@ Test9a
The original plunger is messed up, this happens in my table not yet released.
If I change the order and put the plunger in front, the fault disappears.
I'll see if I find the same problem in another table released.
Thanks
Max
Hm, interesting. Is that just the default plunger or some alpha ramp plunger? Would be nice if you could find some publicly available table to reproduce this, or create a minimal example table. Did this work in earlier versions?
Alright. My Apollo 13 results is not a good table to benchmark other table performance. I just used test9a and tried out
Scared_Stiff_921_FOM - JPSalas - Dozer316 - SUNKEN - NIGHT
and
Medieval-Madness_Night Mod_VP9.2_V1.3_FS_FOM_SUNKEN_RELEASE_DAY
I blocked off the drain and outlanes. Loaded up the table with balls using the debug throw balls option and played and enjoyed the multiball madness. I loaded up table with 10 balls and its playable. Yes 10 ball performance is not as good as 3 ball. With 3,4,5 ball I was completely happy with the performance.
MM requires walls of 100 height due as playfield is raised to support moat (when you throw ball its actually under the playfield, when it drains you will get Object required popup. Hit enter and a all will get kicked onto the real playfield. You will get a lot of object required popups as you play and kickers are hit, but just hit the plunger/enter key to continue playing
.
That's interesting. At least on the default table I still get very good performance with 10 ball multiball, have to test others too. But at least Test8 and beyond should have much better multiball performance than Test7 and before.
Tested version test9 and is getting better and better, still Elvyra and the Party Monters table have missing top 2 monsters and I found that the apron are more darker?
thanks everyone!
Edit: Reproduced issue with newer 1.3 table release
http://www.vpforums....s&showfile=9003
Issue is with wall f14 and f14a. image is boogie1/boogie2. Transparency is set to black. Side of wall color is also set to black, making the wall transparent. If wall color is changed, image shows up
Thanks, good find! Could you add it to the spreadsheet so we have a central place to refer to?
Make sure to turn off RO and RU on dx9.. less problems and see no advantage of having them on
As kiwi said, these concepts don't exist anymore in the DX9 version, so no need to worry about them. Basically, they are conceptually off all the time by virtue of not existing anymore 
I'm having a slight problem with DX9a. I was testing 9 yesterday and all was reasonably well. Fired up 9a today and loaded a table and it crashed when I pressed play. The only thing I could see was that in video settings there was a massive number in Adaptive vsync in the video preferences section after I had set it to -1 (I meant to set it to 1). Even though I've set this to 1, it won't run a table, in fact no version of DX9 will run. V9.2.1 runs fine.
Has anyone else had a similar problem? I've checked all the Directx drivers etc. all OK
H
Edit: Tried everything including going through the registry. Gave up and rolled back a day or so, re-did all the changes from the last day and tried DX9a, all worked.
No idea what happened.
Still getting the black apron on CV FOM 1.6
Right click down near the flippers on CV FOM 1.6 in the editor and select the ramp named "apronr". Change it to alpha from solid in the options and save.
This should fix the black apron.
Dozer.
This is true but I would NOT recommend applying any workarounds for such short-lived bugs. It's fixed in the next release, and alpha ramps are more of a drain on performance than solid ramps.
Edited by mukuste, 09 March 2014 - 06:40 PM.