Forum Replies Created
-
AuthorPosts
-
October 13, 2018 at 7:52 pm in reply to: Keystroke sometimes leads to "beep" sound from Windows #100909
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
You need to login in order to like this post: click here
October 13, 2018 at 7:40 am in reply to: Keystroke sometimes leads to "beep" sound from Windows #100883pressing shift 5 times activates stickykeys, you have to turn it off in windows
You need to login in order to like this post: click here
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
You need to login in order to like this post: click here
7 users thanked author for this post.
This line?
tmp = SolModCallback(ChgSol(x,0) )
What’s the error? SolModCallback should be defined in core.vbs
You need to login in order to like this post: click here
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You either have outdated Core.vbs and de.vbs files or old versions of those scripts somewhere causing conflicts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
You need to login in order to like this post: click here
1 user thanked author for this post.
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
You need to login in order to like this post: click here
This might have the legacy fast flips script on the table script side, so solenoids=2 might be unnecessary. What’s the error?
You need to login in order to like this post: click here
In my experience you’ll find out pretty quickly if it’s right for vector restoration or not
Good candidate:
Baaad:
You need to login in order to like this post: click here
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 romYou need to login in order to like this post: click here
2 users thanked author for this post.
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 angleTo 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.
You need to login in order to like this post: click here
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
You need to login in order to like this post: click here
1 user thanked author for this post.
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 targetsYou need to login in order to like this post: click here
6 users thanked author for this post.
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
You need to login in order to like this post: click here
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.You need to login in order to like this post: click here
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?
You need to login in order to like this post: click here
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 scriptYou need to login in order to like this post: click here
9 users thanked author for this post.
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.
You need to login in order to like this post: click here
You guys seen these PF resources? http://xomf.com/g/xfvwn
You need to login in order to like this post: click here
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)
You need to login in order to like this post: click here
1 user thanked author for this post.
Windows key + arrow keys will snap windows around
You need to login in order to like this post: click here
-
AuthorPosts