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  • in reply to: Keystroke sometimes leads to "beep" sound from Windows #100909
    nFozzy
    Participant
      @nfozzy

      Sticky keys was and still is disabled.

      Make sure the keyboard shortcut for toggling stickykeys is disabled too in the options

      that’s all I got

      in reply to: Keystroke sometimes leads to "beep" sound from Windows #100883
      nFozzy
      Participant
        @nfozzy

        pressing shift 5 times activates stickykeys, you have to turn it off in windows

        in reply to: Twilight Zone Skitso Detail Mod #100371
        nFozzy
        Participant
          @nfozzy

          Okay I think there are a lot of script fixes that didn’t make it in for whatever reason, the script I have has a lot of differences

          I’ll take a look at it. I think I can remake the gumball machine so it isn’t so weird and jumpy too. The kicker arrangement was always weird and prone to bugs if I recall

          7 users thanked author for this post.
          in reply to: Terminator 2 (Williams 1991) #95793
          nFozzy
          Participant
            @nfozzy

            This line?

            tmp = SolModCallback(ChgSol(x,0) )

            What’s the error? SolModCallback should be defined in core.vbs

             

            in reply to: Teenage Mutant Ninja Turtles (Data East) #95250
            nFozzy
            Participant
              @nfozzy

              I’m getting two errors running with solenoids=2:

              -VPMFlips not defined and GameonSolenoids not defined.

              Does anyone have a clue? Probably something obvious but am at a loss…

              You either have outdated Core.vbs and de.vbs files or old versions of those scripts somewhere causing conflicts

              Get the 10.5 full release and clear scripts out of your table folder

              1 user thanked author for this post.
              in reply to: Teenage Mutant Ninja Turtles (Data East) #95190
              nFozzy
              Participant
                @nfozzy

                Not sure what’s going on with the fastflips error. Something to do with calling tiltobjects to disable bumpers/slings, but I can’t reproduce it all the time.

                Try adding this line (anywhere below the loadVPM line) :

                vpmflips.TiltObjects = 0

                in reply to: Bugs Bunny Birthday Ball (Bally 1991) #95066
                nFozzy
                Participant
                  @nfozzy

                  This might have the legacy fast flips script on the table script side, so solenoids=2 might be unnecessary. What’s the error?

                  in reply to: Stitching partial playfield scans into a single image #88238
                  nFozzy
                  Participant
                    @nfozzy

                    In my experience you’ll find out pretty quickly if it’s right for vector restoration or not

                    Good candidate:

                    Baaad:

                    in reply to: Scared Stiff (Bally 1996) #87569
                    nFozzy
                    Participant
                      @nfozzy

                      Okay new small update.

                      The LED skull mod can now be toggled in-game by pressing the right flipper while the left magnasave is held down. I’ll think of a less awkward way of doing this later.

                      Version 1.43 –
                      Better error warnings and workarounds for some of the reported script errors
                      Cleaned up the hole scripts (hopefully this fixes the issues you were having, Hauntfreaks)
                      Adjusted the GI and  fixed a few incorrect reflections
                      Instruction / Scorecard and skull LED mod preferences now save on exit
                      Fixed some issues when running the prototype rom

                      2 users thanked author for this post.
                      in reply to: Scared Stiff (Bally 1996) #87500
                      nFozzy
                      Participant
                        @nfozzy

                        If you mess with the bsspider settings can you get it to work? If you get it working post the settings here. These are the relevant settings for adjusting the kickout:

                        bsSpider.InitKick sw36, 202, 40 ‘Kicker object, Angle, Strength
                        bsSpider.KickZ = 95 ‘z angle

                        To test it you should be able to paste these lines in the debugger and just throw balls at the spider hole. The script will deal with excess balls and catch any balls that fall off the table.

                        in reply to: Scared Stiff (Bally 1996) #87494
                        nFozzy
                        Participant
                          @nfozzy

                          I can reproduce it with an old core.vbs. Your core.vbs is probably outdated.

                          Alternatively you could search for this line and delete or comment it out:

                          If TiltObjects then vpmnudge.solgameon aEnabled

                          1 user thanked author for this post.
                          in reply to: Scared Stiff (Bally 1996) #87357
                          nFozzy
                          Participant
                            @nfozzy

                            Version 1.42
                            Cleaned up initialization scripting to hopefully reduce errors
                            Reworked GI, uses the proper rom-controlled strings again (1.3 had all GI merged together)
                            – Has a couple new GI flavors to try, Saves GI colors on exit to VPReg.stg
                            Fixed some sidewall reflections and updated masks for the new cab mesh
                            Adjusted DT spider angle to be less distorted, adjusted SSFS (on the playfield) spider to be more playable
                            Added Sweep target scripting on spell targets

                            6 users thanked author for this post.
                            in reply to: Scared Stiff (Bally 1996) #87062
                            nFozzy
                            Participant
                              @nfozzy

                              The 1.41 version uploaded here, as of the time writing this, is exactly the same as the 1.4 version. Noticed no new static elements using F11 and ultimately did a HEX compare on the two files. Dowloaded both again independently (i.e. not choosing the whole package / previous versions) and same finding. File size and time stamp are the same as well.

                              Whoops good catch… Should the correct file now

                              in reply to: Scared Stiff (Bally 1996) #87055
                              nFozzy
                              Participant
                                @nfozzy

                                Small update :-) based on feedback

                                Version 1.41

                                Split apart the script-based volume adjustment into two variables, SoundLevelMult and SoundLevelMultCoils
                                Fixed a bug with ball shadows
                                Tweaked flasher caps
                                Zoomed in the DT perspective, and the FS perspective a little
                                Some tweaks to Floating Scores
                                Split Frog target collisions. A direct hit will rebound much less..
                                Set many objects to use static rendering.

                                2 users thanked author for this post.
                                in reply to: Scared Stiff (Bally 1996) #86952
                                nFozzy
                                Participant
                                  @nfozzy

                                  Nevermind, I found the flasher object off the side of the table.

                                  You can safely delete the red transmit lamps on layer 8 too. They weren’t supposed to be active and they’re making the ramps glow too much right now.

                                  Getting an error on line 1 ” object is not a collection” on new 1.4 version of table

                                  Running latest 10.5 beta

                                  Is anyone else getting this? Could this be a DOF thing?

                                  in reply to: Scared Stiff (Bally 1996) #86918
                                  nFozzy
                                  Participant
                                    @nfozzy

                                    Posting this here first for feedback. There’s been a lot of DOF bug reports or missing features. I fixed some sound effect ones but I’m at a loss about how to fix/improve the GI and Spider related DOF calls. The two script callbacks for DOF are named “GIupdates” and “UpdateWheel” if someone wants to take a crack at it. A couple of extra visual upgrades may be coming (level mesh, new ramp visuals).

                                    Version 1.4

                                    Added a Fastflips hack. Works by switching seamlessly between Rom and Direct-Controlled flippers.
                                    Flash caps have been redesigned to play better with vp10.5’s screen-space reflections
                                    Ramp collision meshes have been improved for accuracy -also the upper sling area.
                                    New physics featuring a redesigned Polarity flipper script (Can be disabled at the top of the script)
                                    Optional floating text scores (See options)
                                    New cabinet mesh with siderails, speaker panel, and backglass (nonfunctional atm, no FSS)
                                    Cleaned up the script with a few improvements along the way –
                                    – Better ball rolling SFX script
                                    – Boogieman animations have been improved a bit
                                    – Added a keyboard nudge script

                                    9 users thanked author for this post.
                                    in reply to: Black Rose (Bally 1992) #83576
                                    nFozzy
                                    Participant
                                      @nfozzy

                                      This game does have red GI but they aren’t isolated like Space Station or Party Zone. The top GI string is supposed to be the top GI + all the red ones I think.

                                      in reply to: Black Rose (Bally 1992) #83447
                                      nFozzy
                                      Participant
                                        @nfozzy

                                        You guys seen these PF resources? http://xomf.com/g/xfvwn

                                        in reply to: Black Rose (Bally 1992) #83234
                                        nFozzy
                                        Participant
                                          @nfozzy

                                          Sneak attack happens because the ball goes up the left ramp and back down the side ramp. Normal shots to the left ramp shouldn’t be hitting the side ramp trigger (GateSw72)

                                          1 user thanked author for this post.
                                          in reply to: VP 10.5 Script Window Missing #80859
                                          nFozzy
                                          Participant
                                            @nfozzy

                                            Windows key + arrow keys will snap windows around

                                          Viewing 20 posts - 1 through 20 (of 123 total)