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Star Wars Trilogy VP915 FS [VP 9.x Cabinet FS]


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#101 luvthatapex

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Posted 17 February 2013 - 01:55 PM

Wow HUGE performance boost Toxie. My rig went from 89fps to 300fps! AWESOME!!!!!!!!!!!!

 

Ok, compiled and uploaded :D available below in my sig...

Quick test on my main pc... 442 = 15 fps, 444 = 83 fps


#102 luvthatapex

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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 uploaded :D available below in my sig...

Quick test on my main pc... 442 = 15 fps, 444 = 83 fps

 

Attached Files



#103 kruge99

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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 uploaded :D available 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.


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#104 chepas

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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.


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#105 kiwi

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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 uploaded :D available 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



#106 koadic

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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.

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 Sub
Attached File  SWLight.png   12.78KB   39 downloads

#107 toxie

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Posted 17 February 2013 - 05:05 PM

I'll rather submit a fix for that, but in the meantime it's okay i guess.. :)

 

Working on it.. .. ..



#108 kiwi

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Posted 17 February 2013 - 05:17 PM

The ship (TieFighter) after it was first shaken, is a bit shaky, I think it's a question of script-rom.

 

Thanks

 

Max



#109 jpsalas

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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:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#110 koadic

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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.

And evidently it seems it works ok with ATI as well, but with nVidia, there are issues. While hopefully toxie will come up with a fix for it, if ultimately it is needed, adding a refresh light shouldn't cause any negative issues for non-nvidia users.

#111 jpsalas

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Posted 17 February 2013 - 06:18 PM

I use an Nvidia on my desktop computer, but I won't be home until Sunday. But then I'll test it and I'll see if it works.


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


#112 toxie

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Posted 17 February 2013 - 06:23 PM

On my laptop only the FS version is affected (that's why all seemed okay to me :)), but i don't have ANY clue at all currently, why..



#113 luvthatapex

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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 Sub
attachicon.gifSWLight.png

Edited by luvthatapex, 17 February 2013 - 07:04 PM.


#114 ANDROID

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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.


#115 miracle

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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



#116 jpsalas

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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:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#117 MousinAround

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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.  



#118 toxie

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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..



#119 jpsalas

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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:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#120 toxie

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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!