|s||Submitter Name||Table Name||Table version details||Desktop or Cabinet version||Table Download Link (Optional)||Test Results||DX9 SW version used||Issue 1||Issue 2||Additional Issues||Status||Comments||If table can be modified easily to fix issue, please post fix/workaround here||Operating System||Playfield resolution (ex: 1920x1080, 1280x720,...)||Video Card||Video Driver version||VPinMame dll version|
|ctc||3/1/2014 9:20:26||DJRobX||Addams Family Gold||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=8638||Minor Issues||Test7||Halos around GI lights are too bright. See this post for visuals:|
|Flashers not working (http://www.vpforums.org/index.php?showtopic=26714&p=257274)||Needs to be solved by Table Author - workaround available||The table builds its flasher objects from several alpha ramps, e.g. fl21, fl21a, fl21b, fl21c, but they are all visible at the same time, so they appear stuck. The proper fix is probably to change the table script to set .alpha=0 for all of these alphas which are not supposed to be visible. The strange thing is that I can't find any reference to these objects in the table script, but someone more experienced with scripting can probably figure out how it all fits together.|
As an aside, the best and most performant approach in DX9 would be to have a single object and change its texture as appropriate.
|Flashers (see post 957 analysis) It looks like they were never scripted and are actually unnecessary now since there are separate flasher halo ramps which are using image swapping. It looks like with all of those flashers, fl21, fl21a, fl21b can be deleted leaving fl21c as it is the image of the unlit flasher. This would have to be done with all the flashers of course.||Windows XP (32 bit)||1920x1080||GTX 650ti|
|Closed||3/2/2014 8:20:14||slydog43||Atlantis||(Bally)(1989)(Icpjuggla, Oldskoolgamer, Herweh)(1.2 Mod)||Cabinet||Major issues||test7||The post inbetween the flippers goes black when in the down position. I tried changing the post images to use black transparency, but no go. any ideas on this one?|
Issue with with animated BumperPost primitive, open debug window and type in "solbumperpost 1" to toggle between up and down positions.(for those that want to try this, you need to click on the playfield afterward, to allow the table to execute)
|Light inserts are black due to transparency not set to black|
Fix: open image manager, select pf, all pf_red and pf_white objects and change transparency to black
|Needs to be solved by Table Author - workaround available||Postbumper between flippers - Open table script and change "BumperPost.RotAndTra5 = BPStep * 2.5" |
"BumperPost.RotAndTra5 = BPStep * 2.5 + 1"
Light inserts - Fix: open image manager, select all pf, pf_red and pf_white objects and change transparency to black
|Closed||3/22/2014 4:37:55||zeenon||Attack From Mars||Attack_From_Mars_NIGHT MOD_VP920_v3.5_FS_3-WAY-GI 3.5.||Cabinet||Minor Issues||test11||Attack_From_Mars_NIGHT MOD_VP920_v3.5_FS_3-WAY-GI 3.5.|
The cities up the center go completely black during play.
|Germany insert - top part is black. Table author needs to check and provide feedback||Needs to be solved by Table Author||FIX: In Image Manager, select the pf gi items and set the transparency color to black. Probably set to default of green .|
|Open||3/1/2014 19:13:18||ClarkKent||Attack From Mars dB2S||http://www.vpforums.org/index.php?app=downloads&showfile=8938||Major issues||test7||I noticed a problem with certain complex dB2S backglasses like the animated one for AFM (http://www.vpforums....s&showfile=8938) for JPs latest beta4 or the animated one for MM.|
With these complex backglasses the ball stutters a lot with the new DX9 version. This does not happen with the old DX7 releases. If using another backglass without any animations (lights only) the ball stutter is gone.
|Solved - Check DB2S Setup||Make sure DB2S backglass is running in EXE mode. (http://www.vpforums.org/index.php?showtopic=26714&p=258878)|
Also try test11 Try Frame Limiter by setting Video vsync option to 120. With higher end PC you can try 240, 600, etc
|Closed||3/17/2014 12:18:06||Back to the Future||Plays Fine with no issues||oui||Solved - Working table|
|3/18/2014 10:22:17||DreamTrap||Ball Stuck - Atlantis/Batman||Minor Issues||test11||dunno if this has anything to do with dx9 but in atlantis the ball got stuck under the left ramp and in batman when you went up the left ramp it goes over to the right and jumps straight down in the bat cave and gets stuck||Needs to be investigated|
|Closed||3/1/2014 8:51:45||gtxjoe||Barracora||1||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=8936||Minor Issues||test7||wood image decals used on side rails are rendered on top of plastics||Needs to be solved by Table Author||Duplicate issue: See Barracora investigation||Raise plasticsOn and plasticsOff height to 58.|
|Closed||3/23/2014 14:40:53||Big Brave||Cabinet||Major issues||12a||https://www.dropbox.com/s/05ujzo2pob5xjci/bigbrave.jpg|
|Closed||3/1/2014 7:09:42||htamas||Black Rose||-||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=6938||Minor Issues||test7||Black Rose: the playfield light inserts are faint and flash a lot weaker than when playing with the DX7 version. post 890||Needs to be investigated||(mukuste) Hm, that's interesting. Sounds like a case of the fading lights not working properly. I thought this was fixed since a few releases ago, will have to check what makes this table special. (DJRobX) This table uses a combination of dropwalls and lights to do fading. There's a simple sciprt edit that improves this greatly (although probably isn't perfect)|
|Closed||3/1/2014 7:02:14||arngrim||Bram Stoker Dracula GI8||see link||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=6222||No issues||test7||Solved in Test7||Test7: Dracula GI8 is perfect now (arngrim)|
|Closed||3/1/2014 11:50:55||DJRobX||Champion Pub||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=8692||Major issues||Test7||Table has problems very similar to Rocky & Bullwinkle. There is some flickering in the upper-righthand corner, and the ball flickers a lot. ||Needs to be solved by Table Author||Same fix (per-table AA) applies to Champion Pub! - that table had AA/FXAA forced on in its per-table settings. I don't know why we actually have these as per-table Option settings under "colors, sounds and graphics settings", but you'll want to set these to -1 to pick up the global defaults||In Table Option settings, under "colors, sounds and graphics settings",|
set these to -1 to pick up the global defaults.
|Windows XP (32 bit)||1920x1080||NVidia 650ti|
|Closed||3/9/2014 9:37:12||sheltemke||Cirqus Voltaire||Cirqus_Voltaire_FOM_SUNKEN_B2S||Cabinet||Minor Issues||test9a||apron black is visible even though transparency is set to black. changing transparency again to black and playing fixes issue, but issue occurs again when reloading table.||Solved by new DX9 release||EDIT: Ok, fixed it. Strange that this didn't surface before, it was a legacy bug.||change apronr from solid to alpha ramp||Windows 7 (64 bit)|
|Closed||3/18/2014 11:59:00||gogo69||Cirqus_Voltaire_FOM_SUNKEN_B2S.vpt||Cirqus Voltaire (Platinum Edition)_VP9.2_v1.6 1.6||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=7212||Minor Issues||11||there is a line of pixels not on the very left of the ringmaster|
no pixelline in final dx7 vp.exe
|Needs to be investigated||Windows 7 (64 bit)||1920x1080||gtx650ti|
|Closed||3/1/2014 7:19:29||arngrim||Class of 1812|
|see link||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=6409||Minor Issues||test7||the ball is half cut into the hole post898|
pics here: http://www.vpforums.org/index.php?showtopic=26714&p=257092
|Issue||Ball cut in half Kicker issue: is known, will be fixed eventually||Confirmed the ball cut-off and it can be resolved as purported with setting the kicker in question to either "KickerHidden" or "KickerInvisible" and placing on a surface of 5-10 in height (I use 8h which seems to work with most tables but on a quick default table overhead view I could go smaller and down to 5 so it will depend a bit on the view settings).|
|Closed||3/1/2014 8:25:20||gtxjoe||Defender||1.0.0||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=8791||Minor Issues||test7||All items below can be fixed at table level. Main concern is item 1- the image decal has a minimum clearance for items placed on top of it. This should addressed or documented somewhere in the table editor to avoid confusion/frustration for authors |
1) Image decal (wood texture on side rails) used on surface 53h(height of 53.2) is showing on top of Plastics (ramp) with height of 55. (Screw has sufficient height to be displayed)
Fix: Set plastics elements (plasticsOff and plasticsOn) height to 58.
Decals probably behave this way so they are not masked by light inserts placed below, but this causes side effect of objects above decals need to be at minimum height above the decal. Maybe in the Decal Options window add a comment that decals have a minimum height of X if it is final implementation
|2) Black light insert issue like other tables. |
Fix: Set pf and pf_on image transparency to black fixes light insert issue.
3) Fixing black insert issue causes side effect, because the playfield contains pure black also, this causes background of table to show through
Fix: Make a copy of the pf.png image. It is currently used for table image and PFGI light off image. Need to make these independent. Export pf.png. Make copy called pfbase.png. Import pfbase.png (transparency set to neon green). Change Table image to pfbase.png
|Needs to be solved by Table Author||1) Sorry about this, I forgot to adjust the decal depth bias values after the depth buffer fix. The clearance needed should be much lower in the next release||Workarounds posted above in the Issue summary. But new table should be released as complete fix requires additional changes||Windows 7 (64 bit)||1920x1080||gtx660|
|Closed||3/9/2014 11:39:55||vampirolatino2||elvira & the party monsters||1.3||Cabinet||Elvira and the Party Monsters 1.3||Minor Issues||test9a||Tested version test9 and is getting better and better, still Elvyra and the Party Monters table have missing top 2 monsters and I found that the apron are more darker?||Duplicate of Item 17||Transparency issue - should color of side wall have effect on image transparency behavior?||Issue is with wall f14 and f14a. image is boogie1/boogie2. Transparency is set to black. Side of wall color is also set to black, making the wall transparent. If wall color is changed, image shows up|
|Open||3/1/2014 11:46:28||DJRobX||Elvira and the Party Monsters||DAY mod||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=9003||Minor Issues||Test7||Bogie men are missing :( :(|
Ball cut in half when in saucer.
|Issue - Workaround available||Transparency issue - should color of side wall have effect on image transparency behavior?|
Ball cutoff is known issue which will be tracked by #12
|Issue is with wall f14 and f14a. image is boogie1/boogie2. Transparency is set to black. Side of wall color is also set to black, making the wall transparent. Fix: Select f14 and f14a and change wall color to something not black, image now shows up||Windows XP (32 bit)||1920x1080||NVidia 650ti|
|Open||3/18/2014 10:18:47||ggo69||Flintstones||Flintstones_VP91x_1.02FS.vpt||Cabinet||Minor Issues||test11||noticed the gates on the ramps turn black when a ball moves the gate||Needs to be investigated||[gtxjoe] my guess is that the gate is a spinner with no back image assigned, so the spinner color black is displayed which was probably transparent in DX7 versions|
|Open||3/23/2014 5:03:47||gogo69||Flintstones_VP91x_1.02FS||Cabinet||Minor Issues||12a||left and right spinner at ramps turn black if shot -solved||spinner1|
both have no bmp assigned to the back of the spinner
just export wiregate9_darker_long.bmp open it and paint everything to rgb 0,0,0 black ( just like a black card )
save it as wiregate9_darker_long_back.bmp
import in editor and don't forget to set the transparency after import to RGB 0,0,0
then go to spinner 1 and spinner 2 and assign the new imported wiregate9_darker_long_back.bmp to the back of the spinner.
now transparency works again and looks fine
|Windows 7 (64 bit)||1920x1080|
|Open||3/19/2014 9:52:41||AndersArtig||Funhouse||Funhouse (Night Mod)-Koadic-AaronJames-Teppotee_9.2 v1.1||Cabinet||Minor Issues||Test11||No lights where shown when enter "the steps." so you can´t see what you have to shoot on the left lane.||Needs to be investigated||Windows 7 (64 bit)||1980*1080||GTX660||332.21||2.5 cab|
|2/28/2014 8:29:48||gtxjoe||Funhouse||vp9 JPSalas fs and nightmod||Cabinet||Minor Issues||Test6||IPJball - Here's what Funhouse vp9 JPSalas fs, and Funhouse vp9 night mod fs looks like still,|
with the latest dx9 vp9 test. It shows the graphical glitches up over the white light in the upper left corner.
|Rudy - slight changes in brightness||I understand the lighting problems on Rudy but why dont he move or even open his eyes?||Needs to be solved by Table Author - Workaround Available||test7 fixes rudy animation|
Test with new DX9 release with Zbuffer changes (Test6 +) and also see workarounds
|1) The issue is that the table uses two walls at the exact same location, Wall470 (backpanel1 texture) and gib1 (backpanel_on texture), which leads to Z fighting. Unfortunately this is something that will have to be fixed at the table level. A simple fix for DX9 would be to simply swap the texture of Wall470 as appropriate and delete gib1, but this won't be backwards compatible.|
2) As for Rudy's slight changes in brightness, if the "Enable lighting" flag is disabled on all the "rudy" and "rudy_X" walls, this goes away.
|Windows 7 (64 bit)|
|Open||3/22/2014 5:02:26||bodydump||General Issue||Minor Issues||test10-11||Pic here: http://www.vpforums.org/index.php?showtopic=26714&p=259586|
Issue with solid ramp transparency in Rev 10 and 11. Please see the red circled areas in the SS below. This is on my WIP of NGG but is also present in other tables (Airborne, Car Hop). Edges look fine in Rev 9. All of the circled objects are solid ramps.
|Pic and test table.vpt here: http://www.vpforums.org/index.php?showtopic=26714&p=259586|
The green circle represents another strange problem. If an image that extends to the edge of the table is used on an alpha ramp in World Mode and the alpha ramp object extends off the edge of the physical table in the editor, the image gets extended.
Here is a simple table showing the problem. Doesn't happen in 9.2.1
|Needs to be investigated||For issue 2: For the second one, is it a problem simply not to have the alpha ramps extend off the table?|
|Closed||3/18/2014 10:33:17||gtxjoe||General Issue||Major issues||test11||Strange VP behavior. |
- VP Table editor crashes when importing image.
- VP player script error occurs on a released table.
- VP New table - table name is playfield, not Table1
Solution: Run VP as Administrator
|Solved - Run VP as Administrator||Solution: Run VP as Administrator|
test12 may remove this dependency. But solution is posted in case others encounter this issue
|Windows 7 (64 bit)|
|Duplicate||3/9/2014 9:40:25||jimmyfingers||General Issue||Major issues||test9||There's a problem though with this test9 revision where balls aren't colliding and will overlap during multi-ball. |
|Solved by new DX9 release||fixed in 9a release|
|Closed||3/1/2014 19:46:30||Slydog43||Haunted House||(Gottlieb)(1982)(JP Salas)(1.1)||Cabinet||Minor Issues||test7||Kicker is black at the upper left. Cuts off ball. Tried invisible wall at height 8, but didn't fix it. Post 931||Duplicate of item 12||Duplicate issue: See Class of 1812 investigation and workaround||change the transparency colour for the "pf" and "pf_on" images from the green it's currently set at to the pure black fix that is required on some tables now as previously discussed. Do this change and set the kicker cup to kickerhidden and the black spot will be gone. |
That's because the kicker is already surfaced on the object "playfield" which is at top height "400" make a new wall object that is 8-15 units higher than the "playfield" surface and it should work. This is something to always be kept in mind as the 8h-15h rule is assuming a playfield at zero. If you see that a kicker is already surfaced on an object, than check what that is and adjust accordingly.
|Open||4/26/2014 7:53:22||-||Hook||Hook (Data East 1992) FS_HR_VP9.2_Rev.1.3||Cabinet||Major issues||dx9 rc1||Hook playfield goes black after a few seconds. See workaround||Needs to be solved by Table Author||Workaround available||Need to remove GIB1, GIB2, GIB3 and GIB4 from the script|
Open Script search for GIB1 (should be about line 1145) and delete
"GiB1, GiB2,GiB3,GiB4". Leave the rest of the line there - don't delete the whole lin.
|Closed||3/23/2014 8:49:07||Huricane||Cabinet||Major issues||12a||I miss some playfield pictures in Austin Powers and Huricane.|
here you can find some pictures
|Windows 7 (64 bit)||1920x1080|
|Closed||3/18/2014 10:14:59||mfuegemann||Junkyard WIP||WIP||Major issues||test7 - 11||Pics here: http://www.vpforums.org/index.php?showtopic=26714&p=258879|
- Decals, placed on the Backdrop are always drawn over playfield objects. This was not the case in VP9 (see the crane primitive in the picture)
|- Backdrop lights are always drawn over Decals. In VP9 You could use transparent decals over lights (see "Window Shopping" in the pictures).||- The metal texture of the chain primitives are less shiny in DX9 (the ball is a VP-ball)||Needs to be investigated||further discussion here: http://www.vpforums.org/index.php?showtopic=26714&p=258903|
The height information for the backdrop-decal can be set by assigning a (playfield) object to the "surface" property of the decal. Even then only active objects (droppable walls, primitives) are drawn over the backdrop decal in DX7 if they are above the decal. Maybe this is an error in DX7 too.
By the way, it would be great if You could fix this, as it is really hard to find a way around this for my JY
|Closed||3/1/2014 7:15:24||ClarkKent||Monopoly||-||Cabinet||Minor Issues||test7||LEDs in Monopoly are black instead of red.||Issue - Verify fix in Test13||Fully fixed in Test13, no longer requires script changes|
|Closed||3/22/2014 4:40:50||zeenon||Monster Bash||PC killer edition||Cabinet||Minor Issues||test11|| Monster Bash PC Killer version for a while and the shackles on Frankenstein are not right|
Pics here: http://www.vpforums.org/index.php?showtopic=26714&p=259408
|Needs to be solved by Table Author||Unclewilly will review and work on table update|
|Closed||3/9/2014 9:39:05||kiwi||monster bash||Major issues||test9||Primitive objects : The "Sphere Map 3D Mesh" is not working properly,|
in test8a worked.Map 3D Mesh" is not working properly,
|Solved by new DX9 release||[mukuste] I also fixed the sphere mapping.|
|Duplicate||3/1/2014 19:06:34||htamas||Nitro Ground Shaker||Not Specified||Minor Issues||test7||Also, as I mentioned earlier, in Nitro Ground Shaker the ball is not just cut in half but completely disappears when it drops into a kicker hole|
|Needs to be solved by Table Author||Ball cut off is kicker issue to be solved (Tracker under #12.Class of 1812 investigation|
Other issue: see workaround
|Make a small invisible wall with a height of 8 units called 8h and then choose that wall (8h) as the surface for the kicker in the pull down in the kicker options.|
|Open||3/22/2014 4:51:19||ClarkKent||Red and Ted's Road Show||Minor Issues||test11||lines on faces. pics here: http://www.vpforums.org/index.php?showtopic=26714&p=259500||Needs to be solved by Table Author||Uncheck "Lighting enabled" on the (rm0 through rm12, tm0 through tm12) objects||Uncheck "Lighting enabled" on the (rm0 through rm12, tm0 through tm12) objects|
|Open||3/1/2014 22:15:52||Ark Malmeida||Ripley's Believe it or Not||Ripleys_Believe_It_or_Not_VP912_2.0FS||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=6964||Minor Issues||test7||Issue where shrunken head is getting replaced with a giant flasher object when it is supposed to be lit.|
|Issue - Verify fix in Test8||hash collision. It's fixed in the next release.(test8)||Windows 7 (64 bit)||1920x1080||GeForce GTX 650 Ti BOOST 2GB|
|Open||3/22/2014 4:33:10||atarian||Robowar||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=6033||Major issues||test11||Ball runs over top of 3 pop bumpers. I tried Bring to Front but no joy|
pic here: http://www.vpforums.org/index.php?showtopic=26714&p=259574
|Needs to be solved by Table Author||It is not a quick and easy solution, perhaps by adding three walls as high as the three bumpers,|
and moving the cap lights over the three walls.
In DX7, pure blacks bumpers are invisible but still cover the ball when it goes under,
in DX9 pure blacks bumpers are completely invisible. (Kiwi)
|Open||3/1/2014 9:53:12||DJRobX||Rocky & Bullwinkle||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=8782||Major issues||Test7||Playfield has flickering in the upper-left. The ball also flickers, and moves slowly.||Needs to be solved by Table Author||R&B: As far as I remember, that table had AA/FXAA forced on in its per-table settings. I don't know why we actually have these as per-table Option settings under "colors, sounds and graphics settings", but you'll want to set these to -1 to pick up the global defaults.||In Table Option settings, under "colors, sounds and graphics settings",|
set these to -1 to pick up the global defaults.
|Windows XP (32 bit)||1920x1080||GTX 650ti|
|Open||3/1/2014 19:08:57||gtxjoe||Space Shuttle||1.1 - 1.3 rosve||Cabinet||Minor Issues||test7||Side walls on gate are visible. Maybe a legacy bug though, as the VP9 9.2.1 seems to have the issue, just not as pronounced. see pic|
|Needs to be solved by Table Author||Fix table setting - see work around||(kiwi) In both situations (VP921-DX9), is resolved by changing the color of the gate with pure green RGB (0,255,0), the same color of the transparency of the gate image.|
|Open||3/18/2014 10:19:54||ClarkKent||Spares and Strikes||Minor Issues||test11||ball gets under the transparent plexi on the right upper side in Strikes and Spares - and becomes transparent!||Needs to be investigated|
|Open||3/27/2014 19:38:13||Star Wars Trilogy||915 1.02 FS||Cabinet||Minor Issues||test13||cannon green lights corrupt the cannon image. See table workaround||Needs to be solved by Table Author||fix by author as below||Open the table and go to Edit, Select Element, and select l63 and l64 (ctl-click to select them all at once). On the right input "-50" for the Depth Bias|
|big||3/1/2014 7:11:41||bananaboat||T2 Chrome Edition||-||Cabinet||Minor Issues||test7||T2 Crome edition table is that there appear to be some thin black lines that show up on the apron, especially when right flipper is pressed. Also parts of the playfield graphics don't seem to line up properly.||Needs to be solved by Table Author||Adjustment of reels needed with the DX9 versions||1920x1080|
|Open||3/18/2014 10:27:49||Tropi||The Simpsons Pinball Party||Minor Issues||test11||Pics here http://www.vpforums.org/index.php?showtopic=26714&p=259095|
I also recognized some graphics issues with this table. It is already mentioned in the compatibility table, but I'm not sure if the solution given there addresses my findings.
In the attachment you can see several black objects, that normally are colored. The workaround seems to be to set the transparency to black. As far as I could see (I'm not a table designer) the transparency is already set to black.
|Needs to be investigated||To fix the TV - 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)
|Windows 8.x (64 bit)||GTX 560|
|Closed||3/1/2014 19:27:32||gtxjoe||The Simpsons Pinball Party||Megapin 1.2||Cabinet||http://www.vpforums.org/index.php?app=downloads&showfile=2406||Major issues||test7||Animated LED board not working - Unrelated to Monopoly LED board issue, uses gates||Table issue (workaround included)|
Animated Homer Head has black background.
This is the black transparency light issue. Fix: Open image manager, Select all H1, H2, H3 and H4 images and set tranparency to Black
|Needs to be investigated||There are two different problems causing the LED board not to work. |
1) The individual LED bulbs are not set to visible. The script tries to set them to visible, but it doesn't work. If you set them to visible on the table, the script can then turn them on and off.
2) Each LED is a gate. The gate is set to be black which is transparent in DX7, but in DX9 it is solid black making the LED dark and draws an ugly outline. It needs to be set to the magic color of R255,G0, B255. This will get rid of the outline and make the dot light enough to see.
|To fix TV: 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)
Make a small invisible wall with a height of 8 units called 8h and then choose that wall (8h) as the surface for the kicker in the pull down in the kicker options.
|Closed||3/1/2014 7:14:28||ClarkKent||Whitewater||-||Cabinet||Minor Issues||test7||Still some layer problems in White Water (lights) and the texture of the insanity falls ramp. Also black insert lights.||Needs to be investigated||Author or user will be able to set depth bias for items to resolve these type of issues. Depth bias setting initial test available in test12 (post #1428)||also needs the black transparency fix on its PF textures. In Test13, you can use the depth bias adjustment to fix the lights. Open the table and go to Edit, Select Element, and select l17, l17a, |
l17b, l55, l55a, and l55b (ctl-click to select them all at once). On
the right input "-50" for the Depth Bias.
|Closed||3/1/2014 6:48:37||bodydump||Wold Cup Soccer||Cabinet||Minor Issues||test6||pics here http://www.vpforums.org/index.php?showtopic=26714&p=257002|
Version 6 fixed the ramp lip problem in World Cup Soccer but there are still some other issues. In the screen shots below the edges of the ramp sticker "pass" are much worse looking in dx9 than in 9.20. This object is made from a solid ramp and is 1 unit above the alpha ramp (actual ramp). The second thing is the sign above the ramp entrance. The edges of it also look much worse in dx9 than in 9.20. It is also a solid ramp. Both ramps have images that are png's with a transparent background using 128,128,128 as the transparency color (true alpha).
Win7, I7, GTX660 3gb
|Needs to be solved by Table Author||Thanks for the report. I'm pretty sure that's a decal? Decals can't have antialiasing since they are rendered statically (anything that moved under the antialiased pixels wouldn't look right). So there are two possible options: 1) make the borders of the texture sharp by having alpha jump from 0 to 255 instead of the gradual slope (this will make the borders look a bit more pixelated) 2) convert the decal into an alpha ramp (there might be ordering issues until we have the manual depth bias option on alpha ramps). (mukuste)||Windows 7 (64 bit)||gtx660 3gb|
|3/14/2014 18:35:28||arngrim||Wrath of Olympus||Not Specified||http://www.vpforums.org/index.php?app=downloads&showfile=6855||Minor Issues||test10||when you activate the flippers, the flipper area behind the flippers becomes black||Needs to be solved by Table Author||Unlock the RFR and LFR black lights and move then below the visible screen area and its fixed. These are not necessary anymore.||Unlock the RFR and LFR black lights and move then below the visible screen area and its fixed. These are not necessary anymore.|
|8/12/2015 0:50:11||engineerbj||Big Bang Bar||2||Desktop||Minor Issues||Unknown||Tube Dancer toy is missing (suspect a transparency issue).||Needs to be investigated||Windows 7 (64 bit)||1366x768|