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VP9.1.6 Alpha/Beta Bugs & Feedback


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#601 LoadedWeapon

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Posted 31 August 2013 - 03:14 PM

The reflection feature seems not to work for me. I selected in in the table options and set value e.g. to 100. No effect. I habe an nVdia gfx card. Do I have to modifiy the setting in preferences also (e.g. ball decals are disabled in my standard settings)?

No I run Nvidia with shadows and decals off and it works fine.. These are my settings..

Attached File  Untitled.png   37.07KB   16 downloads

 

I really like the new affect tho 628 still runs faster than later builds..


Edited by LoadedWeapon, 31 August 2013 - 03:15 PM.


#602 tttttwii

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Posted 31 August 2013 - 03:34 PM

Thanks. Now it works. Before I enabled the following option: "At full screen anti-stretch the ball to my monitor". As I switched to "stretch ball with table" everything is fine.



#603 Slydog43

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Posted 31 August 2013 - 04:10 PM

Thanks ttttttwii, got it working here, very nice.   Thanks VP guru's.

 

 

Wow after playing a few more games I have to edit this post.   This is a huge feature to have been added to VP.  Incredible work!!!!!


Edited by Slydog43, 31 August 2013 - 04:26 PM.


#604 fuzzel

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Posted 31 August 2013 - 04:17 PM

Oh I just forgot to tell you that you need to have 'Antialias Ball' checked if you want to see the ball mirroring on the playfield. Without that the whole effect looks really strange but that's a DX7 limitation.



#605 luvthatapex

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Posted 31 August 2013 - 04:24 PM

Fuzzel this ball reflection is FANTASTIC!!!!! What a great feature! Thank you!!!!

Edited by luvthatapex, 31 August 2013 - 04:25 PM.


#606 fuzzel

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Posted 31 August 2013 - 04:41 PM

You're welcome :)



#607 Argo

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Posted 31 August 2013 - 04:41 PM

Great feature, Fuzzel, thanks a lot!



#608 lolo33

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Posted 31 August 2013 - 09:19 PM

I have no

Google Chrome warns me with "phishing and malware detection" when downloading the latest build rev642.
 
Not so nice ;)


I have no idea why, 

 

Because it's an .exe file, not specific to this build.  ^_^

And of course this is completely safe.


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#609 ICPjuggla

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Posted 01 September 2013 - 01:30 PM

Wile working on the Safe Cracker table, I noticed I was unable to wrap a texture to the ramp/wall of the metal box.

If I tryed to wrap it, the ramp/walls would become transparent.

Anyway we can add an option to fix that, so we can wrap metal textures to ramps and the ramp wall?

Edited by ICPjuggla, 01 September 2013 - 01:31 PM.

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#610 PilzTom

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Posted 01 September 2013 - 03:32 PM

I already mentioned this in this thread, now here is a screenshot. When ball is in a saucer half of it is not visible. No idea if my setup is messed up or it is a bug. Shot is from MM but I can also see this in AFM.

 

..OK. I'm too stupid to attach an image. So a more brief description: It does not look like the ball is in background of the front edge of the saucer but more like ball is cutted by an exact horizontal line and lower part of ball is not visible.


Edited by PilzTom, 01 September 2013 - 03:40 PM.

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#611 Argo

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Posted 01 September 2013 - 04:10 PM

I already mentioned this in this thread, now here is a screenshot. When ball is in a saucer half of it is not visible. No idea if my setup is messed up or it is a bug. Shot is from MM but I can also see this in AFM.

 

..OK. I'm too stupid to attach an image. So a more brief description: It does not look like the ball is in background of the front edge of the saucer but more like ball is cutted by an exact horizontal line and lower part of ball is not visible.

 

Do you have traditional antialiasing enabled in your video card control panel? Because this happens when aa is on, along with black lines and other glitches.



#612 PilzTom

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Posted 01 September 2013 - 05:07 PM

Yes, AA is on. I know about the black lines but that this thing is also caused by it is new for me. Ok. Thx.


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#613 Xendo

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Posted 01 September 2013 - 06:13 PM

Hey guys,

some eye candy for the weekend :D Checkout rev642!

With this revision you can activate ball reflections on the playfield. This option can be enabled for each table where you define the ball textures. The second settings is the reflection strength. I used value 50 which looks nice on a lot of tables but you want to change it depending on the playfield (e.g. 70 on the latest Indiana Jones table).

The ball will only mirror on the playfield nowhere else.

 

 

This is awesome.  I think many of us are lazy and want it to be a global setting.  Is there any way to make it a global option at 50 so it works for all tables, but keep the option to increase it on a per-table basis?



#614 fuzzel

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Posted 01 September 2013 - 09:55 PM

well I thought about making it global but there are tables out there where the reflection looks odd because it interferes with some alpha ramps which get renderd after the ball is drawn. Therefore it's better to set it per table, so everyone can test it first.

@Icpjuggler: I can have a look at the texture coords of ramps/walls and how their are generated.

#615 LoadedWeapon

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Posted 01 September 2013 - 10:20 PM

It would still be easier to turn it off on tables if we dident like it than load every table to turn it on. Just saying :)
300 tables take awhile and some people have alot more than that. I have made it to the D's I think. Still alot of tables to go..

well I thought about making it global but there are tables out there where the reflection looks odd because it interferes with some alpha ramps which get renderd after the ball is drawn. Therefore it's better to set it per table, so everyone can test it first.
@Icpjuggler: I can have a look at the texture coords of ramps/walls and how their are generated.


Edited by LoadedWeapon, 01 September 2013 - 10:23 PM.


#616 ICPjuggla

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Posted 01 September 2013 - 11:44 PM

well I thought about making it global but there are tables out there where the reflection looks odd because it interferes with some alpha ramps which get renderd after the ball is drawn. Therefore it's better to set it per table, so everyone can test it first.
@Icpjuggler: I can have a look at the texture coords of ramps/walls and how their are generated.


Thx fuzzel that would be fantastic.. :-)

if you need me to send an example of what exactly is happening, I can do that in a day or two.. :-)

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


#617 fuzzel

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Posted 02 September 2013 - 11:59 AM

Ok rev 643 has got a global video setting called "Reflect Ball on all tables". If you set this (it's activated on default) all tables without individual reflection settings are using the ball reflection.

If you disable the reflection option in the table options and save the table it's deactivated for this table only.

 

 

@ICPjuggla: check your PM ;)



#618 DreamTrap

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Posted 02 September 2013 - 02:02 PM

 

The reflection feature seems not to work for me. I selected in in the table options and set value e.g. to 100. No effect. I habe an nVdia gfx card. Do I have to modifiy the setting in preferences also (e.g. ball decals are disabled in my standard settings)?

No I run Nvidia with shadows and decals off and it works fine.. These are my settings..

attachicon.gifUntitled.png

 

I really like the new affect tho 628 still runs faster than later builds..

 

how do you make your resolution go above 1080p? mine doesn't have that option


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#619 marauder

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Posted 02 September 2013 - 02:42 PM

I already mentioned this in this thread, now here is a screenshot. When ball is in a saucer half of it is not visible. No idea if my setup is messed up or it is a bug. Shot is from MM but I can also see this in AFM.

 

..OK. I'm too stupid to attach an image. So a more brief description: It does not look like the ball is in background of the front edge of the saucer but more like ball is cutted by an exact horizontal line and lower part of ball is not visible.

 

 Do you mean something like this? http://www.vpforums....showtopic=24139



#620 fuzzel

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Posted 02 September 2013 - 03:01 PM

With rev 644 the texture wrapping for alpha ramps should work for both ramp walls now, no more transparent side walls anymore ;)

And I fixed an alpha blending bug which came in with the ball reflection feature.