- This topic has 323 replies, 17 voices, and was last updated 3 years ago by Thalamus.
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October 23, 2016 at 2:18 pm #39510
I am getting a error after I start a game and get ready to launch the ball. As soon as I use the flippers it says “Line 378 variable is undefined: ‘DOFFlippers'”
Kinda new to this so any help will be great!
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October 23, 2016 at 2:33 pm #39511variable is undefined: ‘DOFFlippers’”
You need the latest contoller.vbs and perhaps best to grab the latest 10.2 vp beta.
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October 23, 2016 at 4:32 pm #39516Great table, thanks! Another beauty :).
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October 24, 2016 at 1:56 am #39543Table looks and plays awesome. I don’t have any big problems, hitting the shuttle ramp. I think it works really nice.
Thx to everybody involved.
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October 24, 2016 at 2:31 am #39544Awesome wrd ! Had a bit time to Play … wuff, very cool ! Thanks also dark, and all involved !
Is there a reason, why you use _7 Rom against _8 in your Script ?You need to login in order to like this post: click here
October 26, 2016 at 7:32 pm #39713I think this table moves to the top of the list for best looking VPX tables… it is like looking at the real thing… amazing!
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October 26, 2016 at 8:27 pm #39719Ok guys an update is in the works.
I located a real BOP and gained some very valuable experience on how it plays. First off, the shuttle ramp is playing very similar to the real thing. So no major physics changes are needed. One other thing I noticed is that the real machine was playing noticeable faster than the VP table. So I have added more slope to the table to speed things up some. Also sped up the ball in the crossover ramp a bit.
One issue I have been fighting is inconsistent slingshot kicks. Seems the ball would hit a sling and not activate on a frequent basis. This was due to using a collidable rubber and the sling wall was somehow butting heads with it. I have made the main rubber NON collidable and added two additional walls to form the perimeter of the sling. So with only the sling wall on the hitting side, it is playing a ton better. This issue was greatly affecting gameplay IMO..but now its fixed.
JP’s ball rolling sounds have been added.
Will add the shooter ramp sound soon.
Numerous small visual tweaks plus a missing GI light under the shuttle ramp.
Thanks again for all of the compliments and support. And expect an even better playing table very soon.
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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October 26, 2016 at 10:51 pm #39721Hard to think it can be better? But I’m sure it will be
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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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October 27, 2016 at 5:39 am #39732Thanks again for all of the compliments and support. And expect an even better playing table very soon.
We thank YOU :)
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October 28, 2016 at 5:18 pm #39807Getting real close to releasing an update.
Need some help on a few things from some scripters.
- The two animated switch arms in the ball lock area, are not remaining moved when the ball or balls are parked. They move initially but return to their normal position in the middle of the parked ball. Will someone please send me the required sripting to fix this?
- I have a trigger just before the shooter lane wire ramp. It is call “Rwirestart” and it is used to play the wire ramp rolling sound. When the ball comes down the cross-over ramp and reewnters the shooter lane to be plunged again. It is hitting this trigger and playing the wire ramp rolling sound when it should not. I need the “Rwirestart” somehow linked to the SW52 so that the only time the sound plays, is during a plunge. In other words, I need “Rwirestart” to only activate with forward ball motion.
I am trilled with how the table is playing now. I actually tuned it while playing the real thing. Yes at the real machine, laptop on top of the glass, in a bowling alley. They must have thought I was nuts. LOL
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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October 28, 2016 at 5:44 pm #39809Aren’t we all a little nuts?
Current Project: Perpetual updates of VPX physics.
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October 28, 2016 at 5:59 pm #39811Now that is dedication…totally wrong but great dedication to realism
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October 28, 2016 at 6:00 pm #39812Yeah your nuts! But that’s good for us!
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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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October 28, 2016 at 6:06 pm #39813That’s awesome!
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October 28, 2016 at 7:49 pm #39821Now that is dedication…
I was about to say the same exact thing. Way to go, wrd.
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October 28, 2016 at 9:19 pm #39823Hey wrd… I was just thinking, and I don’t know how do-able this would be or if you would be interested, but if you did an apron thing for the top “three flashing lights” sign, kind of like mfugemann did for Junkyard, a person could stretch the table a little closer to aspect ratio correctness (not needing to keep the top sign visible on the screen).
Just thought I would throw it out there as an idea. Feel free to disregard.
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October 29, 2016 at 8:25 am #39845Hey wrd… I was just thinking, and I don’t know how do-able this would be or if you would be interested, but if you did an apron thing for the top “three flashing lights” sign, kind of like mfugemann did for Junkyard, a person could stretch the table a little closer to aspect ratio correctness (not needing to keep the top sign visible on the screen). Just thought I would throw it out there as an idea. Feel free to disregard.
I would do this only if it were a switchable option in the script. If some one wants to script it, I will add it to the table.
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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October 29, 2016 at 8:26 am #39846Okay, next release is ready except for the two scripting issues I mentioned a few posts back. If someone can help me fix those two issues, I will release the update today.
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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October 29, 2016 at 2:01 pm #39862Getting real close to releasing an update. Need some help on a few things from some scripters.
- The two animated switch arms in the ball lock area, are not remaining moved when the ball or balls are parked. They move initially but return to their normal position in the middle of the parked ball. Will someone please send me the required sripting to fix this?
- I have a trigger just before the shooter lane wire ramp. It is call “Rwirestart” and it is used to play the wire ramp rolling sound. When the ball comes down the cross-over ramp and reewnters the shooter lane to be plunged again. It is hitting this trigger and playing the wire ramp rolling sound when it should not. I need the “Rwirestart” somehow linked to the SW52 so that the only time the sound plays, is during a plunge. In other words, I need “Rwirestart” to only activate with forward ball motion.
- The way the script works, the switch stays in the down position until the trigger gets an “unhit” event. Have you tried just making the trigger bigger (maybe change it to a square shape?)
- I don’t see Rwirestart, maybe I don’t have the latest version, but you can add the conditional logic of “if activeball.vely < 0 then” to only call the sound it if the ball’s going up.
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October 29, 2016 at 4:28 pm #39870- The way the script works, the switch stays in the down position until the trigger gets an “unhit” event. Have you tried just making the trigger bigger (maybe change it to a square shape?)
Actually, it looks to me like it’s not waiting for the unhit. The timer moves it and then snaps it right back. Let me do some testing and if I can figure it out, I’ll PM you the fix.
Current Project: Perpetual updates of VPX physics.
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