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#241 LoadedWeapon

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Posted 27 March 2013 - 08:43 PM

Ok, I'll look into why it's happening, at least that helps narrow down possible problems

Thanks.. you da man! :dblthumb:



#242 koadic

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Posted 27 March 2013 - 10:30 PM

Ok, figured out my stupid mistake... fixed in 501 :D

#243 Pin-Pete

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Posted 27 March 2013 - 10:33 PM

Ok, figured out my stupid mistake... fixed in 501 :D

Works fine now.Thanks.


Greetings:Petri


#244 LoadedWeapon

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Posted 27 March 2013 - 11:30 PM

Rev.501 Works perfect! and I redownloaded Monopoly (installed toolsack)<---Doh.. And it ran at crazy speeds even with all the flashing lights.. Thanks again for all the great updates.

Attached File  Untitled.png   1.46MB   110 downloads

 



#245 shanknitrate

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Posted 28 March 2013 - 11:12 AM

I'm currently on revision 498 and noticed when playing the original Star Wars table (not trilogy) that the ball will disappear and leave a few images of itself behind when flying around the spiral ramp (only ramp on the table I think). A similar thing happened in the top right ramp of the monopoly table. Is this happening for anyone else? (it is new for me with 9.15 revisions). In earlier revisions I had noticed this happening in the ball launch lane of a few tables. Just trying to work out if it's just my setup. 



#246 koadic

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Posted 28 March 2013 - 11:34 AM

ok folks found the problem...the ball glitch error was introduced with rev 468 ;)
I fixed it and it seems to work with rev 499.


Try 499 or later. :)

#247 neohusky

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Posted 28 March 2013 - 01:32 PM

All these updates have been awesome. I'm running W7 on and i5 3570k oc to 4.6GHZ with an oc 1G 560Ti. I've seen similar performance gains to LoadedWeapon in recent weeks. Keep up the great work. I noticed the addition of new user definable button pushes to gamepad buttons and thought I'd ask an off topic question. I've also fallen victim to a nanotech mot-ion plunger and nudge board. Is there a way I can use the analog plunger and at the same time use a Microsoft sidewinder for the nudging?

#248 blur

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Posted 28 March 2013 - 02:55 PM

when i tested nudging with several gamepads - only first gamepad was used for nudge, on others all buttons worked same as on first but no nudge

 

I tested it long time ago - maybe it's different now

 

it would be great if any number of gamepads could be used (even without change in gui - just treat all the same)


Edited by blur, 29 March 2013 - 11:48 AM.


#249 ringorian

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Posted 28 March 2013 - 03:04 PM

when i tested nudging with several gamepads - only first gamepad was used for nudge, on others all button worked same as on first but no nudge
 
I tested it long time ago - maybe it's different now
 
it would be great if any number of gamepads could be used (even without change in gui - just treat all the same)




Was asking directly some time ago since i use a 30 Euro joywarrior as nudge and wann build an analog plunger.. But this has to be a second controoler


#250 uberpinball

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Posted 29 March 2013 - 11:26 AM

Ok, figured out my stupid mistake... fixed in 501 :D


Seems like your close to a final release. Whats left?

Seeds of War, Piles of Skulls

<OO>  Pinball Cab  <OO>  ArcadeX Mame Cab  <OO>


#251 chinzman93

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Posted 29 March 2013 - 04:12 PM

Was the issue brought up by JimmyFingers fixed?



#252 fuzzel

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Posted 29 March 2013 - 04:32 PM

not yet...



#253 TedB

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Posted 30 March 2013 - 10:46 AM

I tried a couple of other tables with rev 501 and compared it to 443 and I didn't see a noticeable improvement. It is always hard to tell, certainly because you don't see them play at the same time and the mind start to play tricks on you when you try to focus on stutter.. 

 

FPS don't lie though. I did feel/see nice improvements on TONAN and my feeling was supported by an fps increase from 350 to >700. Very impressive. Some tables will obviously benefit a lot from this update. 

 

Thanks Toxie and Fuzzel for improving this rusty old code ;) 

 

Thx Koadic for providing the binaries.  



#254 yagesz

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Posted 30 March 2013 - 10:59 AM

Not to be picky? is there a way to increase the button count on the Gamepad inputs. I run a GP Wiz 40 and all my buttons for Pinball are over 24.  So the gamepad input doesn't help me.  

 

I do see increases.  Monopoly all of a sudden just PLAYS now. I managed to get 50million on my first play through.



#255 jpsalas

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Posted 30 March 2013 - 09:05 PM

I have just arrived home after being away for a week and I have tried rev501, and it seems to be a very good and stable build! Thanks for all your efforts, fuzzel, toxie and koadic :)


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


#256 marauder

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Posted 30 March 2013 - 09:26 PM

Just to confirm that the problem I reported with rev 496 is now completely gone with 501. FXAA and Region Updates no longer cause the ball to leave a trail or a ghost ball behind.

 

Excellent work, guys! The rhythm at which you put out new builds to address the problems we report is nothing short of amazing!



#257 rob046

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Posted 30 March 2013 - 09:59 PM

What is the "Region Updates" setting?  Says it should make tables faster on most systems, whatever it is.  Although it doesn't seem to make much difference on my rig.  In fact, I might even have lost a few FPS with it enabled.  Just curious if there is any benefit to having it enabled other than gaining performance.

Btw I have a GTX 680, 4.3ghz i7-2600k, 16gb of DDR3, win7 x64.

FXAA seems to work OK, but the performance hit is pretty nasty especially when a bunch of lamps or GI are updating.  I think the perfect AA for VP would be if it could only be applied to actual VP objects, minus lamps.  FXAA look fine in spots, but I'm still not the biggest fan of how it can blur text and textures.

However, I'm thrilled that you guys are working on AA for VP at all, please keep plugging away!



#258 LoadedWeapon

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Posted 30 March 2013 - 10:32 PM

I think he said Region Updates were always on before as default.. If you look back at some of my test done it looks like you lose a few FPS with RU on on  some tables but others you get a huge increase  like Indiana Jones with RU on. I think its best to leave it on because you dont loose enough to make it run bad but on others its a huge increase.. I know monopoly runs about faster than any table now and i havent modded anything or changed any of the script. its stright from hyperspin website..



#259 toxie

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Posted 31 March 2013 - 12:56 PM

One thing that has remained broken / unfixed is the graphic glitches with alpha ramp redraws when using anti-aliasing. This issue first appeared in rev362 with the last version that it worked correctly on being rev360. I know some of you are familiar with this bug as I raised this issue and sent a couple PMs a while back. It's reproducible and can be seen as an example around the visor area on my recent PIN-BOT BMPR MOD of UWs great table. As discussed before, the order of redraws for alphas since rev362 is not playing nice with drop walls or even things like gates and spinners when AA is on. It would be great if this could be resolved / restored before the official release of VP915. It was very nice having this ability previously to use AA (hardware / forced from control panel) as FXAA has several issues (software and hardware – only XP as well) amongst simply the quality being arguably poorer (blurrier) than traditional AA.

I can PM you with further details and troubleshooting I've done if it would help you in assessing and fixing the problem. Thanks again for all your work on VP, everything you’ve added / improved, and attempting to move it to DX9, which understandably at times is going to yield some snags.

 

As somehow i cannot repro this behavior for me, have you tried disabling the new region update setting in the video options?

Maybe that helps?



#260 koadic

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Posted 31 March 2013 - 05:44 PM

While 501 is better than 361, it is still present (even with region updates switched off)