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#3301 toxie

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Posted 01 November 2015 - 05:30 PM

sidenote: keep the old scilexer.dll around if you still have VP9 in the same directory.

 

also please let me know, if now the ball movement/behavior is somehow limited in comparison to before.


Just bumping up the flippers strength is good enough to compensate for the momentum changes. Will that be available to set in editor?

 

did you test with the new change i mentioned previously?

otherwise i'll reduce the limit yet again.



#3302 kiwi

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Posted 01 November 2015 - 05:33 PM

When starting VP, a message tells me that MSVCP110.dll is missing, I click OK and VP seems to operate normally.
This file is required? I have to install it?

 

Thanks

 

Max


Edited by kiwi, 01 November 2015 - 05:34 PM.


#3303 toxie

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Posted 01 November 2015 - 05:35 PM

this is a temporary quirk on XP. should be better with next build, then simply replace the scilexervp.dll.

to get rid of it for now, simply delete scilexervp.dll and just use the old one.



#3304 chepas

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Posted 01 November 2015 - 05:36 PM


Just bumping up the flippers strength is good enough to compensate for the momentum changes. Will that be available to set in editor?

 

did you test with the new change i mentioned previously?

otherwise i'll reduce the limit yet again.

Tried the 0.5 & 1.0. Also tried up to 3. But wasn't sure that was having an effect?


Bump maps are the new auto-tune :BDH:
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#3305 kiwi

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Posted 01 November 2015 - 05:45 PM

this is a temporary quirk on XP. should be better with next build, then simply replace the scilexervp.dll.

to get rid of it for now, simply delete scilexervp.dll and just use the old one.

Thanks Toxie, I had just discovered the trick myself,
after the error of the SciLexer.dll.

 

Max



#3306 toxie

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Posted 01 November 2015 - 06:11 PM

 


Just bumping up the flippers strength is good enough to compensate for the momentum changes. Will that be available to set in editor?

 

did you test with the new change i mentioned previously?

otherwise i'll reduce the limit yet again.

Tried the 0.5 & 1.0. Also tried up to 3. But wasn't sure that was having an effect?

 

 

The higher you go, the more you approach the old behavior (no limitation).

So if you find a value that does not seem to affect momentum during 'normal play', but only for the quirky situations, please let me know.

 

Also i just saw that kickers -still- have an error when rendered. I hate them!!!  :facepalm:



#3307 chepas

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Posted 01 November 2015 - 06:17 PM

 

 


Just bumping up the flippers strength is good enough to compensate for the momentum changes. Will that be available to set in editor?

 

did you test with the new change i mentioned previously?

otherwise i'll reduce the limit yet again.

Tried the 0.5 & 1.0. Also tried up to 3. But wasn't sure that was having an effect?

 

 

The higher you go, the more you approach the old behavior (no limitation).

So if you find a value that does not seem to affect momentum during 'normal play', but only for the quirky situations, please let me know.

 

Also i just saw that kickers -still- have an error when rendered. I hate them!!!  :facepalm:

 

:twiddling: Ok, I'll push it a bit higher. Cheers.


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#3308 toxie

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Posted 01 November 2015 - 06:32 PM

And as said, please let me know about the outcome of your experiments.

 

 

As for the kickers: If a table shows holes in elements (like the apron) now, please make the underlying kicker invisible.

If thats not possible as the kicker should be actually visible, point me to the table in question please.



#3309 Outhere

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Posted 01 November 2015 - 06:36 PM

 

Are you using this version Judge Dredd --  JD_VP10_7.vpx

 

im running v5 - cant find v7, the link for that version is broken. This is probably contributing to the stutter for that game

 

https://www.dropbox....VP10_7.vpx?dl=0



#3310 chepas

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Posted 01 November 2015 - 06:40 PM

Ok well, I had a small play and got some results.

 

  • Tried small values at first which weren't good.
  • Then ramped up to 120 which was nice.
  • 80.0 not great or 100 a bit slow still.
  • 135 good, has some limit but good/faster.

 

So, ended up @ 125, which is pretty solid, makes it easier to play and can make the harder shots.


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VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#3311 toxie

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Posted 01 November 2015 - 06:49 PM

125????

 

I guess i'll still use the 135 then, just to be sure. Thanks for the quick experiments!



#3312 darquayle

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Posted 01 November 2015 - 07:30 PM

Thanks for the fix on the kingpin table.  Looks and works great now!  I'm loving these new VPX tables.



#3313 chepas

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Posted 01 November 2015 - 08:45 PM

125????

 

I guess i'll still use the 135 then, just to be sure. Thanks for the quick experiments!

 

No worries. Yes, I was wasting my time on anything below 80. On this game anyway and I'm not using any obscure physics settings.

 

May get a better average limit on a few table tests.


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


#3314 toxie

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Posted 01 November 2015 - 09:40 PM

 

I've done searches but can't seem to find the solution to this problem.  I have a few VPX tables that have a horizontal shaded portion of the table.  Not all tables have this issue.  Attached is an example of one of them.  Any solutions?

 

I just re-checked. This was introduced with the stereo3D-changes. So i fear Fren has to update the tables in question, basically the big GI lights have the 'wrong' height setting now (they reach partially 'behind' the camera, which wasn't that much of a problem before in this special case).

 

 

Nevermind, i found a fix that should cure this with the next build.



#3315 BananaBoat

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Posted 01 November 2015 - 10:10 PM



rev2324 is up:
 
- add static AO that is always enabled (still NVIDIA only though for now), 'old' AO is now renamed to dynamic AO
- artificially limit ball angular momentum
- fix kicker cup/hole rendering
- disable pre-rendered frames code by default
- Introducing new SciLexerVP.dll, simply drop it in VPx root - That's it! The old SciLexer.dll can be deleted.
 


I won't be able to test for several hours, could someone post a screen shot of where the ball momentum values can be tweaked please?
Thanks

#3316 fuzzel

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Posted 01 November 2015 - 10:16 PM

rev2331 is up:

 

- clamp bulblights to near clipping plane
- tweak artificial ball angular momentum limit (thanks chepas)
- remove hidden kicker type and make it the same as invisible
- retweak AO code to be a bit more precise on small/near geometry
- SciLexerVP.dll updated to work with WinXP again
 



#3317 hauntfreaks

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Posted 01 November 2015 - 11:03 PM

Just a heads up

went to launch rev2324

 

and got this error

post-73849-0-57410200-1446418698.png

 

the fix was to download the missing DLL 

but adding it to System32 folder didnt work for me... 

I had to add it to the SysWOW64 folder, now its fine....

Attached Files


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3318 unclewilly

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Posted 02 November 2015 - 12:16 AM

Ok well, I had a small play and got some results.

 

  • Tried small values at first which weren't good.
  • Then ramped up to 120 which was nice.
  • 80.0 not great or 100 a bit slow still.
  • 135 good, has some limit but good/faster.

 

So, ended up @ 125, which is pretty solid, makes it easier to play and can make the harder shots.

i missed something somewhere.  where are you testing these values?  135 for what?


Oh one other question for toxie

 

the text box dmd for vpm.

what would the possibility be to have that also display segment displays like on say seawitch.  for desktop tables.

i know i can always use reel or light based segments for the desktop mode.  but would be much easier and streamlined if the textbox method worked like it does for the vpm dmd


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#3319 Kaan

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Posted 02 November 2015 - 01:13 AM

Oh one other question for toxie

 

the text box dmd for vpm.

what would the possibility be to have that also display segment displays like on say seawitch.  for desktop tables.

i know i can always use reel or light based segments for the desktop mode.  but would be much easier and streamlined if the textbox method worked like it does for the vpm dmd

 

 

He was changing it right from the source file. It's not on ui. There was a hack added yesterday I think.


Edited by Kaan, 02 November 2015 - 01:14 AM.


#3320 freneticamnesic

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Posted 02 November 2015 - 01:32 AM

Catching up... yes TFTC is likely to cause more performance issues than other tables, as it's using mostly primitives for collision. If you can pinpoint where it stutters on this table, probably along a primitive? then you could adjust the "reduce polygons" option on that primitive, maybe down to .5 you shouldn't see any visual issues but it will improve performance a lot. I think on that table, the left outlane area especially caused a lot of stutter, but I'm sure there's more. I don't see stutter on my setup though so it's hard for me to fix if I don't know where it happens.

Also possibly the loop ramps? 







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