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    Mod Includes:

    [FSS] Backglass/Box/Backlight. [CCX] Color Correction . [PGI] Persistent General Illumination , & [SHD] Shadows. [FF] Fast Flips . [D&N] Day and Night transition . [KPFC] Kicker Pass/Fail Class

     

    Implemented  (KPFC) 'Kicker pass/fail class' code for saucers. What does that mean? Well it's when you bat a ball at a saucer, depending on the force of the ball, it may simply skip over the saucer , bounce over it, or deflect off of it, etc.. and that is what this code effectively tries to mimic.

    But it goes further than that. It will accumulate PASS All,PASS Some, FAIL Some and FAIL All values and try to average out peeks in all those values and adjust counter-intuitively.

    This with the sudo random Yes/No pass algorithm makes for a very random implementation.

    Original Author VPX:  Wrd1972

    1. Grab and rotate your screen in portrait mode.
    2. Do the same in your windows display setup.
    3. Setup reshade: https://vpinball.com/forums/topic/re-shade-install-guide-for-fss-tables/

    Implemented  (KPFC) 'Kicker pass/fail class' code for saucers. Implementing a better pass/fail ratio

    This works quite well now, basically depends if you are having a good pinball day/ or bad.

    Basically you can get none or 1 fail in a game or 4 or more it totally varies. making a table harder to play

    ---------------------------------------------------------------------------------------------

    Cosmetic changes to lighting for night play, but if you are happy with what you have , this is not a required update.

    -------------------------------------------------------

    Implemented  (RFLB) 'random fail to lock the ball' code for saucers.

    Upgraded the D&N transition code to R2.6

    Implemented version regressive FastFlips for those below 10.6 like me.

    -------------------------------------------------------

    Updated table to wrd1972's v2.2.

    Re-scripted both saucer/kickers as they were not working for me.

     

     

     

    This topic contains 20 replies, has 6 voices, and was last updated by  Karlor 1 week, 2 days ago.

    Viewing 20 posts - 1 through 20 (of 21 total)
    • Author
      Posts
    • #109493
       arconovum 
      Participant
      MemberContributor

      Mod Includes:

      [FSS] Backglass/Box/Backlight. [CCX] Color Correction . [PGI] Persistent General Illumination , & [SHD] Shadows. [FF] Fast Flips . [D&N] Day and Night transition . [KPFC] Kicker Pass/Fail Class

       

      Implemented  (KPFC) 'Kicker pass/fail class' code for saucers. What does that mean? Well it's when you bat a ball at a saucer, depending on the force of the ball, it may simply skip over the saucer , bounce over it, or deflect off of it, etc.. and that is what this code effectively tries to mimic.

      But it goes further than that. It will accumulate PASS All,PASS Some, FAIL Some and FAIL All values and try to average out peeks in all those values and adjust counter-intuitively.

      This with the sudo random Yes/No pass algorithm makes for a very random implementation.

      Original Author VPX:  Wrd1972

      2 users thanked author for this post.
      #109506
       arconovum 
      Participant
      MemberContributor

      So I had to Re-script both saucer/kickers as they were not working for me, I think here wrd was trying to implement a ‘fail to lock the ball’ scheme when the player batted the ball to hard and it simply bounces over the saucer altogether.

      I did the same thing but in my own way, it is very random and has 4 states: “pass all, fail all, pass check, fail check”  basically the scheme will auto adjust if too many of any one of these four states are fired off. The algorithm tries to averages the passes vs failures.

      • This reply was modified 3 months ago by  arconovum.
      #110415
       Exnihilo Mundus 
      Participant

      Hi Arconovum,

      I’m having a little trouble with the left side area where you hit it to get the extra ball. I’ve hit it up there twice and both times it gets stuck? and never comes out and I have to eventually quit the game.

      Other than that, it plays fine and looks great. Thanks for all the time you put into these.

      #110422
       arconovum 
      Participant
      MemberContributor

      Hi Arconovum,

      I’m having a little trouble with the left side area where you hit it to get the extra ball. I’ve hit it up there twice and both times it gets stuck? and never comes out and I have to eventually quit the game.

      Other than that, it plays fine and looks great. Thanks for all the time you put into these.

      Ok .. I knew timing issues (slower/faster PC’s)might pop up with my rewrite for the saucers, but I do have a idea on how to fix it.

      BUT just to be sure here,  Does it get kicked repeatedly by the saucer and can’t get onto the metal rail ramps above? because that left ramp was a pain to try to fix to get it to work in the first place.

      Anyway let me know which.

       

      #110425
       Exnihilo Mundus 
      Participant

      No, it just sits there, there seems to be no attempt to kick it up. Just to be sure of the spot I’ve enclosed a picture, it is the place numbered 1.

      Also, as it seems I can break anything today, while I was playing to get the screen shot, I hit a ball weakly up into the gift of gab area and it didn’t make it all the way to the hole and got stuck. Number 2 in the picture (you can just make out a bit of the ball where the arrow is pointing.)

      #110451
       arconovum 
      Participant
      MemberContributor

      @Exnihilo Mundus , where did the pics go too?

      btw what version of VP are you using?

      #110522
       Exnihilo Mundus 
      Participant

      I’m using latest beta of VP 10.6. I’m not sure what happened to the pic, I’ll try again.

      OK, it doesn’t allow me to upload a pic, I have to zip it first.

      Attachments:
      #110860
       wrd1972 
      Participant
      Membervip

      So I had to Re-script both saucer/kickers as they were not working for me, I think here wrd was trying to implement a ‘fail to lock the ball’ scheme when the player batted the ball to hard and it simply bounces over the saucer altogether.

      I did the same thing but in my own way, it is very random and has 4 states: “pass all, fail all, pass check, fail check” basically the scheme will auto adjust if too many of any one of these four states are fired off. The algorithm tries to averages the passes vs failures.

      I have not added any “fail to lock” scripting for the saucers. However the saucers are different from previous versions. The PF is now a prim so the ball can drop into the saucers to be kicked up. But for them to work correctly, you MUST use VP10.6 beta. Or they will not work at all.

       

      As far as I know, there is no issue with the saucers on my standard release. But just in case there is, please let me know.

      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

      #110861
       arconovum 
      Participant
      MemberContributor

      So I had to Re-script both saucer/kickers as they were not working for me, I think here wrd was trying to implement a ‘fail to lock the ball’ scheme when the player batted the ball to hard and it simply bounces over the saucer altogether.

      I did the same thing but in my own way, it is very random and has 4 states: “pass all, fail all, pass check, fail check” basically the scheme will auto adjust if too many of any one of these four states are fired off. The algorithm tries to averages the passes vs failures.

      I have not added any “fail to lock” scripting for the saucers. However the saucers are different from previous versions. The PF is now a prim so the ball can drop into the saucers to be kicked up. But for them to work correctly, you MUST use VP10.6 beta. Or they will not work at all.

      As far as I know, there is no issue with the saucers on my standard release. But just in case there is, please let me know.

      From the code it seemed , but good to have your feedback on that. yes indeed I’m not on 10.6, so tried to make it work regardless, now I have a little hick-up to fix , and it should be good for whatever version users are on, but not as fancy as in 10.6.

      thx again wrd..

      Nick

       

      #115291
       arconovum 
      Participant
      MemberContributor

      Updated to R2.6, what this means is better looking tables in the dark. see pic below.

      Also: And this is a test, if you give me feedback I can either improve it or get rid of it..

      Implemented (RFLB) ‘random fail to lock the ball’ code for saucers.
      What does that mean? Well it’s when you bat a ball at a saucer, depending on the force of the ball, it may simply skip over the saucer , bounce over it, or deflect off of it, etc.. and that is what this code effectively tries to mimic.

      But it goes further than that. It will accumulate PASS All,PASS Some, FAIL Some and FAIL All values and try to average out peeks in all those values and adjust counter-intuitively.

      This with the sudo random Yes/No pass algorithm makes for a very random implementation.

       

      Dr Dude Shadows Night Clipboard-3

      #115293
       randr 
      Keymaster
      ModeratorMember

      Unbelievable… looks great and interesting take on the kicker need to check this out. Great stuff thanks for the update

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #115295
       arconovum 
      Participant
      MemberContributor

      Thanks randr, yeah I kinda stumbled into that saucer code thing by accident. lolz I thought wrd1972 implemented it, and it wasn’t working for me. So I tried to do it myself.. needless to say that’s NOT what he was doing at all.

      So I decided to make a go of it and see how it turns out,  but I had to forgo on the playfield_mesh thing of 10.6.

      #115444
       wrd1972 
      Participant
      Membervip

      While that clear ramp is black. Did not see that on FS view. That texture needs to be fixed. But the table looks fantastic in FSS.

      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

      #115481
       arconovum 
      Participant
      MemberContributor

      While that clear ramp is black. Did not see that on FS view. That texture needs to be fixed. But the table looks fantastic in FSS.

      The clear black is showing up in FS but not FSS? is that what you mean wrd?

      #115484
       wrd1972 
      Participant
      Membervip

      No no I said that wrong. The ramp in the pic above has a darkish texture. Im sure its that way in all the views. I just need to address that texture to remove that blackish appearance from it.

      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

      #115490
       arconovum 
      Participant
      MemberContributor

      No no I said that wrong. The ramp in the pic above has a darkish texture. Im sure its that way in all the views. I just need to address that texture to remove that blackish appearance from it.

      gotcha.

      #115496
       arconovum 
      Participant
      MemberContributor

      A cosmetic update, improving the night play-ability of this really fun table.. some lights were still not showing up properly in the last build, and various elements still not added to R2.6, but this is regardless not a required update.

       

      EDIT and as shown in the pic, almost got 20 Gazillions..

      Dr Dude Shadows Night Clipboard-3

      • This reply was modified 1 month, 3 weeks ago by  arconovum.
      #115526
       Schreibi34 
      Participant
      Member

      That day – night slider thing on your tables makes me freak out every time i see it!

      Great job!

      BTW no Like and 1 Thanks on the first post? WTF!

      1 user thanked author for this post.
      #115528
       wrd1972 
      Participant
      Membervip

      No no I said that wrong. The ramp in the pic above has a darkish texture. Im sure its that way in all the views. I just need to address that texture to remove that blackish appearance from it.

      gotcha.

      Yeah if you want to tweak it. Send me the new texture, and I will add it in. I do prefer the more “clear” ramps as opposed to the hazier ones. There is a new physics tweak I can add it for a little more sizzle too.

      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

      • This reply was modified 1 month, 3 weeks ago by  wrd1972.
      #116485
       arconovum 
      Participant
      MemberContributor

      Implemented (KPFC) ‘Kicker pass/fail class’ code for saucers. Implementing a better pass/fail ratio.

      This works quite well now, basically depends if you are having a good pinball day/ or bad.

      Basically you can get none or 1 fail in a game or 4 or more it totally varies. making a table harder to play

      Also implemented this in new PIN*BOT table, on the 3 kickers/saucers

      • This reply was modified 1 month, 2 weeks ago by  arconovum.
    Viewing 20 posts - 1 through 20 (of 21 total)

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