DX11 Public Beta Bugs

Robert Misner

New member
Oct 4, 2014
610
0
Went thru all of Season 3 using the following settings with Ball Bright setting enabled.
Visibility is very good and much better then it was.
Season 3 Tables

Dracula
Room 0%
Bulb 60%

Diner
Room 0%
Bulb 80%

High Roller Casino
Room 0%
Bulb 80%

Lights Camera Action
Room 5%
Bulb 80%

JunkYard
Room 10%
Bulb 80%

High Speed
Room 0%
Bulb 80%

Who Dunnit
Room 0%
Bulb 80%

Black Knight 2000
Room 10%
Bulb 80%


Blaack Rose
Room 5%
Bulb 80%

Fish Tales
Room 0%
Bulb 80%
 

shutyertrap

Moderator
Staff member
Mar 14, 2012
7,334
0
BTW, should the two front monsters not move?

Moving monsters was removed from actual production run. Most owners have done the mod to make 'em move again. As per FarSight's license, they can only produce what was part of the official production run. Which really blows. Wish that could be revisited with WMS.
 

PinMeister

New member
Mar 27, 2015
3
0
I think somebody already mentioned it, but I'll second that the rumble on the Xbox 360 controller is just toooo much. Cheers!
 

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
New beta is up. The BK ball lock fix didn't make it in, in fact it looks like I got a partial fix which might cause issues with the table. I'll get it sorted out tomorrow. Scott is fixing a bunch of BK bugs, so there will be more to look forward to.

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
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
DX11 V1.37.10 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.
  • Jack*Bot: Bumpers are not part of the GI. The upper playfield is still lit when the bumpers are turned off.
  • Now it takes an unusually longer time to load and back out of a table.
  • Missing floodlights on Lights Camera Action.
  • Side GI (texture swap) in AFM has been carried over from DX9.
  • Haunted House: An upper playfield plastic is lit when the ball is in the lower playfield. Should be the other way around.
  • Fullscreen is not functional at this time. Known issue.
  • Missing 1K spinner sound on High Speed. Sound is present in DX9, though.
  • GI on Creature - overall lighting needs brightened.
  • Haunted House's bumpers needs GI.
  • Centaur's backglass isn't lit.
  • Centaur: 60 Bonus bulb is dim, but only at certain times.
  • Tee'd Off: 2nd Golf Ball isn't lighting up.
  • Cirqus Voltaire: Highwire Multiball fails to start after lock 3.
  • Earthshaker: GI activity may need tuning (light brightness is fine; just on features like Match Up)
  • Fish Tales: Captive ball lights are too dim.
  • Dracula: Missing GI show in attract mode: https://www.youtube.com/watch?v=C0QrFUn-sak
  • Black Knight 2000: Only half of the backbox is lit.
  • Also on BK2K: RANSOM letters are dim.
  • Cactus Canyon's backglass isn't lit.
  • White Water: Two different colors on the Shoot Again light.
  • Champion Pub: Start Fight light sequence missing on both health bars: https://www.youtube.com/watch?v=CzFvBmwIx5g
  • White Water: Occasional ball hops at Bigfoot Bluff's diverter. http://youtu.be/9uFpTJeTld4
  • Whirlwind: Light effects around the flashers remain on. https://www.youtube.com/watch?v=wajnSB882p4
  • Twilight Zone: 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.
  • Twilight Zone: Brighter flashers, similar to that of Addams Family?
  • 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.

EDIT: Moving bugs over from DX9 version...


 
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hammr25

New member
Oct 4, 2012
59
0
I'm getting an out of memory error when scrolling through the leaderboard in both landscape and portrait mode. An example is if I go into the Addams Family table then to the leaderboard, switch over to my scores - all time and then scroll right 8 times. If I try to scroll a 9th time I get the out of memory error. The 9th table is Cactus Canyon but it's not the problem because I can start on Bride of Pinbot and go to Cactus Canyon just fine. It's actually going left or right 9 times. If I go left 4 times and then back right 5 times it also happens.






I also got the below error after changing the leaderboard settings between monthly, weekly, all time.....and then scrolling through my all time scores but can't repeat it.

HighScore2Short.jpg
 

PALADiN

New member
Aug 14, 2013
179
0
I was wondering why the Bigfoot Bluff shot in White Water was bouncing to the ramp that goes to the right inlane.

Also, I learned last night playing on Xbox One that there's a hidden third flipper on Starship Troopers that's triggered with the right special function key/button. I found out about it while looking through the pro tips and I think there should be some sort of documentation about it in the main instructions (would work best in the "Introduction" section).
 

hitman12

New member
Jun 11, 2014
46
0
Tables TOTAN,Funhouse,CV,White Water still having performance issues,pushing buttons up,down,left,right while ingame menu still crashes the game.
 
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Shaneus

New member
Mar 26, 2012
1,221
0
DX11 V1.37.10 Bugs:
Could the AFM bug be moved from the DX11 section to DX9, given that's what it is?

Honestly, I brought that up with someone months and months ago in another thread (even managed to screenshot it), I'm disappointed it still happens. On every platform, too! Even iOS :/
 

Shaneus

New member
Mar 26, 2012
1,221
0
I have an issue where all foreground textures seem to be cut off from the lowest maybe 20-30 pixels. I'll see the background, but nothing else. I can get an exaggerated effect of this if I increase the DX11 buffer thing beyond my 1920x1080 resolution.

Also, are we going to get more advanced lighting features with DX11? I'm talking the rotating police siren topper on High Speed, the special effect waterfall on the top of the White Water backbox, that sort of thing. Everything looks a bit dull otherwise.

Oh, and DMDs/displays working on every backbox. We still have multiple static backboxes and they really take away from the spectacle of the rest of the lighting.

And that bright ball thing works a little better, but it still doesn't look as good as the example posted on the other page. Looks quite unnatural.
 

Robert Misner

New member
Oct 4, 2014
610
0
Finished going thru Season 2 in as dark a setting as I found the GI of each table warranted and as bright a bulb setting without to much loss of detail.
With the Ball Bright switch on.
Ball Visibility is very good. As Shaneus says sure it looks unnatural but is better then it was and at least is playable.

Here are the settings I used for season 2


Season 2 Tables

CueBall Wizard
Room 5%
Bulb 90%

El Dorado
Room 0%
Bulb 90%

Class of 1812
Room 0%
Bulb 90%

Victory
Room 0%
Bulb 90%

Haunted House
Room 0%
Bulb 90%

Tee'd Off
Room 10%
Bulb 90%

Terminator 2
Room 5%
Bulb 90%

Flight 2000
Room 5%
Bulb 90%

Goin' Nuts
Room 5%
Bulb 90%

The Champion Pub
Room 5%
Bulb 90%

Whirlwind
Room 5%
Bulb 90%

Centaur
Room 5%
Bulb 90%

Pinbot
Room 10%
Bulb 90%

White Water
Room 0%
Bulb 90%

Space Shuttle
Room 5%
Bulb 90%

Cactus Canyon
Room 10%
Bulb 55%

Central Park
Room 0%
Bulb 90%

Dr. Dude
Room 5%
Bulb 90%

FirePower
Room 5%
Bulb 80%
 

frostyarcade

New member
Apr 15, 2015
53
0
1200x1920 is now directly selectable from configure, but the camera is still in 9:16 mode, so the flippers get cut off partially on completely on almost all tables. If we could get the camera angles for 10:16 from DX9 ported over that'd be great!

+1 with 1024x1280 setup.

The font sizes in the ui are fixed however! Thanks for the updates!!
 

lio

New member
Jul 24, 2013
210
0
Can you please add 2400 as backbuffer width/height to DX11? Right now with 2160 I get a letter boxed view on my 1920x1200 screen (running at 3840x2400) and with 2560 I get black bars on the sides.
 

Fungi

Active member
Feb 20, 2012
4,888
2
Can you please add 2400 as backbuffer width/height to DX11? Right now with 2160 I get a letter boxed view on my 1920x1200 screen (running at 3840x2400) and with 2560 I get black bars on the sides.

Have you tried typing in "2400" in the box?
 

Locksley

New member
Jan 2, 2015
384
0
Just a little post...

Twilight Zone
Bulb Setting 100
Room 05

The bulb above the little flipper does not have Dx11 lighting. It is regular Dx9 texture change.


Also many flyers in the extra section are sized wrong for portrait view.
Low rez flyers? Don't forget to copy over the new nice ones!
Friends list in first window is for landscape. Half is missing for portrait.
------------
Texture flashing on outer left/right bumpers still present in Attack from Mars.
Unlit Boom Balloon in CV still have 'fog' effect when ball passes it. Not when it is lit though.
Numerics on backglass are dim on many tables, hope it is in the 'to do list' :)

Go team, Go!
 
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