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  • in reply to: VR Room Black Knight (Williams 1980) #231173
    pgheyd
    Participant
      @pgheyd

      Playcade, you are correct.  They are not working.  Wow.  Actually they too, are working, but seem reversed.  The two on the out edges you can’t see either.  Only the upper two work.  I’ll look to get a fix out.

      1 user thanked author for this post.
      in reply to: VR Room Black Knight (Williams 1980) #231048
      pgheyd
      Participant
        @pgheyd

        So I tested again, and all the lights are working on the upper playfield.  You indicated that the drop targets aren’t lighting up.  Do you mean all 6 of them?  Or just the 3 drop targets on the left side.  SW33-35?  The 3 on the left are much dimmer than the others.  That’s from the original table design.  I did not modify those at all.  If you go into image manager, and look at the images for SW33-35 on and off… you see the subtle differences.  The drop targets on the right side, SW37-39 light up might brighter.  Again, if you look at the images, they are brighter.   To verify that they are working, I put in alternate images in there to clearly see when they are on and off.. and that worked perfect.  So, all the lights on the drop target images are working.

        I did not modify these for the VR version.

        However… I agree that are probably too dim.  You could put one of those images in there if you wanted to light it up more.  I’d recommend SW 39.  In fact the drop targets on the lower playfield could be lit up more as well.

        I changed them all on a separate version (version 1.11).  So, if you want brighter and consistent drop targets use that version.

        If that’s not the issue… and they really aren’t triggering… then I’m stumped.  I didn’t modify that code whatsoever, nor those lights.

        in reply to: Batman Dark Knight Skitso Mod #230684
        pgheyd
        Participant
          @pgheyd

          Thanks for the table!  Amazing version.  I have found an issue on the right flipper.  If I hold the ball there too long (waiting for the crane to get into a position), the ball starts to spin/vibrate a little, and then I release the flipper, and the ball stays there.  It doesn’t roll down the flipper.

           

           

          • This reply was modified 3 years, 1 month ago by pgheyd.
          in reply to: VR Room Firepower (Williams 1980) #230627
          pgheyd
          Participant
            @pgheyd

            frpwr_b7 ROM is located here:  https://www.vpforums.org/index.php?app=downloads&showfile=794

            1 user thanked author for this post.
            in reply to: VR Room Class of 1812 (Gottlieb 1991) #229151
            pgheyd
            Participant
              @pgheyd

              Both the tilt / too many balls issue AND the multiball / heartbeat no balls issue are fixed, and included in the update to version 1.2
              I updated two errors in original table. Sub Slot2 was originally Slot2_Hit(). That caused too many balls to be on table in tilt mode.  Once that was changed, there was an issue that caused during the heartbeat multiball, the 2nd ball didn’t come into outlane.  That issue was that the Slot1_Hit() updated the trough in the subroutine. Needed to remove UpdateTrough.

              I played several games (some local high scores too!).  I did not get a repeat of the heartbeat multiball issue.

               

              2 users thanked author for this post.
              in reply to: VR Room Class of 1812 (Gottlieb 1991) #229139
              pgheyd
              Participant
                @pgheyd

                table-switch-pic

                I did see this as well.  I’m guessing it could be with the trough/code issue I changed for the tilt issue.  Its hard to explain… but in the real table, there is only one switch (SW44) in the trough and one switch in the drain (SW54).  However it stores two balls in the trough in the vpx table, slot1 and slot2.  Usually in the code you replicate the switches and use a hit and unhit to control the slots that represent each switch.  In the vpx table there is two slots/kickers, but only the one switch in the trough.

                The  trough code in the script is as follows:

                ‘Init Trough
                Sub InitTrough
                Slot1.CreateSizedballWithMass Ballsize/2,Ballmass
                Slot2.CreateSizedballWithMass Ballsize/2,Ballmass
                Controller.Switch(44) = 1
                Controller.Switch(54) = 0
                End Sub
                ‘Handle Trough
                Sub Slot2_UnHit():UpdateTrough:End Sub
                Sub Slot1_Hit():Controller.Switch(44) = 1:UpdateTrough:End Sub
                Sub Slot1_UnHit():Controller.Switch(44) = 0:UpdateTrough:End Sub

                In the ‘Handle Trough section, the original code had Sub Slot2_Hit():UpdateTrough:End Sub.   I changed it to UnHit() as you can see above.  That completely resolved when it kicked a ball out to the outlane during a tilt scenario.

                I did see the issue you mentioned about not getting a ball after a lock… but not all the time… just a couple times.  Very inconsistent.  I’m guessing it has something to do with the trough issue above.  This will be hard to replicate for troubleshooting.  If you’d like… you can change the code back to Slot2_Hit() and see if that fixes the problem.  Note that if you tilt the machine, you will get two balls kicked out into play after a tilt.

                I wonder if I remove the slot2 and just send the ball from the drain to slot1 when it needs to and that will fix both issues.  I will try.

                • This reply was modified 3 years, 1 month ago by pgheyd.
                • This reply was modified 3 years, 1 month ago by pgheyd.
                1 user thanked author for this post.
                in reply to: VR Room Independence Day (SEGA 1996) #227534
                pgheyd
                Participant
                  @pgheyd

                  You are correct.  The slings were not animated.  I’m really not sure why, or why I didn’t catch that…  They are fixed now in version 1.1.  Thanks for catching!

                  in reply to: VR Room Independence Day (SEGA 1996) #227232
                  pgheyd
                  Participant
                    @pgheyd

                    No, I have not noticed the flippers sticking at all, and spent hours testing it.    I did notice that once in awhile the yellow launch button will be light red.  A restart of VPX and that goes away.

                    in reply to: VR Room Sorcerer (Williams 1985) #224228
                    pgheyd
                    Participant
                      @pgheyd

                      There is a minor change that I missed in the V1.0 release.  The top right flipper is yellow.  It should be white.  If it bothers you, change LeftFlipper1 by selecting the flipper, and change the material to plastic white.

                      in reply to: VR Room Black Knight (Williams 1980) #223859
                      pgheyd
                      Participant
                        @pgheyd

                        Interesting…. They work perfectly fine on my machine.  Perhaps try redownloading?  Did you modify anything that might have caused it?

                        in reply to: VR Room Space Shuttle (Williams 1984) #222345
                        pgheyd
                        Participant
                          @pgheyd

                          Hi Olliebommel.  Yes, it can.  The easiest way to do this is adjust it’s Z height.  Here’s how:

                          Open the table.  On the left side, ensure that Options is selected.  At the top menu, Click: EDIT – Select Element.  Then find SW20.  Hit select.  You’ll see that it’s now open in options.  Under Position & Translation, you’ll see that the Z value is set to 0.   Change the Z value to -15.   Click File/Save.   And play.  If that doesn’t drop far enough for your liking, you can change it to -20 or some other value.

                           

                          There might be another way to leave the Z height value, and drop it further, but I couldn’t find out how to drop further.  I think it’s set in the Target Type.

                          • This reply was modified 3 years, 3 months ago by pgheyd.
                          1 user thanked author for this post.
                          in reply to: VR Room Black Knight (Williams 1980) #220342
                          pgheyd
                          Participant
                            @pgheyd

                            Blacksad, I have updated the description to give you credit for the backglass.  By the way, I am only using the image you created, not the entire b2s.  It is by no way packaged in the download.  If a user wants to use your backglass, they’d have to download it from you.  I’m using only the graphic.

                            I’d like to reference a similar comment on the VR Room Hurricane table.   Sixtoe explained how the backglass images are used in VR, and the options that we have in VR to use them.   The link is here:  https://vpinball.com/forums/topic/vr-room-hurricane-minimal-williams-1991-v1-1/?fbclid=IwAR0XlF6nXueJh628JlC77Gsz37_5kveajgsqJMYyMeNuUALwInV7rVwb4E0

                            The specific explanation is this:

                            “I think there might be some confusion over how the backglasses work in VR, there’s essentially 3 different way’s it’s implemented;

                            1. There is normallly a basic flat “backglass” primitive which displays a static image (just literally a picture of the translite), this is what you’re seeing in 99% of the VR table images “out the box” and is used as kind of a “placeholder” rather than have a blank backbox.
                            2. There is an option in VPVR to “capture” the b2s’s (and pup packs, and external DMD’s), this requires the user to download and have the b2s just like you would in a normal cabinet or desktop mode, VPVR then projects these captured images (literally frame by frame) onto the backglass primitive as mentioned above. This is probably the most common usage and it displays all the work you and others have done with your backglasses inside of the VR environment.
                            3. The entire backglass is rebuilt inside VPX, using flashers and all sorts of nonsense and odd code. This is a time consuming and complicated process (as b2s’s are I imagine!), but when done well can look really good and actually takes less computer resources to run than capturing the b2s.

                            So if an end user wishes to have a working backglass, they are required to download your backglass, or have one of the few tables where the backglass has been fully built and integrated.

                            Again, I really do appreciate all the work you and everyone else has done in this community.  I’m just trying to get the tables to play in the VR environment and look like a real table.

                            1 user thanked author for this post.
                            in reply to: VR Room Black Knight (Williams 1980) #220331
                            pgheyd
                            Participant
                              @pgheyd

                              Sorry, Blacksad.  I had no intention to not show appreciation for your work on the backglass.  I used the graphic as it was the best one I’ve seen… it’s incredible, and looks amazing in VR!

                              1 user thanked author for this post.
                              in reply to: VR Room Avengers (Pro), The (Stern 2012) #219784
                              pgheyd
                              Participant
                                @pgheyd

                                Not sure.  But I would suggest delete the nvram file, and restart the table.  It will create a new nvram file.   C:\Visual Pinball\VPinMAME\nvram\avs_170c.nv

                                If that doesn’t work, there’s a thread on the original 32assassin table here:  https://vpinball.com/forums/topic/avengers-pro-the-stern-2012/page/2/   They talk about the correct ROM.

                                One of those two solutions is like the culprit.

                                 

                                1 user thanked author for this post.
                                in reply to: Hi-Deal (Bally 1975) #215271
                                pgheyd
                                Participant
                                  @pgheyd

                                  Thank you so much!  I owned this table when I was a teenager.  Played the heck out of it!

                                  in reply to: VR ROOM Mousin’ Around! Minimal (Bally 1989) #214028
                                  pgheyd
                                  Participant
                                    @pgheyd

                                    Interesting on how you fixed it.  I’m really confused as to why the alphanumeric score is not in the right spot on the backglass.  That is hard set in table, and doesn’t move.

                                    There are 480 flashers that were placed in the exact position on layer nine of the editor (d1-d99).  You can select those flashers and move them in the tool if they really need to be moved for you.  The easiest way to move all of them, is to go into the edit tab, select element, and then select all the d1-d99 flashers.  (Note it’ll take awhile).  Once selected, you can move them up or down.

                                    Again, I really don’t understand how/why those would not be in the right place for you.  They are no different than any other flasher or primative on the table itself on how they are placed.  Did you by chance, when troubleshooting to get the table to work, accidentally move the backglass itself?  Or something else?  Maybe redownload the file before you start modifying and see if that works.

                                    Paul

                                    in reply to: VR ROOM Mousin’ Around! Minimal (Bally 1989) #211959
                                    pgheyd
                                    Participant
                                      @pgheyd

                                      It might be related to the version of Freezy you have.  I use 1.8.1, and I know that he included alphanumeric support in those later versions.

                                       

                                      1 user thanked author for this post.
                                      in reply to: VR ROOM Tee’d Off Minimal (Gottlieb 1993) #208504
                                      pgheyd
                                      Participant
                                        @pgheyd

                                        Just a thought…  maybe try delete the nvram and cfg teed off files.  (under vpinmame/cfg and vpinmame/nvram).  That will start a fresh rom nvm and reinitalize.

                                        Make sure you are using teedoff3.zip rom.

                                        From the original vpx table, (https://vpinball.com/VPBdownloads/teed-off-gottlieb-1993/  ) in the instructions, they indicated:

                                        “Getting the ROM up and running can be tricky.  Follow these instructions to load factory settings:

                                        Press the “7” key
                                        Press “End” to open the coin door
                                        Use the “7” key to bring up the menu
                                        Use the flippers to go to “Game Adjustments”
                                        Press the start button (“1” on my machine) to load factory settings
                                        Press start one more time
                                        Press the “Home” key to SLAM TILT and reload the game”

                                         

                                        Other troubleshooting indicated:  maybe try a different ROM, “teedoff.zip”.

                                         

                                        in reply to: Guardians Of The Galaxy #208441
                                        pgheyd
                                        Participant
                                          @pgheyd

                                          What a great table, thank you for making this table!!   FYI, for those that play the VR version.  There was an issue for me with the height of the hadron, firebuttonbase, and the associated flasher lights.  They sat way above the table.  The easiest way to fix this is to edit the script XYZ and height coordinates.  I changed the VR Room script starting at line 184:

                                           

                                          ‘********* VR Room **************

                                          If VRRoom = True Then ‘Turns on VR Room and Cabinet
                                          Dim VRThings
                                          for each VRThings in VRStuff:VRThings.visible = 1:Next
                                          Flasherbase5.X = 472
                                          Flasherbase5.Y = 2310
                                          Flasherbase5.Z = 150
                                          Flasherlit5.X = 472
                                          Flasherlit5.Y = 2310
                                          Flasherlit5.Z = 150
                                          Flasherbase5.Size_X = 30
                                          Flasherbase5.Size_Z = 30
                                          Flasherlit5.Size_X = 30
                                          Flasherlit5.Size_Z = 30
                                          Flasherflash5.X = 472
                                          Flasherflash5.Y = 2310
                                          Flasherflash5.Height = 194
                                          FlasherFlash5_5.X = 472
                                          FlasherFlash5_5.Y = 2310
                                          FlasherFlash5_5.Height = 195
                                          hadron.Height = 168
                                          FireButtonBase.Z = -100
                                          Else
                                          for each VRThings in VRStuff:VRThings.visible = 0:Next
                                          hadron001.height = 170
                                          hadron001.Visible = True
                                          Flasherbase5.X = 468
                                          Flasherbase5.Y = 2330
                                          Flasherbase5.Z = 150
                                          Flasherlit5.X = 468
                                          Flasherlit5.Y = 2330
                                          Flasherlit5.Z = 150
                                          Flasherbase5.Size_X = 22
                                          Flasherbase5.Size_Z = 22
                                          Flasherlit5.Size_X = 22
                                          Flasherlit5.Size_Z = 22
                                          Flasherflash5.X = 468
                                          Flasherflash5.Y = 2330
                                          Flasherflash5.Height = 194
                                          FlasherFlash5_5.X = 468
                                          FlasherFlash5_5.Y = 2330
                                          FlasherFlash5_5.Height = 195
                                          FireButtonBase.visible = 0

                                          End If

                                          1 user thanked author for this post.
                                          in reply to: VR ROOM Tee’d Off Minimal (Gottlieb 1993) #208139
                                          pgheyd
                                          Participant
                                            @pgheyd

                                            I’m guessing your issue is a focus issue.  The VPX table is not the active window when you launch the table.  This is a common problem with some VR tables.  You can manually alt-tab to get the VPX play window active.  Or, grab the “VPX Stay On Top” program that Ba Sti did.  You can find that here:

                                            ..small traytool to bring “Visual Pinball Player” on top. This window needs focus for controlling your pinball. It works with 2D VPX and VR VPX.  If you are using Ba Sti’s vr launcher, you don’t need this.
                                            https://vpinball.com/VPBdownloads/vpxontop/

                                          Viewing 20 posts - 1 through 20 (of 25 total)