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    Yet another fresh beta build ;)

    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 103 replies, has 37 voices, and was last updated by  coreduo0099 3 days, 18 hours ago.

    Viewing 4 posts - 101 through 104 (of 104 total)
    • Author
      Posts
    • #131121
       VONSENSEY 
      Participant

      HEllo. I have an issue with the latest version rev 3720 : no more bumpers on any table…Any idea ?

      #131123
       Thalamus 
      Moderator
      ContributorMemberModerator

      It’s been reported in the “offical” beta thread over at vpf already. Play with the second latest for now. It’s why we have betas. Things might get broken. B-)

      #131516
       slashbot 
      Participant

      maybe i missed it in the threath but i detected some problem with this beta version, think these tables are not updated for the new VP beta, don’t know?

      poppers dont work with these 2 tables:

      Bram Stoker’s Dracula (Williams 1993)

      OXO (Williams 1973) 2.0

      #131750
       coreduo0099 
      Participant

      Ran across one of the tables with the shadow code.. Hi-Lo and as Bord said, disabling ScreenSpace cleared that up without touching the table script.

       

      Thanks!

    Viewing 4 posts - 101 through 104 (of 104 total)

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