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VP9.1.6 Alpha/Beta Bugs & Feedback


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#661 fuzzel

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Posted 04 September 2013 - 06:22 AM

Do you mean that you just select some layers and then do "save as" that only those elements in the active layer were saved?

#662 ICPjuggla

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Posted 04 September 2013 - 06:28 AM

Do you mean that you just select some layers and then do "save as" that only those elements in the active layer were saved?


No

What I'm saying is I have my table set up in layers
for example:
Layer 1: basic table stuff
Layer 2: all objects involved with physics
Layer 3: GI lamp locations
Layer 4: plastics
etc.. etc

rev.628 if I select say layer 4 and only show the plastics and export a blue print only that layer will show in the exported file.

With rev.644 it has reverted back to not only exporting the plastics but all table objects..

 

In this example I've selected layer 3 for only GI lamp locations, with rev.628 exporting the blueprint it only shows the lamps in that layer, with rev.644 as you can see all objects export on the blueprint and not just the lamp locations.. this feature really comes in handy to get the plastics and GI etc. drawn in the right locations on the table..

 

rev.628

Attached File  LW_lamp_locationsBP.png   6.45KB   17 downloads

 

rev.644

Attached File  LW_lamp_locations.png   63.98KB   23 downloads


Edited by ICPjuggla, 04 September 2013 - 06:43 AM.

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#663 fuzzel

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Posted 04 September 2013 - 09:50 AM

Ah got it. It's fixed in rev 645

#664 ICPjuggla

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Posted 04 September 2013 - 12:02 PM

Awesome! Thx again fuzzel :-)

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#665 ClarkKent

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Posted 04 September 2013 - 02:05 PM

Wow! Love it! More of these reflections would be really great! :)



#666 Slydog43

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Posted 04 September 2013 - 03:32 PM

yeah after playing with the ball reflections for a few days, its completely awesome, such a great improvement.  Thanks!!!!



#667 ClarkKent

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Posted 05 September 2013 - 05:32 AM

I noticed a small problem in Bad Cats: When the ball is rolling over the seafood wheel (primitive), the reflection of the ball becomes black.



#668 fuzzel

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Posted 05 September 2013 - 06:27 AM

Yes this is a limitation at the moment. The balls get rendered before alpha ramps and primitives are rendered. I want to change that in a way that all dynamic objects are sorted by their average z value. But this would mean that you can't change the drawing order as you do it today. Instead you have to use the height values.
This effect you mentioned can be seen on other tables too e.g. Congo or Safecracker(the spinning wheel) show the same behaviour. This is one reason why I made the reflection configurable.

#669 tipoto

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Posted 05 September 2013 - 09:25 AM

Hi Fuzzel,

I think I found a way to lock the camera when we start a new table!
The idea is to create a huge bounding box when we start a new table, so you will never reach the limit later in the making process and the camera will never move alone.
For this, we just have to create several ramps far far away from the table, with super high and super low height values (like + 5000 / - 5000). These ramps will create a huge bounding box all over the table. Of course, the table will be very small in the camera, but with the scale and offset controls, it's very easy to make it fit the screen again.
Here a screenshot of this set up:
Attached File  Camera_Lock.png   44.01KB   18 downloads

Also, I had a question about the cast shadows... In the lightSources section of the Editor, is it complicated to add a control with one value that shows the direction angle, so we can modify it? Of course, the real question behind this is, can we have the control of the shadows direction?

Thanks! :D



#670 fuzzel

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Posted 05 September 2013 - 06:12 PM

hmm I haven't looked into the shadow handling of VP but I think it's more of a hack than a real calculated diffuse shadow procedure.
I will check that if it's possible to change the angle/direction based on the used light sources. But even if this is possible, dynamic lighting/shadowing isn't possible with the current design of VP.

#671 tipoto

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Posted 05 September 2013 - 08:21 PM

Yeah I know that it's not possible to get something dynamic, but if we can control the angle and I would say the size of the shadow, it would help to integrate better the lighting work and we could have a better angle for the ball shadow.

Thanks again for all the time you are spending on this!



#672 htamas

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Posted 07 September 2013 - 01:36 AM

I really like the ball reflection feature, but unfortunately I'm also getting stutter with the latest build (644) on some tables (one of them is Safe Cracker). They are working perfectly smooth (even in multiball) with rev. 628, so I'm back to that version until (and IF) a newer build with equally good performance comes out :(


Edited by htamas, 07 September 2013 - 01:42 AM.


#673 Aaron James

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Posted 07 September 2013 - 01:43 AM

Just wanted to drop ya a line fuzzel and say you're doing great man!

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#674 Arcade4

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Posted 07 September 2013 - 05:09 AM

I really like the ball reflection feature, but unfortunately I'm also getting stutter with the latest build (644) on some tables (one of them is Safe Cracker). They are working perfectly smooth (even in multiball) with rev. 628, so I'm back to that version until (and IF) a newer build with equally good performance comes out :(

I just went back to 628 as well.

Best build yet.



#675 connorsdad

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Posted 07 September 2013 - 05:46 AM

Where can I find 628 please guys ?

Sent from Amstrad CPC464


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#676 kiwi

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Posted 07 September 2013 - 06:21 AM

Where can I find 628 please guys ?

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http://www.vpforums....e=1#entry220445

 

Max


Edited by kiwi, 07 September 2013 - 06:22 AM.


#677 petercobra666

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Posted 07 September 2013 - 06:24 AM

Page 1 -> Post 2 -> thers link :)



#678 connorsdad

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Posted 07 September 2013 - 06:51 AM

I suppose I really should have clicked the link "all daily builds" before asking lol.

Thanks anyway :)

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#679 maceman

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Posted 07 September 2013 - 12:35 PM

Sent from Amstrad CPC464

Hey. That's cool!!!  Do you have all the games on this puppy as well? I am running it on my Wii currently... I like Bruce Lee on the Amstrad!

Cheers,

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#680 fuzzel

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Posted 07 September 2013 - 12:43 PM

I really like the ball reflection feature, but unfortunately I'm also getting stutter with the latest build (644) on some tables (one of them is Safe Cracker). They are working perfectly smooth (even in multiball) with rev. 628, so I'm back to that version until (and IF) a newer build with equally good performance comes out :(

Well more effects means more to do.
628 is faster but there is a problem with the material handling. Fixing that reduced the performance a bit on some systems. Maybe I find a better solution...