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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#61 ICPjuggla

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Posted 23 December 2013 - 06:48 PM

@ Koadic I didn't change anything from the one that has been released.. We are preparing an update for the comunity..

Like I said the issues are with more than just a handful of tables, it seems any table I try using, with that style of light implemented has an issue of sorts, weather it's off to the side of the table or it looks like the Atlantis screen shot.

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#62 jpsalas

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Posted 23 December 2013 - 06:52 PM

would you guys have cooler lightmaps for bumpers and lights as default?

i would then separate the two on the way, so have one for each..

 

cause i really hate the old default lightmap, it just looks way to boring..

Yes, I know the old lightmap looks boring, and the best should be something between the old one and the new one. The new one is too dark on the sides. The bumpers become darker when lighten up :) And if you use an image on the bumpers then I can't see the difference between on or off.

 

Anyway I guess many new authors will start using a mesh or an alpha ramp for the bumpers, and for the lights we use mostly images, but to do not break the older tables I should just enhance a little the old lightmap.


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#63 koadic

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Posted 23 December 2013 - 07:36 PM

@ Koadic I didn't change anything from the one that has been released.. We are preparing an update for the comunity..

Like I said the issues are with more than just a handful of tables, it seems any table I try using, with that style of light implemented has an issue of sorts, weather it's off to the side of the table or it looks like the Atlantis screen shot.


Well, all 3 ramps are at the same height and at the same y coordinates, so raise f77 up by .1 and lower f62 down by .1 (both top and bottom heights) and it will work just fine... unfortunately it is one of the side effects of the fix, even though you aren't using alpha blending and it worked in 9.1.5

What it looks like after the changes, with alpha blending turned on...
untitled-10_t.jpg

Edited by koadic, 23 December 2013 - 07:40 PM.


#64 toxie

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Posted 23 December 2013 - 10:06 PM

rev 809 adds this now.. i would say its experimental currently, so please test the hell out of this if 809 improves lag over 808 (i say yes on my cab with stereo 3D enabled, but could also be wishful thinking) or if it has other unintended sideeffects with the key/devices inputs..

 

In addition it also changes the old/outdated 'Physics Max.Looptime' setting to 'Physics Max. Loops' (see in the table/backdrop physics options)
This allows to specify the maximum number of iterations spent in the physics update.
By setting it f.e. to 1, the rendered frame updates will -always- match the physics updates, everything above 1 allows for multiple physics updates per frame
(2, 3 or 4 can be good values for this, as it slows down the physics temporarily if the FPS drop below 50, 33 or 25 in these cases).

 

Please also test the hell out of this and report good values on your setup.

 

 

Had to do some more tweaks.. 811 should be the rev to test now, sorry.. :/

 

EDIT: seems like 4 is a good value for Physics Max. Loops (tested with stereo3D on)


Edited by toxie, 24 December 2013 - 01:11 PM.


#65 Mitchell

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Posted 23 December 2013 - 11:03 PM

I removed this special type of wall, as it just led to massively complicated code for the walls. It is automatically converted to the standard type of wall now.
Sorry for the trouble, but this was necessary going forward.

No problem. I'm replacing those. As you can see here. After all those are redone then I going to delete the old ones and then paste these onto the real tables. This just a tempuary table. :)

Attached Files


Edited by Mitchell, 23 December 2013 - 11:11 PM.

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#66 MajikBubble

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Posted 24 December 2013 - 02:09 AM

I noticed a strange glitch.  I select any object or control point and the entire table in the grid shifts a few pixels.



#67 fuzzel

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Posted 24 December 2013 - 07:17 AM

do you use the latest revision?

#68 toxie

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Posted 24 December 2013 - 09:09 AM

 

Yes, I know the old lightmap looks boring, and the best should be something between the old one and the new one. The new one is too dark on the sides. The bumpers become darker when lighten up :) And if you use an image on the bumpers then I can't see the difference between on or off.

 

Just commited a new version, which is somewhere inbetween.. :)



#69 jpsalas

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Posted 24 December 2013 - 10:54 AM


Just commited a new version, which is somewhere inbetween.. :)

 

 

Thanks! I'll check it as soon as koadic compile it. One of the reason why I think the old lightmap was ok is because of the tables that uses a dmd/vpm window made with lights, since they didn't look so good with the new lightmap. So I'll check it out and I'll let you know :)


If you want to check my latest uploads then click on the image below:

 

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#70 toxie

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Posted 24 December 2013 - 12:07 PM

ah, okay, didn't even think about these tables..



#71 koadic

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Posted 24 December 2013 - 01:36 PM

Thanks! I'll check it as soon as koadic compile it.


Alright, just got home from work... 815 is compiled and uploaded :D

#72 jpsalas

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Posted 24 December 2013 - 02:03 PM

Thanks koadic :)

And thanks toxie, the lights are much better now :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#73 kiwi

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Posted 25 December 2013 - 07:52 PM

For the lights the new lightmap is better now, I really like the DMD made ​​with lights.
For the bumper I prefer the old lightmap, is much more visible when the bumper is on.
The left bumper is on and the other two are off,
there is not much difference in brightness.

 

bumpers.png

 

Thanks

 

Max



#74 sleepy

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Posted 25 December 2013 - 09:48 PM

Aren't the lightmaps image-based? Would it be possible to allow custom image-based lightmaps, similar to the use of images for the Light Object?

 

I was doodling around and I'm wondering. Would it be possible to insert user lightmaps, masks, and/or transparent images into the L0 / L1 3D Lighting Object, for a quasi Environmental Lighting effect?

With masks it might also be possible to Image Map a Mask to pass or block the light in a user-specified region of the masking image, if it is of use in VP.

 

And a very old question. For the longest time now, I've been wondering why the default lighting behavior of the VP Bumper Object is .LightStateOff and Flash ON When Hit. I have never seen a real-world pinball bumper flash On when hit. As far as I know, a bumper is either off until qualified, then / else is lit constantly, or is lit and momentarily flashes OFF when hit.

 

I was looking at sizing the Ball and wondering if the Plunger Object could be resized, at least the Width of it?


Edited by sleepy, 25 December 2013 - 09:51 PM.


#75 fuzzel

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Posted 26 December 2013 - 12:39 AM

Hi guys and merry xmas to all...Santa was here and brought a new flasher element with rev 819 :D

 

But beware this is an early beta version and must be improved over the next weeks. So please try it out but don't use it in upcoming tables yet.

The flasher is somewhat a mixture of a decal and a ramp. You can use it for showing a simple alpha image (and you can colorize the image with the color settings) or you use the additive blending with a factor between 0-255. With this factor you can use just one full bright flasher image and by reducing the factor the image will fade out ;)



#76 Mitchell

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Posted 26 December 2013 - 01:45 AM

OK I found out that the graphics issue isn't from that gap in the top walls. It from the trans ramps. I redone the outer walls and inter walls.

 

The curves is the trans ramps. Circle is showing the graphics behavior under that ramp. You might wanna change the colors in order to see the problem.


Problem number two.

 

The metal below isn't showing right. There a black glitch there.

Attached Files


Edited by Mitchell, 26 December 2013 - 01:41 AM.

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#77 unclewilly

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Posted 26 December 2013 - 02:33 AM

Very excited to play with the flasher toy

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#78 Aaron James

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Posted 26 December 2013 - 02:51 AM

Ok, with the latest build of vp...i'm not sure what I have to do to correct the lighting (flashers/GI) in the editor.

I'm starting with the AFM night mod, and I keep getting dark lighting artifacts that I can't seem to correct.

Do i change them all to 3d stereo? Are they are non-addiditve bi now? I'm just a tad bit confused...i'd like to re-release my mods with correct up-to-date lighting :)


vpsig.jpg


#79 unclewilly

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Posted 26 December 2013 - 05:08 AM

ok just loaded monster bash into the lateset revision with the flasher object and all my meshes are gone from the table?

 

anyone else with this issue


"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


#80 jpsalas

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Posted 26 December 2013 - 06:55 AM

ok just loaded monster bash into the lateset revision with the flasher object and all my meshes are gone from the table?

 

anyone else with this issue

Yes, it happens the same here.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters