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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#21 arngrim

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Posted 22 December 2013 - 03:31 AM

Just have an idea about disabling redundant sounds for DOF, by default i want to have a lot of sounds disabled and currently i remove the sounds from all the tables, or with koadic we hardcoded the sounds to be disabled on the script itself.

The idea is to have a list of sound names in an exclusion list, as not all tables have the same names for the sounds, so we could just add all names matching an effect that i don't want to hear anymore.

Example, i don't want to hear ballrelease, i put the sound name ballrelease on the exclusion list, another tables had ballrel? No problem, we add ballrel in the exclusion list :)

Maybe in the beginning it will take some time to go to some tables but after a certain time we won't need to take care of it anymore :)

What do you think?

#22 bodydump

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Posted 22 December 2013 - 03:37 AM

I'm gonna keep changing the names of all my sounds in all my releases just to keep you busy :)



#23 toxie

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Posted 22 December 2013 - 12:42 PM

rev 806 adds (optional/per-table) ball trail/motion blur..

(a la pinball fx ;))



#24 ICPjuggla

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Posted 22 December 2013 - 04:56 PM

How do we fix the light issue in our older tables..

Sorry I've been cought up with my real job the past few weeks and might of missed something..

VP9.2 messes up quite a few awesome tables for me..

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#25 Bob5453

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Posted 22 December 2013 - 05:41 PM

How do we fix the light issue in our older tables..

Sorry I've been cought up with my real job the past few weeks and might of missed something..

VP9.2 messes up quite a few awesome tables for me..

Running tables with older VP versions should always be built into the frontend you use, this should be standard for Hyperpin and PinballX like it is with VPMan, then you just keep advancing VP as you go and all tables can still easily be played. But I agree, it would be nice if VP was always compatible with older tables.


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#26 toxie

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Posted 22 December 2013 - 05:57 PM

How do we fix the light issue in our older tables..

Sorry I've been cought up with my real job the past few weeks and might of missed something..

VP9.2 messes up quite a few awesome tables for me..

 

Basically its simple:

1) You look at which lights (i guess these are always made by ramps) show issues

2) Then look at all other elements (again, most of the time this will just be ramps) that directly overlap with these lights

3) Select all of these elements (you can use the new menu element for this to select multiple elements by name)

4) Tweak the drawing order of all these elements (again, look into the menu, there is a new entry 'drawing order (select)') by putting the table elements to the bottom and the lights to the front

 

This should hopefully fix it. If not, then some of the affected overlapping lights (ramps) might have the exact same height. In this case, slightly tweak the lights (put them on slightly varying heights, for example offsetting by 0.1 or something). Then goto 3)


But I agree, it would be nice if VP was always compatible with older tables.

 

 

I agree, too, but in that case the problem was that some artists basically exploited a bug (without knowing about the bug ;)), which lead to some rendering problems on some peoples setup.

I decided to fix this, at the cost of breaking some tables for others, especially as these tables were mostly made in the beta phase of 9.1.6/9.2.0.

And as the issues are reasonably easy to fix, i hope that we simply get fixed versions/MODs over time again.

 

A mess, but its the best as we go forward, otherwise we have one more evil legacy issue in the future development.



#27 ICPjuggla

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Posted 22 December 2013 - 05:59 PM

I understand the advancement and appreciate all you guys do.., but adjusting 100+ tables will take some time on my cab... + how about all the people out there that won't be able to fix this on their own b/c they know nothing about the editor.. Some authors aren't around anymore to update their tables... I guess I know what one of my major projects for next year is.. :-(

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#28 toxie

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Posted 22 December 2013 - 06:07 PM

As i also have a cab, i know that it's by far not 100+ tables. It's really just a handful, mostly the very recent ones (and again mostly the night mods).

That's it. Most tables just work the same as before (and i played a lot of them in the last days ;)).

 

This is one of the few problems where this close cooperation of development and table creation unfortunately tends to break: Artists will use features before they are fully finished (i.e. potentially buggy), and as users will download these tables (and the VP beta that is needed to run them) we have instant legacy if we screw up some new feature.

But the same way as we as devs should fix bugs, unfortunately also the artists should fix their tables for these fixes.  ;)

 

Of course this should always be the total exception to break tables. And so far i would say we kept compatibility always very very high with old tables.


Edited by toxie, 22 December 2013 - 06:11 PM.


#29 Wiliamo

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Posted 22 December 2013 - 06:40 PM

I understand the advancement and appreciate all you guys do.., but adjusting 100+ tables will take some time on my cab... + how about all the people out there that won't be able to fix this on their own b/c they know nothing about the editor.. Some authors aren't around anymore to update their tables... I guess I know what one of my major projects for next year is.. :-(

 

I'm hoping as the table authors "fix" their tables, the admins will find a way (with approvals) to upload these newly altered tables for the masses to download and enjoy version 9.2. 

 

Great job to everyone, much appreciated.



#30 ICPjuggla

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Posted 22 December 2013 - 07:29 PM

Just to name a few with issues....

Atlantis
Attack from mars (JP)
-artifacts to the left and over lapping light issues
Attack from mars night mod (AJ)
-artifacts to the left and over lapping light issues
Big Bang bar (UW)
BreakShot
Cactus canyon Night mod (AJ)
Cirqus Voltaire (AJ)
Cue ball wizard (JP)
-artifacts to the left
Elvis (JP)
-artifacts to the left
Indiana Jones mod (teppotee)
Indiana Jones night mod (teppotee)
Indianapolis 500 mod (JF)
-artifacts to the left, other light issues
Laser War
Medieval Madness (JP)
Medieval Madness night mod (AJ)
NBA Fastbreak (JP)
Sopranos (JP)
The phantom of the opera mod (rob046)
-artifacts to the left
The Shadow mod (teppotee)

Seems like a pretty extensive list and I didn't even finish going though them all yet!

Edited by ICPjuggla, 22 December 2013 - 07:53 PM.

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#31 unclewilly

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Posted 22 December 2013 - 07:37 PM

My tables will all be receiving much over due updates
Bbb for one, which I just updated will get the full 3d model treatment

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#32 krille81

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Posted 22 December 2013 - 07:38 PM

for me it work with the most tables if i check RO and uncheck RU



#33 toxie

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Posted 22 December 2013 - 08:54 PM

Just to name a few with issues....

Atlantis
Attack from mars (JP)
-artifacts to the left and over lapping light issues
Attack from mars night mod (AJ)
-artifacts to the left and over lapping light issues
Big Bang bar (UW)
BreakShot
Cactus canyon Night mod (AJ)
Cirqus Voltaire (AJ)
Cue ball wizard (JP)
-artifacts to the left
Elvis (JP)
-artifacts to the left
Indiana Jones mod (teppotee)
Indiana Jones night mod (teppotee)
Indianapolis 500 mod (JF)
-artifacts to the left, other light issues
Laser War
Medieval Madness (JP)
Medieval Madness night mod (AJ)
NBA Fastbreak (JP)
Sopranos (JP)
The phantom of the opera mod (rob046)
-artifacts to the left
The Shadow mod (teppotee)

Seems like a pretty extensive list and I didn't even finish going though them all yet!

 

Huh, i just played some of them today?!

 

Either i'm blind then or your setup is different from mine.. What are your settings?

 

And did you change anything on the tables? (even if its just perspective)


Edited by toxie, 22 December 2013 - 08:56 PM.


#34 ICPjuggla

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Posted 22 December 2013 - 09:13 PM

Nope didn't change a thing!

Settings?

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#35 toxie

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Posted 22 December 2013 - 10:06 PM

The video settings i meant.. Maybe they differ (i have RU and RO on)..



#36 bodydump

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Posted 22 December 2013 - 10:34 PM

Just tried Big Bang Bar and Fastbreak.  No problems for me.



#37 LoadedWeapon

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Posted 22 December 2013 - 10:47 PM

I run HDR and RO always on and RU always off.. Never had an issue with any of the tables.

I know we must move forward for the future of VP development but with anything past r780 I get lower fps and some tables seem to lag at times even tho the fps is still high.. and then the fact that my fav tables like STTNG are messed up. I hope table builders update their tables but I don't expect them to.

I guess all we can do is hope for even better future realeases..



#38 toxie

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Posted 22 December 2013 - 11:15 PM

are you sure about the rev 780? cause this was a harmless one..

could you test some more revisions around that number to get the exact revision number that started that, please?



#39 ICPjuggla

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Posted 22 December 2013 - 11:34 PM

I'm not at my rig.. I'll look later tonight when I'm home at my settings.

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#40 LoadedWeapon

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Posted 22 December 2013 - 11:46 PM

are you sure about the rev 780? cause this was a harmless one..

could you test some more revisions around that number to get the exact revision number that started that, please?

everything up too and including r780 works great...

looks like the drop in fps was the fake fxaa added...not sure how it got checked maybe i did...


Edited by LoadedWeapon, 23 December 2013 - 12:03 AM.