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Dev thread: Road to DX9


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#1421 zeenon

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Posted 19 March 2014 - 08:06 PM

I've just been kicking back and rolling with the updates hoping this table would be fixed by now, but can someone take a look at Attack_From_Mars_NIGHT MOD_VP920_v3.5_FS_3-WAY-GI 3.5.

 

The cities up the center go completely black during play.

 

Also, I've been playing Monster Bash PC Killer version for a while and the shackles on Frankenstein are not right, I know this was brought up before, but did not see a fix for it.

 

Z



#1422 mukuste

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Posted 19 March 2014 - 08:51 PM

I've just been kicking back and rolling with the updates hoping this table would be fixed by now, but can someone take a look at Attack_From_Mars_NIGHT MOD_VP920_v3.5_FS_3-WAY-GI 3.5.

 

The cities up the center go completely black during play.

 

Also, I've been playing Monster Bash PC Killer version for a while and the shackles on Frankenstein are not right, I know this was brought up before, but did not see a fix for it.

 

Z

 

AFM: This sounds like a classical "transparency color not set to black" issue. Check the playfield GI textures for that.

 

MB: I must have missed that report... what exactly is it? Another sphere mapping bug perhaps?



#1423 zeenon

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Posted 19 March 2014 - 10:44 PM

Thank you for the quick reply. I changed the PF transparency from lime green to black and that fixed the issue. AFM is playable now. I just see two graphical issues but I'm sure the authors will fix once DX9 is final. Thank you for all your hard work and time!!!!

 

MB.jpgAFM.jpg



#1424 unclewilly

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Posted 19 March 2014 - 11:39 PM

Mb update is on its way.
Doing the update in the test build to assure compatibility

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#1425 Arcade4

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Posted 20 March 2014 - 12:17 AM

Mb update is on its way.
Doing the update in the test build to assure compatibility

Looking forward to it. :)



#1426 DJRobX

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Posted 20 March 2014 - 12:54 AM

I was able to fix the white water lights by adding 100 to the top and bottom ramp heights (l17, l17a, l17b, l55, l55a, l55b), then adjusting the Y values of each light's control points (adding 130) to compensate for their positions.    There might be more subtle adjustments that would work (if you could pan the camera they'd probably be sky high, LOL), but I don't expect to mess around with the table position.

 

The more I mess around with the VP editor, the more astonished I am at what people have been able to create with it.   :)



#1427 mukuste

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Posted 20 March 2014 - 07:11 AM

I was able to fix the white water lights by adding 100 to the top and bottom ramp heights (l17, l17a, l17b, l55, l55a, l55b), then adjusting the Y values of each light's control points (adding 130) to compensate for their positions.    There might be more subtle adjustments that would work (if you could pan the camera they'd probably be sky high, LOL), but I don't expect to mess around with the table position.

 

Yes, that would work because transparent objects are sorted according to their average height, but in the official DX9 release we'll have a depth bias field which will allow authors to fix such problems without messing with object locations. So I wouldn't recommend using such workarounds now.

 

 

 

> The more I mess around with the VP editor, the more astonished I am at what people have been able to create with it.   :)

 

Haha, that's exactly how I feel. It's really impressive and even more so given the shortcomings of the editor.



#1428 unclewilly

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Posted 20 March 2014 - 12:50 PM

Out of curiosity.

How far along are we into this conversion to dx9 renderer. Like percentage wise.

I know there is the short list of things not functioning yet like text Emre els ....

But other that that list is there a lot left to do aside from the bug fixes.

Wish I could contribute, but I'm still teaching myself c++.

Thanks again for undertaking this project

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#1429 DreamTrap

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Posted 20 March 2014 - 01:01 PM

dx9 is pretty much up and running now as far as i can tell from the tables i've played and there's over 100. except for minor glitches everything is working fine


Edited by DreamTrap, 20 March 2014 - 01:36 PM.

My wheels CHECK THEM OUT HERE.

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Spoiler

 


#1430 unclewilly

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Posted 20 March 2014 - 01:44 PM

So does that mean an official release is on the horizon

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#1431 kiwi

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Posted 20 March 2014 - 02:08 PM

One small thing for the next test: I added the possibility to supply an environment on wired ramps. Just apply an evironmap as image to a wired ramp. This can have some impact on released tables where an image was applied to a wired ramp but in previous versions VP just didn't use the image at all. So it could look odd then.

It is possible to change the diameter of the wire ramp ?

 

Thanks

 

Max



#1432 mukuste

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Posted 20 March 2014 - 02:44 PM

So does that mean an official release is on the horizon

 

I'd say we're pretty far along, mostly it's minor things. You've seen the known general issues, not all of those will be fixed I guess, but at least textboxes/text decals should still go in I reckon. The only other bigger thing is the field for fixing depth sorting issues, this is very easy to implement in the engine but I hope to get some GUI support from the other devs for that since I haven't really worked on the GUI/editor part of VP.

 

So, yes, I'd say it's on the horizon, though I can't give you an exact date.



#1433 mukuste

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Posted 20 March 2014 - 03:05 PM

Speaking of which, I just put in the depth bias field for all relevant objects, so I hope someone gets around to wiring it up to GUI and file I/O soon! :dblthumb:



#1434 DJRobX

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Posted 20 March 2014 - 03:05 PM

The only other common thing I see that I hope gets fixed in DX9 final is the "balls cut in half in saucer".



#1435 mukuste

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Posted 20 March 2014 - 03:07 PM

Yeah, that's an annoying one. Still not quite sure what's the best way to deal with this...



#1436 htamas

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Posted 20 March 2014 - 04:30 PM

If worse comes to worst, tables can be updated with the "invisible wall at a certain height as the kicker surface" trick, but that means those tables must be edited / updated.

Still, this worked in all cases I tried and it doesn't cause an issue with the DX7 player either.

 

Interesting that not all tables with a kicker are affected. Wonder why does this behave differently...


Edited by htamas, 20 March 2014 - 04:30 PM.


#1437 Slydog43

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Posted 20 March 2014 - 04:44 PM

can the kicker trick be explained and put in the DX9 release notes, should help me and many others



#1438 fuzzel

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Posted 20 March 2014 - 04:46 PM

Speaking of which, I just put in the depth bias field for all relevant objects, so I hope someone gets around to wiring it up to GUI and file I/O soon! :dblthumb:

Will add it this evening or tomorrow.

#1439 htamas

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Posted 20 March 2014 - 04:55 PM

can the kicker trick be explained and put in the DX9 release notes, should help me and many others

 

http://www.vpforums....=26714&p=257153



#1440 fuzzel

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Posted 20 March 2014 - 04:57 PM

One small thing for the next test: I added the possibility to supply an environment on wired ramps. Just apply an evironmap as image to a wired ramp. This can have some impact on released tables where an image was applied to a wired ramp but in previous versions VP just didn't use the image at all. So it could look odd then.

It is possible to change the diameter of the wire ramp ?
 
Thanks
 
Max

I can have a look into this. I think this won't be a big problem