- This topic has 84 replies, 6 voices, and was last updated 3 years, 10 months ago by freetz.
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May 20, 2016 at 12:11 am #22983
Congo (Williams 1995)
Based on JPSalas’ VP9 table
This Table requires the latest vpinmame beta and the latest VP10.2 Beta
If the lower playfield isn’t showing up, make sure ‘Software Vertex Processing’ is unchecked in your Video Options.
Additional credits:
Spotlight primitive by Dark
Flasher images by LoadedWeaponSound effects by Knorr and Clark Kent
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19 users thanked author for this post.
May 20, 2016 at 6:14 am #23026Thanks! Fun table
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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May 20, 2016 at 6:51 am #23029Another great VPX, thanks nFozzy
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May 20, 2016 at 7:47 am #23048May 20, 2016 at 10:13 am #23072Quick Fix, Line 88: .Hidden = 0
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May 20, 2016 at 10:47 am #23079Sweet!! Thanks Fozzy!Â
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May 20, 2016 at 11:17 am #23080Thank you nFozzy, super table.
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May 20, 2016 at 11:30 am #23081Great table, thanks for sharing
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October 27, 2016 at 12:51 am #39728New update using DJrobX’s solenoid modulation emulation. You can find the beta version of pinmame with it enabled here
Tons of other changes too, here’s a short list
Uses the new ModSolCallbacks (Advanced flasher effects). Requires latest beta of pinmame.
Disconnected flippers from solenoid callbacks for much more responsive flipper behavior.
Single-Screen FS support (top of script)
Stiffer flippers script (top of script, enabled by default))
Corrected some issues with playfield scale. The areas around all 3 flippers have been redone, ramps are steeper
-Changed the aspect ratio for a better fit on 16:9 monitors. The plunger was moved up a bit.Visual tweaks-
-baked some light into the ramps
-inserts are now brighter when the GI is off, rather than darker
-Fixed some orange colored inserts that were being crushed into red
Lower Playfield: Couple changes to hopefully prevent the ball from falling through the world
-if the ball does fall through, it’ll now respawn
-LPF targets have been changed back to walls. Hopefully this fixes stuttering issuesYou need to login in order to like this post: click here
October 27, 2016 at 12:55 am #39729FOR TABLE BUILDERS:
Don’t copy my script, I experimented a lot with the flasher effects, and I left a lot of garbage in the script.
Instead, I think each solenoid as it’s own sub is the simplest way to do this. I don’t recommend putting them through JP’s light routine because you’ll lose some updates – Congo updates the flasher routines really quickly.‘SolCallback(17) = “Sol117”
‘SolCallback(18) = “Sol118”
‘SolCallback(19) = “Sol119”
‘SolCallback(20) = “Sol120”
‘SolCallback(21) = “Sol121”
‘SolCallback(22) = “Sol122”
‘SolCallback(23) = “Sol123”
‘SolCallback(24) = “Sol124”
SolModCallBack(17) = “Sol117”
SolModCallBack(18) = “Sol118”
SolModCallBack(19) = “Sol119”
SolModCallBack(20) = “Sol120”
SolModCallBack(21) = “Sol121”
SolModCallBack(22) = “Sol122”
SolModCallBack(23) = “Sol123”
SolModCallBack(24) = “Sol124”Then each sub like this, using Intensityscale and State (without adjusting the state, lights will flicker off rather than fade off)
Sub Sol117(Value)
Value = Value
if value = 0 then
F17.state=0
F17a.state=0
F17b.state=0
else
F17.state=1
F17a.state=1
F17b.state=1
end if
F17.Intensityscale=Value * 1/255
F17a.Intensityscale=Value * 1/255
F17b.Intensityscale=Value * 1/255
End SubYou need to login in order to like this post: click here
October 27, 2016 at 5:20 am #39731Good Amy! Â Good Good Amy! Â lol
Thanks Fozzy… I really like this table. Â Â
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October 27, 2016 at 7:37 am #39737Very cool. Interested in checking this out with the mods
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
You need to login in order to like this post: click here
October 27, 2016 at 8:08 am #39738Especially excited to try this table update  this evening because if the flipper mods. Thanks nFozzy.
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October 27, 2016 at 8:47 am #39740Thanks for the updated table!
BTW: Don’t you mean to use the VPX10.2 beta, for this table
Rich
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October 27, 2016 at 10:02 am #39745When I start a game in version 1.1 of this table, my left flipper solenoid continuously fires about once every second.
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October 27, 2016 at 10:22 am #39746I updated vpx beta version here you must use it and the scripts that are included
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
You need to login in order to like this post: click here
October 27, 2016 at 1:53 pm #39750Just work in 10.1 and Beta 10.2 for me … Â whatever …
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October 27, 2016 at 1:59 pm #39751When I start a game in version 1.1 of this table, my left flipper solenoid continuously fires about once every second.
Try this script, let me know if it fixes your issue
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October 27, 2016 at 2:49 pm #39752I just had a chance to play the new version… flippers are nice and snappy… I like the rigid flipper setting. Â What is happening exactly when that is selected?… looks like the flipper settings stay the same… just curious. Â The rigid flipper setting feels like the flipper is snapping to position with a more solid feel… not sure how to explain… subtle but nice.
The ramps look good. Â I like that the upper ramp cover is more transparent for visibility. Â I noticed Amy clips through the upper ramp just a touch. Â I moved her over about 8 clicks… that won’t hurt anything will it?
Anyway, thanks again for the big update. Â I’m sure I will be playing this one a bunch.
*edit* Â I keep finding a lot of nice little details that were improved from the old version.
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October 27, 2016 at 4:01 pm #39754The hardflips thing is a simple hacky solution to the problem of flippers being too floppy at end of stroke.
Two triggers sit around the flippers that increase the EOStorque of the flippers. When the triggers are hit, EOS power is increased so the flippers have more rigidness. Releasing the flipper resets them back to normal so all flipper tricks work. (Live catches should work the same, end of rotation movement seems hard-coded)
Here’s the isolated script, needs two triggers around the flippers called TriggerLF and TriggerRF
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