I guess if you download the latest VP build (version 428) the primitives will work much better, maybe without stuttering.
(from here https://www.dropbox....VPinball Builds)
Posted 20 January 2013 - 07:12 PM
I guess if you download the latest VP build (version 428) the primitives will work much better, maybe without stuttering.
(from here https://www.dropbox....VPinball Builds)
Posted 23 January 2013 - 09:49 PM
I deleted the two primitive objects above the flippers and the code that makes them rotate , now the attack from Mars can continue without stuttering.
Thanks
Max
could someone help me idenitify the primitive objects that should be deleted? my primitive mind can't find them.
is this it??
Sub UpdateFlipperLogos
LFLogo.RotAndTra2 = LeftFlipper.CurrentAngle
RFlogo.RotAndTra2 = RightFlipper.CurrentAngle
End Sub
thaks in advance
Edited by reko19, 23 January 2013 - 09:52 PM.
Posted 24 January 2013 - 03:21 AM
Yes those are the primitives. Find also the call to the sub Updateflipperlogos and delete it. And you may delete the logos on top of the flippers (a small circle with a cross in the middle)
I'm going to use more and more the primitives, just like I did with the alpha ramps. But I guess that removing the timer will be enough for most of you which can't use them.
Posted 13 April 2013 - 09:16 PM
I´m encountering a major problem with this table: most of the playfield is hidden by green overlay rectangles...? I can post a screenshot if necessary. same thing also happened to me with some other table, though I do not remember which one it was
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
Posted 14 April 2013 - 05:00 PM
I´m encountering a major problem with this table: most of the playfield is hidden by green overlay rectangles...? I can post a screenshot if necessary. same thing also happened to me with some other table, though I do not remember which one it was
Check your video card drivers, try either updating or going to a earlier version. These green boxes are graphics that your card can't display....like alpha ramps.
Are you nvidia or AMD ATI? Nvidia has better success overall with VP.
I´m using Intel HD Graphics. reverting to the older drivers didn´t fix the problem, and they already were up to date.
like you say, my old laptop had a Nvidia card and the table worked just fine back then
any other idea what I can do?
tx
Edited by LMTR14, 14 April 2013 - 05:00 PM.
Posted 14 April 2013 - 06:53 PM
I have a laptop with an Intel Graphics, and it plays quite well with the hardware rendering on. But I need to change the screen resolution to full screen and the same as the desktop, but in 16 bit color. VP renders the tables in 16 bits colors anyway (old directx 7 thing), so you won't loose anything bu using 16 bit instead of 32 bit.
Edited by jpsalas, 14 April 2013 - 06:53 PM.
Posted 15 April 2013 - 05:43 PM
hardware rendering did the trick. game is unplayably slow in fullscreen, but works surprisingly well in windowed mode. thanks!
another question: playing this table back a few years ago I encountered at least 3 different game-killing (!) bugs (one I remember is the ball getting stuck under the bumper, another was the ball being trapped by the drop target bank in the top at the end of multiball). did these ever get fixed? I lost more than one promising game due to these bugs...
Edited by LMTR14, 15 April 2013 - 05:46 PM.
Posted 15 April 2013 - 07:05 PM
hardware rendering did the trick. game is unplayably slow in fullscreen, but works surprisingly well in windowed mode. thanks!
another question: playing this table back a few years ago I encountered at least 3 different game-killing (!) bugs (one I remember is the ball getting stuck under the bumper, another was the ball being trapped by the drop target bank in the top at the end of multiball). did these ever get fixed? I lost more than one promising game due to these bugs...
On the FS version, I have had the ball get stuck behind the drop target in front of the hole that you shoot to destroy the saucer. And nothing can get it unstuck other than a tilt.
That's still in 9.14 version.
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
Posted 26 April 2014 - 08:29 AM
Does anybody get this stuck ball in the left outlane? idoru mentioned a stuck ball 20 Sept 2012 in the release thread comments, but I couldn't pull his 'posted image' to see if we're talking about the same one.
Repeated slam tilts are needed to bounce it free, but of course that kills the ball-in-play. I looked in the Editor, but since I didn't really what to look FOR, nothing jumped out at me.
Please help; I need an honest table (no blocked drains) for PINemHi ![]()
GSG
Posted 26 April 2014 - 11:35 AM
Does anybody get this stuck ball in the left outlane? idoru mentioned a stuck ball 20 Sept 2012 in the release thread comments, but I couldn't pull his 'posted image' to see if we're talking about the same one.
Repeated slam tilts are needed to bounce it free, but of course that kills the ball-in-play. I looked in the Editor, but since I didn't really what to look FOR, nothing jumped out at me.
Please help; I need an honest table (no blocked drains) for PINemHi
GSG
Easy answer, this table requires VP914 or higher, the previous VP "translate" the flipper logo, made with a primitive object,
in a ramp put to the left of the table that blocks the ball.
Max
Posted 26 April 2014 - 01:58 PM
Easy answer, this table requires VP914 or higher, the previous VP "translate" the flipper logo, made with a primitive object,
in a ramp put to the left of the table that blocks the ball.
Max
Thanks for calling back, Max, but we may need a not-so-easy answer; that screenshot is the first of five in a brilliantly-titled folder I called.....AFM_stuck. The left outlane grabs a ball in VP915, 916r585, 921r916, probably 920 although I couldn't get a ball near that lane in five games, and VP9_DX9_test 14. I might have run the table in VP912 (even with 914 prominent in the gamename?), but the DX9 versions are the only ones that render a clear table without Alpha squares and rectangles; the first screenshot is from either test 6 or test 10.
AFM_stuck.jpg 83KB
5 downloads
AFM_stuck_in_915.JPG 160.8KB
6 downloads
AFM_stuck_in_916r585.JPG 166.61KB
6 downloads
AFM_stuck_in_921r916.JPG 169.15KB
5 downloads
AFM_stuck_in_DX9_test_14.JPG 162.73KB
6 downloads
However, Cheers! A Release Candidate has arrived!
Posted 26 April 2014 - 02:55 PM
That means the left side wall should be a little smaller/thinner ![]()
In my original AFM_vp914_v2.4 the ball has a normal VP size and there is no problem there, but if this happens in a mod where the ball has been made bigger then either that side wall has to be moved a little to the left so the ball can pass though or if this table is mod then you may find this line at the top of the script and you may make the ball smaller:
Const BallSize = 54
change the 54 to 53, or to 52 until the ball fits in that lane.
That's all ![]()
Posted 26 April 2014 - 06:01 PM
Easy answer, this table requires VP914 or higher, the previous VP "translate" the flipper logo, made with a primitive object,
in a ramp put to the left of the table that blocks the ball.
Max
Thanks for calling back, Max, but we may need a not-so-easy answer; that screenshot is the first of five in a brilliantly-titled folder I called.....AFM_stuck. The left outlane grabs a ball in VP915, 916r585, 921r916, probably 920 although I couldn't get a ball near that lane in five games, and VP9_DX9_test 14. I might have run the table in VP912 (even with 914 prominent in the gamename?), but the DX9 versions are the only ones that render a clear table without Alpha squares and rectangles; the first screenshot is from either test 6 or test 10.
However, Cheers! A Release Candidate has arrived!
I said easy answer because I remembered primitive object transformed into a ramp.
However, as JP says the leftoutlane is narrow, it just passes a ball with a diameter of 50-51 units.
You have to put the ball on a diet
.
Cheers
Max