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    The Addams Family (Bally 1992) AND Gold (1994)for VPX. * V1.4 and later requires VP 10.2 and the lastes Vpm 2.8 with modulated flasher support.

    Thanks to Dark, BilboX and 3rdAxis for models. Thanks to BorgDog for scripting help.

    Support thread is located here

    V1.4.1 - fix ball stuck on left pops, fix ball bounce back from thing ramp, adjust thing flipper.  Added Gold Apron and ball (plate/ball from Stat, thx!)

    V1.4 - added modulated Flashers from new VPM and added a separate GOLD table

    V1.3.1 - Fix multiple balls stuck in chair scoop at the same time.  Adjust Thing Saucer kicker.  Clean-up old code.

    V1.3 - adjusted physics added new controller.vbs load from Arngrim(needs 10.2 beta 2774 or later to run) fix ball stuck near orange pop changed Thing flips switch (might help?) fixed FPS drop and stutter when two balls were locked in for Multiball. added a landscap.xml from HauntFreaks to import if you need to rotate the FS settings.

    V1.2 - best use with VPX 10.2 beta Graphics update for better visuals and more details Minor Physics tweaks Added a "Thing Trainer" option in the script.  This allows the table to "self play" while shooting a bunch of swamp shots to try to get Thing Flips to be more accurate.  I'm not convinced Vpinmame actually emulates this, but if so this should make Thing more accurate over time.

    This topic contains 179 replies, has 42 voices, and was last updated by  HauntFreaks 3 months ago.

    Viewing 20 posts - 1 through 20 (of 180 total)
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    • #16468
       Sliderpoint 
      Participant
      MemberContributor

      The Addams Family (Bally 1992)

      The Addams Family (Bally 1992) AND Gold (1994)for VPX.
      * V1.4 and later requires VP 10.2 and the lastes Vpm 2.8 with modulated flasher support.

      Thanks to Dark, BilboX and 3rdAxis for models.
      Thanks to BorgDog for scripting help.

      Support thread is located here

      Like 11+

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      6 users thanked author for this post.
      #16469
       randr 
      Keymaster
      ModeratorMember

      Will check this out ASAP :) thanks for sharing!

      0
      #16470
       Marc 
      Participant

      I cant get this to Rotate in my Cab, Do you need to change it in the script?

      0
      #16471
       Eddie 
      Participant

      Open table but don’t hit play. Click on Backdrop and Options.
      Change the XY Rotation to 270. That should get it cab ready but then you have to adjust all the other ones to fit your screen the way you want it.

      0
      #35206
       Sliderpoint 
      Participant
      MemberContributor

      Updated to V1.2

      -Mike


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      #35209
       TNT2 
      Participant
      Member

      Awesome. The polar bear’s eyes light up. Lots of other improvements but that was the first thing I noticed. :good:

      #35210
       markrock76 
      Participant

      Thanks for an update to an already awesome table!

      #35212
       Pinbolt 
      Participant
      Member

      Thank you for the update.

      #35217
       randr 
      Keymaster
      ModeratorMember

      SWEET! thank you!

      #35242
       wrd1972 
      Participant
      Membervip

      Is it just me. Or are the PF inserts lights not working?

      My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

      40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

      #35244
       Scotty VH 
      Moderator
      ModeratorMember

      Wow!  Great update, Sliderpoint.  I can see that there are many improvements.  Can you describe the changes so I can make sure to take notice?

      #35250
       Sliderpoint 
      Participant
      MemberContributor

      @wrd1972  They seem to be working for me.  Maybe some else can also verify?

      @ScottVH  From Changelog

      <span style=”color: #777777; font-family: Roboto; font-size: 13px; line-height: 26px; background-color: #f5f5f5;”>V1.2 – best use with VPX 10.2 beta Graphics update for better visuals and more details Minor Physics tweaks Added a “Thing Trainer” option in the script.  This allows the table to “self play” while shooting a bunch of swamp shots to try to get Thing Flips to be more accurate.  I’m not convinced Vpinmame actually emulates this, but if so this should make Thing more accurate over time.</span>

      More detail is: changed environment image, flasher lights, added microswitch details, wires, tried to fix ball drop sounds, changed physics, and probably others that I don’t recall.

      -Mike

      #35252
       randr 
      Keymaster
      ModeratorMember

      inserts work fine. though it has this strange portrait mode! LMAO!!! well i will let that slide as table looks amazing!

      #35260
       Drybonz 
      Participant
      Member

      though it has this strange portrait mode! LMAO!!!

      Hm… looks right to me.    B-)


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      #35270
       wrd1972 
      Participant
      Membervip

      Okay. I have not yet attempted 10.2 since I have been working on tables. So that must be the issue.,

      My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

      40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

      #35283
       Clark Kent 
      Participant
      MemberContributor

      Nice release! Physics is good and plays fine although I think the friction feels just a little bit too high but I haven’t checked further. The only thing I noticed is that the left flipper is lower than the right one, maybe you should move it up to the same height.

      If you need, I’ve all scanned plastics for even better visual quality. Let me know if you need anything.

      #35299
       Clark Kent 
      Participant
      MemberContributor

      I just looked closely and found the reason: You accidentally set the playfield friction way too high, 0.65 instead of maybe 0.065.

      I found several other things like false hitheights at all rubbers, too strong plunger for analogue plungers, slightly incorrect flippers positions (also reduced length just a little bit and adjusted physics) and added a backboard from my collection. I corrected the inlanes area a little bit, too. And added a nice fullscreen view.

      If I may, here is the corrected file to save you some of the boring work:

      https://www.dropbox.com/s/eo1ytsjcu20n7t4/The%20Addams%20Family%20VP10%201.2.1.rar?dl=0

      If you do bot like it, I’ll remove the link immediately.

      #35307
       Sliderpoint 
      Participant
      MemberContributor

      To be clear, I did not “accidentally” do anything. All of the setting are scaled up; not too high as you suggest. I find the ball just constantly spins when playfield friction is that low, and then it has in inaccurate interactions with other objects as a result.

      You are welcome to put out whatever you like. I just disagree that they are more realistic settings.

      -Mike

      #35322
       Clark Kent 
      Participant
      MemberContributor

      It’s just the settings recommendd by Mukuste. They work very well n other tables. You do not have to use them but all others corrections are necessary to get an error free gameplay – or was it by intention that the hitheight of the rubbers were lower than the middle of the ball?

      #35325
       Sliderpoint 
      Participant
      MemberContributor

      As far as what was recommended by mukuste, his physics still needed lots of adjusting and were not final (per him).  They were head and shoulders better than VP9 and were a adopted as a good starting place for VPX Beta.  He got his feelings hurt and left and never finished anything.  Current devs have made changes to the physics since then, so the recommendations are not 100% current any longer.  Ball spin is still a problem along with the ball sliding around the table instead of rolling. These settings are my attempt to overcome those issues.  They aren’t perfect, but I’m not going to accept others recommendations as gospel when they have glaring issues.

      If you get an ERROR please post a screenshot and I will try to fix that.

      I’m pretty sure all of the collidable rubber objects are supposed be set between 5 and 6 units higher than middle of the ball.   If you found one that is not, let me know.

      EDIT: I see what you mean by hit height,  I believe that was a setting that was introduced long after I first made the table.  The aren’t LOWER as you said, but still not where they should be.  I’ll see about raising those.

      -Mike

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