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VP9.1.6 Alpha/Beta Bugs & Feedback


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#561 Aaron James

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Posted 24 August 2013 - 04:02 AM

Rev639Add a decal to new table, right click on it, VP crashes.


You're not right clicking correctly. ;-)

vpsig.jpg


#562 Bob5453

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Posted 24 August 2013 - 04:17 AM

Rev639Add a decal to new table, right click on it, VP crashes.


You're not right clicking correctly. ;-)


Might just me then, but it does happen everytime here....

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#563 kiwi

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Posted 24 August 2013 - 12:17 PM

Very useful this feature.
Zooming in a lot, in the list there are also
objects that are not under the cursor.
I confirm that Bob says, adding a decal VP crashes.
 

Thank you very much.

 

Max



#564 fuzzel

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Posted 24 August 2013 - 04:50 PM

Yes I know. I have to fix some other stuff in the code and hope I found all areas.

#565 fuzzel

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Posted 24 August 2013 - 08:51 PM

Ok rev 640 is ready. In this version I also added support for copy'n paste primitives.

 

Happy testing!



#566 SpykeDaddy

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Posted 25 August 2013 - 12:35 PM

There are a lot of 9.16 tables posted now. Is there a stable "unofficial" rev that everyone is using to play these tables? Just curious as I tend to stay with stable, released versions of software. (Windows doesn't count, lol.)  

 

I love the pics of the graphics updates and all these pre-production releases are maddening!  :twiddling:

 

Thanks to everyone for updating the software and tables. Combined with the gorgeous cabinet I made, you bring such joy into my home for my boys and I.

 

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#567 Aaron James

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Posted 25 August 2013 - 03:15 PM

 

 

Rev639Add a decal to new table, right click on it, VP crashes.


You're not right clicking correctly. ;-)

 


Might just me then, but it does happen everytime here....

 

Haha, just giving ya a hard time bob, it crashed for me too :-)


Also, in these last revisions, the red and blue Ferris wheels in Hurricane become grey, and lose their coloring. It's ok in rev 627&628


vpsig.jpg


#568 ICPjuggla

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Posted 25 August 2013 - 04:13 PM

I'm seeing some pf anomalies, black lines from light objects where they are placed on the pf in the latest rev..

Hope that makes seance.

Looks like this guy is having the same problem with pf lines..

http://www.vpforums....339#entry236529

Edited by ICPjuggla, 25 August 2013 - 05:47 PM.

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


#569 fuzzel

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Posted 25 August 2013 - 06:20 PM

hmm I'm going to cross check my latest changes in the code regarding lights but the user in that other thread said he used 628 and I didn't change anything there. Since rev 630 I made some changes which could produce gray lights a mentioned by Aaron.
Let's what I can find out.

#570 ICPjuggla

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Posted 25 August 2013 - 06:48 PM

I'm using the latest compiled rev and seeing the same thing if that helps..

Edited by ICPjuggla, 25 August 2013 - 06:57 PM.

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


#571 fuzzel

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Posted 25 August 2013 - 07:05 PM

I can't reproduce the lines issue here neither the ferris wheel color loss issue but I'm using an ATI card. Maybe a change in the code produces that problem on nVidia cards? I'll try on a different machine tomorrow.



#572 ICPjuggla

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Posted 26 August 2013 - 05:28 AM

fuzzel,
Problem solved with the lights creating lines on the pf using Nvidia. antialiasing needs to be turned off in Nvidia settings.. :-)

It's weird b/c I'm the only one that would go into that section on my cab and I don't remember ever turning it on. but somehow it was activated. Maybe a ghost in my machine! lol :-)

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


#573 fuzzel

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Posted 26 August 2013 - 07:16 AM

Ah good to know. I couldn't reproduce this error even on my other machine.

#574 koadic

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Posted 26 August 2013 - 12:16 PM

Ok, 640 is compiled and uploaded.

#575 PilzTom

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Posted 26 August 2013 - 04:37 PM

I started an own thread for this but no reply there...: Is there any kind of documentation or instruction how to setup a development environment for VP? What tools are needed?


Currently building playing a low-cost cab: 39''/27''/15''

System: Intel Core i5-4570, Asus P8Z77-M, 8GB, EVGA GTX650 Ti Boost 1GB, Win10 Pro x64 , 3 screen setup


#576 fuzzel

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Posted 26 August 2013 - 08:28 PM

Not much, you need Visual Studio 2005,2008,2010 or 2012 and the DirectX SDK (August 2007). That's basicly all what you need. Install the DX SDK, open the VS project file for your VS version, set the include and library paths and you are ready to go.



#577 DreamTrap

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Posted 27 August 2013 - 06:25 AM

wow rev640 is really bad i get stutter off the charts on everything soon as i downgraded it went away


Edited by DreamTrap, 27 August 2013 - 06:26 AM.

My wheels CHECK THEM OUT HERE.

Fantasy Tarcisio style Popper Wheels

Cab specs:

Spoiler

 


#578 PilzTom

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Posted 27 August 2013 - 08:55 PM

Did several plays (MM, AFM, NBA, T2CE) with 940, no issues so far. Framerate seems to be slightly lower in AFM than with 628 but its playing very smoothly anyway (AFM has strange framerates it starts with 100 until you launch first ball, then it is about 600 but I have this since the beginning). With NBA Fastbreak I have about 600 FPS also during Multiball with all Flashers flashing - very nice!

What I found (but I think I had it also before) is that when a ball is in a saucer like in Merlins Magic in MM half of the ball is somehow covered by a part of the playfield.


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#579 fuzzel

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Posted 27 August 2013 - 09:18 PM

Thx PilzTom, good to know...the revisions 630-640 hadn't any changes in the way how stuff is rendered. The last revisions where just bug fixes for two new features of the editor. Though the could be a small downgrade in the framerate

because I needed to change the material cache but it seems that this change improved the overall stability of VP (at least on my system) :)



#580 Bob5453

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Posted 27 August 2013 - 11:08 PM

Last rev 640 is working nice here, stable so far. I used the last few revisions to edit a table, which is why I could report a few things. Nice work and thanks for fixing the stuff I mentioned.

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