I'm super late..
Prior to DX11 update for TPA I was using a tool to bump up the internal resolution the game would render at, then it would downsample to the native resolution, acting as a form of antialiasing.
Later on, TPAs DX11 update let you select the resolution to downsample from. You can...
He was probably testing for this specifically
http://www.digitalpinballfans.com/showthread.php/7883-Score-rollover-detection-broken?p=258694&viewfull=1#post258694
Don't think TPA has this fixed yet, a year+ later.
If you can backhand the lock reliably or shoot as precisely as he can, the super...
The games of that era, Xenon and Centuar, had rubberized posts featured elsewhere for players to use. Other games with a center post, Pinbot, feels more like a band aid for sour playfield interaction. Tournament runners may take the center posts out, <reasons>, but I feel if they do that they...
try changing your nvidia settings to maximum performance and/or check for the newest version. I had older drivers that introduced inappropriate gpu throttling with its [new at the time] (default) Optimal setting on my GTX 960.
It had gone unnoticed a majority of the time since I ran OBS studio...
According to this...
https://www.s-config.com/zero-delay-usb-joystick-encoder/
... it's just a generic usb joystick so it likely just uses DirectInput, modern games follow the XInput method because of the standardized button layout, The Pinball Arcade happens to be one of those games. You'll...
I checked on other tables that use halftone in TPA but didn't see any obvious problems in the past: Firepower II, F-14 Tomcat, and BSD.
example on BSD
I went back and looked at the plastics on Sorcerer (also have halftone) and they were just fine.
Just that beard is halftone shaded blue on grey.
How bad of shape was their Sorcerer in?
Williams Collection vs TPA, curious where Williams assets were sourced from, lots of small differences that don't mirror what google images come up with.
vs it's Flyer
vs someone elses sorcerer
The beard gets absolutely murdered.
picture in picture...
Pinball Labs didn't get off the ground two years ago (pinball construction set), I think the barrier for any pin-game is demonstrating good physics
http://digitalpinballfans.com/showthread.php/11036-Pinball-Labs-Kickstarter
So Shutyertrap wants the baked in lighting to work on the toys (which admittedly is before his time there, for champ pub & CC).
I don't know if Matt takes part in the DX11 lighting decisions. IF he does I'd have more questions about the challenges involved there.
my previous post was DX11, this is DX9
it didnt have boarders along on the textures, so I sat them next to eachother
the contrast between versions is pretty large, did DX11 get too dark with its adjustable lighting?
It's likely before your time, if you could ask someone else some other time...
Hmmm, I re-ripped, noticed each texture had a black border.. but comparing what you've got and what I posted earlier, it's likey the bottom texture is just too high up and under the upper texture in game or perhaps the upper texture is too low?
Your source looks much better than our end
Captive* Hole on the left, next to the blue circle, is where it's short and I see that in game on PC and in that video.
the streaks dont line up, while the H in Hole is cut in half as is the E in Captive. My previous post spaced the textures out correctly, the black line is content missing.
Last time I looked Black Hole had a strip of detail missing where the two playfield textures meet.
https://i.imgur.com/7FnTl5P.jpg
You wouldn't happen to have a better lookin White Water back there would ya?
https://i.imgur.com/0CiD0LL.jpg
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