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    • Author: Tom
    • Version: 1.3
    • Views: 3866
    • File size: 161.94 MB
    • Downloads: 1431
    • Updated: March 4, 2019
    • Categories:
  • Gottlieb's 1979 Totem second rebuild.  I want to thank first 32assassin for the original build to which he allowed me to mod based on my actual Totem pinball.  The original was gone over and corrected placement issues with plastics and rubbers to make as authentic as possible.  I have played both the real and this version and it plays as close to realistic as I can see possible.  The bumper caps were replaced with authentic ones and the lights were changed to replicate the color LED mod I did to mine.  I added multiple switches and bulb locations based off the manual and got rid of the left slingshot because Totem only has the right one.

    Next Borgdog took the table and added a great set of flippers, an updated and fully functional vari-target and a new kickout hole.  He took the whole playfield and stretched it to the proper sizing.  Great job and thanks for all your hard work and wisdom!

    Then, Angrim took the script and updated it for a better and more colorful DOF experience.  It looks even better than my original mod, so don't forget to update your DOF config file, if you haven't already done it for Addams Family!.  Thanks for the help Angrim.

    After that, Thalamus took the table and added his SSF touches to the script along with FastFlips.  Table sounds great and plays great!  Thanks for the addition and the testing!!

    Lastly, I want to thank Wildman for his updated backglass.  Hopefully in the near future we can get an even better one going.

    For my first table I want to thank everyone for all the hard work and wisdom.  It has been a great experience and I hope everyone enjoys, Tom

    1.0

    Top Guide rails were too long, shortened and adjusted

    Pop bumper caps changed to reflect actual ones

    Narrowed the shooter lane

    Moved posts, rubbers, and rails based on table layout

    Changed plastic on the middle left as original was too long

    Moved screw and added a few to make visually correct

    B2S changes

    "Number to match" and "Ball in Play" were reversed

    1.1

    Bord updated the flippers with a nicely detailed set

    Upper lights reworked for a more natural look.

    A couple other GI lights updated

    1.2

    I added 3 switches that were missing  and adjusted another.

    Got rid of slingshot on left side and replaced it with a switch since Totem only has a slingshot on the rt side.

    Added triggers in the script for DOF and submitted a change on the Dof config site

    Added PF and BG videos in the new pack

    1.3

    Varitarget, kickout hole, flippers update

    DOF update

    SSF and FF update

    Overall better gameplay

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    Viewing 20 posts - 21 through 40 (of 50 total)
    • Author
      Posts
    • #110791
      kds70
      Participant
      @kds70
      Member

      Thanks for this nice table … :rose:

      btw.: interesting “inclination”, “layback” and “Fov” … but it looks good … ! :mail:

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110802
      Tom
      Participant
      @armyaviation
      MemberContributor

      there are three switches for the vari target, sw42, sw52, sw51b.  I think the triggers may need to be adjusted slightly.  I will be unavailable for a bit but will try and check it out

       

      as far as the inclination and layback. I just throw it onto lights, camera… and adjust it from there.  Does it look different than usual

      I find that when I download a table i usually have to adjust it to get it looking good for me at least.  I don’t know if it’s my set up or how tall I am. On these tables that are pretty flat I’d like to fill the screen and then start with the flippers and slings by adjusting layback. I mostly Use those and the bumpers for reference. If the table is deep with ramps and objects I will add in some of the back and sides to make it look deeper. Don’t know if that’s how everyone else does it but it looks good to me that way

      #110864
      Rajo Joey
      Participant
      @joey2001
      Member

      Thanks for the update. A nice good playing table.

      sw42, sw52, sw51b doesn’t count most of the times. I hope, you find the solution.
      I also change the setting of the plunger. It was impossible for me to throw the ball in A or B. I only have a button for plunging. So I change the settings from 100 to 75 and it feels much better for me.

      I added my POV-settings, if someone will use them.

      It’s not possible for me to add a file to the posting! What happened? I try rar, zip, nothing worked.

      So try my MEGA-Folder with all POV I have saved:
      https://mega.nz/#F!tM02xKaD!hMD8a7ptb646GmWC1_nXlA

      #110886
      robobet
      Participant
      @robobet

      Beautiful !

       

      #110903
      kds70
      Participant
      @kds70
      Member

      I´ve wondered why the DOF bumpers aren´t working; so i took a look into the script (and dof config). maybe someone could explain it to me because i don´t get rid of the original bumper calling line in 194 like:

      vpmTimer.PulseSw (14)

      what is this bumper call with number 14 standing for ? and where gets this table or DOF told that this should be a bumper call to DOF ?

      i was searching whole scripts this table is using (gts1.vbs for example) and i´ve found nothing which has something to do with a number 14 PulseSw call combined with bumper.

      Someone knows something about those PulseSw calls and there numbers ?

      I get rid of it and took my old method. I´ve commented those calls out and inserted those normal calls like DOF 107 and 108. The script piece in the bottom works now as expected.

      But finally … i like to know how those PulseSw calls are working; there must be a definition somewhere where a number 14 stands for a bumper DOF Call. :mail:

      ‘Bumpers

      ‘Sub Bumper1_Hit : vpmTimer.PulseSw (14) : playsound SoundFX(“fx_bumper1”,DOFContactors): End Sub
      Sub Bumper1_Hit
      PlaySound “fx_bumper1”
      DOF 107, 2
      End Sub

      ‘Sub Bumper2_Hit : vpmTimer.PulseSw (14) : playsound SoundFX(“fx_bumper1”,DOFContactors): End Sub
      Sub Bumper2_Hit
      PlaySound “fx_bumper2”
      DOF 108, 2
      End Sub

      Greedings, Kai

       

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110906
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      I guess I have to look again at Terry’s video about the definitions for switches (thanks a bunch Terry). But, I believe he said it was S. So, I would expect the dofconfigtool to be configiured to fire off solenoids #14 when  the bumper is hit. I looked at Totem and I can only find S6 – not S14. But, well, I don’t have access to the Totem manual so I can’t be sure what is the correct one and/or if I’ve understood this correctly.

      I would then expect – if the table script is right that the S6 in configtool should be S14. “10 Bumper Middle Right”.

      To actually answer the question correctly. I would need access to the Totem manual. And maybe, just maybe, would I be able to verify. The table script seems to use the same Solenoid for the bumpers. It may very well be that they where.

      Please take my explanation with a grain of salt. I’m definitely not an expert on these things.

       

      #110908
      kds70
      Participant
      @kds70
      Member

      @thalamus:

      thanks for your effort.

      so you think “PulseSw 14” is a rom based call to those bumper solenoids ? makes sense; i will try something … moment.

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110910
      kds70
      Participant
      @kds70
      Member

      No, didn´t work. In the Totem Manual those two bumpers are named as 6 and 7. as it could be a rom based call i´ve changed this PulseSw command from 14 to 6 and 7. But didn´t work.

      I´m back reading and thinking … thanks :mail:

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110911
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      What didn’t work ? DOF, did it fire after you changed the script to 6 and 7 when you hit the bumpers or not ? As the config tool is by default. I would expect only one of them to fire. Now, I’m the confused one :)

      #110913
      kds70
      Participant
      @kds70
      Member

      DOF bumpers didn´t fire as i changed to 6 and 7 … like 14 too. i´m starting at zero and will think again …

      only the standard way works. if i call them with DOF 107, 2 or DOF 107, DOFPulse they will work.

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110916
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      I guess someone smarter than us have to figure this one out :)

      Here is btw some doc about PulseSW.

      This class is used to simplify timed events required for VPinMAME.

      A single instance of this class is available as “vpmTimer”.

      ·        Method: .PulseSwitch switch, time, command

      ·        Method: .PulseSw sw
      Pulses (quick on-off) switch and then execute command after time has elapsed.

      switch:          switch to pulse

      time:          time until callback is called in ms (1/1000s)

      command:          Execute this string when timer expires.
      switch number will be added at the end

      Example:

                    1. Walls do not have UnHit events.

      Sub Wall10_Hit : vpmTimer.PulseSw 10 : End Sub

                    2. Under playfield handling. Trigger switch 8, wait 0.5s and then call
                    SubwayHandler

      vpmTimer.PulseSwitch 8,500,”SubwayHandler”

      Sub SubwayHandler(swNo)

         If swNo = 8 Then ...

      #110922
      kds70
      Participant
      @kds70
      Member

      For now i´m not really sure anymore that “PulseSw 14” is a solenoid bumper call ?!

      i´ve changed the bumper section from line 192 now to this – the only way it works: :mail:

      ‘Bumpers

      Sub Bumper1_Hit:vpmTimer.PulseSw 14 : playsound SoundFXDOF(“fx_bumper1”,107,DOFPulse,DOFContactors): End Sub
      Sub Bumper2_Hit:vpmTimer.PulseSw 14 : playsound SoundFXDOF(“fx_bumper2”,108,DOFPulse,DOFContactors): End Sub

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110923
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      You haven’t made youself a custom config that is deviating from the official one ? I should be able to test this myself in a couple of hours. Should really learn a bit more about the magic behind DOF and Terry has provided a few videos I haven’t finished yet.

      #110924
      kds70
      Participant
      @kds70
      Member

      No, my config via “Dof Config Site” for totem table is standard / stock.

      But as you i will try to understand more of this dof magic too. Maybe it´s another part in the script missing / wrong why PulseSw 14 oer 6 or 7 isn´t working for the bumpers. i don´t know :cry:

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110927
      kds70
      Participant
      @kds70
      Member

      there must be another way to call these bumpers right:

      as you see in the beginning (line 29) of the script there is the knocker solenoid defined as:

      SolCallback(2)= “vpmSolSound SoundFX(“”Knocker””,DOFKnocker),”

      thats the only part in the script the knocker part appears. and the knocker works; but why ? in the DOF Config the knocker is mounted to S2 !

      Maybe there is a hint somewhere because the bumpers aren´t defined as something with a SolBackCall and a Solenoid Number in the script ?

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110928
      Tom
      Participant
      @armyaviation
      MemberContributor

      from the manual, Bumper 1 and 2 are associated with switch 14. That would be a W14 in dof configtool.  S is used for solenoids. I use 8 bumpers so my bumper center line needs to be:

      W14/W21 @dt@/W21 @dt@ Invert/W30 @t@/W30 @t@ Invert/E112 @t@

      w14 is for the bumper call, w21 and 30 are for the drop targets

      while we are at it, change the bumper right to :

      W31 @dt@/W31 @dt@ Invert/W34 @t@/W34 @t@ Invert/W64 @t@/E108/E113 @t@

      ****original had something other that 31&34 which are the switches associated with the right drop bank

      5 flash outside left: W74 Yellow f200/E101 Yellow f200/E103 Pink/E122 Yellow f200/E123 Yellow f200

      5 flash center: W71 Yellow f200/E109 Red f200/E115 Yellow fd800/E124 Yellow f200/E125 Yellow f200

      5 flash right: W72 Yellow f200/E108 Blue

      5 flash outside rt: E102 Yellow f200/E104 Pink/E110 Red f200/E120 Red f200/E121 Red f200/E126 Yellow f200/E127 Yellow f200

      this will get the lights working with drop targets and with the rollovers.  The script should not need to be changed.

      coming next week when I get back will be 1.3 to include SSF, fast flips thanks to Thalamus and varitarget rebuild thanks to BorgDog.  I have to adjust another thing too with the vari target lane.  Off to Toronto for the next two nights, stay warm and thanks

      1 user thanked author for this post.
      #110930
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      Hmm. I’m still confused to what you are saying and seeing :) I know that blacksad made this awesome db2s backglass that shows solenoids activity and more. Believe wildman made one too. I just need to find it. You of course know that once the table is loaded you can press D for debug and then tick a checkbox so you can control the ball with the mouse. It would be fun to know what signal you see when you hit the bumper and the DOF reacts.

      Ah. Just saw Tom responded – with info from the manual. Without manuals – it is just guesswork if one is not able to reverse engineer it from tools like blacksad’s db2s mentioned above.

      #110931
      kds70
      Participant
      @kds70
      Member

      thanks Tom. I have to research the manual. Didn´t find the number 14 for bumpers.

      Btw. i thought a bumper is a solenoid !? Ok … will check it out.

      Many thanks :rose:

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #110934
      Tom
      Participant
      @armyaviation
      MemberContributor

      Page 5 of the manual has the switch matrix and both bumpers are sw14

      #110936
      BorgDog
      Participant
      @borgdog
      MemberContributorvip

      do both the bumpers fire when one is hit Tom?  some of them do, some don’t, just curious.

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