is a supplementary layer of human process for each table made.
meaning there is not much value for the FP developer :

- They have to wait on conversion.

- They cannot use highend Animated 3D model on their table, since they
cannot have them first in FP.

- You still have to be in the good graces of a two men army for update and stuff. And we all know that this recipe haven't been too successful so far.

So basically it is just another ProPinball, Pinball Arcade or Pinball Fx.

It's killing me to say that but I guess the best model is the VP one...Where everyone can contribute and open source.

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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Mon Oct 07, 2013 12:05 pm 
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That is always an advantage to open source. I think there was talking about this solution being open source potentially in the future but the problem is still the licensing involved in creating a "build". I really don't know ehough though and I fear I may be leading you guys astray with incomplete info.


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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Mon Oct 07, 2013 2:44 pm 
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HappyCab wrote:
so basically..there is a supplementary layer of human process for each table made.
meaning there is not much value for the FP developer :

- They have to wait on conversion.

- They cannot use highend Animated 3D model on their table, since they
cannot have them first in FP.

- You still have to be in the good graces of a two men army for update and stuff. And we all know that this recipe haven't been too successful so far.

So basically it is just another ProPinball, Pinball Arcade or Pinball Fx.

It's killing me to say that but I guess the best model is the VP one...Where everyone can contribute and open source.


I think they can use animated models, they don't need to work in FP just added in the editor.
A full editor is in the future plans, but getting the game running is the first step.
My only concern is it will need a meaty PC.

Glxb

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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Mon Oct 07, 2013 4:06 pm 
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Yes, personally, since there are ties to FP I would rename this "Future Future Pinball" ;)


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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Mon Oct 07, 2013 5:45 pm 
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Or rename Future Pinball to Current Pinball and call the new one Future Pinball. Makes more sense :P

The Loafer wrote:
Yes, personally, since there are ties to FP I would rename this "Future Future Pinball" ;)

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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Mon Oct 07, 2013 5:53 pm 
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Or rename Future Pinball to Forsaken Pinball or Deserted Pinball....lol.


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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Thu Oct 10, 2013 8:42 pm 
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HappyCab wrote:
I feel it is a one man show program were we still do our stuff in FP and the Table get converted by one guy to the Unity format.

If not the case, It would be important someone explain it better because actually this is the only reason why I think this project can be a real hit or a pack of bollocks.

So please can someone can sum up his understanding of the subject?


ok, that's not clear at all, so i do the explanation :-)

Pinball unit3d accepts as input 2 kinds of table format:

-fpt files -> loading time is approximatively 5 secs to 45 secs depending of the table and your conf(you don't need unity at all to edit those tables, only FP)

-put files -> our proprietary format tables generated into unity.those tables loading time is between 1 and 5 secs (that's why we love this format :-). This file format can't be saved at runtime (that's a unity limitation), that's why you need unity pro to convert an FPT table and save it as a PUT file

when the table is loaded, we look at script.cs located in the same dir to execute the magik

to edit this script, you can use monodevelop which is free app.

And for the high poly models, it will be possible to import fbx at runtime via scripting, so you can start creating tremendous table models with your favourite modeller ;-)

Hope it's clear enough now


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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Sat Oct 12, 2013 6:51 am 
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Clear to me, thanks


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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Fri Nov 15, 2013 6:05 pm 
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New video from BilboX on the current state of the Unity / PinMAME / FP combo project.

http://www.youtube.com/watch?v=xul04-5IX7w

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 Post subject: Re: [DEV] Tracking Louizou work
 Post Posted: Fri Nov 29, 2013 10:08 pm 
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nice, so much control over flippers.

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