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VP10 is here (beta)

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#541 Horrible

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Posted 06 February 2015 - 09:04 AM

 

check if you have enabled MSAA in your graphics card control panel (Antialiasing Mode in NVIDIA speak), and disable it please/set it to default.

 

Toxie

 

Thanks for the reply (I assume this was for me?) - yep, tried that, it didnt do it.  Have the same problem with UW's MB.  I'm on an old driver (9.18.13.3221) as the last time I updated it all went hoorbly wrong.

 

Do peple generally think its ok to go to a new version?  Do you think this might help?

 


 

 

 

H

 

 

 

OK it looks like this is just me then, but I've updated the NVIDIA drivers to the latest, set everything in the control panel to default and still can't get the ball to launch.  When I press the player button, I hear the mechanical sound to put the ball into the lane and see briefly the edge of the ball before it goes back behing the apron.  Last night a ball actually made it into the lane, I launched it and it jammed under a popper (UW - MB).

 

Any ideas would be appreciated or even if someone could post their NVIDIA settings to try.

 

 

EDIT - SOLVED!

 

The issue was nothing to do with graphics.

It was the analogue nudge settings causing mayhem (I have a MS sidewinder pro controller in the cab).  I have had to redo the nudge settings in the Vpinball keys menu (i previously didn't think this would be a problem).

 

All working now (except for some pink bits on MB).

 

H


Edited by Horrible, 08 February 2015 - 04:51 PM.

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#542 unclewilly

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Posted 06 February 2015 - 09:32 AM


Now that walls have transparency as well maybe try it with a wall instead to see if the fps are better.
im about to try the same thing with mb as it also uses a table sized ramp for the playfield image. For insert text overlays i just use a small ramp per light so i can use higher res images for the text

If walls could have imagemodeworld I would absolutely....

The top of a wall is imagemodeworld

"it will all be ok in the end, if it's not ok, it's not the end"
 
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uw2.gif


#543 fuzzel

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Posted 06 February 2015 - 10:07 AM

rev1654 is available. Besides bugfixes I disabled the aspect ratio hack for the ball shape. The hack was a relict from VP9. But I added the ball handling to the camera mode. To find a good backdrop setting for fullscreen tables you can do the following:

- create a invisible wall with a shape like a bucket in the upper half of the table

- start the camera mode (Table -> Camera Mode)

- open the debug menu and activate "Throw balls in player"

- drop a ball into the bucket or let it roll into it

- now tweak the backdrop settings until the ball is more or less round.

 

The biggest impact on the egg shaped ball is the y scaling in fullscreen mode together with FOV so you have to work with the scaling and to fit the table on the screen again you must change the z-offset to zoom out of the table. The results can vary because of the table dimension and your resolution.

Also I changed the default table in that way so you can test it in fullscreen mode.



#544 Chef Balsay

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Posted 06 February 2015 - 10:40 AM

thank you guys! the spinning looks great, the physics too. and of course the lighting option is killer :otvclap:

 

 

Scorpi.us, did you see my VPX demo?

 

I only found out today your demo, but it's AAAWESSOOOOME!


My storyline of VP here: https://www.youtube....reJRTR-yLRUxrH3

 


#545 chepas

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Posted 06 February 2015 - 01:24 PM

Is it possible you could add holding down a key in camera mode to make changes go faster or a shift button?


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#546 unclewilly

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Posted 06 February 2015 - 01:34 PM

Good call on that. Not so much for the scales fov layback or inc
but definately for the offsets

"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


#547 gtxjoe

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Posted 06 February 2015 - 04:18 PM

Instead of the bucket for the ball, just set the table slope to 0 and then you can place debug balls all over the playfield if you want while determining best backdrop setting



#548 ClarkKent

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Posted 06 February 2015 - 05:44 PM

Tried the latest version and still have a slight stuttering of the ball now and then. But vsync is turned on (60 fps). Ball movement is smooth, suddenly it begins to stutter for 3 or 4 seconds just to get smooth again. Happens on all tables available until now.



#549 boiydiego

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Posted 06 February 2015 - 06:21 PM

will there be in vp10 more then 4 dmd shades that can be used like for lcd dmd users ?


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#550 freneticamnesic

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Posted 06 February 2015 - 06:50 PM

will there be in vp10 more then 4 dmd shades that can be used like for lcd dmd users ?

 

That's a VPinMAME development question



#551 Carny_Priest

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Posted 06 February 2015 - 06:59 PM

But there is now the option for VP to render the DMD? Or am I misunderstanding what UW was doing for the DT version of MB?

#552 boiydiego

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Posted 06 February 2015 - 07:00 PM

in past there was some talking about it , since i tought its a visual pinball thing maybe that with vp10 it was possible 14 or 16 shades would make a great diffrence for lcd users without doubt , sorry for wrong topicpost also ,just liked to know IF it could be done , looking at realy pinballcabs with colordmd's makes me want to know it even more :D

4 shades was big step forward but 14  :shutup:  :lusty:


Edited by boiydiego, 06 February 2015 - 07:02 PM.

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#553 fuzzel

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Posted 06 February 2015 - 07:14 PM

rev1657 is up. I activated the ball aspect ratio fix again because some people need it.


Edited by fuzzel, 06 February 2015 - 07:14 PM.


#554 Shockman

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Posted 06 February 2015 - 07:25 PM

There is still a memory leak. I don't know how many times i jumped in and out of the editor (maybe about 20)

 

There was a windows error beep and and a low memory error (I have 12 gig) then the hresult (sic?) error display.

 

Now no version of VP10 works. It loads and crashes at table load. It's not the .VPX because nothing loads. A file new brings up the editor without a table or options panel.

 

I need to clear VP10 from the registry and try again.

 

Using at the time VP10 beta 1654

 

Win 8.1 64 / AMD A10 

 

Can I have some guidance on what registry entries to delete.


Edited by Shockman, 06 February 2015 - 07:33 PM.


#555 gtxjoe

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Posted 06 February 2015 - 08:36 PM

Registry for VP10

Computer\HKEY_CURRENT_USER\Software\Visual Pinball\VP10



#556 Shockman

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Posted 06 February 2015 - 08:47 PM

Thanks. I just popped in to say I got it.

 

I am also making progress on Mr. & Mrs. PAC-MAN



#557 onemanproject

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Posted 06 February 2015 - 09:19 PM

Papa smurf table plays very well. Awesome ! Thanks to all guys are involved :love39: :dblthumb:

 

Edit: Now it looks like Future Pinball lol. Hope to see more vp X tables in the near future. :)


Edited by onemanproject, 06 February 2015 - 11:20 PM.


#558 chepas

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Posted 06 February 2015 - 09:20 PM

Spending too much time on the lighting! Trying to get game code finished. I couldn't figure out why when I turned up the slider to daytime I had these horrid purple bits everywhere, turns out, as I was messing with flashers and using the overlays that was the cause, will leave that alone until I can get my head around that.

 

https://www.dropbox....vt/ed1.png?dl=0


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#559 freneticamnesic

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Posted 06 February 2015 - 10:18 PM

Yea! My light inserts started turning red when I adjust the nightday slider



#560 chepas

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Posted 07 February 2015 - 06:09 AM

The rubbers are acting a bit weird for me. Seems to be a lot of what I'm going to call backspin and sinking in. I think a lot of them were left with the default settings and have friction of 0.8. Maybe they need to be a lot lower, papa smurfs are 0.2.

 

Might be an idea to change this value lower for a default setting if that's the case? The backspin is pretty unrealistic, I don't recall seeing much of that in a real game.


Edited by chepas, 08 February 2015 - 12:13 PM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000






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