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    Yet another fresh beta build ;)

    rev3746

    - always number new elements with (minimum) three digits

    - optimize .obj importer

     

    rev3743

    - add object space-normal mapping support to primitive (our implementation matches the object space, +X +Y +Z, export/baking settings in Blender) Object space-normal maps are commonly used if one reduces polygon counts of a complex model. The lost geometric details are then added back via a normal map

     

    rev3738

    - change Position() of the plunger element to return a float instead of an integer

    - code cleanups

     

    rev3723

    - show kicker's orientation in the editor

     

    rev3722

    - support 'Add Point' hotkey (F10 normal and F11 for smooth point) for rubbers

    - changed context menu so that 'Add Point' is the first item in the list

     

    rev3721

    - fix bumper hit threshold issue

     

    rev3720

    - fix lighting of the reflection of the playfield on the ball

    - fix playfield reflection on the ball

    rev3705

    - save position of the windowed mode player window in registry via WindowPosX/Y

    - be more robust when handling huge images and try to auto-rescale if memory allocations fail on the way

    - explain parameters of LoadVPM in core.vbs

    - add FPVPX.vbs

    - add LTD System III vbs, thanks Gaston!

    rev3696

    - fix tab order for bumpers

    - example table: reenable 'correct' material on slingshot-plastics and reenable reflections for them, too

    - example table: add ball drop sounds by rothbauerw

    - add proper dithering to final output buffer

    - support 'disable lighting' on primitive playfield

    - remove caption and window borders in windowed mode, only re-enable/toggle if ESC menu is brought up

     

    rev3684

    - pre-filter envmap-diffuse-pre-calc with gauss to remove under-sampling artifacts for high contrast HDRs (i.e. ones that contain something close to sun brightness)

    - limit glossy/mipmap-hack lookup to not use the lowest miplevel (as this is horrific looking)

    - add tga to file extensions list

    - fix wrong v-clamp mode for environment lookups

    - tiny beautification of mesh import dialog

    - fix tab order in material manager dialog

     

    rev 3674

    - flag table as changed if import->POV is triggered

    - clarify some material manager dialog descriptions and beautify debug dialogs a tiny bit

    - add ball velocity/angular velocity and number of physics iterations per frame to F11 debug output/stats

    - fix order of deletion for sounds and fonts (i.e. first delete the list entry, then the actual element)

    - fix access of already deleted vector element (i.e. the image/texture that was deleted was still updated by the list). also fix that when deleting the last image in the list, the new last image got the alpha test value of the previous last image.

    - fix crash if POV xml format is broken somehow.

     

    rev3664

    - fix UI issue with not having excl. fullscreen checked and try to match resolution in a fuzzy way, patch by Caligula

    - (maybe) workaround potential double init problem of BASS as suggested by mrkai

    - use zero normal vector again in case of degenerate normal to easier catch that case

     

    rev3660

    - fix normal computations of old legacy primitive (i.e. that triangulated tube)

    - fix flicker of video modes in preferences dialog, patch by Caligula

    - cleanups

     

    rev3653

    - show amount of vertices/polygons for a mesh primitive in the status bar

    - fixing some memory leaks and uninitialized variables

    - fix hanging in exclusive fullscreen mode

     

    rev 3650

    - finally random crashes fixed. Introduced by the new current hit threshold feature

    - cleanups

     

    rev3644

    - fix potential null pointer (reported by JPsalas)

    - do not ignore primitive setting 'Has Hit Event' anymore (before it was always implicitly on)

    - fix hit event issues for walls

    - undo handling updated

    - bass.dll updated (be sure to use the new one or you get random crashes)

     

    rev3639

    - one more display selection patch by Caligula

    - optimize some shaders

    - fix hit event handling for primitives

    - cleanups and fixing random crashes

     

    rev3628

    - add-on patch by Caligula for display selection, incl. proper handling for multiGPU setups

    - updating hitthreshold handling

     

    rev3623

    - fix for the random crashes (hopefully)

    - cleanups

     

    rev3618

    - check for null pointer (crash reported from jpsalas)

    - fix SMAA crash

     

    rev3608

    - separate backdrop decals from main material code (faster and cleaner)

    - fix some regressions (introduced with 10.5) with backdrop lights (most prominent: bulb lights had wrong falloff, the 'classic' lights wrong image mapping)

    - add support to read out the current hit threshold if the ball hits a Primitive or a HitTarget

    - fix hit threshold for special playfield_mesh

    - update BASS library to 2.4.14

    - use DX9 builtin sRGB conversion for sprites

    - use matching sRGB input function for sprites/BG/etc

    - use matching sRGB output function, now that the DX9 builtin functionality for sRGB texture reads is used

    - disable software-path mipmap generation with correct sRGB-aware filtering again, as its simply way too slow

     

    rev3592

    - disable software-path mipmap generation with correct sRGB-aware filtering again, as its simply way too slow

    - fix wrong light element texture sRGB-handling introduced via rev 3590

     

    rev3590

    - finally implement proper sRGB pipeline for mipmap generation (for all textures that are not in linear space like HDRs and normal maps) and for runtime filtering (only textures that are used in the 'standard' material)

    - add checkbox to 'user customizations'->'overwrite physics by global set' to optionally change all flipper settings, too

    - auto-convert ',' decimal type floats to '.' type when reading from registry

    - fix regression from 10.3+ with physics options dialog and the flipper settings

     

    rev3584

    - fix ball through bumper issue

    - check gate type explicitly for tables that were saved in the phase where it could've been undefined some years ago

    Note: please test this revision a bit more because I had to change just a bit in the physics engine to fix the bumper issue. I don't think that the change has any impact on other elements like gates, flippers or gates but who knows ;)

     

    rev3582

    - add apply button to the dimensions manager to apply the selected dimension to the active table.

    - add BorgDogs Gottlieb System 80 (widebody) change

    - restore prev behavior that each script editor window is a global one

     

    rev3569

    - add support for up to 9 custom start parameters (range 1-9). Usage: "Vpinball.exe -c1 param1 -c2 param2" sets two custom parameter "param1" and "param2". In the script use: GetCustomParam(1) to get "param1" and GetCustomParam(2) to get "param2"

    - add EnableSkirtAnimation to enable/disable skirt animation via script

    - fix messagebox popping up on table start

    - fix script editor crash if core.vbs was not found

    - add success message when pressing compile and there are no errors

    - fix script UI button not toggling on window close and some more minor cleanups

    - cleanups

     

    rev3556

    - add "Player" / "BWRendering" reg-entry: experimental fake Black&White rendering, which can be tremendously faster on tablets (0 (off) or 1 (better quality) or 2 (could be faster on some very slow/old devices)). Currently only works without dynamic AO and any kind of AA disabled

    - make script editor UI look a bit better in 4K

    - fix regression so that the default font name (i.e. courier) is not used anymore in the script editor if the registry setting is empty

    - add strength parameter for the (optional) legacy/VP9-like keyboard nudging code, can be set in the 'Keys, Nudge and DOF' preferences dialog

    - cleanups

     

    rev3541

    - add support for showing the image of a primitve mesh in the editor. Far from perfect!

    - re-use existing sound settings if re-importing a sound file and delete an unused IDC in the sound manager

    - make file version match the VPX version to avoid confusion

    - map digital plunger position to same range as mech

    A note for the "Display Image in Editor" feature for primitives: Due to the odd Windows GDI render pipeline rendering a texture of a mesh won't work 100% and can look really ugly. But it can be really usefull for flat meshes like playfields or plastics to place things. Beware that this option can have a huge impact on the editor performance when enabled on meshes with a high polygon count.

    rev3537

    - revert to FreeImage 3.17.0

    - fix special playfield primitive rendering issue and update example table

    - add missing changes to changelog.txt

     

    rev3531

    - add support for using a primitive as playfield instead of the build-in one (see changelog.txt)

    - add checkbox to sound- and image-manager to use internal name as filename for exporting

    - fix "all sounds to rear channels" bug

    - add missing implementation for -pov command line option

    - remove all table encryption, old locked tables automatically unlock now

    - add buttons to video preferences to easily setup defaults for low- or high-end PCs

    - add 'Force Bloom Filter off' to video preferences to increase performance on extremely low-end graphics cards (like on tablets)

    - updated to latest FreeImage.dll (3.18.0)

    - see core scripts (header of core.vbs) for the respective changelog (version 3.57)

    - see CommandReference.txt for the changelog of all the scripting properties/interface changes

    This topic contains 109 replies, has 39 voices, and was last updated by  randr 1 week, 3 days ago.

    Viewing 20 posts - 81 through 100 (of 110 total)
    • Author
      Posts
    • #117147
       Thalamus 
      Moderator
      ContributorMemberModerator

      Can’t say I’ve seen this yet @dazz.

      #117802
       g5k 
      Participant

      I can’t reach the official thread on the other site so i’ll put this here:

      I have an odd problem with the new PF prim feature. VPX6 rev3618 (still on this one because of the stabilty issues) gives me black lines around cutouts on the prim PF. I have some images to show the problem. Any idea? The blender file was OK as seen on the picture:

      VPX Editor:

      01 - Problem PF cutout - Editor

      VPX ingame:

      02 - Problem PF cutout - VPX ingame

      Blender, no lines:

      03 - Problem PF cutout - Blender - no black lines

      There are also no lines on the PF texture image.

      Edit:

      PF texture image:

      04 - Problem PF cutout - PF texture image - no black lines

       

      It looks like its a premult error on the alpha edge. It might be vpx or it might be your texture, some programs manage it better than others hiding the issue. One way to try and fix it would be to open it in photoshop and use the remove black matting option (think its in the layer menu).

      1 user thanked author for this post.
      #117851
       Schreibi34 
      Participant
      Member

      Thanks for the answer!

      The thing is, i’m useing Krita which is good for a freeware programm, but it’s not PS. At least i know what to look for now. The naming of that funktion shouldn’t be to different. I hope there is a checkbox for that!

      I will report back!

      #117852
       Schreibi34 
      Participant
      Member

      BTW great job on TAF!! Too bad i have a 27″ 1080p tabletop cab!

      1 user thanked author for this post.
      g5k
      #117861
       Mike da Spike 
      Participant

      BTW great job on TAF!! Too bad i have a 27″ 1080p tabletop cab!

      Time to upgrade it to a 4k !  :good:

       

      Since beta 3650 I  don’t have any crashes anymore.  Thats a good sign @fuzzel!

      Keep up the good work !

      #118068
       Scottacus 
      Participant
      MembervipContributor

      I tried to use:   table1.BackdropImage   in a VPX table but it gives the error:  Object doesn’t support this property or method:

      The code will work in VP9 tables but the VPX doc still lists BackdropImage(string) and there is no “*” in front of it.  Has this variable been removed from use?

      #119408
       randr 
      Keymaster
      ModeratorMember

      @fuzzel not seeing 3664?

      Edit… i added it

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #121622
       coreduo0099 
      Participant

      Not sure if this is the best place, but with all the great PUP video backglasses coming up that require no b2s to be running, I’m finding that it is really hard to accomplish this without coming up with non-sensical names for my tables.  When VPX launches it seem to fuzzy name match other backglasses.  e.g. the old bally star trek, or a different indiana jones table, etc.

      Is there a way to disable backglasses in VPX?  (in VP9 I controlled it with the script)

      If not, I was thinking about 3 different features that might accomplish this which would be a nice inclusion to VPX:

      • Table preference in UI to enable/disable backglass
      • Application preference in UI to enable/disable fuzzy name matching
      • Table script command to toggle backglass loading
      • OR, ideally a way to toggle b2s or PUP as backglass

      If there is a better place to post for the fantastic authors, please let me know.

      #121624
       outhere 
      Participant
      MemberContributor

      No more fuzzy name matching

      https://www.vpforums.org/index.php?showtopic=41903#entry424768

      1 user thanked author for this post.
      #121744
       coreduo0099 
      Participant

      No more fuzzy name matching https://www.vpforums.org/index.php?showtopic=41903#entry424768%5B/quote%5D
      Holy Cow, Fantastic.  Although I didn’t see any notes about it in the linked post, that version stopped finding the similar named backglasses.

      What a difference in convenience.

      For others who run across this, just download the two gdrive files and re-register as the linked post says.

      I then renamed for example ‘Star Trek LE (Stern 2013).directb2s’ to ‘Star Trek LE (Stern 2013).ddirectb2s’

      This kept it in neat alpha order when I look at my Tables directory and no longer loads ‘Star Trek (Bally 1979).directB2S’

      @terryred @nailbuster using this alt backglass server build might be a good add-on for the pup-video install guides. (Unless another solution is in progress)

      Whoo Hoo

      #121754
       TerryRed 
      Moderator
      MemberContributorModerator

      No more fuzzy name matching https://www.vpforums.org/index.php?showtopic=41903#entry424768%5B/quote%5D

      Holy Cow, Fantastic. Although I didn’t see any notes about it in the linked post, that version stopped finding the similar named backglasses.

      What a difference in convenience.

      For others who run across this, just download the two gdrive files and re-register as the linked post says.

      I then renamed for example ‘Star Trek LE (Stern 2013).directb2s’ to ‘Star Trek LE (Stern 2013).ddirectb2s’

      This kept it in neat alpha order when I look at my Tables directory and no longer loads ‘Star Trek (Bally 1979).directB2S’

      @terryred @nailbuster using this alt backglass server build might be a good add-on for the pup-video install guides. (Unless another solution is in progress)

      Whoo Hoo

      Lol….it was Nailbuster who updated b2s server to add that no fuzzy matching feature. :)

      The updated B2S server has been on the pup install wiki for a long while now….

      1 user thanked author for this post.
      #121763
       outhere 
      Participant
      MemberContributor

      That’s why I have this in the post

      Nailbuster updates + djrobx fix

      @djrobx did this fix

      http://vpuniverse.com/forums/topic/3882-can-anybody-test-this-file/?do=findComment&comment=42477

      #121826
       coreduo0099 
      Participant

      Thank you very much guys,  I installed PUP before this update and thus never went back to the wiki.  I have not seen it on the PUP Pack posting install notes.  (unless I missed it in the notes for the last two postings.. Star Trek and Indiana Jones).

      As a sanity check I looked at the 1.4 upgrade (only upgrade I’ve done for a while) and I don’t see a mention of this there either, but do on the fresh install guide.

      As you guys help the folks making pup packs it might be worth mentioning for all the folks that may not use pinup or installed before January 10.  I follow a lot of threads in order to try to keep up but missed that one.

      Thanks again for the pointers.  much better experience this way.  I suspect it also solves some vpt vs vpx backglass overlap I had due to the fuzzy naming match.

      Next up… FX3 update, DOF update and Thalmus’ interesting fast flipper update scripts…  ;)

      #122344
       coreduo0099 
      Participant

      New FX3 works great with this added  to the top section of B2STableSettings.xml

      <FormToFront>1</FormToFront>

      Question.. A while back there was a thread to patch B2SBackglassServerEXE to 4GB RAM vs std 2GB max for larger backglasses.  Does the patched version above also handle 4GB?

      #124058
       krisser 
      Participant

      Thanks Devs for yet another update.

      #127255
       coreduo0099 
      Participant

      Hi,

      I’ve been wondering about this so I thought I’d finally post/ask if this is normal, or is there some setting I have wrong.  Multiple tables have a “shadow” around flippers and the ball like in this image.  Is this a settings issue or just how it is?

      Thanks

      flipper

      #127270
       bord 
      Participant
      MembervipContributor

      Turn off ScreenSpace and Ambient Occlusion in your video settings.

      #127275
       Thalamus 
      Moderator
      ContributorMemberModerator

      I believe you are referring to Ninuzzu’ code for ball shadow. Often authors have included this in the script so there is a shadow following the flippers and the ball. On some tables this is a option in the script, on others, if you don’t like it. Comment it out.

      #127279
       bord 
      Participant
      MembervipContributor

      I believe you are referring to Ninuzzu’ code for ball shadow. Often authors have included this in the script so there is a shadow following the flippers and the ball. On some tables this is a option in the script, on others, if you don’t like it. Comment it out.

      Agreed for the shadow, but that unsightly halo where the alpha information on the image ends is a result of using a primitive for the ball or flipper shadow  and ScreenSpace screwing it up. You can turn off ScreenSpace or Ambient Occlusion and it might get better. A better solution is to use flashers (like on Pin Bot) for these. It is a 1:1 swap from meshes to flashers so it is pretty simple and only takes a minute.

      #128088
       coreduo0099 
      Participant

      Thanks, I disabled the “update in-game (quality)” Ambient Occlusion option and that cleared it up on Stars (Stern 1978).  I’ll keep the other settings in mind if I notice more on other tables.

    Viewing 20 posts - 81 through 100 (of 110 total)

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