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VP9.1.6 Alpha/Beta Bugs & Feedback


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#681 oooPLAYER1ooo

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Posted 07 September 2013 - 02:50 PM

keep it up fuzzel all these features are cool, i cant get over how a simple ball reflection can make so much difference to the overall vp experience and its as simple as one click to a checkbox.

 

well done !

 

also can we get a slide bar added to primitives propertys pannel?

on my laptop's 1366x768 resolution I can't see the lowest "rotation and transportation" options.

this started when primitives where included in draw order and the box at the top cuts off the bottom.


Edited by oooPLAYER1ooo, 07 September 2013 - 02:56 PM.

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#682 koadic

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Posted 07 September 2013 - 05:14 PM

Finally got my computer put back together and compiled/uploaded 646... :)

Edited by koadic, 07 September 2013 - 05:15 PM.


#683 fuzzel

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Posted 07 September 2013 - 05:48 PM

hehe too late Chris, rev 647 is the latest :D
with this version you can change the shadow orientation. Check the table light sources option, there are too factory for X and Y. You have to experiment a bit because the shadow feature is really a great hack ;)

#684 Arcade4

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Posted 07 September 2013 - 05:48 PM

Thanks. I will try 646 this afternoon sometime.

Already downloaded. :)



#685 javier1515

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Posted 07 September 2013 - 06:08 PM

you guys.. never stop the work  :otvclap:

Thanks.


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#686 koadic

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Posted 07 September 2013 - 06:10 PM

Ok, 647 is now uploaded as well.... (I should have just waited 10 more minutes, lol.)

#687 tipoto

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Posted 07 September 2013 - 07:31 PM


with this version you can change the shadow orientation.

 

Thank you :D



#688 Pin-Pete

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Posted 07 September 2013 - 10:11 PM

Ok, 647 is now uploaded as well.... (I should have just waited 10 more minutes, lol.)

Every table plays smooth and fine.THANK YOU!


Greetings:Petri


#689 Arcade4

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Posted 07 September 2013 - 10:22 PM

I did not even have time to try 646 yet. :)



#690 jimmyfingers

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Posted 07 September 2013 - 11:19 PM

Thanks Fuzzel, unfortunately there appears to be a new bug with decals (not present it previous versions - 640 was tested). They don't appear drawn in the correct spot and possibly having rotation and other grahical issues. My tables I put rail images on using decals and they're now crossing perpendicular the playfield about 2/3s of the way up at the and appear drawn also slightly odd.

You can test this though with simply a brand new table, make a decal, import / apply an image, and then see how it draws incorrectly on the rendered table vs. the screen position in the editor.

Let me know if you want more details or a good sample table. If I find a better example / default download I'll edit the post noting it but any table with decals should show the / some problem. Thanks again and I think 647 seemed to be a bit smoother quite nice so hopefully this little decal issue is something easy / quick.

Thanks again for all the work and advancements - here's to version 648 ;)

#691 stereth

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Posted 08 September 2013 - 03:40 AM

I'm still seeing uncolored primitives in 647. When lighting is not enabled, my primitives are always white; when lighting is enabled, they are nearly black. I have colors selected for top and sides and no image.

 

I set the table lights to directional and 0,0,-1 based on a post in this thread. Is that supposed to match what 9.1.5 had, or do I need to change the colors as well? Can you make old settings the default for tables created in previous versions?



#692 teppotee

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Posted 08 September 2013 - 09:00 AM

I have one feature request that I think/hope should be relatively easy to implement but could help a lot. Would it be possible to add "add to collection" functionality for right click or options panel (for existing collections that would be listed in a sub-menu)? It would be very useful for creating new collections for example when there is a need to go through rubbers etc. for a table that don't have them in collection from the beginning. Removing things from collection could still be done with the "collection manager".



#693 fuzzel

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Posted 08 September 2013 - 04:10 PM

Thanks Fuzzel, unfortunately there appears to be a new bug with decals (not present it previous versions - 640 was tested). They don't appear drawn in the correct spot and possibly having rotation and other grahical issues. My tables I put rail images on using decals and they're now crossing perpendicular the playfield about 2/3s of the way up at the and appear drawn also slightly odd.

You can test this though with simply a brand new table, make a decal, import / apply an image, and then see how it draws incorrectly on the rendered table vs. the screen position in the editor.

Let me know if you want more details or a good sample table. If I find a better example / default download I'll edit the post noting it but any table with decals should show the / some problem. Thanks again and I think 647 seemed to be a bit smoother quite nice so hopefully this little decal issue is something easy / quick.

Thanks again for all the work and advancements - here's to version 648 ;)

Hmm can't reproduce it here. Can you pm me an example which shows the problem? If I create a new table and add a decal with image everything renders fine?!

 

 

I have one feature request that I think/hope should be relatively easy to implement but could help a lot. Would it be possible to add "add to collection" functionality for right click or options panel (for existing collections that would be listed in a sub-menu)? It would be very useful for creating new collections for example when there is a need to go through rubbers etc. for a table that don't have them in collection from the beginning. Removing things from collection could still be done with the "collection manager".

Have to look into this collection manager thing at all...Can someone explain me how do you use this? I thought about a grouping feature where you can add multiple objects together into "one" object. But I think the collection management is some kind of grouping isn't it?



#694 teppotee

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Posted 08 September 2013 - 04:18 PM

I'm not an expert on collections but that's it basically. You can create a collection for example for all rubbers and then trigger hit events for all objects in that collection with one sub. I've been adding BMPR to many tables in my cab and that includes going through many table objects. Adding them to a collection (instead of separate hit events for each) is the best way. At the moment you need to select them all simultaneously to create a collection or add them in the collection manager from a list (so you need to remember the object names). I thought that it would be easier to handle collections if you could add objects just by right clicking them (similar to assigning layers). Just an idea.



#695 s1500

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Posted 08 September 2013 - 04:50 PM

Sorry if this has been asked before...

 

Is there a way to put a scroll bar in the "select" list.  On most tables, especially with many objects, I cannot select an object once the list fills the space of my screen:

 

 

Cheers,

Maceman

 

It needs to be broken down to objects by type. It was never usable in the form it is now(ie taking up the whole screen). In fact, that would make a nice top-level menu on its own.

 

Something like

 

Select..

    Flipper

         FlipperA

        FlipperB

    PopBumper

       Poppy1

       Poppy2

 

and so forth. 



#696 jimmyfingers

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Posted 08 September 2013 - 05:44 PM

Here you go fuzzel:

This is a test FS table with rails (as decals) added to the sides and is what it looks like in 642 and earlier:
Attached File  Capture of Rendered Table with rev642 (FS).PNG   161.8KB   11 downloads

Here is what it looks like in 647:
Attached File  Capture of Rendered Table with rev647 (FS).PNG   145.78KB   8 downloads

Here is what the table looks like in the editor:
Attached File  Capture of Table in Editor (FS).PNG   361.14KB   8 downloads

I've tested the issue on the two revs with all other factors held constant (VP options, no forced / hardware AA, resolutions, etc.). However, I have verified that other VP options like RU or RO on or off don't make a difference. Haven't gone into too much detail as I say if I simply switch revisions it works or doesn't and the glitch is pretty obvious.


I'm also attaching a copy of the table so you can run between the two versions and hopefully see for yourself. Maybe again a difference wiht nVidia vs. ATI as aren't you on ATI?

Attached Files



#697 bodydump

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Posted 08 September 2013 - 05:47 PM

 I thought about a grouping feature where you can add multiple objects together into "one" object

 

This would be nice especially when dealing with posts and things made from hundreds of tiny ramp pieces.



#698 fuzzel

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Posted 08 September 2013 - 06:18 PM

Guys, it's really nice to have so many ideas/wishes on how to improve VP. But I think we should stop that for one or two weeks until an offical 9.16 was released. Otherwise it will never get finished :D

So I suggest you all test the latest rev 649! I changed the material cache a bit and I get nearly the same speed as with 628, though 628 is a tad faster, but that depends on your rig.

If everything is stable we should release a 9.16, but I have to discuss that with the team ;)

 

 

@jimmyfingers: decal bug fixed with rev 648...

 

@s1500: check menu Edit -> Select Element (hotkey Ctrl+Shift+E) and you can select/search through all elements of the table. Though it's not possible to select/search just for element types.



#699 tipoto

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Posted 08 September 2013 - 07:09 PM

I don't see rev 648 & 649 in the Dropbox folder!



#700 fuzzel

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Posted 08 September 2013 - 07:13 PM

Actually it's 650 ;) I found yet another decal bug :facepalm: