Did you try the latest revision 978?
It would have helped if I did ![]()
*inserts foot in mouth* ![]()
Posted 03 April 2014 - 03:53 AM
Latest revision 978 ran once for me then upon trying to use it again, it crashes everytime upon table loading?
Computer specs...
Edited by StevOz, 03 April 2014 - 03:54 AM.
Posted 03 April 2014 - 05:14 AM
Yes windowed mode, the only thing I can think of out of the ordinary is that the first time I ran revision 978 I had not set it to run as admin, although it worked that first time anyway. After it failed on a second loading I set it to run as admin, though this made no difference?
*edit
Additionally it stops working when loading a table, never gets to the stage where playing it is an option.
Edited by StevOz, 03 April 2014 - 07:16 AM.
Posted 03 April 2014 - 10:50 AM
"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
Posted 03 April 2014 - 11:42 AM
Found a bug, although I haven't checked the dx7 version to see if it occurs there also.
When using the z scale in the backdrop settings. Everything on the table is scaled taller except for primitives. I can post a screen shot when I'm back at home.
I tried to use the a scale on monster bash. The walls and ramps I used for plastics were raised in height but the primitive based flasher cap stayed in its original position so it appears as if it sunk into the plastics.
Also the creature sign made from a ramp was scaled up. But the primitive lights were still at there height so they no longer lines up with the sign
Win 7 64
No idea 760 2gb
16 gb ram
I7 3.8 ghz
Posted 03 April 2014 - 01:02 PM
"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
Posted 03 April 2014 - 09:43 PM
Centigrade's playfield lights are also black with the latest revision
not only with the latest revision
This is an odd one. The problem is that there are two big lights over the table to simulating switching the GIs on/off. The images used for that have black inserts and they overlay the normal inserts. I haven't found the reason why the depth sorting doesn't work here.
I see that Robocop (FS)won't load with DX9--at least not with version 13. No big deal --the table needs a redo anyhow. Current version doesn't do VP justice.
What version of Robocop? I tried the GI mod and it loads fine here with rev978.
Posted 03 April 2014 - 11:19 PM
Centigrade's playfield lights are also black with the latest revision
not only with the latest revision
This is an odd one. The problem is that there are two big lights over the table to simulating switching the GIs on/off. The images used for that have black inserts and they overlay the normal inserts. I haven't found the reason why the depth sorting doesn't work here.
Nothing unusual about that one, it's just the standard case where the GI textures don't have their transparency color set to black. Lights aren't depth sorted btw (unless they are light maps), their order is determined by the order in which their state is changed.
Posted 04 April 2014 - 03:16 AM
Centigrade's playfield lights are also black with the latest revision
not only with the latest revision
This is an odd one. The problem is that there are two big lights over the table to simulating switching the GIs on/off. The images used for that have black inserts and they overlay the normal inserts. I haven't found the reason why the depth sorting doesn't work here.
Nothing unusual about that one, it's just the standard case where the GI textures don't have their transparency color set to black. Lights aren't depth sorted btw (unless they are light maps), their order is determined by the order in which their state is changed.
I tried setting these lights transparency to black before I did the post thinking that was the probable solution.. Now I will confess I was not sure if I was doing it correctly. I clicked on the light to determine the name and then went to the Image Editor and changed the transparency to black. However, it did not seem to make the black circles go away. As I don't fully understand as I am still learning, I could be doing it incorrectly but that was my thought process.
Edited by naboodiver, 04 April 2014 - 03:18 AM.
Posted 04 April 2014 - 06:18 AM
@naboodiver:
I went into the image manager, there are five different pf_XX textures. For all five of them, I clicked on the transparency color and set it to pure black (make sure it's really RGB 0,0,0). This fixed it for me.
I tested this on Test13, if it doesn't work in the latest revision then there must have been some change inbetween which messed with it.
Posted 04 April 2014 - 01:01 PM
MAybe someone can make a list with fixed for the tables where we need to change the transparency?
If found a problem with outlane lamps not working in dirty harry
Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all
Check my Visual Pinball cabinet highscores: HERE
Posted 04 April 2014 - 01:42 PM
Edited by BobAlbright, 04 April 2014 - 01:44 PM.
"and in the end , the love you take is equal to the love you make"