Wow HUGE performance boost Toxie. My rig went from 89fps to 300fps! AWESOME!!!!!!!!!!!!
Ok, compiled and uploadedavailable below in my sig...
Quick test on my main pc... 442 = 15 fps, 444 = 83 fps
Posted 17 February 2013 - 02:09 PM
However, this version breaks up the primitive. Does it need to be coded differently? When the ship moves, only 2/3 of the ship moves and the rest stays behind......
Wow HUGE performance boost Toxie. My rig went from 89fps to 300fps! AWESOME!!!!!!!!!!!!
Ok, compiled and uploadedavailable below in my sig...
Quick test on my main pc... 442 = 15 fps, 444 = 83 fps
Posted 17 February 2013 - 02:27 PM
However, this version breaks up the primitive. Does it need to be coded differently? When the ship moves, only 2/3 of the ship moves and the rest stays behind......
Wow HUGE performance boost Toxie. My rig went from 89fps to 300fps! AWESOME!!!!!!!!!!!!
Ok, compiled and uploadedavailable below in my sig...
Quick test on my main pc... 442 = 15 fps, 444 = 83 fps
Confirmed. This primitive gets messed up when it rotates. When the ball rolls through the "garbage" it clears the display too.
Best Regards,
Todd.
Posted 17 February 2013 - 03:29 PM
The table lagged to badly to play before rev 445, now its a solid 60fps with adaptive v-sync. Software fxaa runs 20fps.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 17 February 2013 - 03:40 PM
However, this version breaks up the primitive. Does it need to be coded differently? When the ship moves, only 2/3 of the ship moves and the rest stays behind......
Wow HUGE performance boost Toxie. My rig went from 89fps to 300fps! AWESOME!!!!!!!!!!!!
Ok, compiled and uploadedavailable below in my sig...
Quick test on my main pc... 442 = 15 fps, 444 = 83 fps
With an ATI card, the ship is Ok.
Max
Posted 17 February 2013 - 03:46 PM
However, this version breaks up the primitive. Does it need to be coded differently? When the ship moves, only 2/3 of the ship moves and the rest stays behind......Yeah, this does seem to be an issue, but it can be worked around by using a refresh light, the same way alpha ramps are updated.
Sub UpdateXWing(aNewPos, aSpeed, aLastPos)
KickDir = aNewPos / 4
XwingCannon.RotAndTra2 = KickDir
Xwing.RotAndTra2 = KickDir
Light1.state = ABS(Light1.state - 1) 'add this line, matching the name of the light you added
End Sub
SWLight.png 12.78KB
39 downloads
Posted 17 February 2013 - 05:46 PM
The 444 and 445 works very well on my portable with intel graphics (I'm on holidays so I can only test it with this computer). The ship works very well, it doesn't need a light under for refresh.
About the shaking: yes, at first is a little strange, since the solenoid fires a few times, and that makes the sub to start over, so it looks a little strange. I could ignore that, but I left it that like this. I started by rotating the image (primitive) by 10 degress, so it is s abit shacky, and then it slows down until it stops.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 17 February 2013 - 06:01 PM
The 444 and 445 works very well on my portable with intel graphics (I'm on holidays so I can only test it with this computer). The ship works very well, it doesn't need a light under for refresh.
Posted 17 February 2013 - 07:03 PM
ok, I confirm adding the light definately fixes the broken up ship!
The performance is rocking on my cab now. It plays smoothly and is so much fun.
Thanks guys!!!!!! you made my day!
FINALLY I can play this on my cab. Awesome!
However, this version breaks up the primitive. Does it need to be coded differently? When the ship moves, only 2/3 of the ship moves and the rest stays behind......Yeah, this does seem to be an issue, but it can be worked around by using a refresh light, the same way alpha ramps are updated.
Just add a light the appropriate size, set at surface 165h, and modify this part of the script...Sub UpdateXWing(aNewPos, aSpeed, aLastPos) KickDir = aNewPos / 4 XwingCannon.RotAndTra2 = KickDir Xwing.RotAndTra2 = KickDir Light1.state = ABS(Light1.state - 1) 'add this line, matching the name of the light you added End SubSWLight.png
Edited by luvthatapex, 17 February 2013 - 07:04 PM.
Posted 17 February 2013 - 07:39 PM
I can also confirm that SWT FS plays wonderfully with HR on on my ATI radeon 4650 HD video card, whilst AFM 2.4 FS is really laggy, so finally some loving for the old ATI. Like others have said the fighter only shoots on the up swing and if you shoot when it aims at the top card of four it goes in the hole created by the 2 and 3 cards dropping to get multiball. I dont know what the VP9 v442/future VP9.15? does differntly with textures or memory but its great for the not so modern computers. THANKS JP ![]()
Edited by ANDROID, 17 February 2013 - 07:42 PM.
Posted 17 February 2013 - 08:11 PM
Hi JP,
Thanks a lot for this awesome table,
I actually have a graphical bug with the Xwing (the image cut when it rotate).
I have a ATI 5800 Serie and use a HD Screen (I have a 3 screen cab).
Sorry for your mum, please accept my deepest and sincere sympathies.
Ced
Posted 17 February 2013 - 09:12 PM
Yes, I can confirm that only the FS version is affected by the XWing bug. I don't understand why, since both the desktop and the FS tables are the same, only change are the backdrop settings.
(Thanks to all who send kind words about my mum)
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 18 February 2013 - 06:24 AM
JP - First off, great table. I think that some of the images could use a higher resolution. Other than that this table plays great, granted it's a Sega game.
What really gets me on this particular table are the physics... I don't know what you did with the physics on this table, but I really like them. The physics on this table seems to be much more realistic than we've seen on any other table. I really hope to see more tables with the same physics as this table has.
Posted 18 February 2013 - 09:49 AM
@JP: maybe it would be good in general to have better default values in VP for the physics settings/object properties, as most of the stuff is really horribly outdated.. I did update the plunger and flippers in 9.1.5, but the rest is still the same..
So if you find some time, i would appreciate some hints/settings that i could include into VP as new defaults..
Posted 18 February 2013 - 10:31 AM
Yes, I can write some guidelines, but avery table is different, I don't know why, but sometimes a setting that works in one table it doesn't work on another. But I'll make a list of the settings I have used in this table, and I'll post them here later today. The settings are very similar to the ones I used in my latest tables, like Scarface and Freefall.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 18 February 2013 - 10:40 AM
Great!
It might at least be better than what is currently there, so overall a big plus for anyone new to the scene that wants to create reasonable tables, too.. And physics is still something hard to get right, as there are simply so many settings to tweak in combinaion..
Also i guess its a good baseline to tweak existing tables, too!