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  • in reply to: The Walking Dead #44400
    Ray
    Participant
      @vpfan

      So I rolled back versions, no change w/ the drops.  Back to current on all now.  v 1.3 of the table.

      And to clarify, the drops are invisible, but still seem to function and light dead features when all would have been dropped.

      I realized it actually seems to be linked with playfield reflections.  With that off, the drops disappear.  And I notice that with reflections on, I may only be seeing some kind of quasi reflection version of the drops.  I can’t take a screenshot from my cab too well, but the effect makes it look like the drops are not actually at the right height on the playfield, again, might just be the reflections of the drops but I can see what looks like the top of them in the slot in the playfield.

      Surely I’m not the only one seeing this behavior?

      Edit – Perhaps the drops disappearing with reflections off is unique to me, but when I look at screenshots here in the thread it looks to me like the drops are not appearing correctly for others too.  If you take a look at them it again looks like the height isn’t right on the drops, and you’re seeing through part of the playfield to view the faces, or they are some kind of reflected artifact or something.  Just me?

       

      in reply to: The Walking Dead #44399
      Ray
      Participant
        @vpfan

        Major thanks to all contributors, Fren’s TWD Pro was/still is one of my favorites on cab.  This obviously builds on that is a great release.  Props to all involved.

        I initially had the missing GI issues, found I was a couple beta/release versions behind on VPN, B2S, and VPx.  After upgrading all of those, the GI/lighting is solid, but I notice the drop targets on this table are missing now.  Just an empty slot in the table where they should be protruding.

        99% sure there were present before, anyone run into that?  I’m guessing I must have missed something with the software upgrades, will go back and take a look at that.

        in reply to: Star Trek Limited Edition (Stern 2013) #41726
        Ray
        Participant
          @vpfan

          Anyone else getting some serious lag for a second when the Vengeance ship is hit with the newest 10-30-16 version?   butter smooth all other times for me.  Wasn’t an issue with the non-dof versions earlier.  Tried some frame skip in the backglass options, no change.  Maybe b2s server tuning will eventually resolve, being a beta release…

          in reply to: The Walking Dead (Stern 2014) BETA #17482
          Ray
          Participant
            @vpfan

            Really great table, great work.  Much improved over the PM5 test version.  Big thumbs up, a visual treat and plays great already.
            As for bugs:

            – I also notice the Prison head not registering all hits (also 32816a version to begin with), it’s inconsistent, so I’m not sure what the key is.  Seems like some pretty straight on, “hard” shots don’t register, most times they do.  A lot of more glancing weaker shots don’t count.  Maybe 70/30 hits counted vs not?  Honestly I see people complain the real game does this, maybe it’s not so much a bug here, but a feature?  :)

            This could also be me misunderstanding the scoring/registering of hits to the prison head.  I almost seem to get a hit reaction with the lighting blinking, but no scoring or advancement of the prison letters on those shots.  Registered hits always have the corresponding sound effect and a prison yard walker killed on the DMD animation that doesn’t happen w/ the light blinking only/failed hits.

            – I also notice the woodbury/extra ball shot doesn’t register quite often.  Especially if the ball enters that lane through a carom or kicked off the slingshots, etc.  I had a couple multiple bounce-ins not count, then a couple fairly clean shots off the flipper not score either.

            – I feel like the left outlane trigger doesn’t register when the ball rolls over the visual switch?  Not sure, just a feeling, just detects the drain when it reaches like it was a normal center drain area.  Could be wrong.

            – Rolling back down the left ramp from a failed shot, I feel like I get some extreme throw of the ball occasionally.  Almost like the effect you get from a magnet chucking the ball.  Just seems slightly off.

            – Not a bug really, but I think I recall some kind of 2x shot mechanism with lights in the inlanes, that isn’t operational here, guessing that was one of the features you mentioned wasn’t finished yet?  Maybe I’m mistaken on that and this table all together though.

             

            Major thanks for you time and effort Fren, I enjoy every one of your tables.  They are the best showcase of VPX on my cab IMO.  :good:

             

             

             

             

            in reply to: The Walking Dead (ICPjuggla & freneticamnesic) wip #12899
            Ray
            Participant
              @vpfan

              Hmm, I hadn’t thought of it like that… I didn’t care for the characters that were killed off, but yeah it was a pretty major “erasing” of half the development of this season.

              With the battle against the horde, I think the key detail is that the initial plan to lead them away worked for at least half of the horde. Don’t forget this is only the part that was drawn to the town, and I’m guessing not all got inside with only the one breach in the wall. Plus I think special effects limitations didn’t convey the numbers taken care of by the fuel burning. End rationalisations, LOL.

              On the other hand, it seems like the prison should have been salvageable in a similar manner then….

              in reply to: Star Trek Pro (Stern 2013) (VPX Beta 2233+) #11948
              Ray
              Participant
                @vpfan

                Related to the above fix for Bill’s issue with the ship movement, is there a similar value that would impact the amount of movement placed on the ship from nudging (analog nudge via a PinScape controller)?

                What I notice on my cab is that hits from the ball to the vengeance target impart a good amount of movement to the ship, if I happen to nudge the table while the ship is moving it will go nuts. Rapid, extreme movement past vertical.

                The line 985 edit only seems to control the force/amount of movement from the ball hit, but no impact on the movement from nudging. I browsed around the script and didn’t stumble on anything else that seemed obvious. No discernable impact to changing the value in line 986 from *2 to *1 (obviously no clue on it’s actual function), etc.

                I have nudge sensitivity at a realistic feeling, normal level in VPX. Nothing extreme at all, so not sure if it’s somehow my setup.

                Not a major issue obviously, just thought I’d bring it up if there might a similarly quick fix for that.

                in reply to: Your top 3 VP tables (favorites) or most played #10766
                Ray
                Participant
                  @vpfan

                  Ironman – VPX by freneticamnesic – plays fantastic, love the rule set, difficulty, and different multi-ball modes. Never played the real table, but I love the physics and feel of this version.

                  Spider-Man – VPX by Ninuzzu (I believe) – I just love back handing the doc ock shot, great flow to this table. Newbies to pinball love this table too for some reason, maybe the theme in general is a just a winner.

                  Medieval Madness – VPX by Dozier – my step daughter loves the castle toy and theme. The older VP9 version by jpsalas was part of what hooked me and motivated me to build a cab.

                  Honourable mention to Star Trek by freneticamnesic, my brother and I spent a night bar-hopping to play pinball locally (pretty slim pickings…), and spent most of our time on a pair of these machines. Great machine, and Fren’s version is fantastic imo. The lighting, effects, and polish, etc, is top notch.

                  I only finished my cab a few weeks ago, and haven’t gotten to play as much as I’d like, but those are my faves. Really looking forward to the VPX TWD release too. Only got about 15 minutes with the PM5 “teaser” release, but it was pretty sweet so far.

                  I want to branch out and add a couple EMs on my cab, but trying to limit the tables in pinballx on my cab to just the best, currently 25ish total right now), looks like a couple from BorgDog will be next up to try…

                  in reply to: The Walking Dead PRO Physmod5 WIP #10762
                  Ray
                  Participant
                    @vpfan

                    Thanks Sliderpoint! Really appreciate the help. It was indeed that the left and right flipper objects were not enabled. Once checked, and saved, the table was good to go.

                    There’s no way I changed that to cause the problem initially, so I’m guessing the current download in the original post was replaced/updated from the original with those disabled, and I just was one of the last to download it and be impacted? Otherwise I’m at a loss how those would be set to disabled in that manner…

                    in reply to: The Walking Dead PRO Physmod5 WIP #10738
                    Ray
                    Participant
                      @vpfan

                      Hate to be one of the problem guys here, but anyone ever run into the ball flying right through the flippers like they aren’t even there? I can’t play a single ball on this table for that reason, not sure exactly what is up there.

                      Skillshot works, the bumpers impact the ball, nudging works, but I might as well not have flippers physically present on the table…

                      I’m up to date on all files, though I do have VP, PM5, and VPX all installed/running in the same folder. Not sure if that is still recommended. Obviously running it specifically with my PM5 exe. All my other PM5 tables play though, scratching my head on this one…

                      Everyone else playing this successfully have vp, pm5, and final vpx all in the same visual pinball folder? Was thinking maybe vpx has overwritten some of the older files, vbs scripts, etc, of pm5 and is causing it.

                      Anyone have a link to the latest pm5? I’m using a version from mrj’s Dropbox from vpforum threads. {edit} Nevermind, same 8-20-14 version as linked in the downloads here.

                      in reply to: XMen FP->VPX conversion WIP #10694
                      Ray
                      Participant
                        @vpfan

                        It’s out, check the table releases forum: http://vpinball.com/forums/topic/x-men-stern-2012-fp-vpx-conversion-vpx-beta/

                        I don’t think fren is planning on supporting this table currently though, unfortunately. This was just a tester.

                        The magneto ball locks don’t work correctly for me with final vpx, rendering the table mostly unplayable. Maybe that’s just me somehow though.

                        in reply to: Metallica Pro (Stern 2013) #10339
                        Ray
                        Participant
                          @vpfan

                          That seems to do the trick, ball dead stops after hitting the UpPost via a shot up either the right or left orbit now, and drops into the lanes/bumpers area after it lowers. Thanks, Fren. :good:

                          Such a great playing table, though I find myself swearing at this one more than any of the other tables I play on, lol. I struggle to top 20 mil… Guess that’s a sign of a great design and an awesome recreation. :-)

                          in reply to: Star Trek Pro (Stern 2013) (VPX Beta 2233+) #10337
                          Ray
                          Participant
                            @vpfan

                            Wow, this table is truly epic at this point. Really, really stupendous job here! I can only dream of being able to create such a table. Many thanks for your time and energy, Fren.

                            in reply to: Metallica Pro (Stern 2013) #10261
                            Ray
                            Participant
                              @vpfan

                              No one else get the orbit shots blocked intermittently (specifically up the left orbit, not sure I’ve had the right shot blocked), or is that perhaps part of the expected table functionality/rules?

                              in reply to: Metallica Pro (Stern 2013) #10167
                              Ray
                              Participant
                                @vpfan

                                I didn’t see any mention in the thread, so wondering if it part of this table’s ruleset and I just don’t understand the proper rules, but I’m unable to shoot the orbits usually. The plunger/pin that prevents a full plunger shot from looping around the orbit (unless you go for the super skill shot attempt) raises intermittently while playing the table, obviously well after plunging and beginning play. Seems to raise as the orbit shots are attempted, and blocks the shot, then drops again.

                                That somehow just me? Is it part of the normal table function and supposed to happen unless the orbit shot is lit in some way? I’m thinking it’s a bug though…

                                Loving this table otherwise, though it seems to kick my ass pretty regularly… :) Thanks for the great table, fren.

                                in reply to: The Walking Dead (ICPjuggla & freneticamnesic) wip #9053
                                Ray
                                Participant
                                  @vpfan

                                  Looks amazing, many thanks to Fren and ICPjuggla (and randr, and anyone else that participated) for your hard work. Really looking forward to this table, can’t wait to play it but I hope you guys take some time to yourselves this holiday. I’m sure you get tired of nagging, complaining, and a bunch of people who expect you to hurry up and release your hard work so they can freely enjoy it. I hope you guys do know a lot of people appreciate the time and effort that these tables take to create, for little to no thanks. The results are frankly amazing. Thumbs up to you guys.

                                  in reply to: X-Men (Stern 2012) (FP -> VPX Conversion) (VPX Beta) #4483
                                  Ray
                                  Participant
                                    @vpfan

                                    Anyone else having an issue with this table (beta 2409 at least)? When I lock the second ball for Magneto it seems to get stuck and starts scoring hits on him, 50,000 points rattling off constantly, with no end that I’ve seen (only let it run for 2-3 minutes. Anything I can do to correct on my end?

                                    in reply to: LOTR (Stern 2003) VPX WIP #4460
                                    Ray
                                    Participant
                                      @vpfan

                                      The spinner on the Orthanc shot (I think that is the name, the center ramp shot) only spins and registers for me when the ball is rolling back down that ramp from a botched shot, when I fire up the ramp there is no movement of the spinner. I didn’t see anyone else mention that, perhaps a tweak I need to make to resolve, though I don’t see how mine would be unique there? (only tried with beta 2409)

                                      Great table though, I prefer it to the PM5 older version I had, which doesn’t quite look as nice and lacks some of the visual depth that this version seems to have. Great work.

                                      in reply to: The Walking Dead (ICPjuggla & freneticamnesic) wip #1890
                                      Ray
                                      Participant
                                        @vpfan

                                        Great to hear this is being started, I was just watching the new TWD tutorial vid PAPA put out on YouTube and lamenting the fact it would be a long way out from a VP release. Really amazing what you guys do. Thumbs up!

                                        Just started building my first cab last weekend, I’ve gotta hurry now. :)

                                      Viewing 18 posts - 1 through 18 (of 18 total)