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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#41 toxie

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Posted 23 December 2013 - 12:02 AM

782 and 783 are the interesting ones that -could- change performance relevant stuff..

 

if 783 changes performance for you, then this again is a bugfix that backfired.. :/

(but maybe there is something to be learned from this, so please also write down the tables tested that showed this, so i can reproduce)

 

782 'just' led to these damn problems with the ramp-lights by fixing a bug.. :/

but maybe has some implications on some hardware, who knows..

 

 

EDIT: just saw your edit, so the fake AA causing this unfortunately makes sense.. :)


Edited by toxie, 23 December 2013 - 12:05 AM.


#42 LoadedWeapon

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Posted 23 December 2013 - 12:13 AM

782 and 783 are the interesting ones that -could- change performance relevant stuff..

 

if 783 changes performance for you, then this again is a bugfix that backfired.. :/

(but maybe there is something to be learned from this, so please also write down the tables tested that showed this, so i can reproduce)

 

782 'just' led to these damn problems with the ramp-lights by fixing a bug.. :/

but maybe has some implications on some hardware, who knows..

 

 

EDIT: just saw your edit, so the fake AA causing this unfortunately makes sense.. :)

No just tested them no fps drop for me the newer ones had the fake fxaa checked so it was dropping my fps unchecked that and its ok. I need to try to learn how to fix the broken tables.. 



#43 koadic

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Posted 23 December 2013 - 12:25 AM

I need to try to learn how to fix the broken tables..


find the offending ramps in the editor and raise or lower them by .1 ... more or less all there is to it in the most basic sense.

#44 LoadedWeapon

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Posted 23 December 2013 - 12:51 AM

so if you could give me an example if you have a chance.. look at the cannons on the new STTNG table..



#45 ICPjuggla

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Posted 23 December 2013 - 03:37 AM

Here are my settings... I didn't take them from my cab but this is how it's set up, the only thing that's different is the screen size from the settings here..


to note if I uncheck HDR,RU or RO my performance gets terrible and I get mega stutter...

Attached Files


Edited by ICPjuggla, 23 December 2013 - 03:37 AM.

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


#46 Mitchell

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Posted 23 December 2013 - 04:11 AM

Who deleted the new table the one Randy had in? Look what happen to my table. The interwall been removed. Now I have to redo this. Was fine before. Just spotted this today.

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  • Attached File  1.png   90.56KB   16 downloads

Edited by Mitchell, 23 December 2013 - 04:13 AM.

W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB


#47 fuzzel

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Posted 23 December 2013 - 07:28 AM

Here are my settings... I didn't take them from my cab but this is how it's set up, the only thing that's different is the screen size from the settings here..
to note if I uncheck HDR,RU or RO my performance gets terrible and I get mega stutter...

looks good so far. HDR is a must but the rest is ok imho. Can you make some screenshots of the tables you have trouble with? I played the mentioned tables (at least some of them) and found no issues so far.

Edited by fuzzel, 23 December 2013 - 07:31 AM.


#48 toxie

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Posted 23 December 2013 - 10:09 AM

Something different: anybody still uses the 'Physics Max.Looptime' setting?

 

IMHO this is broken nowadays anyhow, so i would like to remove this and replace it by something else (i might be onto some more (optional) lag reduction :))


Who deleted the new table the one Randy had in? Look what happen to my table. The interwall been removed. Now I have to redo this. Was fine before. Just spotted this today.

 

I removed this special type of wall, as it just led to massively complicated code for the walls. It is automatically converted to the standard type of wall now.

Sorry for the trouble, but this was necessary going forward.



#49 jpsalas

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Posted 23 December 2013 - 10:28 AM

First, a big thank you to all Dev team for the good work.
 

The new texture of lights, for me is a bit dark,
bulbs made ​​with bumpers appear to be burnt, if you could choose in the options tables different textures to match the bumper-lights.
One small thing, the plunger options dialog windows is slightly larger than the others.
The gate is collidable only with closing angle of 0 degrees,
with closing angle different from 0 you could make gates similar to the real ones
and simulate the movement of the kickin target.

 

Thanks

 

Max

Yes, I also think the new texture for the lights is too dark. The one in the official 9.20 was better for simple lights or bumpers used as diodes/bulbs.

 

I think the gates have been like this for ages, I mean it is not a new bug that has been introduced recently.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#50 toxie

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Posted 23 December 2013 - 10:50 AM

would you guys have cooler lightmaps for bumpers and lights as default?

i would then separate the two on the way, so have one for each..

 

cause i really hate the old default lightmap, it just looks way to boring..



#51 ICPjuggla

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Posted 23 December 2013 - 02:09 PM

Here are my settings... I didn't take them from my cab but this is how it's set up, the only thing that's different is the screen size from the settings here..
to note if I uncheck HDR,RU or RO my performance gets terrible and I get mega stutter...

looks good so far. HDR is a must but the rest is ok imho. Can you make some screenshots of the tables you have trouble with? I played the mentioned tables (at least some of them) and found no issues so far.

I would make screen shots but its kind of hard to play and get the screen shot just right when the lamp in question fires.. No worries I know how to fix the problems, I just wanted to point them out for other people that don't know how and point out its more than a handful of tables that have problems.. Well actually I could prob take a few screen shots with the light objects showing off the table to the left.. It's like the light stays lit off the table and doesn't refresh but on the table it's fine.

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


#52 teppotee

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Posted 23 December 2013 - 03:03 PM

Would it be possible to add editing of ramp heights to the drawing order selection? In the current version the selection shows the height of the ramps and that helps a lot -> however if it would list top / bottom height directly and those values would be editable -> it would be really easy to fix any drawing order conflicts with same height objects directly from that screen without selecting each ramp separately from the editor.

 

I'm trying to fix some of my night mods and noticed that for example STTNG has a lot of ramps set on the same height. Being able to fix them from one screen would be really great addition.

 

The ball trail is awesome btw.! Just yesterday I was thinking that VP is missing this feature and I certainly was not expecting it to be implemented... and next time I look into this thread -> it's there! :D



#53 krille81

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Posted 23 December 2013 - 03:08 PM

If you have RU checked. Then i understand you run into graphic problems with the tables with GI lights, and some other tables.



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#54 ICPjuggla

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Posted 23 December 2013 - 03:51 PM

I need RU checked or my performance suffers and I get stutter city on the more demanding tables.

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


#55 toxie

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Posted 23 December 2013 - 03:55 PM

I also have RU checked but i don't see problems on the tables that were mentioned (the ones i played recently)..



#56 ICPjuggla

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Posted 23 December 2013 - 04:14 PM

Lets take Atlantis as an example.. Do you have problems with that table?

For me the back 3 lights show graphic glitches..

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


#57 toxie

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Posted 23 December 2013 - 04:45 PM

Something different: anybody still uses the 'Physics Max.Looptime' setting?

 

IMHO this is broken nowadays anyhow, so i would like to remove this and replace it by something else (i might be onto some more (optional) lag reduction :))

 

rev 809 adds this now.. i would say its experimental currently, so please test the hell out of this if 809 improves lag over 808 (i say yes on my cab with stereo 3D enabled, but could also be wishful thinking) or if it has other unintended sideeffects with the key/devices inputs..

 

In addition it also changes the old/outdated 'Physics Max.Looptime' setting to 'Physics Max. Loops' (see in the table/backdrop physics options)
This allows to specify the maximum number of iterations spent in the physics update.
By setting it f.e. to 1, the rendered frame updates will -always- match the physics updates, everything above 1 allows for multiple physics updates per frame
(2, 3 or 4 can be good values for this, as it slows down the physics temporarily if the FPS drop below 50, 33 or 25 in these cases).

 

Please also test the hell out of this and report good values on your setup.



#58 koadic

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Posted 23 December 2013 - 05:45 PM

so if you could give me an example if you have a chance.. look at the cannons on the new STTNG table..

 
 

Would it be possible to add editing of ramp heights to the drawing order selection? In the current version the selection shows the height of the ramps and that helps a lot -> however if it would list top / bottom height directly and those values would be editable -> it would be really easy to fix any drawing order conflicts with same height objects directly from that screen without selecting each ramp separately from the editor.
 
I'm trying to fix some of my night mods and noticed that for example STTNG has a lot of ramps set on the same height. Being able to fix them from one screen would be really great addition.
 
The ball trail is awesome btw.! Just yesterday I was thinking that VP is missing this feature and I certainly was not expecting it to be implemented... and next time I look into this thread -> it's there! :D


I went ahead and adjusted the ramps for STTNG, much more of a pain in the butt than I had thought because of the angled ramps used for the flashers and the ships, all of them with different heights.... but I think I got it fixed, check your PM teppotee, you should have a link to the file.
 
 

Lets take Atlantis as an example.. Do you have problems with that table?

For me the back 3 lights show graphic glitches..


I see no glitches on the back 3 lights, no matter what settings I use for RO and RU... anyone else?

#59 ICPjuggla

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Posted 23 December 2013 - 06:16 PM

on Atlantis the issue is clear for AFM I needed to blow up the section as it's not noticeable in the shot that much but on my cab it sticks out like a sour thumb.. a big red line after the light is fired the white lite dose the same thing.. I put a box around it but it might still be hard to see...

 

 

 

 

 

Attached Files


Edited by ICPjuggla, 23 December 2013 - 06:19 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


#60 koadic

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Posted 23 December 2013 - 06:41 PM

For atlantis, are you sure you haven't changed the ramps used for the lights from the ones in the released version? as it looks like those are using alpha blending and on my copy of v1.1, alpha blending isn't used... Anyway, you will need to make sure there is a variation in the height or location (doesn't have to be very big, moving the center ramp back by .1 units might do the trick, then just make sure the left and right ramps are ordered above the center ramp.

As far as the AFM table, that is something that should be fixed as it happens on quite a few tables... I had to use some solid ramps and walls to hide it on the CV table...