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    this is a strip and rebuild of Frens beta (or early sopranos release),

    the primitives where set to collidable and allot of funky ball movement was happening.

    if you still think the physics are off in this version,  then do us all a favor and fix it.

    Safe animation fix DjRobX

    safe kicker kickout adjustment

    HF kicker adjustment

    post adjustment

    wall25 no longer drops with safe animation.

    This topic contains 43 replies, has 21 voices, and was last updated by  TNT2 2 months, 1 week ago.

    Viewing 20 posts - 1 through 20 (of 44 total)
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    • #85845
       32assassin 
      Participant
      Member

      this is a strip and rebuild of Frens beta (or early sopranos release),

      the primitives where set to collidable and allot of funky ball movement was happening.

      if you still think the physics are off in this version,  then do us all a favor and fix it.

      Like 23+

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      Total of 21 users thanked author for this post. Here are last 20 listed.
      #85865
       Ben Logan2 
      Participant
      Member

      Thanks, 32a (and Fren)! Can’t wait to play it.

      #85868
       Pinfan45 
      Participant
      Member

      Wow Bada Bing! Nice Work 32A! Thanks for the Update and Thank you Fren for sharing your work too. Like this table alot

      #85884
       Pinbolt 
      Participant
      Member

      Thank you very much 32assassins.

      #85897
       roccodimarco 
      Participant

      Played a few games last night. Awesome table! However; i couldnt get the safe to crack open. I would get the sound saying one more should do it, but then nothing after at.

      #85902
       Johngreve 
      Participant
      Member

      Wow!

      Nice job….and you’ve really got the physics dialed in pefectly. Cant imagine it playing better than this. Well done sir!

      #85903
       marie 
      Participant

      Thanks, getting a chance to play a Waste Management Consultant again… :good:

      #85909
       Kalavera3 
      Participant

      This table I like a lot, I’m a fan of the series, thanks for all the work done in these tables

      #85931
       grunger 
      Participant

      Awesome build – Thank you! (one of so many you’ve just released!)

      ROM sounds actually seem OK here for what its’ worth (5 year old i5 quad core)

      Someone above mentioned the safe – I’ve also noticed the safe doesn’t respond to the final hit – it will count down and then not finally open up.

      Also once I noticed the ball come to an almost instant stop coming down the left outline just as it hit the flipper as I held it up (it didn’t roll up the flipper, just stopped almost dead)

      The only alterations I’ve made is to the X and Y scaling (1920×1200 here)

       

      #85933
       Sven34 
      Participant
      Member

      Thank you very much 32assassin, But the safe can not be opened.

      #85943
       32assassin 
      Participant
      Member

      so does anyone know if the safe animation works on Frens version?

      I will take a look, but the safe animation code was not modified.

      @grunger

      can you make a video or a picture where the ball stops,  I cannot seem to duplicate your error.

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      #85944
       DJRobX 
      Moderator
      MemberModerator

      ROM sounds actually seem OK here for what its’ worth (5 year old i5 quad core)

      There should be no reason to use faked ROM sounds anymore.   The sound CPU is the same as SAM.  Performance has been improved, CPUs have gotten faster, and the buffering issues have been addressed.  Problems playing those samples should be long gone.    The fake sounds in the table are quite low quality, the ROM is much better.

      #85945
       DJRobX 
      Moderator
      MemberModerator

      The issue with the safe is that the PrisonT timer is missing, so PrisonT_Timer never gets called.

      Make a new timer PrisonT with interval 10.   Update the code as follows (just added a PrisonT.enabled to solsafe around line 185, and uncommented the lines that stop the timer further down)

      https://pastebin.com/TuH3hU2k

       

       


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      3 users thanked author for this post.
      #85989
       nkachelmeyer 
      Participant

      Thanks for the quick fix DJRobX. Worked great! Safe opened and then shot ball in and safe closed. Thanks again!

      I spoke to soon. Safe working, but now after going around the ramp to the left of the safe it ejects the ball and gets stuck under the pop bumper. It shouldn’t even go to this kicker from this ramp correct?


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      #86004
       32assassin 
      Participant
      Member

      just uploaded a table with the kicker adjustment

      I also added a hidden wall to keep the ball from kicking into the bumpers

      reduced the height of wall25 to height of 25 , this should be low enough for a weak kickout to clear the wall but high enough to keep the ball from rolling back

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0


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      #86006
       DJRobX 
      Moderator
      MemberModerator

      For me the ball is just getting stuck trying to kick repeatedly (attached animated gif, click on it to see).  Maybe we should try invisible 1 way gate?

      Attachments:
      #86011
       rennervision 
      Participant

      Yeah, exact same thing is happening to me too.

      #86015
       32assassin 
      Participant
      Member

      it looks like the ball is bouncing off the hidden wall and back into the kicker

      select the hidden wall and change the elasticity from .3 to .01

      it should work

      video in debug mod ball is being kicked out

      https://www.dropbox.com/s/lgdq7zz3fq8525v/capture-1.avi?dl=0

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      Attachments:
      #86017
       HauntFreaks 
      Moderator
      vipContributorMember

      here is the fix with using the tools we have to figure out where the ball should be going…
      fixes in yellow… also take notice of the kicker positioning…
      the angle of the kicker so the ball clears all the object is 54 degrees
      using randr’s protractor and two lights to represent the ball to clear the posts and a wall to line this up… it now works perfect
      of course all the stuff was deleted after (just in case someone is going to ask)


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      #86025
       DJRobX 
      Moderator
      MemberModerator

      Oooh I haven’t seen the protractor before, that’s cool!   Thanks for the fix.


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