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VP9.1.6 Alpha/Beta Bugs & Feedback


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#441 unclewilly

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Posted 25 July 2013 - 04:11 PM

Will check it out tonight. Tjs is fuzzel

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#442 TheMcD

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Posted 25 July 2013 - 06:23 PM

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.

 

Ooh, performance improvements? Count me in - as soon as the compiled version's up on the Dropbox, that is. I've had some massive hernias with alpha flashers in the past, so any improvement on that front is excellent.

 

EDIT: Just gave 626 a spin - the previously minor annoying lag in TOM with the flashers that could occasionally jack my aim is now downgraded to noticable, but not making any impact on my playing. Good work.


Edited by TheMcD, 25 July 2013 - 07:54 PM.

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#443 tttttwii

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Posted 25 July 2013 - 08:44 PM

Excellent, I tried 626, its running smoothly and performance on most tables increased! This build Is the so far bet performing on my cab.

#444 RNunez187

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Posted 27 July 2013 - 01:07 AM

Wow!  Rev 626 has given me some great increases.

 

Godzilla: Rev 622 - Avg: 125

              Rev 626 - Avg: 215

 

Monopoly: Rev 622 - Avg: 191

                 Rev 626 - Avg: 396

 

LW3: Rev 622 - Avg: 560

         Rev 626 - Avg: 1033

 

Godzilla had a little lag still but the other 2 played smoothly.  My settings are below:

 

 

Attached File  Rev 626 Settings.png   172.29KB   14 downloads

 

 

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#445 LoadedWeapon

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Posted 27 July 2013 - 04:10 AM

wow i am impressed my main test table is Checkpoint it has always been the toughest on the system getting 130fps before and I was happy with that but it still gave a slight lag now and then.. Now it runs over 270fps :) Monopoly now runs over 4000fps lol thats crazy! so super smooth! Thank you :otvclap:

Attached File  m.png   1.5MB   12 downloads


Edited by LoadedWeapon, 27 July 2013 - 04:20 AM.


#446 jpsalas

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Posted 27 July 2013 - 01:05 PM

Thanks fuzzel! Any speed improvements are always welcome! :)


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#447 Shadowsclassic

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Posted 27 July 2013 - 04:07 PM

WOW, no matter what I did I could not get the new Playboy table to run on my system even if I set everything to bare minimums.   With 626 the table works and plays great with my normal settings @ 91fps

Checkpoint, that was barely playable at an average 30fps is now 70fps and quite playable! 

NBA went from 126fps to 136fps

LW3 145 to 205fps

Godzilla 36 to 65fps

I don't have Monopoly, at least not one that looks like that, but I would sure like to find the cuby hole it's hid in! ;)

 

Super awesome update guys!!!!!



#448 LoadedWeapon

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Posted 27 July 2013 - 04:17 PM

don't want the thread to get side tracked I will PM you the info :)

Amazing work going on in VP right now.. I love all the new upgrades! Keep'em coming :)



#449 chepas

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Posted 27 July 2013 - 04:19 PM

Jump on the bandwagon here and just mention that this 626 is very good. I mentioned in a thread about going around the orbit on "Gronis" shadow and how it was stuttering & making the shadow loop to hard to hit. Which has long gone! Cheers


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#450 Tom1965

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Posted 28 July 2013 - 10:34 AM

Each version is performing better and better! Just noticed with the most recent version however that it will crash  after a table is played and a change to the script is made and trying to play the table again. I Have to close the program and reload the table, make changes,save table,close VP then reload  and all is well.  If a table is played then closed and another table is loaded without closing VP it will crash.

Do know if this helps ?you all are doing great work and thank you.



#451 TedB

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Posted 28 July 2013 - 02:18 PM

Performance improvements are always no. 1 on my list. This version is very fast indeed. Some tables that were not playable are now playable for me (e.g. Rollercoaster Tycoon) and some that were playable but not really enjoyable are now playing very nice (e.g. LW3, Banzai Run). 

Nice job Fuzzel. Thanks! 



#452 oldskoolgamer

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Posted 29 July 2013 - 05:04 AM

We noticed a small bug on our Safe Cracker build.
 
We found that on rev 621 the red plastics image lines up great but on the 626 build it moves the entire image. Looks like its deleting or hiding a wall. Anyone see this before?
 
Example 621:
 
capture25.jpg
 
Example 626:
 
untitled40.png

Edited by oldskoolgamer, 29 July 2013 - 05:29 AM.

 Posted Image  Posted Image Posted ImagePosted Image Posted Image Posted ImagePosted ImagePosted Image

#453 ICPjuggla

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Posted 29 July 2013 - 05:40 AM

I'm seeing the same thing OSG is reporting on my PC. The 3 sections that "disappear" on his screen shot are made up of a ramp and it looks like the wall of the ramp is disappearing.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#454 ICPjuggla

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Posted 29 July 2013 - 06:47 AM

Actually looking at the screen shot closer it looks like the whole section above the flipper is missing too..

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#455 fuzzel

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Posted 29 July 2013 - 06:52 AM

the optimization in 626 is that I don't render the side walls of alpha ramps if the wall height (left/right wall visible in the options) is 0.
I can't reproduce this problem, do you change the options for this ramp within the script?

If those ramps have a side wall height of 0 try to set the height to 0.1 or 0.01 this shouldn't be
visible and should solve the problem.

Edited by fuzzel, 29 July 2013 - 10:19 AM.


#456 numiah

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Posted 29 July 2013 - 09:56 AM

With 626 I get very weak flippers in BOP ?

I'll look into it some more.


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#457 unclewilly

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Posted 29 July 2013 - 02:26 PM

I've been testing safecracker and I've found the issue fuzzel.

 

what is happening is, in those 2 small sections on the table a very small ramp is used to make the side wall.  it only has one ramp wall set at 50,  the other is set at 0.

 

If you set both walls to 50 the wall is rendered.  if one of the ramp walls is set to 0 neither of the walls gets rendered.

 

this will create some issues on some tables where only one of the ramp walls has a visible height.

 

hope that helps

 

 

We noticed a small bug on our Safe Cracker build.
 
We found that on rev 621 the red plastics image lines up great but on the 626 build it moves the entire image. Looks like its deleting or hiding a wall. Anyone see this before?
 
Example 621:
 
capture25.jpg
 
Example 626:
 

 

 

untitled40.png


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#458 oldskoolgamer

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Posted 29 July 2013 - 02:54 PM

Thanks Scott! :)
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#459 fuzzel

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Posted 29 July 2013 - 04:12 PM

Yep thanks for the hint! Found and fixed with rev 627.



#460 ICPjuggla

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Posted 29 July 2013 - 05:39 PM

Yep thanks for the hint! Found and fixed with rev 627.


Thx Fuzzel :-)

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png