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#3421 toxie

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Posted 09 November 2015 - 01:05 PM

could it be that the table you play has the AO flag enabled/set to 1 (->table options)?



#3422 mkl66

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Posted 09 November 2015 - 01:25 PM

So I have an issue now on my crappy work laptop with rev 2360. Previous versions worked, but now I keep getting a few errors about AO and then it crashes. It works fine on my cab with a nvidia chipset, but does not work on my laptop anymore with the intel HD 4000 graphics card. I dont see any options about AO in the graphics properties of the card itself, so I am a little miffed if this will even work again on this computer.

 

 

 

So I have an issue now on my crappy work laptop with rev 2360. Previous versions worked, but now I keep getting a few errors about AO and then it crashes. It works fine on my cab with a nvidia chipset, but does not work on my laptop anymore with the intel HD 4000 graphics card. I dont see any options about AO in the graphics properties of the card itself, so I am a little miffed if this will even work again on this computer.

 

 

I also had this issue after upgrading to the latest build (2360). To solve this you have to enable "Alternative Depth buffer processing" in your video options.



#3423 BorgDog

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Posted 09 November 2015 - 01:43 PM

 

So I have an issue now on my crappy work laptop with rev 2360. Previous versions worked, but now I keep getting a few errors about AO and then it crashes. It works fine on my cab with a nvidia chipset, but does not work on my laptop anymore with the intel HD 4000 graphics card. I dont see any options about AO in the graphics properties of the card itself, so I am a little miffed if this will even work again on this computer.

 

 

 

So I have an issue now on my crappy work laptop with rev 2360. Previous versions worked, but now I keep getting a few errors about AO and then it crashes. It works fine on my cab with a nvidia chipset, but does not work on my laptop anymore with the intel HD 4000 graphics card. I dont see any options about AO in the graphics properties of the card itself, so I am a little miffed if this will even work again on this computer.

 

 

I also had this issue after upgrading to the latest build (2360). To solve this you have to enable "Alternative Depth buffer processing" in your video options.

 

Same solution worked for me.



#3424 toxie

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Posted 09 November 2015 - 02:51 PM

whoops, there was some code missing that checks for disabled AO. will be fixed.



#3425 kore64

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Posted 09 November 2015 - 02:57 PM

whoops, there was some code missing that checks for disabled AO. will be fixed.

 

Thanks!

 

For now  mlk66 and Borgdogs suggestions got me going.



#3426 fuzzel

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Posted 09 November 2015 - 05:42 PM

Feature alert! With the next revision VPX supports drop/hit targets. So scripting primitives for drop targets won't be necessity anymore.

#3427 hauntfreaks

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Posted 09 November 2015 - 08:43 PM

Have you checked that when you set VP's vsync to 1 that it actually is syncing correctly using the FPS / F11 monitor tool?  I've found that at times stutter, although less the random kind, was easily explainable, when using the F11 and witnessing that the FPS was not actually at the 60 hz (or 120hz on my mini-cab) that the 1 setting should be making it.  Also, are you on Windows 64-bit as both my primary systems (Dev. and mini-cab) are Windows 32-bit.  

 

I'm running win7 64 ultimate on all my systems... not good?

yep checked with F11 and is running at 60fps.... 

when set to "0" I'm getting 154fps when playing "fast draw"


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3428 jimmyfingers

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Posted 09 November 2015 - 10:27 PM

 

Have you checked that when you set VP's vsync to 1 that it actually is syncing correctly using the FPS / F11 monitor tool?  I've found that at times stutter, although less the random kind, was easily explainable, when using the F11 and witnessing that the FPS was not actually at the 60 hz (or 120hz on my mini-cab) that the 1 setting should be making it.  Also, are you on Windows 64-bit as both my primary systems (Dev. and mini-cab) are Windows 32-bit.  

 

I'm running win7 64 ultimate on all my systems... not good?

yep checked with F11 and is running at 60fps.... 

when set to "0" I'm getting 154fps when playing "fast draw"

 

I can't actually say either way regarding Windows 7 32 or 64 bit, just that it's one thing that is "different".  

 

I'm curious as to your set-up and if you're interested maybe we could take this off-line (so as not to detract anymore with our individual specifics / preferences vs. the VPX Beta in general) and see if we can find a commonality or reason for the difference in our experience with stutter.  PM me if your interested and maybe a couple screen shots of your graphic card settings and VP video preference. 



#3429 Shockman

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Posted 09 November 2015 - 11:49 PM

Feature alert! With the next revision VPX supports drop/hit targets. So scripting primitives for drop targets won't be necessity anymore.

 

Will it be that they will handle the reflections accordingly then?



#3430 gtxjoe

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Posted 10 November 2015 - 01:09 AM

Nice to see the drop target supported also!   So many questions...  :)   That's what you get for teasing us authors.

 

Will they have hit event and .isDropped support so they can be used directly with the core.vbs cvpmDropTarget object?   Are they like a primitive and invisible wall all tied into one?  Will they...  



#3431 freneticamnesic

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Posted 10 November 2015 - 01:21 AM

I started to ask questions but I knew gtxjoe would ask them first so I didn't



#3432 gtxjoe

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Posted 10 November 2015 - 01:32 AM

Ahh cmon fren, there are so many more questions.  I even left a few for you to ask, y'know, like what are drop targets?   :pokey:


Edited by gtxjoe, 10 November 2015 - 01:34 AM.


#3433 unclewilly

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Posted 10 November 2015 - 01:37 AM

Will the drop targets allow you to use a custom primitive to take into account the various shapped drop targets

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#3434 vampirolatino2

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Posted 10 November 2015 - 03:52 AM

I like uncle idea!! Hope it does :D



#3435 fuzzel

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Posted 10 November 2015 - 05:48 AM

Feature alert! With the next revision VPX supports drop/hit targets. So scripting primitives for drop targets won't be necessity anymore.

 
Will it be that they will handle the reflections accordingly then?
yes

Nice to see the drop target supported also!   So many questions...  :)   That's what you get for teasing us authors.
 
Will they have hit event and .isDropped support so they can be used directly with the core.vbs cvpmDropTarget object?   Are they like a primitive and invisible wall all tied into one?  Will they...  

Yes, yes and no it's a separate object and you can select a different drop and hit target primitives and attach your own texture to it.

#3436 fuzzel

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Posted 11 November 2015 - 08:29 AM

rev2385 is up:

 

- new VP element: drop/hit "Target". The shape can be selected from the drop down list in the properties. the drop targets should be behave the same like the old drop wall element. The "Drop Speed" option is used for both elements hit and drop targets.

- fix issue if walls are not visible on starting the table, then later-on set to visible

- Correct autocomplete logic.
- Automatically insert text into search/replace dialogs.
- fix another AO issue and one more performance/stats counter
 



#3437 jpsalas

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Posted 11 November 2015 - 10:30 AM

Nice with the new targets :)

 

And I have a request for the targets: could it be possible to change the x, y and z coordinates from the script? We used to add a small movement to the target when hit, and it will be much cleaner to simply move the target a little back and forth than to make it dissapear and appear again using 2 targets. Also it will be nice to be able to make moving targets, or those kind of up/down moving targets in AFM.


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#3438 fuzzel

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Posted 11 November 2015 - 11:12 AM

Nice suggestion. Sure adding moving targets won't be a big problem. With the new targets you don't have to use two separate targets anymore because they are animated when hit.

#3439 Jafjas

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Posted 11 November 2015 - 11:15 AM

Hey jpsalas

 

Congrats on your postcount :stunned: :tup:

Appreciate all the work you and all the other devs and authors have done, simply amazing!

 

Regards

 

Jasper


Edited by Jafjas, 11 November 2015 - 11:15 AM.


#3440 fuzzel

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Posted 11 November 2015 - 11:54 AM

Nice suggestion. Sure adding moving targets won't be a big problem. With the new targets you don't have to use two separate targets anymore because they are animated when hit.

I guess I was a bit fast about the moving drop targets. The problem is that the physics engine doesn't support that and it's the same problem we have with moving primitives. So I'm sorry I have to reject this request for now.







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