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    It's official and it's only on vpinball.com.  The first ever released version of Jive Time on visual pinball (to my knowledge).

    I'm very pleased with this build.  It was a ton fun putting together and I really feel like the look and feel and game play (physics) are true to the real table.  I tried to simulate the actual mechanical behavior of the machine and I'm very happy with the end result.

    Options (at the top of the script):

    • Balls per game: set to 3, 5 (default), or 10
    • West gate: 0 - keeps gate open until end of ball, 1 - will close when award is scored (default)
    • Restore game: 0 - will begin in game over at restart, 1 - remembers where you left off and will resume on restart (default)
    • Chimes:  0 - DOF chimes disabled (default), 1 - DOF chimes enabled
      • This table uses two bells.  The sounds were pulled from the actual machine and they are somewhat unique to this table, chimes don't feel right

    This download contains everything you should need.  FSS, FS, DT, POV, B2S, and media.  There are two backglasses, one with a border to help make the spinner wheel a little more proportional on a wide screen.

    For those that haven't tried FSS yet, I encourage you to try at least one game of this table in FSS mode.  Turn your screen to portrait, click the FSS box, then click the Test Desktop box.  While I will mostly play this on my cab, the FSS version is by far my favorite.  I feel like I'm sitting in front of the machine.  Check out the EM Reels and spinner (same as desktop).

    Credits:

    • Playfield: rothbauerw (redraw/clean-up), bord (stitch, and very well done!)
    • Backglass: rothbauerw
    • B2S: rothbauerw, STAT, randr
    • Primitives: bord, 32assassin, kiwi, acronovum
    • Misc: borgdog, loserman, randr, acronovum

    Version: 1.2a

    Trough fix for 10.5 ramp physics changes.

    Version: 1.2

    Added separate download for table with raised playfield.  Provides more realistic kicker behavior and add difficult to the table.  The full zip remains unchanged but contains the B2S and media.

    Version 1.1

    • Upped the kicker hit accuracy to eliminate the vp kicker bug
    • Adjusted the kicker variability to slightly increase difficulty
    • Adjusted the wiper on the B2S Spinner to better align the arrow with the award scored
    • Added borgdog's animated bumper skirts (these are cool)
    • Updated lamp post lighting to look more natural
    • Fixed a couple of sound samples (the 10 point bell had ball rolling sounds in it ... and I thought there was something wrong with the ball rolling script)
    • A couple of very minor physics updates

     

    This topic contains 69 replies, has 19 voices, and was last updated by  Thalamus 1 month, 1 week ago.

    Viewing 20 posts - 21 through 40 (of 70 total)
    • Author
      Posts
    • #73643
       rothbauerw 
      Participant
      ContributorMembervip

      Go to the sound manager and play different samples.  See if any of them cut out when playing them there.

      This is an EM table so VPINMAME definitely is not your issue.

      Current Project: Perpetual updates of Pinball Magic

      #73709
       WED21 
      Participant

      I used audacity for some of the sound samples on this table. Specifically, the bells, the spinner, and the motor running. The exported file are at 48000 HZ (is it HZ or something else … if you can’t tell I’m a bit of an amateur at the sound stuff) . Don’t know if that should be something different. Which sounds are cutting out?

      This may be the cause of missing sounds for some people. I did the same thing to all my sounds a few tables I released and they were 32bit WAV files and people were saying they weren’t playing. What I found were that some cards, especially older ones, could only play 16bit and lower. I’m gonna bet the ones he’s missing are the ones you redid. If they are, just re do them down to 16bit.


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      #73710
       Thalamus 
      Participant
      ContributorMember

      Ah crap. Now that you mention it – I knew this. Sigh … getting old.

      #73711
       rothbauerw 
      Participant
      ContributorMembervip

      I exported them as 16-bit but looking through the files they are either 48000 Hz or 44100 Hz.  Any ideas?

      Current Project: Perpetual updates of Pinball Magic

      #73712
       rothbauerw 
      Participant
      ContributorMembervip

      I also think that unless I get specific sound samples that aren’t working, I’m not going to redo all the sound samples taking a stab in the dark.

      Current Project: Perpetual updates of Pinball Magic

      #73713
       Thalamus 
      Participant
      ContributorMember

      This obviously doesn’t happen to most people so imo. wait, see what happens to the sound test you asked for. We should maybe make a note about this in the wiki so we remember the outcome – or is it only me that needs reminders ? ;-)

      #73715
       Jesperpark 
      Participant
      Member

      This obviously doesn’t happen to most people so imo. wait, see what happens to the sound test you asked for. We should maybe make a note about this in the wiki so we remember the outcome – or is it only me that needs reminders ? ;-)

      I use the Wiki all the time, sadly more than once for the same problem.  Nothing beats thinking wait I used to know this answer :wacko:


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      #73717
       BorgDog 
      Participant
      MemberContributorvip

      all the ones I’ve done are 16-bit 44100 Hz as far as I know, not had any complaints.  Not saying that’s the problem though, just my experience.

      #73719
       Micronaut 
      Participant
      Member

      good work friends, looks and plays very well,like it,only a one question:
      in the download files there is a “jive time.pov”, (?), which is the”.pov”file, what is it for and in what folder should it be installed?

      #73723
       Thalamus 
      Participant
      ContributorMember

      @micronaut : You should probably read this article https://vpinball.com/vpx-cameralight-mode-tutorial/

      That is all about changing you POV. It is a export done for a table that has some shared settings that you might want to try … or not.

      Just open the table … go to file -> import … and the only option there is for importing a pov at the moment. Then import the POV file. No play the table. If you like how it is looking. Remember to file -> save and your done. It will look the same next time. If you don’t like it. Simply don’t save the table.

      You can of course use the technique I mentioned in the start. If you want to share … File -> export -> … uh – don’t remember the exact wording. There are 3 different options, one is for POV.

      Give it a filename and now you can share you’re POV file like it was done in the table archive.

      • This reply was modified 6 months, 1 week ago by  Thalamus.

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      #73726
       Micronaut 
      Participant
      Member

      @thalamus : ah!, well, now I understand thank you very much friend for your answer, visual pinball is improving with each new update taking big steps

      #73727
       rothbauerw 
      Participant
      ContributorMembervip

      Thalamus has it mostly right.  This files contains the default pov settings.  So if you change your pov setting and need to revert to the original settings, you can import this file.  No need for doing anything with it if you don’t mess with the light/camera settings.

      Current Project: Perpetual updates of Pinball Magic

      #73729
       Thalamus 
      Participant
      ContributorMember

      Ah … well, it looked perfect from the start so why would I use it ? :)

      Perfect case for Micronaut though. Now he can play around as much as he wants. Backup is already supplied.

      • This reply was modified 6 months, 1 week ago by  Thalamus.
      #73735
       rothbauerw 
      Participant
      ContributorMembervip

      Updated to version 1.1

      • Upped the kicker hit accuracy to eliminate the vp kicker bug
      • Adjusted the kicker variability to slightly increase difficulty
      • Adjusted the wiper on the B2S Spinner to better align the arrow with the award scored
      • Add borgdog’s animated bumper skirts (these are cool)
      • Updated lamp post lighting to look more natural
      • Fixed a couple of sound samples (the 10 point bell had ball rolling sounds in it … and I thought there was something wrong with the ball rolling script)
      • A couple of very minor physics updates

      Current Project: Perpetual updates of Pinball Magic


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      7 users thanked author for this post.
      #73744
       Ben Logan2 
      Participant
      Member

      Great table, rothbauerw and team. I especially like the way the ball swirls around the kicker as with Flash. Lighting looks really great on this. Backglass is awesome too.

      • This reply was modified 6 months, 1 week ago by  Ben Logan2.

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      #73810
       STAT 
      Participant
      MemberContributor

      If i hit a Bumper, the Animation also starts at other Bumpers … :unsure:

      #73812
       wrd1972 
      Participant
      Membervip

      Man awesome job Roth and team. Very fun table. :)

      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

      1 user thanked author for this post.
      #73814
       Thalamus 
      Participant
      ContributorMember

      @Stat : I’ve asked that already earlier in the thread …

      ‘https://vpinball.com/forums/topic/jive-time-williams-1970-2/#post-73574’

      • This reply was modified 6 months ago by  Thalamus.
      • This reply was modified 6 months ago by  Thalamus.

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      #73830
       STAT 
      Participant
      MemberContributor

      Uh yes, sorry Guys, i am very busy now with my Job and more …  :bye:

      Also (why ?) i have seen this with the Bumpers very late  :whistle:


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      #73870
       MisterB 
      Participant

      Its’ me again with the sound cutting out and in problem.  I’ve noticed that after launching the ball when it makes contact with the first pop bumper, it immediately cuts out and comes back a few seconds later.  It also cuts out when landing in the spin hole, but you do hear the spinner and if you land on bonus it will cut out when the bonus counts down.  Just bouncing around the table and not hitting the pop bumpers or the spin hole the sound is ok.  The only other table I could find at the moment was a VP9 version of Paradise that will lose the sound, but not as frequently.  I did update the table with the later version, but no help.  Running VPX 10.4 (latest) and VPinmame 3.0.  I don’t think it’s an issue with the tables, but just wondered if anybody else has experienced this.  Only happens on the EM’s, but only a few.

       

    Viewing 20 posts - 21 through 40 (of 70 total)

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