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#181 LoadedWeapon

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Posted 24 March 2013 - 10:50 PM

Ok was running some more tests and I got the wierd problem with Rev.492 no ball on Checkpoint. so I tabed out and saw a wierd icon on my bar when I clicked on it this is what it said.. I restarted the computer and still same thing with RU on or off

picture below

Attached File  Untitled.png   45.66KB   73 downloads


Edited by LoadedWeapon, 24 March 2013 - 10:54 PM.


#182 koadic

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Posted 25 March 2013 - 12:39 AM

Well, just for the hell of it, I went and tried Checkpoint to see if I could replicate the issue and see with which revision it starts happening...

Starting revision 482, the ball doesn't appear, but works on 481... but in 482+, if I go to the backdrop and uncheck the Enable EM Reels box, the ball will then appear....

Also works if I delete the one reel on the backglass (CPDisk; and appropriate code to avoid error) or set the image for that reel to <none>... To see if it was something specific to the reel, I tried copying that reel (and image) to another table to see if I could get it to also make the ball disappear, but I couldn't.

Edited by koadic, 25 March 2013 - 12:53 AM.


#183 LoadedWeapon

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Posted 25 March 2013 - 01:02 AM

well I checked on Rev. 492 and your right when I uncheck the EM Reels it woks fine.. Any ideas?


Edited by LoadedWeapon, 25 March 2013 - 01:05 AM.


#184 Rover

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Posted 25 March 2013 - 02:11 AM

One of the changes in VP 9.1.5 is modifying its UAC setting to always run as administrator.  On my Windows 8 Pro x64 system, running VP as admin causes errors with programs I use to interact with VP, like MaLa (frontend launcher), Logitech Profiler (controller mapper) and AutoHotkey.  With VP 9.1.4, I only have to run it in Windows 7 compatibility mode using an account with admin privileges.  I also did not need to run VP as admin in Windows 7 Ultimate x64.

 

I managed to force VP 9.1.5 to not run as admin, by using Microsoft's Application Compatibility Toolkit to set RunAsInvoker for the VP executable.  This works, but it's a bigger hassle than what it took to get VP 9.1.4 functioning.  Can running as admin be made optional in VP 9.1.5 or could the admin requirement be disabled in an alternate build?  I don't believe running VP as admin is necessary for all systems.



#185 toxie

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Posted 25 March 2013 - 06:59 AM

@koadic: great, this checkin only changed something with the alpha ramps, so no EM Reel code touched.. :/

 

@rover: hmmmm, you are right, actually its not necessary to run VP as admin, invoker is enough.. i'll change that..



#186 toxie

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Posted 25 March 2013 - 07:23 AM

@rover: i have to revert my last statement.. actually asinvoker is not enough rights to cooperate with vpinmame, etc.



#187 toxie

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Posted 25 March 2013 - 08:10 AM

okay, i just did a change to the alpha ramp draws.. they are now indexed, as i remember a problem with other draw calls where using non-indexed draws made balls vanish.. :(

so rev 496 should hopefully cure the missing balls problem..



#188 koadic

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Posted 25 March 2013 - 10:13 AM

@rover: hmmmm, you are right, actually its not necessary to run VP as admin, invoker is enough.. i'll change that..
@rover: i have to revert my last statement.. actually asinvoker is not enough rights to cooperate with vpinmame, etc.

Toxie, it is only ever required to run as administrator once, after that it isn't necessary. I am not sure why, or what happens that first time it is run though that requires it (certain registry settings?).

Anyway, I have gone ahead and uploaded 496 to my sig...

#189 toxie

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Posted 25 March 2013 - 10:30 AM

Hmmm, strange, but that explains the confusing behaviour..

Maybe windows caches the original settings?



#190 Pin-Pete

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Posted 25 March 2013 - 10:44 AM

Ball disappearance fixed.Works fine.Thank you. :D


Greetings:Petri


#191 Rover

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Posted 25 March 2013 - 12:54 PM

Hi toxie & koadic, thanks for the info about running VP as admin.  I didn't know VP only has to be run as administrator once.

 

When playing tables using only VP running as admin, I have no problems.  It's only when I need to use other programs interacting with VP, because that won't work if those programs aren't also running as admin.  Unfortunately that's not an option in my HTPC setup.



#192 LoadedWeapon

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Posted 25 March 2013 - 01:12 PM

Thanks guys awsome work and thanks for staying on top of it. I will test it today after work.

#193 luvthatapex

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Posted 25 March 2013 - 01:15 PM

Guys you are doing a phenomenal job with the VP updates. Thanks very much. The latest builds are running great on my cab.



#194 kiwi

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Posted 25 March 2013 - 07:55 PM

Invisible ball is fixed for me too.
With the rev 496 the bumper cap , with the image , don't work properly when is lit.

The two bumper above have the same cap image and also the two under.

On the left the bumper on , right off.

 

bumper.png

 

Thanks

 

Max



#195 LoadedWeapon

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Posted 25 March 2013 - 08:31 PM

All tests done on my cab with intel i5 2500k @4ghz, 8gig mem, 560Ti using the latest beta drivers 314.21(NV Settings Default) on W7 64bit.. 1920x1080 x 2 screens

All tests ran atleast 3 times (some alot more) to verify numbers and the editor restarted and table reloaded after every change..

 

          With VP Rev.496                                                                                      

            

                Checkpoint HD

Region Updates: OFF  FXAA: OFF -- 131 fps                                              

Region Updates: ON    FXAA: OFF -- 140 fps  <----- Most impressed with this It has never ran this good...

Region Updates: ON    FXAA: ON --- 12 fps  <---- Still tanks with FXAA on tho lol

Region Updates: OFF  FXAA: On --- 13 fps

 

 

 

               JP StarWars

Region Updates: OFF  FXAA: OFF -- 503 fps                                              

Region Updates: ON    FXAA: OFF -- 367 fps

Region Updates: ON    FXAA: ON --- 47 fps

Region Updates: OFF  FXAA: On --- 54 fps

 

 

                  T2CE

Region Updates: OFF  FXAA: OFF -- 790 fps                                           

Region Updates: ON    FXAA: OFF -- 686 fps

Region Updates: ON    FXAA: ON --- 317 fps

Region Updates: OFF  FXAA: On --- 316 fps

 

 

 

             Indiana Jones

Region Updates: OFF  FXAA: OFF -- 1108 fps                                         

Region Updates: ON    FXAA: OFF -- 2375 fps 

Region Updates: ON    FXAA: ON --- 451 fps

Region Updates: OFF  FXAA: On --- 446 fps

 

 

 

              StarTrek NG

Region Updates: OFF  FXAA: OFF -- 1008 fps                                               With Rev.443 no FXAA: 1090 fps

Region Updates: ON    FXAA: OFF -- 1390 fps   <------- Very nice improvment on this table for some reason aswell

Region Updates: ON    FXAA: ON --- 397 fps

Region Updates: OFF  FXAA: On --- 401 fps



#196 toxie

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Posted 25 March 2013 - 09:25 PM

Invisible ball is fixed for me too.
With the rev 496 the bumper cap , with the image , don't work properly when is lit.

The two bumper above have the same cap image and also the two under.

On the left the bumper on , right off.

 

bumper.png

 

Thanks

 

Max

 

 

I guess that's fuzzels fault.. :)

He changed some stuff with the bumpers and plungers recently..



#197 marauder

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Posted 25 March 2013 - 10:16 PM

Hey guys! Just want to share my experience with the latest rev (496). I kinda lost track of this thread so not sure whether this is a known issue or not. My system runs Win7 x64 with a GeForce GT640 and latest NVIDIA drivers (314.22).

 

See image below. The table is CFTBL (http://www.vpforums....s&showfile=6607).

 

cftbl.jpg

 

Image on the left is FXAA On and Region Updates On or Off. Ball leaves a trail after releasing the plunger. Image on the right is FXAA Off and Region Updates On. Ball leaves a ghost ball behind after releasing the plunger. It happens on other tables too (e.g., Indiana Jones). On other tables I don't even see the ball leaving the plunger lane. I can only fix this by turning off both FXAA and Region Updates. No issues in this case.

 

I don't have any issue with VP 914, only 915. I'm sure this only started happening a few revs ago but not sure which rev started triggering this.



#198 koadic

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Posted 25 March 2013 - 10:18 PM


Invisible ball is fixed for me too.
With the rev 496 the bumper cap , with the image , don't work properly when is lit.
The two bumper above have the same cap image and also the two under.
On the left the bumper on , right off.
 
bumper.png
 
Thanks
 
Max

 
I guess that's fuzzels fault.. :)
He changed some stuff with the bumpers and plungers recently..



Did a quick look and I am not sure if I just didn't compile 497 from the get go and mislabel it as 496 or what, but I have gone ahead and recompiled rolling back fuzzel's changes (495) and uploaded as 497 so you basically have the previous version with that one change undone. Anyway, in "497" the bumpers work correctly... :P

#199 fuzzel

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Posted 25 March 2013 - 11:09 PM

Fixed...please try rev 498



#200 koadic

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Posted 25 March 2013 - 11:17 PM

498 works :)

Sig updated.