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    Big thank you to

    JPSalas - VP9 table

    Grizz & Hassanchop - playfield plastic redraws

    Bord - ramp texture render

    Borgdog - moving target code

     

    I would like to replace all the plastics on layer 8, with primitives, if anyone has HQ sources please let me know.

    1.0.5

    subway rebuild

    adjusted diverted height

     

    This topic contains 113 replies, has 31 voices, and was last updated by  wrd1972 4 weeks, 1 day ago.

    Viewing 20 posts - 1 through 20 (of 114 total)
    • Author
      Posts
    • #106191
       32assassin 
      Participant
      Member

      Big thank you to

      JPSalas - VP9 table

      Grizz & Hassanchop - playfield plastic redraws

      Bord - ramp texture render

      Borgdog - moving target code

       

      I would like to replace all the plastics on layer 8, with primitives, if anyone has HQ sources please let me know.

      Total of 40 users thanked author for this post. Here are last 20 listed.
      #106196
       Thalamus 
      Moderator
      ContributorMemberModerator

      Thank you once again 32assassin. Several great tables released this week, your Farfalla included.

      #106198
       Johward 
      Participant

      Great table, great work. Thank you all.
      One of my favorite tables in VP9.

      But I found a small issue. The laser kick does not have enough power.

      #106206
       marie 
      Participant

      Thanks! Plays fantastic!

      #106207
       sifusun 
      Participant

      THX 32assassin !!!!!!!!!!!!!!!!!! :rose:

      #106208
       xMRx 
      Participant

      Thank you.  I was just playing the older vp table this week hoping for a VPX version.  Great Job.

      #106211
       Micronaut 
      Participant
      Member

      thanks assassin and also to all who have collaborated  :yes:

      #106212
       Thalamus 
      Moderator
      ContributorMemberModerator

      This is a nice release 32a. I would however consider adding just a tad of randomization to the kickers. It is very predicable right now.

      #106213
       Pinbolt 
      Participant
      Member

      Thank you 32assassins and all involved.

      #106242
       STAT 
      Participant
      MemberContributor

      Great Table, i found it just in the last Days on the “Beta Releases” on VPF,
      great to have now all Star Trek Tables … i hope so ;-)

      Data East Tables are nice, this one is also a Special for me :bye:

      #106249
       Bob Albright 
      Participant
      Member

      A big THANK YOU for this table. Always enjoyed it—and any table having to do with Star Wars/Star Trek. And you all need Wildman’s high rez backglass from VPU

      #106308
       Bob Albright 
      Participant
      Member

      I did a marathon play session today and discovered a glitch.  There’s an arch over the transporter. I have had numerous games where the ball would get stuck on top of the arch on the right side. Shaking it would not free up the ball necessitating aborting the game. Hope you can find a fix. Thanks again

      #106513
       32assassin 
      Participant
      Member

      a picture will work better for me to pinpoint the problem.

      and I more then likely have  Wildmans dB2s file.  the only reason I add desktop backgrounds to my tables is because it takes me 10-20 seconds to copy and past components.  if you feel like making a higher quality reel and dt image; feel free to do it.

      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

      #106574
       STAT 
      Participant
      MemberContributor

      If you plan an update, could you add/Change moving middle Target ?
      It was a bit smoother at the Beta Version Table … i think because more Walls/Steps …

      #106636
       32assassin 
      Participant
      Member

      their is a crystal primitive update in the works.

      currently the only bugs found are

      -generic sounds

      the balldrop sounds are not working,  I forgot to add a number to the triggers it should be

      Trigger1_hit

      Trigger2_hit

      -the ball stuck

      the moving target code has been unchanged since the first beta release.  You might be getting a stutter due to the 4K ramp image

      try to reduce the size to 2048 or limit your textures to see if you get an improvement.

      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

      #106638
       Thalamus 
      Moderator
      ContributorMemberModerator

      Again 32a, if you update  – just a tad of randomization to the kickers too ? I know how to make them myself, but, it would just play better for everyone imo.

      #107266
       Andypc 
      Participant
      Member

      Great Table. Thanks. I agree with Stat about the motion of the centre target not being smooth, but great apart from that. :good:

      #107481
       Mirkin 
      Participant

      Great table, great work. Thank you all.

      One of my favorite tables in VP9.

      But I found a small issue. The laser kick does not have enough power.

      I found that moving the trigger down a few pixels helps. The laser kick has enough power but it fires too soon.

      #107482
       Mirkin 
      Participant

      Great table, great work. Thank you all.

      One of my favorite tables in VP9.

      But I found a small issue. The laser kick does not have enough power.

      I found that moving the trigger down a few pixels helps. The laser is strong enough but it seems to fire a bit too soon.

      #107483
       Mirkin 
      Participant

      Great table and fun to play but for me a little too easy. Nearly impossible to lose the ball.

    Viewing 20 posts - 1 through 20 (of 114 total)

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