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VP9.1.6 Alpha/Beta Bugs & Feedback


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#481 Herweh

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Posted 31 July 2013 - 09:17 AM


And maybe releasing an official 9.1.6 before starting that?

 

 

Releasing an official 9.1.6 makes much sense as there happened a lot great stuff and progress after 9.1.5. :otvclap:


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#482 Pablouk

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Posted 31 July 2013 - 09:33 AM

Yes a release would be good. I have not used my cab in a while so it would be nice to drop the latest version into it and see what improvements have been made.

 

is there any specific tables i should download to see the biggest benefits graphically??

 

Thanks for any advice as i have not really been keeping up with all that you guys have been doing.



#483 fuzzel

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Posted 31 July 2013 - 01:08 PM

Yep... but if we start that we should call the next version 9.5 or if we change to dx9 it should be version 10.
We can try to make it as compatible to the current version as possible but I think everyone should know that this won't be for every table ;)

#484 unclewilly

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Posted 31 July 2013 - 01:29 PM

I have no problem updating my tables if it means going to dx 9

just as we did when vp9 came out, we will all update or rebuild the tables for the better new version
Appreciate your work guys

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#485 hotdp

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Posted 31 July 2013 - 02:04 PM

dx9, this thread is getting more and more exciting! Sounds like the big step is closing in.



#486 fuzzel

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Posted 31 July 2013 - 02:56 PM

nah the big step is far far away :D

#487 hotdp

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Posted 31 July 2013 - 03:16 PM

nah the big step is far far away :D

 

But closer? ;)



#488 toxie

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Posted 31 July 2013 - 06:19 PM

small update: rev 628 makes the adaptive vsync more configurable (lets you choose the refresh rate you would want to have) as requested by jimmyfingers



#489 numiah

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Posted 31 July 2013 - 07:24 PM

DX9 would be a mans wet dream !


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#490 Joe

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Posted 31 July 2013 - 08:15 PM

Yep... but if we start that we should call the next version 9.5 or if we change to dx9 it should be version 10.
We can try to make it as compatible to the current version as possible but I think everyone should know that this won't be for every table ;)

Yes if it will need table updates to run then call it Ver 10



#491 bent98

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Posted 31 July 2013 - 08:40 PM

While your begin to migrate to DX9 VP10, if you encounter any further optimizations or fixes along the way can you incorporate them into VP 9.17 beta?  I agree  its about time you guys went full force on DX9 port as trying to save compatibility is just slowing down your progress.

 

Thanks for making VP a much more enjoyable experience and thank you to all the table modders and builders who utilize your improvements to the code!



#492 fuzzel

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Posted 31 July 2013 - 08:46 PM

 

nah the big step is far far away :D

 

But closer? ;)

 

nope not even close :(

 

the first step we have to do is to eliminate the sprite blitting. Doing that means a rework of the graphics engine. We have to change all elements (flippers, gates, walls and so on) to dynamic elements (like alpha ramps and primitives).

I started with the walls but my first ugly try wasn't really enjoyable, the fps droped down to 2fps :D

I think I have to dig much deeper to find a better way...

 

 

 

Yep... but if we start that we should call the next version 9.5 or if we change to dx9 it should be version 10.
We can try to make it as compatible to the current version as possible but I think everyone should know that this won't be for every table ;)

Yes if it will need table updates to run then call it Ver 10

 

You certainly will need that. Changing the render engine means that some methods you use today won't work anymore or will look odd.



#493 Pablouk

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Posted 03 August 2013 - 03:31 PM

OK i have just setup my cab again and got rev 628 is there any quick specific option changes i need to make to get the best graphics experience?

 

Iam not really up to speed on the changes that have been done but iam going to give it a go anyway.

 

Any advice would be nice

 

Cheers Paul



#494 Snipy74

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Posted 04 August 2013 - 09:38 AM

Hello all,

 

First, thanks for all your great work on VP :)

 

Second, I don't know if this can help, but I noticed a little problem with the rev628, when I launch ST-TNG : I can't have ball after pressing Start, and the 2 flips stay inactive. It was OK with rev627.

But it's maybe only on my computer (Win7 64bit, vp launched as admin)...



#495 yeahboy123

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Posted 05 August 2013 - 01:18 AM

Any idea when the Visual Pinball Installation Guide will be updated with the VP 9.1.6 Standalone?

Thank you!



#496 Snipy74

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Posted 05 August 2013 - 08:55 PM

Another strange behavior of rev628 on the new Demolition Man (Teppotee's one). The 2 flips don't react very well  (with delay), and sometimes stay blocked (in high position) untill the next time I press the shift key.

No problem with rev627.



#497 Tom1965

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Posted 05 August 2013 - 10:16 PM

Another strange behavior of rev628 on the new Demolition Man (Teppotee's one). The 2 flips don't react very well  (with delay), and sometimes stay blocked (in high position) untill the next time I press the shift key.

No problem with rev627.

had this issue with 626 with NBA fastbreak and now works fine with 628. I did also notice the crashing issue is corrected with the 628 . Everything is running sweeeeeeet. Haven't tried Demolition man yet.



#498 PilzTom

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Posted 06 August 2013 - 05:30 AM

Yes. I also can confirm this flipper-stuck-issue with 626 and NBA Fastbreak. But this occurs for me only when using the d2BS backglass version. When playing the FS version without backglass it works fine.


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#499 Snipy74

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Posted 06 August 2013 - 08:13 PM

Ah yes, you're right !

My two problems (on ST-TNG & Demolition Man) go away when I disable the d2BS backglass (I didn't try the rev626, but it was OK with the rev627)



#500 darquayle

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Posted 06 August 2013 - 11:30 PM

Can you verify your backglass is running in exe mode?