Jump to content



Photo
* * * * * 1 votes

The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


  • Please log in to reply
666 replies to this topic

#581 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 20 February 2014 - 04:30 PM

Or could windowed full screen mode be added to the dx7 vp9.2.1

"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


#582 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,152 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 20 February 2014 - 04:31 PM

Quick question - Is there a routine that can be called from the script to query ave fps. I want to print it to the debug screen during various events

#583 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 20 February 2014 - 05:59 PM

windowed fullscreen: not a bad idea, i'll look into it, should be easy.

 

fps routine: interesting idea, but the problem is that the FPS are always averaged over multiple frames and thus if f.e. the FPS drop, the actual event(s) that caused this happend already some frames ago. or what do you want to achieve exactly?



#584 BlackPredator72

BlackPredator72

    I ❤ Pinball

  • Members
  • PipPipPip
  • 372 posts
  • Location:Haarlem, The Netherlands

  • Flag: Netherlands

  • Favorite Pinball: Demolition Man

  • PS3 Gamer Tag: BlackPredator72
  • 360 Gamer Tag: BlackPredator72

Posted 20 February 2014 - 06:04 PM

With the new VPinball (beta 921) the flippers are transparant and Ringmaster is not in the right place (too low) :

 

CV_15.png

 

And sometimes they're ok...but the ringmaster act strange.

 

In AFM beta4 the wall in the center before the ufo, normally 3 red lights is a black big wall. Checked with an older beta and then it's normal :

 

afm.png


43327.png?1581090420

 


#585 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,152 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 20 February 2014 - 07:02 PM

Just for a simple test table: I am printing a snapshot of vp parameters. It would be nice to capture ave fps but not a priority. Probably be the only time I would use it.

More details on the test table later tonight... :)

#586 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 20 February 2014 - 07:07 PM

windowed fullscreen: not a bad idea, i'll look into it, should be easy.
 
fps routine: interesting idea, but the problem is that the FPS are always averaged over multiple frames and thus if f.e. the FPS drop, the actual event(s) that caused this happend already some frames ago. or what do you want to achieve exactly?

VP is already in fullscreen windowed mode it's a little bit hidden in the code but it's actually windowed if I remember correctly.

#587 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 20 February 2014 - 07:28 PM

very cool, if you already did the code for separating at least the MP3 music, then please try to port it to the recent VP version and send it to me.

would be a waste to not include it (even if will be changed later-on).

 

Would be very happy to.    I'll port it to the current trunk and get it to you soon.


Edited by DJRobX, 20 February 2014 - 07:28 PM.


#588 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 20 February 2014 - 09:39 PM

@DJRobX: Cool.. Any other nice patches you have left?  :)

(btw: i included your aspect ratio correct texture rescale snippet into the DX9 VP)

 

detection of windowed fullscreen mode: rev 922 adds this.

@mukuste: please do not port/merge this to the DX9 branch.


Edited by toxie, 20 February 2014 - 09:44 PM.


#589 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 23 February 2014 - 12:42 PM

Question about touch screen support.
Is there a switch to turn it on or off or is it always active

"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


#590 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 23 February 2014 - 01:11 PM

it should be always active i think...

#591 Bob5453

Bob5453

    I'm taking a nap

  • VIP
  • 3,896 posts
  • Location:Near Dayton, Ohio USA

  • Flag: United States of America

  • Favorite Pinball: Any table I can play while sitting in a rocking chair




  • Trophies:

Posted 23 February 2014 - 05:07 PM

it should be always active i think...

I was surprised the first time I accidentally mouse clicked on the screen and a flipper flipped. :) Mouse click on left side for left flipper, right side for right flipper....


Posted Image

You have discovered an Easter egg. Pat yourself on the back.


#592 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,325 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 23 February 2014 - 06:18 PM

I have a question: there is something that has bothered me a long time (say years :) ) Why the ball sometimes (or most of the times)  is not still when it rests against a wall or a ramp? Is there anything that could be done? And I don't talk about the decals rolling, but the ball being restless, small jumping, and not being still.


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


#593 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 23 February 2014 - 06:38 PM

I have a question: there is something that has bothered me a long time (say years :) ) Why the ball sometimes (or most of the times)  is not still when it rests against a wall or a ramp? Is there anything that could be done? And I don't talk about the decals rolling, but the ball being restless, small jumping, and not being still.

 

Hm, that's interesting, I never noticed anything like that. In fact I just made a simple test with a V-shaped wall into which I let the ball roll and it rested completely still. Can you produce a minimal example where this happens for you?



#594 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 23 February 2014 - 06:49 PM

I know what you mean. I guess it's the same issue with the ball decals if you grab a ball with the flippers. I think the physics simulation/calculation is sometimes too precise and the angular velocity is never really zero even if the ball doesn't roll around. I think you can clearly see that if you make a wall very bouncy. Perhaps we have to add a lower boundary to the velocity and cut it to zero.

#595 destruk

destruk

    VPF Veteran

  • VPF Staff
  • 6,338 posts
  • Location:Colorado Springs, CO

  • Flag: United States of America

  • Favorite Pinball: Ultrapin!



Posted 23 February 2014 - 07:04 PM

If you set all the walls to 0 elasticity, the ball should be still.  I don't think it even is in that regard either.


Build a fire, vipers love the heat.


#596 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,152 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 23 February 2014 - 07:51 PM

I don't recall if I have seen the ball jitter with walls, but it does happen with ramps.  Here is an example:  Trap the ball on the left flipper.  Right flipper no jitter.  Maybe it has to do with the top/bottom of ramps and not the side of the ramp.  Elasticity of ramp didnt make a difference but it is set to 0 in the example

 

I have seen this a few times when building, probably because posts and rubbers can consist of ramp objects

 

Attached File  jitter on left flipper.vpt   120KB   5 downloads


Edited by gtxjoe, 23 February 2014 - 07:52 PM.


#597 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,325 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 23 February 2014 - 08:14 PM

 

I have a question: there is something that has bothered me a long time (say years :) ) Why the ball sometimes (or most of the times)  is not still when it rests against a wall or a ramp? Is there anything that could be done? And I don't talk about the decals rolling, but the ball being restless, small jumping, and not being still.

 

Hm, that's interesting, I never noticed anything like that. In fact I just made a simple test with a V-shaped wall into which I let the ball roll and it rested completely still. Can you produce a minimal example where this happens for you?

 

In my AFM beta table I placed a ball trapped inside a circled wall (under the apron). The movement of the big ufo is based on the movement of that ball. I got the idea looking at the way koadic made the movement of the head in Cirqus Voltaire.

The ball inside that wall is always moving, never rests still, that's why the ufo is always shaking.

 

I'll try your suggestion, destruk, and I'll see if it is better.

PS: I set the elasticity to 0, but still the ball moves continuously.


Edited by jpsalas, 23 February 2014 - 08:23 PM.

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


#598 kruge99

kruge99

    Pinball Wizard

  • VPF Staff
  • 3,901 posts
  • Location:Markham, Ont.

  • Flag: Canada

  • Favorite Pinball: Black Knight, High Speed and Pin*Bot



Posted 23 February 2014 - 08:29 PM

 

 

I have a question: there is something that has bothered me a long time (say years :) ) Why the ball sometimes (or most of the times)  is not still when it rests against a wall or a ramp? Is there anything that could be done? And I don't talk about the decals rolling, but the ball being restless, small jumping, and not being still.

 

Hm, that's interesting, I never noticed anything like that. In fact I just made a simple test with a V-shaped wall into which I let the ball roll and it rested completely still. Can you produce a minimal example where this happens for you?

 

In my AFM beta table I placed a ball trapped inside a circled wall (under the apron). The movement of the big ufo is based on the movement of that ball. I got the idea looking at the way koadic made the movement of the head in Cirqus Voltaire.

The ball inside that wall is always moving, never rests still, that's why the ufo is always shaking.

 

I'll try your suggestion, destruk, and I'll see if it is better.

PS: I set the elasticity to 0, but still the ball moves continuously.

 

 

Do you have some USB device connected (like a gamepad) that has an accelerometer?  Perhaps VP is sensing 'input' from the gamepad accelerometer?


[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
Posted Image

#599 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 23 February 2014 - 08:49 PM

I don't recall if I have seen the ball jitter with walls, but it does happen with ramps.  Here is an example:  Trap the ball on the left flipper.  Right flipper no jitter.  Maybe it has to do with the top/bottom of ramps and not the side of the ramp.  Elasticity of ramp didnt make a difference but it is set to 0 in the example

 

I have seen this a few times when building, probably because posts and rubbers can consist of ramp objects

 

attachicon.gifjitter on left flipper.vpt

 

Thanks, that's very useful.

 

My interpretation of what's going on: the physics engine processes only one collision per physics frame. So as long as the flipper reports that it already touches the ball, the ramp doesn't even get a chance to collide with the ball. This goes on until the ball is so deeply embedded within the ramp that the engine realizes, "oh @$#!, something's very wrong here, we really have to do something about this" and gives the ball a kick out of the ramp, at which point the game starts over.

 

This is only a theory though. I can't tell why it doesn't happen with walls. If it's true though, the best fix, IMO, is to make the engine properly handle contacts. This will probably be needed anyway if we want a good simulation of ball spin.



#600 patito

patito

    Hobbyist

  • Members
  • PipPip
  • 24 posts

  • Flag: ---------

  • Favorite Pinball: pinbot

Posted 23 February 2014 - 09:07 PM

i have seen the ball doing micro "jumps" when resting in the flipper when using teppotee's indiana jones vp920 fs mod 2,0 ,but not in lord hyrius indiana jones vp9 v1.2 fs -hr

 

thats on the same hardware with the same uvp and the same anything.

 

it kills my timming a lot.

 

thats the only table i have noticed this kind of behaviour