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Are the lights blinking? When I run this b2s , all lights are on and just stay on.
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Want. Imagine the TZ blinking to all BW at some event and then back to normal color…
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Upon second look, you are right. Target24 does not register. There are two hit subs for that target. Comment the following line should fix it. Sub Target24_hit: PlaySound SoundFX(“target”,DOFTargets) End Sub
That was it. YAY! Carrying passengers now. Thanks!
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I thought it was just hard to hit but now I’ve added the ballcontrol bits and I’m pretty sure that switch doesn’t do anything. I went mucking about in the script but don’t really know what to look for, how to implement a new switch, check if this one should be doing anything…
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So much fun on this great table. Does the carrypassengers switch work?
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Fixed by adding at end of script. Thanks to Rob Ross I believe is who suggested it.
Sub Table_exit()
Controller.Stop
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could that be the problem? 3 const and 2 dim in the vbs. And that’s it.
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Do you have the FPVPX.vbs copied to your Scripts directory?
Thanks. I do. There is precious little in that vbs.
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Awesome. Is it just me or common error others see? This popped when the left drain save kicker popped it out and the ball hit the W droptarget. I had already sunk those droptargets once so was on the second run of them
line: 3094:
Object doesn’t support this property of method: ‘W1Light.FlashForMs’
running 10.4 build 3237
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Great stuff, thanks.
Buggy report: only twice now but when I hit the comet ramp nice and hard off the right flipper the ball disappears. Only happened twice so I didn’t get to see where it goes poof gone.
The plastic ramp sounds trigger when the ball rolls on the playfield under the ramp, in the wiggly parts. Like the trigger for the sound extends below the plastic ramp.
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Also wondering about the avr_110 choice. Not that it matters, I don’t know the difference between the two.
This table is awesome, plays great. Because of all the included sounds I’m using it additionally as a PMD demo for visitors who are curious about it. Tweaked sounds just a little bit in a PMDDEMO version and unplug the toys to demo PMD by itself. Thanks!
edit: ah, didn’t see your avr_200 explanation before posting this…
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Fantastic!
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I’ve never played a real Metallica before so I don’t know if this is by design, but whenever I get multiball I have to manually launch the extra balls myself. Is that a bug or how the game was designed?
I had this problem. Moved the plunger position Y down about 15 units. fixes plunger stickout after mech plunge
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Anybody else notice it doesn’t write the nvram when in the pinballX front end, when color DMD is enabled? (2.9 final, 10.3 final, 10.5.2 freezy, LED monitor for DMD) This is probably a question for the SAM build folks and not a problem with the table… I’ll go make a query about it there. sliderpoint’s original release has the problem as well.
Anyway this is a fantastic update, thanks for it!
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Love it. Fired it up for just a quick tester and didn’t stop until 95 million. :)
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Awesome! Im a going to see if I can try what you suggested tonight when I get home from work and if it fails, I will add video of the slow down. The game starts out super fine! then suddenly sometime in 2 minutes, sometimes in 10 mins… The PinDMD 3 slows down the frame rate of the animation of the zombies getting wasted. The is is like stuttering / slow motion and the table hangs up a little till the dmd catches up doing all the animations. Then it becomes unplayable.
Hey latin625 did you ever resolve this problem? What you describe above is exactly what’s happening to me now with this fine table. 2.9 final, 10.3 final, newest dmddevice.dll, dmdext.exe the streaming to 9090 works, and is also stuttered when the problem occurs. I can’t set at91jit to 1 because 10.3 crashes on table load if it’s not 0. SO. if I wiggle just right I can play the table with the colorized DMD. I disable ext dmd, go back to regular virtual dmd. (showpindmd 0, showwindmd 1) at91jit set to 1. launch the table. F1 to change to enable external dmd and colored and disable regalar DMD. F3 to refresh pinmame. Then I have to add a ball, let it find it, then remove a ball and start the table and I can play with that colorized DMD all day without failure. Conclusion: if the at91jit is set to 0 the virtual DMD colorized eventually goes stuttery and unplayable. And I can’t launch vpinballx.exe when the at91jit is set to 1. (edit to add important clarification: can’t launch vpinballx.exe when at91jit is 1 AND showpindmd is also 1) Rock. Hard place.
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This looks SOOO much better agreed. Any blinking lights? or just static. I’ll stop trying to fix it if so.
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This replaces the 1.3a that was out there?
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