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The road to VP10


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#141 jpsalas

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Posted 25 May 2014 - 06:42 PM

I really like the lights in this VP10 pre-release. And I wonder what is their max "intensity" value?

I changed the lights in the AFM beta table to use this new lights, and they work very well. You still could get something better in photoshop for the on state, but then you will need to work hard :). Well, take a look at the lights in this AFM so you'll see for yourself.

All the lights have the same color, RGB 255:252:224, a yellowish light, and they all have the same intensity, 3.

(don't pay too much attention to the GI lights, I know they are over saturated, and I wonder how good will be these new lights for the GI) :) )

 

 

 


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#142 ronaldvg

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Posted 26 May 2014 - 01:09 AM

That table looks very good! And plays also nice Really looking forward to what is coming.



#143 randr

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Posted 26 May 2014 - 01:29 AM

+1


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#144 Mitchell

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Posted 26 May 2014 - 09:10 AM

For some reason I get an error trying to load up Centipede with this beta.

Attached Files


Edited by Mitchell, 26 May 2014 - 09:10 AM.

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#145 unclewilly

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Posted 26 May 2014 - 10:34 AM

Make sure video options are set to windowed full screen

"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


#146 mukuste

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Posted 26 May 2014 - 11:08 AM

Actually I think this is related to some behind-the-scenes changes and optimizations I made to primitives... I thought I fixed it, but I will check this particular table when I can.



#147 Mitchell

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Posted 26 May 2014 - 11:39 AM

I had it on full screen mode. I even tried in window mode as well. Doesn't happen on the test vp10 tables though. Only the vp9 tables.

 

I can always redo the tables onto this program. I don't mind.

 

Edit: I tried out my yellow ball on the lights.vpx and the image move around depend where the ball go. Pretty cool. By the way, Look like I can't hide the bumper top part. That ok. :)


Edited by Mitchell, 27 May 2014 - 06:30 AM.

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#148 kiwi

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Posted 27 May 2014 - 07:20 AM

I was playing with the new lights and after a few starts and stops, VP slowed.
Other start and stop and VP has returned to normal.
After another start and stop, I received this error, and VP crashed.

 

fatalerror.png

 

Thanks

 

Max



#149 mukuste

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Posted 27 May 2014 - 08:27 AM

For some reason I get an error trying to load up Centipede with this beta.

 

I looked into it briefly and it's actually not the primitive code that I suspected -- it's the circle light to custom light conversion which Fuzzel added and which seems to have some bugs still. He said he can't do any work on this for the next few days, but I hope he'll get around to fixing it.

 

Just for further debugging: it's the GameOverLight2 on the backdrop which tries to create a vertex buffer of size 0.

 

 

 

I was playing with the new lights and after a few starts and stops, VP slowed.
Other start and stop and VP has returned to normal.
After another start and stop, I received this error, and VP crashed.

 

fatalerror.png

 

Thanks

 

Max

 

Thanks -- finally a good lead on this annoying problem!

 

At this line of the code is the CreateDevice call, and HRESULT 8876017c means D3DERR_OUTOFVIDEOMEMORY. So obviously we have a leak on some D3D resources.

 

I already saw that the VertexDeclarations don't get released, and I think also the texture release code may be buggy... will look into this.

 

Can you (or someone else who had this problem) try to do the same in VP 9.9.0 and see if it happens there already?



#150 kiwi

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Posted 27 May 2014 - 09:42 AM

 

 

I was playing with the new lights and after a few starts and stops, VP slowed.
Other start and stop and VP has returned to normal.
After another start and stop, I received this error, and VP crashed.

 

fatalerror.png

 

Thanks

 

Max

 

Thanks -- finally a good lead on this annoying problem!

 

At this line of the code is the CreateDevice call, and HRESULT 8876017c means D3DERR_OUTOFVIDEOMEMORY. So obviously we have a leak on some D3D resources.

 

I already saw that the VertexDeclarations don't get released, and I think also the texture release code may be buggy... will look into this.

 

Can you (or someone else who had this problem) try to do the same in VP 9.9.0 and see if it happens there already?

 

I have done many tests with VP 9.9.0 and this problem has never happened to me.
 

As I have already said, after 6, 7 start and stop the problem occurs, it is not a big waste of time for those who want to do further testing.

 

Max



#151 mukuste

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Posted 27 May 2014 - 10:48 AM

I've tried to reproduce it in the past and haven't managed. Will have another go at it.

 

The weird thing is that people reported it both in the physmod versions and in the VP10 pre-builds, but those don't share a single commit past the 9.9.0 release. They're independent branches. That's why I thought it should happen in 9.9.0 as well.



#152 kiwi

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Posted 27 May 2014 - 11:21 AM

I tried it again and I got a new error message.

 

error2.png

I have noticed that every start and stop the memory consumption of the system increased by about 10MB, when the memory is increased by 100MB Vp has slowed.

 

Thanks

 

Max



#153 fuzzel

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Posted 27 May 2014 - 01:53 PM

Ah ok that means we have got some memory leaks. That should be easy to fix.

#154 mukuste

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Posted 27 May 2014 - 09:18 PM

I just spent the better part of the last few hours tracking down and fixing all (hopefully...?) of those D3D resource leaks. What a horrible job. There are basically no good tools for this task, it's all trial and error... anyway, I hope those slowdowns and crashes are a thing of the past now.



#155 Mitchell

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Posted 27 May 2014 - 09:24 PM

Holding off until another beta release. :)

 

Look like my ghost ball turn into non ghost ball. But it have a ring around it. Transparent is broken on the vp10? Working fine on the VP 9.2.1.

 

How I turn off the ball image movement turning and mirror effect on the ball? Option be added later on? It ok when using the reg metal balls. I don't like it be doing this on the non metal balls.

Attached Files


Edited by Mitchell, 27 May 2014 - 10:15 PM.

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#156 mukuste

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Posted 28 May 2014 - 08:41 AM

I recently added some new script functions to get all currently active balls, as well as to get either a list of all table elements or a single element by name. The first one should hopefully make scripting the ball rolling sound easier, and I'm sure people will come up with creative uses for the other two ;)

 

There's some documentation and examples here: https://github.com/c...eatures-in-VP10



#157 fuzzel

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Posted 28 May 2014 - 12:14 PM

Holding off until another beta release. :)
 
Look like my ghost ball turn into non ghost ball. But it have a ring around it. Transparent is broken on the vp10? Working fine on the VP 9.2.1.
 
How I turn off the ball image movement turning and mirror effect on the ball? Option be added later on? It ok when using the reg metal balls. I don't like it be doing this on the non metal balls.

The reflection on the ball should be switchable but it isn't at the moment. What do you mean with 'ball image movement turning' ?

#158 unclewilly

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Posted 28 May 2014 - 06:10 PM

I just spent the better part of the last few hours tracking down and fixing all (hopefully...?) of those D3D resource leaks. What a horrible job. There are basically no good tools for this task, it's all trial and error... anyway, I hope those slowdowns and crashes are a thing of the past now.


Does that mean those leaks are also in 990

"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


#159 mukuste

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Posted 28 May 2014 - 06:34 PM

 

I just spent the better part of the last few hours tracking down and fixing all (hopefully...?) of those D3D resource leaks. What a horrible job. There are basically no good tools for this task, it's all trial and error... anyway, I hope those slowdowns and crashes are a thing of the past now.


Does that mean those leaks are also in 990

 

 

Some of them - yes, some came with the new shader code in VP10. The strange thing is that nobody ever reported this in 990, AFAIK. If it ever becomes a problem there I can try to backport these changes for a 9.9.1 release.



#160 Mitchell

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Posted 28 May 2014 - 06:39 PM

 

The reflection on the ball should be switchable but it isn't at the moment. What do you mean with 'ball image movement turning' ?

 

 

Oh ok.

 

Like the ball image turn facing left if it on the left side of the table and the ball image turn facing right if it on the right side of the table. Been doing this on the VP10 not on the VP9. Kind of like eye ball moving. :)


Edited by Mitchell, 28 May 2014 - 06:42 PM.

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