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#2721 ICPjuggla

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Posted 06 August 2015 - 12:46 AM

is there anyway to speed up the editor when zooming in?

 

with 3 or 4 clicks of the magnifying glass the editor goes to a crawl and its impossible to do detail work.. 


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#2722 freneticamnesic

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Posted 06 August 2015 - 01:03 AM

uncheck all the "show image in editor" flags

It's been buttery smooth for me 


also if you're using a lot of primitives, make sure you adjust the "editor" option down, I think it defaults to 1, set it to .25 and it reduces the detail of the object you can see in the editor. that also improves performance



#2723 chepas

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Posted 06 August 2015 - 01:27 AM

Organize your layers better, don't have so much all on one layer. It shouldn't be slow when working with layers when the majority of others are hidden.


Bump maps are the new auto-tune :BDH:
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#2724 ICPjuggla

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Posted 06 August 2015 - 01:57 AM

uncheck all the "show image in editor" flags

It's been buttery smooth for me 


also if you're using a lot of primitives, make sure you adjust the "editor" option down, I think it defaults to 1, set it to .25 and it reduces the detail of the object you can see in the editor. that also improves performance

 

Organize your layers better, don't have so much all on one layer. It shouldn't be slow when working with layers when the majority of others are hidden.

 

Hey guys thx for the ideas, I am using both of them and it's still crawling.. Maybe its my laptop that's just slow... :-( I've worked on a few tables the past few weeks with an older rev and it seemed fine.. I started a new build and there is basically just pegs and rubbers on the table right now and its so bad I'm about to just give up..

 

how do I turn off the pf image it seems the check box on the options menu is missing now??..


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


#2725 chepas

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Posted 06 August 2015 - 02:07 AM

I'm using rev 2152 , I haven't updated in a little while so I couldn't tell you if that's just been introduced.

 

View > Backdrop.

 

The way to really find out could be have one layer that's spare and send a couple of objects to it each time you need to zoom right in and back to layer you need them on.


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


#2726 ICPjuggla

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Posted 06 August 2015 - 02:17 AM

Thx chepas.....

 

even turning off the pf doesn't speed the editor up like it used to...

 

I'll try and older rev and see if that helps

 

 

Edit:

 

Old rev's tested table crawls in all of them...

 

just for kicks I loaded another table and everything is fine fast and normal.. It seems this new build I'm working on is the problem witch is weird.


Edited by ICPjuggla, 06 August 2015 - 02:24 AM.

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


#2727 chepas

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Posted 06 August 2015 - 02:37 AM

Oh right, ok. I did notice something strange myself whilst checking it out then.

 

When you zoom in to the max, the points of a Wall are un-clickable. It selects random timers that are around the edge of the table.

 

If you select a point when zoomed out, then zoom in either 'max' or zoom out back once, then try to adjust the point it does the same thing and selects random timer.


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


#2728 ClarkKent

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Posted 06 August 2015 - 10:42 AM

I just stumbled over a short video of the iOS game Zaccaria Pinball - it's astonishing what' shown there...



#2729 Rawd

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Posted 06 August 2015 - 01:00 PM

 

I lost my light off state images with the latest X. 

On all inserts or just on some?

 

 

I also seem to have lost my 'off' state for my light inserts..  It is no longer using the image that I picked.   They work fin in 2152, but not in 2157.   (It is weird..  It seems like some of them are working.)   Any ideas?



 


#2730 fuzzel

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Posted 06 August 2015 - 01:04 PM

Hard to tell without a test table ;) did you check the materials used for the inserts? Are they the same for all inserts? do you use different off textures for the inserts?

#2731 freneticamnesic

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Posted 06 August 2015 - 02:54 PM

You butter share your test table with fuzzel



#2732 Shoopity

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Posted 06 August 2015 - 04:13 PM

I found a bug, "maybe?"  If not, any ideas?

 

I'm using a collecton to change the material/color of all my peg's..  Doing so the first two items in the list render funny  First is invisible, second is only half rendered. (see pic)  If I change what is at the top of the list it changes what peg is affected accordingly.  If I set them to static, they all render fine.  I get the funny rendering in both desktop and full screen.  Here is the code I'm using to change the material...

 

 

--------------

 

Sub SetPostColor ()
Dim i
If PostColor = 1 then
For each i in NW_Pegs:i.Material = "Peg":Next
Else
For each i in NW_Pegs:i.Material = "Peg Yellow":Next
End If
End Sub
 
--------------

 

Thanks!!

 

i came i tried i failed

 

I think I reported this issue earlier (check the post as it has pictures), and here's the reply I got from Fuzzle:

 

You shouldn't combine animated and non-animated primitives into one grouped collection. The grouped collection is only used for static/non-animated elements.



#2733 Shockman

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Posted 06 August 2015 - 05:29 PM

Hard to tell without a test table ;) did you check the materials used for the inserts? Are they the same for all inserts? do you use different off textures for the inserts?

It's a problem ONLY with 2157.


Edited by Shockman, 06 August 2015 - 05:29 PM.


#2734 fuzzel

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Posted 06 August 2015 - 05:35 PM

Yes I don't argue about that but only in a special situation and I would like to know what that is.

#2735 Rawd

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Posted 06 August 2015 - 05:44 PM

Yeah, Is only in 2157.  

 

There are no materials for my inserts..  They are all from the same image.

 

I have about 25 lights..   It looks like 5 of them remain working, and the other ones display the wrong image.

 

Works fine if I load it back up into 2152.

 

Let me know if I can test anything else.

 

Rod.

 

 

 

Hard to tell without a test table ;) did you check the materials used for the inserts? Are they the same for all inserts? do you use different off textures for the inserts?


Please see my table attached...

 

In 2152...   All of the light inserts are showing from the proper image chosen  (PF11)

in 2157...  Look at the light inserts.. (specifically the ABCD lights)  They are showing from my regular PF image, instead of PF11.

 

Although..  the 5 lights at the top seem to remain working  (the 1-5 lights).

 

Thanks!

 

https://www.dropbox.... tests.rar?dl=0

 

 

 

Hard to tell without a test table ;) did you check the materials used for the inserts? Are they the same for all inserts? do you use different off textures for the inserts?


Edited by Rawd, 06 August 2015 - 06:20 PM.


 


#2736 fuzzel

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Posted 06 August 2015 - 05:56 PM

Ok will test it later when I come home and done with win 10 installation

#2737 Rawd

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Posted 06 August 2015 - 06:02 PM

Awesome, Thanks!

 

 

Ok will test it later when I come home and done with win 10 installation



 


#2738 cyberpez

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Posted 06 August 2015 - 06:08 PM

 

I found a bug, "maybe?"  If not, any ideas?

 

I'm using a collecton to change the material/color of all my peg's..  Doing so the first two items in the list render funny  First is invisible, second is only half rendered. (see pic)  If I change what is at the top of the list it changes what peg is affected accordingly.  If I set them to static, they all render fine.  I get the funny rendering in both desktop and full screen.  Here is the code I'm using to change the material...

 

 

--------------

 

Sub SetPostColor ()
Dim i
If PostColor = 1 then
For each i in NW_Pegs:i.Material = "Peg":Next
Else
For each i in NW_Pegs:i.Material = "Peg Yellow":Next
End If
End Sub
 
--------------

 

Thanks!!

 

i came i tried i failed

 

I think I reported this issue earlier (check the post as it has pictures), and here's the reply I got from Fuzzle:

 

You shouldn't combine animated and non-animated primitives into one grouped collection. The grouped collection is only used for static/non-animated elements.

 

 

Thanks for confirming I'm not crazy.  It does seem to be the same issue you reported.  Creating two dummy primitives and adding them to the top of the collection fixes it for me, or like you said just go the old fashioned route and code the changes individually.



#2739 hauntfreaks

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Posted 06 August 2015 - 09:44 PM

hehehe   Rawd has the VPX bug.... hehehe   whoohoo!!


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#2740 fuzzel

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Posted 06 August 2015 - 09:53 PM

OK I had a look at the table. Well it's more a feature than a bug you see with the last revision. Let me explain why: with the new reflection mode you can get very odd results if a solid ramp or primitive reflects on the playfield where an insert is. If the insert is set to on you will notice that the on-insert is rendered over the reflection part. To prevent that I had to enable alpha blending for the inserts. Normally that works but if you use a different texture than the playfield texture and the other texture is dark or too different to the underlying playfield texture the blending eliminates the second texture and you see only the playfield one.

To fix that you should draw the off inserts on the playfield texture and it should work again. I I can't promise that I can solve the reflection-over-insert problem in another way so the inserts work as before.





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