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VP10 is here (beta)

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#1521 Sindbad

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Posted 14 March 2015 - 10:20 PM

Is it possible to create "open" rubber -  I mean rubber with two ends? The reason behind my question is that it might be helpful to misuse a rubber element as a wire ramp.


Edited by Sindbad, 14 March 2015 - 10:21 PM.


#1522 fuzzel

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Posted 14 March 2015 - 11:21 PM

Is it possible to create "open" rubber -  I mean rubber with two ends? The reason behind my question is that it might be helpful to misuse a rubber element as a wire ramp.

Definitely no. If you need a wire ramp then please use a wire ramp or a primitive. Misuse of elements gave us a hard time to maintain VP9 and I don't want to have this situation that early again ;)


Edited by fuzzel, 14 March 2015 - 11:22 PM.


#1523 Sindbad

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Posted 14 March 2015 - 11:56 PM

Yep... I understand, and you're so right .... ;)



#1524 mpad

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Posted 15 March 2015 - 08:37 AM

Is it possible to create "open" rubber -  I mean rubber with two ends? The reason behind my question is that it might be helpful to misuse a rubber element as a wire ramp.

Open rubbers just lead to unexpected surprises.

#1525 kiwi

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Posted 15 March 2015 - 09:29 AM

That kickers are not visible in FS mode, it seems to me already been said (to me happens at the top of the table),

if it were possible to correct the orientation of the kicker (not a big issue), it appears to be out of phase by 180 degrees.

 

Thanks

 

Max



#1526 tymime

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Posted 15 March 2015 - 10:30 AM

Im not home to look at the table.
for transparent decals. Rather then using a transparency color use an alpha channel.

Basically open in photoshop or gimp, cut the transparency color out of the image and save as png.

The bumpers in vp 10 are taller like a real bumper. So whatever you used as a bumper cap you just need to raise the height a bit. I cant remember off hand, but i believe the primitive bumper caps i use in monster bash are somewhere between 65 and 75 height.

If i have time ill check out the table after work

I was talking about the text decals specifically. I figure I'll replace 'em with images eventually, I just thought it would be handy in case I wanted just plain text later on.
I'm only using the default bumpers at the moment. I can only adjust "height scale", which is at 0.5 (temporarily). The base/ring only shows through the top of the cap if I make the radius larger than 45. I don't know what's going on. (Is there a way to have a short bumper and still have the base/ring?)
 
On a related note, I'm pretty disappointed that you can't add an image to bumpers anymore. Importing a 3D model every time you want to use something besides the default is kinda inconvenient, especially if you don't know how to make one. I'm sure I could manage one once I get a modeling program, but that seems like a lot of unnecessary steps if all you need is a simple shape with a picture on it.
Basically what I'm saying is that I'm sure I'll get used to it if that's what I have to work with, it's just that the VP8-9 bumper made the process a lot simpler. Just thinking from a user-friendly standpoint, y'know?

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#1527 unclewilly

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Posted 15 March 2015 - 10:51 AM

What type of cap do you need? I included a whole assortment of caps with the default table which makes it a simple copy and paste.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1528 Nidwin

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Posted 16 March 2015 - 07:03 AM

About my issue

 

Fatal error: HRESULT 8876086c at pin3d.cpp:227

 

Disabling Ambient Occlusion resolves the problem and let me now play the tables with vp18xx

 

Could be linked to my old computer (graphic card) or just my system that can't have it run properly. Just in case someone else encounter this one.



#1529 toxie

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Posted 16 March 2015 - 07:51 AM

Updating the gfx drivers made this work for others.. But if you have an old system, it might just be too slow anyhow then..



1 - What does the period stat mean?  If I put on 4xAA, the number goes much higher.  Does a higher number lead to more lag?  Is there a target number we should be aiming for?

 

2 - is the "adaptive vsync" option located under the table properties the same as "FPS limiter" located under "preferences/video options"?  I assume "yes", the table properties overrides the preferences/video option.  If yes, I really recommend this be renamed the same on both screens.

 

3 - is the antialiasing option located under the table properties the same as "Enable 4Xantialiasing " located under "preferences/video options"?  I assume "yes", the table properties overrides the preferences/video option.  If yes, I really recommend this be renamed the same on both screens.

 

4 - on that same issue, the table properties option FXAA, does it represent Fast, quality or extreme FXAA?

 

side note:  Its really cool you guys provide so many options adjustable on a per table basis! 

 

5 - Under the preferences/video options, I would think the choice should be to choose one of either Fast, Quality or extreme FXAA, not 2 or 3 of these at the same time.  Should this item not be forced to only select one of the 3?  ie if you have fast selected and you select extreme, then fast automatically gets unselected

 

1. Yes, higher number = more lag

2. True, good suggestion.

3. Also true.

4. This also is messy, you can basically use a number here (0=off,1=fast,2=normal,3=extreme).

5. Again, true, this should be a radio box.

 

2-5 all got lost while doing/fixing more important stuff, so i put this on my todo list.

 

 

 

As for the endless AA discussions: We all know that, and you guys don't have to remind us endless times about this.

I know that SMAA is cool, but i also mentioned that i already have it on my todo list, but for now we have more important stuff to do (apart from that i don't have much time currently on my hands for VP).

And we also know that having the hw-geometry AA modes (CSAA, MSAA, etc) available would be nice, but its not something to finish in a day, and we need to get rid of the separation of static and dynamic objects, which then again will make the rendering -a lot- slower (which then again will require even more changes to the engine, e.g. even more time to spend on that to make if fast again).

So this is all VP10.1 territory IMHO.


Edited by toxie, 16 March 2015 - 07:52 AM.


#1530 bent98

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Posted 16 March 2015 - 11:50 AM

Toxie thanks for replying. Will those rendering engine changes in 10.1 break compatibility with 10.0 tables?

#1531 fuzzel

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Posted 16 March 2015 - 11:52 AM

We can't tell yet but we try to keep it compatible. If the changes are too deep/heavy we might break the compatibility.

#1532 bent98

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Posted 16 March 2015 - 12:31 PM

Thats fine. I think either way we need to do what is right to allow VP to get better with each iteration. 



#1533 fluxus

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Posted 16 March 2015 - 04:28 PM

and... be prepared for a major hardware update, by the way...

I'll stick to VP 9.xx.

pinball for everybody, not for a a few "hardware power users".

thanks,

Mario,

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#1534 Practicedummy

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Posted 16 March 2015 - 05:15 PM

We can't tell yet but we try to keep it compatible. If the changes are too deep/heavy we might break the compatibility.

I don't think most of us will have a problem if there is a compatibility problem. After all, VP 10 in in beta, and changes are expected between beta versions.


and... be prepared for a major hardware update, by the way...

I'll stick to VP 9.xx.

pinball for everybody, not for a a few "hardware power users".

thanks,

Mario,

Buenos Aires, Argentina

You might be exagerating a bit there. The majority of us have decent enough rigs to run VP 10, and they are not all 'super rigs. As with all software, change happens and eventually everyone has to upgrade at some point. That is the joys (and pains) of PC gaming. :D


Edited by Practicedummy, 16 March 2015 - 05:16 PM.

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#1535 BigBoss

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Posted 16 March 2015 - 06:54 PM

and... be prepared for a major hardware update, by the way...
I'll stick to VP 9.xx.
pinball for everybody, not for a a few "hardware power users".
thanks,
Mario,
Buenos Aires, Argentina

This is ridiculous. Vp10 runs fine on very average computer rigs. You must have a total hunk of junk lol.

#1536 Shockman

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Posted 16 March 2015 - 07:10 PM

It should be left at it's being looked into. A remark like that begs for conflict. If a rig is running other 3D games that are more rich, more active, and more advanced, and having trouble running VP, it's not because it's a hunk of junk. It just confirms the statement you are arguing with. 



#1537 freneticamnesic

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Posted 16 March 2015 - 07:30 PM

 

and... be prepared for a major hardware update, by the way...
I'll stick to VP 9.xx.
pinball for everybody, not for a a few "hardware power users".
thanks,
Mario,
Buenos Aires, Argentina

This is ridiculous. Vp10 runs fine on very average computer rigs. You must have a total hunk of junk lol.

 

 

I think VP10 by default has ambient occlusion enabled, maybe reverse that? (I remember it being on but it's worth looking into) Most people might not figure that out, it's the biggest hog



#1538 Shockman

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Posted 16 March 2015 - 08:14 PM

I'm never sure about the status of AO. I set it to zero but it's displayed as set to -1, which suggests whatever is default. Setting it to one just to try to understand the -1 and observe a difference seems to make no difference, but I would expect no difference if -1 means default and default is on. I don't think it's causing slowdown, but I don't have nVidia, and may not even be effected by the proprietary code structure. 



#1539 freneticamnesic

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Posted 16 March 2015 - 08:17 PM

-1 in the editor will tell it to use whatever the user preferences are, 0 means off, and 1 means on (I don't recall if 1 in editor supersedes the choice in user preferences though...)

AO doesn't work at all with anything but nvidia so that's likely why you don't see a performance difference



#1540 bent98

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Posted 16 March 2015 - 08:59 PM

 

We can't tell yet but we try to keep it compatible. If the changes are too deep/heavy we might break the compatibility.

I don't think most of us will have a problem if there is a compatibility problem. After all, VP 10 in in beta, and changes are expected between beta versions. 

 

 

 

@Praticedummy, It could be an issue the dev teams plan to release 10.0 Final and then work on the rendering engine and come out with a 10.1 version which could break 10.0 tables. I dont have an issue with this approach as we need to continue to enhance vp and not worry about compatibility.Who knows maybe it wont cause any compatibility issues, but if it does the table authors can always adapt their tables to the new version.







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