Jump to content



Photo
* * * * * 3 votes

VP9.1.6 Alpha/Beta Bugs & Feedback


  • Please log in to reply
1394 replies to this topic

#421 Herweh

Herweh

    Backglass fan

  • VIP
  • 452 posts
  • Location:Germany

  • Flag: Germany

  • Favorite Pinball: Yes

Posted 10 July 2013 - 07:44 PM

When saving ramps in layers that are set to alpha, on occasion, but not all the time on next start all the ramps turn to solid. The problem seemed to start when layers were added.

Awesome feature by the way, the layers make it much easier for building.. Hope we can fix alpha turning to solid though.. :-)

 

I'm pretty sure this was introduced with the earlier "Hide" feature. I tried to reproduce it then but when "Hide" was gone I thought this bug is gone too. Looks like it isn't. Will try to reproduce it a current rev.



Feature time again! With rev 617 there is a new menu item Edit -> 'Select Element Ctrl+Shift+E'. Another dialog will pop up with a list of all table elements.

Now you can select one or more elements you're interested in. By clicking OK the selected elements in the list are then selected in the editor.

It's just a small helper if you're searching for an element you know the name but don't know where it is located, maybe it's buried under other elements and such things...

 

Toxie and Fuzzel, all this small helper are huge helper. Thanks so much for your ongoing work on VP. :otvclap:


herwehb2s-avatar-jr-100.pngbreakshot-sig-small3.pngatlantis-sig-small.pngmousinaround-sig6.pngsc-badge1.pnglw-sig.pngembryon-logo0.pngladyluck.pngapollo13_badge3.pngwhirlwind_badge.png


#422 luvthatapex

luvthatapex

    Pinball Fan

  • VIP
  • 1,435 posts

  • Flag: United States of America

  • Favorite Pinball: Tron



Posted 10 July 2013 - 07:51 PM

I just used the layer feature today when having to position a group of playfield objects that were buried under alpha ramps and lamps. What a time and frustration saver.

LOVE IT!



#423 lio

lio

    Enthusiast

  • VIP
  • 216 posts
  • Location:Hamburg

  • Flag: Germany

  • Favorite Pinball: Theatre of Magic

Posted 10 July 2013 - 10:05 PM

It's great to see VP development still going on!

The model import and the layers look really promising to me :-)

I played around a little with some old future pinball models and found the "conversion rules" - i.e. if you ever made a model for FP (say a peg) you will need to scale it by the factor 0.0185, rotate the model along the X axis by -270 degrees and then place the bottom of the model on the Z plane instead of having it centered around the origin.

Also textures seem to require a 180° rotation to work with the UV coordinates compared to FP.

Keep going! It's great to see VP evolve!

 

btw: how do attachments work here? I can only see "My Media" but it's empty and I can't find a place where I could upload anything to "My Media"... anyone care to shed some light?


Edited by lio, 10 July 2013 - 10:13 PM.


#424 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 11 July 2013 - 11:27 AM

Thanks lip. That will save me so.e time

"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

uw2.gif


#425 TedB

TedB

    Pinball Fan

  • Charter Member
  • 715 posts

  • Flag: Netherlands

  • Favorite Pinball: those with non virtual steel balls

Posted 11 July 2013 - 11:44 AM

I am not sure if this has been requested before, but I would love to have the ability to separately control the volume of the rom sounds and the table sounds. Some tables have louder table sounds than others and I like the roms to be a lot louder than the table sounds.  

I know there are workarounds, but a convenient setting (preferably per table) would be very nice. 

 

I realized this request might not be clear enough. I am not talking about the usual rom volume that is adjustable depending on the rom. There are some roms that have very low volume even after maximizing the volume in the rom compared to the table sounds.

Rob has supplied a bunch of sound with lower volumes so you can import them in a table, but that is quite some work and even then the volume compared to another table can still deviate. If it was up to me I would probably update 90% of the tables. I know it is just a personal preference though, and maybe others are fine with it. 



#426 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 11 July 2013 - 12:17 PM

That makes a lot of sense actually!



#427 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 11 July 2013 - 07:00 PM

..and its implemented with rev 621  :)

please test..



#428 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 11 July 2013 - 07:36 PM

Ok, it's compiled and uploaded... any info on how to utilize this functionality? I looked really quick, but didn't see anything that stood out

#429 lio

lio

    Enthusiast

  • VIP
  • 216 posts
  • Location:Hamburg

  • Flag: Germany

  • Favorite Pinball: Theatre of Magic

Posted 11 July 2013 - 08:36 PM

A quick report (Geforce GTX 670, drivers 320.49 - happened on 314.xx as well - and also in the 617 build - haven't tried an earlier one):

it seems the playfield texture cuts off where it would switch to a mip-mapped version - the table simply appears to be black in the rear half - this happens regardless of any other settings as long as hardware rendering is enabled.

when i turn off HW rendering the texture just gets warped all over the playfield at what looks like a ~45° angle.

know problems?



#430 TedB

TedB

    Pinball Fan

  • Charter Member
  • 715 posts

  • Flag: Netherlands

  • Favorite Pinball: those with non virtual steel balls

Posted 11 July 2013 - 08:55 PM

Ok, it's compiled and uploaded... any info on how to utilize this functionality? I looked really quick, but didn't see anything that stood out

 

There is a music and sound volume box added that you can adjust per table in the options (in colors, sound & formatting).  Sound volume works to adjust the tables sound. Haven't noticed any change after adjusting the music volume.

I though at first this might work for sounds that were used from the music directory - often used for originals, e.g. the music template tables from Destruk - but I checked and it didn't work on those tables. 

 

Thanks for implementing Toxie! Very helpful feature :)



#431 Arcade4

Arcade4

    Pinball Fan

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

  • Flag: United States of America

  • Favorite Pinball: AC/DC

Posted 11 July 2013 - 08:59 PM

..and its implemented with rev 621  :)

please test..

Interesting.

I will have to check this out. 



#432 zeenon

zeenon

    Enthusiast

  • Platinum Supporter
  • 217 posts
  • Location:Somerville, NJ

  • Flag: United States of America

  • Favorite Pinball: Attack from Mars

Posted 11 July 2013 - 09:27 PM

Sorry if this has been covered in one of the previous 21 pages.....but has anyone notice a real plunger does not work on the first ball, but works on every ball after? I tried two 916 tables Centaur and Starship Troopers on the r617 and r621 builds.

 

Z



#433 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 11 July 2013 - 09:40 PM

Nice sound options, Toxie! Really helpfull!

 

I forgot to mention that since rev619 you can use static lighting on primitives (simple and mesh primtives). Just use 'Enable lighting' checkbox in the primitive options. Because of the pre rendering of the walls

you can't do any freaky stuff with lights via script commands. But if you use the two light sources (directional, spot or point light) primitives would look much better ;)



#434 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 12 July 2013 - 07:28 AM

There is a music and sound volume box added that you can adjust per table in the options (in colors, sound & formatting).  Sound volume works to adjust the tables sound. Haven't noticed any change after adjusting the music volume.

I though at first this might work for sounds that were used from the music directory - often used for originals, e.g. the music template tables from Destruk - but I checked and it didn't work on those tables. 

 

Hmmm.. Strange.. The music volume change should also work.. Maybe i forgot something somewhere?!

I'll recheck later-on..



#435 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 12 July 2013 - 08:14 AM

okay, did some tiny tweaks with rev 622.. note although that some tables like wrath of olympus only use sounds (even for the music), so the music setting there will do nothing.. :/



#436 sleepy

sleepy

    Pinball Fan

  • Members
  • PipPipPipPip
  • 705 posts

  • Flag: United States of America

  • Favorite Pinball: Tiny Tim and The Ghost of Christmas Present

Posted 12 July 2013 - 09:35 AM

The Texture Image of a Primitive can be switched like this:

 

Dim ace
 
Sub Trigger1_Hit()
Select Case ace
 
Case 0
Primitive1.Image = "I"   '   "I" is the name of the Image File, without using the .extension
ace = 1
 
Case 1
Primitive1.Image = "I2"
ace = 0
 
End Select
End Sub

 

 

Or like this:

 

 

Dim ace
 
Sub Trigger1_Hit()
 
If ace = 0 Then
Primitive1.Image = "I2"
ace = 1
Else
Primitive1.Image = "I"
ace = 0
End If
End Sub

 

 

But when I try this:

 

 

Sub Trigger1_Hit()
 
If Primitive1.Image = "I" Then
Primitive1.Image = "I2"
Else
Primitive1.Image = "I"
End If
End Sub

 

 

With Image Texture set to "I", It will switch to the second Image and then it stops switching.

It will also switch to the second Image with the Texture Image set to "None" but will not toggle to the first Image "I".

Is this a bug?


Edited by sleepy, 12 July 2013 - 09:39 AM.


#437 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 12 July 2013 - 10:07 AM

Hmm can you really do a comparison like this? I'm not a VBA expert but both strings start with an 'I' I doubt that VBA can recognize that.



#438 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 12 July 2013 - 11:05 AM

A quick report (Geforce GTX 670, drivers 320.49 - happened on 314.xx as well - and also in the 617 build - haven't tried an earlier one):
it seems the playfield texture cuts off where it would switch to a mip-mapped version - the table simply appears to be black in the rear half - this happens regardless of any other settings as long as hardware rendering is enabled.
when i turn off HW rendering the texture just gets warped all over the playfield at what looks like a ~45° angle.
know problems?


I've noticed a similar problem to this.
I didn't check the he rendering.
If I uncheck cast shadows and the lighting option the texture on side walls bends across the platforms at a 45 degree angle

"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

uw2.gif


#439 sleepy

sleepy

    Pinball Fan

  • Members
  • PipPipPipPip
  • 705 posts

  • Flag: United States of America

  • Favorite Pinball: Tiny Tim and The Ghost of Christmas Present

Posted 12 July 2013 - 02:45 PM

Hmm can you really do a comparison like this? I'm not a VBA expert but both strings start with an 'I' I doubt that VBA can recognize that.

Yes you can. It also fails to switch the images more than once when using longer and different filenames, but again, only when the conditional statement is comparing the Primitive1.Image "filename".


Edited by sleepy, 12 July 2013 - 02:53 PM.


#440 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 25 July 2013 - 07:10 AM

Time for some speed improvements...please try out rev 624. I changed the way alpha ramps are rendered. If you set left/right wall visible to 0 on alpha ramps the sides won't be rendered.

I tried some alpha flasher intensive tables (LW3, NBA...) and I got 20-150fps more than with rev 622 ;) of course this depends how many alpha ramps without visible walls are used.


Edited by fuzzel, 25 July 2013 - 10:13 AM.