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Dev thread: Road to DX9


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#1841 fuzzel

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Posted 17 April 2014 - 08:00 AM

Would you consider helping out with some of the remaining items on the todo list?
 

Ofcourse I see how much time I can spend on some of the issues. I'm quite busy with real life at the moment, that's the reason why I'm a bit 'inactive' ;)



#1842 kiwi

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Posted 17 April 2014 - 04:19 PM

The fonts in the old textbox were smaller than the test14.
Test14 above and below VP921

 

textbox.png

 

Thanks a million.

 

Max



#1843 fuzzel

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Posted 17 April 2014 - 07:15 PM

Fixed with the next test release.



#1844 mukuste

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Posted 17 April 2014 - 07:39 PM

Thanks Fuzzel! Feels good to have some support again.



#1845 boiydiego

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Posted 17 April 2014 - 10:04 PM

mukuste i installed sweetfx and your last dx9 r980 version as i load a table the table loads in vp but when i press play it doesnt load the table to play and vp quits do you have fix or workaround to get it to work ? thx in advance


Edited by boiydiego, 17 April 2014 - 10:04 PM.

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#1846 fuzzel

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Posted 17 April 2014 - 10:33 PM

try the latest test14 because this is a newer revision than 980.

#1847 gtxjoe

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Posted 18 April 2014 - 12:16 AM

How about naming the next release test15_r982 :)

#1848 boiydiego

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Posted 18 April 2014 - 07:00 AM

 

Download VP9_DX9_test14 here: attachicon.gifVP9_DX9_test14.zip
Important: instead of fullscreen mode, run in "windowed fullscreen" mode.

If you get flicker, please disable 4xMSAA.

Try the frame limiter, e.g. at 120 fps, for smoother gameplay!

Table compatibility spreadsheet (thanks to gtxjoe): https://docs.google....EPwri8/viewform

 

Since my other project is now out there, I've gone back to the DX9 port for a bit and put some work towards the to-do list remaining before the official release. It's mostly GUI stuff and the annoying kicker issue left now. There's also some crucial bugfixes. So this should be a good time for a new release.

 

Be aware that since this version uses its own registry key, you'll have to reset all options!

 

Changes since Test13:

  • Textboxes work now
  • Text decals work now
  • made a fix which should allow VP to work properly both as non-admin and as admin (hopefully no more weird crashes)
  • removed UAC option from build (you have to choose "Run as administrator" manually if you want it, but in most cases you shouldn't need it anymore)
  • (fuzzel) DX9 version now uses a separate registry key
  • (fuzzel) some changes to ramp/wall transparency (he'll have to weigh in here, I didn't follow these changes closely; I think he reverted some of my previous changes too)

Known specific table issues:

https://docs.google....p=sharing#gid=0

 
Happy testing!

 

 

resetting the settings how to ?


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#1849 DJRobX

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Posted 18 April 2014 - 07:30 AM

I found a way to get the display on TSPP working in DX9:

 

Go to Edit->Select element and highlight all 140 "R" led objects.  Click on R1, hit shift and keep selecting down until you get to R99 (this will include 100-149 due to the way it's sorted).  

Change the color to bright magenta (R255, G0, B255)

Check Visible

 

That's it.   You should be able to see the working display again.   There's a few things going on:

 

1) I'm not sure why checking 'visible' is needed, as the script sets them visible to turn them on.    But, if you start visible, the script seems to be able to turn it off and back on fine.

2) The gate was set to black, instead of the "magic" 255,0,255 transparent color, making the dots too dark to see. This is similar to other tables that need transparency adjustments. 


Edited by DJRobX, 18 April 2014 - 04:48 PM.


#1850 DJRobX

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Posted 18 April 2014 - 04:46 PM

*Update*

 

I looked at the code and found that to get a transparent gate, you can use the "magic" color of 255,0,255 (bright magenta).   This eliminates the artifacts and it looks perfect. 



#1851 naboodiver

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Posted 18 April 2014 - 04:55 PM

DJRob,

 

You are the Man !!!!!!    Fixed and playing...    Thanks much !! :otvclap:



#1852 mukuste

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Posted 18 April 2014 - 07:42 PM


1) I'm not sure why checking 'visible' is needed, as the script sets them visible to turn them on.    But, if you start visible, the script seems to be able to turn it off and back on fine.

2) The gate was set to black, instead of the "magic" 255,0,255 transparent color, making the dots too dark to see. This is similar to other tables that need transparency adjustments. 

 

1) That's a bug, good find! I fixed it.

2) I didn't know we still had magic colors like that, gross...



#1853 DJRobX

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Posted 18 April 2014 - 10:24 PM


1) That's a bug, good find! I fixed it.

2) I didn't know we still had magic colors like that, gross...

 

 

Excellent work, Smithers!    That fixes another problem with this same table - Bart disappearing when the captive ball is hit.   It works correctly now with the change you checked in.   :)



#1854 naboodiver

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Posted 18 April 2014 - 11:16 PM

IMO ... If the ball cut in half issue with the kickers was solved, this would be ready for Primetime.



#1855 BananaBoat

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Posted 18 April 2014 - 11:17 PM

IMO... It needs the new physics engine too!

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#1856 Mitchell

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Posted 19 April 2014 - 12:01 AM

https://www.dropbox....bete/Test14.png

 

The decal doesn't work right. Showing black. Or is it the lights issue?

 

Light on each of the bumpers is black.


Edited by Mitchell, 19 April 2014 - 12:02 AM.

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#1857 naboodiver

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Posted 19 April 2014 - 02:24 AM

IMO... It needs the new physics engine too!

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While I agree that would be fantastic, I think it needs to roll out with DX10 not DX9.   Why?   Well, as Mukuste says, this is far from optimized at the current time and each table would have to be modified to make the new physics work optimally.    Don't hate, just my opinion.



#1858 unclewilly

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Posted 19 April 2014 - 10:38 AM

This is also supposed to be a compatibility release.
Adding the physics would effectively break every single table.


One question for the devs. I haven't had a chance to test this yet.
Will the collision on a primitive move with the primitive.

For example, the drac target in monster bash. Or a raising ramp like in pinbot.

Edited by unclewilly, 19 April 2014 - 10:39 AM.

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#1859 mukuste

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Posted 19 April 2014 - 10:46 AM

I believe all primitive collision data is static once it's created, it can only be enabled/disabled. This will however be implemented in VP10/new physics.



#1860 unclewilly

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Posted 19 April 2014 - 10:57 AM

Can you enable and disable it via the script or just in the editor

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