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VP10 is here (beta)

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#181 fuzzel

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Posted 31 January 2015 - 08:39 AM

Mukuste, I sent you a PM where I asked you if you something on your todo list and if we should wait with the beta. You decided not to answer...and you're right that's not team play

#182 fuzzel

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Posted 31 January 2015 - 08:52 AM

But if you need to do some deep changes than I would say do it.even if we are in the beta phase.

#183 The Loafer

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Posted 31 January 2015 - 08:53 AM

Ok, the score is 1-1, let's call it a draw :)

 

I've had a chance to play some more of JP's wonderful table. I had planned on going to bed not too late but because of the fine work by all concerned, its 4:00am and I'm still not in bed.  I don't mean to repeat myself but jeez, that ball is something to see, I didn't think a 3d ball would make such a difference but it most certainly does!

 

Note to those who will be installing this new VPX:  The installation instructions indicate to replace your older VBS with the new ones provided. THis is a requirement so it needs to be done and they are fully 100% compatible so no worries.  However, keep in mind that some of you may have edited your older vbs to change keys such as the "credit" key for I think Gottlieb pins, maybe more.  I'm assuming the new vbs will revert you back to the default which isn't cab friendly. No big deal, just make a note of the changes and apply them in the new vbs.  Just wanted to ensure you thought of this BEFORE wiping out your old ones :)



#184 TedB

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Posted 31 January 2015 - 09:26 AM

 I didn't think a 3d ball would make such a difference but it most certainly does!

 

 

I agree, it surely makes a difference. Will be interesting to see the effect on a silver ball and with a VPM table. Performance of JPs table is pretty good, hopefully we will see good performance for more demanding VPM tables as well. Mukustes work on the physics definitely shows on this table and is really nice already. That he is a bit annoyed by the early release can be interpreted as a very good sign (room for improvement) so i am sure the final product will be awesome. 

These devs are smart guys so I am sure they can find a way to continue in harmony again. They only need to tone down a bit, seems like a minor misunderstanding in communication (happens on a daily basis at my work ;) ). 



#185 jpsalas

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Posted 31 January 2015 - 09:40 AM

To the developers: do all the changes you need to do, even if it breaks a few things. To me "beta" means "not finished" and/or "a preview of things to come". With a beta version out is nice to see several new things and start to learn how to use them. In this case new things will be the new settings, the materials (which I'm still testing and trying to understand them better :) ), and the rest of the new objects (lights, gates, spinners, bumpers, rubbers, triggers...). And if something changes then it changes :) And if someone make a new table using this beta, then it is also a beta version, and it will need to be updated when the final VP10 version comes out.


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#186 kiwi

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Posted 31 January 2015 - 09:56 AM

This is the error message I receive continuing to start and stop the default table.

error1.png

 
Trying one my table, I have received this another error, again after about 7 8 start and stop.

error20.png

 

Thanks

 

Max



#187 chepas

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Posted 31 January 2015 - 09:57 AM

It's a shame about the public airing but I think it's an obvious good thing it's out there as an "open beta" with such niche software. I have nothing to report so far and have used it a lot.

 

I did have something with Evil Dead about "aflipspeed" but I'm presuming there must be a physics change needed, or because I haven't altered the script at all, it was built on physmod5 . I'll load it up and be a bit more specific, it happens quite soon after ball launch.

 

I could be a bit delirious but I found this amusing, lol


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#188 fuzzel

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Posted 31 January 2015 - 10:25 AM

This is the error message I receive continuing to start and stop the default table.

error1.png

 
Trying one my table, I have received this another error, again after about 7 8 start and stop.

error20.png

 

Thanks

 

Max

Kiwi, would you please add this to the bug tracker? To issue with the 3-4 restarts? Than we see all issues at one place without the need to search the entier thread here. Thanks!



#189 unclewilly

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Posted 31 January 2015 - 11:24 AM

I don't get a status report when I hold the flipper down.


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#190 unclewilly

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Posted 31 January 2015 - 11:39 AM

Mukuste.- please make all the changes you need to make with the physics or anything else.

As jp saud any table made with so early if a version is a beta in itself. I have 2 or 3 tables that are playable now, but solely for the purpose of testing. So with any changes the tables will be updated to meet the changes.
at some point ill make them available to the community but solely for the purpose of testing.
oh and sorry i have been busy, i ment to get back to you on the primitive collision changes you made. Thus far through my testing with the bop plastic ramps. The collision appears to be functioning correctly. I still need to test balls passing underneath the ramp, after work today.

@chepas- its possible that the error you are getting is due to a property name change. Check the command reference text.
some thing have changed for example to swap a light image it used to be light.offimage. where as now it is light.image

@the dev team- i hope all this ruckus will become water under the bridge.
As of now in early beta stage with the physics and the beautiful lighting and materials, the software is leaps and bounds ahead of its time.

oh and toxie. The light on the ball thing you added. It really makes a big difference great job

"it will all be ok in the end, if it's not ok, it's not the end"
 
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uw2.gif


#191 StevOz

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Posted 31 January 2015 - 11:40 AM

One thing I have noticed, it's working my hardware at least three to ten times as hard, FPS have gone down from 240+ with enhanced nvidia options on VP9.91, physics mod 5 is similar, not even gone there with VP10, it seems to render fine thus far without nvidia enhanced options. I do get near enough 1000fps on VP9.91 without those enhanced driver settings. With VP10 beta it's OK and playable, though it clocks at 75fps to 95fps, with all the in software options enabled and feels like it is doing just that, just enough.

 

So with my intel haswell i3 3.4ghz and GTX 660, I'm just curious as to if further performance enhancements are in the pipeline?


Edited by StevOz, 31 January 2015 - 11:44 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#192 unclewilly

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Posted 31 January 2015 - 11:45 AM

Hey steve if you uncheck ambient occlusion i would imagine you will gain almost 100fps. Also i would recomend using vsync. Even with 400+ fps i would still see an occasional stutter but with vsync none at all

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#193 kiwi

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Posted 31 January 2015 - 12:02 PM

 

This is the error message I receive continuing to start and stop the default table.

error1.png

 
Trying one my table, I have received this another error, again after about 7 8 start and stop.

error20.png

 

Thanks

 

Max

Kiwi, would you please add this to the bug tracker? To issue with the 3-4 restarts? Than we see all issues at one place without the need to search the entier thread here. Thanks!

 

Yes absolutely, done.

 

Max



#194 DedRok_V

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Posted 31 January 2015 - 12:29 PM

Don't know if it's just me, but if I make any changes to POV, I get weird graphics. Same happens with PM5, can't make any adjustments at all or it happens.

 

Attached File  vp glitch.JPG   176.58KB   35 downloads

 

Probably time for an update though as even the default table does the same.

 

PS: I also get the star rollovers dissappearing then re appearing when rolled over again.


Edited by DedRok_V, 31 January 2015 - 12:30 PM.





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#195 StevOz

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Posted 31 January 2015 - 12:37 PM

Hey steve if you uncheck ambient occlusion i would imagine you will gain almost 100fps. Also i would recomend using vsync. Even with 400+ fps i would still see an occasional stutter but with vsync none at all

 

Ah, yes back to 240+ without it...

 

There must be some memory leaks as after messing with the smurfs adjusting stuff it eventually crashed with an out of memory error..

 

I also did have a go at the vsync and whilst it seemed to work well it also caused rendering errors with the rollover switches on the smurf table, without vsync these render errors did not occur?


Edited by StevOz, 31 January 2015 - 12:42 PM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#196 LoadedWeapon

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Posted 31 January 2015 - 01:23 PM

Ok on the default table if I put in a new playfield image it looks washed out.. how can I fix that? I put the image in the surf table and it looks right..

#197 kruge99

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Posted 31 January 2015 - 01:40 PM

Hey mukuste, sorry for the drama, sorry for requesting a VPX downloads area, as that was a bit premature.  I also agree with JP, UW, and JimmyFingers, Noah, and what the others are saying, please take care of this in a PM to toxie and fuzzel and hopefully we can get past this little bump in the road of VPX. 

 

This is a BETA test and not feature complete so stuff is going to break and us table authors will roll with the changes and fix the tables as they break.  We understand this is going to happen.

 

Please everyone, try to get used to reporting bugs in the tracker rather than reporting them in this thread -->  http://www.vpforums....php?app=tracker

This will ensure your issue/s are looked at and you'll receive feedback in your bug report with a stated fix or whatever comments the devs feel are necessary to describe a workaround or if it's working as intended.  Thank you.

 

Noah, maybe a link to the Bug Tracker could be put in the Site Navigation menu for easy access to it?  (I realize there is a link under the "More" menu item but I didn't find that link very easily.  I just feel that "More" isn't really an intuitive pointer to the tracker?)

 

 

Best Regards,

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#198 unclewilly

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Posted 31 January 2015 - 01:49 PM

Use a different material. Or adjust the playfield material

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#199 The Loafer

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Posted 31 January 2015 - 02:02 PM

Chepas: lol'ed at the vid, it's hilarious

#200 kruge99

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Posted 31 January 2015 - 02:11 PM

Use a different material. Or adjust the playfield material

 

Yes, when you put an image on the playfield, you need to select a material in the Material manager. You'll notice in the Papa Smurf table it's set to Wood.


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