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The VP 10.6 beta thread

beta 10.6 beta

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#581 gtxjoe

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Posted 09 March 2019 - 05:40 PM

For me, everytime I switch between fullscreeen exclusive and not, I have to also set the display size back to 1920x1080 60hz.  



#582 fwiler

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Posted 10 March 2019 - 01:32 PM

When switching to highest resolution with exclusive fs, and clicking apply- at the last moment while screen is closing I could see it revert back to 640x480.

I kept going back in and after the third try it took.  It has stayed at the correct resolution now.  Not sure why it was reverting back to lower resolution after clicking apply.  Just thought I would mention it in case anyone else ran into same issue.



#583 Schlabber34

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Posted 10 March 2019 - 03:42 PM

I made a final test with the cutout edges. When using alpha mask on a shadow image exported fom Krita, it works like intended. 255=solid black blocks 1=soft fading half transparent shadows. So Krita shouldn't be the problem.

 

Alpha mask didn't change anything, no matter how high or low i have set this.

 

Last try: I changed the background colour in VPX6 to green and now it looks like this:

 

https://1drv.ms/u/s!...kz_HCClNVIR6S5w



#584 toxie

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Posted 11 March 2019 - 05:45 AM

Aha!! Are you using the brute force 4xSSAA setting?


And could you test in the camera/lighting/material mode (F6), please, what happens there?


 

Also weird that the VPX version has an effect on "The other issue seems to be mostly with the later gottlieb system 1 tables in that the rom sound fluctuates softer and louder while playing". That cannot be in theory as BASS.DLL is not used in that case at all.

 

Some systems/drivers will reduce the overall volume as more applications open channels to them.   I've noticed this is particularly true when using "Default sound device".   Switching to the actual sound card usually helps.

 

 

But PinMAME opens all channels from the beginning.. Or do you think it's due to VPX having a different amount of samples played, depending on gameplay, in addition?



#585 Schlabber34

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Posted 11 March 2019 - 05:50 AM

Aha!! Are you using the brute force 4xSSAA setting?


And could you test in the camera/lighting/material mode (F6), please, what happens there?

 

The picture was taken in camera mode!

 

And yes, i'm using brute force!


Edited by Schreibi34, 11 March 2019 - 05:51 AM.


#586 toxie

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Posted 11 March 2019 - 05:55 AM

So the phenomenon is the same in F6 and F5? That's weird in that case then.

Does it happen with 4xSSAA off, too?


Edited by toxie, 11 March 2019 - 05:55 AM.


#587 Schlabber34

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Posted 11 March 2019 - 06:01 AM

Will test it after work!



#588 DJRobX

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Posted 11 March 2019 - 02:23 PM

 

But PinMAME opens all channels from the beginning.. Or do you think it's due to VPX having a different amount of samples played, depending on gameplay, in addition?

 

Yes, and the audio is quiet from the beginning.    The fluctuating level thing in-game then happens as a consequence of things you do to try to make it louder to compensate.    On mine any loud table sound will cause the ROM audio to fluctuate when EQApo's levels were set too high.  

 

Switching to the actual sound card instead of default driver in VPX made a big improvement in VPinmame's volume.  We don't control where vpinmame sends its audio, so I have to assume this is something Windows is doing to try prevent combined sources from overdriving the output channels. 


Edited by DJRobX, 11 March 2019 - 02:23 PM.


#589 Schlabber34

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Posted 11 March 2019 - 03:50 PM

So the phenomenon is the same in F6 and F5? That's weird in that case then.

Does it happen with 4xSSAA off, too?

 

I tried all possible graphic settings. Sad but true it's always the same. Background colored border arround PF prim cutouts!



#590 jpsalas

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Posted 11 March 2019 - 04:24 PM

 

So the phenomenon is the same in F6 and F5? That's weird in that case then.

Does it happen with 4xSSAA off, too?

 

I tried all possible graphic settings. Sad but true it's always the same. Background colored border arround PF prim cutouts!

 

 

I guess you already have increase the alpha mask of the playfield image to 240 or similar, it does help to remove that dark borders of the images with transparency on the ramps.


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


#591 Schlabber34

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Posted 11 March 2019 - 05:21 PM

Thanks for answering, JP!

 

I went back to the table after i read your message just to make sure i have done everything possible. In the case of the PF cutout edges Alpha Mask does absolutely nothing! I even changed some rgb alpha shit that i don't fully understand to 32bit in Krita! Nothing!

 

One thing i found is, there is a png8 format and a png24. png24 allows for half transparent pixels while png8 is not. I don't know what Krita uses but it looks like i can't change this! On the other hand, i rendered a shadow layer that i ran through Krita and it shows perfectly fine with AM at 1 in VPX6! Nice, soft, half transparent shadows as it should be! So i doubt that the problem is an alpha setting in Krita.



#592 toxie

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Posted 11 March 2019 - 08:02 PM

I think i have the explanation:

 

The playfield is still something like a special case (even when using a primitive for it), so its place in the drawing order is fixed.

Due to that, alpha blending on holes is kinda weird, as it will be blended with the background and not the stuff that is below the playfield (as these elements are drawn AFTER the playfield).

 

That's why one gets the blending between playfield and background color.

 

BUT: i might have an idea to workaround that. Let's see how ugly it gets then.  :/



#593 toxie

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Posted 11 March 2019 - 08:15 PM

On a second thought: It might be more robust if you'd just model holes into the playfield instead of using any alpha on the playfield..  :/



#594 Schlabber34

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Posted 11 March 2019 - 08:56 PM

Those cutouts are real holes in the mesh! The sidewalls of the holes are separate meshes with a texture. The PF prim is flat.

Would it help if i send you the table tomorrow?

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#595 Oldschool4

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Posted 11 March 2019 - 09:27 PM

Also had the same issue as Fwiler,Post no 582.



#596 jpsalas

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Posted 12 March 2019 - 02:56 AM

I just wanted to say, that I have used the latest revision 3653, for 3 days now (I had a two weeks vacation :) ), and it seems very stable. God work :otvclap:


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


#597 Outhere

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Posted 12 March 2019 - 04:12 AM

I came across this yesterday

Game ---> The Avengers (Stern 2012)1.1.vpx
I'm running the same Settings on both versions

Version 3592 is Good and Version 3653 is Bad

Attached File  3592-1.jpg   200.46KB   22 downloadsAttached File  3592.jpg   321.74KB   17 downloadsAttached File  3653.jpg   324.16KB   22 downloads

 



#598 toxie

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Posted 12 March 2019 - 08:14 AM

What the.. .. ..


Those cutouts are real holes in the mesh! The sidewalls of the holes are separate meshes with a texture. The PF prim is flat.

Would it help if i send you the table tomorrow?

 

Yes, please.. Then i can analyze better whats happening..



#599 Schlabber34

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Posted 12 March 2019 - 10:20 AM

What the.. .. ..


Those cutouts are real holes in the mesh! The sidewalls of the holes are separate meshes with a texture. The PF prim is flat.

Would it help if i send you the table tomorrow?

 

Yes, please.. Then i can analyze better whats happening..

 

I just realised that the rendered playfield has transparancy in the holes, because a rendered hole is transparent. So the edge is both, transparent image on the inside and also the edge of the prim hole. I'll send you a non rendered PF image without transparent cutouts together with the table so you can change them back and forth! After work!

 

Thanks!


Edited by Schreibi34, 12 March 2019 - 10:21 AM.


#600 toxie

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Posted 12 March 2019 - 10:56 AM

At least that could still explain it then.. Lets see..







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