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The Bally Game Show VP911 v1.02FS


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#21 Sabbat

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Posted 26 February 2011 - 03:13 PM

QUOTE (Rawd @ Feb 26 2011, 07:08 AM) <{POST_SNAPBACK}>
QUOTE (Sabbat @ Feb 26 2011, 07:47 AM) <{POST_SNAPBACK}>
QUOTE (Rawd @ Feb 25 2011, 07:43 PM) <{POST_SNAPBACK}>
Next, i will try to export the images to 1024x 1024. I'll let you know how that goes..


You know that 9.11 has a built in image resizer under the video options right? You don't need to export and reimport images to 1024 anymore. Just check that you want them max at 1024 under video options and it will do it for you as long as they are not BMPS.


Yes, I thought about that this morning after re-reading the thread. I had forgotten about that feature. The new version runs sweet! smile.gif


I'm about to try the new version smile.gif

edit: The table is running much smoother now, thanks JP!!!

Edited by Sabbat, 26 February 2011 - 03:20 PM.

If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#22 settingsons

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Posted 26 February 2011 - 03:34 PM

Same for me. The first version was really choppy for me (all other tables were fine). This version no problems at all and looks just as good, so many thanks JP! Great table.

#23 jpsalas

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Posted 26 February 2011 - 05:08 PM

Thanks for testing the table! smile.gif
Then I'll make an update 1.01 with these changes. Also for the desktop version.
(I guess it will take 15 minutes or so)

JP

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#24 jpsalas

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Posted 26 February 2011 - 05:27 PM

Update 1.01:
- Made the table faster by removing the alpha transparency from the ramp borders. It looks the same only the the ball isn't visible under the border ramps. If I haven't told you I guess you would have never been aware of it smile.gif

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#25 Mark Vincent

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Posted 26 February 2011 - 07:39 PM

QUOTE (BigBoss @ Feb 24 2011, 07:13 PM) <{POST_SNAPBACK}>
So I have a pretty powerful machine (i940 cpu + 2 gts 250 1gb cards) and the ball is stuttery with the alpha ramps *only on this table*. My guess is this is due to the layered ramps, and lots of them. I have moved the alpha slider all the way left, and the issue is better but not resolved. This is the only table which I have this issue. Flintstones also uses this option but has less ramps, and not overlapping ramps. I have no stutter there at all. Note, this isnt real stutter. The ball just looks a bit jumpy when its moving slow. When it's moving quickly you cannot notice.

Anyways, the problem is non existent when using non HD render mode. Of course, this is a global setting and cannot be changed per table any longer.

Therefore, to solve this for us cabinet users, I have modified my fplaunch script a bit and thought I would share how I did this for anyone else that doesn't know how to fix it. With this method, it will run the specific tables without HD Render leaving the rest in full HD Render mode, assuming you have HD Render generally checked.

Small disclaimer: I really don't know much about autohotkey programming. I'm a driver writer by trade and figured this out as I went. There are likely better / more efficient ways of handling some of these things.

Ok the general approach I took was that I added the ability to insert a text file in the HyperPin/Databases/Visual Pinball directory called hdrenderofftables.txt. In this file, you just list each table name (minus the .vpt) that you wish to render without HD. Then when you launch this table from hyperpin, the visual pinball registry key will be updated disabling this feature, the table run, when you exit out the hdrender registry key will be restored so that the next table does render in HD. Here is the added code:

At the top of the PFLaunch.ahk file add:
extraVPConfigDir = %A_ScriptDir%\Databases\Visual Pinball

Inside the virtual pinball run loop change it to:

else if (systemName = "Visual Pinball" && (executable = "VPinball.exe"))
{
Hotkey, $%exitEmulatorKey%, CloseVP
; Read config file for disable HD rendering tables since this is a global setting now.
HDRenderOffCount = 0
HDRenderOffChanged = 0
; This loop retrieves each line from the file, 1 at a time.
Loop, Read, %extraVPConfigDir%\hdrenderofftables.txt
{
HDRenderOffCount += 1 ; Keep track of how many items are in the array.
HDRenderOffArray%HDRenderOffCount% := A_LoopReadLine ; Store this line in the next array element.
}

; Check if table is in the no hdrender array and write the VP hardwarerender key to off.
Loop %HDRenderOffCount%
{
; The following line uses the := operator to retrieve an array element:
element := HDRenderOffArray%A_Index% ; A_Index is a built-in variable.
if(tableName = element)
{
HDRenderOffChanged = 1
RegWrite, REG_DWORD, HKEY_CURRENT_USER, Software\Visual Pinball\Player, HardwareRender, 0
break
}
}

; This part was here like before
Run, "%emuPath%\VPinball.exe" /play -"%tablePath%%tableName%.vpt",,UseErrorLevel
WinWait, ahk_class VPinball
WinHide, ahk_class VPinball
WinWait, ahk_Class VPPlayer
Gui, destroy
Process, WaitClose, VPinball.exe

; Add this to the end of the code block to reenable hardware render option for next table load
if(%HDRenderOffChanged% != 0)
{
RegWrite, REG_DWORD, HKEY_CURRENT_USER, Software\Visual Pinball\Player, HardwareRender, 1
}
}

Note (slightly off topic), I have also taken a similar approach to modifying the FPLaunch script to lower the system volume for tables like DR Dude, this table, and some others that are very loud and do not have vpinmame methods to lower the volume. This way I do not have to reach for the volume knob each time I load these tables. If anyone thinks it's more valuable, I can start a new thread and share all the fplaunch mods I've done.


BigBoss - Thanks for this!! - This has been something that has been driving me nuts for weeks. You should start a new thread for sure to docement this for others that have been having the exact same issues as I have seen many people that also would find this extremely handy.

Cheers,
Mark

#26 deadsoulz

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Posted 27 February 2011 - 02:37 AM


Ball has gotten stuck twice behind the Spin/Nudge Ramp and it wont' come out with nudges.


Also I would love to see the code/ ahk file for the volume changes as well for tables like this.

Thanks.

Edited by deadsoulz, 27 February 2011 - 02:38 AM.


#27 jpsalas

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Posted 27 February 2011 - 05:11 AM

@deadsoultz : Next time the ball get stuck, could you take a picture? I can't replicate the error.

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

 

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Next table? A tribute table to Stern's Foo Fighters


#28 StevOz

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Posted 27 February 2011 - 11:31 AM

Nice one JP, plays a challenging game and now that I we can get a round ball, I thought I'd give it a try, see attached, FS @ 1200x1600, yes my monitor rotates. smile.gif


Edited by StevOz, 27 February 2011 - 11:32 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#29 lettuce

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Posted 27 February 2011 - 11:40 AM

A massive thanks JP for the update it runs loads better now on my cab setup. To be fair your first release didn't play to badly on my main pc if I turned the alpha ramp slider down to the lowest setting, or though I do have a ATI 6970 2GB monster card hehe.

On a side note, what does the alpha transparency slider actually change, as I haven't noticed any difference in the appearance of the ramps going from one end of the slider to the other, just the performance in speed of the table??

Edited by lettuce, 27 February 2011 - 11:42 AM.


#30 rascal

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Posted 27 February 2011 - 11:53 AM

QUOTE (lettuce @ Feb 27 2011, 05:40 AM) <{POST_SNAPBACK}>
On a side note, what does the alpha transparency slider actually change, as I haven't noticed any difference in the appearance of the ramps going from one end of the slider to the other, just the performance in speed of the table??

It reduces the number of triangles used to smooth the curves, so if you look close at the curved edges, you will see they are not quite as smooth.

Edited by rascal, 27 February 2011 - 11:54 AM.

Posted Image


#31 lettuce

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Posted 27 February 2011 - 12:51 PM

QUOTE (rascal @ Feb 27 2011, 11:53 AM) <{POST_SNAPBACK}>
QUOTE (lettuce @ Feb 27 2011, 05:40 AM) <{POST_SNAPBACK}>
On a side note, what does the alpha transparency slider actually change, as I haven't noticed any difference in the appearance of the ramps going from one end of the slider to the other, just the performance in speed of the table??

It reduces the number of triangles used to smooth the curves, so if you look close at the curved edges, you will see they are not quite as smooth.



Cool thanks for clearing that up, would applying AA or AF from the nvidia CP to Vpinball.exe smooth these edges out at all??

#32 jpsalas

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Posted 28 February 2011 - 03:42 AM

Update 1.02

- Added the skillshot lights smile.gif

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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#33 pinball buzz

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Posted 28 February 2011 - 06:33 AM

Thanks JP - Great looking table as I would expect from you biggrin.gif

Also, hope you had a great birthday the other day,

Cheers Buzz
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[/size][/size]

#34 pinball buzz

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Posted 28 February 2011 - 09:01 PM

Thanks JP Just played a few games on the cab.

Every now and again i get a script error that I have not come across before.

Script Error
Line : 0
Overflow

The script displays in red the 1st line (The table title line) and I have to exit out.

Not quite sure what the overflow means ??

Thanks Buzz
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#35 BigBoss

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Posted 01 March 2011 - 02:13 AM

QUOTE (pinball buzz @ Feb 28 2011, 01:01 PM) <{POST_SNAPBACK}>
Thanks JP Just played a few games on the cab.

Every now and again i get a script error that I have not come across before.

Script Error
Line : 0
Overflow

The script displays in red the 1st line (The table title line) and I have to exit out.

Not quite sure what the overflow means ??

Thanks Buzz

Is this happening when launching from hyperpin? Or only when you load the table into visual pinball and launch? I've noticed some things can get corrupted after successive launch/quit and restarting visual pinball solves it. Therefore, launching from hyperpin would also prevent that situation, if that were indeed the cause.

#36 pinball buzz

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Posted 01 March 2011 - 06:34 AM

Hi BigBoss,
It`s a problem that has happened in both situations - when playing vp standalone, and also from hyperpin launch.

Buzz
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#37 rascal

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Posted 01 March 2011 - 10:43 AM

QUOTE (lettuce @ Feb 27 2011, 06:51 AM) <{POST_SNAPBACK}>
Cool thanks for clearing that up, would applying AA or AF from the nvidia CP to Vpinball.exe smooth these edges out at all??


I don't think so, as the ramps themselves would now be created with less triangles with the slider to the left. You are starting with a cruder ramp model. But you can try it and let us know. smile.gif

The trick is to adjust the slider to where you get a nice looking ramp and the best performance.

@Buzz
QUOTE (pinball buzz @ Feb 28 2011, 03:01 PM) <{POST_SNAPBACK}>
Thanks JP Just played a few games on the cab.

Every now and again i get a script error that I have not come across before.

Script Error
Line : 0
Overflow

The script displays in red the 1st line (The table title line) and I have to exit out.

Not quite sure what the overflow means ??

Thanks Buzz

I've seen this error before, I think is has to do with the loading of vpinmame. It might be a compatability issue, are you running VP in compatability mode. Try different modes.

Edited by rascal, 01 March 2011 - 11:06 AM.

Posted Image


#38 pinball buzz

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Posted 02 March 2011 - 08:21 PM

Well - strange
Just updated to 9.12 and the error seems to have gone.

Cheers Buzz
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#39 Grizz

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Posted 18 March 2011 - 03:19 PM

Played this last night for the first time!
Beautiful and fun!
Thank you JP!
Table Artwork-Alien Poker, Baseball, Big Bang Bar, Black Pyramid, Comet, Dark Silverball, Grand Prix, Knockout, Monster Bash, Mini Cycle,
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#40 B2K24

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Posted 18 March 2011 - 04:15 PM

I have no idea how you guys make these tables. When I loaded this is VP it's really beautiful and I'm very Amazed. The gameplay is very much fun and I appreciate everyone's work. Thank you so much smile.gif