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The VP 10.6 beta thread

beta 10.6 beta

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#921 DJRobX

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Posted 04 July 2019 - 05:03 PM

 

 

done.

 

Regarding the commit to make everything at least 2 digits - if you're going to do that, I'd recommend just going "all in" and make it a minimum 3 digits so things are consistently sorted from now on.

I see lots of tables with more than 100 walls, and it's going to look downright strange to have:

 

Wall01

Wall02

..

Wall09

Wall10

Wall100

Wall101

Wall11

Wall12

...

etc



#922 Ben Logan

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Posted 05 July 2019 - 07:12 AM

You engine devs are tireless. Absolute champs.

#923 toxie

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Posted 05 July 2019 - 08:07 AM

 

 

 

Regarding the commit to make everything at least 2 digits - if you're going to do that, I'd recommend just going "all in" and make it a minimum 3 digits so things are consistently sorted from now on.

 

done.


..but i suspect that there is simply a bug somewhere in the loader, i'll investigate later-on..

 

..and fixed/optimized.. The .obj loader was very brute-force when running an optimization pass, this is now much much faster for larger meshes..



#924 fuzzel

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Posted 05 July 2019 - 06:56 PM

rev3746 is up:

 

- always number new elements with (minimum) three digits
- optimize .obj importer
 



#925 toxie

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Posted 05 July 2019 - 07:03 PM

 

for those who just use  paint 3d (windows 10), possibility of importing .fbx ?

for small projects,it makes good service....

 

 

.fbx is a monster. It was invented to support all kinds of nonsense (i.e. movie content, fancy shading, etc). So I think .obj is common and especially simple enough.



#926 bord

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Posted 05 July 2019 - 07:30 PM

Thanks for the OBJ import update! Great stuff.



#927 HiRez00

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Posted 05 July 2019 - 08:05 PM

Hi Guys,

 

This is probably a REALLY dumb question ... but when i upgraded to the newest 10.6 Beta, my mouse pointer now completely disappears when I load / play a table. This makes it really hard to "quit" the table in VPX and/or make an adjustment in the F1 or F6 settings. I check the Key Controls Preference and the "mouse pointer during gameplay" (not sure if that is exactly what it says) IS in fact checked.

 

Am I missing something so basic is escapes me?

 

Please advise.


-HiRez00


#928 gtxjoe

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Posted 06 July 2019 - 12:01 AM

If you have exclusive Fullscreen enabled in Video Pref, you wont see the menus. Press q q to exit

#929 HiRez00

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Posted 06 July 2019 - 12:29 AM

If you have exclusive Fullscreen enabled in Video Pref, you wont see the menus. Press q q to exit


Really? On VPX 10.5 I had it in exclusive fullscreen in cabinet mode and when I would move the mouse, I would see it and could use it.

Did the “programming” for 10.6 eliminate that ability?

-HiRez00


#930 Thalamus

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Posted 06 July 2019 - 07:39 AM

@Hirez00 : Yes, new feature.


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#931 toxie

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Posted 06 July 2019 - 09:28 AM

..but not in 10.6! That was already in 10.1..



#932 Thalamus

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Posted 06 July 2019 - 09:37 AM

@toxie : Believe he is talking about this https://www.vpforums...=41180&p=427397


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#933 toxie

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Posted 06 July 2019 - 10:14 AM

But that change was only for windowed mode. HiRez apparently uses exclusive FS mode. So must be something else.



#934 bord

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Posted 07 July 2019 - 01:59 AM

Bad news. I'm getting consistent crashes when importing large-ish OBJs into a table. They are clean meshes and import fine in previous versions but crash every single time since the new OBJ import implementation.



#935 toxie

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Posted 07 July 2019 - 07:44 AM

Can you please send 2 or 3 of them to me via PM? Cause my tests all went through..


 

I think I found a "video options" bug. Its to do with manually defining "ball aspect ratio". he ball looks very "squashed", compared to an earlier version.

 

Here is what the ball looks like with rev. 3696

 

 

Kind of seems that the ball can not be manually re-sized at all. It never changes with setting revisions.

 

 

Here is what the ball looks like with rev. 3738

Works great here.

 

Defining these settings is my solution to "egg-ball". Am I maybe missing something, or is it areal bug. If it is a glitch, can this please be fixed before final release?

 

Thanks.

 

I tried to repro this, but for me the ball looks always the same with your settings. Could you please try more versions inbetween (https://vpinball.com...s/vp-10-6-beta/) so that i could maybe spot something fishy in the smaller commit range?

 

 

*ping*

Also at anybody else who can repro this behavior..



#936 dark

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Posted 07 July 2019 - 02:16 PM

While it's nice that VP devs have optimized this aspect, obj import update shouldn't be taken as an excuse to use high poly models, if the models are taking too long to load in VP then YOU need to optimize the model some how, it's not really on the VP devs.  When building a 'game' within a 'game engine' you have to be aware that you have a 'budget' for the amount of resources you can use,  so for example if you are spending a huge chunk of those resources on one un-optimized model that is many thousands of polygons you're basically wasting your games budget on one portion of the table.

 

Use normals bump maps with projection mapping and re-meshing tools or learn to re-mesh models yourself.  Keep all images to the power of 2 (1024x1024, 2048x2048, 4096x4096 etc),  have as many 3D objects as possible combined into one using the same texture maps.  For example if you look on my Jurassic Park table and select table plastics, you will see all the tables plastics (with the exception of the sling plastics) have all been combined into one object and all share one high res power of 2 texture map.  All metal objects such as nuts/screws/bolts etc have been combined into one object.

 

Generally speaking most 3D model toys for pinball tables should be accomplished with around 3k triangulated polygons (or 1500 quads), depending on the complexity of the model of course and the amount of other dynamic 3D objects on the table.  Intense lighting effects on the table can also draw on performance, so there is much to consider when trying to optimize a table in order to get the most 'bang for your buck' in terms of your tables performance budget.

 

If you have high detail/high poly 3D model scans you need optimized you can try contacting me for help with this but I can't necessarily promise anything depending on my schedule,  but I can try to help out where I can.



#937 Pin-Pete

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Posted 07 July 2019 - 06:24 PM

Serious flipper lag and stuttering at the latest rev.


Greetings:Petri


#938 Thalamus

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Posted 07 July 2019 - 06:29 PM

I haven't noticed any lag except for 5 or is it 6 balls on STTNG.


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#939 toxie

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Posted 07 July 2019 - 07:03 PM

Serious flipper lag and stuttering at the latest rev.

 

There were no changes whatsoever to anything regarding gameplay in that rev.. So if you think this is new, please try to nail down the last revision that still works normally for you and the one where it starts to not work the same way via https://vpinball.com...s/vp-10-6-beta/



Keep all images to the power of 2 (1024x1024, 2048x2048, 4096x4096 etc)

 

Your write up is spot-on, but that part is not really necessary anymore. It might allow for best quality mipmaps, but in practice this is not really noticable.



#940 bord

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Posted 07 July 2019 - 07:40 PM

...if the models are taking too long to load in VP then YOU need to optimize the model some how, it's not really on the VP devs.  When building a 'game' within a 'game engine' you have to be aware that you have a 'budget' for the amount of resources you can use,  so for example if you are spending a huge chunk of those resources on one un-optimized model that is many thousands of polygons you're basically wasting your games budget on one portion of the table.

 

Totally agree with you, but that isn't what I'm reporting. In this case all the plastic elements (posts etc) are combined into a single obj and using a projected texture. That sort of file has always been a breeze in previous versions but it crashes on import every time with the latest build. The same file has no problem or lag loading in previous 10.6 versions.


Edited by bord, 07 July 2019 - 07:41 PM.






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