There is a trend, maybe a smaller / shorter one, but several graphical elements have fallen by the wayside in this thread and another one related to the difference in how decals appear in VP921 and these DX9 builds It's not always feasible to make the 1-2 hour post composition with exact topic number references, screen shots, history as to why an impression / perception exists nor can quickly be explained as to why there is some legitimacy from past dialogue / posts in this belief. I'll show / re-raise the other areas of graphical concern tomorrow when I have more time and do my usual attempt at diligence to refer to elements in detail and each post where the graphical issue was raised, still remains, and / or arguably didn't seem to be registered much or answered away potentially summarily. There are ones from Bodydump back regarding light variances / delineated sections from the default table texture and light objects although they were / are using the same texture in Airborne, solid ramp objects (edges again) in World Cup Soccer, and world mode ramp issues when the ramp extends off the set table dimension space. We’re also still sitting here with many people pushing for an official release while still not having AA working (essentially unplayable with a blinking ball vs. the very playable forced AA options with VP921) and it has not seemed to have been worked on much or yielding much status on progress in that regard aside from possibly just removing the option for the official release (a topic for which I posted some detailed findings that never got any mention or follow-up). Because other people do not notice details in tables, graphics, or even forum posts does not mean these things do not exist.
This particular item was not an issue about patience as I didn't see anything in the brief response that indicated the issue would remain or be considered open nor be worked on in any way and part of my frustration existed as it read / appeared the opposite, despite the worded and graphical evidence I provided of it’s legitimate and new existence. This wasn't about a mere step backwards as it was not acknowledged as such. A step backward is to be expected, has been fine to experience, and the majority of the reason I try and report the bugs within the spirit and understanding that those things will indeed exist, but be acknowledged as to not being desirable to exist now nor permanently. Some of us really also do not need be reminded about one's free time / work regarding their
VP contributions as I get that as much as any actual contributing member on this site and have put almost as much time into
VP as I have my career over the last two years.
I can imagine how my response can seem rude or harsh, but to be blatantly candid, I was pissed to read the response to that bug report after what seemed like a pretty obvious and new issue, but maybe considered “qualitative” by some, and was helped along to that point by the belief / experience that it has been tough at times to try and “sell” a bug or undesirable aspect with these DX9 builds (it took a while to gain steam / acceptance on the ball stuttering issue). Yes, mukuste is doing this with his free time, so am I and have for a couple years before any of this DX9 stuff started. He has done an excellent job (a job that was expected to not grace us with it’s presence for much more time than it’s been) and we now have a mostly working DX9 port. Yet, in this and as a result, he holds the power in his hand to make or break things for
VP as it stands and, as someone who has invested a lot of time in other aspects of
VP “development”, this can get unnerving and emotionally charged. Mukuste deserves a ton of praise and I know I’m putting myself in a position to be disliked by the community that wants me to just shut up and not rock the boat and risk him saying “screw you guys…I’m going home”. I’ve been vocal previously on items like protecting people’s previous investments and some other choices for direction / problem resolutions but also have not been an arm chair quarterback as I have played a huge role in assisting the testing of these builds and reporting in extremely detailed methodolgy the identification of issues along the way – so I ask for some credit. Him and I have had some private PMs and worked in depth and detail on the stuttering issue, which I also did my part in time investment and we were somewhat embattled with that at times but were able to merge on a mutual path of acknowledgement and understanding – my side of the motivation being both for personally and community considered improved
VP experiences / realism.
I’m sorry but I feel I’ve earned some right with my
VP contributions and the level of testing / reporting here on these builds to speak up for when I have a concern or feel I have not been adequately listened to about an issue or in general on the direction of
VP, at least as far as this compatibility version goes now that it is officially the main
VP development stream. It’d also be nice to recoup some of the time I’ve personally spent over the years by finally being able to play and enjoy some actual virtual pinball (vs. almost all my
VP time spent in some development / testing stage) in a smooth running and smooth looking product that’s been so elusive. It is frustrating to see
VP teetering right at the point of being so complete and the best it’s ever been – but not quite there yet. It’s not my intention to be disrespectful but respect also is a two way street and no one likes to feel dismissed in their efforts and arguably valid points / bugs. I’m not trying to offend or push Mukuste in any way but there are also other people here who may or may not be pushed away depending on how some of this project and path along the way turns out. One big thing here is that us table builders / modders end product does not have to be downloaded / played / used by anyone who doesn’t want to (other versions and choices exist) but the end result of what is done here, with this topic / DX9 development / executable, is that we all must use this one program if we are to work with
VP at all going forward – and that element should not be lost on what this does to the powerlessness involved or at least people who create with
VP. If it goes in a direction some of us builders don’t agree with on elements of quality, playability, or other, then we’re screwed and will be forced to stay at an older build which will have effects on even the feasibility in releasing tables or even working with them for our own personal gain if some issues don’t even have valid workarounds. And yes, this powerlessness has a bearing on the emotional aspect that can come into play.
This particular new bug / graphic quality issue specifically has negated a shit load of work / time I spent in Photoshop making / refining some of the cleanest wall based images / texture mappings I’ve seen yet in any table (for a still unreleased and now may never be released version of AFM GI8 that I’ve tried to do with photo like quality). I don’t’ really expect you all or even many of you to get it, but maybe once you’ve spent two nights on a single target graphic or two weekend afternoons redrawing 6x6 mini UFOs to benefit from a previously supported graphical technique, then maybe some of you will understand where I am coming from.
Mukuste, I appreciate massively what you’ve done and your skill you’ve demonstrated but you / we are not quite there yet on this project. I’m going to be willing to bust your balls a little when I don’t agree on a direction, choice, or when I think something has been dismissed which I don’t feel should have been – you’re welcome and I would expect you to do the same towards me. DJRobX makes a good point about uphill battles with developers being normal when doing QA and a few rounds to get your point across or priorities in alignment. I’m arguably in a QA role here yet very easily looking like a pugilist so maybe we can just consider this round one or two and acknowledge some embattlement between interested and arguably vested parties.
Edited by jimmyfingers, 28 March 2014 - 10:29 AM.