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#2601 fuzzel

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Posted 28 July 2015 - 07:49 AM

Can you please create a bug report with more information? Screenshot of the fatal error and such things?



#2602 freneticamnesic

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Posted 28 July 2015 - 08:02 AM

I can't really get a screenshot, it's a pretty solid crash and the error only pops up for a second before it just shuts everything down. I'll submit with the crash.txt though



#2603 fuzzel

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Posted 28 July 2015 - 10:08 PM

rev2143 is up!

 

- remove deadslider, exact replica of deadzone
- fix trigger outline bug when selecting a star trigger
- check length of wide string to prevent overflows
- fix depth bias for primitives
- Use 2x resolution if AA enabled for mirroring, also fix typo in new error output
- give a bit more information on fatal errors
- fix reflection in cabinet mode and don't reflect walls/primitives which are under the playfield
- increase default detail level
- add comment on scatter override
- restore sf-screwed original rev 2118: add new 'FileName' property to table

 

regarding the new reflection option here is a snippet from the changelog:

 

- new (optional) playfield reflections
  This option is a table option and can't be blindly activated on all tables. Because authors have so many different ways to build tables it's nearly impossible to handle the reflection in every case.
  If you're building a table and you want to use this option the following rules apply:
  - only static elements reflect on the table (for now)
  - the reflection only applies on the playfield not on upper playfield areas or separate walls used as a playfield.
  - don't overdo the reflection strength of the ball/playfield reflection. Depending on the playfield texture a value around 50-120 should be good enough. Otherwise it looks unnatural.
  - don't use decals of the size of the playfield as an overlay or you won't see the reflection neither.
  - the reflection effect is actually very simple. VP flips all static elements on the z-axis (z=0) and renders them into a texture. This texture is blended over the playfield. Therefore special care must be taken
    for mesh primitives. You have to set the pivot point of a mesh well. If you try to compensate a wrong pivot point in VP by adjusting the xyz position it could result in a wrong mirrored element. You will notice it
    because e.g. a mirrored post isn't mirrored under the actual post instead it's rendered a bit below on the playfield and the reflection looks odd.


 



#2604 chepas

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Posted 28 July 2015 - 10:55 PM

Bloody hell nice job. Thanks for the guide!


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#2605 RYSr

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Posted 28 July 2015 - 11:28 PM

Don't know if their bugs or just the table needs updating due to changes, but on AMH 071015a  starting with VPX rev 2120 the ball kicks in the kidoor kicker hole but falls back in, then in rev 2143 still the same kicker problem, but also now the playfield is black no image.

Rich


Edited by RYSr, 28 July 2015 - 11:29 PM.


#2606 hauntfreaks

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Posted 29 July 2015 - 12:31 AM

just a heads up, with rev2143 all the primitive targets, drop targets are missing.... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2607 hauntfreaks

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Posted 29 July 2015 - 12:47 AM

Don't know if their bugs or just the table needs updating due to changes, but on AMH 071015a  starting with VPX rev 2120 the ball kicks in the kidoor kicker hole but falls back in, then in rev 2143 still the same kicker problem, but also now the playfield is black no image.

Rich

 

Rich I've had the kicker problem since day one.... what I did was to move the kicker down so it was the same distance from the left and top wall

 

post-73849-0-22368800-1438130762.png

Attached Files


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2608 chepas

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Posted 29 July 2015 - 01:01 AM

Had to double check , new exe didn't copy !!  @!#@$$!. So this is a massive edit. Serves me right having multiple installs.

 

It doesn't actually look too bad and I can clearly see the bad objects now, most of the stuff apart from posts, peg & targets had already been remade for Unit3d, so I don't have that much to do. Instead of messing about I could've had this done by now. Classic. :)

 

You done a great job, there was much here I could no way fix yesterday.

 

Note: Still I think kicker saucer is dodgy. Check the default table.


Edited by chepas, 29 July 2015 - 01:41 AM.

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#2609 jpsalas

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Posted 29 July 2015 - 02:45 AM

just a heads up, with rev2143 all the primitive targets, drop targets are missing.... 

mmm I have just enabled the reflection on all my tables, using this rev2143, and they all seem fine. All the targets and graphics are there.


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


#2610 chepas

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Posted 29 July 2015 - 02:53 AM

Ok FINALLY I found the problem. It wasn't until I decided I was going to rebuild to really see what's going on here.

 

My table field height is set to 100 for realistic under playfield holes. If this is set to 0 the reflections are spot on!

 

And my Playfield overlay works as well like this, can it be offset somehow?


Edited by chepas, 29 July 2015 - 03:17 AM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#2611 jimmyfingers

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Posted 29 July 2015 - 03:47 AM

 

just a heads up, with rev2143 all the primitive targets, drop targets are missing.... 

mmm I have just enabled the reflection on all my tables, using this rev2143, and they all seem fine. All the targets and graphics are there.

 

It appears that if Depth Bias is set on the primitive objects to other settings than 0, issues can now arise with how they are rendered (faded / distorted, not at all, etc.).  I've verified that on a table with the now (rev2143) missing primitive targets that they return to view if set to Depth Bias 0, however, this is not a permanent solution as the depth bias field is needed on many occasion to deal with layering / rendering issues.  Also of important note is that these new rendering issues occur on the latest build whether the reflection option is enabled or not.



#2612 hauntfreaks

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Posted 29 July 2015 - 04:29 AM

 

just a heads up, with rev2143 all the primitive targets, drop targets are missing.... 

mmm I have just enabled the reflection on all my tables, using this rev2143, and they all seem fine. All the targets and graphics are there.

 

 

just tested it again with your tables and your right... all your are fine... humm... odd


 

 

just a heads up, with rev2143 all the primitive targets, drop targets are missing.... 

mmm I have just enabled the reflection on all my tables, using this rev2143, and they all seem fine. All the targets and graphics are there.

 

It appears that if Depth Bias is set on the primitive objects to other settings than 0, issues can now arise with how they are rendered (faded / distorted, not at all, etc.).  I've verified that on a table with the now (rev2143) missing primitive targets that they return to view if set to Depth Bias 0, however, this is not a permanent solution as the depth bias field is needed on many occasion to deal with layering / rendering issues.  Also of important note is that these new rendering issues occur on the latest build whether the reflection option is enabled or not.

 

looks like i'll be back to testing


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2613 ClarkKent

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Posted 29 July 2015 - 05:35 AM

If the reflections are only working on playfields on height 0 - how can realistic under playfield holes be made? Would it be possible to adjust the reflections that way that they are working on raised playfields?



#2614 fuzzel

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Posted 29 July 2015 - 05:38 AM

No that's a bug. I didn't realize that the playfield can be raised now ;)

#2615 ClarkKent

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Posted 29 July 2015 - 05:56 AM

In the new VPX version of BOP the face is missing completely with the new version!


No that's a bug. I didn't realize that the playfield can be raised now ;)

Just look at the new VPX version of Black Hole - playfield is raised there to make the lowered mini playfield... Reflections are not working there at all.


Edited by ClarkKent, 29 July 2015 - 05:57 AM.


#2616 fuzzel

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Posted 29 July 2015 - 06:10 AM

Yes I know that and I said it earlier that not all tables can use this feature out of the box.Some special tables must have their own reflection handling, like fren did in AMH

#2617 Pinball999

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Posted 29 July 2015 - 06:37 AM

Many thanks for the new features Fuzzel, and especially for the possibility to adjust the lights with the cam mode.

It really helps to understand how they work!



#2618 freneticamnesic

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Posted 29 July 2015 - 06:49 AM

Oh shoot I forgot about that awesome



#2619 fuzzel

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Posted 29 July 2015 - 07:25 AM

 

 

just a heads up, with rev2143 all the primitive targets, drop targets are missing.... 

mmm I have just enabled the reflection on all my tables, using this rev2143, and they all seem fine. All the targets and graphics are there.

 

It appears that if Depth Bias is set on the primitive objects to other settings than 0, issues can now arise with how they are rendered (faded / distorted, not at all, etc.).  I've verified that on a table with the now (rev2143) missing primitive targets that they return to view if set to Depth Bias 0, however, this is not a permanent solution as the depth bias field is needed on many occasion to deal with layering / rendering issues.  Also of important note is that these new rendering issues occur on the latest build whether the reflection option is enabled or not.

 

Before rev2143 the depth bias for primitives was always 0. What you can try is to negate the bias value e.g. if the depth bias was 500 and the primitive isn't rendered any more set it to -500 and it should be shown again.



#2620 toxie

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Posted 29 July 2015 - 07:39 AM

i guess the problem there is that the depth bias was used before for the depth sorting of transparents. and now its also used to -actually- offset it in the z buffer.







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