Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#2641 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 30 July 2015 - 06:24 AM

You guys are awesome, appreciate it a lot.



#2642 Trinity

Trinity

    Enthusiast

  • Platinum Supporter
  • 226 posts

  • Flag: United States of America

  • Favorite Pinball: Star Trek Limited Edition (Stern), AFM, Xenon, T-2

Posted 30 July 2015 - 06:25 AM

Just curious what is different about VPX from VP9 that would cause that kind of reaction only in VPX.



#2643 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 30 July 2015 - 06:26 AM

@Fren: But the light emission scale is already increased by 100000 (you mean cam mode, right?)



#2644 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 30 July 2015 - 06:36 AM

Interesting........................... you're right, what did I do? 



#2645 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 30 July 2015 - 06:53 AM

No prob..  :)


Just curious what is different about VPX from VP9 that would cause that kind of reaction only in VPX.

 

We use all kinds of different render output buffers to start with (before it were basically just one simple one, and the actual framebuffer). Then we also use 'real' shaders (before it was fixed function pipeline). And tons and tons of other minor details.  ;)



#2646 evilantal

evilantal

    Enthusiast

  • Members
  • PipPipPip
  • 110 posts
  • Location:Arnhem

  • Flag: Netherlands

  • Favorite Pinball: Star Wars

Posted 30 July 2015 - 07:39 AM

Sorry, I'm a bit confused.... does the latest VP10 version break tables without changing anything to the options?



#2647 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,523 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 30 July 2015 - 07:57 AM

I'm finding most of frens tables have primitive issues with the new depth bias change (2143)... AMH is now a mess for one...

 

other authors tables like torpedo alley were an easy fix by just setting the primitive targets to "0" .... 

 

I also had a few fatal errors tonight that i never had before.... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2648 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 30 July 2015 - 08:04 AM

Welcome to the wonderful world of beta testing! ;)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2649 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 30 July 2015 - 09:50 AM

please always post at least the small crash dump information here if it crashes. otherwise we cannot fix anything.



#2650 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 30 July 2015 - 10:44 AM

Toxie > https://github.com/jsm174/vpinball

 

This is yours yeah?

 

You build with now VS2015? Just tried with 2013 and exe is rev 1945. I always remember failing to build it before, but that one works.


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


#2651 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 30 July 2015 - 11:01 AM

Nope.. This is a clone of the official SVN repo, but should also be up to date..

 

And all vcprojs should work nowadays..



#2652 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 30 July 2015 - 11:08 AM

Ok, thanks, I'll see if I can figure it out. I found another exe in C:\UPin which was rev 1966. :) That is newer at least.


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


#2653 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 30 July 2015 - 11:42 AM

rev2151 is up:

 

- don't set depth bias in the Direct3D render pipeline, use it only for sorting
- fix ramp .obj export and fix material/image-names with spaces when exporting .mtl
- fix reflection if playfield is raised
- respect registry if creating new kicker/legacy mode
 


Edited by fuzzel, 30 July 2015 - 12:54 PM.


#2654 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 30 July 2015 - 11:48 AM

Even though the exe I built is 3x the size of what you have just uploaded, I think it was the correct version.

 

I get the same results from this as I did from that one. If table field height higher than 0 you lose ball reflections, object reflections are ok.


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


#2655 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 30 July 2015 - 11:52 AM

doh ok I missed to fix the ball reflection :D



#2656 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 30 July 2015 - 11:56 AM

OVERSEEN! BAH! :)


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


#2657 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 30 July 2015 - 12:08 PM

rev2152 is up:

 

- fix ball reflection if playfield is raised



#2658 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 30 July 2015 - 12:14 PM

All good here, nice job man, thanks. You may want to remove the warning about the Alpha playfield overlay because that is also no problem. I'm glad because saves me lots of edits! Sweet. :)


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


#2659 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 30 July 2015 - 12:46 PM

rev2153 is up:
- don't set depth bias in the Direct3D render pipeline, use it only for sorting
...

rev2152 is up:
- fix ball reflection if playfield is raised



Wait a second. Are you trying to confuse us here? 2153, then 2152, next is 2151? ;)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2660 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 30 July 2015 - 12:48 PM

For instances where some of us might use a ramp to display plastics.

Would it be possible to add an option to invisible walls to still be invisible but only reflect on the pf?

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png






Also tagged with one or more of these keywords: VP10