Master List of Issues Within the PC Version

Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
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Instead of just posting the same list of issues over and over again, I decided to make a new thread and update the list of bugs as each build is released. Fix this game ASAP, as much as possible, please! (Thanks to those who have helped me find issues in the game! Hopefully we'll see a better Pinball Arcade experience in the near future. I'll need the help in finding not only which issues are present, but also which ones are resolved. Keep in mind, there's so many to keep track that I may have missed a few fixes here or there.)

Version 1.71.23 Bugs:

Both versions are highlighted in RED, DirectX 9-only is highlighted in BLUE, and DirectX 11 is highlighted in TEAL:

NOTICE: If any of you have a screwed up HighScores file with a bunch of messed up local scores and unlocking achievements automatically, DELETE IT OR RESTORE WITH A BACKUP. This won't affect your leaderboard scores or any further Steam Achievement unlocks, and while you do have to redo your goals and log back in with your Farsight account, the issue should no longer be there for you. This has been resolved since the release of Sorcerer. This will also resolve the issue of ridiculously impossible local high scores.

Higher-pitched music thread: http://digitalpinballfans.com/showthread.php/8586-Higher-pitched-music-sounds-Reboot

General:

  • Nudging needs an overall rework. Experienced players, myself included, have prolonged games because of unnatural ball movement through nudging. This will take some time to nail down.
    [*]Balls entering the drain area at the same time may not cause the game to read how many balls have entered the trough, causing balls to be missing and an end to the current game. Common on Stern games.
    [*]Rollover feature needs to recognize the starting of new games to prevent accidental rollovers.
    [*]One frame of the Thing ball has just the ball without the hand on top.
    [*]When two balls are next to each other on a flipper, a glitch in which one ball "phases" through the flipper occurs. Uncommon.
    [*]Tournaments: Timer should NOT count down when a ball ends, even though there are balls locked or present on the playfield. Especially in the case of Flight 2000, in which the table's top score is accidentally recorded as the final tournament score. Apply this rule to all tables.
    [*]Tournaments: One can get randomly bopped down to Bronze from Gold, even when playing on only one platform. Can happen when you try getting in before the game connects.

    [*]Game does not pause when clicking outside of the TPA window or similar event (controller out of batteries, etc.) unlike DX9.
    [*]Most of Seasons 1 and 2 tables have overblown lighting at 100%. Consider revamping up to today's standards.

    [*]Lag upon collecting a Standard or Wizard goal (Any table after entering). DX9-only.
    [*]Fullscreen: Mouse warps to the upper-left hand corner of the screen when selecting options. Tab out of the game to make this happen.
New UI:

  • If you have a table highlighted, then change the sort so the table isn't visible, then use the D-pad to move the pointer back into the tables list, the list auto-scrolls until the previously highlighted table is in view. This is very disorienting. The pointer should just highlight the top-left table in the list when you move from the sort options buttons into the list.
    [*]After the first time a table is selected and the mini info-screen comes up, the second and subsequent times the game automatically starts after a couple of seconds.
    [*]Bugged text can occur on the pause menu/other boxes with text after playing on a "scripted" table (Gorgar). Looks like the score text ties in with the menu text.
    [*]Camera icons that appear on the lower left corner went from PC/console of the previous UI to those from the mobile version. Compare between Stern Pinball Arcade and this UI version.
  • Tournaments: Overall Standings/All-Time Rank scores deny access to single-table leaderboard scores until the game is closed/re-opened.
AC/DC:

  • Left Ramp flasher, #20 is tied in with the Yellow flasher, #21.
    [*]The yellow flasher on the left side, #21 is dim.
    [*]Thunderstruck blue lights need looked into; they're hard to read or tell if they're lit or not.
    [*]GI lights at Hell don't interact at all.
    [*]GI lights around the plastics on the main playfield don't interact at all or have very little effect. Needs MAJOR work.
    [*]Lights underneath the right ramp fire plastic don't exist.
    [*]Flasher beneath the Rock and Roll Train, #17, doesn't exist.
    [*]The Rock N Roll Train light, #32 at the head of the train, is tied in with the Left Ramp flasher, #20.
    [*]Jukebox kicker flasher, #23 at the upper playfield, doesn't exist.
    [*]Left Ramp Left Side Flasher, #27, doesn't exist.
    [*]Left Ramp Right Side Flasher, #28, doesn't exist.
    [*]Right Ramp Right Side Flasher, #29, doesn't exist. Note also these flashers simulate the sight of lightning on the plastics.
    [*]Bell Arrow Flasher, #26, doesn't exist.
    [*]Flashers in the pop bumper area (#25, X3 Flashers) are too dim.
    [*]Right Ramp Flasher, #30, flashes the Red flasher, #31, near the cannon.
    [*]Red flasher near the cannon, #31, is dim.
    [*]Lights at the sides of the Jukebox, #53 (right) and #54 (left), are dim.
    [*]White bulb at the upper right corner is tied in to the red lights at the Jukebox, instead of being a part of the GI.
    [*]Blue bulb behind the band isn't a part of the GI.
    [*]Red lights in the plunger lane and between the flippers aren't supposed to be there.
    [*]The blue light at the E lane in AXE has some red showing. The light appears more pink the further from its center.

    [*]Yellow lights around the playfield shown, around GI. Includes the plastic behind the 4 band members.
    [*]Ramp plastics non-existent?

    [*]Instant Info doesn't work when trapping a ball on the flipper for an extended amount of time. Some platforms.
    [*]Some wizard goals could be toggled at the start of a new game, after finishing a previous game with all Standard Goals complete.
    [*]Super skillshot by holding up the right flipper sometimes doesn't work.
Addams Family:

  • Cousin It's end of ball bonus tune is lower-pitched than the actual machine's. Listen here.
Al's Garage Band Goes on a World Tour:

  • Lock music overlaps after you collect a second Jackpot during Multiball.
    [*]Sometimes, a hard shot to the right ramp can have the ball rolling all the way from the end of the ramp back downwards.
    [*]Missing kicker texture directly beneath the right ramp's exit.
    [*]Ball can go through the right side, from the ramp, underneath the plastic and into the plunger lane. This also triggers a plunger camera bug.
  • Missing target on the left side of the CD.
Attack From Mars:

  • Flashers on the left and right plastic pieces (texture swapping) has been carried over from DX9.
    [*]A piece of light on the central saucer is still active, even after tilting.
    [*]Backglass is overblown and looks low-rez.

    [*]Incorrect textures used for the bouncing Martians, at the T, I, and AN targets. Looks like the leftmost one is appearing on the rest of them when they bounce up and down.
    [*]Ball goes into part of where the shooter lane is supposed to stop. The switch on the lane is where the ball needs to rest; perhaps that part of the lane could be extended?
    [*]Higher-pitched music and sounds than the real thing.
  • Ball can phase through the bumper area and into the flying saucer target area (behind the force field, up or down).
Banzai Run:

  • Ball can phase through tip of the flippers in the Hill.
    [*]Camera phasing issue during Multiball. Can either not go from Main to Hill or vice versa when exiting from Hill.
  • King of the Hill music doesn't loop correctly, playing that intro portion again when it doesn't need to. The music is fine, but the added flasher effects are missing right before the main King of the Hill music plays. https://youtu.be/owQYSjmuTFE?t=22m11s
Big Buck Hunter Pro:

  • Bumpers and slingshots still active after tilting the game.
Big Hurt:

  • Baseball glove can disappear after starting a game. Uncommon, though; exiting/reloading the table seems to solve the issue.
    [*]Balls that enter the Home Run center hole can be denied and end up in the orbit instead of scoring said Home Run/Grand Slam.
    [*]A hard shot to the rightmost hole from the lower left flipper can make the ball sometimes end up in the shooter lane and around the orbit.

    [*]The ball can miss the upper flipper entirely when trying to go for the skill shot.
    [*]The lower left flasher activates part of the lower right one.
  • An upper right orbit switch causes the lower red flasher to turn on at a dimmed state.
Big Shot:

  • Flippers partly go underneath the playfield when in the Up position.
  • Menu music plays when a game is abandoned, even when it's on 0%.
Black Hole: No ROM Emulation!

  • GI turns on and off slowly, it seems. The lights don't have to go through different stages like many other games do. Can its speed be adjusted?
    [*]Tube at the Re-Entry is really faded but barely visible.
  • Ball is visible underneath a certain section of the lower playfield where it cannot normally be directly seen (Lock, Bonus X Lane/Loop).
    [*]The same tube at the Re-Entry is missing overall.
    [*]A lot of voice lines are missing from this iteration. Will be corrected in upcoming ROM emulation.
    [*]Sometimes, after exiting Multiball, clearing the lower right target bank doesn't relight the left capture hole on the main playfield.
    [*]Menu music plays when a game is abandoned, even when it's on 0%.
  • Mechanical backbox animation missing -- the spinning Black Hole, dead center.
Black Knight:

  • Going down the outlane with Last Chance activated prematurely ends the game. A sound call from Firepower and Firepower II also denote this as the game-ending sound, which is not the case here.
    [*]Flyer is cut out at the bottom portion.
Black Knight 2000:

  • Only the lower half of the backbox is lit. The upper half remains unlit.
    [*]Each of the RANSOM letters are dim when lit. Backbox only; the ones in the UI are fine. Both issues seen here.
    [*]Blue Bolt flasher not flashing on the main playfield, as is done on DX9.
    [*]Center flasher on the backglass is on the head of the horse instead of the Black Knight himself.
    [*]Current Ramp Flasher (06C) needs to also be the Blue Bolt flasher for the main playfield portion.

    [*]Middle Drop Flasher doesn't exist.
    [*]Ball can fly through the Double Knight's Challenge hole and into the plunger lane.
Black Rose:

  • DMD on the backglass needs redone.
Bone Busters:

  • Ball can get stuck in the right saucer hole and not get ejected. This can be exploited especially in timed tournament games; might be a ROM issue?
    [*]Playfield is reflecting on the coin door.
    [*]The right center flashers make the red flashers dim at the upper right corner of the playfield: https://youtu.be/LsPwP0D3p_U?t=14s
    [*]One of the right flashers is not located on the lowest part of the green plastic. It's actually underneath the habitrail in the plunger area and just north of a piece of GI.
    [*]Lower left flasher missing, underneath the plastic to the left of the upper left flipper.
    [*]A piece of GI could be removed from the upper right playfield. Where would it fit on a real machine?
    [*]The GI on this table is never interactive; it's always turned on and never turns off during certain events of the game.
Bram Stoker's Dracula:

  • Coffin Lamps 1 and 2 are tied in with Coffin Lock Lamps 1 and 2, with a third missing entirely.
    [*]The round light the illuminates the "ul" in Dracula (above the Coffin Jackpot text) has two separate GI bulbs. The second set has the correct illumination, while the third consists of DX9-style lighting within that specific light. Not sure where it's supposed to reside.
    [*]The wireform leading to the center of the bumpers needs to be adjusted, specifically on the point where the ball exits the Coffin.
Bride of Pin*Bot:

  • Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
    [*]Flickering textures on the skill shot mounts. https://picload.org/view/ppgdrpi/pinball.jpg.html

    [*]Missing texture on the metal piece of the center ramp, where it begins.
  • Missing display on the backglass, DX9.
Cactus Canyon:

  • Higher-pitched music and sounds than the real thing.
Cactus Jack's:

  • Lighting details for the upper rollovers needed, as they can be hard to tell which lights are lit on the upper plastics.
Centaur:

  • The backglass isn't lit during either the attract mode or during gameplay.
    [*]Most of the GI does not interact with the playfield during the Attract Mode or gameplay.
  • The "High Score" light on the backglass lights the "Warning" instead.
Centigrade 37:

  • Pop bumpers don't turn off completely when hit by a non-thousand scoring switch (other than the blue pops). Looks like they have a portion of it that is tied in with the GI.
  • Playfield is reflecting on the coin door.
Central Park:

  • Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
    [*]Two rollovers exist on all four outlanes, but not in between the flippers.
    [*]Two rollovers exist on both sides just below the targets and above the larger slingshots.
    [*]Two rollovers exist on both upper lanes at the top of the playfield.
  • Menu music plays when a game is abandoned, even when it's on 0%.
Champion Pub:

  • Music doesn't play during the Ultimate Challenge or any Cash Fights.
  • Higher-pitched music and sounds than the real thing.
Cirqus Voltaire:

  • Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
    [*]Light "R" in Cirqus is tied in with the Juggler light.
    [*]Light "U" in Cirqus is tied in with the Highwire Multiball light.
    [*]Light "S" in Cirqus is tied in with the Acrobats light. These three light issues seen here.
    [*]Plastic behind the top left flasher should be opaque. http://i.imgur.com/yjCFVpC.png
    [*]The bottom three backglass lights are dim.
    [*]The cannonball area on the backglass is green instead of clear/transparent white.

    [*]If post-processing in DX9 is turned off, the color of the Menagerie ball doesn't change, while the Neon color does.
    [*]Missing artwork on the bottom part of the Neon light, near the exit on the right inlane.
  • Higher-pitched music and sounds than the real thing.
Class of 1812:

  • Missing texture below the teeth and heart area, where the floor is seen.
Creature From the Black Lagoon:

  • As the ball travels along the right ramp, it touches the gate of the left ramp.
  • Plunger is not in its original position compared to the machine. Mind the gap between the apron and the plunger lane. (Gives the illusion that the plunger strength texture is too high; it's not.)
Cue Ball Wizard:

  • Shoot Ramp bulbs are in the incorrect positions.
Cyclone:

  • Here, just in case.
Diner:

  • Each of the red lights around the clock and interact is missing.
  • If Multiball starts from the spinner shot, the ball that lands in the kicker can immediately kick back out before starting Multiball. This can get troublesome since the ball can kick out early even during the Dine Time collect; if the ball drains while Dine Time counts down and Multiball begins shortly after, it can act as the ball being out of play and go directly into Bonus. The second lock should stay in there if and when certain events, like Multiball and Dine Time, happen.
Doctor Who:

  • It is possible to successfully make the upper ramp from the lower left flipper.
    [*]Backbox head flasher missing on the backglass.
    [*]Doctor 3 Flasher is missing on the backglass.
    [*]A second Doctor 5 flasher is missing at the back portion of the playfield.
    [*]REPAIR/Doctor 4 flashers are missing.
    [*]The very upper right corner GI is strobing in the wrong direction, opposite the arrow that is pointing to the right. Playfield A's bulb is supposed to be at the arrow that is currently tied to C. B is fine.
    [*]GI is not strobing near the ESCAPE targets when compared to the rest. Playfield A bulb should be at the lowest spots, B further up, and C further up nearest to the TARDIS.
    [*]GI under the right ramp doesn't have a strobing effect when compared to the rest. A should be the bulbs nearest the Video Mode lanes, B should be the bulbs in the center between the ramps and beside the Transmat target, and C bulb right in the middle.

    [*]HUD: 7 Doctors bugged, after tabbing out and back in.
Doctor Who - Master of Time:

  • A sighting of the Bally logo can be seen on the display, as well as other parts.
    [*]The same DMD animations can cut into the main flythrough seen on the DMD.
    [*]The DMD can space out in between the attract mode display from time to time. Just let the Attract Mode play out for a bit.
Dr. Dude:

  • The following below have issues going into the operator menu/coil test, regarding flashers. Some of these lights are misplaced.
    [*]Gift of Gab flasher is dim.

    [*]Heart of Rock N Roll flasher is dim.
    [*]Gate bracket texture missing at the plunger lane.
  • Hitting the Gift of Gab when not completed doesn't mute the music while it speaks.
Earthshaker:

  • Plunger is too powerful, hitting 100k on max plunge. I heard the ball rattle a bit on the spiral. A bit less power works for going on the Overpass.
    [*]Wrong apron used. Obviously there's no lane change feature.

    [*]A red flasher on the right ramp is linked with the Zone 9 light on the captive ball.
    [*]The same red flasher above is dim when it flashes.
    [*]The Left Roadsign bulb (Center Ramp) is dim.
    [*]The Mile 30 light is making the Center Ramp bulb activate. See here for the light issues from the Operator Menu.
    [*]All Coil Tests with 'C' are making the backglass flash, and 'A' solid.
    [*]Upper Playfield GI has nothing happening. Insert GI is making the Upper Playfield GI flash instead.
    [*]A/C Select is making the backglass flash.
    [*]Jackpot/Sun Flash is making the Lock light flash along with it (intentional????).
    [*]Lower Playfield GI has nothing happening. Jet Bumper Flash is making the Lower Playfield GI flash instead, sun included.
    [*]Is the Sun supposed to be solidly lit at all times?
    [*]Jet Bumper Flasher is missing.
Eight Ball Deluxe:

  • Here, just in case.
El Dorado:

  • Menu music plays when a game is abandoned, even when it's on 0%.
El Dorado CoG:

  • Pop bumper lights do not turn off after tilting the game.
    [*]Missing GI in the mid to upper right section of the playfield.
  • GI incorrectly placed in the lower right part of the playfield (in the plunger lane).

Elvira and the Party Monsters:

  • Here, just in case.
F-14 Tomcat:

  • "Roger, Hitman!" gets cut off during the Safe Landings. Here's one instance where it should be correct: https://youtu.be/ohRWT2jEDFc?t=4m15s
    [*]Ball can go from the Yagov kicker back into the Yagov kicker and loop indefinitely, given proper timing with small nudging. This should not happen in real life. Currently being exploited in tournaments.
Fathom:

  • Restarting a game can result in the upper blue targets behaving incorrectly. Rectified upon exiting the table.
    [*]Starting a game can sometimes not lead to getting a ball on the plunger lane.
    [*]No individual backglass lamps? I haven't seen a real Fathom, but am unsure.
    [*]Extra ball hurry-up sound in endless effect, when the 1-2-3 targets are dropped in order.
    [*]Wizard Goal 3 toggles when the ABC Special lights, not when it is collected.
  • Tales of the Arabian Nights menu music.
Fireball:

  • Menu music plays when a game is abandoned, even when it's on 0%.
Firepower: No ROM Emulation!

  • Skewed cabinet art. The other sides of the cabinet are not seen but also need worked on. See here.
    [*]Background music doesn't play when Menu Music is turned off.
    [*]Menu music plays when a game is abandoned, even when it's on 0%.

    [*]Ball can phase through the pop bumpers, given enough speed from the bumpers themselves.
    [*]Lights during the multiball countdown sequence can remain on; it's as if two sets of lights exist.
    [*]Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
Firepower II:

  • Here, just in case.
Fish Tales:

  • Captive ball lights are too dim.
    [*]Most of the GI belongs to the Lower Playfield, according to the Operator's Menu/Tests/General Illumination. The whole GI section needs reworked. See this video for details.
    [*]One of the GI bulbs in the right plastic area is linked with a part of the backbox.
    [*]T.5. 17, the Jackpot flasher, is too dim.
    [*]T.5. 18, the Super Jackpot flasher, is too dim.
    [*]T.5. 25, the Reel flasher, does not exist. Looks like it's tied to the GI, currently.
    [*]T.5. 26, the Top Left flasher, is too dim. A second flasher near the left bumper doesn't exist.
    [*]T.5. 27, the Caster's Club flasher, is too dim.
    [*]T.8. 27, the Shoot Again light, is tied in with the Caster's Club flasher.

    [*]The lower fish targets can dampen the ball too much at times.
Flight 2000:

  • None at the moment.
FunHouse:

  • The right Gangway bulb is linked to another light. Has to be one of the inlane lights. (Can't tell though due to a lack of Pro Mode.)
    [*]One of the Special lights links with the lower left Steps arrow light.
    [*]Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
  • Rudy's face always has light shining on him, even after tilting.
  • Ball can hit a pop bumper while traveling down the passage underneath the playfield, on its way to the lower right scoop.
  • Missing display on the backglass, DX9.
​Genie:

  • The three yellow plastics between the left A-B-C-D lanes are missing GI.
Ghostbusters:

  • Lights can go out if Tobin's Guide activates the Scoleri Brothers.
    [*]Ball can interfere with or clip into the captive ball zone, sometimes interfering with balls locked in the rollover area.

    [*]The RGB LED at the right ramp shot is making the Terror Dog target light beneath the ramp.
    [*]Stray GI lights around the middle and right-center playfield. Pay attention when in Video Mode or end of ball bonus.
Gladiators:

  • The light on top of the bumper isn't supposed to flash, but has its own light instead. Looks like a flasher on the backglass is tied to it.
    [*]Getting a Tilt Warning wrongly triggers the "TILT" word blocking the playfield in the center of the screen. Reproducible while the Mystery Score outlane function is occurring.
    [*]Incorrect goal toggle: Getting an Extra Ball toggles the Acu-Spin Extra Ball goal.
    [*]Incorrect goal toggle: Scoring an Ultimate Jackpot without a sound callout doesn't trigger the goal.

    [*]Collision issue where the balls during Multiball don't release one by one for the Super and Ultimate Jackpots. The post is on the M ramp.
    [*]Back GI doesn't fully illuminate the back plastic areas (with the mountains).
  • GI missing in some upper plastics (around the U and L loop, and to the left of the bumper area).
Goin' Nuts:

  • Background music doesn't play when Menu Music is turned off.
  • Menu music plays when a game is abandoned, even when it's on 0%.
Gorgar: No ROM Emulation!

  • The upper left GI is not supposed to be on. It needs to flash when the ball touches the target in the magnet area, and the appropriate phrase is said.
    [*]A GI bulb a bit above the kicker is not lit.

    [*]Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
    [*]The wire between the left inlane/outlane area is missing.
    [*]Rolling over an ABC lane during the multiplier light sequence makes Gorgar, his heartbeat, and the multiplier sound mute.
    [*]Menu music plays when a game is abandoned, even when it's on 0%.
    [*]The flippers' pivot points need tweaked.
  • Both flippers slant downward. They are at the point of going through the playfield when in the Up position.
Harley Davidson 3rd Edition:

  • Apron texture is mirrored (compare the motorcycle gauges between TPA and the real one, for instance). Rule cards are fine as is.
    [*]Higher-pitched music and sounds than the real thing.
    [*]Tilting yields the "Patch is lit" callout. Incorrect?
Haunted House:

  • An upper playfield plastic is lit when the ball is in the lower playfield. Should be the other way around.
    [*]Bumpers need GI. Lighting should be called accordingly depending on where the ball is.
    [*]The first yellow light in the attic is too dim during play. Is it a part of the GI?
    [*]Brighter GI is needed; the game is too dark with a low room brightness setting.
    [*]Monster Bonus digits need to be brightened and adjusted (so that the groups of three appear closer to each other). See here: http://www.ipdb.org/images/1133/image-40.jpg
    [*]The two upper left-most posts on the main playfield (above the three holes) need GI.
    [*]When the ball is in the lower playfield, some of the GI overflows onto the main playfield.
    [*]Missing GI in the lower right and middle-left (slingshot) part of the Cellar.
    [*]If possible, have GI bulbs illuminate the lower playfield, seen here: http://www.ipdb.org/images/1133/image-39.jpg http://www.ipdb.org/images/1133/image-40.jpg
    [*]GI turns on and off slowly. The lights don't have to go through different stages like many other games do.
    [*]GI also doesn't alternate between the upper and main playfields and the cellar during Attract Mode.
    [*]Backglass lighting needs redone. Certain areas should be darker to accommodate for the additional flashers that go off on the backglass, which are missing.

    [*]Physics are not the same in DX11 as in DX9.
    [*]A rubber is missing above the 2nd right flipper on the main playfield, and below the gate leading to that flipper. See here.
    [*]Game does not replicate the concept of two different flipper buttons. One pair controls the main playfield while the other pair controls the other two playfields.
  • The second Add bonus light in the Cellar looks lit even though it's not.
High Roller Casino:

  • Tilting the game right after the ball drains causes confusion in the game and the ROM. Don't tilt.
    [*]No high score music.
  • Draining a ball right after hitting the target to light the Slot machine raises the ramp too far up, and thus causes the Slot Machine to become impossible to shoot.
High Speed:

  • The Getaway light is dimmed.
    [*]The Ramp Bonus light is dimmed.
    [*]The Bonus X light at the ramp is dimmed.
    [*]The "1" light at the target bank is dimmed.
    [*]The "2" light at the target bank is dimmed.
    [*]The "3" light at the target bank is dimmed.
    [*]The "4" light at the target bank is dimmed.
    [*]The "5" light at the target bank is dimmed.
    [*]The "6" light at the target bank is dimmed.
    [*]The Shoot Again light on the backglass doesn't flash.
    [*]The spinner sound (a build up effect) when 1,000 is lit is missing.

    [*]The beacon up top doesn't flash.
High Speed II:

  • Ball can fly off the Supercharger when magnetized through.
Hurricane:

  • Here, just in case.
Indianapolis 500:

  • Exiting a game in progress starts the Menu Music, even when set at 0%.
    [*]Sometimes, the diverter doesn't release a ball locked for the Pit Stop multiball, when the right orbit scoop is hit.
    [*]When two balls are in the Turbo scoop, they can get stuck in the same section of the Turbo, when the saucer ejects them both inside the Turbo.

    [*]Ball wiggles around in the Pit Stop lock.
  • Backglass looks overblown with 100% Bulb Brightness.
Jack*Bot:

  • T.8. 24, the 5X Bonus light, ties in with the 3X Bonus light.
    [*]Pin*Bot's eye locks are rejecting clean shots too many times.
    [*]After plunging when Multiball starts, the same piece keeps looping instead of playing the rest of the music.
    [*]If a ball goes back into the plunger lane (Ball Save/Upper Mini Playfield), the same piece of music repeats even after several switch hits.
  • Specials are 250M, not 1M as said in the Instructions.
Jacks Open:

  • Center pop bumper looks lit all the time, even though its behavior is correct in actual gameplay.
Judge Dredd:

  • Menu Music is playing when it's set at 0%. Happens after resetting a game.
    [*]Sometimes, shooting the scoop behind the drop target registers two shots instead of one.
Junk Yard:

  • Higher-pitched music and sounds than the real thing.
Last Action Hero:

  • Nothing at the moment.
Lights Camera Action:

  • Missing floodlights.
Mary Shelley's Frankenstein:

  • Music keeps looping after the end of a game and into Attract Mode. Applies to Operator Mode as well. (Maybe for Menu Music though, in which case is not bugged.)
    [*]Artwork of the playfield, below the right slingshot, reveals a small object. It's not supposed to be there.
  • Creature of Frankenstein's quote, "Graveyard..." at the beginning of the Graveyard mode is replaced by "Jackpot Lit" by Frankenstein.
Medieval Madness:

  • Both flippers need re-positioned to be aligned. Currently, they're not aligned. Pivot points as well.
    [*]High score music plays under Menu Music and not the actual table itself.
Monster Bash:

  • Music immediately stops after the Match sequence, if a high score is registered. This happens when the Menu Music is turned off.
    [*]Rare collision issue where the ball can hop onto the habitrail from the right ramp.
    [*]Uncommon collision issue where the ball can phase through the wall and into the left ramp entrance after a successful Mosh spinner shot up the middle.
    [*]Higher-pitched music and sounds than the real thing.

    [*]The 4 Creature light bulbs on DX9 look always lit.
    [*]Missing designer credits on both outlanes, seen here.
  • Upper left GI is not correctly hooked up. It also seems that the Shoot Again area is weirdly lit.
Mustang:

  • Some wizard goals could be toggled at the start of a new game, after finishing a previous game with all Standard Goals complete.
    [*]Holding a ball on the right flipper makes the ball not lie still.
    [*]Super skill shot sometimes has the ball hit the wall up top by the Ford roll over lanes and drops in the pop bumper area instead.

    [*]No GI interaction whatsoever.
No Fear:

  • Ball can fly through the Tube shot (leftmost kicker hole).
    [*]The upper right gate for the Jump Ramp mechanic is very inaccurate. (Sometimes, two quick left ramps to the Jump shot can register a Jump, while quick, successful Jumps may not register shots.)
  • Ball can roll inside of the upper flipper area and out of the right side of the table.
No Good Gofers:

  • Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
    [*]A Hole In One/Super Jackpot can be claimed by not shooting the Hole In One directly. The ball acts in a way that it rolls over a certain switch that triggers the Hole in One event.
    [*]A hard shot to the center ramp lock can cause the ball to hop over to the orbit area.
    [*]Direct shots to the right ramp lock can be denied.
    [*]The flipper gap is too small when compared to the real thing.
    [*]Most textures around the upper playfield are missing.
Paragon:

  • Score rollovers may need more work.
Party Zone:

  • T.8 53, the Left Fuel 2 light, is dim.
    [*]T.8. 54, the Left Fuel 3 light, ties in with the 2nd left light (above).
    [*]T.8 72, the Right Fuel 2 light, ties in with the 3rd right light.

    [*]T.8. 73, the Right Fuel 3 light, is dim.
  • Very thin line crossing just above the MERRY text, horizontally.
Phantom of the Opera:

  • Right habitrail interferes with the metal piece around the spinner. In fact, the habitrail needs to be moved down; a bit of the first part is hidden under the plastic ramp.This is how it should be.
    [*]Missing plastic beneath the upper right portion of the ramp. For these two issues, compare here and here.

    [*]Spot targets may be dampening the ball too much.
    [*]Backglass lamps 1-4 are missing.
  • GI lighting is completely washed out at 100% Bulb Brightness. Needs to be dimmed down to about the level of 70-80%, and adjust where needed.
Pin*Bot:

  • Red topper is missing. http://www.ipdb.org/showpic.pl?id=1796&picno=21840&zoom=1
    [*]The Game Over glow effect is missing on the backglass.
    [*]The Match glow effect is missing on the backglass.
    [*]The Ball in Play glow effect is missing on the backglass.
  • Each of the 5 mouth lights on the backglass are missing.
Pistol Poker:

  • 7 Flashers are activating for the Spades instead of 3. The three are supposed to be the two nearest to the Spade targets and one on the backglass.
    [*]Only 1 Flasher is activating at the Clubs target. The other flasher is tied into the Spades.
    [*]The Blackjack Ramp is dim when it flashes. The actual flashers are tied into the Spades.
Red and Ted's RoadShow:

Rescue 911:

  • The music just stops for some reason at the end of the game, at the Most Lives Saved Enter Initials screen. It's supposed to fade out at the Match Sequence/Game Over screen instead of stopping immediately.
Ripley's Believe It Or Not:

  • High score music is directly tied to the Menu Music slider.
    [*]Ball can get stuck somewhere in the upper playfield area (not sure where, however. Will look into the issue.).

    [*]The Super Jackpot voiceover is played twice during the sequence. One has the actual callout, while the other is tied in with the Super Jackpot fanfare sound.
  • Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
Safe Cracker:

Scared Stiff:

  • Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
  • Higher-pitched music and sounds than the real thing.
    [*]Coffin goes through the glass when it opens.
Sorcerer:

  • Bonus sounds are strange. Should sound like the one from the Williams Collection.
    [*]Missing lower backglass lamps.

    [*]Apron cut off at the left side?
  • Flashers at the eyes are dim. NOT the Demon Background.
Space Shuttle:

  • Flippers partially go under the playfield when in the Up position.
  • Lower right metal piece in the plunger lane is missing.
Spanish Eyes:

  • Score reels not animated on backglass.
Star Trek TNG:

  • The Delta ramp gate isn't aligned to the metal piece below the Lock/Super bulbs. See here.
    [*]Higher-pitched music and sounds than the real thing. The worst offender is when the Admiral speaks during the briefing -- his mouth on the display continues for a bit as his audio cue finishes.

    [*]Playfield needs to be re-done; sightings of the coils for the cannons can be seen on the left and right inlanes when seen in Table Exploration.
    [*]The Jackpot light at the center scoop shot is dim.
  • The Millions flasher in the jets is dim.
Star Trek Vengeance:

  • No GI interaction whatsoever, bumpers included.
    [*]A piece of GI is missing on the lower half of the left slingshot.
    [*]A piece of GI north of the left scoop should be moved up to where the bulb is supposed to be.
    [*]Back panel GI lamps are missing.
    [*]Two blue lights, #51, at the Enterprise, are missing.
    [*]Both Asteroid Flashers, left and right, look dim, and should be brighter.
    [*]The laser light show on the playfield during Klingon Multiball should follow a more circular and clockwise pattern than just straight lines.
    [*]Said laser lights are also dimmed or hard to see.
    [*]The Vengeance Kickback Flasher, #21, doesn't exist.
    [*]The Left Ramp Flasher, #23, doesn't exist.
    [*]The Warp Ramp Flasher, #26, is lit the entire time.
    [*]The 3-bank flasher, #27, doesn't exist.
    [*]The Right Ramp Flasher, #28, is lit the entire time.
    [*]The Spinner Flasher, #29, acts only as an insert. Should be brighter.
    [*]The upper right flipper flasher, #30, doesn't exist.
    [*]The Vengeance Ship Flasher, #31, doesn't exist.
    [*]The flashers on top of both slingshots, #32 and #41, don't exist.

    [*]Pulling the plunger back causes the ball to go too far down, leave the switch prematurely and lock the selected mission in. The plunger switch should be lowered to avoid this.
Starship Troopers:

  • The Bug counters have no lighting; hard to see in a dark room setting.
    [*]One of the flashers on "Starship" ties in with the "Troopers" set of flashers.
    [*]The main theme music is getting cut off early. This video shows that there is more: https://www.youtube.com/watch?v=QoDUY4AIED4
  • After starting a new game, sometimes, the 3 seconds music sample intro is repeated infinitely and is not replaced by the main music theme.
Swords of Fury:

  • The ramp shot failed sound effect repeats and doesn't stop until the next sound is played.
    [*]Incorrect goal toggle: Start Multiball during Match Sequence if Found Power 2 is achieved and the game ends.
  • Jackpot values on the HUD get cut when clicking out of the game and back in, fullscreen. Alt-tabbing also the cause?
Tales of the Arabian Nights:

  • Leaderboards for this table are a nightmare. Even my score is incorrect (actual PB is around 692 million or so).
    [*]Flippers are unaligned with the plastic of the inlanes. http://images.akamai.steamuserconte...714/328D335FA0511498A7B609F9694C6E01D015B0E0/
    [*]High score music is directly tied to the Menu Music slider.
    [*]The magnet below the Genie has the ball rattle around instantly, causing issues especially around the start of Multiball and Rescue the Princess. It should only shake when it is about to be released back onto the playfield.
    [*]Higher-pitched music and sounds than the real thing.
    [*]Spiral ramp endpoint should be dipping where the ball drops down.
    [*]Genie model could be revised; his hands look like they're going through the glass.
    [*]Skill shot model clipping through the spiral ramp.

    [*]Missing DMD on the backglass, DX9.
    [*]T.8. 40 (Lamp 58), the left Shooting Star light, flashes both Lightning Lamp lights. The official manual has an error regarding this.
    [*]T.8. 50 (Lamp 72), the left Lock light, is tied in with the upper right lightning bolt light in the jets.
    [*]T.8. 55 (Lamp 77), the Wish 2 light, is tied in with a flasher on the upper left playfield.
    [*]The upper left flasher mentioned above is supposed to tie in with the Start Tale flasher.
    [*]T.8. 56 (Lamp 78), the Wish 3 light, is tied in with a flasher on the upper right playfield.
    [*]The upper right flasher mentioned above is supposed to tie in with the Jet Flasher.
    [*]T.5. 20, the Bazaar flasher, is almost non-existent. A small light is located on the right loop gold symbol.
    [*]Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
    [*]Some of the GI remain lit on plastics and ramps, even if every GI bulb is turned off when one tilts the game.
Taxi:

  • As the ball travels along the right ramp's habitrail, the ball can sometimes hit the leftmost Lola drop target and drop it.
    [*]Event Camera can cause problems; sometimes, it doesn't return to the playfield from the Joyride part of the Backbox (that being said, Joyride on the HUD can eliminate the need of that Event Camera).

    [*]The Carry Passengers arrow coincides with the Million light.
    [*]The Million light is too dim because of the same Carry Passengers.
    [*]Flashers on the ramps are dim.
    [*]Dracula's light is too dim.
Tee'd Off:

  • Light #62, "Spin Gopher Wheel", is dim.
    [*]Light #60, the Hole in One at the center shot, ties in with the slim arrow light on the same shot.

    [*]Light #24, the 1st Hole, is tied in with the Spin Gopher Wheel light.
    [*]The apron is too low; balls draining or have drained can be seen directly. Everything else on the apron should be adjusted accordingly.
  • Flippers go below the playfield when in the Up position.
Terminator 2:

  • Ball can sometimes phase through the Skull Lock.
    [*]Ball should not slow down and lose speed when hitting or rolling down the 5 white targets. Also, when the ball rolls along after a failed left ramp shot, the targets shouldn't even be triggered.
  • Ball can phase through the lower left hole wall and end up on the left orbit on a hard shot.
Theatre of Magic:

  • Hitting the captive ball twice in quick succession causes the captive ball to warp back into its original position before beginning to roll up the lane.
    [*]Left Safe Escape light is misaligned, seen here.

    [*]Muffled or abnormal music/sounds. Are the sound files lower quality than normal?
  • White box behind the Tiger Saw. http://i.imgur.com/X47ykuA.png
  • Missing DMD on the backglass, DX9.
Twilight Zone:

  • Lost In the Zone's Powerball Mania 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 the beginning of "Survival is everything." Music should then stop when the second fly-through plays after listing all events in the mode, with Powerball Mania music starting shortly after. When LITZ ends, music should stop playing until the final totals begin to add up. Here is how it should be.
    [*]The music doesn't stop playing when a Powerball Payoff is collected, before starting Powerball Mania.
    [*]The music doesn't stop playing when Clock Chaos activates, during "Time is a one-way street, except in the Twilight Zone".
    [*]A sound during the opening Multiball sequence is interrupted by the lightning. Listen here: https://youtu.be/7ecCgi54gvk?t=3m53s https://youtu.be/K5DY_Mr2n3U?t=5m48s
    [*]^That being said, the music doesn't stop during that sequence.
    [*]If "Collect Bonus" is awarded through the Camera, the End of Ball Bonus music portions play, as if a ball drained. This is not supposed to be the case. The sound effects for each ~THUD~ are fine, though.
    [*]The music for Fast Lock doesn't stop if the Hurry-Up award is collected.
  • Plunger not aligned.
TX Sector:

  • Backglass and the GI aren't lit during the Attract Mode. It seems like the GI isn't properly hooked up.
    [*]GI under the plastics should go off when a ball is being teleported, as well as when the Teleport Bonus is collected upon such Teleport.

    [*]A hard enough nudge can release the ball locked in a "captive" area, causing confusion in the ROM.
    [*]Claiming a special messes with the current music track played.
    [*]The bass part of the music overlaps with the main part. Sounds like the main part isn't being silenced for this effect to correctly occur.
Victory:

  • The 2X spinner light is tied in with the upper right Collect Bonus light.
    [*]The 100K right ramp light is dim when lit.
    [*]The middle 100K ramp light near the kicker ties in with the right ramp 100K light.
  • The left 10K light when lit is tied in with the first Checkpoint.
Whirlwind:

  • Plunging and making the 3-Toll ramp, a bit less than full power. Vacuum ramps in effect.
    [*]The set of Super Door Values lights on the HUD should be similar to that of Earthshaker and Cyclone.
    [*]Enter Initials music doesn't loop, Menu Music on or not.

    [*]The third drop target can act as being down at first, even though it's up.
    [*]00 02, Multiball Ready, doesn't play at all. The same goes with Enter Initials, as it uses the same music.
    [*]Flasher effects around the lightning flashers remain on, once turned on. https://www.youtube.com/watch?v=wajnSB882p4
    [*]When the flashers are turned off, the other controlled lights across the lightning plastic are dim.
    [*]04 01, the Middle Standup light, is dim.
  • The Middle Standup flasher is tied in with the 3-bank drops flasher.
White Water:

  • No flashers on the backglass(?).
    [*]Occasional ball hops at Bigfoot Bluff's diverter. This is problematic especially when activating Whirlpool awards: http://youtu.be/9uFpTJeTld4
  • Ball can also divert to the Whirlpool successfully but also end up exiting from the same ramp it entered from on the upper playfield. (Bigfoot Bluff needs some tweaking regardless.)
WHO dunnit?:

  • Higher-pitched music and sounds than the real thing.
Whoa Nellie! Big Juicy Melons:

  • Bumpers and slingshots still active after tilting the game.
Wild Card:

  • Score reels not animated on backglass.
Wipe Out:

  • 300M Dog Bonus wizard goal doesn't toggle when the value is more than 300M.
    [*]Ball can phase through Rip The Crud and into the Ski Lift.
    [*]Ball can launch from the top of the belt like a rocket and out of play.
    [*]The top-left (green) slalom gate sometimes refuses to register when it's lit and rolled over.
World Champ Soccer:

  • "World Cup" name may need scrubbed from DMD, including animations tying with it. Almost there with the animations -- just need to touch up on those.
    [*]The Jackpot insert is off-center with the text.
  • Left slingshot plastic needs refitted and resized to be in line with the slingshot rubber. Look at the screw locations on this plastic; those are where the "endpoints" are supposed to be.
Xenon:

  • Bonus Completion sound isn't synced up with the corresponding light sequence.
 
Last edited:

invitro

New member
May 4, 2012
2,337
0
The bugs that have affected me most are:

- The disappearing-ball thing that happens in multiballs on several tables (SS, RBIoN, I think SC was reported, more?), and locks up a game.

- All of the unmakeable shots (I listed this somewhere and will copy/link if needed).

- In MB, the four green lamps above Creature are always lit.

- The failures to count scores over 1T on certain tables (RS, more?) and over 10B on FT.

I'll stop here... it looks like your list is only for lighting and sound issues? Is it supposed to be?
 
Last edited:

Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
33
Bugs added from @invitro's list onto the Master List. Can you link the unmakeable shots in your post above?

Most are lighting and sounds, but I included some that have potential collision, ROM, and physics tuning issues.

Version 1.40.9
- Can now set language for DX11 (it's in the General DX9 tab in the config tool)
- Fixed champion pub crash
- Art fixes for SafeCracker
- Can now view Assault on the Vault leaderboard
- Can now purchase season pro upgrades in app.
 
Last edited:

invitro

New member
May 4, 2012
2,337
0
Can you link the unmakeable shots in your post above?

Here's a post with a list of them, with sources:
http://digitalpinballfans.com/showt...hCade-Podcast!?p=213628&viewfull=1#post213628

And the list:
ToM, R orbit, from L flipper trap.
AFM, R ramp, from L flipper trap.
HRC, R orbit, from L flipper trap.
JY, D-O-G ramp, from running L flipper shot.
Taxi, bottom Pinbot drop target, from L flipper trap.
FirePwr, bottom Power standup, from L flipper trap.
DrDude, Gift of Gab, from running L flipper shot.
FH, trap door, 'without relying on the "T" target rebound angle'.
HRC: slot machine lane (when the ramp is all the way down), from R flipper trap (maybe).

I made this list from these posts by @vikingerik:
http://digitalpinballfans.com/showt...-harder-in-TPA?p=196116&viewfull=1#post196116
http://digitalpinballfans.com/showt...-harder-in-TPA?p=196102&viewfull=1#post196102
http://digitalpinballfans.com/showthread.php/8457-Tips-amp-strategies?p=205011#post205011
http://digitalpinballfans.com/showt...TACK-FROM-MARS?p=190264&viewfull=1#post190264

My attempt at a question: "Are you aware that many (important) shots are literally impossible? Like the R orbit in ToM from a L flipper trap, the R ramp in AfM from a L flipper trap, the R orbit in HRC from a L flipper trap, and the D-O-G ramp in JY from a running L flipper shot? If you're aware of these, do you plan to make them possible? Why haven't you done so already... is it a particularly hard fix? Why do these exist anyway?"

I chose those four shots because they are the ones that I've noticed the most, dozens or hundreds of times. I know they have a massively long bug list; I think this should be near the top of it.
 
Last edited:

invitro

New member
May 4, 2012
2,337
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Here is Tarek's report on RS not handling 1T:
http://digitalpinballfans.com/showthread.php/10369-Trillion-Rollover-Bug

And for CftBL, TeedOff, and FT, and a mention of the TAF bonus bug:
http://digitalpinballfans.com/showt...erboard-scores?p=205351&viewfull=1#post205351

(I know these rollover bugs affect very few people. It may be debatable whether they are even bugs.)

A medium(?)-level one: the TotAN leaderboard is broken to the point of being worthless. It seems better now but still broken, in that bad scores are still being added to it. (I want to do a full report on this someday.)

Low-level issues:

In the GUI, you should be able to scroll past the bottom of a list, and move to the top. You can do this in some lists, but not others.

You can't view the table instructions when playing a table (this may be a design flaw, or even a feature :)).

The 1st PC tournament had two obvious hackers. One of them is back for the 2nd.

P.S. I don't want to seem too much of a complainer... I think the impossible shots, the disappearing ball trick, and the TotAN l'board are the only ones I'm bothered by, and even those are not by huge amounts, depending on how often the disappearing ball happens to me...
 

EldarOfSuburbia

New member
Feb 8, 2014
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0
AFM and STTNG are also confirmed tables where 1T+ scores have not been recorded. There was a 1T+ score at the top of the STTNG leaderboard but it was removed.

To add to the list:
DX11 in portrait mode @ 1080x1920, the highlight for the room and lamp brightness sliders is misaligned with the menu option labels. I posted a pic at the time I noted it.
 

EldarOfSuburbia

New member
Feb 8, 2014
4,032
0
Another to add:
DX11 only - the game does not auto-pause if your controller dies or loses its wireless connection. This works in DX9.
 

mpad

New member
Jan 26, 2014
1,398
0
I would add another thread where people could put ideas for bugs, if you want to stay in control what is on the list.
 

L33

New member
Aug 20, 2014
418
0
I experience an issue but it may just be my setup. I had all the buttons setup on my cab the other day and after testing all worked fine. There was an issue where the start button wasn't lit so you had to manually move to it. This got fixed in the update, but after this updat happened I couldn't seem to use the buttons to select certain options and had to use the mouse. For example, when I wanted to look at the comp table scores and overall position, the buttons wouldn't allow it so I had to use the mouse. Could be my setup...but it only seem to be a problem after the start button was put back to default by FS
 

Chaz Louviere

New member
Dec 17, 2014
9
0
Twice in No Good Gofers during a multiball, a ball left the playfield and completely exited the table. It seemed to happen when multiple balls collided on the ramps in the upper playfield. Luckily, it didn't disrupt play all that much as the game realized the balls were lost even though they technically didn't drain.
 

TheSlayerNL

New member
Nov 5, 2013
95
0
Why not add the fact the game still doesn't go into fullscreen on dx11 on its own and requires to alt+enter twice, needs to be fixed really.
 

EldarOfSuburbia

New member
Feb 8, 2014
4,032
0
Why not add the fact the game still doesn't go into fullscreen on dx11 on its own and requires to alt+enter twice, needs to be fixed really.

Doesn't do it for everyone, you mean. DX11 automatically goes to fullscreen for me (tho I need to check, I may be running in Windowed Fullscreen).
 

patricktamu

New member
May 29, 2015
8
0
This is for DX11. If (while running in a window) you minimize the game, then the CPU usage jumps up to 100% for a single core (i.e.: 25% on a quad core.) My processor's temperature will go up 10 degrees C and the fan speed will increase. This makes me avoid minimizing the game when i need to step away or switch to a different program.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
33
This is for DX11. If (while running in a window) you minimize the game, then the CPU usage jumps up to 100% for a single core (i.e.: 25% on a quad core.) My processor's temperature will go up 10 degrees C and the fan speed will increase. This makes me avoid minimizing the game when i need to step away or switch to a different program.

That is strange indeed. Will put on the list.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
33
Version 1.41.7 fixes:

General:

GI in most games don't turn all the way off until a split second after they're supposed to turn off.
Unmakeable shots on some games, listed here.
 

luxeder

New member
Nov 5, 2013
57
0
Can minor graphical glitches come in here too? If yes, then the left safe escape light is not aligned with it's frame on Theatre of Magic.
http://i.imgur.com/TpWpnHU.png
A bit more noteable when it's lit. It was fine before the update that introduced 'animated' rollover switches.
Ok, thinking about this after I typed it, this might even be too small to fall within the minor category.

Also, some of us still have to alt-enter multiple times in dx11 if we want to get 1920x1080 working properly. Could we stuff that onto the list somewhere please?

Edit: Pinballwiz, did you try hitting alt-enter a few times on your acer monitor? For me, the issue originates from the game starting in 1600x1200 (while I've never set it to that), that resolution might not be supported on your screen. If this solves it, then it's definitely not a Windows 10 issue.
 
Last edited:

Pinballwiz45b

Well-known member
Aug 12, 2012
3,677
33
Can minor graphical glitches come in here too? If yes, then the left safe escape light is not aligned with it's frame on Theatre of Magic.
http://i.imgur.com/TpWpnHU.png
A bit more noteable when it's lit. It was fine before the update that introduced 'animated' rollover switches.
Ok, thinking about this after I typed it, this might even be too small to fall within the minor category.

Also, some of us still have to alt-enter multiple times in dx11 if we want to get 1920x1080 working properly. Could we stuff that onto the list somewhere please?

Edit: Pinballwiz, did you try hitting alt-enter a few times on your acer monitor? For me, the issue originates from the game starting in 1600x1200 (while I've never set it to that), that resolution might not be supported on your screen. If this solves it, then it's definitely not a Windows 10 issue.

ToM Safe Escape light decal will be added. Nice catch.

And yes, I hit alt-enter for the monitor, and it says it doesn't support that fullscreen resolution. 1920x1080.
 

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