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VP10 table testing - available right here!


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#1341 hauntfreaks

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Posted 12 July 2015 - 08:15 AM

I don't think you need FXAA and 4xaa, it's like one or the other kind of thing isn't it?

 

I agree...  and at least on my machine FXAA extreme seems to look and run better...


Edited by hauntfreaks, 12 July 2015 - 08:15 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1342 gigalula

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Posted 12 July 2015 - 01:06 PM

I got this error while playing 3 balls

 

amh_error.png

 

 

Tables:

 AMH 071015a + 685 gif repack

 

Setup:

i7-3930K 3.20GHz, 6 cores

Nvidia GTX 680 4g ddr5  (driver: 353.30)
 

FXAA from card + Ambiance Occlusion from VPX  (Never see what is the difference with last options enabled :) LOL!)

 

Fren If you need more I'll be happy to help you. 



#1343 waspstar

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Posted 12 July 2015 - 02:23 PM

I had the same error as gigalula. Happened just when multiball started.

 

btw: Table looks and plays fantastic and huge thanks for the detailed ultrapin setup instructions. Without them, I would never have gotten this jewel to work.

 

Great work, Fren!



#1344 Knorr

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Posted 12 July 2015 - 06:09 PM

I did a small update on Dirty Harry. Same link as before but just in case... https://mega.nz/#F!6...fU_VcXNIMbZGGvA

 

Reduced meshes in the warehouse model (almost the half)

improved lightning for environment (thanks to Fren)

reduced lightning for the inserts

reduced size of the playfield.jpg and the warehouse

minor changes with flashers

 

I had some problems uploading this file so i hope everthing works...



#1345 RYSr

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Posted 12 July 2015 - 07:27 PM

I did a small update on Dirty Harry. Same link as before but just in case... https://mega.nz/#F!6...fU_VcXNIMbZGGvA

 

Reduced meshes in the warehouse model (almost the half)

improved lightning for environment (thanks to Fren)

reduced lightning for the inserts

reduced size of the playfield.jpg and the warehouse

minor changes with flashers

 

I had some problems uploading this file so i hope everthing works...

 

Wow! what a difference!

On my Desktop PC the last version was unplayable due to stutter, running at 20fps

This version is running at 40fps and is quite playable on this older Nvidia 9600 GSOVideo card. :dblthumb: :dblthumb:

Rich



#1346 RYSr

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Posted 12 July 2015 - 07:53 PM

 

 

heres my setup i5 quad 4.2 8gb ram gtx760 4gb

VPX set to ambient occlusion and extreme FXAA 

 

AMH 136

Dirty Harry 166

Evel Knievel 164

Kingpin 158

NASCAR 168

Tommy 163

Black Hole 156

Dr, Dude 139 

 

Which model Video Card are you running? does it have  a OC boost GPU?

 

I have a ASUS GTX760 DirectCU 2 OC  with a 1006MHz default clock. With ambient occlusion and extreme FXAA turned off I was only getting around 95 fps on AMH.

 

I just found out that I had to run the GPU Tweak boost software that came with it to get the boost 1072MHZ clock speed.

That effectively doubled the FPS output on my tables.

 

I've found some articles on the Web that the card will run stably at a 1192mhz and GPU ram 6.4GHtz. With that setting AMH with VPX set to ambient occlusion and extreme FXAA I'm getting 160fps.

Even with the 1072MHtz boost I'm getting 147FPS. If I turn ambient occlusion and extreme FXAA off I get around 240 FPS!

What a difference the boost software makes. And it's running cool too.

Rich

 

 

I bought this card secondhand so I had no discs , and never thought to look until now....

 

I downloaded the boost (OC) software "EVGA PrecisionX 16"

 

No Boost:

AMH 192 with everything off

AMH 89 with just 4xAA on

AMH 34 with FXAA Etreme, 4XAA , AO all on

 

With Boost:

AMH 183 with FXAA Etreme, AO on

AMH 202 with FXAA Etreme on

 

19623781475_4795b0331e_b.jpg

 

 

Glad my post prompted you to try it, that's why I posted my results in hopes someone else might be in the same boat. :bar2:

I looked up your card's specs and it was designed for boost clock settings and has the extra fan power to keep it cool.

Just keep an eye on the card temp and fan usage for awhile if you pushed the settings above the manufactures listed boost settings.

Some of the boost utilities will allow you to over do it, so be careful.

Rich


Edited by RYSr, 12 July 2015 - 08:15 PM.


#1347 RYSr

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Posted 12 July 2015 - 08:12 PM

FXAA from card + Ambiance Occlusion from VPX  (Never see what is the difference with last options enabled :) LOL!)

 

----------------------------------------------------------------------------------------------------------------------------------------------

 

When I turned Ambiance Occlusion on with AMH the only difference I could see is more contrast detail on the ghost, especially the back of him when he spins in the beginning of the table.. Seeing how it decreases the FPS of the table by nearly 30% it hardly seemed worth it.

Perhaps on other tables it's of more use.

 

On that note 4XAA alone reduced my FPS by nearly 60%

 

While the FXAA settings only reduced FPS by:

Fast FXAA = 8%

Quality FXAA =10%

Extreme FXAA = 16%

 

What gets me is if your card is running slow enough to give you stutter on a table, how is running one of AA routines going to help stutter if it lowers the FPS even further.

 

Does anyone have a VP link that explains the AA options in detail?

 

Rich


Edited by RYSr, 12 July 2015 - 10:39 PM.


#1348 RYSr

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Posted 12 July 2015 - 08:32 PM

@Fren

 

Played AMH allot again last night testing my vid card's boost settings on my Cab

 

The line 2906 error happened a couple more times, I noticed that they both happened during multiballs with the music playing in the background and just when it locked up I just heard the sound of the ball drain and the ball remaining on the table was near the lower left target. If that's any help

 

Also now with the latest update the ramp is attainable with an accurate shot, but a few times when the ball crosses and clears the divide in the ramp, the ball will fall through the railing instead of rolling on it. And some times if it got just to the bend it would get stuck on the inside railing, you can see it but can't nudge it loose.

 

Just some feedback..

 

Great table!

Rich



#1349 Sindbad

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Posted 12 July 2015 - 08:43 PM

Here's a new version (version 20150722) of Victory: https://drive.google...V091alNJNndKcWM

- fixed ball stuck at upper ramp by removing all mistakenly set height offsets on all ramps  :blush: 
- some small fixes

Table was built and tested under rev. 2112.


Presently, I don't find much time, so it'll take some time to correct or fix any of my test tables. I'm sorry for that, but real life comes always first... Nevertheless the FS version of JP and LW's Legend of Zelda table is more or less ready for testing. I only want to wait until UltraDMD is stable before posting the link to the table here. If you can't wait any longer, send me a PM and I'll send you the link.



#1350 BorgDog

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Posted 13 July 2015 - 03:12 AM

Not sure if this is the right thread, but I wanted to ask a question. I'm building my first table ever and using VP10. It's an update and re-theme of an EM table of which I am basically just using the script.  I built a B2s and setup a backdrop for desktop mode, and I have code in to turn off the reels and such when not in desktop:

 

If DesktopMode = False Then
    ScoreReel1.visible = False
    ScoreReel2.visible = False
   ...
End If
 
 
My question now is there an easy way to disable all of the b2s stuff when it is set to desktop mode?  Obviously I can have the "LoadController" section in a similiar If statement, but I have like 60-80 or so lines throughout the script that update the b2s, scores, lights, etc.  Not being a current programmer (last wrote FORTRAN code in 1988), what is the best way to handle this?  Anything easy, or am I putting in a lot if If statements, although I could make a sub that actually did the b2s calls which would be cleaner, I still need to revisit all those sections of code.  Any great ideas?
 
Thanks, and I'll put the table up here soon for you all to play with, in the mean time here is a preview.
 
desktop.png


#1351 The Loafer

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Posted 13 July 2015 - 03:55 AM

Updated first post.  Say, I think I'm doing better, right?  RIGHT????  ;)

 

Thanks to all contributors!



#1352 Umpa

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Posted 13 July 2015 - 04:05 AM

Absolutely. Thank you for keeping this thread updated!

#1353 hmueck

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Posted 13 July 2015 - 05:14 AM

Anything easy, or am I putting in a lot if If statements, although I could make a sub that actually did the b2s calls which would be cleaner, I still need to revisit all those sections of code.

 
In my humble opinion it would be best to create subs that do the actual b2s calls.
but instead of revisiting all the old calls, just do a search/replace of the old commands.

fantasy-example:
code contains lots of
b2scommand1(12,55,18)
replace b2scommand1 with xb2scommand1

sub xb2scommand1(a,b,c)
if showdt=false then
b2scommand1(a,b,c)
end if
end sub

i hope thats how it works..

btw: other tables put the if showdt around all 60-80 b2s commands. and then forgot one...
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1354 BorgDog

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Posted 13 July 2015 - 05:28 PM

Thanks hmueck, that's what I figured, so I spent an hour or so last night straightening things out, wasn't too bad.



#1355 Guus

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Posted 13 July 2015 - 08:35 PM

Here's a new version (version 20150722) of Victory: https://drive.google...V091alNJNndKcWM

- fixed ball stuck at upper ramp by removing all mistakenly set height offsets on all ramps  :blush: 
- some small fixes

Table was built and tested under rev. 2112.


Presently, I don't find much time, so it'll take some time to correct or fix any of my test tables. I'm sorry for that, but real life comes always first... Nevertheless the FS version of JP and LW's Legend of Zelda table is more or less ready for testing. I only want to wait until UltraDMD is stable before posting the link to the table here. If you can't wait any longer, send me a PM and I'll send you the link.

 

GREAT table Sindbad, your best table imo :) thanks for sharing.



#1356 32assassin

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Posted 14 July 2015 - 12:43 AM

Terminator 2 VPX

 

full (mostly) primitive upgrade,  thanks to freneticamnesic  youtube tutorials.

and tipotes T2 chrome primitives

 

 

Attached File  Capture.PNG   1.38MB   23 downloads

 

 

 

Although playable this is still a beta,  I still need to do allot of mesh images.

I'm unloading this asking for help,  

I built this table over UncleReamus table

http://www.vpforums....s&showfile=3100

this table had multiple reels,  I was able to convert the flasher reels to lights,  but the cannon animation is beyond my capabilities.

if anyone would like to update it for me and possibly give it the full VPX code update.  So that I can concentrate on doing the rest of the image updates.

 

EDIT FOR V 0.2

Terminator 2 - Judgement Day (Williams).zip 27.7 MB
https://mega.co.nz/#!g4MEiDjI!g2ln6jzZsLKhleg35BblmRghQT1gxe9Ubt5wN_I61pw

Edited by 32assassin, 17 July 2015 - 10:18 PM.

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#1357 hmueck

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Posted 14 July 2015 - 09:15 AM

No reply in the "WIP" thread, but maybe somebody here would like to beta test the table:

 

aqualand_sm.png


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1358 hmueck

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Posted 14 July 2015 - 10:37 AM

Although playable this is still a beta,  I still need to do allot of mesh images.


I'm sorry, but wouldn't call this "playable". It throws one script error after the other.
- physics not reset to VP10 physics (incl. gravity constant)
- variable FlasherSet is not prepared (dim)
- ball is stuck in shooter lane and you need to add a second one with the debug window
- target primitives have the wrong names
- solenoid flasher routines don't exist
- slingshot routines don't exist
- left inlane is too small for the ball
- right inlane (or the ramp feeding it) is too small for the ball
- plus graphical stuff (two helicopters, cannon emreels, VP9 fading lights, ...
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1359 sirknockie

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Posted 14 July 2015 - 10:52 AM

 

 

you could open the script and fine the line that says "America's Most Haunted.UltraDMD" and remove the leading slash?

That's odd, PinballX must be handling this oddly, I haven't tried it on my cab yet with PinballX. I'll investigate this evening though

 

Hello,

 

hmm

 

changed Line 257: UltraDMD.SetProjectFolder curDir & "\America's Most Haunted.UltraDMD"

to

UltraDMD.SetProjectFolder curDir & "America's Most Haunted.UltraDMD"

 

Same Error Message

 

changed to

UltraDMD.SetProjectFolder curDir & "\AMH"

renamed Folder too to AMH

 

Same Error Message

 

changed to

UltraDMD.SetProjectFolder "C:\Games\VPT\Tables\AMH"

 

Same Errror Message

 

Starting manualy over VP10 rev2017 works great in all cases.

 

Seems that the Error Message dont came from the Line 257 !?

 

But where is the right Position for change ?

 

Thank you very much !

 

my solution

no change the script

move the table .vpx to gif folder and work fine

 

 

Hi,

Thx for this, but not working for me.

 

It makes no sense, where the table is.

 

I stored the table in different folders, in the gif folder i tried it at last,

but it makes no difference, the load error is always the same.

 

No change since the last time.

Starting the table in VPX rev. 2107 works fine, the tables plays fine too.

 

Launch over Pinballx is a Problem, i checked alls permissions, folder rights etc...

 

All Other Table works fine, but they are not loading other files (only b2s do, but this works).

 

Is there a oportunity to change the script, so there is no need to load the gif files ?

 

I did a test yesterday night and set the load path to c:\ where ist nothing von amh,

and i can start the table from vpx with no Problem. OK the DMD ist not working (files not found).

Starting the table over Pinballx same error occured and i cannot play, table ist not working !!!

 

I Think, the error comes not from the Ultradmd Loading, the path for the loading and the error,

must come from some elsewhere - other place in script or maybee from my pinballx config ?

 

I will post my config here !

 

Thx and please ignore my bad English !!!

 

Greets

Jochen



#1360 hmueck

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Posted 14 July 2015 - 11:05 AM

but the cannon animation is beyond my capabilities.


The cannon animation would normally be easy-ish, but with this primitive it's nearly impossible. The pivotal point is maybe 200 pixels up the y axis. This means you can't rotate the cannon, because it will not stay in it's place. It will rotate around the pivot point like the moon around the earth.

Edited by hmueck, 14 July 2015 - 11:08 AM.

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!