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

#621 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 28 February 2014 - 07:18 AM

I think there's no need for an external file, the two different versions could simply access two different registry locations.



#622 DJRobX

DJRobX

    Pinball Fan

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

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 28 February 2014 - 07:30 AM

seems to me that nobody is testing this anyhow.. :/

 

 

Nah - I'm using 9.2.1 beta as my primary player for the last week or so.    I haven't had any troubles with it. 



#623 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 February 2014 - 08:16 AM

neat, so i guess i'll package something up after the weekend to give people some more time to complain/test on the WE.  ;)

 

 

also, while you're at it, a VPM beta version is now out for testing:

http://www.vpforums....showtopic=27063



#624 teppotee

teppotee

    Enthusiast

  • Members
  • PipPipPip
  • 382 posts
  • Location:Finland

  • Flag: Finland

  • Favorite Pinball: CV

Posted 28 February 2014 - 08:21 AM

I just started playing with the flasher objects this week. Just got to say that those are awesome and together with JP's fading flasher scripts from the AFM beta you can do really great effects with them!

 

The only thing I noticed that if you rotate the flasher objects in the editor (Z rotate if I remember correctly) and have "display image in editor" checked -> the image in the editor is not rotated with the flasher. This is basically only noticeable when trying to position non-symmetrical flasher images. Minor thing anyway. Otherwise I haven't noticed anything worrying in a long time, Great work guys!!! 



#625 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 February 2014 - 08:56 AM

I just started playing with the flasher objects this week. Just got to say that those are awesome and together with JP's fading flasher scripts from the AFM beta you can do really great effects with them!

 

The only thing I noticed that if you rotate the flasher objects in the editor (Z rotate if I remember correctly) and have "display image in editor" checked -> the image in the editor is not rotated with the flasher. This is basically only noticeable when trying to position non-symmetrical flasher images. Minor thing anyway. Otherwise I haven't noticed anything worrying in a long time, Great work guys!!! 

This is a known limitation of the GDI interface. If you show the image in the editor it has to be a rectangle and GDI can't map an image to a rotated rectangle :( In other words: live with it :D



#626 teppotee

teppotee

    Enthusiast

  • Members
  • PipPipPip
  • 382 posts
  • Location:Finland

  • Flag: Finland

  • Favorite Pinball: CV

Posted 28 February 2014 - 09:04 AM

No worries :) Like I said minor thing (just wasn't sure if it was reported before or not) 



#627 teppotee

teppotee

    Enthusiast

  • Members
  • PipPipPip
  • 382 posts
  • Location:Finland

  • Flag: Finland

  • Favorite Pinball: CV

Posted 28 February 2014 - 09:59 AM

One more question: How does the "per table" alpha slider actually work? I mean I'm not sure when is the global alpha slider used and when the table one?

 

I just noticed that VP defaults the "per table" slider to the middle position for new tables. This has also been the value for many downloaded tables. At least in most cases VP seems to use this defaulted middle value instead of the global value (set to max).

 

How can I define that VP always uses the global value and ONLY if I want to make an exception -> use the table value? Should there be a checkbox for "override global settings" that is OFF by default? 

 

Or have I missed something? 



#628 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 February 2014 - 11:21 AM

Nope that is a mistake and will be fixed asap;)

#629 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 February 2014 - 12:15 PM

rev930 adds a checkbox to the alpha slider and only if this checkbox is checked the user defined alpha value is used.



#630 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 February 2014 - 02:30 PM

cool! also wanted to do that at some point and then forgot about it again.. :/

 

so rev 930 is now the new release candidate!

(most likely to be released after the weekend, so please test this guys, best in combination with the new VPM beta)



#631 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 28 February 2014 - 02:57 PM

I think there's no need for an external file, the two different versions could simply access two different registry locations.


Well, that works for me. Config/ini/registry: point is to have support for multiple versions. Many thanks for considering it

#632 jimmyfingers

jimmyfingers

    Pinball Fan

  • VIP
  • 832 posts

  • Flag: Canada

  • Favorite Pinball: Comet



Posted 01 March 2014 - 12:33 AM

I know the lightsources didn't get used too much (yet).  But part of that was getting all the necessary configuration choices on objects so that they all could work nicely.  Thanks for doing all that and I know I had some requests personally around that for the lights (on and off disabling and such).  The Centaur WIP that fuzzel and I are working on can be converted to a "night mod" version now in a fairly quick few steps with all the light sources and options on the objects themselves for disabling / enabling it's effects.  

 

The one thing that remained a bit hard to set was the disabling of the ball lighting as that still has to be done via the script.  I do recall that at one point it was disabled, if I remember correctly, natively in the code but there were some problems around that release and it was reverted.  Can there be a way to have it as an option in the table again to disable rather than have to set up triggers or modify the B2B / ball creation system / routines to inject the current script only syntax to achieve this disabling of lighting on the ball.

 

The reason this was originally requested was that the ball was being drawn to dark when the table light source options were used to give a low ambient light level look (we could always darken the ball image more - so disabling lighting affecting the ball was fine - but we can't brighten it up past a point where the dim table lighting was bringing it down too much).

 

If worse comes to worse scripting can still potentially work but a click box on the table would be great if doable and not a problem.   I promise we will finally use the light source options in a Centaur Night Mod version so all the work that went into it won't go to waste :)



#633 randr

randr

    I'm just a hardware guy so...

  • VIP
  • 2,650 posts
  • Location:Minnesota

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 01 March 2014 - 01:28 AM

r930 is perfectly smooth respecting vpx(dx9) windowed mode!! THANK YOU!

but i still cannot disable ball reflection. 

Also have some ball trails and they dont disable either... i must be missing something help! lol

 

Disable ball shadow. wow this whole time im an idiot


Edited by randr, 01 March 2014 - 02:25 AM.

randr___pinball.png                         


#634 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 01 March 2014 - 11:47 AM

The trails and shadows should disable from the video options unless they are override by the table options. Maybe they are turned on by default in an individual table.

Haven't had time to test any of these yet, I'm setting up a mame front end for my living room for the kids and it's not going well.

"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


#635 randr

randr

    I'm just a hardware guy so...

  • VIP
  • 2,650 posts
  • Location:Minnesota

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 01 March 2014 - 03:03 PM

i sorted it out...for whatever reason ball shadows where on causing the "reflection" don't ask how long ive been fighting that!!! LMAO!!!!

what fronend hyperspin? many .xml's online for mame and frontends which make setup a breeze


randr___pinball.png                         


#636 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 01 March 2014 - 05:16 PM

Is there a way to get Champion Pub 1.4.1 FS to work with 9.2.1 r930, has many black areas all over it.  (looks fine with DX9-test7)



#637 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 01 March 2014 - 05:18 PM

Some crash at launch of the table, this just changing the parameters of the scale,

when I only work in the editor I have not noticed crashes.
I also installed the VPM alpha / beta and I do not think that is the cause of crashes.

 

Thanks

 

Max



#638 jimmyfingers

jimmyfingers

    Pinball Fan

  • VIP
  • 832 posts

  • Flag: Canada

  • Favorite Pinball: Comet



Posted 01 March 2014 - 05:41 PM

Is there a way to get Champion Pub 1.4.1 FS to work with 9.2.1 r930, has many black areas all over it.  (looks fine with DX9-test7)

That table has "Fake AntiAliasing" enabled at the table level (i.e. set to "1").  Change to 0 (or -1 if your defaults for VP do not use it) and the table will no longer display all the black voids as can be witnessed running it without any changes. This appears to affect any table with fake AA and that uses an image bound directly to the table and no other lighting (GI) for Playfield aspects. (i.e. Blackout by JP that was tested a lot for the DX9 development also will demonstrate this issue in rev930 if fake AA is set).  Why it likely works in DX9 is that fake AA field I believe is mapped differently and does not pertain anymore to the fake code but likely the real AA option available (despite flickering currently happening).



#639 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 01 March 2014 - 05:42 PM

Champion Pub 1.4.1 FS seems all messed up.
Probably the cause is big pictures of the playfield and plastics.

 

chp.png

 

Thanks

 

Max

 

Edit : Jimmyfingers has the right answer to this problem.


Edited by kiwi, 01 March 2014 - 05:47 PM.


#640 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 01 March 2014 - 10:53 PM

Thanks Jimmy, champion pub now looks fine!