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Dev thread: Road to DX9


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#1501 kiwi

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Posted 22 March 2014 - 10:38 AM

 

 

 

I have noticed that the solid ramps have lost their transparency.
Shooter, bumpers skirt, pegs are made with solid ramps, even the apron is made with a solid ramp but this is not abnormal.

 

Thanks

 

Max

 

Sorry, I don't understand... is this a new issue with Test12 you are reporting?

 

Yes, with test12.
I forgot to add the picture.
The table is available in my
Upload list.

 

Max

 

 

I think the proper transparency color has to be set, e.g. white on Anello1? Or does the texture use an alpha channel?

 

White is the color that you see in the preview of the Image Manager, but in reality it is completely transparent, there is no color,

this texture using Alpha Channel.

 

Max



#1502 unclewilly

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Posted 22 March 2014 - 10:51 AM

This will all be fixed in an update soon to be released which should be fully dx9 compatible as I'm redoing a lot of the table completely in the dx9 test versions.

Thanks guys

Here's an example how to use the new depth bias.
 
On unclewilly's Monster Bash, the lower two lights on the Creature Feature panel don't render correctly in the DX9 version (they lack the halo). This is because their average height is below that of the panel, making them render before the panel, which then overwrites the halo. So to fix this, you could find the l81 ramp and set its depth bias to -80, and for l82, set it to -25. This will cause the engine to draw these elements after the panel again.
 
Of course, on this table, the easier and better fix is to just set the Creature panel itself (Ramp3) to be a solid ramp instead of an alpha one, but this is just to illustrate the idea.


Is there a color set in the image manager?
I was under the impression that for the alpha channels to show the transparency color had to be set as 123.123.123 rgb

Or maybe that is just something I am remembering from before we had alpha ramps in the original ultra pin version

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#1503 DreamTrap

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Posted 22 March 2014 - 11:20 AM

yeah bring on the DX9 tables!


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#1504 BuckoBundy

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Posted 22 March 2014 - 12:09 PM

 

 

 

For the second time now, I suddenly see corrupted graphics (looks like transparency or ordering issues) just out of the blue when firing up one of the test versions. So yesterday I played a few tables using test11 with everything looking fine, today I startup test11 again, load the same table I played last time and these graphic issues appear. I never changed any settings in those two days. And looking at the video options, everything looks the same as well.
This seems related to the VP registry settings because deleting 'HKEY_CURRENT_USER\Software\Visual Pinball' solves the problem.

Which tables? Next time you see corruption a screenshot would be helpful if you can get one.

 

Yes, that would help. Also, next time you have that issue, a screenshot or registry dump of the registry settings before you delete them and after you reset them in VP to work again would be very helpful.

 

The table was Whirlwind_VP9.2+_1.0.1_FS. But I saw this on basically any table I loaded once the graphical issue first appeared. If this ever happens again, I'll be sure to get as much details as possible.

 

Ok, another thing I noticed while using test12. When I change anything on a table in test12 (because I want to rotate the DMD for example), save it and then open that table in test11, it crashes while loading with the following error: "Microsoft Visual C++ Runtime Library. This application has requested  the Runtime to terminate it in an unusual way." I tried this with two tables: CFTBL 1.0 -melon- VP9.2FS and Cirqus_Voltaire_FOM_FLUSH_B2S. Saving without making any changes gives the same results.



#1505 mukuste

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Posted 22 March 2014 - 01:06 PM

You have to run Test11 as administrator still, only Test12 doesn't need it anymore.



#1506 BuckoBundy

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Posted 22 March 2014 - 01:58 PM

I am logged in as administrator, but nevertheless tried the "run as administrator" and it still makes test11 crash when loading a table saved in test12.



#1507 gtxjoe

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Posted 22 March 2014 - 02:12 PM

Ramp related graphical issues in Medieval Madness(Medieval-Madness_VP91x_2.4.3FS) in test12 not test11.  Not sure if this was expected.

http://www.vpforums....s&showfile=4323

 

Ramp258 (image banderas)
f22w1 (image focod)
f22w (image f22w)
and others
 
mmtest12(large).png


#1508 gtxjoe

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Posted 22 March 2014 - 02:39 PM

I have a test table that I was working on that now crashes after working with it in test12.  It won't open in any of the dx9 test releases.  I can still open and run it in dx7 921.  I tried modifiying the table in dx7 921 and re-saving the file to see if that would fix it, but it still won't open in dx9.   My guess is some dx9 related content is corrupted in the file, which dx7 does not modify or delete when updating the file.  I recovered my work, but I will post here in case you want to investigate.  Deleting VP registry has no impact.

 

I hate to bring it up again, but I will :)  Can we move the dx9 baseline to a separate Visual Pinball registry entry, so final dx7 VP config is not affected by the beta testing?

 

 

Attached Files



#1509 ClarkKent

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Posted 22 March 2014 - 02:54 PM

But wouldn't this result in a too dark texture?
Will this lighting bug be addressed in a future release?

 
On the contrary, it will result in restoring the textures to their full brightness. The heads on Roadshow are too dark without this fix.
 
Having the "Enable Lighting" flag set on a wall which is used as a billboard is a table bug and has to be fixed as such.
 
I just tried to turn lighting off in all tm0-12 and rm0-12. I have to say that it looks terrible now as there surround lighting is ignored and way too light. Without the lighting the heads look like foreign matter on the table.

Will the lighting problem ever be addressed or is this not possible anmyore with DX9?

#1510 fuzzel

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Posted 22 March 2014 - 02:57 PM

The ramp issues could come from the change made to wired ramps. Seems something for screws up.

#1511 tttttwii

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Posted 22 March 2014 - 04:11 PM

Can confirm. I played Attack from Mars JP beta 5 version. Please find attached the issue with the apron.

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#1512 mukuste

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Posted 22 March 2014 - 05:52 PM

I have a test table that I was working on that now crashes after working with it in test12.  It won't open in any of the dx9 test releases.  I can still open and run it in dx7 921.  I tried modifiying the table in dx7 921 and re-saving the file to see if that would fix it, but it still won't open in dx9.   My guess is some dx9 related content is corrupted in the file, which dx7 does not modify or delete when updating the file.  I recovered my work, but I will post here in case you want to investigate.  Deleting VP registry has no impact.

 

I hate to bring it up again, but I will :)  Can we move the dx9 baseline to a separate Visual Pinball registry entry, so final dx7 VP config is not affected by the beta testing?

 

 

It's not related to the registry, it corrupts the saved table somehow. No idea yet why.



#1513 mukuste

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Posted 22 March 2014 - 06:09 PM

gtxjoe: Do you still have the original (working) version of that testtp table?

 

Or if anyone else has a MINIMAL table which, when saved, corrupts in this way, it would be extremely helpful. I can't reproduce this right now except with heavy tables like CV.

 

Actually, I managed by copying some stuff out of gtxjoe's test table in VP 921 and re-saving.


Edited by mukuste, 22 March 2014 - 06:41 PM.


#1514 slashbot

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Posted 22 March 2014 - 07:26 PM

I can confirm the gfx issue with the new medival madness table with the new build
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#1515 mukuste

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Posted 22 March 2014 - 07:37 PM

Just to be clear: DO NOT SAVE TABLES IN TEST12. There's a file corruption bug. I figured out what's going on, again some crummy legacy code, will push out a fix shortly.



#1516 naboodiver

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Posted 22 March 2014 - 08:13 PM

I can confirm the gfx issue with the new medival madness table with the new build
e9u6ete6.jpg

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Yep... I am seeing the same...   Also similar appearance behind the wolfman on Monster Bash.



#1517 mukuste

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Posted 22 March 2014 - 08:21 PM

Sorry about this mess; I didn't even touch the primitives code for this release, and yet a critical file corruption bug managed to sneak in. I hope nobody lost anything by saving in Test12. It seems we just can't have a test release without some crippling bug these days :(

 

Please upgrade immediately from Test12 to Test12a:

 

http://www.vpforums....=75#entry259661



#1518 unclewilly

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Posted 22 March 2014 - 08:43 PM

Thanks for the quick fix I've got a double today so no harm for me

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1519 mukuste

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Posted 22 March 2014 - 09:07 PM

About the non-transparent ramps: those use the "magic" 123,123,123 color, which tells the engine "I don't have a transparent color", which then assumes that the texture has no transparency. However, it doesn't check if the texture has an actual alpha channel, so I'll have to add a check for that somewhere.



#1520 DJRobX

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Posted 22 March 2014 - 10:49 PM

Sorry about this mess; I didn't even touch the primitives code for this release, and yet a critical file corruption bug managed to sneak in.

 

We might want to add warning comments to the other structures that get serialized the same way.   Looks like there are only a few others:

 

Vertex2D, _protectiondata, Vertex3D_NoTex2.