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September 7, 2017 at 3:32 am #63374
Just installed my lockbar fire button. But I cant seem to figure out the script change to make it work. Did not see the “fire” button in keydown/keyup. Can someone please tell me what to change to enable the lockbar fire (lockbarkey). Thanks
Don’t think you can for STTNG, the code never supported it. Stern’s Star Trek you can…
Maybe I am wrong, but if I understand right, the probes on this table are launched using the fire button (trigger) aka PlungerKey.
So, adding these two (bold) lines should activate the fire button doing the same action as the PlungerKey, only the light on the fire button will not be activated, because there is no such button on the original cab and therefore is no DOF callback AFAIK.
Sub table1_KeyDown(ByVal Keycode)
If KeyCode = MechanicalTilt Then
vpmTimer.PulseSw vpmNudge.TiltSwitch
Exit Sub
End ifIf keycode = PlungerKey Then Controller.Switch(12) = 1
If keycode = keyFire1 Then Controller.Switch(12) = 1
If keycode = keyFront Then Controller.Switch(11) = 1
If keycode = LeftTiltKey Then
Nudge 90, 25
End IfIf keycode = RightTiltKey Then
Nudge 270, 25
End IfIf vpmKeyDown(keycode) Then Exit Sub
End SubSub table1_KeyUp(ByVal Keycode)
If keycode = PlungerKey Then Controller.Switch(12) = 0If keycode = keyFire1 Then Controller.Switch(12) = 0
If keycode = keyFront Then Controller.Switch(11) = 0
If vpmKeyUp(keycode) Then Exit Sub
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September 7, 2017 at 9:16 am #63396Thanks gin. I will keep that in mind going forward.
What I did that also seems to have allowed me to use the fire button is to revise “plungerkey” in the keyup/down with “plungerkey or lockbarkey”. It seems to be working.
My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,
40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support
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September 7, 2017 at 12:58 pm #63422Lockbarkey, hmhh, it seems, that I missed this one, I always used keyfire1 from vpmkeys.vbs
Thanks for the hint!
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October 16, 2017 at 11:59 pm #66683Just downloaded this table, It runs after it “finds” balls for a minute or 2 but the issue I am having is it does not load the probe. When I hit the launcher when the launch probe is lit, it says Launch Probe on the DMD but it just spits the ball out of the left ramp to the flipper.
I am running vpinmame 2.9 and have tried it is VPX 10.3 final and 10.4 beta. I also have deleted the nvram file multiple times and hit f3 to reset it and it still does the same thing. Any ideas how to fix it?
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October 17, 2017 at 12:43 am #66686No. Not really. Maybe validate your cleanup from this http://vpinball.com/wiki/visual-pinball-knowledge-base/reset-a-table-to-default/
I’ve seen a few that struggle with this table. But, I have two computers with VP and never had any issues at all. Just needing to wait for the initial routine where the balls get ejected up to the top before inserting coins and trying to start.
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October 18, 2017 at 12:26 am #66756I updated to the latest vpinmame.dll and that fixed the problem. I thought I had the latest but I did not. Thanks for your help!
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November 27, 2017 at 7:19 pm #69999I cant play this table since upgrading to VPX 10.3.1.
when the table is turned on and starts sending balls to get ready for a game it keeps draining balls, just always draining and sending another and draining.
ive deleted nvram, no luck, reinstalled the table, version 1.2 no luck.
it was working swell before. i dont want to start running multiple versions of vpx in my front end there has to be a better way.
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November 27, 2017 at 8:06 pm #70003Look 4 messages up. You are sure you’re not having the same problem – believing you’re updated ?
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November 27, 2017 at 10:13 pm #70018Make sure your system is keeping up (close to 60 fps or better when you press F11). If the frame rate drops too far below 60fps, VPM may not synchronize often enough and you’ll start to see weird things like stuck flippers and balls not triggering correctly when they roll over switches.
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November 27, 2017 at 10:55 pm #70038Also keep in mind you don’t want to try starting or coin in on table until fully booted and ball location is finished. I have not had issues so maybe make sure your deleting proper nvram for the rom and then restart table and let it do it’s bootup usually like 2-3 balls launch and then should be good to go. But you know all this If you had it working
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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August 20, 2018 at 4:25 pm #96013Amazing recreation! Got a small problem though. Look at top of the table.
Graphics look incomplete or unmapped white? Not sure if it should look that way.
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August 20, 2018 at 4:35 pm #96014IF it is the mothership you are talking about it looks ok to me. You know that you can start the table with F6 and then move the perspective a bit ? That can help you look at it from some other perspectives. A smart thing to do if you haven’t used it before and likes the way it looks. Go to File -> Export -> Backdrop POV. Save it as lala.pov. Then use this guide https://vpinball.com/vpx-cameralight-mode-tutorial/ to move with. IF you rename that exported lala.pov to the same name as the table. Like you do for db2s then it will use it on loading next time. Of course, you can also just import it again and save in case you messed up while you where in the Camera mode.
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August 20, 2018 at 4:52 pm #96015Amazing recreation! Got a small problem though. Look at top of the table.
Graphics look incomplete or unmapped white? Not sure if it should look that way.(If i’m not wrong)A flag is available in the script to have the alternate version of the borg ship, the one you have is the metallic version. I thought it was just me, but this is how the borg ship is supposed to look in desktop, not squished like in your image.
image taken from my FSS library:Attachments:
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March 23, 2019 at 11:56 pm #119419Thanks @thalamus, I was struggling to make shots today from the left flipper and lo and behold the solenoids were set to 1. Quick change to 2 seems to have done the trick and now my flips are at around 2 ms instead of 16.
I love your work at https://vpinball.com/wiki/visual-pinball-knowledge-base/fastflip-tables-and-info/
Awesome table, get the coloured DMD if you have a chance, perfect complement to this wonderful table.
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March 24, 2019 at 4:42 am #119436Thank you and I had heaps of fun playing it yesterday with colored dmd myself. I however got a feedback to the script from Carny some days ago where he said
“I know that UseSolenoids is set to 2, but FastFlips are not showing as working (F11)”
Maybe if I mention @DjRobX we’re lucky to get him to explain if there is anything that can/needs to be done. He has done a few magic tricks here and there on other scripts. Tommy got a fix only a couple of days ago. I’m still struggling understanding FF fully.
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March 24, 2019 at 10:09 am #119451Dunno, it works for me. I don’t see potential issues with upper flippers here either – the lower right one is connected to the upper right one, and the table doesn’t use solenoid 34 where it assumes upper left might be. It actually uses surprisingly few solenoids for a seemingly complex table.
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April 28, 2019 at 12:30 pm #125991Hey all,
im having an issue with the image below always on the play field
How do i get this to get it removed ?
Thanks
bruce
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April 28, 2019 at 12:33 pm #125992Redownload the table you must have moved something or changed something :)
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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April 28, 2019 at 12:42 pm #125993Re-downloaded reinstalled and have the same issue :)
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April 28, 2019 at 12:44 pm #125994backglass and dmd are in the correct place . this image pops up shortly after the table loads.
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