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Viewing 20 posts - 1 through 20 (of 1,194 total)
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  • #213198
    The Loafer
    Participant
    @theloafer
    Member

    It was a very cool stream.  I’m amazed at the look of everything.  He’s got a cool personality that goes along well with his production values.

    #213197
    The Loafer
    Participant
    @theloafer
    Member

    You are doing an excellent job. So nice to see a VP legend coming out with a new release!

    #213190
    The Loafer
    Participant
    @theloafer
    Member

    Oh my god!  of all unreleased VPX tables, this one is at the top of my list. I’ve had the pleasure of playing a real one a few years ago and loved it to death.  Quite complex ruleset/layout considering the era!  Thanks for working on it fan of old DVD player!

    • This reply was modified 1 day, 23 hours ago by The Loafer.
    #213189
    The Loafer
    Participant
    @theloafer
    Member

    Thanks Marty and also Scottywic!

    1 user thanked author for this post.
    #213188
    The Loafer
    Participant
    @theloafer
    Member

    Looks great thanks for sharing! I’m a fan of the Ballys from this era so looking forward to trying it out

    1 user thanked author for this post.
    #212931
    The Loafer
    Participant
    @theloafer
    Member

    What a fantastic update.  Love the gameplay, very much like real pinball where you get a bunch of games in a row when you can’t do well at all, then you get in the zone and boom, a great game.

     



    @joey2001
    : I didn’t read the thread before playing so was surprised :).  But IMHO those things are best discovered by surprise and everyone should discover these for themselves. Maybe edit your post to just point to “surprises” or something like that. I agree, great job by Rod with those!!!

    #211376
    The Loafer
    Participant
    @theloafer
    Member

    Scott and team:  Wow! The pup pack is glorious, love the lip sync Crusty. The music is also perfect, it’s going to be one of those that will stick in our heads so if we want to kill you later, don’t take it personal.  The voice acting is top notch, doubt it could be better, it really fits the game well.  Lot’s of variety as well.  great little animations  on so many objects, love the rotating pep pop bumpers, the slings, etc.  Congrats, looks like there are lot’s of modes. first game got what felt like a decent score 9.8m I think.  Second game less than 5 million but still felt good!

     

    I also get the black screen on the playfield until I alt tab it back.  I was wondering if maybe this might happen because some of us have exclusive full screen on but then I remembered I don’t think HArry Potter gave me any issues and it has a video mode.  I also got a ball stuck in the pizza box and couldn’t shoot balls up either ramp feeding into the pizza box as it would hit the ball and fall back down.  In saying that, when I lost the last ball of the multiball I was in, the game went into it’s ball search mode, visibly shook the table and the ball popped out and I could play again. Cool ball search mode!

     

    Great job!

    • This reply was modified 2 weeks ago by The Loafer.
    #211323
    The Loafer
    Participant
    @theloafer
    Member

    I thought I replied in this thread but I guess I haven’t, perhaps I did on facebook. Anyway this table along with Power Play as occupied most of my VPX time of late.  The sound especially in this table is out of this world.  I love what fleep brought to TOM but in that game, there is so much music, callouts etc, it ends up hiding a bit the full benefit of what the sound package can bring.  With EM’s and early SS tables, the ambient and organic nature of pinball sounds is truly at the forefront and WOW!  Literally did this “gasp” the moment I plunged the ball and the ball hit the first rubber and it got better from there.  Thanks to Fleep and to all contributors, this is a labor of love and it shows

    1 user thanked author for this post.
    #211321
    The Loafer
    Participant
    @theloafer
    Member

    It’s out!  Time to download (once it is approved) and test this baby out. Thanks Scott, Daphishbowl and everyone who contributed on this!

    • This reply was modified 2 weeks ago by The Loafer.
    #211277
    The Loafer
    Participant
    @theloafer
    Member

    I don’t know the answer to your question DBrown67, however I know there HAD to be a reason for the “giving up” on the AI part because it certainly doesn’t.  Your issue doesn’t happen here.  Have you looked if the script has options for the AI and nudging?

    #211276
    The Loafer
    Participant
    @theloafer
    Member

    Looking forward to seeing what you guys come up with. I hear it’s a great pin!

    #211275
    The Loafer
    Participant
    @theloafer
    Member

    Didn’t someone release a Viper Night Driving for VPX years ago?  I’ll have to check out the pincab, maybe I’m thinking of something else.

    #211274
    The Loafer
    Participant
    @theloafer
    Member

    A little busy with work so I’m late in offering my congrats on this stellar of a release.  Simply put, it’s fantastic.  When this table was released back in the day, one of the focus point is that saucer at the top and the pop bumpers under it.  Because it’s a focal point, its one of those VP tables that can lead to a hit/miss feel when comparing to a real table, if excellent of execution isn’t there.  With that in mind, I challenge anyone to play the real table, then play this recreation and not be amazed at how Bord nailed how the ball comes off the pop bumpers and how the near misses on that sauce just feel so superbly correct.  Accuracy of shots is paramount to success, but bad shots can make you pay the price too. Everything is spot on with this table and as it is with Bord’s releases, playing intelligent pinball will lead to the potential of a good score but also like real pinball, it’s never an automatic because the design was made to eat quarters and man, that applies here too.

    Thanks for your contributions, it’s a pleasure to help out in any way and we are lucky to have you!

    1 user thanked author for this post.
    #211266
    The Loafer
    Participant
    @theloafer
    Member

    Well I saw it..  Ok. That’s Bullshit such a small detail, there’s a reason why we all failed.   To our defense your tables tend to be excellent so we aren’t used to seeing you slum it like this.   For shame Bord, for shame!

    #210393
    The Loafer
    Participant
    @theloafer
    Member

    A lot of tables need you to quit VP COMPLETELY before loading another table, so recommendation is to quit VP completely and doing so should quit the PUP stuff too.

    #209974
    The Loafer
    Participant
    @theloafer
    Member

    Thanks for this, love this eras Ballys and fan of all your work.  Your attention to detail is top level sir!  More comments once I’ve tried it out

    #209657
    The Loafer
    Participant
    @theloafer
    Member

    What are your PC specs?  are you running this at 4K?  120hz? There were two versions of this table, one with uncompressed textures and one compressed.  The uncompressed requires a better PC.

    Unfortunately not sure specifically what could help. If you are using the latest everything it should work fine

    #209576
    The Loafer
    Participant
    @theloafer
    Member

    Has anyone else had the ball completely disappear when it hits just below cousin it? I’ve had it happen two times now, and only way to recover is to exit VP and restart.

    I’ve not seen that issue myself, though I’ve lost some balls in the earlier versions in the swamp area.  Did this happen during multiball?  Are you using vp10.6 final?  Is this playing from a front end or straight into VP without having loaded other tables first? (ie: first table run when loading VP?)

    #209484
    The Loafer
    Participant
    @theloafer
    Member

    Daphishbowl:  Gave the latest version a try:

     

    bug report:

    Plunger:  I think it had previously been reported that in some instances, a bug using a real plunger will cause the ball to autolaunch for all future balls until we quit the table.  Not sure if you’ve had a chance to look at it yet, came across this again today. This is a complex table (doesn’t take a genius to figure that out when looking at the script, ouch!).  So A)  Just curious if EVERY real-plunger user has come across this issue and B) If yes, maybe the mechanical plunger should be disabled in the table until this is sorted out? and C) if no one else is having this issue, never mind lol  On that note, I took a look at it and understand why the issue is happening.  So with the use of a real plunger, when you initially first pull it, the tip of the plunger actually settles a bit higher than the default placement of the plunger so what happens is the ball kicks into the plunger lane and because of the plunger tip being higher, the ball now rests on the trigger so it thinks you already tried to plunge the ball and boom it autoplunges.  This may only occur with some plungers. For example, I’m using the 2nd generation (I think) virtuapin plunger so this is likely caused by how it auto-calibrates when we enter VP.  The solution for me is to move the plunger a little lower and/or move the autoplunger sensor higher so that the ball at rest isn’t touching it.  You may want to try moving it up a bit to see in your release version, that should solve it for those who have this issue, at least those with a similar setup as I have

    Extra ball:  This table stacks modes so I apologize if I can’t give you a concrete specific situation.  I believe I had 3 modes running which according to the real pin, that lights up the extra ball via the scoop so perhaps that’s how I achieve it.  So I heard the extra ball callout and sure enough I was rewarded the extra ball.  However, when I heard the callouts, Starlord’s eyes did not light up as expected when getting an extra ball.   IE: this is just a visual bug, not a big deal but FYI just the same

    skillshot:  It seems to be progressing from game to game.  IE: 4th game and I was still accumulating 100 thousand each additional skillshot hit

    skillshot:  it seems if the autoplunger is engaged (for example, if the plunger bug is triggered) it ALWAYS hits the same shot and it’s a successful skillshot to the left lane.  Maybe adding some kind of random strength to it?

    Difficulty:  Somewhere along the way, probably with the physics tweaks, this game has gotten harder… and this is not a complaint.  In the 8-9 games I just played, I can’t believe how many missed shots led directly to a SDTM or left outlane lost ball scenario and this is exactly how it should be. This game has quite a bit narrow shots so it’s not supposed to be a walk in the park.   I’m loving the playability and when I end up with a good game, it feels like it was earned.

    Thanks again for your great work on this.

     

     

    #209458
    The Loafer
    Participant
    @theloafer
    Member

    Did the PupPack change with recent releases? Should we update PupPack if we update table?

    According to the installation tab, there’s a link to PUP pack 1.21 version so I would presume “yes”

Viewing 20 posts - 1 through 20 (of 1,194 total)