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    Another great by Harry Williams: Stern's 1980 Galaxy.

    Allegedly the first pinball with controlled GI, this is the first VP version of Galaxy that calls the GI correctly. I built a new B2S just to maximize this effect.

    Big thanks to @RC10Worlds for playfield/plastic scans and play testing.

    Thanks to @randr for helping find the GI solenoid.

    Thanks to @arconovum for the backglass image.

    Requires 10.5 beta 3385 or higher for all features to work.

    1.0 initial release

    1.0.1

    Improved GIOFF shadows

    Added a safety timer to kickers

    Fixed some materials for accuracy

    New apron render w/o lens distortion

     

    This topic contains 42 replies, has 17 voices, and was last updated by  Diego 1 week, 4 days ago.

    Viewing 20 posts - 21 through 40 (of 43 total)
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    • #84543
       markrock76 
      Participant

      Bord you always choose great tables to recreate and always do a fantastic job.  Maybe Stars is in the future?  I did notice on this table and Centaur that the primitive flippers are collidable.  I’m not sure it is affecting gameplay but maybe it is not intentional.


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      #84554
       bord 
      Participant
      Member

      Bord you always choose great tables to recreate and always do a fantastic job. Maybe Stars is in the future? I did notice on this table and Centaur that the primitive flippers are collidable. I’m not sure it is affecting gameplay but maybe it is not intentional.

      That is a real head-scratcher. Flippers aren’t collidable on my build of Galaxy or Centaur. What version of VPX are you using? I’ve had elements mysteriously become collidable in the past but haven’t seen it in some time.

      I would absolutely build Stars if I had the resources for it. I’ve been really fortunate to be able to work with a lot of scans lately so I always prioritize the projects with the best quality resources. If you know of anyone with Stars that could hook us up please let me know.


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      #84555
       BorgDog 
      Participant
      MemberContributorvip

      Bord you always choose great tables to recreate and always do a fantastic job. Maybe Stars is in the future? I did notice on this table and Centaur that the primitive flippers are collidable. I’m not sure it is affecting gameplay but maybe it is not intentional.

      That is a real head-scratcher. Flippers aren’t collidable on my build of Galaxy or Centaur. What version of VPX are you using? I’ve had elements mysteriously become collidable in the past but haven’t seen it in some time.

      not collidable on mine either for what that’s worth, 10.5beta3421

      #84556
       N3roflint 
      Participant

      Both tables on my cab are not collidable.

      "In the U.S., you have to be a deviant or die of boredom." William S. Burroughs

      #84562
       markrock76 
      Participant

      Okay.  On mine they are collidable but Toy is also checked.  I always thought this still made them collidable but now I see that having Toy checked overrides the collidable check.  So no issue here.  I have no access to resources from Stars but will definitely keep an eye out.

      Thanks again.


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      #86079
       Diego 
      Participant

      Thanks! beautiful table and beautiful work..

      Just have a problem, there’s a ball stucking into the kickerhole at the start of the game.

      sorry, i have no good english

      #86081
       bord 
      Participant
      Member

      Hi Diego, I don’t think I understand the problem. Can you include a screenshot so I can see what is happening? Also, what version of VPX are you using?

      #86319
       Diego 
      Participant

      Hi bord, 1’m using the Beta VP10.5

      Attachments:
      #88144
       Thalamus 
      Participant
      ContributorMember

      Had a issue with this table yesterday. 4 player game. All of a sudden hitting the Galaxy. Believe I got credited for the shot, but, ball isn’t ejected. No ball search either. Weird shit. I would expect this and the error Diego reported to be rom controlled.

      Great table though Bord !

      #88152
       bord 
      Participant
      Member

      I would expect this and the error Diego reported to be rom controlled.

      Bummer! I would expect it to be rom controlled, too. I’ll take a look at the script but my problem solving skills in that department are slight. Might need to send this one up the ladder.

      #88173
       Thalamus 
      Participant
      ContributorMember

      I guess it is not easy to resolve.  Have played this table enough to say it is a intermittent problem unfortunately.

      #88175
       bord 
      Participant
      Member

      I wonder if there is a way to script a failsafe. For example, if the ball sits in the kicker for more than 10 seconds it automagically kicks out. Beyond my skills but seems like it could be a solution. Any brains on here want to help out? @djrobx, @rothbauerw, @randr, @scottacus, @gtxjoe, @othersmartpeopleididntmention

      Solenoid is set up like this:

      SolCallback(8) = “solsaucerout”

      Script in question is:

      Sub sw40_Hit:playsound”kickerenter”: Controller.Switch(40) = 1: End Sub

      then

      Sub SolSaucerOut(enabled)
      if enabled then
      playsound Soundfx(“popper_ball”,DOFContactors)
      playsound Soundfx(“solenoid”,DOFContactors)
      Controller.Switch(40) = false
      sw40.Kick 100, 5 + 5 * Rnd
      pkickarm.rotz=2
      skick = 0
      topsaucertimer.enabled=1
      end if
      End Sub

      Sub topsaucertimer_Timer
      Select Case skick
      Case 1:Pkickarm.Rotz = 15
      Case 2:Pkickarm.Rotz = 15
      Case 3:Pkickarm.Rotz = 15
      Case 4:Pkickarm.Rotz = 8
      Case 5:Pkickarm.Rotz = 4
      Case 6:Pkickarm.Rotz = 2
      Case 7:Pkickarm.Rotz = 0:topsaucertimer.Enabled = 0
      End Select
      skick = skick + 1
      End Sub

      #88205
       Scottacus 
      Participant
      Member

      I suppose you could have a timer start when the kicker is entered that is longer than the rom’s program.  If the ball is still there then kick the ball after a set time period as a fail safe.

      1 user thanked author for this post.
      #88212
       bord 
      Participant
      Member

      Ok, I added a timer to kick the ball out if the saucer stalls. There are one or two other tweaks I’d like to make so I’ll try to have an update here by the weekend.

      #88232
       bord 
      Participant
      Member

      @diegovero96 @thalamus, I just uploaded a Galaxy update that includes safety timers on the kickers so you won’t see any more stuck balls. A few other visual tweaks but that was the main update. Please let me know if you have any other problems.


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      #88240
       Thalamus 
      Participant
      ContributorMember

      That was quick. I will report back if I see anything odd like this happening again. And – having a peek at what you did to learn ;-)

      #88245
       Diego 
      Participant

      Hi, maybe I did not know how to express myself …
      The ball is in the hole before the game starts, when VP loads the table, it even stays there while I’m playing.
      I downloaded the update but the problem continues..thanks

      #88247
       Thalamus 
      Participant
      ContributorMember

      @Diego : Try this https://vpinball.com/wiki/visual-pinball-knowledge-base/reset-a-table-to-default/

      I don’t understand how that can happen. But, clearing out the old settings and updating your VP sounds like a good idea.

      #88248
       bord 
      Participant
      Member

      Hi, maybe I did not know how to express myself …

      The ball is in the hole before the game starts, when VP loads the table, it even stays there while I’m playing.

      I downloaded the update but the problem continues..thanks

      Ah, I see. That sounds like a problem really specific to your setup. There isn’t anything in the script that would be creating a ball at that kicker. If I were you I would add something to the script that triggers the kicker to eject the ball when you press a certain key. You should be able to play a game after that.

      #94600
       Diego 
      Participant

      Hi, no background sound…even F6 switch is on.
      Thanks!

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