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VP9.1.6 Alpha/Beta Bugs & Feedback


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#1241 LoadedWeapon

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Posted 05 December 2013 - 05:29 PM

 

The first version of CV with the new head and VP r750 works perfect no lag and lightning fast.. 
The same version of CV the ball warps with the new vp..
I run all tables with HDR and RO on RU always off

 
look into the table options of the new CV, the RO and RU settings there might be set differently..

I haven't played the new CV yet was just testing the new vp with the .dll and it is jerky for some reason I kept 750 for now..frames don't seem to be lower just gets laggy.

 

OK r778 fixed the Ball reflection Thank you!

Still has some ball jitter on some table tho.. I did try with out RO and RU and it seemed to run better even tho it showed lower fps.. wierd


Edited by LoadedWeapon, 06 December 2013 - 01:05 AM.


#1242 JohnnyDoe

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Posted 06 December 2013 - 11:32 AM

On the new CV, the flippers are transparent on my setup. I have tried the 3 latest versions of vp.

I have tried with and without RO and RU, and I always use HDR.

Any ideas?

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  • Attached File  cv.PNG   273.62KB   6 downloads

Edited by JohnnyDoe, 06 December 2013 - 12:07 PM.


#1243 fuzzel

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Posted 06 December 2013 - 01:55 PM

New feature alert!

Rev 780 adds a function list dropbox to the script editor. If you click on the list you will see a list of all functions in you script, clicking on one of the items and the cursor jumps to the start of that function.

 

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#1244 LoadedWeapon

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Posted 06 December 2013 - 02:03 PM

On the new CV, the flippers are transparent on my setup. I have tried the 3 latest versions of vp.
I have tried with and without RO and RU, and I always use HDR.
Any ideas?

Not sure but that's a pretty cool effect lol

#1245 The Loafer

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Posted 06 December 2013 - 02:27 PM

On the new CV, the flippers are transparent on my setup. I have tried the 3 latest versions of vp.
I have tried with and without RO and RU, and I always use HDR.
Any ideas?


Some real pin owners add after market mods to achieve this on their own pins!

VP devs: if it not difficult, please consider this bug a "feature" and add an option to keep it! Lol

#1246 sleepy

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Posted 06 December 2013 - 02:46 PM

I was wondering if an Object Browser could be added to the editor using the Visual Studios' TypeLib Information Object in order to read the internal VBATestLib embedded within the VP program? However, this would require the TLBINF32.DLL in order to function, and it is not a standard Windows' .dll, though it is installed with Visual Studios.

 

This was part of the reason why I brought up the subject of the ActiveX Object, but I don't see the TypeLib Information Object in the VP ActiveX list in VP 909.

 

Such an Object Browser could be used to expose the Objects and their methods, perhaps from the Help menu.

I know that I have Documenter programs and scripts which allow reading the VP.exe to find the methods.



#1247 randr

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Posted 07 December 2013 - 05:08 PM

the progress on VP is unreal! all great stuff no doubt.

 

Ive had to fix a lot of older tables that do not work anymore seems deleting/reming "pinball wizard" part fixes them. im still at 740 though wanting to try newest so i can run CV platinum but does the newest daily build break anything else or is it hit-n-miss with peoples systems? 


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#1248 koadic

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Posted 07 December 2013 - 05:27 PM

You can run CV Plat so long as you don't turn RU on, all you need to do is comment out line 991 (next update removes dependency on rev756 or higher)...

On my rig, the difference in running CV between 740 and 780 is about 20fps (430 vs 450)... So there is a slight performance increase in just using the new version of VP alone... I personally don't notice anything broken, but everyone's pcs are different so you will just have to try it for yourself. You can always go back to 740 :)

Edited by koadic, 07 December 2013 - 05:28 PM.


#1249 Xendo

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Posted 07 December 2013 - 09:34 PM

Right now if you use a wall with a transparent texture, anything under that wall disappears and is not really transparent. Only ramps can be really transparent.  

 

Is there any way to either add custom shape ramps, much like how walls are done now or add alpha/acrylic transparency options to walls?



#1250 unclewilly

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Posted 07 December 2013 - 10:19 PM

It's just as easy to make the shaped plastic in Photoshop and apply it to a ramp isn't it. I do a lot of plastics that way

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#1251 unclewilly

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Posted 07 December 2013 - 10:19 PM

It's just as easy to make the shaped plastic in Photoshop and apply it to a ramp isn't it. I do a lot of plastics that way

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1252 ICPjuggla

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Posted 07 December 2013 - 10:35 PM

We do it the same as UncleWilly by creating a shaped plastic in (insert paint program) and then apply it to a ramp... :-)

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#1253 unclewilly

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Posted 08 December 2013 - 12:31 PM

Quick question on region update checkbox on primitives.

Does this have any effect on static primitives?

Or do I need to uncheck this box for static primitives?

Also, this kicks in instantly? Meaning, if I have a primitive as say a drop target or standup target. Can I enable the region update on the hit event and the move the primitive?

One last question. If this box is not checked. Say for a bumper cap that is transparent. Will you still be able to see the ball underneath the cap. Or do you need it checked for that to be possible.

Haven't had time to play with this yet as I've been coding monster bash. Now that I'm at the target code I wanted to know the best way to code them.

I'm also curious as I'm using primitives for the wire rollover triggers. Depending on performance I may drop those also as the ball rolls over them

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#1254 toxie

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Posted 08 December 2013 - 02:17 PM

This only works for dynamic ones (so far)..

As for what is happening there: if you trigger the update then in the next frame every 'normal' table element that intersects the primitive region will redraw itself.. So in theory you should move the primitive, then immediately set the triggerregionupdate and it should work..

If the region updates are off for the primitive then everything works like before that feature was added..

#1255 toxie

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Posted 08 December 2013 - 05:31 PM

 

@Toxie/Fuzzel Is the issue with alpha ramps to have "Normal 3D stereo" checked vs. unchecked something that you are working on or planning on adjusting or is this something table authors should realize during table building like jimmyfingers suggested?

See my post from yesterday and the solution from jimmyfingers.  http://www.vpforums....showtopic=26079

 

The solution works like a charm, and I already adjusted two tables - AFM and Funhouse - they look and play great after the treatment :)

 

the thing is that stereo3D is screwed up then.. we have to find some better solution then hacking around the problem this way..

 

 

Okay, rev 782 now introduces the following behavior: the checkbox to en/disable 'normal 3D stereo rendering' for ramps now only is triggered when actually using the stereo 3D rendering.

This way the alpha ramps don't have this weird 'overblending' effect in '2D mode', and the 3D mode can still work normally.

 

One problem currently is found with CV that exploited this feature to overlay various alpha flashers.

 

 

So, to table authors: please only use the 'normal 3D stereo rendering' for flashers, GI, etc and when in additive mode. (i know it's not optimal this way. but for now the best of all worlds, i hope)



#1256 DJRobX

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Posted 08 December 2013 - 07:12 PM

I'm using 778 of the beta with a NVidia 650ti.   If I have both RU and RO on, sometimes alpha flashers draw ugly circles when there's a lot of activity.    A good test of this is the recent F-14 tomcat mod with alpha flashers.      With this table, if I turn RO off, the alpha flashers are ALWAYS ugly.       If I turn them both on, its sometimes OK and sometimes not.   If RU is off but RO is on, they look great all the time.

 

Just a small feature request since I see you're making updates to the script editor.   Can we update the cursor location when text is found in the search?    Currently, the found text is highlighted, but the cursor remains at its original position.   If you're using a keyboard only, this means it will jump back to its previous location as soon as you use an arrow key.   I have to click it with the mouse to reposition the cursor.   When I'm doing quick updates on my cab machine directly, it's quite a pain since it's not easy to use a mouse in that environment, I've gotten into the habit of memorizing the line number so I can page back to it.     



#1257 TedB

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Posted 08 December 2013 - 10:53 PM


Okay, rev 782 now introduces the following behavior: the checkbox to en/disable 'normal 3D stereo rendering' for ramps now only is triggered when actually using the stereo 3D rendering.

This way the alpha ramps don't have this weird 'overblending' effect in '2D mode', and the 3D mode can still work normally.

 

Thank you, thank you, thank you! Just tried it out on some tables and it works brilliantly. 


I'm using 778 of the beta with a NVidia 650ti.    

 

If you have problems with flashers you should try the latest beta 782. It solved my issues.



#1258 toxie

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Posted 09 December 2013 - 07:02 AM

@all: should we try to get this 9.2.0 now -really- out the door?

would be a good xmas present.. :)



#1259 Bob5453

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Posted 09 December 2013 - 07:15 AM

@all: should we try to get this 9.2.0 now -really- out the door?

would be a good xmas present.. :)

The official version that people download is called 9.15, so yes, I would agree that you need to get something out the door to replace the old version below. :)

 

http://www.vpforums....s&showfile=5161


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#1260 jpsalas

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Posted 09 December 2013 - 10:33 AM

@all: should we try to get this 9.2.0 now -really- out the door?

would be a good xmas present.. :)

Yes, I also agree. There are plenty of new features, and as far as I can see they all seem to work quite well.


Edited by jpsalas, 09 December 2013 - 10:34 AM.

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