New beta build is up.
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
That bulb brightness slider just made the new lighting engine numerous times more fun to work with! I'm finding various combinations as I go through the tables which lead to some really good visuals, plus it really helps for tables which weren't balanced very well from the start. One suggestion I would have is to add shortcut keys to adjust the ambient and bulb brightness on the fly without having to have the menus open. Would make it easier to tweak each table to personal perfection.
I can also confirm the mouse issues are completely eliminated!
Cirqus Voltaire's lighting issues were also solved at the same time as adding the new neon colours to match the possible variations. So much progress is being made that not everything's getting reported as fixed! ;D
Have a few more things to report though:
* (General Gameplay) Ball shadows are messed up on EVERY table, not just the ones I pointed out earlier. Often when a ball disappears or changes altitude, its shadow either doesn't disappear, stops following the ball, or appears in the shooter lane.
* (Cirqus Voltaire) I have no idea what's causing this, but two out of three times in one game, the game would get confused after locking a third ball for Highwire Multiball, causing the game to "start" the multiball, but then immediately forget it started it and not launch any balls out. The first time I had managed to lock the third ball without validating the playfield, in case this is actually a bug with the ROM itself and not the way the table's been digitized.
* (Attack From Mars) I managed to shoot the ball so hard that it triggered the code to go down the hole in the back at the same time as hitting the back target, which destroyed the saucer but kept the forcefield from coming back up following, which proceeded to mix the game up, thinking the forcefield was down when it was actually up and vice versa, eventually causing the game to go into its failsafe mode where it acts as though the forcefield motor isn't working and detects all forcefield hits as hits to the targets and hole behind.
* (High Roller Casino) Mini-DMD is still messed up, although differently from before. Ripley's mini-DMDs are working fine though.