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VP9.1.6 Alpha/Beta Bugs & Feedback


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#821 jpsalas

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Posted 13 October 2013 - 12:11 PM

Cool is this table for testing the image issue or an overall test table?

I use this table to test the new VP916 options, and it is an overall test table since it is mostly just to test how it runs on your computer, since it needs to disable the Region Updates as there is no refresh lights.

 

I'm still amazed that it runs so good even with about 130 alpha ramps :)


About the image issue: I think it is a buffer/prerender problem. Since as soon as I stopped VP and run it again it worked fine (so there is no way I could save a "test" table for the issue). I must have edited and run the table about 100 times without quiting VP before that wall didn't want to be redrawn with the new image. I don't think it is a very important issue, since it will only affect authors and maybe only from time to time. 


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#822 fuzzel

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Posted 13 October 2013 - 12:16 PM

Ah ok. Anyways pretty much action for a retired table author :D

#823 bodydump

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Posted 13 October 2013 - 12:25 PM

 I don't think it is a very important issue, since it will only affect authors and maybe only from time to time. 

 

 

It's definitely not that big of a deal once you know what's going on but when it first happened, it drove me crazy.  I kept reloading the image, moving the wall, etc..  Then I restarted and it magically appears.  Now I know just to restart when I don't see the image.

 

Fuzzel,  I know you don't really want any more requests but I was wondering if it would be possible to add a panning function similar to photoshop.  It would be nice to be able to hold down a key and move the viewing area around in the editor rather than using the scroll bars.  Not a critical fix but would be nice if it's not too difficult to add.



#824 fuzzel

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Posted 13 October 2013 - 12:47 PM

Hmm I can check that. Don't know if this can be added easily...

#825 randr

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Posted 13 October 2013 - 01:17 PM

jpsalas, Nice test table, NOW TEACH ME EVERYTHING YOU KNOW!  :love39: 

Well i did switch to build 677 and nothing started on fire or exploded! :) i like the ball reflections nice effect!  seem to run as smooth as 628. Good stuff! 


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#826 unclewilly

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Posted 13 October 2013 - 07:12 PM

What would it take to get rid of the region updates.

The reason I like the primitives is due to the scriptable images.

The refresh light can be a pita

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#827 fuzzel

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Posted 13 October 2013 - 07:15 PM

What would it take to get rid of the region updates.

That's easy once we are not on DX7 anymore ;)



#828 jimmyfingers

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Posted 13 October 2013 - 07:34 PM

The last couple bugs with the enable lighting seem cleared up and performance is good with rev677.  One last thing I can think of is that there is a bug with timers where anything set lower than 10 doesn't actually take and is capped at 10. I've verified this a while back with some text boxes and manual counting routines (plus a stop watch) when I was getting strange results for a routine that needed less than 10 to look as good as possible.  This will and has also been affecting the primitive drop targets routine where the timer set on objects (under the misc. section) has been intended to be lower than 10 (I've seen 2) but the primitive drops slowly and is a result of this bug.  It would be great to get the timers to work for below for the few instances that it's useful.



#829 fuzzel

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Posted 13 October 2013 - 07:35 PM


Fuzzel,  I know you don't really want any more requests but I was wondering if it would be possible to add a panning function similar to photoshop.  It would be nice to be able to hold down a key and move the viewing area around in the editor rather than using the scroll bars.  Not a critical fix but would be nice if it's not too difficult to add.

 

Please try rev 679. It wasn't a problem to add this feature. In the editor hold ALT+move mouse in the direction you want to move the view. As long as you move the mouse the view will move too, if you stop moving the mouse nothing will happen.



#830 koadic

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Posted 14 October 2013 - 12:42 AM

Ok, just compiled and tried 679... I can see the ability being useful but it seems way to 'jumpy' to me as is. Would it be possible to make the scrolling amount less so it operates a little more smoothly?

#831 LoadedWeapon

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Posted 14 October 2013 - 02:26 AM

I know it's off subject but that table looks awesome JP lol  :love39:



#832 jpsalas

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Posted 14 October 2013 - 02:35 AM

The last couple bugs with the enable lighting seem cleared up and performance is good with rev677.  One last thing I can think of is that there is a bug with timers where anything set lower than 10 doesn't actually take and is capped at 10. I've verified this a while back with some text boxes and manual counting routines (plus a stop watch) when I was getting strange results for a routine that needed less than 10 to look as good as possible.  This will and has also been affecting the primitive drop targets routine where the timer set on objects (under the misc. section) has been intended to be lower than 10 (I've seen 2) but the primitive drops slowly and is a result of this bug.  It would be great to get the timers to work for below for the few instances that it's useful.

I think this bug has been in VP since the beginning, long before VP9.


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


#833 unclewilly

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Posted 14 October 2013 - 03:05 AM

Jps test table is very nice. But without the region updates on I get some graphics glitches like ball showing on top of flippers :(

Edited by unclewilly, 14 October 2013 - 03:07 AM.

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#834 oooPLAYER1ooo

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Posted 14 October 2013 - 03:11 AM

What would it take to get rid of the region updates.
The reason I like the primitives is due to the scriptable images.
The refresh light can be a pita


Me too I am working on a table atm and using a primitive for fading gi on plastics and getting fantastic results. No refresh light and less issues with draw order problems

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#835 LoadedWeapon

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Posted 14 October 2013 - 11:22 AM

Jps test table is very nice. But without the region updates on I get some graphics glitches like ball showing on top of flippers :(


Are you forcing AA?

#836 unclewilly

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Posted 14 October 2013 - 11:54 AM

You mean from the nvidia control panel?
Actually I might be. I'll do some tests.

Honestly. The way up made this table is how I was trying to do firepower.
It's a lot less editor work.

I really can't wait fir the dx9. To happen.

I have some table updates and some new tables coming that are heavy on the alphas and primitives, that I may not be able to release because no one will be able to play them

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#837 LoadedWeapon

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Posted 14 October 2013 - 01:01 PM

You mean from the nvidia control panel?
Actually I might be. I'll do some tests.
Honestly. The way up made this table is how I was trying to do firepower.
It's a lot less editor work.
I really can't wait fir the dx9. To happen.
I have some table updates and some new tables coming that are heavy on the alphas and primitives, that I may not be able to release because no one will be able to play them

Yea forcing AA with nvidia is the only time i get glitches.
I cant wait for dx9 myself.
As for the tables please dont hold anything back im sure some people will get great enjoyment out of your work. I know i will :)

#838 koadic

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Posted 14 October 2013 - 02:46 PM

Revision: 680
http://sourceforge.n...inball/code/680
Author: fuzzelhjb
Date: 2013-10-14 12:58:37 +0000 (Mon, 14 Oct 2013)
Log Message:
-----------
panning fine tuning...hopefully not too bouncy anymore


Revision 680 is much smoother and thus easier to use and control when panning, thanks. :D

#839 fuzzel

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Posted 14 October 2013 - 02:49 PM

Ah good to know ;)

#840 jimmyfingers

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Posted 14 October 2013 - 05:19 PM

Despite the timer interval bug apparently being around from before VP9, is this still not something that might have just been overlooked or set because of previous performance issues and wouldn't be that difficult maybe to get working correctly? Having the option for less than 10 will be very useful and almost necessary for a few scenarios but doesn't mean we have to use it that low (still can obviously configure higher if desired). Could one of the devs please just take a peak into why it's capped at 10 and if it would be easy enough to fix to allow actually being set / functioning below 10? Thanks for whatever you can muster regarding this bug.

 

One more thing to request before an official release, is it possible to make the "enable / disable lighting" option for ramps available independently? To my understanding right now it is "included" in the "Additive Alpha BI. (+disable lighting)" checkbox for a ramp, however, their will likely be times where one would want to use an alpha ramp for the image processing abilities but not want the Additive alpha option on, yet still want to disable lighting to blend in with other objects around it desirably / separate from table source lighting options. One example being in the latest STTNG MOD with the canon work around of using an alpha in the off state / still position, but the off state looks a bit different / darker for the alpha ramp quite likely because (or made worse by the fact) the lighting is being applied in that it does not have the "additive alpha..." checked off, thus not disabling lighting, where as the primitive for the canon that it is mimicking at stand still, has lighting disabled. Enabling additive alpha (to try and disable lighting to match the primitive) throws the image off completely. This option to decouple the lighting from the additive alpha option would also be useful for things like AFM and the little saucer animations using alphas (instead of walls as currently done) without wanting lighting applied as once again Additive alpha throws it off completely and not having lighting enabled would be desirable again for things like having the same appearance on the objects regardless of rotation or inclination settings.


Edited by jimmyfingers, 14 October 2013 - 05:40 PM.