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VP9.1.6 Alpha/Beta Bugs & Feedback


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#21 faralos

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Posted 23 April 2013 - 02:48 PM

I wonder if this is a progression to the next step - an actual 'light-bulb' object that casts light, and objects that block the rays, cast shadows...  :think:  :Worship:

 

Rest assured that i would be the first to tackle this, but for now realtime ray tracing is just a tiny bit too slow to do useful stuff.. :)

And doing all of that with rasterization is just a nightmare IMHO..

But rendering technology is pretty close nowadays to have reasonably fast realtime ray tracing on high end cards..

(and here is an example of how pinball could look with ray tracing: http://igad.nhtv.nl/...re Be Light.msi (not done by me, but a colleague of mine))

now that is one cool idea for a game but on my tower it runs way too slow

 it acts like an older 8 bit cart game and looks choppy

but the thought of it actually working on a faster running computer sounds radical


Edited by faralos, 23 April 2013 - 02:49 PM.

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And most important, have the courage to follow your heart and intuition.”
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#22 faralos

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Posted 23 April 2013 - 03:02 PM

literally not five minutes and I got the spotlight to work

this is done with your newest version (544)

 and if I can figure out the values for correct lighting anyone can!

Cool innovations thanks guys for all your hard work!!

now I can't wait to get back to my wip's for new lighting sources!

the first pic show a spot light dead center in the table

 the second one is the parameters for it

 the last one is a point light also dead center

 but that one shows more ambient lighting than the spotlight does

Attached Files


Edited by faralos, 23 April 2013 - 03:03 PM.

"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#23 luvthatapex

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Posted 23 April 2013 - 03:28 PM

Has something changed since r525 with regards to re-running a table in the editor? Every build from 525 to 544 crashes if I do the following:

 

load a table

make one change to the table and hit play

then change one object and hit play again

crash

 

None of the builds before 525 cause this to happen. It only crashes on the second time after a change to a table object, not the first time, but it is reproducible.

I am running build nVidia driver 270.61 in XP with the following settings:

 

Hardware devide rendering

Region Updates

Draw Ball

Antialias

 

build 514 was the last build that works fine for me. thanks in advance!


Edited by luvthatapex, 23 April 2013 - 03:29 PM.


#24 kiwi

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Posted 23 April 2013 - 04:54 PM

With the latest revision 544, the frames are dropped by 50/60%.

 

Thanks

 

Max



#25 toxie

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Posted 23 April 2013 - 09:19 PM

@luvthatapex: so 514 works, 525 doesn't? What about the revisions inbetween that? And which tables did you use?


@kiwi: did it start with 544 or even before that?

Edited by toxie, 23 April 2013 - 09:19 PM.


#26 luvthatapex

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Posted 23 April 2013 - 11:25 PM

Yes the problem starts with build r525. Previous builds work fine. The previous build to 525 was 514, nothing in between.

 

ANY table I load will crash if I move any object, run the table, move another object, run the table, BOOM.

 

This is the generic screen that pops up with reporting details if I click on "What data does this error report contain"

 

appname: vpinball rev525.exe

modname: vpinball rev525.exe

fDebug: 0

Offset 000e6cfa



#27 bent98

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Posted 23 April 2013 - 11:37 PM

544 runs sloooow. 540 is fine

#28 kiwi

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Posted 24 April 2013 - 06:21 AM

The revisions before the 544 are fine, as also saith Bent98.

 

Thanks

 

Max



#29 toxie

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Posted 24 April 2013 - 09:12 AM

could you try 547 if that is any different? and by how much slower is 544 (for which tables)?

 

@luvthatapex: damn, i cannot repro this on my machine.. you're sure that it's really any table element?



#30 Lord Hiryu

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Posted 24 April 2013 - 09:45 AM

Toxie.

First of all, thanks for all the upcoming news for VP.

I've tested the new Lightsources box, and is very outstanding.

There's any chance to make it scriptable, so we can manage a better GI.?¿

Also, it's possible to add more points of light?¿?

Here's a few screen:

asaberr.jpg

The first shot is only one light L0, and the second are both L0 and L1.

It's possible to add more lights?¿'



#31 luvthatapex

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Posted 24 April 2013 - 10:10 AM

May just be my machine then. Every table works fine running, its just the editting thats a problem with the newer builds.
I guess i'll stick with 514 until one of the next builds behaves the same way. Thanks for trying!

could you try 547 if that is any different? and by how much slower is 544 (for which tables)?
 
@luvthatapex: damn, i cannot repro this on my machine.. you're sure that it's really any table element?



#32 toxie

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Posted 24 April 2013 - 11:41 AM

There's any chance to make it scriptable, so we can manage a better GI.?¿

Also, it's possible to add more points of light?¿?

Here's a few screen:

 

The first shot is only one light L0, and the second are both L0 and L1.

It's possible to add more lights?¿'

 

As for scriptable: Nope, the main problem is that with the screwed-up-ness of current VP, so much stuff is pre-lit that changing the lights dynamically will only affect (alpha-)ramps and primitives.. But on the very long-term (somewhere after the switch to DX9) it will be doable, of course..

 

More lights: Yes, i plan to do that in the future..



May just be my machine then. Every table works fine running, its just the editting thats a problem with the newer builds.
I guess i'll stick with 514 until one of the next builds behaves the same way. Thanks for trying!
 

 

But it's still a bug somewhere.. :/

You're sure that it's really any table element that can cause this? Any detail of info you can provide will help tracking this down faster..



#33 lizard

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Posted 24 April 2013 - 12:35 PM

None of the builds before 525 cause this to happen. It only crashes on the second time after a change to a table object, not the first time, but it is reproducible.

I am running build nVidia driver 270.61 in XP with the following settings:

I know its not the same problem but i had something similar to this with the new directb2s backglasses. Using Eala Dubh Sidhes latest nitro ground shaker I had changed the controller to b2s.server and i have to add to the end of the script the sub to stop the controller properly on my machine(Which i had not done) when i loaded a table in the editor the first time i loaded the table it was fine , when i closed the table and restarted again without closing the editor it would crash.With the sub for the controller stop added it has no problems.

 Maybe if your are using the directb2s files it is somehow related.



#34 luvthatapex

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Posted 24 April 2013 - 12:49 PM

Thats exactly the problem. It doesn;t matter what you change (script, object, change a timer, add a comment). If you change anything, run the table, change something else and run the table again without closing out of VP, it crashes. Thanks for confirming its happening to someone else.

 

None of the builds before 525 cause this to happen. It only crashes on the second time after a change to a table object, not the first time, but it is reproducible.

I am running build nVidia driver 270.61 in XP with the following settings:

I know its not the same problem but i had something similar to this with the new directb2s backglasses. Using Eala Dubh Sidhes latest nitro ground shaker I had changed the controller to b2s.server and i have to add to the end of the script the sub to stop the controller properly on my machine(Which i had not done) when i loaded a table in the editor the first time i loaded the table it was fine , when i closed the table and restarted again without closing the editor it would crash.With the sub for the controller stop added it has no problems.

 Maybe if your are using the directb2s files it is somehow related.



#35 toxie

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Posted 24 April 2013 - 12:56 PM

So are you also using directb2s stuff in your setup?



#36 luvthatapex

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Posted 24 April 2013 - 01:28 PM

Any table. It is not an issue with UVP, directb2s, or anything else.

 

I could load any table, even a plain vp scripted table without vpinmame and it crashes if I:

 

run the table, exit to the editor, change anything in the script or on the table and run it again.

 

Maybe this helps:

 

If I create  NEW table, make a change to the script, add an object, etc run the table do it again, its fine!

If I run ANY table, exit the menu, run it again, exit to the menu, run it again, ITS FINE.

It NEVER happens if I run the table, edit something and run the table. Its only on the second edit and run without closing VP.

 

 

So are you also using directb2s stuff in your setup?


ok here is a quick test:

 

Load Wallace and Grommit

Add a bumper

Hit Play

Quit to editor

Hit play

 

This crashes for me with any version of VP greater than or equale to r525



#37 toxie

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Posted 24 April 2013 - 02:27 PM

Cool, thanks.. That's a solid 1:1 repro case i can try later-on..



#38 toxie

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Posted 24 April 2013 - 04:26 PM

@all that say 544 is slow: as said, please check out 547 (or later) if that brings any help. Otherwise please let me know which hardware you have (gfx and cpu)..

Cause apart from the additional lighting options there was also a bug fixed with lighting (scale, etc of table influenced the lighting strength) that -can- be harming performance, although i didn't measure -any- notable difference on my 3 test machines..



#39 luvthatapex

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Posted 24 April 2013 - 04:31 PM

ok toxie, will give it a try when koadic uploads it to the daily builds. thank you!


Edited by luvthatapex, 24 April 2013 - 04:33 PM.


#40 luvthatapex

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Posted 24 April 2013 - 06:23 PM

Well, I don't know what you did, but rev548 completely fixed my crashing issue if I made changes in the editor twice and ran a table.

its also faster, I get 1100fps in Wallace and Grommit :)

 

A-W-E-S-O-M-E!