Jump to content



Photo
* * * * * 3 votes

VP9.1.6 Alpha/Beta Bugs & Feedback


  • Please log in to reply
1394 replies to this topic

#341 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 22 June 2013 - 09:26 PM

objects are still disappearing in rev600, same as stated above :-(


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


#342 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 22 June 2013 - 10:32 PM

I would be surprised if the changes fixed the issue. But it's hard to fix something that you can't reproduce...Can you please give me some more step by step information what are you doing?

I mean does it happen on a project you're working on or does it happen on a new project where you add a wall or ramp and try to rotate/scale that?

Are parts of the table assigned to any layer? If so did you save the table with the layer information?



#343 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,174 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 23 June 2013 - 11:36 AM

I'll test it tonight and post a demo table that shows the issue.

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#344 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,337 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 27 June 2013 - 03:41 AM

I have been testing rev600, and I can't reproduce that error with the objects disappearing when rotated or scaled. The only error I have seen is that sometimes when you run the table some ramps are displaying in white color, moving the ramps to the back made them to redraw fine again (right click and draw in back). And also this version isn't as stable as for ex. VP915 since some tables just don't run and they give a windows error "Visual Pinball 9.1.6 r600 has stopped working", and typical crash. This happens for example with the Rescue 911 HD by Zedonius. I'm using window 7 64 bits.

 

About that "alpha ramp refresh" I found out that it actually is fine like it is now, because now we have control when we want the ramp to do an extra refresh/redraw to show a change in the image or a change of the state of the ramp like moving up/down or a change in the width, and we can save some cpu power by making the ramp refresh after we have done some changes to it.

 

What I have found is that we don't need a black light to make the ramp refresh. That is what we have been using since I think Zedonius used a light to refresh some ramps in his table Rescue 911. But looking at the commands available in the alpha ramps I found out that I could drop that light under ramp and simply refresh the ramp by doing a ramp.alpha = 1. This will redraw the ramp, and it does just what I wanted. Sometimes we had to make very big lights to refresh a ramp, and that used some extra cpu power, so a simply ramp.alpha=1 will do the same and only refresh/redraw that single ramp and it will not refresh all the other ramps nearby :)


Edited by jpsalas, 27 June 2013 - 03:42 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#345 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 27 June 2013 - 01:16 PM

The problem that some tables crash with rev600 is solved. Some nice and long awaited feature will be available too. I hope that I can finish all that stuff until this weekend ;)

More informations later...


Edited by fuzzel, 27 June 2013 - 01:16 PM.


#346 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 27 June 2013 - 01:46 PM

Is there a solution to objects disappearing using rotate or scale in the next rev.?

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


#347 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 27 June 2013 - 10:06 PM

I would really like to fix that but I can't reproduce you problem. I select one or more elements rotate/scale them everything works as expected. I tried it on three different systems and it worked. So it could be a driver issue on your side or you do something different I didn't think off...

#348 koadic

koadic

    Pinball Fan

  • VIP
  • 1,363 posts
  • Location:Omaha, NE, USA

  • Flag: United States of America

  • Favorite Pinball: Addams Family/Fish Tales/Medieval Madness



Contributor

Posted 27 June 2013 - 10:45 PM

Ok, just attempted to see if I could reproduce, and I can...

It also seems to be affecting the scale/translate options as well.

To test, create a light or something and make sure it is positioned on the x and y axis at a fractional unit (example 500.5 x 500.5) then try to rotate/scale by any amount or translate by a fractional amount. It has something to do with the decimal point in the dialog box, but not sure what :D For rotate and scale, if the center points are whole numbers, then it behaves like it should, but if there is a decimal, it screws it all up.

Attached File  test table.zip   31.66KB   8 downloads

Edited by koadic, 27 June 2013 - 10:47 PM.


#349 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 27 June 2013 - 11:05 PM

Thx Koadic for looking into this, hopefully fuzzel can fix the issue in the next rev.

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


#350 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,337 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 28 June 2013 - 03:25 AM

mmm, I can rotate and translate that light without any problem. I can also add more lights all of them at positions with decimals, and I can rotate them and translate them also at decimals values. As I said I'm using Windows 7 64bit, and I tried that on two different computers with different graphic cards, same Windows, and with different software installed. May this be related to which C++ libraries are installed? Has there been any different option/SSE optimization in the compiler?


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#351 koadic

koadic

    Pinball Fan

  • VIP
  • 1,363 posts
  • Location:Omaha, NE, USA

  • Flag: United States of America

  • Favorite Pinball: Addams Family/Fish Tales/Medieval Madness



Contributor

Posted 28 June 2013 - 08:01 AM

Weird, in your localization of windows, do you use comma's instead of decimal points by default?

Fuzzel is working on it and has commited a fix, just waiting as he seemed to forget a file and I can't compile at the moment.

Anyway, here is a slightly more detailed version of what happens... if I place a light with the center on .5/.5, if I rotate 180 degrees, it then ends up at 9.5/9.5, if I start at 1.5 instead, it ends up at 28.5/28.5, and gets worse the farther away from 0/0 you are. It disregards any decimal points in the center location used, so instead of 1.5/1.5 it is using 15/15 as the center point. The same if I try to use commas instead of decimals, they are just ignored. If I try to translate in any direction by a fractional amount, like 1.5, it is instead moved 15 units (1.55 would move it 155 units). When rotating an object 90 degrees with a center point of 455.8975 on the X axis, it would end up at 9117494.1025 (9,117,494.1025... thats over 9 million) and end up off any usable section of the table, effectively disappearing.

Edited by koadic, 28 June 2013 - 08:01 AM.


#352 oooPLAYER1ooo

oooPLAYER1ooo

    habitual deflector

  • VIP
  • 806 posts
  • Location:sydney , Australia

  • Flag: Australia

  • Favorite Pinball: Al's Garage Band Goes On A World Tour

  • 360 Gamer Tag: oooPLAYER1ooo


Posted 28 June 2013 - 08:11 AM

hey guys

i been playing around with primitives for somebodys table, is there any reason it doubles up the last side texture? no matter how many sides i add the last side always has the last segment doubled.

 

example this is a 3 sided object with the playboy logo on all sides but on the last side it has doubled.

 

Attached File  bunny double.jpg   71.68KB   53 downloadsAttached File  playboy.png   129.39KB   48 downloadsAttached File  playboy sign demo.vpt   244KB   7 downloads


Edited by oooPLAYER1ooo, 28 June 2013 - 08:12 AM.

°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)





ozpin.gif


#353 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 June 2013 - 08:40 AM

Please try rev.601. I tried to fix the crashing bug which was introduced with rev599 on some tables.

Another try to fix the vanishing elements if you rotate/scale elements, even I'm still not able to reproduce it :think:

 

With this revision I added a new feature to primitives: You can now import Wavefront obj files as real 3D meshes to VP

Here is a brief overview how to do that:

Take your favorite 3D CAD app (Blender, 3DSMax, Maya or whatever) and create a nice object with texture coordinates.

Export that object (only one object in each obj file is supported). Here are the export settings for Blender:

- Include Edges

- Include Normales

- Include UVs

- Triangulate Faces

- Objects as OBJ Objects

All other checkboxes must be unchecked.

 

In VP add a normal primitive to the table. In the options dialog you will now see two buttons ('Import Mesh' and 'Delete Mesh')

With 'Import Mesh' you load your exported obj file into VP, after that you assign the texture to it and you done.

'Delete Mesh' removes the 3D mesh and the primitive is in the old format.

Imported meshes are saved with the table. The mesh can look odd in the editor because I draw a simplified version of the mesh.

 

I did a test table to demonstrate the new feature but it's around 4MB and I'm only allowed to attach files up to 512kb.

Here is a temp link: http://www.sendspace.com/file/3y3ssy

 

NB: The obj loader is a WIP so be sure to only save vertices,texture coordinates, normals and triangular face information and not more. It could crash VP :D


Edited by fuzzel, 28 June 2013 - 09:05 AM.


#354 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 June 2013 - 08:50 AM

Ah damn forgot to add a new file to the project ;) It's now in...

As for the rotation bug: This makes sense. I thought that it was a bug if you use a comma instead of a point. So I converted the entered number if the use entered a point and

changed it to a comma ;)

I removed that so hopefully it will work on your side too



#355 oooPLAYER1ooo

oooPLAYER1ooo

    habitual deflector

  • VIP
  • 806 posts
  • Location:sydney , Australia

  • Flag: Australia

  • Favorite Pinball: Al's Garage Band Goes On A World Tour

  • 360 Gamer Tag: oooPLAYER1ooo


Posted 28 June 2013 - 08:59 AM

Please try rev.601. I tried to fix the crashing bug which was introduced with rev599 on some tables.

Another try to fix the vanishing elements if you rotate/scale elements, even I'm still not able to reproduce it :think:

 

With this revision I added a new feature to primitives: You can now import Wavefront obj files as real 3D meshes to VP

Here is a brief overview how to do that:

Take your favorite 3D CAD app (Blender, 3DSMax, Maya or whatever) and create a nice object with texture coordinates.

Export that object (only one object in each obj file is supported). Here are the export settings for Blender:

- Include Edges

- Include Normales

- Include UVs

- Triangulate Faces

- Objects as OBJ Objects

All other checkboxes must be unchecked.

 

In VP add a normal primitive to the table. In the options dialog you will now see two buttons ('Import Mesh' and 'Delete Mesh')

With 'Import Mesh' you load your exported obj file into VP, after that you assign the texture to it and you done.

'Delete Mesh' removes the 3D mesh and the primitive is in the old format.

Imported meshes are saved with the table. The mesh can look odd in the editor because I draw a simplified version of the mesh.

 

I did a test table to demonstrate the new feature but it's around 4MB and I'm only allowed to attach files up to 512kb.

Here is a temp link: http://www.sendspace.com/file/3y3ssy

wow, this is awesome news. guess i know what i'll be playing with all weekend.

 

can this be uploaded to koadic's dropbox when possible? thanks again guys !


Edited by oooPLAYER1ooo, 28 June 2013 - 09:11 AM.

°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)





ozpin.gif


#356 koadic

koadic

    Pinball Fan

  • VIP
  • 1,363 posts
  • Location:Omaha, NE, USA

  • Flag: United States of America

  • Favorite Pinball: Addams Family/Fish Tales/Medieval Madness



Contributor

Posted 28 June 2013 - 09:27 AM

As soon as I am able to compile it, still having issues with a missing file... :)

#357 oooPLAYER1ooo

oooPLAYER1ooo

    habitual deflector

  • VIP
  • 806 posts
  • Location:sydney , Australia

  • Flag: Australia

  • Favorite Pinball: Al's Garage Band Goes On A World Tour

  • 360 Gamer Tag: oooPLAYER1ooo


Posted 28 June 2013 - 09:30 AM

As soon as I am able to compile it, still having issues with a missing file... :)

whenever you can i wasnt trying to be pushy at all, i need to set myself up to compile i guess eventually but your dropbox is so handy :)


°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)





ozpin.gif


#358 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 28 June 2013 - 01:56 PM

With this revision I added a new feature to primitives: You can now import Wavefront obj files as real 3D meshes to VP

 

:tup:  Really want to have a play with this! cheers


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


#359 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,337 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 28 June 2013 - 03:22 PM

Very nice fuzzel :) I'm looking forward to trying it :) But now I'll need to learn how to use one of those 3D programs :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#360 zany

zany

    3D Beer Drinker

  • VIP
  • 1,644 posts

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness



Posted 28 June 2013 - 03:29 PM

This is awesome....to have 3d primitives. Is there any limitations....like number of faces of a primitive?
JP...i strongly rekomend Blender 3d....first of all its free, and the second...there is alot of online tutorials!