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TOTAN Night Mod 4:3
Started By
unclewilly
, Jul 17 2009 02:19 AM
44 replies to this topic
#22
Posted 18 July 2009 - 05:31 PM
is anyone not having problems running the table?
if no one cans get it to run I'll just pull it from the site.
if no one cans get it to run I'll just pull it from the site.
"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
#23
Posted 18 July 2009 - 05:56 PM
QUOTE (unclewilly @ Jul 18 2009, 05:31 PM) <{POST_SNAPBACK}>
is anyone not having problems running the table?
if no one cans get it to run I'll just pull it from the site.
if no one cans get it to run I'll just pull it from the site.
Oh, come on! This isn't a sollution and you know it! After all, its a great looking mod, and its useful to be available even for less people who have good graphics systems..also, i haven't tested this on my desktop pc yet (i believe that i have more graphics memory there..). Well, if JP couldn't get it to work with 512mb on a 9500, i don't think i will...but i will try it one of the next days. Thank you for this mod anyway!!
#25
Posted 18 July 2009 - 06:05 PM
video cards that run this table and tables that use a lot of lighting 100% flawlessly only cost around $100-$150 now. 2-3 years ago they would have cost $300-$500
UW-KINGB MODIFICATION NIGHTMOD TEAM: Current Releases - Twilight Zone (Night Mod-VP) TOTAN (Night Mod-VP) Flintstones (Night Mod-VP) TSPP (Night Mod-VP)
#26
Posted 27 August 2009 - 09:22 AM
#27
Posted 27 August 2009 - 01:09 PM
I know it's been over a month that many have had problems running this table, but as I've stated before I don't think the actual memory of the video card has anything to do with the error "could not create off screen surface" as my GeForce FX 5200 128 MB video card runs all VP9 tables (including this one) with hardware rendering enabled without any problems. The only thing is that if I update my video drivers to the latest version, I too end up getting the error stated above for almost all VP9 tables. I'm currently using video drivers that are over two years old. I guess when I update my drivers to the latest version, the new features, tweaks, or enhancements implemented seem to make my video card incompatible with the way VP9 renders the graphics. MIKE
By the way unclewilly, this table looks absolutely amazing. I'm going to have to download you're other Night Mods as I'm starting to take a liking to their presentation. MIKE
By the way unclewilly, this table looks absolutely amazing. I'm going to have to download you're other Night Mods as I'm starting to take a liking to their presentation. MIKE
Edited by whsemngr, 27 August 2009 - 01:23 PM.
I don't suffer from insanity........
I enjoy every minute of it........
I enjoy every minute of it........
#29
Posted 27 August 2009 - 07:13 PM
Unclewilly and I only like doing night mods. It really adds depth to the tables which helps a lot because you are playing on computer screen. The texture lighting takes me forever to do but is worth it in the end. Seeing the 16:9 versions is where these tables we did rly shine. Check out TSPP that was just released.
QUOTE (whsemngr @ Aug 27 2009, 03:09 AM) <{POST_SNAPBACK}>
I know it's been over a month that many have had problems running this table, but as I've stated before I don't think the actual memory of the video card has anything to do with the error "could not create off screen surface" as my GeForce FX 5200 128 MB video card runs all VP9 tables (including this one) with hardware rendering enabled without any problems. The only thing is that if I update my video drivers to the latest version, I too end up getting the error stated above for almost all VP9 tables. I'm currently using video drivers that are over two years old. I guess when I update my drivers to the latest version, the new features, tweaks, or enhancements implemented seem to make my video card incompatible with the way VP9 renders the graphics. MIKE
By the way unclewilly, this table looks absolutely amazing. I'm going to have to download you're other Night Mods as I'm starting to take a liking to their presentation. MIKE
By the way unclewilly, this table looks absolutely amazing. I'm going to have to download you're other Night Mods as I'm starting to take a liking to their presentation. MIKE
UW-KINGB MODIFICATION NIGHTMOD TEAM: Current Releases - Twilight Zone (Night Mod-VP) TOTAN (Night Mod-VP) Flintstones (Night Mod-VP) TSPP (Night Mod-VP)
#30
Posted 31 August 2009 - 06:09 AM
It runs perfectly on my PC, X2 5000+, GF8600 512MB... Very nice mod, two minor things: the lamp does not register on every spin, and the Bazaar kickout should send the ball to the right flipper and not the left one.
Edited by Marton, 31 August 2009 - 06:11 AM.
#31
Posted 31 August 2009 - 06:38 AM
QUOTE (Mr. Pacman @ Aug 27 2009, 01:30 PM) <{POST_SNAPBACK}>
Good point...nvidia has messed up the code in its drivers... Latest drivers >180.XX also suffer from flickering screens in some cards because of that "Powermizer" feature..
Possible, but more likely it is VP9 that is at fault with poorly coded graphics subroutines, that most likely do not conform or adhere to coding standards and practices for direct x 9.
#32
Posted 31 August 2009 - 07:29 AM
QUOTE (StevOz @ Aug 31 2009, 06:38 AM) <{POST_SNAPBACK}>
QUOTE (Mr. Pacman @ Aug 27 2009, 01:30 PM) <{POST_SNAPBACK}>
Good point...nvidia has messed up the code in its drivers... Latest drivers >180.XX also suffer from flickering screens in some cards because of that "Powermizer" feature..
Possible, but more likely it is VP9 that is at fault with poorly coded graphics subroutines, that most likely do not conform or adhere to coding standards and practices for direct x 9.
I wonder what is going to happen to VP after Nanotech fully switch to FP...
#33
Posted 31 August 2009 - 09:14 AM
QUOTE (Mr. Pacman @ Aug 31 2009, 12:29 AM) <{POST_SNAPBACK}>
QUOTE (StevOz @ Aug 31 2009, 06:38 AM) <{POST_SNAPBACK}>
QUOTE (Mr. Pacman @ Aug 27 2009, 01:30 PM) <{POST_SNAPBACK}>
Good point...nvidia has messed up the code in its drivers... Latest drivers >180.XX also suffer from flickering screens in some cards because of that "Powermizer" feature..
Possible, but more likely it is VP9 that is at fault with poorly coded graphics subroutines, that most likely do not conform or adhere to coding standards and practices for direct x 9.
I wonder what is going to happen to VP after Nanotech fully switch to FP...
That's because all the BMP files are saved to 32 bit, which will not work on a lot of people's computer.
Export the images into photoshop, write a simple batch, and use the automate command to load each BMP and resave it as 24 BIT from 32. Any 32 bit bmp image causes the z error on mine, and I suspect a lot of people have the same trouble. I've mentioned this before, so maybe authors will pay attention in future. I did a quick convert, and it worked fine. You have to re-export each image though one at a time, as there is no batch re-import in VP, and you will lose the transparency on the images if you just delete them all at once and do a mass import.
Edited by shiva, 31 August 2009 - 09:25 AM.
#34
Posted 31 August 2009 - 11:10 AM
QUOTE (shiva @ Aug 31 2009, 09:14 AM) <{POST_SNAPBACK}>
That's because all the BMP files are saved to 32 bit, which will not work on a lot of people's computer.
Export the images into photoshop, write a simple batch, and use the automate command to load each BMP and resave it as 24 BIT from 32. Any 32 bit bmp image causes the z error on mine, and I suspect a lot of people have the same trouble. I've mentioned this before, so maybe authors will pay attention in future. I did a quick convert, and it worked fine. You have to re-export each image though one at a time, as there is no batch re-import in VP, and you will lose the transparency on the images if you just delete them all at once and do a mass import.
Export the images into photoshop, write a simple batch, and use the automate command to load each BMP and resave it as 24 BIT from 32. Any 32 bit bmp image causes the z error on mine, and I suspect a lot of people have the same trouble. I've mentioned this before, so maybe authors will pay attention in future. I did a quick convert, and it worked fine. You have to re-export each image though one at a time, as there is no batch re-import in VP, and you will lose the transparency on the images if you just delete them all at once and do a mass import.
Thank you Shiva!
#35
Posted 31 August 2009 - 11:28 AM
all the .bmp files I added to the table were saved as 24bit. so it must be some of jps original .bmp files
"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
#36
Posted 31 August 2009 - 04:51 PM
QUOTE (unclewilly @ Aug 31 2009, 04:28 AM) <{POST_SNAPBACK}>
all the .bmp files I added to the table were saved as 24bit. so it must be some of jps original .bmp files
Nope, they showed as 32 when I checked them. When I converted them in Photoshop to 24 bit, and then reimported them, the game showed no errors. All of the bmp files were 32 bit. Did you use the older version that JP released that had the same problem? I just dumped the files, converted them, removed the original files from the editor, and mass imported them. Lost the transparentcy settings, but the table did play file though, with no errors
The other thing to remember with some computers and VP is if you have a problem computer (and I think the majority have one problem or another) is in some cases, if a table is saved on a computer that displays VP fine, it may work fine on a problem computer as well. It's when you resave the table on a problem computer that you may start seeing problems. Well I have at least.
BTW, what ever causes this, it's not the graphics card for the most part, though it may be the drivers for some versions. I have a ATI built in graphics computer, I can play all the tables. My problem is usually images over 1024, only grey scale and certain set colors can be used for transparency, and 32 bit BMP files. I suspect it's a Microsoft thing (it usually is, they never can get anything right) the newest version of Direct X, and the fact that VP is a dinosaur and badly buggy. There has been no updates or major fixes in years, and you can't count VP9 as it was a version that was shoehorned and made to work only for specific hardware by Ultracade. They may have added a few things, but nothing was actually fixed that they didn't need to do either, and we are starting to see how ancient and poorly maintained VP actually is now. It's amazing it still works though.
#37
Posted 31 August 2009 - 04:54 PM
QUOTE (shiva @ Aug 31 2009, 04:51 PM) <{POST_SNAPBACK}>
QUOTE (unclewilly @ Aug 31 2009, 04:28 AM) <{POST_SNAPBACK}>
all the .bmp files I added to the table were saved as 24bit. so it must be some of jps original .bmp files
Nope, they showed as 32 when I checked them. When I converted them in Photoshop to 24 bit, and then reimported them, the game showed no errors. All of the bmp files were 32 bit. Did you use the older version that JP released that had the same problem? I just dumped the files, converted them, removed the original files from the editor, and mass imported them. Lost the transparentcy settings, but the table did play file though, with no errors
The other thing to remember with some computers and VP is if you have a problem computer (and I think the majority have one problem or another) is in some cases, if a table is saved on a computer that displays VP fine, it may work fine on a problem computer as well. It's when you resave the table on a problem computer that you may start seeing problems. Well I have at least.
BTW, what ever causes this, it's not the graphics card for the most part, though it may be the drivers for some versions. I have a ATI built in graphics computer, I can play all the tables. My problem is usually images over 1024, only grey scale and certain set colors can be used for transparency, and 32 bit BMP files. I suspect it's a Microsoft thing (it usually is, they never can get anything right) the newest version of Direct X, and the fact that VP is a dinosaur and badly buggy. There has been no updates or major fixes in years, and you can't count VP9 as it was a version that was shoehorned and made to work only for specific hardware by Ultracade. They may have added a few things, but nothing was actually fixed that they didn't need to do either, and we are starting to see how ancient and poorly maintained VP actually is now. It's amazing it still works though.
yes i did use jps original version, sorry
"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
#38
Posted 31 August 2009 - 07:14 PM
QUOTE (unclewilly @ Aug 31 2009, 09:54 AM) <{POST_SNAPBACK}>
QUOTE (shiva @ Aug 31 2009, 04:51 PM) <{POST_SNAPBACK}>
QUOTE (unclewilly @ Aug 31 2009, 04:28 AM) <{POST_SNAPBACK}>
all the .bmp files I added to the table were saved as 24bit. so it must be some of jps original .bmp files
Nope, they showed as 32 when I checked them. When I converted them in Photoshop to 24 bit, and then reimported them, the game showed no errors. All of the bmp files were 32 bit. Did you use the older version that JP released that had the same problem? I just dumped the files, converted them, removed the original files from the editor, and mass imported them. Lost the transparentcy settings, but the table did play file though, with no errors
The other thing to remember with some computers and VP is if you have a problem computer (and I think the majority have one problem or another) is in some cases, if a table is saved on a computer that displays VP fine, it may work fine on a problem computer as well. It's when you resave the table on a problem computer that you may start seeing problems. Well I have at least.
BTW, what ever causes this, it's not the graphics card for the most part, though it may be the drivers for some versions. I have a ATI built in graphics computer, I can play all the tables. My problem is usually images over 1024, only grey scale and certain set colors can be used for transparency, and 32 bit BMP files. I suspect it's a Microsoft thing (it usually is, they never can get anything right) the newest version of Direct X, and the fact that VP is a dinosaur and badly buggy. There has been no updates or major fixes in years, and you can't count VP9 as it was a version that was shoehorned and made to work only for specific hardware by Ultracade. They may have added a few things, but nothing was actually fixed that they didn't need to do either, and we are starting to see how ancient and poorly maintained VP actually is now. It's amazing it still works though.
yes i did use jps original version, sorry
Yeah, there you go. I told him at PN and he fixed it, but I figured that was the problem. Another workaround to add to the list of workarounds we have built up in 8 years. Be nice to actually have a working version of VP one of these days, but after 8 years, I have pretty much given up hope on that one. Wait till Windows 7, that will be fun trying to come up with solutions then.
Edited by shiva, 31 August 2009 - 07:14 PM.
#39
Posted 31 August 2009 - 07:20 PM
thanks for the info shiva, i'll keep this in mind in my future projects
"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
#40
Posted 12 September 2009 - 12:41 PM
Ok, i have the same problem with NVIDIA GeForce 7900 GS and convert the picture from 32 to 24 bit but lost trasparence.
For reimport picture, I have to do it one by one?
I have reimport one by one but the problem is partially resolved, only play windowed 800x600.
For reimport picture, I have to do it one by one?
I have reimport one by one but the problem is partially resolved, only play windowed 800x600.
Edited by sito, 12 September 2009 - 01:24 PM.




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