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Project Amber 2 June Progress Update


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#21 Guitar

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Posted 07 June 2016 - 10:34 PM

In reality all you are doing is simply brightening the lamp area. The omni bit is applied within the emulator itself, and is variable so it works best with a fully lit (non omni) image to begin with.

 

The software you use to do the brightening doesn't really matter.


Edited by Guitar, 07 June 2016 - 10:36 PM.

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#22 trektrek

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Posted 08 June 2016 - 08:32 AM

That lamp shader video looks just amazing.  It's giving me real nostalgia, dim around the £ sign and bright in the middle.  Now, if you could just add a pint on top of the machine, add a little canned pub noise in the background and occasionally waft smoke over the screen.... :)



#23 Guitar

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Posted 08 June 2016 - 05:28 PM

I think it needs a voice asking to borrow a quid or a few tokens, the sound of Day-e-tona in the background or king of the swingers from the grabbies.

Was the smoke accross the screen from tobacco or an SRU PSU?


Edited by Guitar, 08 June 2016 - 05:29 PM.

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#24 vectra666

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Posted 08 June 2016 - 06:29 PM

Nah the smokes from an old Cortina, or escort parked in the pub car park with pet shop boys blarring out. On the subject of pet shop boys, watched their video 'west end girls' did you know they show a quick snippet of a arcade in the video! Can't make out any machines though!
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#25 ricardo de ponsa

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Posted 08 June 2016 - 07:02 PM

Also don't forget to make one of the reels to drop halfway below the win line and fag burns that have melted the nudge buttons!!!!!!!!

Oh and the bulbs not working on the nudges light and buttons.


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#26 TommyC

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Posted 08 June 2016 - 07:11 PM

My mps tuppenny nudger has a melted gamble button,were someone's been touching it with a fag lol.


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#27 Guitar

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Posted 08 June 2016 - 08:16 PM

Something else to whet the appetite. Prism lamp test demo. The prism lamps are on the bottom right hand side.

The 2 pictures supplied below are the only input textures, the mirroring and lamping is handled by the emulator.

 

This is what is used for the Grails on indiana jones, targets on Wild Zone, and cards on Blackjack Club (Iiirc?).

Horizontal or Vertical mirroring will be supported, only vertical atm but that will change very soon.

 

I needed test art and dont have much time, but the principle is there.

Attached Files


Edited by Guitar, 08 June 2016 - 08:16 PM.

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#28 robinhood75

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Posted 08 June 2016 - 08:40 PM

Something else to whet the appetite. Prism lamp test demo. The prism lamps are on the bottom right hand side.

The 2 pictures supplied below are the only input textures, the mirroring and lamping is handled by the emulator.

 

This is what is used for the Grails on indiana jones, targets on Wild Zone, and cards on Blackjack Club (Iiirc?).

Horizontal or Vertical mirroring will be supported, only vertical atm but that will change very soon.

 

I needed test art and dont have much time, but the principle is there.

Really really looking forward to this. It's been a long time in the making but we will finally have a Epoch emu ans not a carrot in sight :-P


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#29 Mavroz

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Posted 09 June 2016 - 05:03 AM

All sounds and looks good.

One question.

With all this fancy lamping etc etc will it not slow the emulator / pc it is running on right down?

#30 vectra666

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Posted 09 June 2016 - 08:08 AM

Also don't forget to make one of the reels to drop halfway below the win line and fag burns that have melted the nudge buttons!!!!!!!!
Oh and the bulbs not working on the nudges light and buttons.

That gives me an idea on my update of Redhot6 lower jp £150/10p.:)
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#31 Guitar

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Posted 09 June 2016 - 08:15 AM

All sounds and looks good.

One question.

With all this fancy lamping etc etc will it not slow the emulator / pc it is running on right down?


Not really, I am using custom shaders that execute on the graphics card directly. Impact runs between 3 and 6 percent cpu usage. I don't actually know how much gpu it is using but I doubt it's using a lot. Compared to a modern game such as GTA5 it's doing bugger all.

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#32 Mavroz

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Posted 09 June 2016 - 01:35 PM

Sounds good mate. Things are really looking promising.

#33 nails

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Posted 09 June 2016 - 02:54 PM

What do you reckon guitar, something this weekend?

 

anybody else here been creating layouts in the background?



#34 vectra666

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Posted 09 June 2016 - 03:23 PM

Not myself atm, not sure what to make artwork wise? And will it run on computer or not? Probs wait till the first release then if it's runable then away I go!!
Otherwise it'll be like having games for the PlayStation but only owning an x box.
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#35 Guitar

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Posted 09 June 2016 - 05:42 PM

What do you reckon guitar, something this weekend?

 

anybody else here been creating layouts in the background?

 

I only have Sunday off this week and the Canadian GP is on. So no chance this weekend, next weekend however is more likely (but not certain).


Not myself atm, not sure what to make artwork wise? And will it run on computer or not? Probs wait till the first release then if it's runable then away I go!!
Otherwise it'll be like having games for the PlayStation but only owning an x box.

 

Run DXDiag.exe, if it supports DirectX11 it'll run.

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Edited by Guitar, 09 June 2016 - 05:44 PM.

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#36 prizeguy2005

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Posted 09 June 2016 - 06:33 PM

Thanks for update will be done when its done any chance of another epoch video over the weekend?

#37 shaun2097

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Posted 09 June 2016 - 06:50 PM

 

I only have Sunday off this week and the Canadian GP is on. So no chance this weekend, next weekend however is more likely (but not certain).


 

Run DXDiag.exe, if it supports DirectX11 it'll run.

execellent. "I only have Sunday off this week and the Canadian GP is on. So no chance". i totaly agree with you Guitar. Hammertime. :)


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#38 I have finished

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Posted 10 June 2016 - 05:01 PM

Good progress guitar mate, can't wait til the release date, something to do during the footy, a good old game of Homer's Meltdown or Simpsons lol.



#39 Guitar

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Posted 12 June 2016 - 08:37 AM

@Mavroz, I downloaded the ATi GPU usage monitor. On my machine it keeps flicking between 18% and 0% GPU usage. So not even breaking a sweat.


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#40 Guitar

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Posted 12 June 2016 - 11:37 AM

Not a bug as such, but I have reworked some of the logic in the lamp and flo tube shaders to make it do a lot less multiplications and divisions. Not really neccessary but that's the final time I should need to alter the shaders now. Another thing ready to go.

I've also moved some of the maths to the vertex shader instead of the pixel shader. The vertex shader can do multiplication and division far more efficiently that the pixel shader.

It's also made the code much smaller too.

Now to quickly do the prism lamp imports and get stuck in to the reels, which are the last components. These will take a few days probably as I need custom shaders, front end setups for 3 of them, and they have to interact with lamps at the same time as moving.

Also I need a reel editor for the other 3 types of reel, which needs to be quite complex for disc reels with lots of lamps. I think I've worked out what I am going to do, but having thought it through there is a lot to it.
So I expect the reels to take most of this week to complete.

Then there are some option pages, and finishing off jobs to do, which I expect will be only a days worth of work, lots of little bits that I just didn't need to do for testing, but that need to be done before release.

Then finally the server. This is a bit of an unknown as I cant use directplay, but I already have some alternatives lined up. I expect this to take about 5/6 days to complete, but that includes a lot of built in time for debugging as I am unsure of how to set up certain bits yet. However if it works nice and quickly, it could be as little as an afternoon.

I am not going to add too much yet. I do want people to be able to sign up automatically as I can't be arsed to deal with all the account creation this time round. Basic server functionality is a must. If things go increadibly well then I may add a few small extras early. I have completely rethought the server this time round having had some practice with Amber 1.

Epoch needs a state save setting up, but Impact only took about an hour to do, and I know Epoch better than Impact now as I've had to do a lot more to it than expected.

So that's the final to do list. And it will be with you as soon as that list is done.


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