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The road to VP10


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#41 unclewilly

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Posted 06 May 2014 - 12:39 PM

How's things going on this.
Noticed a few commis at sourceforge

"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

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#42 fuzzel

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Posted 06 May 2014 - 01:40 PM

I'm done with the mesh ball. Now I'm working on the lights but the results aren't that nice so far.



#43 unclewilly

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Posted 06 May 2014 - 03:03 PM

Awesome fuzzel. If and when you need some help testing. My door is always open
;)

"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


#44 unclewilly

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Posted 07 May 2014 - 12:34 AM

Oh yeah. Do you mean insert lights or gi lights.

A bulb object for gi would be cool.

I have nice models for them

"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


#45 Tastaylor

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Posted 07 May 2014 - 10:17 AM

will the new vp10 run ok on windows 7 32 bit or should I upgrade to 64 bit (Pros and Cons?)



#46 mukuste

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Posted 07 May 2014 - 10:31 AM

32bit will be fine. I don't even know if we can produce a 64bit version since VPinMAME would need to be ported to 64bit first, that's a bit of a hurdle.



#47 fuzzel

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Posted 07 May 2014 - 10:53 AM

will the new vp10 run ok on windows 7 32 bit or should I upgrade to 64 bit (Pros and Cons?)

You can use both...My personal opinion is that the graphics card drivers seem to be more optimized for 64bit systems but I could be wrong here.



#48 insx

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Posted 07 May 2014 - 11:41 AM

I haven't been keeping up lately, I take it this is DX9 based?



#49 mukuste

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Posted 07 May 2014 - 11:44 AM

The latest VP9 release, 9.9.0, is already DX9 based. VP10 will continue to be based on DX9.



#50 Mitchell

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Posted 07 May 2014 - 03:50 PM

VP 9.9.0 is buggy on the lights. You will see on my post in the VP Help Center area.  I don't know what causes it. :(

 

I'm willing to beta testing the new changes. Hit me up as beta testers please. :)


Edited by Mitchell, 07 May 2014 - 03:52 PM.

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#51 mukuste

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Posted 07 May 2014 - 04:07 PM

VP 9.9.0 is buggy on the lights. You will see on my post in the VP Help Center area.  I don't know what causes it. :(

 

I'm willing to beta testing the new changes. Hit me up as beta testers please. :)

 

It's not much use posting that in the Help Center, bug reports should be made here. I wasn't aware of that thread.



#52 Dozer316

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Posted 07 May 2014 - 04:36 PM

Hi folks, are we able to submit requests here or is there another thread for that? (Sorry, been away for a while).



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#53 unclewilly

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Posted 07 May 2014 - 04:48 PM

There is a vp10 ideas thread for feature requests

"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


#54 Dozer316

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Posted 07 May 2014 - 04:49 PM

Cheers.

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#55 Mitchell

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Posted 07 May 2014 - 09:02 PM

I recommented have the VP 9.9.0 remove after the issues is gone in VP 10.0 beta. Host that after the issues is gone. :)

 

I love the ball rolling effect.


Edited by Mitchell, 07 May 2014 - 09:03 PM.

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#56 Tastaylor

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Posted 08 May 2014 - 07:11 AM

 thanks for the input guys



#57 Les73gTx

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Posted 08 May 2014 - 09:56 PM

I recommented have the VP 9.9.0 remove after the issues is gone in VP 10.0 beta. Host that after the issues is gone. :)
 
I love the ball rolling effect.

.
.
Are you saying that the VP 9.9.0 official DX9 release be removed after the VP 10.x beta is released?

If so .. to my understanding VP 9.9.0 is the final for the conversion of VP from the old and slow DX7 to the more modern and faster DX9. This VP 9.9.0 is a compatibility release for older tables to still be playable with DX9.
If you go back and read post #2 in this thread, it clearly says that the Development of VP 10 will break backwards compatibility to be able to improve VP and add new features.

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#58 Mitchell

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Posted 09 May 2014 - 03:14 AM

I'm talking about the decals and lights won't work together on the backglass. Broken on the VP 9.9.0. :)

 

Look here. http://www.vpforums....658#entry265029


Edited by Mitchell, 09 May 2014 - 03:15 AM.

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#59 DJRobX

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Posted 09 May 2014 - 03:31 AM

I'm talking about the decals and lights won't work together on the backglass. Broken on the VP 9.9.0. :)

 

Look here. http://www.vpforums....658#entry265029

 

In order to get from DX7 to DX9, the graphics engine had to get a massive overhaul.   Mukuste did some excellent work making the new engine backwards compatible.  There are some cases where compatibility isn't 100%.  Remaining tables with issues will require some re-working, but the work required is typically minor.   You are also, of course, also welcome to continue running 9.2.1 for problematic tables.    



#60 Sir Cheddar

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Posted 09 May 2014 - 06:00 AM

I'm talking about the decals and lights won't work together on the backglass. Broken on the VP 9.9.0. :)

 

Look here. http://www.vpforums....658#entry265029

I think you are seriously unterestimating how complex the changes between VP 9.2.1 and VP 9.9 are. As Mukuske started we wheren't expecting a DX9 version that is compartible to the DX7 renderer at all.

It is simply amazing how far this has come.

The issue you are talking about is not an easy thing to fix. It is best to use VP 9.2.1 for tables like the one you created and  concentrate on VP10, which is expected to break compartibility to all current tables.

The Future of VP looks bright, lets concentrate on that.


Edited by Sir Cheddar, 09 May 2014 - 06:02 AM.