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VP9.1.6 Alpha/Beta Bugs & Feedback


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#81 fuzzel

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Posted 02 May 2013 - 07:23 PM

Please try rev 560. It should fix that :)



#82 LoadedWeapon

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Posted 02 May 2013 - 08:26 PM

Please try rev 560. It should fix that :)

Will be glad to as soon as it's uploaded :)



#83 LoadedWeapon

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Posted 03 May 2013 - 10:52 PM

Great Job!!! :otvclap:  Not sure what you did but this is my new VP.EXE :love39:  Everything seems to play great some tables lose some fps but the ones that were lower seemed to have gained some FPS and Checkpoint has never ran this perfect.. TY :dblthumb:


Edited by LoadedWeapon, 03 May 2013 - 10:54 PM.


#84 fuzzel

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Posted 03 May 2013 - 11:08 PM

hehe good to know :D but 560/561 isn't perfect, T2 has a surface bug near the flippers. Need to check that later.

#85 LoadedWeapon

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Posted 03 May 2013 - 11:56 PM

hehe good to know :D but 560/561 isn't perfect, T2 has a surface bug near the flippers. Need to check that later.

T2 has had the texture bug since the start of all these upgrades... we have had to use the 9.14 the whole time..


Edited by LoadedWeapon, 03 May 2013 - 11:58 PM.


#86 tipoto

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Posted 04 May 2013 - 12:09 AM

hehe good to know :D but 560/561 isn't perfect, T2 has a surface bug near the flippers. Need to check that later.

T2 has had the texture bug since the start of all these upgrades... we have had to use the 9.14 the whole time..

No, T2 works fine with 9.15.

I didn't test any 9.16 version yet, but it seems that once again something has been changed and affects the EMreels... I'll test it tonight, but I'm sure that half of the textures are shifted, you see one glitch near to the flippers, but I'm sure there are tones of glitches all over the table.



#87 LoadedWeapon

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Posted 04 May 2013 - 12:37 AM


hehe good to know :D but 560/561 isn't perfect, T2 has a surface bug near the flippers. Need to check that later.

T2 has had the texture bug since the start of all these upgrades... we have had to use the 9.14 the whole time..

No, T2 works fine with 9.15.

I didn't test any 9.16 version yet, but it seems that once again something has been changed and affects the EMreels... I'll test it tonight, but I'm sure that half of the textures are shifted, you see one glitch near to the flippers, but I'm sure there are tones of glitches all over the table.

Hmm I still see the black lines with 9.15... and looks the same with 9.16 for me.. pictures below..

Attached File  9.15.png   1.64MB   145 downloads   Attached File  9.16.png   1.64MB   152 downloads

        9.15                     9.16


Edited by LoadedWeapon, 04 May 2013 - 12:37 AM.


#88 tipoto

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Posted 04 May 2013 - 02:03 AM

I'm gonna check this. I can say already, just by looking at your little screen shot, that there are plenty of shifted textures :/



#89 Slydog43

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Posted 04 May 2013 - 02:38 AM

T2 1.05 works fine with 560 at least for me. (Really great job guys, thanks)
 
I did find a little messup with Medieval Madness VP015 FS 2.4.3 
 
read box around ball at this point on the table.  I think its the only place it happens.

Attached Files


Edited by Slydog43, 04 May 2013 - 02:39 AM.


#90 LoadedWeapon

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Posted 04 May 2013 - 02:46 AM

I am using T2 Chrome FS B2S 1.0.3.. I will try the 1.05

 

Ok that was the problem... This is T2 1.05 on 9.16 Thank you! :)

Attached File  9.16.png   1.64MB   52 downloads


Edited by LoadedWeapon, 04 May 2013 - 02:53 AM.


#91 tipoto

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Posted 04 May 2013 - 03:10 AM

I am using T2 Chrome FS B2S 1.0.3.. I will try the 1.05

 

Ok that was the problem... This is T2 1.05 on 9.16 Thank you! :)

attachicon.gif9.16.png

Glad you figured it out.



#92 jpsalas

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Posted 04 May 2013 - 10:19 AM

I have just tried rev560 and I think I found a bug, but since I have only tried in one computer I can't be sure. But if you start a new table, add a ramp, run the table and see how the ramp looks like. Made some changes to the ramp, run the table again, and the ramp looks just like the first one. Somehow VP caches the ramps, and it doesn't show the changes. But if you save the table, quit VP and run the table again, then the ramp looks ok, with the changes.


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


#93 oooPLAYER1ooo

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Posted 04 May 2013 - 10:37 AM

yes i too have been getting this bug started happening a few builds back.

i thought i was going crazy at first, i would add a bunch of items and then test and they wern't there.

 

i just been saving, reloading table and vp and its fixed.


Edited by oooPLAYER1ooo, 04 May 2013 - 10:38 AM.

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#94 jpsalas

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Posted 04 May 2013 - 10:44 AM

I have been using only the official VP915 to build the tables so I didn't notice that error until now.

The first version which had this error is rev535. Rev533 is ok. All the builds after 533 has this redrawing error.

 

I also though it was something weird with tmy graphic card or the drivers, since I have had trouble with the drivers before.


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


#95 xio

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Posted 04 May 2013 - 11:09 AM

I don't know what you improved since 915 version, but build 560 runs much better on my Optimus system : on LOTR, average fps goes from 140 to 760 ! (I'm not sure these FPS does mean something, but it's smoother)



#96 Slydog43

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Posted 04 May 2013 - 01:51 PM

Not sure when it was added, but now F11 shows an average FPS, which makes testing table speeds so much better, Thanks



#97 fuzzel

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Posted 04 May 2013 - 02:31 PM

T2 1.05 works fine with 560 at least for me. (Really great job guys, thanks)
 
I did find a little messup with Medieval Madness VP015 FS 2.4.3 
 
read box around ball at this point on the table.  I think its the only place it happens.

does this happen with 561 or 560? I changed the ball rendering procedure in 561 and it could behave strangely.
I tried MM 2.4.3 last night and everything was fine though

#98 koadic

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Posted 04 May 2013 - 05:13 PM

I haven't gotten around to compiling 561 and uploading it yet (will have to wait til I get home from work)

#99 toxie

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Posted 06 May 2013 - 11:52 AM

I have just tried rev560 and I think I found a bug, but since I have only tried in one computer I can't be sure. But if you start a new table, add a ramp, run the table and see how the ramp looks like. Made some changes to the ramp, run the table again, and the ramp looks just like the first one. Somehow VP caches the ramps, and it doesn't show the changes. But if you save the table, quit VP and run the table again, then the ramp looks ok, with the changes.

 

Yup, i know about that one, must be that i don't reset a necessary re-cache flag on some editor-action for the ramps (rev 556).. I'll fix this ASAP..

 

I have been using only the official VP915 to build the tables so I didn't notice that error until now.

The first version which had this error is rev535. Rev533 is ok. All the builds after 533 has this redrawing error.

 

I also though it was something weird with tmy graphic card or the drivers, since I have had trouble with the drivers before.

 

hmmm.. 533 introduced some changes to ramps, but 534 and 535 were harmless.. strange..

 

I did find a little messup with Medieval Madness VP015 FS 2.4.3 
 
read box around ball at this point on the table.  I think its the only place it happens.

 

that's known, but not yet figured out.. :(

 

Testing south park v2, Found graphics corruption. Phil believes its due to a bug when using more than 10 primitives. Also saud there is graphics corruptu on when using primitives with 4 sides. Can this be checked. I can privide a test table for you toxie

 

 

 

Is this bug still there with the newest build?

 

 

 

btw: What about the new option i added to the lights? Is that working like it should (i.e. lights with images on them look "better" then)?


Edited by toxie, 06 May 2013 - 11:52 AM.


#100 bent98

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Posted 06 May 2013 - 03:41 PM

Toxie.

 

I saw v562 Add controller definition and handling for the 'VirtuaPin Controller'

 

Does this add anything cool?