This topic contains 154 replies, has 45 voices, and was last updated by  visualpinballfan 1 month, 4 weeks ago.

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  • #59693
     Neofr45 
    Participant

    :good: Thank you all for your help and your idea we will succeed to release it one day :yahoo: :yahoo:   :yahoo:


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    #59733
     32assassin 
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    Member

    I grabbed the download that Haunt put up. I hadn’t played these TSPP releases. There are quite a few issues with the sizes and positions of all the flippers. But the really big thing that makes this table not quite work right is the fact that in the script in the Impulse Plunger section in a line that says topPost.isdropped = 1. This is making it so the ball rolls right through the upper PF without actually getting caught and starting a mode when hitting the TV. Not sure if that line was in the original upload or not, but it needs to be removed before you can start modes. -Mike

     

    you should read a few posts back,  I made a comment on how I’m not sure how the Post under the TV works.

    the ball was getting stuck because of that pin, so we had to initiate the table with the post down.

    #59815
     Sliderpoint 
    Participant
    MemberContributor

    OK, since @hauntfreaks asked so nicely,  I’ll send a link with an update.  It has a couple (A LOT) of changes that get everything functioning as I believe it is intended.

    -Mike


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    #59817
     HauntFreaks 
    Moderator
    vipContributorMember

    Mike,… where did you send it?


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    #59819
     Sliderpoint 
    Participant
    MemberContributor

    I’m slow at typing.  Check your messages.

    #59820
     Umpa 
    Participant
    Member

    We can’t all try it out?

    #59828
     Sliderpoint 
    Participant
    MemberContributor

    It is just a quick test to make sure I didn’t really bork something up.  I’m sure if it’s good, it will get put here for everyone to try.  It’s too big to attach to the post and I have limited hosting options, so one of the others will put it up here somewhere/how.

    -Mike


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    #59829
     Umpa 
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    Member

    That’s cool inwa s just trying to give you a hardtime. Thank you!

    :good:


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    #59836
     TNT2 
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    #59878
     HauntFreaks 
    Moderator
    vipContributorMember

    updated link with all Slider Point modifications

    https://drive.google.com/open?id=0B6nJOT2UQ6zUTGxycHl5ejBXbjg

    sorry DT guys we still don’t have the correct lighting for you, once the new VPX is released with percentage based disable lighting then I can post another update

    Change list from SliderPoint (Mike)

    List of changes:
    1st (with a note). Different PF image; mine is just a crappy stitch job, however the size is more correctly proportioned. Also included in the images is playfield template files that I pulled from the manuals. This was important to get everything lined up correctly (walls, ramps, flippers, everything, etc). I also re-scaled the old image as well, so it can still work, but you need to change all the insert light image settings to use the old image as well. My stitch is just a bit more subdued.

    2nd (Most important for working on a table) rearranged all the shit to be on different layers in the editor. Much easier to work with (IMHO).

    3rd repeating above, resized and moved just about everything to line up correctly and be more accurately sized(prims, walls, ramps, etc)

    4th a. got rid of transmit on some of the GI lights (was bleeding through stuff that made it hard to see)
    4th b. sped up the flasher light objects and made some of them larger

    5th, the changed a few materials to work better.

    6th. added a GarageDoor prim and got that working correctly. Fixed the TV lock/start mode. fixed the couch locks for multiball, and lastly anything else that I changed and added.

    Didn’t change physics at all except on upper PF rubber posts (needed a bit more bounce)
    My buddy has this pin and I’ve played it quite a bit. I think that most everything is pretty accurate as far as the shots and behaviors. But physics seem to be a matter of opinion, so I left all that alone.


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    #59879
     Neofr45 
    Participant

    very very great job haunt and slider the table is perfect :yahoo:   :yahoo:   :yahoo:   :yahoo:   :good:   :rose:


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    #59880
     Umpa 
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    Thanks you guys rock! :yahoo:

    #59881
     Laylow 
    Participant
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    Thanks, great update!

    Join on facebook! Visual Pinball Addicts will daily post all the latest releases, WIPs and other news from all the main VP websites.


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    #59887
     Umpa 
    Participant
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    I played it and absolutely love it. I was able to get the couch lock and multiball! Great job you guys! Thanks again.


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    #59895
     Sliderpoint 
    Participant
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    Glad it’s working.  I also changed the Bart toy functions.  Haunt did some lighting and material updates in that link as well.

    -Mike


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    #59897
     Jesperpark 
    Participant
    Member

    Thanks to everyone who had a hand in this table.  It has been a great team effort

     


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    #59932
     TNT2 
    Participant
    Member

    Dumb question. The table plays better which is the important thing but why are some of the playfield colors more dull this time compared to Haunt’s PF?

    #59934
     CarnyPriest 
    Participant
    Member

    Keep reading


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    #59968
     Arngrim 
    Participant
    DOF Minister

    hey guys,

    i’m not passing a lot here, got the link from slider update from pincabpassion, beautiful and plays very well :)

    just the switches of the slingshots are wrong, sw59 is left slingshot and sw62 is right

    and here is a small update for rgb undercab that has to go along with the dof config

    Sub UpdateGI(no, Enabled)

    If Enabled Then dim xx For each xx in GI:xx.State = 1: Next        PlaySound “fx_relay” DOF 101, DOFOn Else For each xx in GI:xx.State = 0: Next        PlaySound “fx_relay” DOF 101, DOFOff End IfEnd Sub

     

    one last thing, i added some missing feedback into the dof, i could map the upper right flipper, so when that flipper is fired by itself, you can feel the feedback now :).

    but for the upper left, there is a delay compared to the left flipper (solenoid for left flipper, upper left flipper, and solenoid of right flipper and upper right flipper are fired together on the flipper contactors), because of that non synchronization, i didn’t map the upper left flipper, it is too disturbing when the usual flippers are active, don’t think we can do anything about it on script side, vpm controls that

     


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    #60013
     Sliderpoint 
    Participant
    MemberContributor

    hey guys, i’m not passing a lot here, got the link from slider update from pincabpassion, beautiful and plays very well :) just the switches of the slingshots are wrong, sw59 is left slingshot and sw62 is right and here is a small update for rgb undercab that has to go along with the dof config Sub UpdateGI(no, Enabled) If Enabled Then dim xx For each xx in GI:xx.State = 1: Next PlaySound “fx_relay” DOF 101, DOFOn Else For each xx in GI:xx.State = 0: Next PlaySound “fx_relay” DOF 101, DOFOff End IfEnd Sub one last thing, i added some missing feedback into the dof, i could map the upper right flipper, so when that flipper is fired by itself, you can feel the feedback now :). but for the upper left, there is a delay compared to the left flipper (solenoid for left flipper, upper left flipper, and solenoid of right flipper and upper right flipper are fired together on the flipper contactors), because of that non synchronization, i didn’t map the upper left flipper, it is too disturbing when the usual flippers are active, don’t think we can do anything about it on script side, vpm controls that

    Trying to add your updateGI.  Getting error: Expected End of Statement.  I don’t have DOF stuff and those lines don’t look like any of the other soundFX stuff.  So not really sure what it should be there.

    -Mike

    Edit:  Nevermind.  I see that the DOF 101, DOFON is it’s own command and not related to the playsound.


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