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VP9.1.6 Alpha/Beta Bugs & Feedback


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#221 gogo69

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Posted 25 May 2013 - 06:05 AM

posted this in the nba threat too :

the table works wonderful now - no graphical errors at all !

I am on W7-64, 9.16rev581

region updates and region optimization is both ON

nvidia gtx 650 ti on 314.22 ( all settings are default - no force of anything ) / i7 3770


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#222 Hyper

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Posted 25 May 2013 - 08:31 AM

Indeed with them both on no mor graphical errors.



#223 toxie

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Posted 25 May 2013 - 09:42 AM

rev 582 basically restores the old behavior again, BUT should also fix the 'outlines' around the balls (this time i went for the less hacky way, which is most likely even the correct way :/)

 

one thing is for sure though: going forward, we HAVE to get rid of the region updates setting (i.e. it will always be disabled), as it complicates the code soooo much..



#224 gogo69

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Posted 25 May 2013 - 10:07 AM

i have to say with my gtx 650ti the ball movement is much better without region optimization....


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#225 arngrim

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Posted 25 May 2013 - 10:54 AM

I have a tiny request,

I remove all the sounds redundant with my toys, contactors and so one.

Selecting more than one sound and delete them in one shot is good, but to be able to delete them by hitting the keyboard delete button, besides the delete button of the popup layout would make it even faster

#226 Aubrel

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Posted 25 May 2013 - 12:54 PM

About STTNG: I won't update it just now, maybe later. but the table needs more than new cannons done with primitives, but it also needs new flashers, physics settings, and the under passages better configured (the ball will be missing sometimes), so why don't you make the changes? :) Everybody has its own favorite table, so if "everybody" updates one table, then all the tables will get updated :)

 

I would be very happy to do so, but I don't have half of your talent...

(and for now, If I manage to get some free time, I will more likely work on my MAME build... I'm a big pinball fan but I'm even more an huge arcade fan :D )

But making mods of FS VP tables is something I would be very pleased to do, I hope I will do it one day, probably later as I have to learn how it works before...

 

In any case, thank you all for all done and available here. :otvclap:



#227 deadsoulz

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Posted 25 May 2013 - 09:46 PM

Nice, using 581 no more square around the ball with flasher lights :otvclap:

but now, the ball disapears completely when it goes a little fast... :wacko:

(ATI drivers)

 

I hope it helps :tup:

I am seeing this as well with 581, Nvidia GTS 250



#228 jpsalas

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Posted 26 May 2013 - 03:51 AM

rev 582 basically restores the old behavior again, BUT should also fix the 'outlines' around the balls (this time i went for the less hacky way, which is most likely even the correct way :/)

 

one thing is for sure though: going forward, we HAVE to get rid of the region updates setting (i.e. it will always be disabled), as it complicates the code soooo much..

Rev582 works similar to rev581: this is it works well with the region updates off, but when on the framerate is very bad and the ball disappears when moving fast (Nvidia GTX 680).

But I notice that if I turn off region optimization then the flashers are solid, and they have the Additive Alpha Bl.


Edited by jpsalas, 26 May 2013 - 03:53 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#229 toxie

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Posted 26 May 2013 - 08:58 AM

Hmmm.. I tested this with my nvidia laptop gfx again/region updates on, and the ball movement is bad then (as with the revs before), but at least the ball is visible for me.. :/

 

What do you mean with ''But I notice that if I turn off region optimization then the flashers are solid, and they have the Additive Alpha Bl.''?

Is this a bug or what you would expect?

 

Any others that could share some experiences? Does it work well (i.e. with the setting that works faster on your own machine, so either region updates on or off) now?



EDIT: also in general: does anybody -really- rely on the region updates being on with the current revs? and i'm not talking about framerates with the ball sitting above the plunger, but more during gameplay.. cause i would hope that region updates off should be faster in situations where a lot is going on on the table..



#230 Hyper

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Posted 26 May 2013 - 09:00 AM

Rev 582

Region Updates on (box checked)

Region Optimization off (box unchecked)

When ball is in the paint, left up flasher still gets white like I said in #208 (see picture)

So no difference overhere.

 

With both updates and optimization on, no graphical errors!!

 

With both updates and optimization off, every flasher gives a graphical error.

 

With only optimization on (box checked) no graphical errors.



#231 gogo69

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Posted 26 May 2013 - 09:48 AM

i have exactly the same behavior as hyper !

toxi try: region updates -> ON   and region optimization -> OFF

you will see the white flasher go solid when flashing in the left top corner .... like a big white square

 

also in rev582 when i go to help -> about ... it says rev 581 .. i guess this was just not updated .... right ?


Edited by gogo69, 26 May 2013 - 09:51 AM.

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#232 jpsalas

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Posted 26 May 2013 - 11:51 AM

What do you mean with ''But I notice that if I turn off region optimization then the flashers are solid, and they have the Additive Alpha Bl.''?

Is this a bug or what you would expect?

I'm not sure what to expect, but the flashers look like solid when the region optimization is off, so this means that in my computer this must be on the whole time.

 

 

Hmmm.. I tested this with my nvidia laptop gfx again/region updates on, and the ball movement is bad then (as with the revs before), but at least the ball is visible for me.. :/

Yes, the ball seems to be more solid, it is true :) but the framerate is terrible :)

 

 

Any others that could share some experiences? Does it work well (i.e. with the setting that works faster on your own machine, so either region updates on or off) now?

EDIT: also in general: does anybody -really- rely on the region updates being on with the current revs? and i'm not talking about framerates with the ball sitting above the plunger, but more during gameplay.. cause i would hope that region updates off should be faster in situations where a lot is going on on the table..

Region updates must be off on my main computer with Nvidia, but the one with Ati works almost the same with or without region Updates.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#233 toxie

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Posted 26 May 2013 - 12:38 PM

Oh sorry, my bad.. I overlooked the 'region -optimization-' part somehow.. :(

Yes, there is a general problem in VP with such kinds of additive effects, as the additive regions are not properly reset then..

I don't know how to solve that in general yet though (the balls with white rectangles basically showed the same problem), without having to kick out the region updates..



#234 hmueck

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Posted 26 May 2013 - 01:58 PM

update rev582: lost world is still broken

debf6a8b4a2efe7ae2487f1d8a96770c.png


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#235 toxie

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Posted 26 May 2013 - 03:29 PM

in which rev did this happen the first time? would help a lot..



#236 jpsalas

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Posted 26 May 2013 - 05:05 PM

in which rev did this happen the first time? would help a lot..

 

rev 548 is ok, and the first one I have that does that is rev559. But there isn't any other version compiled between 548 and 559.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#237 ICPjuggla

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Posted 26 May 2013 - 05:41 PM

rev 582 basically restores the old behavior again, BUT should also fix the 'outlines' around the balls (this time i went for the less hacky way, which is most likely even the correct way :/)

 

one thing is for sure though: going forward, we HAVE to get rid of the region updates setting (i.e. it will always be disabled), as it complicates the code soooo much..

Rev582 works similar to rev581: this is it works well with the region updates off, but when on the framerate is very bad and the ball disappears when moving fast (Nvidia GTX 680).

But I notice that if I turn off region optimization then the flashers are solid, and they have the Additive Alpha Bl.

 

 

I'm getting the same thing as JP here.... although my computer isn't as good but same type of prolems


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#238 toxie

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Posted 27 May 2013 - 08:42 AM

thanks, this will help! :)



#239 htamas

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Posted 30 May 2013 - 08:29 PM

This table (Lost World) has some strange graphic bugs in rev.581 compared with release 9.1.5:

9.1.5:
http://www.mediafire...t world 915.png

rev.581:
http://www.mediafire...t_world_581.png

 

Not only Lost World... I noticed the same with Pink Panther as well.

 

9.15: Attached File  pinkpanther_915.jpg   95.17KB   90 downloads   9.16 rev.581: Attached File  pinkpanther_916.jpg   95.09KB   107 downloads

 

Lost World:

 

9.15: Attached File  lostworld_915.jpg   100.72KB   91 downloads   9.16 rev.581: Attached File  lostworld_916.jpg   96.33KB   57 downloads

 

In both cases, plastics are missing and those black blotches appear (probably related to pop bumpers). I tried to play around with video preference settings, but nothing made a difference.

 

I suppose there may be other tables too... does anyone have an idea how to fix this?

I love 9.16 because performance is much better (for instance, Checkpoint that always stuttered on my rig with 9.15 is perfect now, even with dB2S active), so I really don't want to revert to 9.15 if possible.



#240 LoadedWeapon

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Posted 30 May 2013 - 08:56 PM

If it helps Version 5.48 was the last working exe with these tables...

err guess I should have scrolled up lol

Yea JP is right :)


Edited by LoadedWeapon, 30 May 2013 - 08:57 PM.