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VP9.1.6 Alpha/Beta Bugs & Feedback
Started By
toxie
, Apr 07 2013 06:00 AM
1394 replies to this topic
#802
Posted 03 October 2013 - 04:01 PM
That's good to know
Then I can use as many as my machine will handle and set up an option to switch from primitives to walls. That will drop the primitives below the Playfield and raise some walls.
Anothe dumb question since I won't be at my machine for a while to check.
Is the visible property of a pop bumper scriptable
Then I can use as many as my machine will handle and set up an option to switch from primitives to walls. That will drop the primitives below the Playfield and raise some walls.
Anothe dumb question since I won't be at my machine for a while to check.
Is the visible property of a pop bumper scriptable
"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
#805
Posted 03 October 2013 - 09:00 PM
That's good to know
Then I can use as many as my machine will handle and set up an option to switch from primitives to walls. That will drop the primitives below the Playfield and raise some walls.
Anothe dumb question since I won't be at my machine for a while to check.
Is the visible property of a pop bumper scriptable
Can you not use the scriptable "visible" property of the primitive instead of going the route of moving them along the Z access? I've assesed and verified in a few tables / routines this approach and with the visible property toggled off for the primitive, the performance hit appears to be completely gone or very close at leastto what would be expected if it was present at all. I tried most recently on a pre-release version of the new STTNG MOD for the 3D based / mesh primitive canons and when visible was off, totally different FPS / performance - no need to move or drop. In fact, it's those findings and options regarding the scripted visibilty that allowed / facilitated the creation of an optional work around to assist performance on less than high-end PCs.
#806
Posted 05 October 2013 - 02:19 AM
Fuzzel you are the man! You fixed problems we didn't even know there was.. You made my fav table play like a dream smooth as silk. My first game with the new exe was over a billion and I couldent be happier with how VP is turning out. HUGE thanks to you and the rest of the Dev team and to all these amazing table creators that have the skills to use the tools available to create these amazing tables.
And to think it can get even better. Thanks to everyone that helps make this all possible I love you guys!
![]()
Now back to STTNG ![]()
#811
Posted 12 October 2013 - 05:34 PM
I've been wondering about that as well. I never used to upgrade until it was an official release. Lately, however, with all the new tables needing 9.16 I have, in fact, been using the beta versions. And looking back to when 9.16 was started, I see there are a TON of revisions.
"and in the end , the love you take is equal to the love you make"
#815
Posted 13 October 2013 - 09:49 AM
I find version 677 (the latest) very stable and very fast. I made a table with 14 primitives and about 125 alpha ramps (I used alpha ramps for all the normal lights, the gi and the flashers
) and it still plays very well.
The only bug I found is that while editing I added an image to the side of a wall, and then I run the table and the image didn't appeared. I tried to do some changes to the shape of the wall, and I even disable the "Enable Lightning". When I disabled it the image appeared, but when I enabled again the "Enable Lightning" then the image disappeared again. I even changed the color of the wall but it still displayed the old color. I stopped VP and run it again and then the wall displayed fine. It has only happened once and I have not been able to reproduce the error. I'm not doing as much editing as before, but this latest version is very very stable and I have not found any other errors.
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#817
Posted 13 October 2013 - 11:42 AM
I find version 677 (the latest) very stable and very fast. I made a table with 14 primitives and about 125 alpha ramps (I used alpha ramps for all the normal lights, the gi and the flashers
) and it still plays very well.
The only bug I found is that while editing I added an image to the side of a wall, and then I run the table and the image didn't appeared. I tried to do some changes to the shape of the wall, and I even disable the "Enable Lightning". When I disabled it the image appeared, but when I enabled again the "Enable Lightning" then the image disappeared again. I even changed the color of the wall but it still displayed the old color. I stopped VP and run it again and then the wall displayed fine. It has only happened once and I have not been able to reproduce the error. I'm not doing as much editing as before, but this latest version is very very stable and I have not found any other errors.
JP
I found this same bug as JP. Had it happen several times and as JP said as soon as I exit VP and restart, the wall images appear.
#819
Posted 13 October 2013 - 11:56 AM
So, maybe I should upload the table here, just for testing and to see how it works in your computers.
A few notes about the table:
- The table is a complete rebuild, now with the right playfield size. I used to make my playfields 1024 units wide, (don't ask me why or how I found out that that size was "perfect" (?!)
- I have used alpha ramps for everything that lights up: Gi, lights, flashers, bumpers and for the saucers
- I used primitives for the targets and the big ufo (the only normal droptarget is the one under the big ufo). I have not imported any mesh, they are plain VP primitives. I just wanted primitives for the 3 bank to make a fluid animation ![]()
- This table do not use any "refresh" light to refresh the alpha ramps. So how it works? Very easy: just disable Region Updates as shown in the image. And the ramps refresh by themselves. I know that to disable Region Updates is not for everyone, but remember this table is just a test ![]()
And remember the table is not finished as I'm still not happy with the flasher drawings (hey, I'm not a Grizz or a hassanchop
)and I also need to make them in 8 steps for the GI. There are 2 set of flashers, one set for the normal flashers and another for the GI (which are the same but with its opacity reduced to 70% in photoshop so they are not so strong)
PS: I think the lights using alpha ramps are so cool ![]()
PS2: If you take a look at the table you'll see that it has just a single image for the playfield and a single image for the plastics. That alone saves a lot of video memory. One thing I'll try later is to use ramps to make the plastics, so it will be possible to resize and adjust the plastics individually.
Edited by jpsalas, 13 October 2013 - 12:02 PM.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters



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