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I’m responding to a comment made in this one. I can’t actually test the beta, as my cab is in storage, but I’m keenly aware of the issues he’s addressing. So just wanted to note that there is no reason to keep my inferior code around. Burn it! Cheers and happy testing everyone.
- This reply was modified 3 years, 2 months ago by DJRobX.
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I’m super happy someone took this on.
My two cents: I strongly recommend that it not be an alternate mode, but rather, just we should just replace the existing 7.1 position calculations with this code. This is most definitely fixing deficiencies in my original code, so there’s no good reason to keep the original formula around!
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Thank you for this, EBisLit! Great update for one of my favorite pins!
And if either of you happen to be reading, we miss you @icpjuggla and @dozer. Thanks for everything.
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August 11, 2020 at 8:49 pm in reply to: Future Pinball and BAM Mega-Guide by TerryRed (DOF, PUP, SSF, VR and Front-Ends) #195191Hey TerryRed, I think you can change this in your guide now. :)
“Pinup Player (PuP-Packs) from PinEvent tables do not currently work in VR. We need a combined force of ravarcade Nailbuster DJRobX to make a PUP plug-in for BAM! (it would look amazing guys!)”
Indeed. Said forces were combined and the results were gooooood. :)
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This is a new version with different physics, you should download and try @Thalamus
I suspect the magneto version has to do with things being set for static rendering. In vpinballx_gl everything is dynamic so it works there.
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I can confirm I received a request to approve Wheel Of Fortune, which I happily gave. Thanks for doing these conversions, Morttis.
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Hi @ebislit. Sounds awesome! This would definitely benefit from a better playfield. As one of the authors, I can release an update to this table. Please send me a DM with the updated table and change list, and we can work on getting it published.
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Good to see you back, Diemonik! Thanks for the table.
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Yes, Sixtoe has my permission and sincerest thanks for VRifying anything I’m involved in. :)
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OK, that works thanks. It’s frustrating as you have to use the older revision romset (I’m not sure what the differences are, there’s obviously a reason for the update though), so I’m not sure if I’m going to implement it yet…
I’ve updated the vpinmame code to support FF for both revisions. So the next SAMBuild will support fast flips for startrp.
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Awesome!
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It’s a loose format, it will ignore things it doesn’t understand.
Comments are supported. It specifically ignores # or ‘ or ; . .. or you can put whatever you want after a space
If you add “rem” that will also work since “rem” doesn’t match a rom name…
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I looked into this briefly hoping to be able to rip TAF sounds. My quick conclusion is there is no easy way. If you need command codes, you can snoop on a playing table using SoundCommand and VPX’s debug window.
If you download 32Assassin’s “Game show” table you can see how to hook it up. Game Show uses sound commands to drive the chase lights.
*edit*: I remembered Thalamus wanted details so I described how I did it, which even has the debug prints. Check this post:
https://vpinball.com/forums/topic/bally-game-show-the-bally-1990/page/2/#post-129723
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VR AND Roth physics? I’m so there.. awesome! Thanks Bord & Rothbauerw!
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April 25, 2020 at 10:37 am in reply to: Future Pinball and BAM Mega-Guide by TerryRed (DOF, PUP, SSF, VR and Front-Ends) #175311It works. :)
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April 23, 2020 at 4:53 pm in reply to: Future Pinball and BAM Mega-Guide by TerryRed (DOF, PUP, SSF, VR and Front-Ends) #174882Looks great, is enough for me to get started with my part.
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April 19, 2020 at 10:23 pm in reply to: Future Pinball and BAM Mega-Guide by TerryRed (DOF, PUP, SSF, VR and Front-Ends) #174277Not to veer off topic so early on, but you brought this on yourself: :)
Regarding: “Pinup Player (PuP-Packs) from PinEvent tables do not currently work in VR. We need a combined force of @ravarcade @Nailbuster @DJRobX to make a PUP plug-in for BAM! (it would look amazing guys!)”
I actually wrote the capture stuff as a standalone app, because coding on the cab sucks. Would be easy to port it into a plugin DLL if Rav can give some structure to copy an image into. Have him make an example plugin that puts random noise in an image and I can update it with the grabber.
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I am having trouble with the rom “frankst”. I updated to the new VPinMame 3.3 and installed, but the sound is extremely garbled and repeats itself.
Garbled sound on VPM tables usually means your CPU isn’t keeping up. This one has a big DMD. If you aren’t using Freezy’s DLL, you should switch. The built in DMD of vpinmame is very slow.
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DJRob gets credit for this too. He showed me this awhile back. I guess there are a few variations, and to be honest, I have no idea what is required and what isn’t. I copied over a textbox from another table.
Dim DesktopMode: DesktopMode = Frankenstein.ShowDT
TextBox.visible = DesktopMode
dim UseVPMDMD:UseVPMDMD = DesktopMode
And for some reason it appears to make a difference where it is inserted. It always needs to go before the LoadVPM line in the script.
This is the fully proper way to do it, and will work with both desktop and FS modes. What I wrote prior was a quick hack version that just turns it on. :)
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For any desktop users playing force exclusive fullscreen, any ideas on getting the DMD to show up? Still playing with the script
I actually just did this for VR which also needs it to be present. It’s pretty easy. Just go to backdrop options. Go to view/playfield image/backdrop to turn on the wallpaper. Add a textbox to the left corner inside the box. Check “Use script DMD”. Make it 256 width by 105 high and move it into the area for the DMD. Pick orange for the color (or green or whatever you want). Then edit the script and add
“const UseVPMDMD=1” near the top (I did it on line 154, under const ballmass)
That’s it, it should work.
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