I'm seeing a bug with ramps. I first saw this on Indy 500 and thought it was weird, couldn't explain it and didn't see it anywhere else. Well, I'm seeing another example of it.
For long ramp sections, the right hand wall becomes noncollidable. The ball can pass right through it. See red arrow on the right. Easiest to test this with manual ball control, sliding the ball up the right hand side of the ramp.
In addition, the ball won't pass under the ramp from left to right. See red arrow on the left.
Ramps are still a special beast :/
They use an approximation for the internal collision calculations since the very day they were introduced.
This makes them much faster to handle than comparable primitives, for example, but also feature the issue that above and below the ramp are some wall-parts that reach higher/lower than the actual ramp. This is usually not an issue, and i introduced a workaround/heuristic in 10.5 that adresses most real-world use-cases, but for some rather steep ramps, this can still be an issue, so the only thing that helps (at the moment) is to use the mentioned "use-much-more-control-points-for-these".
(The non-collidable part is a bug though for sure)
About analog nudging and simulated bob.
There's this long discussion mostly between me and Thalamus about an extra nudge I was experiencing every time the sim bob triggers.
https://www.vpforums...ic=33287&page=3
Several times I thought I've found a fix but then soon noticed it's still there. I had no issues with real bob or sending tilt with Mechanical Tilt key [T] so it was really frustrating as I found no other discussion about the topic except for something similar mentioned in VR thread and therefore obviously thought it was something in my setup.
I then finally took a look in source and found that in pininput.cpp (line 827 in r3746) it was sending 'eCenterTiltKey' when the bob triggers which seemed strange. I replaced it with 'eMechanicalTilt' and it seemes to have fixed the issue.
Here's a video showing what I mean. First a test with r3746. ~0:20 you can see this extra nudge bouncing the ball all over. Later in the video another few tries with the mentioned mod and the ball stays cool.
https://youtu.be/_RujVX3-N_I
P.S.
Thanks Rob for helping me out. Had some trouble getting the source to build and started messing with cmake which Rob told was deprecated and told it should build fine directly in VS.
I was trying to build latest r3750 but it crashed everytime during table launch. Then thought to try with r3746 which worked without issues.
I used DX SDK 2009 (Aug). Not sure if it makes any different whether I use that or 2010 (Jul)?
try to contact mjr, he knows most likely most about the nudge code.
I had the problem with the new Time Warp (Bord) that the playfield looked much too dark. Because I was on an older beta rev I updated to 3746.
Ok the problem for Time Warp was solved, but e.g. for TAF (g5k) I had the opposit, playfield much too bright (see image)
I guess I could solve it for TAF by disable lighting for the playfield mesh. What would you suggest? Change it for all tables affected? Or consider it a bug and wait until VPX in this point is again backwards compatible? (yes, suggestive question)
The others already perfectly explained the issue here, so some older tables simply have to be adapted, as we did not think about this back then and adding this backward compatibility now would be also sub-optimal. :/
In addition to this issue, there can be a small to medium difference in lighting/brightness of tables with 10.6 (compared to 10.5) due to the improved texture filtering and especially due to a fixed bug in the lighting computations (mainly visible on the actual playfield usually).
We really should havea a "Known Bugs" file where these things are mentioned.
Somebody up to start a document on that? or any other up-to-date documentation?
That would be much appreciated.
Edited by toxie, 30 July 2019 - 03:56 PM.