558 adds the promised option to disable the (new) lighting calculations for the VP light objects with the 'On Image' enabled..
So it now reacts the same as if you only set a color for lights..
Posted 28 April 2013 - 09:09 PM
This is more of a feature request than a bug report, but seems like as good a place as any. I've now dabbled with a couple tables that use a wall as the PF, for various reasons. A game like HH there is no avoiding it. When using a ramp or wall as a PF, the ball starts behave strangely. It will wobble or appear to hit a spot where it kind of dies for no reason. Throws off flipper physics a bit as well.
Would there be a way to set PF properties to a wall (or ramp)? I don't know what these properties are, exactly, but maybe you guys can see something in the source code.
Posted 29 April 2013 - 12:42 AM
Is there anywhere to download it? Koadic's page only goes up to 548.
"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
Posted 29 April 2013 - 09:06 AM
wasup with 915/916?......usued 474 then tried 540....915 and 540 worked fine for about 1 week then started stuttering.....i had to roll back to 912 and koadics 474.....474 stutters on some tables......
https://www.dropbox....VPinball Builds
Posted 29 April 2013 - 09:23 AM
wasup with 915/916?......usued 474 then tried 540....915 and 540 worked fine for about 1 week then started stuttering.....i had to roll back to 912 and koadics 474.....474 stutters on some tables......
VP 9.15 is the officially released latest build for general use, the rest are for testing.
Posted 29 April 2013 - 02:24 PM
I know this isn't probably vp9.16 related but can anyone shed any light on why the VP editor for 9.15 would be using 600mb of memory. Seems high but tbh I've never taken alot of notice of that before.
Just as I type this, i removed the PF display in editor and 1 plastic display in editor , restart and shaved 200mb off the memory. Is there other things to be aware of that bumps the usage up?
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 29 April 2013 - 09:30 PM
"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
Posted 01 May 2013 - 06:54 PM
Posted 01 May 2013 - 08:49 PM
Just dropping in to report that since about 912, I've been experiencing a steady increase in performance with just about every new build I try (every new official version and about every 100th build). With 559 I've been able to control my balls during multiball on JP's TOM, even when all the lights are going off, something which usually causes a lot of stutter for me.
Keep up the good work, guys.
VPF's resident pinball music fanatic.
The McD's Pinball Music Emporium: YouTube /// MediaFire (old tracks) /// Mega (new tracks)
Posted 01 May 2013 - 10:41 PM
Yea very nice!! 559 fastest build so far but on Checkpoint the flippers are messed up.. ![]()
Untitled.png 1.27MB
108 downloads
Edited by LoadedWeapon, 01 May 2013 - 11:00 PM.
Posted 02 May 2013 - 02:31 PM
Yea very nice!! 559 fastest build so far but on Checkpoint the flippers are messed up..
[img]http://www.vpforums.org/public/style_images/VPForums/attachicon.gif[/img] Untitled.png