This is getting better and better, a lot of talented people working in this, love it!! Keep the good work everybody!
Edited by vampirolatino2, 28 February 2014 - 12:06 AM.
Posted 28 February 2014 - 12:06 AM
Thank you Mukuste! You fixing z fighting will work great with Funhouse!
Thanks!
Actually... I'm sorry to report this, but Funhouse (FS) still has that jagged white light
I haven't figured out yet what causes it, but I'm pretty sure that it's a bit different from the depth buffer issues we discussed so far.
Posted 28 February 2014 - 12:26 AM
Hey I see that there is alot of progress being made on DX9 and have a quick question...My hard drive has recently stopped working so I will have to replace and reinstall everything my question will it be more beneficial for the update to install windows xp or windows 7 64 bit
Posted 28 February 2014 - 01:57 AM
hey guys,
I'm getting some strange ballstutter...
running vpdx9 i set to windowed/fullscreen and works great, run vp9 r923 which does respect the dx9 windowed full screen but runs awful! any ideas? I would like to keep running both through front end but looking like this may be a problem.
Also the ball reflection is not disabling globally grrrr... ![]()
EDIT: thought i posted this in VP 921 feedback thread...sorry DX9 version runs fine its just when i run it and then run vp9 r923 to run other tables vp9 r923 runs very poorly
Edited by randr, 28 February 2014 - 02:29 AM.
Posted 28 February 2014 - 06:26 AM
Well, that does bring up I think some other valid questions Randr:
- As it seems the "fullscreen" option is not recommended to be used, why keep it in?
- Since there is interference between different versions of VP and if 100% compatibility is not attainable (nothing wrong with that, way passed what I thought would be reached!), would it be possible to have some additional settings set via an external file? I've suggested something similar in the vp9.2.1 thread, so recapping: Many use multiple versions of VP due to compatibility/front end use. With this in mind, having some kind of external setting to facilitate the installation of two different VP's would be a good thing.
If this is doable, are there any other settings people can think of that would benefit from multiple VP installs? IE: in the past, many VP options would have benefitted from this but they've wisely been incorporated as part of VP's table settings (ie: the alpha ramp accuracy). I could see "MAX Texture Dimension" benefitting from this as well as I prefer keeping it on Max but there's a couple of tables that seem to need 2048 set.
Thanks,
Rob
Posted 28 February 2014 - 07:57 AM
Well, that does bring up I think some other valid questions Randr:
- As it seems the "fullscreen" option is not recommended to be used, why keep it in?
I agree, it's rather limited in its use right now. The only niche for it, I guess, are people who only play desktop custom tables (no VPM/no B2S), which is probably no one. So it might be removed.
Thank you Mukuste! You fixing z fighting will work great with Funhouse!
Thanks!
I looked into Funhouse (FS): The issue is that the table uses two walls at the exact same location, Wall470 (backpanel1 texture) and gib1 (backpanel_on texture), which leads to Z fighting. Unfortunately this is something that will have to be fixed at the table level. A simple fix for DX9 would be to simply swap the texture of Wall470 as appropriate and delete gib1, but this won't be backwards compatible.
As for Rudy's slight changes in brightness, if the "Enable lighting" flag is disabled on all the "rudy" and "rudy_X" walls, this goes away.
If someone wants to add this information to the compatibility spreadsheet, that'd be great.
Edited by mukuste, 28 February 2014 - 08:04 AM.
Posted 28 February 2014 - 08:14 AM
cabinet branch was also created. same goes for PinDMD.
expect a combined .dll (which allows for all of that to be en/disabled via menu) soon for you guys to test.
sorry to hijack this thread yet again (last time though), but this version is now out for testing:
http://www.vpforums....showtopic=27063
Posted 28 February 2014 - 08:36 AM
It seems that as soon as the Visual Pinball Player is active it blocks AutoHotKey in some way. As soon as Visual Pinball Player is halted, AutoHotKey can access the keyboard again. But why it works some time and begins then to not work is a thing I do not understand...
I somehow missed this comment the first time around, but just stumbled over it. This would be due to the new exclusive mode for the keyboard. It basically tells Windows, "I, and I alone, am now using this keyboard", so other applications like AHK don't get keyboard messages anymore while the VP player has the focus.
At this point I wonder: has this actually fixed the exiting issue for anyone? Because otherwise I'd like to revert it or at least provide it as an options checkbox. I personally find it annoying that I can't change volume through the Volume Up/Down keys on my keyboard anymore when I'm playing a table.
Posted 28 February 2014 - 08:38 AM
Just noticed that I can use 2550x1440 resolution with the windowed full screen. And still the performance is good with the latest test6 version! The downside is that now normal 1080p looks a bit blurry
(could be just because it's not native resolution of my new monitor anymore). Anyway it looks really nice -> suddenly I'm envisioning having 4K display in the cab few years from now ![]()
I have now started using test6 as my main VP exe in the cab. The performance gain is so big that any slight backwards compatibility issues are minor things. Most of the tables play just fine!
I hope that we can have the official dx9 build relatively soon (in few weeks(?)). I'm not trying to rush you at all but mainly a) it will free you to start working on VP10 and b) it will give authors / modders a change to release dx9 compatible updates to tables that require some tweaking.
Thanks once again for all VP devs for the work you have done. I started this hobby few years ago and the improvements that have happened since are nothing short of amazing! If through some weird co-incidence I ever stumble in the same location -> beers are on me ![]()
Posted 28 February 2014 - 08:46 AM
I somehow missed this comment the first time around, but just stumbled over it. This would be due to the new exclusive mode for the keyboard. It basically tells Windows, "I, and I alone, am now using this keyboard", so other applications like AHK don't get keyboard messages anymore while the VP player has the focus.
At this point I wonder: has this actually fixed the exiting issue for anyone? Because otherwise I'd like to revert it or at least provide it as an options checkbox. I personally find it annoying that I can't change volume through the Volume Up/Down keys on my keyboard anymore when I'm playing a table.
maybe you could just revert all the changes to DX8 altogether for now (or ifdef it with VP10). seems like the most unproblematic solution.
Posted 28 February 2014 - 09:16 AM
I somehow missed this comment the first time around, but just stumbled over it. This would be due to the new exclusive mode for the keyboard. It basically tells Windows, "I, and I alone, am now using this keyboard", so other applications like AHK don't get keyboard messages anymore while the VP player has the focus.
At this point I wonder: has this actually fixed the exiting issue for anyone? Because otherwise I'd like to revert it or at least provide it as an options checkbox. I personally find it annoying that I can't change volume through the Volume Up/Down keys on my keyboard anymore when I'm playing a table.
maybe you could just revert all the changes to DX8 altogether for now (or ifdef it with VP10). seems like the most unproblematic solution.
Maybe the best option since nobody had problems with the old version... unfortunately there was no single commit which made the change to DI8, it was mixed in with the 3D/AA patch, so I can't simply "git revert" that commit.
Posted 28 February 2014 - 09:24 AM
Maybe the best option since nobody had problems with the old version... unfortunately there was no single commit which made the change to DI8, it was mixed in with the 3D/AA patch, so I can't simply "git revert" that commit.
git add -i
let's you stage only parts of a file in case you missed to commit it before you started working on other stuff. pretty cool feature.
if you do git reset on that commit and git add -i you should be able to apply only those changes.
Posted 28 February 2014 - 03:04 PM
Posted 28 February 2014 - 03:40 PM
Edited by gtxjoe, 28 February 2014 - 03:46 PM.