DX11 Public Beta Bugs

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
Please put your DX11 bug reports here. Also look over current issues to make sure you aren't reporting duplicate issues.

Changelist:

Version 1.37.12
- Fixed highwire multiball on CV
- JackBot collision updates.

Version 1.37.11
- Various Black Knight fixes (Thanks to Scott)
+ 3rd ball stuck in lock bug fixed
+ During magna save, ball now shakes realistically before coming to a stop
+ Multiball Lightshow added
+ Sound will now play after ball releases from trap
+ When activating multiball from lower lock, the top balls should now release BEFORE bottom ball
+ Lower eject sound is firing when the ball gets released from trap instead of when it enters trap
+ New collision for post added
+ Tuning for ramps so ball is less likely to fly off table on harder shots.
+ After magna save, ball entering inlane should now give the correct score.
+ Fixed DX11 lighting
- Updated JackBot with translations

Version 1.37.10
- Fixed load times
- Fixed more draw order problems with HH
- Fixed mouse not controlling secondary flippers
- Fixed GI on JackBot
- Fixed crash on changing music volume

Version 1.37.9
- Forced 60fps on DX11
- Fixed ball visiblity when on top of HH glass
- Added more resolutions to configuration utility
- Fixed UI in resolutions lower than 1080
- Added option in the config utility to brigthen the ball, default is off.
- Fixed messed up lamps on Dr Dude
- Fixed draw order on Medieval Madness pop bumpers
- Fixed ball shadows
- Art and tuning tweaks on JackBot (DX9 and DX11)

Version 1.37.8
- Jackbot goal fixes
- Jackbot tuning update
- HRC mini dmd working properly (resource didn't copy correctly in 1.37.7
- Fixed hang when changing sound properties
- Fixed main menu music and other generic sounds in DX11 version to use the 44k versions.

Version 1.37.7
- Fixed spelling on Anisotropy
- Fixed mouse lag issue
- Fixed missing title screen so it matches DX9 version
- Cirqus now has 7 variations of neon light bulb, like DX9 version.
- Fixed logout crash
- Fixed login screen to match DX9
- Added slider for overall light brightness
- Fixed SS crate multiball bug where balls get stuck and rack up points
- Fixed mouse controls for flippers
- Fixed Whirlwind GI
- Fixed mini dmd on Ripleys and HRC
- Fixed TAF custom balls

Version 1.37.6
- Fixed Cirqus boxes around flashers
- Portrait should work properly now.
- Fixed Game Setup showing head to head error.
- Add parameter "fps" (lower case only) to launch and it will show frame rate in lower left corner.
- Fixed configuration to set DX11 settings properly.
- Fixed instruction arrow being transparent.
- Fixed challenge button
- Fixed font size on main menu
- Fixed portrait options menu for TAF, position of Gold option

Version 1.37.5 (beta)
- DX11 public beta version
 
Last edited:

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
DX11 V1.37.5 Bugs:


  • Muffled music/sounds on Bride of Pin*Bot, Central Park, Cirqus Voltaire, FunHouse, Genie, No Good Gofers, Ripley's, Scared Stiff, Theatre of Magic, TotAN.
  • Missing blue and red floodlights on Lights Camera Action.
  • Cue Ball Wizard: SHOOT RAMP bulbs are in the wrong places. Even the flyers get it right.
  • Side GI (texture swap) in AFM has been carried over from DX9.
  • Fullscreen is not functional at this time. Known issue.
  • Ripley's and High Roller Casino: Mini DMDs are blurry and unreadable.
  • The upper-left portion of Centaur's playfield (not the plastics) is missing, making it look like the objects are hovering over thin air. (You can see the leg holding up the table. Look closely below.)
  • Missing 1K spinner sound on High Speed. Sound is present in DX9, though.
  • Cirqus: I'm seeing rectangular objects around the left part of the ramp and left orbit, as well as the right side of the DMD.
  • GI on Creature - overall lighting needs brightened.
  • Haunted House's bumpers needs GI.
  • Centaur's backglass isn't lit.
  • Earthshaker: Non-interactive GI on some features (Match-Up when no balls are locked, locking balls, etc.).
  • Centaur: 60 Bonus bulb is dim when lit.
  • Addams Family: Swapping Custom Balls crashes the game.
  • White Water: Occasional ball hops at Bigfoot Bluff's diverter.
  • Haunted House: Ball semi-disappearing when rolling over the lower playfield glass.
  • Whirlwind's GI seems to be blinking when it needs those bulbs to turn off.
  • Great job on the lightning effects on Whirlwind, but the light effects around the flashers remain on.
  • Twilight Zone: Buildup sound for Multiball is overlapped by another sound.
  • Also on Twilight Zone is the wronged Multiball startup light sequence alongside claiming a Jackpot, both being off sync when compared to the actual machine (DX9 has this problem as well). I think it's a problem with emulation in general.
  • Party Zone: There should be two separate types of solid GI color: Red and White. There are flashers in there as well that separate from the GI overall (which are already in there). Refer to the video below.
  • Shutyertrap's and other users' mentions listed.

 
Last edited:

Michael DiFilippo

New member
Mar 26, 2012
350
0
The entire application crashes when you choose a custom ball.

Table used during issue: Addams Family.
Main ball selected: swiped left to select "last ball".
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
I'll add that to the list.

To anyone who reports the bugs, I can check for confirmation and add them to the list.

Thanks in advance! This will be a great release once it goes out of beta.
 
Last edited:

chinzman93

New member
Jul 1, 2013
410
0
Maybe a bug: Each time when I minimize the application from the table selection screen, the current table changes. For example: I am on table like Class of 1812, minimize and the current table changes to Central Park. Sometimes it moves me out to the main screen. Maybe some kind of focus issue.
 

chinzman93

New member
Jul 1, 2013
410
0
Possible Bug or just and observation: I have noticed that the caged ball in CV and the que ball/8 ball do not interact/reflect lighting. This is a pretty minor issue, but does look a little odd.

Overall, this is pretty amazing!
 

pm1109

Active member
Dec 18, 2013
1,550
0
Possible Bug or just and observation: I have noticed that the caged ball in CV and the que ball/8 ball do not interact/reflect lighting. This is a pretty minor issue, but does look a little odd.

Overall, this is pretty amazing!

How does T2.It didn't look that great with all that pink in dx9 mode.
 

Cuddlebuddie928

New member
Feb 16, 2013
12
0
Clicking on the game setup button shows a message that it's not available in head-to-head mode, prevents the selected table from starting, and disallows pro options (same message). It can be resolved by exiting to the main menu. This is also occurring in DX9. I only checked a few tables after discovering this; they all behaved in the same manner: Adams Family, Black Hole, Centaur. System in signature.
 

Zappa

Member
Nov 15, 2013
41
0
I can't get it to run in portrait. I rotate my screen using Nvidia's utility, running in 1080x1920 portrait which is native.

I set up under the DX11 tab the same thing width 1080, height 1920. But when I start it, it only occupies the middle of the screen, in widescreen mode.

Not sure what I am missing, do I need to make a change to the regular display config?

Also, if I go into the menu and change the room lighting, once I go back, I can't get the game to start, unless I exit to main menu and select the game again.

I am running a Nvidia 750ti OC 2 gig card.

Thanks
 
Last edited:

chinzman93

New member
Jul 1, 2013
410
0
Bug?: When the ball rolls over the plexi glass in Haunted House there is an odd effect. It almost looks like the ball is below the plexi. Black Hole does not show this problem when the ball is on the plexi.
 

JPelter

New member
Jun 11, 2012
652
0
I can't get it to run in portrait. I rotate my screen using Nvidia's utility, running in 1080x1920 portrait which is native.

I set up under the DX11 tab the same thing width 1080, height 1920. But when I start it, it only occupies the middle of the screen, in widescreen mode.

Not sure what I am missing, do I need to make a change to the regular display config?

Also, if I go into the menu and change the room lighting, once I go back, I can't get the game to start, unless I exit to main menu and select the game again.

I am running a Nvidia 750ti OC 2 gig card.

Thanks

Confirming that it doesn't seem to work in portrait resolutions for whatever reason. I have 1200x1920 native in portrait so I set it to 1280x1920 and it's just showing a small landscape slice in the window.
 

Zappa

Member
Nov 15, 2013
41
0
Confirming that it doesn't seem to work in portrait resolutions for whatever reason. I have 1200x1920 native in portrait so I set it to 1280x1920 and it's just showing a small landscape slice in the window.

So, I am not crazy! I tried everything. So hard to play in landscape, not used to it!
 

EldarOfSuburbia

New member
Feb 8, 2014
4,032
0
Nope, can't get it to work in portrait either. Well, okay, I can launch it in a portrait window, but the actual game comes up as a landscape postage stamp in the middle of the window.
 

EldarOfSuburbia

New member
Feb 8, 2014
4,032
0
Okay, here's what it looks like in portrait at the moment. 1080x1920, Windowed, with the DX11 back buffer set to 1920x1080. GTX 760 on Windows 7 Ultimate 64-bit. 8Gb RAM.

oHhWFM1.png
 

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