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  • in reply to: Vpinball status as of 3-27-21 #231435
    Daryl
    Participant
      @allknowing2012
      Member

      You figure someone is trying to bring you down or just bad luck of the ddos crazies?

      in reply to: Munsters 2020 (Stern/Tribute) #230103
      Daryl
      Participant
        @allknowing2012
        Member

        can someone point in the right direction as the screenplay sounds have got mucked up somehow? I’m getting the sounds you gotta charge that meter? or something very similar. I don’t recall this sound from the past when I played this table. can I remove that sound as its constant in playing the table from the off? the pup files have been freshly installed

        thanks

        That comes from pressing the lockbarkey or magnasave key when you havent got the charge mode.. Perhaps you have your flipper key mapped  to a magnasave?

        1 user thanked author for this post.
        Daryl
        Participant
          @allknowing2012
          Member

          So when should I post Aerosmith? Asking for a friend :-)

          in reply to: Scooby doo #225527
          Daryl
          Participant
            @allknowing2012
            Member

            Basic code would be

             

            kicker_hit

            set somechooseepisode_flag

             

            keydown left flipper and episodeflag=true

            choose prior episode & show it

             

            keydown right flipper and episodeflag=true

            choose next episode and show it

             

            keydown startkey/lockdownbarkey and episodeflag=true

            episodeflag=false

            kick the ball out

            1 user thanked author for this post.
            Daryl
            Participant
              @allknowing2012
              Member

              Probably not the right place to ask but Terry, is the latest version of PinUpPackEditor still 12/16/2018? I updated to 1.4.5 but I see some screenshots showing a cyan colored screen with tabs for PupPackScreens/Playlists/Triggers/Help/test

              (half way down https://www.nailbuster.com/wikipinup/doku.php?id=puppack_troubleshoot)

              Is that the latest version? Can you point me to that?
              ..or is test a separate program – I see one there and have used it.
              .. Reading that you can test triggers from the editor but that doesnt seem to be there in the 12/16/2018 version that I have.

              Thanks

              in reply to: Munsters 2020 (Stern/Tribute) #189753
              Daryl
              Participant
                @allknowing2012
                Member

                One addition. When ball gets locked to Herman magnet and you drain the ball, the first ball will be released from magnet PLUS the game should launch second ball automatically. You get 2 ball multiball

                When you have a ball on the magnet and you drain the extra — that is 2 balls .. you already lost one :-) It is correct as coded. Otherwise there is added benefit to hitting it off the magnet.

                in reply to: Munsters 2020 (Stern/Tribute) #189082
                Daryl
                Participant
                  @allknowing2012
                  Member

                  is it at all possible Daryl to speed up the process for when the ball goes out? the delays are not so much of a problem when playing’ just when the ball is out

                  thank you :)

                  Press both flippers.

                   

                  in reply to: Munsters 2020 (Stern/Tribute) #189062
                  Daryl
                  Participant
                    @allknowing2012
                    Member

                    Has someone already looked into GI Effects on this table? I did some experiments and noticed Gi’s were not controlled yet. The reason looking into this is that I played the real Munsters pin in local Arcade place yesterday and it has quite special effects for example for Skill Shot. All the GI lights will turn off suddenly and insert leds are flashing really bright. PF is much darker in real one and most of the lights come from GI’s. I already cut out all the lights from the PF and made another layers to support such feature and adjusted PF darker. Some major work is needed for controlling the Gi’s though. I’m willing to help development for this feature to work properly. Took some videos for this too, but the effect cannot be seen properly from them.

                    Yes I tried but the lightsequence works just fine in attract mode but you cant implement it during play without it messing up everything in terms of lights and scoring.
                    You can hit a target/bumper/etc .. I turn the light off but if a GI effect is active it will leave the light at whatever the state was when the effect started (or so its supposed to work) .. and then it leave lights in a weird state. I have yet to see a table that has those effects working.

                    in reply to: Munsters 2020 (Stern/Tribute) #188713
                    Daryl
                    Participant
                      @allknowing2012
                      Member

                      Is there a setting in a game so I could delay the auto shoot a little bit

                      To prevent my 2 Solenoids from firing on top of each other

                      Untested bu line 1552

                      change

                      AddMultiball 1

                      to

                      vptimer.addtimer 1000, “AddMultiball 1 ‘”

                      That is a single quote, followed by a double quote – and 1000 is 1 second

                      I put this on Line 1552 But putting it there Delays the time from the drain until the ball goes in the shooting lane

                      I’m looking for, Once the ball is in the shooting lane the auto plunger is delayed

                      I tried different things for about an hour & 1/2 but no luck

                      vpmtimer.addtimer 1000, "AddMultiball 1 '"

                      It autofires once the switch in the plunger lane detects the ball. A bit trickier to remove that, but here it goes:

                       

                      Old: 1740

                      If bAutoPlunger Then
                      PlungerIM.AutoFire
                      DOF 113, DOFPulse
                      DOF 115, DOFPulse
                      DOF 318, DOFPulse
                      bAutoPlunger = False
                      End If
                      ====
                      Change that to:
                      If bAutoPlunger Then
                      vpmtimer.addTimer 1000, “FireTheBall ‘”
                      End If

                      ================

                      And  create a new sub routine
                      Sub FireTheBall
                      PlungerIM.AutoFire
                      DOF 113, DOFPulse
                      DOF 115, DOFPulse
                      DOF 318, DOFPulse
                      bAutoPlunger = False
                      End Sub

                       

                      in reply to: Munsters 2020 (Stern/Tribute) #188462
                      Daryl
                      Participant
                        @allknowing2012
                        Member

                        Big improvement . Does anyone know how to set the game for 5 ball play?

                        Likely to break things as it is coded for the dmd backglass for only balls 1, 2 and 3.

                        Line 785 … but like I said, it will probably break things.

                        in reply to: Munsters 2020 (Stern/Tribute) #188461
                        Daryl
                        Participant
                          @allknowing2012
                          Member

                          Is there a setting in a game so I could delay the auto shoot a little bit

                          To prevent my 2 Solenoids from firing on top of each other

                          Untested bu line 1552

                          change

                          AddMultiball 1

                          to

                          vptimer.addtimer 1000,  “AddMultiball 1 ‘”

                           

                           

                          That is a single quote, followed by a double quote   – and 1000 is 1 second

                          in reply to: Munsters 2020 (Stern/Tribute) #188372
                          Daryl
                          Participant
                            @allknowing2012
                            Member

                            I have only tried this table a few times. Today is saw it updated and played it again. Had to abort after locking in Frankenstein. Ball was locked to the magnet, but, then nothing happened. This is very much the essence of why I’m not a great fan of originals. No ball search logic. Plays well though.

                            Hit debug, ball control and pull the ball off. I have not had this happen to me yet so I can not diagnose the issue.

                            in reply to: Munsters 2020 (Stern/Tribute) #188370
                            Daryl
                            Participant
                              @allknowing2012
                              Member

                              Great work and thanks for sharing this. I’m about to redo the POV for my no apron setup, I noticed that on this table the Z_scale is set to 1.06 where in all other tables I have seen it’s set to 1.00. Is this intentional? Should I keep this scale if modding the POV or was this something unintentional?

                              Cheers!

                              Would you mind sharing a screenshot of your POV values in the editor? I am curious to see what can be done with the perspective. I have a mini (24″) pincab and running tables without apron suits me well. Thanks in advance :)

                              Sure, will do!

                              I didn’t do the POV yet since I’m planning to set that back to Z scale of 1 (my guess is that it shouldn’t be on it’s current value)… thought I would give it a few days for a reply first. I do all VPX tables this way individually so it’s a bit more time consuming but ultimately works with my setup a lot better. If you want to try your own, I did a tutorial – https://youtu.be/k7GhQqSxsMw

                              Z wasnt changed intentionally .. feel free to modify back to 1.0

                               

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                              in reply to: Munsters 2020 (Stern/Tribute) #188105
                              Daryl
                              Participant
                                @allknowing2012
                                Member

                                Crashes after high score (sometimes) seems to  be some memory leak perhaps with the callout to the internet to update the values – I have not been able to reproduce it in such a manner that I can fix it. If you have some details .. please post or dm me.

                                in reply to: Munsters 2020 (Stern/Tribute) #187978
                                Daryl
                                Participant
                                  @allknowing2012
                                  Member

                                  The new ramps didnt trigger the metal rolling sounds off and on …  Thanks Mussinger for posting the work around.

                                  in reply to: Munsters 2020 (Stern/Tribute) #185452
                                  Daryl
                                  Participant
                                    @allknowing2012
                                    Member

                                    oh .. and if the bonus is taking too long .. hit both flippers to skip to the end :-)

                                    1 user thanked author for this post.
                                    in reply to: Munsters 2020 (Stern/Tribute) #185451
                                    Daryl
                                    Participant
                                      @allknowing2012
                                      Member

                                      Zap button is mapped to the left/right magna save or the lockbarkey – all depends on how you have that mapped to your config.

                                      During a game – if you hit the zap button (to test which one it is on your machine) .. Grandpa will tell you that you need to power up your zap.

                                      Hit the zap button when it flashes blue along the lockbar (it stays lit for 3-4s). It then registers the zap count on the dmd. Score zaps when you hit a Blue lit LED after a mode where you have scored a “shot”.

                                      1 user thanked author for this post.
                                      in reply to: Munsters 2020 (Stern/Tribute) Media Pack Only #184126
                                      Daryl
                                      Participant
                                        @allknowing2012
                                        Member

                                        There is no audio for the video clips .. its something that might get added in a future release. When pulled from the rom, the audio is not tied to the video.

                                        in reply to: Munsters 2020 (Stern/Tribute) Media Pack Only #184074
                                        Daryl
                                        Participant
                                          @allknowing2012
                                          Member

                                          I am no pup expert – but it sounds like you want a 3 screen setup but turnoff the 2nd screen (bg). I *think* that means unzip the 3 screen zip file then use the setup program to disable he backglass.

                                          in reply to: Baywatch #183417
                                          Daryl
                                          Participant
                                            @allknowing2012
                                            Member

                                            Does it load from visual pinball? ie no front end, just open vp, and open the table? Might there be a typo or something wrong.

                                          Viewing 20 posts - 1 through 20 (of 290 total)