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Visual Pinball (Standalone EXE)


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#141 ICPjuggla

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Posted 30 May 2014 - 02:29 AM

JP, ICPJuggla:
 
Can you please try this version and see if it fixes the crashes for you. It's just 990 with the leak fixes from the VP10 branch backported (hooray for git which made this a job of 5 minutes).


Just spent a few hours with this mukuste, not one crash.... :-) not sure what you did but it seems to have solved it...

Thank you :-)

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#142 RenegadeFred

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Posted 30 May 2014 - 02:49 AM

Jumped the gun, user error on my end.   Everything is working great with the 990a.exe


Edited by RenegadeFred, 30 May 2014 - 03:36 AM.


#143 ViriiGuy

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Posted 01 June 2014 - 04:06 PM

Does anyone know what is required to edit in tables made for 9.1.x to run in 9.9.x currently?

Most of the 9.1.x tables act like the playfield is askew... The table pulls to the left, more so in some spots than others. If it were a real table, I would suspect the left rear leg was too low.

 

For info, I am running a cabinet on Windows 7 64 bit, with dual Nvidia graphic cards, with current drivers. I have a sidewinder for the gyroscope. I have recently recalibrated it. It, seems to work fine.... albeit a bit sensitive.


Edited by ViriiGuy, 01 June 2014 - 04:10 PM.


#144 destruk

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Posted 01 June 2014 - 04:46 PM

If it's too sensitive did you adjust the deadzone yet in VP?


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#145 ViriiGuy

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Posted 01 June 2014 - 08:45 PM

Yea, I did. I also tried without it plugged in. The tables still seem like they are off kilter.



#146 CaptainNeo

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Posted 02 June 2014 - 05:43 AM

is this the newest version of VP?  I've been away for a long time and looking to update a bunch of my tables and VP (hopefully with some new features).   Plus, do the old table builds work well with this version of VP? or am I going to have to DL newer versions of everything?


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#147 ICPjuggla

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Posted 05 June 2014 - 12:29 AM

I've noticed ramps aren't behaving as they should in 9.9.0. When an alpha ramp is set to ImageModeWorld, my understanding is the texture should blend together and not show the separate 'ramps' and or 'textures'. I've noticed it on quite a few tables since upgrading.

 

here is an example of what I'm talking about...

 

Attached File  9.9.0bug.png   946.56KB   19 downloads

 

 


cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#148 ICPjuggla

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Posted 05 June 2014 - 06:47 PM

Is this a bug in 9.9.0?, or am I understanding ramps with ImageModeWorld wrong.

In all pervious versions of VP using this technique the ramps blended seamlessly.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#149 Shoopity

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Posted 05 June 2014 - 09:20 PM

is this the newest version of VP?  I've been away for a long time and looking to update a bunch of my tables and VP (hopefully with some new features).   Plus, do the old table builds work well with this version of VP? or am I going to have to DL newer versions of everything?

Yeah, this is the newest.  One big improvement in this one was primitives and being able to import meshes.  Of course that means designers need to re-do their tables if they want.  If you check here, you'll see some of the improvements.  I feel this version is smoother than previous ones.  There are some new features and designers can do things a little different using 9.9, but pre-9.9 tables should play just fine (except what viriiguy seems to be experience which I personally haven't).

 

9.9 is the last version before 10 which, from the way I understand it, will be an in-between for the version after it which will mostly break backwards compatibility (in the same way that you can't really play VP8 tables using VP9).  VP10+ will have completely different physics, completely different lighting/shading (gone are the days of 20+ light textures just to get a fade effect, and hopefully we'll have some real bulbs illuminating the playfield instead of laying a graphic over it to make it look like there's a light there.



#150 ICPjuggla

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Posted 06 June 2014 - 02:18 PM

I've noticed ramps aren't behaving as they should in 9.9.0. When an alpha ramp is set to ImageModeWorld, my understanding is the texture should blend together and not show the separate 'ramps' and or 'textures'. I've noticed it on quite a few tables since upgrading.
 
here is an example of what I'm talking about...
 
attachicon.gif9.9.0bug.png

  

Is this a bug in 9.9.0?, or am I understanding ramps with ImageModeWorld wrong.
In all pervious versions of VP using this technique the ramps blended seamlessly.


I don't mean to beat a dead horse but will this be fixed with the memory leak issue?

If not I'd like to know so I can update the tables i helped to create.

Attached Files


cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#151 mukuste

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Posted 06 June 2014 - 03:03 PM


I don't mean to beat a dead horse but will this be fixed with the memory leak issue?

If not I'd like to know so I can update the tables i helped to create.

 

 

It doesn't look like a texturing problem, more like several alpha ramps overlapping? Hard to tell from the screenshot, honestly. We definitely would have heard about it by now if the texturing on alpha ramps was off.

 

Try to copy the ramp into an empty test table to isolate the problem. My gut feeling is that it can be fixed with the Depth Bias parameter.


Edited by mukuste, 06 June 2014 - 03:03 PM.


#152 ICPjuggla

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Posted 06 June 2014 - 03:30 PM

It's working fine in 9.2

Attached File  image.jpg   255.49KB   19 downloads

But not in 9.9

Attached File  image.jpg   204.66KB   20 downloads

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#153 mukuste

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Posted 06 June 2014 - 03:55 PM

Yes, I know that, but that doesn't mean that it's a bug in 9.9... please check the things I wrote, and maybe have a look at the table upgrade guide.



#154 ICPjuggla

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Posted 06 June 2014 - 05:49 PM

They are overlapping ramps, using ImageModeWorld it should blend them together seamlessly as if they were one ramp.

Not to sound stupid but what dose this mean? 'Depth Bias parameter.' Are you telling me the ramps are at the same hight? If so they are at the same hight, b/c like I said they should be blending together as if they were one.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#155 mukuste

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Posted 07 June 2014 - 02:04 AM

They are overlapping and transparent, so what I guess is happening is this:

 

Bildschirmfoto-2012-01-07-um-02.08.05.pn

 

It's natural that if two semi-transparent objects overlap, their overlap will be darker than each of the objects individually. To fix this, either remove the overlap so that they are just touching, or assign a negative depth bias to one of them to move it to the front, ordering-wise (you might have to fiddle with this a bit).



#156 ICPjuggla

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Posted 07 June 2014 - 02:58 AM

Thank you for the explanation.. I thought it was something like that..

I know how to fix the issue using a different method. I guess I'm just trying to point out is that the purpose of the technique and the way it's applied, is to create a seamless clear plastic. So with the options that are selected in the table it should work like in 9.2 something must of been changed with the ramps and this feature in 9.9

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#157 unclewilly

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Posted 11 June 2014 - 11:57 PM

Is it possible to do an official update to the exe with the leaks fixed.

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#158 kruge99

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Posted 25 October 2014 - 03:15 PM

That's great news, thanks JP! Let's hope it stays like this.

 

This means we should release an official 9.9.1 version with at least this bugfix, and maybe some other fixes if they come up.

 

With mukuste seeming to be awol, (hopefully everything is alright with him) can someone on the Dev Team step in and put up an update of VP to 9.9.1?  Or was this all up to mukuste only?

 

 

Best Regards,

Todd.


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#159 fuzzel

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Posted 25 October 2014 - 05:56 PM

Hmm...wasn't it 9.9a where this issue was fixed?



#160 kruge99

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Posted 25 October 2014 - 07:41 PM

Yup 9.9.0a was where it was reportedly fixed, but there isn't an 'official' 9.9.1 or anything, which means end users have to hunt for 9.9.0a if they are having issues.  I haven't received any specific complaints but it would be nice if an official release with the fix was what people can download, don't you think?  I'm not complaining, I'm just working for the simple man, know what I mean?  ;-) 

 

 

Best Regards,

Todd.


Edited by kruge99, 25 October 2014 - 08:46 PM.

[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
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