Jump to content



Photo
- - - - -

Black Rose VP9.12 FS Ver.2.1


  • Please log in to reply
75 replies to this topic

#21 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 02 May 2012 - 07:52 PM

For the Skill Shot adjustment, along with the altered wall in the above file, if you are using an analog plunger you may need to adjust the Break Over Velocity to something closer to 10 to be able to still make the skill shot. I have this explained in the instructions located in the script of that empty table, but am putting it here too as some may not look in there. smile.gif

EDIT: In response to thewool's edit, if that is the way it is supposed to behave, then those using an analog plunger should also increase the plunger strength to about 120, in addition to changing break over velocity to 10, while changing the release speed to 200 for those using a digital plunger.

Edited by koadic, 02 May 2012 - 08:21 PM.


#22 xio

xio

    Pinball Fan

  • Platinum Supporter
  • 583 posts

  • Flag: France

  • Favorite Pinball: Recent ones rather than old ones, unlike wine

Posted 02 May 2012 - 08:03 PM

Previous versions were playing smoothly (first version especially) but this last one is stuttering heavily, what's causing this ?

#23 Bookworm

Bookworm

    Neophyte

  • Members
  • Pip
  • 2 posts

  • Flag: ---------

  • Favorite Pinball: Flash

Posted 02 May 2012 - 08:09 PM

QUOTE (htamas @ May 2 2012, 08:22 PM) <{POST_SNAPBACK}>
To fix it, follow this link: http://www.vpforums....mp;#entry175336



Wow! nice and easy!
thanks for the link, htamas!

This table is one of my favorites from now!

#24 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 02 May 2012 - 08:18 PM

Ok, so am I the only one that has the problem? the specs of my machine are too low?

QUOTE (lolo33 @ May 2 2012, 09:11 PM) <{POST_SNAPBACK}>
QUOTE (arngrim @ May 2 2012, 08:30 PM) <{POST_SNAPBACK}>


Strange because I have a quadcore i5 @ 2.80 ghz, with a geforce 560 2 gb ddr5, with the latest beta driver 301.24, 4 gb of ram and win 7 32 bits.

All my other tables are running fine.

win 7 32 bits

Tried also to patch vpinball.exe with 4gb patch but it didn't help.

Normal this path is useless on 32 bits system.



#25 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 02 May 2012 - 08:24 PM

QUOTE (arngrim @ May 2 2012, 03:18 PM) <{POST_SNAPBACK}>
Ok, so am I the only one that has the problem? the specs of my machine are too low?


I think your only course of action is to go into the Video Options and select either 1024 or 512 for the max texture dimensions, apart from diving into the table graphics and reducing the size per image.

#26 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 02 May 2012 - 08:34 PM

Well, reducing the max texture dimensions just for one table, that will affect all the tables is difficult to digest...

I think I have a good fx card though, and the previous beta version, which has 3 mb difference was ok, so I'm wondering if there is something else that can help.

#27 thewool

thewool

    Pinball Fan

  • VIP
  • 1,068 posts
  • Location:North Yorkshire, UK

  • Flag: England

  • Favorite Pinball: WOZ



Posted 02 May 2012 - 10:09 PM

There's a good clip here which shows how the plunges behave:



Skill shot to the torch targets opens the locker. Otherwise you can shoot it round the top of the table.


QUOTE (koadic @ May 2 2012, 08:52 PM) <{POST_SNAPBACK}>
For the Skill Shot adjustment, along with the altered wall in the above file, if you are using an analog plunger you may need to adjust the Break Over Velocity to something closer to 10 to be able to still make the skill shot. I have this explained in the instructions located in the script of that empty table, but am putting it here too as some may not look in there. smile.gif

EDIT: In response to thewool's edit, if that is the way it is supposed to behave, then those using an analog plunger should also increase the plunger strength to about 120, in addition to changing break over velocity to 10, while changing the release speed to 200 for those using a digital plunger.



#28 Arcade4

Arcade4

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,686 posts
  • Location:Beaumont, TX.

  • Flag: United States of America

  • Favorite Pinball: AC/DC

Posted 02 May 2012 - 10:23 PM

Forgot to mention.
After applying the 4GB patch I am now able to run my tables with "Unlimited Textures" selected.
Before the patch I had to keep the setting at 1024.
However, even with Unlimited Textures selected I can tell no difference in the quality of my tables. They look exactly the same to me. smile.gif

Edited by Arcade4, 02 May 2012 - 10:23 PM.


#29 Pinhead22

Pinhead22

    PinHead

  • Silver Supporter
  • 438 posts
  • Location:Boise, ID

  • Flag: United States of America

  • Favorite Pinball: Banzai Run, STTNG, Black Knight 2K, 2001

Posted 03 May 2012 - 12:17 AM

QUOTE (Wahreez McDermot @ May 2 2012, 08:48 AM) <{POST_SNAPBACK}>
I was able to load the old version fine, but, this new version I'd have white areas on the table where the textures were missing. I have 1GB of video ram and 4GB of memory, and in looking in the old thread i saw Koadic mention patching the vpinball.exe to use more than 2GB of virtual memory... at the time I figured I didn't need it, because I don't run many programs on my CPU concurrently anyway.

However, with this new version it is necessary for me to load it properly.

So here is the link to patch your Vpinball.exe to use more than 2GB of virtual memory.
I'm also not sure if it will work on 32-bit OS's. My antivirus was still running though, so maybe shutting that off I wouldn't need this, but, I'd rather just patch exe to use max adress space than have to shut it down and re-enable.

http://www.ntcore.com/4gb_patch.php

Also, the patching process is incredibly easy and simple. So take the 30 seconds it takes to do it and avoid future problems! I'm glad I checked the old thread!

Thx Koadic!

Thanks!!!!! That got mine working.

#30 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 03 May 2012 - 01:19 AM

QUOTE (arngrim @ May 2 2012, 03:34 PM) <{POST_SNAPBACK}>
Well, reducing the max texture dimensions just for one table, that will affect all the tables is difficult to digest...

I think I have a good fx card though, and the previous beta version, which has 3 mb difference was ok, so I'm wondering if there is something else that can help.


Well, the 4/25 version of the table requires VPinball to use almost 1.3GB of ram, the 5/1 version bumps that up to almost 1.5GB, as opposed to the first release, the 4/21 version, which only uses about 500MB of RAM.

Alternatively, I have exported certain images, resized them, and then reimported them into the table, and the newest version (5/1) now only uses 725MB of RAM, less than half of the previous amount. Just exporting and resizing the canon images (pos* and Mpos*) to 512x1024 .jpgs will knock down the RAM used by 325MB (down to 1175MB), and exporting and resizing all the 2048x1024 PlayField images (PF-*) down to 1024x1024 (except PF-B-MENOS 27,PF-OFF-0, and PF-ON-MAS 3.png) will save you another 450MB of RAM knocking it down to 725MB (or 550 on it's own, down to 950MB)

#31 jimmyfingers

jimmyfingers

    Pinball Fan

  • VIP
  • 832 posts

  • Flag: Canada

  • Favorite Pinball: Comet



Posted 03 May 2012 - 02:41 AM

Thanks LH for this release and choosing to go with High resolution graphics. Although it does push the VP / memory system, like all rich media tables, at least there are work arounds for the people that do experience problems.

We can always export / scale down images or select the lesser texture options for a table that uses high resolution playfields / etc. but cannot go the other direction and make faithful higher resolution images from lower resolution ones.

Cheers to a beautiful table drinks.gif

#32 Aaron James

Aaron James

    <<< Grand Champion >>>

  • VIP
  • 1,408 posts
  • Location:Shelby Township, Michigan

  • Flag: United States of America

  • Favorite Pinball: Docking Complete...Negative...You Must Redock...Redock Now!



Posted 03 May 2012 - 03:12 AM

This version actually worked for me no problem...and NO ball stutter either!! smile.gif
Playfield looks awesome..i love it!

GREAT work on the cannon...more images made a big difference!
"The wool" is right...the arcade version plunger would (at full strength) launch the ball up davey jones locker to the upper flipper. (very reminiscent of Whirlwind)
Sometimes the davy jones locker ramp stays open when it should be closed, and sometimes the cannon keeps moving back and forth when it shouldn't.
I know this only by having played the original soooo much..lol. It's prolly just a scripting thingy...it's no big deal though.
The upper flipper looks a little "midgety" to me..lol...but i think i know why you did that.

May i humbly suggest alternate flipper settings?
For my taste, i usually prefer more of a higher speed than strength...but i know it's all about just preference.
Maybe someone else may like it, or they just stick with yours which are already very good.
For all 3 flippers :
Speed : .6
Strength .14
Oblique Correction 6.5
With these settings, a played can make the ball up the middle to broadside easier when the player has the ball on the flipper at a stop, then with a very quick flip, will make the center shot.
It will also make getting the ramps, and lock more consistant imho.

I can't say it enough...GREAT GREAT work on this table Lord H. !!!!!!

Edited by Aaron James, 03 May 2012 - 03:15 AM.

vpsig.jpg


#33 blur

blur

    Pinball Fan

  • VIP
  • 1,500 posts

  • Flag: Croatia

  • Favorite Pinball: Amazing Spiderman, Black Hole, Totem



Posted 03 May 2012 - 06:33 AM

QUOTE (koadic @ May 3 2012, 03:19 AM) <{POST_SNAPBACK}>
QUOTE (arngrim @ May 2 2012, 03:34 PM) <{POST_SNAPBACK}>
Well, reducing the max texture dimensions just for one table, that will affect all the tables is difficult to digest...

I think I have a good fx card though, and the previous beta version, which has 3 mb difference was ok, so I'm wondering if there is something else that can help.


Well, the 4/25 version of the table requires VPinball to use almost 1.3GB of ram, the 5/1 version bumps that up to almost 1.5GB, as opposed to the first release, the 4/21 version, which only uses about 500MB of RAM.

Alternatively, I have exported certain images, resized them, and then reimported them into the table, and the newest version (5/1) now only uses 725MB of RAM, less than half of the previous amount. Just exporting and resizing the canon images (pos* and Mpos*) to 512x1024 .jpgs will knock down the RAM used by 325MB (down to 1175MB), and exporting and resizing all the 2048x1024 PlayField images (PF-*) down to 1024x1024 (except PF-B-MENOS 27,PF-OFF-0, and PF-ON-MAS 3.png) will save you another 450MB of RAM knocking it down to 725MB (or 550 on it's own, down to 950MB)



Yup, reducing large number of big images usually reduces memory footprint drastically cause they are all loaded to memory on start.
I tried new release and it gives me could not create surface error. Task manager shows 1.9 GB memory usage. Win 7 32 bit so no use of 2GB hack (i tried smile.gif), will try to reduce images.


#34 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 03 May 2012 - 08:09 AM

Thank you for the detailed solution, I will try tonight if my little baby allows me wink.gif

QUOTE (koadic @ May 3 2012, 03:19 AM) <{POST_SNAPBACK}>
QUOTE (arngrim @ May 2 2012, 03:34 PM) <{POST_SNAPBACK}>
Well, reducing the max texture dimensions just for one table, that will affect all the tables is difficult to digest...

I think I have a good fx card though, and the previous beta version, which has 3 mb difference was ok, so I'm wondering if there is something else that can help.


Well, the 4/25 version of the table requires VPinball to use almost 1.3GB of ram, the 5/1 version bumps that up to almost 1.5GB, as opposed to the first release, the 4/21 version, which only uses about 500MB of RAM.

Alternatively, I have exported certain images, resized them, and then reimported them into the table, and the newest version (5/1) now only uses 725MB of RAM, less than half of the previous amount. Just exporting and resizing the canon images (pos* and Mpos*) to 512x1024 .jpgs will knock down the RAM used by 325MB (down to 1175MB), and exporting and resizing all the 2048x1024 PlayField images (PF-*) down to 1024x1024 (except PF-B-MENOS 27,PF-OFF-0, and PF-ON-MAS 3.png) will save you another 450MB of RAM knocking it down to 725MB (or 550 on it's own, down to 950MB)



#35 strangeleo72

strangeleo72

    Enthusiast

  • VIP
  • 370 posts

  • Flag: Argentina

  • Favorite Pinball: VIRTUAL PINBALL



Posted 03 May 2012 - 12:15 PM

JP Salas write to me this change to use MagnaSave for shoot cannon
LINE 160:

if keyName(keyCode)="F" then controller.switch(34)=true

CHANGE FOR

if keycode=LeftMagnaSave then controller.switch(34)=true
if keycode=RightMagnaSave then controller.switch(34)=true

THEM LINE 170:

if keyName(keyCode)="F" then controller.switch(34)=false

CHANGE FOR

if keycode=LeftMagnaSave then controller.switch(34)=false
if keycode=RightMagnaSave then controller.switch(34)=false

NOW BOTH MAGNASAVES WORK FINE IN SHOOT CANON
Strangeleo Pinball Entusiast and Photographer!!!

Posted Image
(thanks Grizz for the DMD)

#36 OuchTilt

OuchTilt

    Enthusiast

  • Members
  • PipPipPip
  • 198 posts
  • Location:Essex

  • Flag: United Kingdom

  • Favorite Pinball: Elvira and the Party Monsters

Posted 03 May 2012 - 12:22 PM

QUOTE (koadic @ May 3 2012, 02:19 AM) <{POST_SNAPBACK}>
QUOTE (arngrim @ May 2 2012, 03:34 PM) <{POST_SNAPBACK}>
Well, reducing the max texture dimensions just for one table, that will affect all the tables is difficult to digest...

I think I have a good fx card though, and the previous beta version, which has 3 mb difference was ok, so I'm wondering if there is something else that can help.


Well, the 4/25 version of the table requires VPinball to use almost 1.3GB of ram, the 5/1 version bumps that up to almost 1.5GB, as opposed to the first release, the 4/21 version, which only uses about 500MB of RAM.

Alternatively, I have exported certain images, resized them, and then reimported them into the table, and the newest version (5/1) now only uses 725MB of RAM, less than half of the previous amount. Just exporting and resizing the canon images (pos* and Mpos*) to 512x1024 .jpgs will knock down the RAM used by 325MB (down to 1175MB), and exporting and resizing all the 2048x1024 PlayField images (PF-*) down to 1024x1024 (except PF-B-MENOS 27,PF-OFF-0, and PF-ON-MAS 3.png) will save you another 450MB of RAM knocking it down to 725MB (or 550 on it's own, down to 950MB)


I was always under the impression that the offscreen surface error was due to lack of video ram, not system ram. Is this not correct then?

I'm looking to upgrade my video card, and I've been looking at 2GB cards. Sounds like I'll be wasting my money.

blackfx2_cr.jpg  Username:- dallaker


#37 blur

blur

    Pinball Fan

  • VIP
  • 1,500 posts

  • Flag: Croatia

  • Favorite Pinball: Amazing Spiderman, Black Hole, Totem



Posted 03 May 2012 - 12:28 PM

there are different types of errors

z buffer is video memory, offscreen surface is 2 GB process limit


#38 OuchTilt

OuchTilt

    Enthusiast

  • Members
  • PipPipPip
  • 198 posts
  • Location:Essex

  • Flag: United Kingdom

  • Favorite Pinball: Elvira and the Party Monsters

Posted 03 May 2012 - 12:39 PM

QUOTE (blur @ May 3 2012, 01:28 PM) <{POST_SNAPBACK}>
there are different types of errors

z buffer is video memory, offscreen surface is 2 GB process limit


Thanks for the info, I run XP32, would running XP64 remedy this 2GB process limit?

blackfx2_cr.jpg  Username:- dallaker


#39 blur

blur

    Pinball Fan

  • VIP
  • 1,500 posts

  • Flag: Croatia

  • Favorite Pinball: Amazing Spiderman, Black Hole, Totem



Posted 03 May 2012 - 01:12 PM

it could, but still you have to install 4gb patch on vpinball.exe to be able to use more than 2gb in one process.

it's better to reduce images and stay with xp32

QUOTE (strangeleo72 @ May 3 2012, 02:15 PM) <{POST_SNAPBACK}>
JP Salas write to me this change to use MagnaSave for shoot cannon
LINE 160:

if keyName(keyCode)="F" then controller.switch(34)=true

CHANGE FOR

if keycode=LeftMagnaSave then controller.switch(34)=true
if keycode=RightMagnaSave then controller.switch(34)=true

THEM LINE 170:

if keyName(keyCode)="F" then controller.switch(34)=false

CHANGE FOR

if keycode=LeftMagnaSave then controller.switch(34)=false
if keycode=RightMagnaSave then controller.switch(34)=false

NOW BOTH MAGNASAVES WORK FINE IN SHOOT CANON



i can use flippers just the same as f in black rose to shoot the ball

though i can't see why, cause there is no lines for flipper keys - maybe it is hardcoded in rom

Edited by blur, 03 May 2012 - 01:04 PM.


#40 thewool

thewool

    Pinball Fan

  • VIP
  • 1,068 posts
  • Location:North Yorkshire, UK

  • Flag: England

  • Favorite Pinball: WOZ



Posted 03 May 2012 - 01:42 PM

... been playing more of this today and she's a beauty!

In the video I posted the ball rolls round the hidden ramp and loops round quite smoothly. In the VP version it sorts of gets stopped for a split second just after the drop and then continues. This is nice in a way as it sets the ball up for the upper flipper. However is it possible to smooth these ramps out so the ball maintains its speed?

I had a play with not much success, kodiac you are the ramp master... smile.gif