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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#301 Xendo

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Posted 11 January 2014 - 05:16 PM

I picked up a Lenovo Miix 2 Windows 8 tablet last night. I was able to get VP and VPM installed.  How do we enable the touch controls for VP?



#302 toxie

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Posted 11 January 2014 - 06:25 PM

Edit: not that i understand much of coding, but what exactly did you change?

 

handling touch messages (but only very crude, as an experiment), instead of mouse clicks..

as for the other problems: that's also expected, due to how the mouse handling was implemented..

 

but as i just bought a toshiba encore, too ('thanks' guys for getting me hooked :(), expect much better support, soon..

i'll definetly strive for support that doesn't need the mouse or keyboard at all..

 

so to who exactly do i send the bill now?   ;) ;)


Edited by toxie, 11 January 2014 - 06:26 PM.


#303 Bob5453

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Posted 11 January 2014 - 07:27 PM

I just tried rev 865 last night, newest before that was 677 for me.

 

I just wanted to say I like the ball trails, I would like to be able to adjust the size of them, width and length and transparency if possible. I would also like to be able to change their color. Now I wait for the day where we can have flaming balls, spinning balls, etc.

 

Great job!


Edited by Bob5453, 11 January 2014 - 07:31 PM.

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#304 jpsalas

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Posted 11 January 2014 - 07:57 PM

 

And about another thing I always wished... is it possible to export the blueprint in a higher resolution?

Just now it exports the blueprint scales to a height of 1024, and it is always too low quality to do anything useful with it (like to create transparent borders for the plastics).

with rev866 the blueprints will be created with a width/height of 4096 depending of the table dimension.

 

Thanks!:) I knew it shouldn't be a problem for you to implement that :)


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#305 toxie

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Posted 11 January 2014 - 08:09 PM

I just wanted to say I like the ball trails, I would like to be able to adjust the size of them, width and length and transparency if possible. I would also like to be able to change their color. Now I wait for the day where we can have flaming balls, spinning balls, etc.

 

transparency can be set via strength in the table/ball options..



#306 dboyrecords

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Posted 11 January 2014 - 09:09 PM

Might be stupid or previously asked but is it possible to add features to help with updating vp8 tables? Fixing nudge and rotation of reels etc...

Keep up the good work!

#307 jimmyfingers

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Posted 12 January 2014 - 01:25 AM

Hey Toxie / fuzzel, would you guys be able to implement a Z-scale option that could help extend out the table view along the Z axis? There's some new views / table types coming out that look promising but are a bit flat and it seems that if we could stretch everything along the Z-axis that we might be able to get some really cool things happening. I think it could potentially work if it was merely all visual / when rendering and could even help add some depth.

 

A second idea on this is whether there could be any way to move the perspective (“camera view”) up or down along the Z axis independent of the results from the combination of incline, FOV, and layback settings. Incline seems like it's just uniform angle and from older tables / pre-layback days we could see that on FS tables where everything filled the screen as a rectangle but was just all at the same angle, FOV seems to give a little bit of the Z-axis aspect but along with other changes it's making at the same time, and layback seems to just be more forward or back, which is totally useful obviously, but sometimes it might be cool to have all of those set but than simply change the height (almost like for the height of the player).

 

I think the first suggestion / request would be cool to initially check out if it might be simple enough somewhere in the renderer to just be able to set a multiplier for the Z-Axis drawing (If we could set that on the table like with X and Y Scale) with maybe a 1.5 to 2 factor that might be great for some of these new views and maybe a lower setting for some current tables that might yield more depth in FS. I only played with the FP and BAM aspect one evening for the static table views but it did seem to allow (in real-time though) the extension and stretching along the Z which seemed pretty key in it's implementation and for yielding more depth.

 

Some food for thought if you guys feel up to some other things to try with VP.



#308 kiwi

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Posted 12 January 2014 - 09:10 AM

 

And about another thing I always wished... is it possible to export the blueprint in a higher resolution?

Just now it exports the blueprint scales to a height of 1024, and it is always too low quality to do anything useful with it (like to create transparent borders for the plastics).

with rev866 the blueprints will be created with a width/height of 4096 depending of the table dimension.

 

I really like this.
 

In the blueprint missing gates, the other objects it seems to me that there are all.

 

Thanks

 

Max



#309 marco helmink

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Posted 12 January 2014 - 09:23 AM

Yesterday i download the newest rev. of 9.2.1.

And a lot of tables like: tales of the arabian nights and more.

Now have a comet ball. 

when you shoot the ball there are stripes after the ball.

 

Now i change my vp back to the orginal vp 9.2.



#310 PilzTom

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Posted 12 January 2014 - 09:41 AM

@marco helmink:

the "stripes" are the ball trail. IT was added as new option and can be activated/deactivated in general video settings of VP and is called "Ball Trail/Motion Blur"


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#311 marco helmink

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Posted 12 January 2014 - 09:42 AM

Sorry i found it.

 

Trails enable/disable.

Great


oh. we post at the same time but thanks.


Edited by marco helmink, 12 January 2014 - 11:18 AM.


#312 fuzzel

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Posted 12 January 2014 - 09:57 AM

Hey Toxie / fuzzel, would you guys be able to implement a Z-scale option that could help extend out the table view along the Z axis? There's some new views / table types coming out that look promising but are a bit flat and it seems that if we could stretch everything along the Z-axis that we might be able to get some really cool things happening. I think it could potentially work if it was merely all visual / when rendering and could even help add some depth.
 
A second idea on this is whether there could be any way to move the perspective (“camera view”) up or down along the Z axis independent of the results from the combination of incline, FOV, and layback settings. Incline seems like it's just uniform angle and from older tables / pre-layback days we could see that on FS tables where everything filled the screen as a rectangle but was just all at the same angle, FOV seems to give a little bit of the Z-axis aspect but along with other changes it's making at the same time, and layback seems to just be more forward or back, which is totally useful obviously, but sometimes it might be cool to have all of those set but than simply change the height (almost like for the height of the player).
 
I think the first suggestion / request would be cool to initially check out if it might be simple enough somewhere in the renderer to just be able to set a multiplier for the Z-Axis drawing (If we could set that on the table like with X and Y Scale) with maybe a 1.5 to 2 factor that might be great for some of these new views and maybe a lower setting for some current tables that might yield more depth in FS. I only played with the FP and BAM aspect one evening for the static table views but it did seem to allow (in real-time though) the extension and stretching along the Z which seemed pretty key in it's implementation and for yielding more depth.
 
Some food for thought if you guys feel up to some other things to try with VP.

Nice idea. Will have a look asap.

#313 toxie

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Posted 14 January 2014 - 11:07 PM

rev 868 now proudly introduces fully working tablet support!  :bar2:

 

current mapping:
 upper left - add credit
 middle upper left - left magna save/2nd button
 middle lower left - left flipper
 lower left - start
 upper right - quit
 middle upper right - right magna save/2nd button
 middle lower right - right flipper
 lower right - plunger

 

this means no more external hardware necessary to play..

(and at some point i'll guess the mapping will be made configurable, too)

 

 

EDIT: oh, and please post your settings that work fastest on the z3740 tablets (i.e. RU/RO/VRAM on/off), also in the context of VPM (ddraw or d3d on/off, etc)..


Edited by toxie, 14 January 2014 - 11:27 PM.


#314 bmiki75

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Posted 15 January 2014 - 12:23 AM

rev 868 now proudly introduces fully working tablet support!  :bar2:

 

current mapping:
 upper left - add credit
 middle upper left - left magna save/2nd button
 middle lower left - left flipper
 lower left - start
 upper right - quit
 middle upper right - right magna save/2nd button
 middle lower right - right flipper
 lower right - plunger

 

this means no more external hardware necessary to play..

(and at some point i'll guess the mapping will be made configurable, too)

 

 

EDIT: oh, and please post your settings that work fastest on the z3740 tablets (i.e. RU/RO/VRAM on/off), also in the context of VPM (ddraw or d3d on/off, etc)..

Thanks a lot for win tablet support now i'm thinking to buy one.

Is there a owner of an Asus transformer T100   thant can explain if it iss good for decent vp play with quite complex table.

I'm interested in Asus T100 because it has a good prize a quite good processor and a good dock


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#315 Xendo

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Posted 15 January 2014 - 12:46 AM

rev 868 now proudly introduces fully working tablet support!  :bar2:

 

current mapping:
 upper left - add credit
 middle upper left - left magna save/2nd button
 middle lower left - left flipper
 lower left - start
 upper right - quit
 middle upper right - right magna save/2nd button
 middle lower right - right flipper
 lower right - plunger

 

this means no more external hardware necessary to play..

(and at some point i'll guess the mapping will be made configurable, too)

 

 

EDIT: oh, and please post your settings that work fastest on the z3740 tablets (i.e. RU/RO/VRAM on/off), also in the context of VPM (ddraw or d3d on/off, etc)..

 

Awesome, Toxie!  Where can we download this version?  Doesn't look like Koadic has compiled and uploaded it to the dropbox yet.



#316 koadic

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Posted 15 January 2014 - 04:25 AM

Just woke up a little bit ago and the new version is compiled and uploaded... Gave it a quick test here before having to head to work and it seems to work pretty well.



#317 Mitchell

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Posted 15 January 2014 - 08:43 AM

I wish someone port VP to Android. That will be cool to have on my Samsung Galaxy Tab 2 7.0 GT-P3113. Even the faster Android that is out there. :)


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#318 fuzzel

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Posted 15 January 2014 - 08:56 AM

Sorry but this will never happen ;)

#319 bosvrucht

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Posted 15 January 2014 - 08:57 AM

Thanks for the touch support Toxie!  i will try it later today.

 

 

@bmiki75:  the T100 has the same hardware as the Toshiba Encore (Z3740 or variant thereof), even though it scores slightly higher in some benchmarks.  For VP it will probably have comparable performance. You can check out my results earlier on in this thread.

 

 

Edit: after a small test, the touch controls seem to be working great.  Responsiveness seems good.   I only had a stuck flipper once (where it stays up, untill you hit the touchscreen again).

 

some more results of some recent tables(rev  868):

 

WCS94 mod 1.1.  :   ball trail off, alpha slider in middle, RO off

 

vertex in ram off:  27 avg fps (

vertex in ram on:  28 avg fps

RU off, vertex on: 28 avg fps

RU off, vertex off: 27 avg fps

RO on                : 27 avg fps

alpha slider all the way to left: 26 avg pfs

 

so no significant results for any setting.....

 

in conclusion, the new mod of WCS94 is playable, fps is pretty constant, but in the end not quite smooth enough to be enjoyable on z3740 devices.  I have not tried bmiki75' original version, but that one will probably play much better (and on such a small screen probably look almost the same).

 

F14-Tomcat vp916 flasher daymod:

 

135 fps avg:  smooth and playable.


Edited by bosvrucht, 15 January 2014 - 10:17 AM.


#320 fuzzel

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Posted 15 January 2014 - 09:12 AM

@all authors: I checked the flipper settings and found that the visible flag of the flippers are actually not only a switch to show/not show the flippers but it also enables/disables the flipper collision check. I would like to separate these switches into the Visible (flipper is shown/not shown) and Enabled (flipper collision check on/off). I don't know how many tables use this old Visible flag handling because if I change this those tables would need an update. What do you think?

Today it's not possible to use primitives for flippers without drawing the VP-flippers too.