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Dev thread: Road to DX9


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#2081 connorsdad

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Posted 26 May 2014 - 04:24 PM

VP9.9 Works almost perfectly but I've found some graphics error in Theater of magic mirrormod FS, the Trunk and Flippers disappears when in movement and when the motion is terminated it's all cracked in pieces.

 

Cirqus Voltaire_Platinum 1.5 FS doesn't start at all (doh! my favourite table) it gives me an error in the script on the lines 2294 

name = WshShell.RegRead ("HKCU\Software\Visual Pinball\RecentDir\TableFileName0")

and 1088

Set WBall = kicker1.Createsizedball(50):WBall.Image = BigBallImage(BColor):kicker1.Kick 0, 0

 

any ideas?

 

I've recently copied some files over to my vpin cab system and now I'm getting this error. Any help is much appreciated.

 

Thanks

Mark


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#2082 boiydiego

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Posted 28 May 2014 - 09:37 PM

i dont see apollo13 on the list of problems are more people here with huge ball stutter when 13ball is in action having it with dx9 rc1 ??

also how can i turn off autoplunger i see something in script but dont know what excact to change ? the autoplunger always shoots to slow and then table has to be reset .


Edited by boiydiego, 28 May 2014 - 10:19 PM.

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#2083 gtxjoe

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Posted 29 May 2014 - 04:08 AM

I think Apollo was discussed before the spreadsheet was created.  This post hopefully fixes the problem for you -  http://www.vpforums....=26714&p=258629    Search for apollo in this topic to see what was discussed



#2084 boiydiego

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Posted 29 May 2014 - 09:00 AM

I FINALLY FOUND IT!   Remember those streaks in Twilight Zone and Airborne only a couple of us were seeing that would come and go?  I found another table that more reliably reproduced that problem - StarGate.   I isolated it to the wire ramp objects.  If I hid those, the errant polygons went away.  If I changed them to flat ramps, the polygons also went away.   

 

In Ramp.cpp, there's some strange code in prepareHabitrail that sets the wire ramps up.   I don't fully understand how it's supposed to work, but if I initialize the vertex buffer:

 

 staticVertexBuffer->lock(0,0,(void**)&buf, VertexBuffer::WRITEONLY);
   memset(buf, 0,numVertices*sizeof(Vertex3D_NoTex));

 

The garbage all goes away.     Of course, this means there's probably a bug in the code that also needs fixing, but at least this gets rid of the unpredictable behavior. 

 

I suspect the bug is here:

 

      if (i != 0)
      {
         memcpy( &buf[offset], rgv3D, sizeof(Vertex3D_NoTex)*32);
         offset+=32;
      }

 

The loop runs for "rampVertex" times, and the buffer is built for rampVertex*32 vertices, but this "i!=0" condition causes it to add (rampVertex-1)*32 vertices to the buffer, leaving the final 32 uninitialized.

 

@ djrob is this fixing the apollo13 laucnh problem , i just dont understand how i fix this with the line you post where in script i find the line ramp.cpp , or is it with the startramp ?


Edited by boiydiego, 29 May 2014 - 09:22 AM.

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#2085 FreeMason

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Posted 07 September 2014 - 10:20 PM

Any advice to get less lag possible?
I've set fps limiter (vsync) to 0 (no vsync) and the "max prerendered frames" to 0. No AA, no anisotropic filtering, no ball trails, max textures to unlimited.
 
Thanks in advance
 
PS: I have an ati 6670 1gb


You need to download Radeon Pro make a profiel and set Flip Queue to 1. http://www.radeonpro.info
This Will reduce input lag significant.

#2086 bsl1970

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Posted 22 September 2014 - 09:11 PM

 

If you are using HyperPin there is a easy method to assign a different VP version to a table.

 

You need to create a file named vpexetables.txt in the HyperSpin\Settings directory.

It should look like this:

T2 Chrome
VPinball921.exe
Whitewater
VP9_physmod.exe

PinballX doesn't have that option, or at least I'm not aware of it. I scripted something for my installation but its too ugly to pass around.

 

For getting VP to work again best drop VP 9.1.5.  Open regedit, rename HKEY_CURRENT_USER\Software\Visual Pinball\Player and redo your audio/video settings in VP 9.2.1.

 

Use VP 9.9 as default VP Version and VP 9.2.1 as fallback for tables like T2.

 

 

I found the guide to this on the hyper spin site and have tried it.  Just cant get it to work,  therefore some questions for anyone who knows:

  • do I need to include all my tables and prefered vp.exe file for each one or can I just include those I want to run differently from the default as listed in Hyperpin settings?
  • do i need to put the full path for vp.exe and table .vpt files or will hyperpin again get this from the settings file?
  • is there any .dll install etc. that i might be missing?

any pointers welcome as I'm starting to move to the physmod on some tables and trying to stay on v9.2.1 for T2.

 

Any answers to the question in bold?  I'm wondering the exact same thing.

Thanks!

BSL



#2087 bsl1970

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Posted 23 September 2014 - 02:31 PM

do I need to include all my tables and prefered vp.exe file for each one or can I just include those I want to run differently from the default as listed in Hyperpin settings?



#2088 Sir Cheddar

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Posted 23 September 2014 - 09:07 PM

do I need to include all my tables and prefered vp.exe file for each one or can I just include those I want to run differently from the default as listed in Hyperpin settings?

You need only those you want to run differently from the default in vpexetables.txt. You don't need to include the full path but the you need to put the alternate executable in the same directory as the default executable. 

 

You'll need FPLaunch 1.295 WIP 10 for vpexectables to work or any mod of it.


Edited by Sir Cheddar, 23 September 2014 - 09:07 PM.