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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#181 destruk

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Posted 05 January 2014 - 01:38 AM

Looks like that was fixed with some code a long time ago - thanks!


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#182 jpsalas

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Posted 05 January 2014 - 06:16 AM

Another copy/paste bug: the reels can't be copied either.


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#183 toxie

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Posted 05 January 2014 - 12:56 PM

Little bugfix ... if you turn hardware acceleration off, VP will crash if there are any alpha ramps, because of the bolded code:

 

   if( !staticVertexBuffer && m_d.m_IsVisible && !(m_d.m_fAlpha && g_pvp->m_pdd.m_fHardwareAccel ))

 

fixed with rev 841, thanks!!



#184 bosvrucht

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Posted 05 January 2014 - 06:00 PM

I have made a video of VP running fine on my Toshiba Encore.  This is a 299 euro windows 8 inch tablet that runs full win 8.1

 

FPS=115 on Jp's AFM 2.4, running fullscreen 1280x800

 

Unfortunately there are no touch controls, and VP does not like win 8.1 autorotate to portrait...........   so you cannot use VP when holding the tablet (because windows 8.1 automatically switches to portrait, if you hold it that way)

 



#185 unclewilly

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Posted 05 January 2014 - 07:37 PM

What graphics processor does that have.
Some people can't even run newer tables on a stand alone nvidia graphics card without stutter

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#186 randr

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Posted 05 January 2014 - 08:12 PM

All tables run perfect on my surface pro


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#187 toxie

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Posted 05 January 2014 - 08:33 PM

i guess thats due to the tighter coupling of GPU/CPU and main/video RAM.. some bottlenecks in VP are really tricky, so it might be that tablets can be fast in that case, too (same as intel gfx in laptops, these are also great with VP (most of them))..



#188 toxie

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Posted 05 January 2014 - 08:45 PM


Unfortunately there are no touch controls, and VP does not like win 8.1 autorotate to portrait...........   so you cannot use VP when holding the tablet (because windows 8.1 automatically switches to portrait, if you hold it that way)

 

rev 842 forces windows to not rotate the screen.. as i cannot test this, please, if you could then confirm if it works?!



#189 chinzman93

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Posted 05 January 2014 - 10:23 PM

I think I may have found an issue. While testing my F-14 mod of JP and Rosve's table using build 840, I noticed that the diverters on the left appear to open to much and keep the ball from entering the wire forms to the center target bank. This appears to be an issue for all currently released versions of F-14 back to JP's original. This behaviour is not present in the 9.2 standalone, and the diverters work fine. If I back off the open angle 5-10 degrees the problem goes away. Has there been any work on the flipper since 9.2 was released that would cause an issue if a flipper is used as a diverter?



#190 fuzzel

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Posted 05 January 2014 - 10:38 PM

nope we haven't changed anything on the flippers since 9.2

Edited by fuzzel, 05 January 2014 - 10:39 PM.


#191 chinzman93

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Posted 05 January 2014 - 10:42 PM

I will grab some versions in between 9.2 standalone and 840 to see where this started. It is very easy to reproduce.



#192 chinzman93

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Posted 05 January 2014 - 11:07 PM

Ok....I tested the tables against a bunch of the daily builds. Everything is fine through Build 810. The next available build is 815. This is the first build which has the problem. Anything major happen in 811 through 815?



#193 koadic

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Posted 05 January 2014 - 11:39 PM

Ok, I compiled and uploaded 811-814 if you want to test those out as well.

#194 Aaron James

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Posted 05 January 2014 - 11:43 PM

I'm helping chinzman a little bit with the f14 tomcat, and just to let you know, i experienced the same problems too.


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#195 toxie

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Posted 05 January 2014 - 11:43 PM

yup, please retest with these new revs, i did a lot of cleanups and restructures there, maybe its because the timer handling slightly changed there for the script leading to something run for 'too long/short'?



#196 chinzman93

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Posted 06 January 2014 - 12:18 AM

Hey Guys, thanks for looking at this so quickly!

 

I pulled down 811, 812, and 813. The issue starts in 811, but not as bad. Version 812 behaves the same as 811. Version 813 is were it gets really bad.

 

Also, if this is timer related. I wonder if this could a account for some other weirdness I have noticed with the post 810 builds. The table physics for things like flippers and other things seems a little strange (flipper double taps) at fully extended. I know it's not very scientific and I can't quantify the issue. But in the last 24 hours I have been going back and forth between builds and tables with the same physics settings are not playing the same. This also seems to start at post 810.


Edited by chinzman93, 06 January 2014 - 12:20 AM.


#197 toxie

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Posted 06 January 2014 - 06:58 AM

811 might make sense, as there i completed some restructure that should prevent some lag..

But with 813 i basically just deleted some unused stuff.. :/  Thats really weird..



#198 bosvrucht

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Posted 06 January 2014 - 08:19 AM

 


Unfortunately there are no touch controls, and VP does not like win 8.1 autorotate to portrait...........   so you cannot use VP when holding the tablet (because windows 8.1 automatically switches to portrait, if you hold it that way)

 

rev 842 forces windows to not rotate the screen.. as i cannot test this, please, if you could then confirm if it works?!

 

 

 

Thanks for the speedy coding Toxie!   I just tested rev842 and i can confirm that it works!   VP/Windows no longer rotates when VP is running fullscreen, so now you can actually hold a windows 8.1 tablet while playing.  Controlling it seems another matter.  I think 3rd party touch --> keyboard emulators only work for non-fullscreen or windowed fullscreen applications. So i think for it to work, touch input has to be worked into VP itself.

 

Some FPS feedback:

 

I tried a more demanding table: Apollo 13,  this is absolutely playable, but not as smooth as i would like.  I still think this is quite amazing for a 1.33 ghz intel ATOM with integrated graphics and 2gb of total memory. The entire SOC apparantly uses less than 2watt at 100% !!!!

 

9.2            -  36 FPS avg

9.2.1 842  -  30 FPS avg (did not actively change settings from 9.2)

9.2.1 842  -  33 FPS avg (set ball trail to off)



#199 Mitchell

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Posted 06 January 2014 - 09:10 AM

Report moved to help me area. Sorry.


Edited by Mitchell, 06 January 2014 - 10:01 AM.

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#200 chinzman93

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Posted 06 January 2014 - 09:22 AM



Hey Guys, thanks for looking at this so quickly!

 

I pulled down 811, 812, and 813. The issue starts in 811, but not as bad. Version 812 behaves the same as 811. Version 813 is were it gets really bad.

 

Also, if this is timer related. I wonder if this could a account for some other weirdness I have noticed with the post 810 builds. The table physics for things like flippers and other things seems a little strange (flipper double taps) at fully extended. I know it's not very scientific and I can't quantify the issue. But in the last 24 hours I have been going back and forth between builds and tables with the same physics settings are not playing the same. This also seems to start at post 810.

 

 



811 might make sense, as there i completed some restructure that should prevent some lag..

But with 813 i basically just deleted some unused stuff.. :/  Thats really weird..

I may have spoken to soon on it not getting bad until 813. I have been playing 811 more and it is the culprit. It happens on both diverters in F-14. The ball be pinned against the wire form until the diverter retracts and then go down the wire ramp.

 

Here is a pic...

 

diverterissue_zps8f0497c3.png