Version 1.39.x

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
New build is up. You can now enter a tournament on PC. When first starting up the tournament button won't work for a few seconds. I plan to put some sort of notification on that later (grey out button until it's ready or something like that.)

Version 1.39.9
- New cmdline parameter "skipwhatsnew"
- Fixed leaderboards not scrolling to other tables.
- Fixed minor issue where flippers would stay up in flyby if you quit while they were up.
- Credits fixed
- Fixed backgrounds in the table select screen that showed another background behind them.
- Translations for RoadShow protips and instructions.
- Tournaments - There is a PC tournament right now.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
Version 1.39.9 Bugs:

DX11/Other Bugs:

  • Xenon: Bonus Completion light sequence isn't synced up with the sound. Sound length is fine.
  • Muffled or abnormal music/sounds on Bride of Pin*Bot, Central Park, Cirqus Voltaire, Firepower, FunHouse, Genie, Gorgar, No Good Gofers, Ripley's, Scared Stiff, Theatre of Magic, TotAN. At the very least, have them sound like DX9.
  • Not to mention the higher pitched sounds/music on other tables, listed here.
  • Lights Camera Action: Missing floodlights in DX11.
  • Lights Camera Action: Many light issues on DX11. https://www.youtube.com/watch?v=I7M67hV0lfk
  • Attack From Mars: Side GI (texture swap) has been carried over to DX11 from DX9.
  • Attack From Mars: Find a way to strengthen the Strobe light in DX11?
  • Haunted House: An upper playfield plastic is lit when the ball is in the lower playfield in DX11. Should be the other way around.
  • Haunted House: Bumpers need GI on DX11.
  • Haunted House: The first yellow light in the attic is too dim during play.
  • Haunted House: Brighter GI is needed; the game is too dark on DX11.
  • Haunted House: Drop targets in the cellar are invisible on DX11.
  • ​Haunted House: Monster Bonus digits need to be brightened.
  • High Speed: "Getaway", "Ramp Bonus", "Bonus X", and lights "1" through "6" (these are without GI on) are dimmed in DX11.
  • High Speed: Missing 1K spinner sound in DX11. Sound is present in DX9, though.
  • Creature: Overall GI lighting needs brightened on DX11. Compare to the PS4.
  • Creature: As the ball travels along the right ramp, it touches the gate of the left ramp.
  • Centaur: Backglass isn't lit on DX11.
  • Earthshaker: GI activity needs tuning on features like Match Up in DX11 (light brightness is fine) https://www.youtube.com/watch?v=h3DLZKWmqGI
  • Earthshaker: Plunger is too powerful, hitting 100k on max plunge. I heard the ball rattle a bit on the spiral. A tad less works fine for going on the Overpass.
  • Earthshaker: A red flasher on the right ramp is linked with Zone 9 on DX11.
  • Earthshaker: Left Roadsign bulb (Center Ramp) is too dim on DX11. The Mile 30 light is making this light activate.
  • Fish Tales: Captive ball lights are too dim on DX11. Surprisingly, the flashers are fine.
  • Fish Tales: Most of the GI belongs to the Lower Playfield on DX11, according to the Operator's Menu/Tests/General Illumination. https://www.youtube.com/watch?v=zw3ohZDaLP0
  • Fish Tales: Some flashers, such as Caster's Club, Jackpot, Super Jackpot, the Reel, and the top left, are either very dim or non-existant.
  • Black Knight 2000: Only the lower half of the backbox is lit on DX11.
  • Black Knight 2000: RANSOM letters are dim on DX11.
  • Taxi: As the ball travels along the right habitrail, the leftmost Lola drop target can sometimes be dropped in the process.
  • Taxi: Light sequences and alphanumeric animations seem off-sync with the music. Compare the Million and the Jackpot sequences with their real-life counterparts.
  • Taxi: The Carry Passengers light coincides with the Million light in DX11.
  • White Water: Occasional ball hops at Bigfoot Bluff's diverter. http://youtu.be/9uFpTJeTld4
  • Champion Pub: Start Fight light sequence missing on both health bars (and other lights) on DX11: https://www.youtube.com/watch?v=CzFvBmwIx5g
  • Whirlwind: Light effects around the lightning flashers remain on in DX11. https://www.youtube.com/watch?v=wajnSB882p4
  • Whirlwind: Plunging and making the 3-Toll ramp, a bit less than full power. That ramp needs to feel more steep.
  • Whirlwind: Have the set of Super Door Values lights on the HUD to be like Earthshaker and Cyclone?
  • ​Whirlwind: Enter Initials music doesn't loop, Menu Music on or not.
  • Whirlwind: The same music mentioned above doesn't loop in DX11 when a multiball mode is ready. Same with Enter Initials.
  • Whirlwind: 3,000 Spinner and the 100K spot target lights are dim on DX11.
  • 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, since this issue is found on Visual Pinball and some actual machines as well. http://youtu.be/K5DY_Mr2n3U?t=5m49s
  • Twilight Zone: Brighter flashers and GI on DX11, similar to that of Addams Family?
  • Twilight Zone: The "GUM" and "BALL" lights are tied in with the flashers on DX11.
  • Twilight Zone: The "Lock 2" light is very dim on DX11. Could be why the left outlane EB light is tied with Lock 2.
  • Twilight Zone: The green bulb (Left Spiral light) right next to the Powerfield is very dim on DX11. Not the one marked Powerball.
  • Twilight Zone: The 2 red lights on the Powerfield are very dim and illegible on DX11.
  • Twilight Zone: Some 5 Mil lights, as well as the 3 left ramp arrow lights, Clock Millions light, and Power Payoff light, are dim on DX11.
  • Twilight Zone: Some of the GI are in the wrong places in DX11, including the backglass. Refer to the Operator Menu/Tests/General Illumination. http://youtu.be/3f5IlUL3vkU
  • Twilight Zone: Lost In the Zone music starts playing right after claiming the award, during "You have come to the end of your journey." No music should be playing from there until "Survival is everything" and further on. Music should then stop when the second fly-through plays after listing all events in the mode, with LITZ music starting shortly after. When LITZ ends, music should stop playing until the final totals begin to add up.
  • Twilight Zone: Music doesn't stop playing when a Powerball Payoff is collected, before starting Powerball Mania.
  • Twilight Zone: Music doesn't stop playing when Clock Chaos activates, during "Time is a one-way street...". The correct music plays afterward, though.
  • Twilight Zone: Greed music is missing in DX11.
  • Twilight Zone: Starting a new game while "Game Over" is on the DMD immediately ends the new game.
  • Twilight Zone: A sound is missing during the opening Mutliball sequence, interrupted by another: https://www.youtube.com/watch?v=dJSljt9thtg
  • Twilight Zone: Metal ramp in the Lock is missing. http://youtu.be/00LzUVAzJ8o?t=1m3s
  • Twilight Zone: Camera wall is missing. http://www.ipdb.org/showpic.pl?id=2684&picno=37888&zoom=1
  • Addams Family: Cousin It's bonus tune is lower-pitched. http://youtu.be/FSDuME40j48
  • Phantom of the Opera: Right habitrail interferes with the metal piece around the spinner. http://www.ipdb.org/showpic.pl?id=1777&picno=9468
  • Starship Troopers: Bug counters need to be brightened on DX11. They are lights, after all...
  • Starship Troopers: Main music is getting cut off early. https://www.youtube.com/watch?v=QoDUY4AIED4
  • Star Trek TNG: Delta ramp gate isn't aligned to the metal piece below the Lock/Super bulbs. http://www.ipdb.org/showpic.pl?id=2357&picno=13798
  • Pin*Bot: Red topper is missing. http://www.ipdb.org/showpic.pl?id=1796&picno=21840&zoom=1
  • Firepower: Skewed cabinet art. http://www.ipdb.org/showpic.pl?id=856&picno=44750&zoom=1
  • Black Hole: Tube at the Re-Entry is really faded on DX11. It's missing overall on DX9.
  • Class of 1812: The teeth and heart are supposed to be in the rhythm of the music during Multiball. https://www.youtube.com/watch?v=ap6C4inCD7I
  • Black Knight: Locks need more tuning. Just had a second ball locked where it's supposed to exit.
  • Black Knight: Sometimes the first lock doesn't register. A nudge can solve this problem. https://www.youtube.com/watch?v=EBdo_V0AAb8
  • Black Knight: Depending on how balls are positioned, a third lock up top can be denied.
  • Medieval Madness: Rare collision issue where the ball can sometimes hop off the right ramp and onto the habitrail.
  • Black Rose: Plunger switch needs lowered.
  • FunHouse: The right Gangway bulb is linked to another light.
  • Monster Bash: Music immediately stops after the Match sequence, if a high score is registered. This happens when the Menu Music is turned off.
  • Monster Bash: Rare collision issue where the ball can hop onto the habitrail from the right ramp.
  • Diner: Each of the red lights around the clock is missing in DX11.
  • Ripley's: No music plays at the Enter Initials interface. This happens when the Menu Music is turned off.
  • Dracula: No GI in the top left bumper on DX11. https://youtu.be/zw3ohZDaLP0
  • Junk Yard: Logo string, in the Operator Menu/Test/General Illumination, applies to a light on the upper part of the playfield on DX11. Logo on the backglass is fine.
  • Theatre of Magic: Had a collision issue when a ball phased through the trunk: https://www.youtube.com/watch?v=X9HaFbHKqCI
  • Shutyertrap's and other users' mentions listed.
 
Last edited:

Flipperdeflip

New member
Feb 17, 2015
175
0
New build is up. You can now enter a tournament on PC. When first starting up the tournament button won't work for a few seconds. I plan to put some sort of notification on that later (grey out button until it's ready or something like that.)

Version 1.39.9
- New cmdline parameter "skipwhatsnew"
- Fixed leaderboards not scrolling to other tables.
- Fixed minor issue where flippers would stay up in flyby if you quit while they were up.
- Credits fixed
- Fixed backgrounds in the table select screen that showed another background behind them.
- Translations for RoadShow protips and instructions.
- Tournaments - There is a PC tournament right now.

Is that all that was changed? It was a 2 GB download.

BTW, I also get that screen that states the tournament started on 11/11/2013 and ends on 11/25/2016.
 
R

Rhandos

Guest
Is that all that was changed? It was a 2 GB download.

BTW, I also get that screen that states the tournament started on 11/11/2013 and ends on 11/25/2016.

Usually Steam checks file differences and only loads new data. But when folder structures and/or file names are edited, Steam thinks those are new files and you can end up with a big download even though "nothing" has changed.
 

Flipperdeflip

New member
Feb 17, 2015
175
0
Usually Steam checks file differences and only loads new data. But when folder structures and/or file names are edited, Steam thinks those are new files and you can end up with a big download even though "nothing" has changed.
None of the structure or names were changed, I always have a backup just in case.
TAF, AFM, CFtBL, FH, JY, MM, RS, MB, SS and TZ were updated, both DX9 and DX11 versions.
 

EldarOfSuburbia

New member
Feb 8, 2014
4,032
0
Difficulty settings?

A while back there was a poll whose results Farsight took into account, asking for tables to have new Tournament Mode/"Hard" difficulty settings created. It's been indicated that it's quite a bit of work to set up new settings on a table-by-table basis, and that the new settings/code bumps up the table download size quite a bit.

Anyway, that list of tables, plus Roadshow, are the ones that were most voted for in the poll.
 

Flipperdeflip

New member
Feb 17, 2015
175
0
So instead of fixing the bugs in Pinballwiz45b's list that gets posted here every update, the limited resources FS has get spent on a feature that 73 people voted on?

Out of the 8 updated tables only TZ made it into the first tournament, why not the other 7?
 

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
I'm working on adding difficulty for tables. Those tables needed to be rebuilt so they wouldn't crash. However the difficulty in this current tournament is the same as regular play. I haven't been able to fully implement all the difficulty components needed so for now it's turned off.

A large number of PinballWiz's bugs are art issues. I'm not an artist, adding features like tournaments or difficulty does not affect the art staff. I've reported those issues to the artists, and am waiting for fixes from them.

Also, the dates for the tournament have been fixed. It ends next Monday at midnight pacific time.
 

shutyertrap

Moderator
Staff member
Mar 14, 2012
7,334
0
A large number of PinballWiz's bugs are art issues. I'm not an artist, adding features like tournaments or difficulty does not affect the art staff. I've reported those issues to the artists, and am waiting for fixes from them.

Which is why Mike gets my vote for "Hardest Working and Most Willing To Put Up With Our B.S." award and art dept isn't even in consideration.
 

JPelter

New member
Jun 11, 2012
652
0
Reminder that 10:16 (1200x1920 etc.) resolutions in DX11 leave the cameras busted and cut off the flippers entirely in a vast majority of the tables. We need the cameras from DX9 ported over or remade for DX11.

DX11 is also missing a fullscreen windowed mode.
 

frostyarcade

New member
Apr 15, 2015
53
0
Reminder that 10:16 (1200x1920 etc.) resolutions in DX11 leave the cameras busted and cut off the flippers entirely in a vast majority of the tables. We need the cameras from DX9 ported over or remade for DX11.

DX11 is also missing a fullscreen windowed mode.

Yeah I have the exact same problem with 4:5 ratio (1024x1280) too. Hoping we can get the dx9 cameras ported over and join the dx11 goodness!
 

Locksley

New member
Jan 2, 2015
384
0
Which is why Mike gets my vote for "Hardest Working and Most Willing To Put Up With Our B.S." award and art dept isn't even in consideration.
Damn right!
He's on my imaginary X-mas cards list for sure.

That he can keep a level head whilst reading some posts (mostly on the Steam forums) makes me think he is a very patient and loving father :p
 

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