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Dev thread: Road to DX9


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#661 ScubaMichael

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Posted 23 February 2014 - 08:33 PM

 

None if the new versions are working for me....I get an error saying cant load to missing "Freeimage.dll" I have tried deleting and redownloading and it doesn't help. Also tried different versions.

 

 

I can't load any version except the regular normal 9.22.

 

Help appreciated.

 

This means you need the FreeImage.dll in the same directory as the VP executable. But if the standard builds are running, then you should have that file already. Are you sure the Test version is in the same directory as the other VP executables?


It seems to me that the problem of weird form in XP, is something related to the decals.
If I am in the Backdrop uncheck the box "Enable Decals", the weirdness does not occur.
Obviously doing this, the image of the backdrop is not visible.

 

The story of pure black began around the VP905-907.
The VP907 Changelog says this :
removed minimun remaining black masks for ramps, reels, images, lights, kickers, and top and side surfaces

 

Thank you so much for all of this amazing work.

 

Max

 

 That's very helpful information, at least gives me something to look out for.

 

It would be very helpful if someone tried the LATEST drivers and told me if the issue remains.

 

Yes I have it in the same file directory.......not I am getting a different DX3 DX9.dll error.......I made sure I did a full instal of DX9 again also.



#662 kruge99

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Posted 23 February 2014 - 08:33 PM

kruge99, on 23 Feb 2014 - 07:01 AM, said:snapback.png

 


 

I just ran VP8 and they do not render as black.

 

Best Regards,

Todd.

 

 

So this means they are invisible then?

 

--> I guess so since VP 8.1 doesn't appear to have an image setting, nor a visible setting back then... 

 

Maybe the VP8 gate object is 'visible' but uses it's own VP8 gate object image?  Can one of the VP 8 table makers confirm this please?  (sadly, I've only ever used VP9 for making tables.)


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#663 BananaBoat

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Posted 23 February 2014 - 09:17 PM

Guys,
Tested a few tables last night and have the following to report.

Hyperpin freezes when exiting a table by holding down e key for 3 seconds. Win7 64bit

Cactus Canyon runs terribly slow with a lot of screen tearing. I've notice d also the ball is transparent and is noticeable especially when you capture the ball with the flipper or when the ball drains.

85Vettes tables tend to crash VP at random, sometimes they start and othertimes they don't, giving an error. If I restart VP they work. Iron man, Xmen did this. Avatar seems to work well but Tron doesn't load up at all.

Hope this is helpful, if you need specific error codes I can get th em for you later tonight.

Great work, please keep it up! VP under DX9 has taken on a new feel and it's great!

Sent from my HTC_PN071 using Tapatalk



#664 mukuste

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Posted 23 February 2014 - 09:24 PM

Were all those issues with Hyperpin running? DId you try to run it standalone too?

 

Error codes would be helpful, yes.



#665 BananaBoat

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Posted 23 February 2014 - 09:25 PM

No this was mostly from VP direct. I'll get the codes tonight after work

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#666 mukuste

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Posted 23 February 2014 - 09:47 PM

I don't know what version of CC you were running but I just tried 'Cactus_Canyon_(HIGH_NOON_NIGHT_MOD)_WS_VP916_1.1 flash fix.vpt' (what a mouthful) and it ran smooth as butter.

 

Are your drivers up to date by the way?

 

Ah, I forgot: make sure AA was off.


Edited by mukuste, 23 February 2014 - 09:51 PM.


#667 ClarkKent

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Posted 23 February 2014 - 09:58 PM

I just do not understand why the new DX9 version prevents HyperPin from recognizing some defined keys while in playing mode, especially the exit key.



#668 mukuste

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Posted 23 February 2014 - 10:22 PM

I don't know either. The only thing I can think of is that toxie upgraded from DirectInput 7 to 8, so it might be related to that. But it seems to work for some people and for some not, which is weird. Might be related to OS version.



#669 ringorian

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Posted 23 February 2014 - 10:24 PM

I don't know either. The only thing I can think of is that toxie upgraded from DirectInput 7 to 8, so it might be related to that. But it seems to work for some people and for some not, which is weird. Might be related to OS version.

Maybe people use different characters to exit ..

#670 BananaBoat

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Posted 23 February 2014 - 10:32 PM

I don't think it's os version related, others are using win7 64bit and it works for them, not for me. Might be a key mapping issue, I use letter e to exit a game, others might be using esc?? Not sure Sent from my HTC_PN071 using Tapatalk

Edited by BananaBoat, 23 February 2014 - 10:33 PM.


#671 toxie

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Posted 23 February 2014 - 10:34 PM

 


 

And the vsync option in the table options does not work right - it's always turned on no matter if I use 0 or 1. It can only be turned off here when setting it to 0 in the video options of VP...

 

 

Hm, I thought toxie fixed it, but it's probably a very minor bug.

 

 

Indeed, i only tested the (currently disabled, due to XP compatibility) adaptive vsync, not the 'normal' one. :/

The next commit will fix this.



#672 insx

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Posted 23 February 2014 - 10:43 PM

I don't have a problem exiting to hyperpin any more. My problem was only with T2 and Diner which were launching B2S from the script. I changed it to false and now those tables exit OK.



#673 toxie

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Posted 23 February 2014 - 10:44 PM

as for the key problems: can you guys confirm that this does -not- happen with a 9.2.1 version of VP? or with the DX9 tech beta1?

cause then it would be direct input 8 related.



#674 BananaBoat

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Posted 23 February 2014 - 10:52 PM

Well, naturally when I build it myself (in release mode even), the tables have no glitches.   Yes, that is going to be one of those  problems.

 

I did figure out what's going on with my Hresult=88760827 on 85vette's tables.   It barfs if there's a 1x1 texture.   If i hack in something to make the minimum 2x2, it loads up and runs just fine!     Probably a NVidia driver bug.  Grrrr.

 

Guys, this is the error i'm having also with Vette's new tables. As i mentioned earlier, Tron LE doesnt load up at all. The others have this error above. Will this be addressed in the next build?

 

Also, regarding DX9 - i downloaded the latest 9.0c runtime from here, Is this the correct install?

http://www.microsoft...s.aspx?id=34429

 

Finally regarding Hyperpin halting - i notice the above report RE: disabling B2S, so i'll give that a try tonight and report back. Mine were generally running a b2s screen from within the script, so that could be the issue.



#675 DJRobX

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Posted 23 February 2014 - 10:55 PM

85Vettes tables tend to crash VP at random, sometimes they start and othertimes they don't, giving an error. If I restart VP they work. Iron man, Xmen did this. Avatar seems to work well but Tron doesn't load up at all.
 

 

Try setting the maximum texture size to 2048.   85vette's tales have very big textures.    In my case the problems with the tables were very consistent, certain tables never loaded!    Was the HRESULT error code you got 88760827 or something different? 

 

I don't know either. The only thing I can think of is that toxie upgraded from DirectInput 7 to 8, so it might be related to that. But it seems to work for some people and for some not, which is weird. Might be related to OS version.
My input method is a Mot-ion board, which has everything as joystick buttons.   That's probably why I'm not seeing this issue.

Edited by DJRobX, 23 February 2014 - 11:04 PM.


#676 BananaBoat

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Posted 23 February 2014 - 11:04 PM

Try setting the maximum texture size to 2048.   85vette's tales have very big textures.    In my case the problems with the tables were very consistent, certain tables never loaded!    Was the HRESULT error code you got 88760827 or something different? 

 

 

Thanks, i'll try that. Is the max texture size able to be adjusted per table or is it a global setting? Will the image quality suffer any by doing this?

I'll confirm the HRESULT error tonight.



#677 DJRobX

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Posted 23 February 2014 - 11:06 PM

The image quality might suffer a tiny bit, but not much.   Setting it to 2048 means all textures will be limited to 2048x2048.   If you're playing in 1920x1080, that's still higher than your display's resolution.   If your HRESULT is 88760827 then you're probably being bitten by the same driver bug I was, in which case you either need a programmatic fix like the hack I did, or you can go through the table images and replace the 1 pixel image with a 2x2 one. 


Edited by DJRobX, 23 February 2014 - 11:07 PM.


#678 mukuste

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Posted 23 February 2014 - 11:10 PM

About the tube on Xenon (UW): that seems to use the ancient "acrylic" ramp feature, so it fakes transparency using a checkerboard alpha texture. Are we sure that this ramp actually looked better in the DX7 version? Because to me it seems to be working as intended.



#679 bent98

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Posted 23 February 2014 - 11:11 PM

The image quality might suffer a tiny bit, but not much.   Setting it to 2048 means all textures will be limited to 2048x2048.   If you're playing in 1920x1080, that's still higher than your display's resolution.   If your HRESULT is 88760827 then you're probably being bitten by the same driver bug I was, in which case you either need a programmatic fix like the hack I did, or you can go through the table images and replace the 1 pixel image with a 2x2 one.


Is your hack going to be implemented in vp builds ?

#680 BananaBoat

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Posted 23 February 2014 - 11:18 PM

 

The image quality might suffer a tiny bit, but not much.   Setting it to 2048 means all textures will be limited to 2048x2048.   If you're playing in 1920x1080, that's still higher than your display's resolution.   If your HRESULT is 88760827 then you're probably being bitten by the same driver bug I was, in which case you either need a programmatic fix like the hack I did, or you can go through the table images and replace the 1 pixel image with a 2x2 one.


Is your hack going to be implemented in vp builds ?

 

 

This would be ideal