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Dev thread: Road to DX9


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#1721 numiah

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Posted 02 April 2014 - 06:50 PM

Did you try the latest revision 978?

 

It would have helped if I did  :otvclap:

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#1722 naboodiver

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Posted 03 April 2014 - 03:18 AM

Notice that all the playfield lights are black until illuminated on table Fahrenheit with the latest release of DX9.



#1723 StevOz

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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...

 

specs_t.jpg


Edited by StevOz, 03 April 2014 - 03:54 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#1724 zeenon

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Posted 03 April 2014 - 05:04 AM

Latest revision 978 ran once for me then upon trying to use it again, it crashes everytime upon table loading?

 

Computer specs...

 

specs_t.jpg

 

Are you running in windowed mode (not full screen)?

 

Z



#1725 StevOz

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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.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#1726 buttsy19

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Posted 03 April 2014 - 09:37 AM

Centigrade's playfield lights are also black with the latest revision



#1727 unclewilly

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Posted 03 April 2014 - 10:50 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

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#1728 fuzzel

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Posted 03 April 2014 - 11:11 AM

That is already fixed with the next revision ;)

#1729 Les73gTx

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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


I had the same thing happen with BBB and StarWarsTrilogy and I adjusted them as best I could but on the AFM 9.2 beta I could not seem to get the lights right with the saucers.
Fuzzel ... you are saying this is fixed on the currently available release or the next one to come?

Thanks everyone for the great support .... I love the find with Z Scale ... awesome.

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#1730 unclewilly

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Posted 03 April 2014 - 01:02 PM

Thanks fuzzel. Fixing them before we find them. I like that ;)

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#1731 fuzzel

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Posted 03 April 2014 - 01:38 PM

The issue with the zScale is fixed in an upcoming release.

#1732 BobAlbright

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Posted 03 April 2014 - 06:12 PM

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.

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#1733 fuzzel

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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.



#1734 mukuste

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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.



#1735 naboodiver

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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.


#1736 mukuste

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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.



#1737 fuzzel

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Posted 04 April 2014 - 09:52 AM

Can confirm this! Set the transperent color to black fix it  but not completely. You see the inserts again but there are some white pixels at the edge of each circle.



#1738 slashbot

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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?

 

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#1739 BobAlbright

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Posted 04 April 2014 - 01:42 PM

Hi Fuzzel--On Robocop I too was using the GI Darkmod FS. After seeing your comment I went back a few pages and I see the 978 version you referred to. I downloaded it and it does indeed work with 978.

I'm a bit confused over the numbering of the DX9 releases. I saw a 12, a 12a, and then a 13. And now 978. Is there a dropbox where the latest DX9 releases are posted?---rather than poking through this thread? Thanks
O000-another issue. Since I changed to 978, I see that the table does not fill up my entire screen . What do I need to adjust to make it fit?
Ok--I went back through the thread and I see that there was a comment on going back to the rev. #978--Still would like to know if there's a daily dropbox for new versions. AND, I also see there's a comment about needing to change settings. Is it the screenres.txt that needs to be changed. And if so, change to what? Thanks
OK--found that changing in video options to 1280x1024 (windowed FS mode) that makes the table fit. I'm getting some weird ball motion where the ball seems to "wobble"--for lack of better words. Just seems to be going on a path and then "bends" to a different path. Any ideas on this?

Edited by BobAlbright, 04 April 2014 - 01:44 PM.

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#1740 Xendo

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Posted 04 April 2014 - 02:11 PM

Sorry if this is covered somewhere in the 87 pages of this thread...  Is there a download repository for the DX9 versions of VP like Koadic had for VP9?