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 Post subject: Working on Zedpinball 1.2
 Post Posted: Sat Nov 29, 2014 1:58 pm 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
Im working on another update, with new zedlibrary pack and a few fixes like light halo square border now is no more.

New flippers supports and new QeffectsGL config supporting SSAO by default.

PD: QEffects SSAO and DOF only works on Desktop camera, non work on arcade camera because the orthographic cam maybe.


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Sat Nov 29, 2014 11:00 pm 
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Joined: Tue Sep 02, 2014 11:11 am
Posts: 148
Great news! Thank you. I just finished changing my physics to 1.11 now can't wait until 1.2!


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Thu Dec 11, 2014 10:17 pm 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
Updated:

New Bumper Base Models changed from plastic to metalic and rezised collision to works better.
No more Roofs needed over the bumpers, balls dont jump anymore.
More Flippers supports.
Added more ramp supports for wire ramps.


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Fri Dec 12, 2014 2:10 am 
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Joined: Wed Feb 06, 2013 6:32 am
Posts: 405
Location: German
Plesse add a bounced plunger and a solution for wire lines (micro bounce for EM tables). Per time it is very hard to find a reference physics solution. All I do with EM feels not real.
A very good example is my 8 ball de luxe mod and monezzas release.
Thanks very much.


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Tue Dec 16, 2014 7:52 pm 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
Working on a collisions of flipper i can announce now flippers works more acuracy in the pivot. Video with this flippers working in minutes.


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Tue Dec 16, 2014 11:34 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 294
Location: Abbotsford
I'm having problems with some versions of FP, including yours, with drop able walls not rendering in the undropped position using ATI cards. Makes it a bit tough to play some games, could you have a look? Someone in all the mods may have put in Nvidia code or broke ATI support, as this works fine on original or slamtilt versions.

(This is on the lower end cards BTW, but even rolling back or using latest drivers still causes these problems)

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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Wed Dec 17, 2014 2:53 am 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
I Dont know what is happening :( sry about that... Try another driver version. I have an ATI card.


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Wed Dec 17, 2014 4:01 am 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Mon Mar 16, 2015 2:26 pm 
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Joined: Sun May 08, 2011 4:57 pm
Posts: 1061
Location: Turin-ITALY
zedonius wrote:
Working on a collisions of flipper i can announce now flippers works more acuracy in the pivot. Video with this flippers working in minutes.


I do not know very well Zedpinball :oops: . I wanted to know if it was possible to solve the problem of "Zipper-Flippers" in old EM pinballs.
Greetings

Gianfranco


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 Post subject: Re: Working on Zedpinball 1.2
 Post Posted: Sun Oct 25, 2015 7:30 am 
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Joined: Mon Dec 06, 2010 6:10 am
Posts: 14
looks very real to me...hopefully you released it someday


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