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VP9.10 Bug Reports


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#41 cupid

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Posted 31 January 2011 - 07:47 AM

QUOTE (faralos @ Jan 31 2011, 04:45 AM) <{POST_SNAPBACK}>
"And yes: once the table is saved with 9.0.10 you can't open it with 9.0.9, since there are new features, vp 9.0.9 does not understand how to handle." IMO i don't see much use for it if it's not backwards compatible UNTIL ALL the bugs are ironed out of it and more people start to use it. Does this also mean that the tables made in vp10 only work in vp10?


How should 9.0.8 handle new features such as alpha ramps, PNG or Layback? As with every software, that has new features in the newest versions, the new features only work in in these.

QUOTE (faralos @ Jan 31 2011, 04:45 AM) <{POST_SNAPBACK}>
A BUG I WOULD LOVE TO SEE FIXED:
from 9.05 all the way thru vp9.09 there is no way to put a drop target onto a droppable surface (i.e. a PF) and have it show up! I had this problem with the ZEN table way back, and with each new release quietly hoped it would have been fixed as I did post about this problem two years ago when i first started that pin.
The only saving grace is now in vp9.09one can put an image onto a light as either an off image or as the 'on' image. this has saved my dogtown pin as i am putting in a changing PF and with the droppable PF surface all my objects already on that surface disappeared when I clicked on the 'can drop' option for the PF! thanks goodness vp9.09 lets you put images on lights.


I don't understand this.

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#42 sleepy

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Posted 31 January 2011 - 08:09 AM

Faralos, to put a Drop Target on top of a dropping Wall, you need to do a workaround by using two Drop Targets for each one. Put the first Drop Target on top of the Wall that you want to drop and set the Bottom Height of this Drop Target to the Top Height of the dropping Wall that it sits on, and put a second Drop Target under the dropping Wall and set this second Drop Target to .IsDropped = True when the playfield Wall is up.
When you drop the Wall that the first Drop Target sits on, you also drop that Drop Target with no points for the drop. Draw that Drop Target with No Shadows.

When the Playfield Wall drops you then also reset the second Drop Target underneath the Playfield Wall to .IsDropped = False.

As for Images on Lights working when Lights on top of dropping Walls render under the Wall. How can that be?

For clarity, when you put a Light on the top Surface of a dropping Wall (set to Has Hit Event and Can Drop), the Light is rendered under the Wall instead of on top of the Wall. This is a very old bug.

Edited by sleepy, 31 January 2011 - 08:15 AM.


#43 rascal

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Posted 31 January 2011 - 11:39 AM

I believe what faralos is trying to explain is when you have a large wall drop and you have smaller walls on top that are set to drop, they don't get repainted when the big wall drops. I noticed while making this demo, that it only happens after about midway up the playfield. Run the demo attached.

I have one big wall that drops below the playfield and six sets of 2 targets. The targets on the right have Can Drop enabled. The targets on the left have Can Drop disabled. Notice how everything is fine until you pass midway up the playfield. The the targets on the right disappear when the big wall is dropped. Yet they still cast a shadow. So something is happening that they are not being redrawn.

The pairs of targets are identical as I just did a copy and past of the first set and moved them.

This is not a new bug in 9.10, this is a bug from way back.

EDIT: I can even be more exact. This happens when the Y location of the lowest control point is less then 955. Move one of the center sets up and down one Y location at a time. You will see that everything is fine at 955 and then at 954, the target disappears. At least it did on my computer.

Attached Files


Edited by rascal, 31 January 2011 - 11:52 AM.

Posted Image


#44 sleepy

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Posted 31 January 2011 - 12:14 PM

Hey Rascal, what happens if you adjust Layback?
I'm thinking the Control Point of the Target might be dropping through the perspective adjust for the Table and wondering if Layback helps to cure it?
I'd check it myself, but my video card blew after my cat pissed on it and I'm...I'm hobbling along on a pre-DX9 substitute for now.

#45 rascal

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Posted 31 January 2011 - 12:27 PM

QUOTE (sleepy @ Jan 31 2011, 06:14 AM) <{POST_SNAPBACK}>
Hey Rascal, what happens if you adjust Layback?
I'm thinking the Control Point of the Target might be dropping through the perspective adjust for the Table and wondering if Layback helps to cure it?
I'd check it myself, but my video card blew after my cat pissed on it and I'm...I'm hobbling along on a pre-DX9 substitute for now.


Sorry, can't test that right now as I have to get ready for work. Maybe someone else can check that.

Posted Image


#46 faralos

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Posted 31 January 2011 - 01:28 PM



" I am not quite sure what you mean? I have made drop targets with images on them without a problem. Or, am I not reading you correctly?"
[/quote]

what i am trying to say is with two pins now, i wanted to have an entire PF drop to reveal another PF image. ok two droppable pf's work just fine, EXCEPT once another drop target goes onto that droppable PF surface, that object is rendered invisible! It does not show up at all, once the 'can drop' option is pressed for the PF. i tried numerous things trying to get it to show up, even trying to set it up at a higher level so it wasn't literally sitting on the drop surface, but still nothing. Then it occurred to me to use a light with the on and off image of two different playfields. and do it that way, just turning the light on and off, instead of switching out the entire playfield.

But it still would be nice to be able to put a droppable object onto another droppable object and have them both show up!
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And most important, have the courage to follow your heart and intuition.”
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#47 unclewilly

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Posted 31 January 2011 - 01:35 PM

I think it really depends on the size of the droppable surface.
The raising playfield in dr who that I built
For oooplayer1ooo is made of dozens of droppable
Walls stacked on top of each other

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#48 Sabbat

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Posted 01 February 2011 - 10:45 PM

For some reason, some tables (not all that i've tested) "play" really super duper choppy for no apparent reason, its totally unplayable. I don't know if its a memory leak or what, for example i was playing JP's cirqus voltaire just fine and about 20 mins into my game it just became unplayable, so i shrugged my shoulders with an ohwell. Now i just loaded JP's Tee'd Off and right from the get go it was running very choppy and unplayable, i then ran the table in vp909 and it was fine.

edit: after running in 909 i switched back to 910 and the instant choppyness was no longer their, but I still have a feeling it would get choppy as i progressed.

Edited by Sabbat Moon, 01 February 2011 - 10:49 PM.

If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#49 unclewilly

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Posted 01 February 2011 - 10:48 PM

fixing the bugs now, the latest revision plays nicely

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#50 lettuce

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Posted 01 February 2011 - 10:55 PM

Good news!!

QUOTE (unclewilly @ Feb 1 2011, 10:48 PM) <{POST_SNAPBACK}>
fixing the bugs now, the latest revision plays nicely





#51 bent98

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Posted 01 February 2011 - 11:43 PM

QUOTE (lettuce @ Feb 1 2011, 10:55 PM) <{POST_SNAPBACK}>
Good news!!

QUOTE (unclewilly @ Feb 1 2011, 10:48 PM) <{POST_SNAPBACK}>
fixing the bugs now, the latest revision plays nicely



It runs great. Won't be long. Alot of bugs fixed and new feature.


QUOTE (lettuce @ Feb 1 2011, 10:55 PM) <{POST_SNAPBACK}>
Good news!!

QUOTE (unclewilly @ Feb 1 2011, 10:48 PM) <{POST_SNAPBACK}>
fixing the bugs now, the latest revision plays nicely



It runs great. Won't be long. Alot of bugs fixed and new feature.


#52 destruk

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Posted 02 February 2011 - 12:12 AM

Shagendo is adding another editor feature - should be done by this coming weekend, then we need to have the beta test team run it through a lot of paces to make sure it is working properly again.

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#53 jimmyfingers

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Posted 06 February 2011 - 07:12 PM

This is my first post and as such I feel that, before I mention the bug I think I’ve found, I should thank all the developers and the table authors for their major contributions to this whole scene. I have only been involved in it for a few months but have since built a 2 screen set-up and am blown away by some of the table quality and enjoyment. With simply the amount of hours I have spent, getting things going and tables tweaked to my set-up, I understand how much more time some people must spend to actually make these tables and software updates / fixes. I don't think I can adequately relay the extent of my gratitude for these people or say thanks enough for providing it for free.

The new layback feature is amazing but I have noticed a bug with ball decals when using it. Decals are leaving “marks” or “blotches” on the screen up on the top half or top third of the table when the ball travels slowly or arcs over an area. I’ve confirmed that it’s the decals themselves and you can even see the rounded “plus” sign show up on a good enough instance. This only seemingly happens with a high enough layback setting of about 60 or more.

I didn’t include a screen capture as it’s easy to do with a brand new table, just set the colour to something light, put a decal on the front and / or back of the ball (I’ve being testing with the common ones), and set the table to something like Incline 4, FOV 45, Layback 70 (it happens at lower settings but is more prevalent and easier to reproduce on higher layback settings). I’ve tested it in hardware / software rendering mode, various different settings within the program, on 3 different computers with different OSes, and even different drivers.

I hope it’s just part of the other decal issues as the layback feature is really amazing and with a little incline and FOV tweaking has made things look deep / 3D. The ball decals are nice too as it helps make the ball look like its rolling. I can provide more information if necessary. I searched and saw no talk of this issue which is why I decided to post at this crucial point with bug fixes currently taking place but wanted to do a fair bit of testing before mentioning.

Sorry for the long post, but I had to say thanks first.


#54 Rawd

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Posted 06 February 2011 - 07:27 PM

Hey James, welcome to the forum. Cupid sent me a new version of 9.10 that fixes the issue that you speak of. I would imagine that they will release a new version soon.



 


#55 TedB

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Posted 06 February 2011 - 08:08 PM

Great to see there is direct communication with the devs and they are taking the appropriate actions.
VP has come a long way after it was declared dead. Very good job, thanks to all involved and keep it up. The work is appreciated by many dblthumb.gif

#56 pinball buzz

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Posted 06 February 2011 - 08:17 PM

Just to echo the thanks to all involved cool.gif cool.gif cool.gif cool.gif

Looking forward to the new and improved - for the time being, using 9.08 again, as I can`t live without Uncle Willy`s Pinball Pool, with working bumpers biggrin.gif

Keep up the good work guys,

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#57 Othello

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Posted 06 February 2011 - 09:40 PM

And I'd love to get the full playfield graphics back. Several tables turned into this (like Strikes and Spares here):


Many of my tables started doing this when I unpacked 9.10Minimal. Strange thing is, I put 9.08 back and the tables are still horked! No tables were saved and I've tried changing HD Render option. What else can be done?

#58 Othello

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Posted 06 February 2011 - 10:33 PM

QUOTE (Othello @ Feb 6 2011, 04:40 PM) <{POST_SNAPBACK}>
And I'd love to get the full playfield graphics back. Several tables turned into this (like Strikes and Spares here):


Many of my tables started doing this when I unpacked 9.10Minimal. Strange thing is, I put 9.08 back and the tables are still horked! No tables were saved and I've tried changing HD Render option. What else can be done?


And I found the registry hack/fix for the HD Render box and all is well again.

#59 jimmyfingers

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Posted 06 February 2011 - 11:13 PM

QUOTE (Rawd @ Feb 6 2011, 02:27 PM) <{POST_SNAPBACK}>
Hey James, welcome to the forum. Cupid sent me a new version of 9.10 that fixes the issue that you speak of. I would imagine that they will release a new version soon.

That's great news about the new version fixing things! Thanks for the quick follow-up. I'm looking forward to the new version and going through some tables to lay on some layback.

#60 cupid

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Posted 06 February 2011 - 11:55 PM

QUOTE (jamesfegress @ Feb 7 2011, 12:13 AM) <{POST_SNAPBACK}>
QUOTE (Rawd @ Feb 6 2011, 02:27 PM) <{POST_SNAPBACK}>
Hey James, welcome to the forum. Cupid sent me a new version of 9.10 that fixes the issue that you speak of. I would imagine that they will release a new version soon.

That's great news about the new version fixing things! Thanks for the quick follow-up. I'm looking forward to the new version and going through some tables to lay on some layback.

Indeed, this bug was fixed. But we have some bugs open, that were found by the community. We are working on these bugs and hope we can fix them. Please be patient and wait for a new realease where all known bugs are fixed.

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