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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#441 unclewilly

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Posted 27 January 2014 - 05:01 PM

The ramps from mb are straight meshes exported from fp. I'll try thos when I get home

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#442 fuzzel

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Posted 27 January 2014 - 07:22 PM

UW your mesh ramps have over 100.000 polygons that is absolutly killer for the physics engine ;) Just a small advice regarding poly counts: DX7 only supports up to 65535 polygones in one rendercall. It seems that the legacy mode of todays graphic cards doesn't have this limitation anymore but I would recommend to decimate your mesh ramps to under 10.000 polys and the result won't be visible at all even those meshes are static primitives.

 

Edit: I just tried decimate the poly count of the mesh ramps and tried the collision on them. It didn't work! The problem might be that the wire ramps are to tight for the ball. Perhapse there is some kind of jitter inside the physics engine for detecting if the ball hits a polygon.


Edited by fuzzel, 27 January 2014 - 07:33 PM.


#443 toxie

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Posted 27 January 2014 - 08:15 PM

btw: the limitation of 65535 polys is still there, so anything above is shaky anyway, simply because the index list adresses the vertices via WORDs (max value 65535).

 

i'll include a warning later-on..


Edited by toxie, 27 January 2014 - 08:17 PM.


#444 unclewilly

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Posted 27 January 2014 - 10:19 PM

So even a static mesh the polys matter. Will that effect fps as well

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#445 fuzzel

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Posted 27 January 2014 - 10:46 PM

no it won't but it effects the new collision code. I'm not sure should VP creates collision data even if you unchecked collision? Right now you can enable/disable it from within the script but on tables like MB it will take a lot memory and slows down the startup phase. I can change that but then you can't switch collision detection dynamicly.

#446 unclewilly

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Posted 27 January 2014 - 10:49 PM

how do I decimate.  every time I try with the mb ramps when I reimport it says it is missing verticies


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#447 fuzzel

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Posted 27 January 2014 - 10:58 PM

in blender click on the wrench(modifiers) select decimate and reduce the value until you are satisfied with the results and press apply. then press tab (edit mode) and look on the left menu which then appears. search for shade smooth and click that, but be sure that all vertices are selected (yellow colored). export the mesh and select normals, texture coords and triangulate faces. if you troubles with that I can do it for you and send it over to you tomorrow.

the reason for doing the smooth shading is that FP creates surface normals but you need vertex normals to apply sphere mapping otherwise it looks odd.

Edited by fuzzel, 27 January 2014 - 10:59 PM.


#448 randr

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Posted 28 January 2014 - 12:56 AM

In "testing" i noticed the ramps poly count was crazy huge also. I removed them completely and gain nothing for FPS. but wasn't testing physics at that point... 


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#449 unclewilly

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Posted 28 January 2014 - 01:29 AM

I fixed the transparencey issue. I loaded the poly count on the ramps. I need to fix the Drac texture still.
Should release in a day or two

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#450 imagamejunky

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Posted 30 January 2014 - 01:19 AM

Hi

I've been trying the newest builds today.  I'm having some strange blue flipper issues while playing Tipoto's T2 1.07.  I'm not sure if this is the same issue that is discussed in the earlier pages of this thread.  The flippers are visible and they work, but they are colored blue in the middle of their stroke.  Strange.

 

Version 893 doesn't have this issue.  All of the versions that are newer than 893 have it.

If I'm missing something obvious here then please excuse my ignorance.

 

Also, dumb question here...

Now there are 2 ways to set the alpha ramp slider and other settings like RO/RU and others in VP.  One in the main video settings for VP, and another in the individual table options.  I understand the importance of being able to make settings for different tables. My confusion is this..  Which setting overrules the other?  If I set the alpha ramp slider all the way to the right in the main video settings but the table default is in the middle then which one will be followed? I'm assuming that the table options take precedence, is this correct?

 

Thanks

Junky

 

PS.  I really appreciate all of the continued work on VP.  Great work guys!



#451 patito

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Posted 30 January 2014 - 02:51 AM

interesting,i did a quick test and seems that the table settings overrule the main video settings,i always tough it was the other way around



#452 fuzzel

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Posted 30 January 2014 - 01:23 PM

Hi

I've been trying the newest builds today.  I'm having some strange blue flipper issues while playing Tipoto's T2 1.07.  I'm not sure if this is the same issue that is discussed in the earlier pages of this thread.  The flippers are visible and they work, but they are colored blue in the middle of their stroke.  Strange.

 

Version 893 doesn't have this issue.  All of the versions that are newer than 893 have it.

If I'm missing something obvious here then please excuse my ignorance.

The reason for this are two new features of the flippers: 1. the visible flag doesn't show the flipper but they are still active and the new enable flag disables a flipper completely. Older versions only had a visible flag which disabled the flipper completely. 2. the flippers are dynamic elements now (like alpha-ramps or primitives). You have to make sure that the drawing order of the flippers are correct if you use multiple flippers or alpha-ramps and draw them over eachother. The specific problem in T2 is that one flipper is made out of four flippers but each flipper has a different base color. Change the base color to white for all four flippers and they should look normal. There is another issue though, in the middle of the stroke the rubber color is getting red and not black. I haven't found the problem yet but maybe I have to add a compatibility flag to the 'new' flippers to simulate the old behavior of the visible flag.

Other tables like Mousin' around or Scared Stiff have a problem with the new visible/enable flags because the flipper decals where made with walls and the flipper itself is completely black. You can fix this by just unchecking the visible flag of the flippers on that tables.



#453 fuzzel

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Posted 30 January 2014 - 04:03 PM

rev906 adds a compatibility mode to the flipper settings. As a default this mode is activated and the flipper is a prerendered element. The visible flag also disables the flipper if this mode is set like in older VP versions. If you deactivate the compatibility mode the flipper is a dynamic object and you can use Visible/Enable flag separatly.



#454 jpsalas

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Posted 30 January 2014 - 06:07 PM

Thanks fuzzel, nice idea, now the flippers will be compatible with older tables :) (I did made a few with dropwalls, and others with ramps on top :) so now nobody needs to adjust them )


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#455 fuzzel

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Posted 30 January 2014 - 06:20 PM

yes that was the idea ;)

#456 imagamejunky

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Posted 30 January 2014 - 07:12 PM

Thanks fuzzel! I will try 906 out today.

Also, I think I answered my own question from before. The options settings for each table seem to override the video preferences in VP. I was experimenting with VSync and this seems to be the case.

Another question fuzzel. The defaults for RO and VSync show as -1, not 1. Is this a typo? Is it supposed to be 1?

Thanks again
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#457 koadic

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Posted 30 January 2014 - 08:58 PM

-1 will default to the global settings, while 0 or 1 will disable or enable the setting respectively for that specific table

#458 imagamejunky

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Posted 30 January 2014 - 10:53 PM

Thank you Koadic! That makes sense

#459 unclewilly

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Posted 31 January 2014 - 05:02 PM

Fuzzel and or Dixie.
Do you guys have a develop.mental tool that tells you what is causeing say performance issues in vp.
Of maybe like large processor hits or graphics hits

Just curious.

Trying to get to the bottom of the mb issues people are having

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#460 luvthatapex

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Posted 31 January 2014 - 05:15 PM

Scott, you know this table is 107MB, so its going to take up ALOT of memory. I noticed a few graphics like the casket that was over 4MB. Can you reduce the size of some of these objects and get the table to under 50MB? I didn't see any differnce in the casket graphic at 1.5mb (1024x1024) vs the 4MB version.

 

I am speaking about the non pc killer version. I couldn't even load the pc killer version. Just a thought!