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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread
Started By
fuzzel
, Dec 19 2013 10:12 PM
666 replies to this topic
#581
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
#583
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
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) :

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 :

#586
Posted 20 February 2014 - 07:07 PM
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.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?
#587
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
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
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
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
#591
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....

You have discovered an Easter egg. Pat yourself on the back.
#592
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:
Next table? A tribute table to Stern's Foo Fighters
#593
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
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.
#596
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
jitter on left flipper.vpt 120KB
5 downloads
Edited by gtxjoe, 23 February 2014 - 07:52 PM.
#597
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:
Next table? A tribute table to Stern's Foo Fighters
#598
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
- 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
#599
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
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
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



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