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  • #22983
    nFozzy
    Participant
    @nfozzy

    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 LoadedWeapon

    Sound effects by Knorr and Clark Kent

    #23026
    randr
    Keymaster
    @randr
    ModeratorMember

    Thanks! Fun table

    ********************************************************
    Messing with the VPinball app and push notifications.
    So if you haven't downloaded app yet what are you waiting for!?
    *******************************************************

    #23029
    STAT
    Participant
    @stefanaustria
    MemberContributor

    Another great VPX, thanks nFozzy :good:

    #23048
    Blashyrk
    Participant
    @blashyrk

    Thanks nFozzy, Love me some congo :)

    #23072
    STAT
    Participant
    @stefanaustria
    MemberContributor

    Quick Fix, Line 88: .Hidden = 0

    #23079
    jbg4208
    Participant
    @jbg4208
    Member

    Sweet!! Thanks Fozzy!  :yahoo:

    #23080
    Pinbolt
    Participant
    @pinbolt
    Member

    Thank you nFozzy, super table.

    #23081
    takut
    Participant
    @takut
    MemberContributor

    Great table, thanks for sharing :good:

    #39728
    nFozzy
    Participant
    @nfozzy

    New 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 issues

    5 users thanked author for this post.
    #39729
    nFozzy
    Participant
    @nfozzy

    FOR 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 Sub

    #39731
    Drybonz
    Participant
    @drybonz
    Member

    Good Amy!  Good Good Amy!  lol

    Thanks Fozzy… I really like this table.    :good:

    #39737
    randr
    Keymaster
    @randr
    ModeratorMember

    Very cool. Interested in checking this out with the mods :good:

    ********************************************************
    Messing with the VPinball app and push notifications.
    So if you haven't downloaded app yet what are you waiting for!?
    *******************************************************

    #39738
    Ben Logan2
    Participant
    @benlogan2
    Member

    Especially excited to try this table update  this evening because if the flipper mods. Thanks nFozzy.

     

    #39740
    RYSr (Rich)
    Participant
    @rysr
    Member

    Thanks for the updated table!

    BTW: Don’t you mean to use the VPX10.2 beta, for this table

    Rich

    #39745
    doogie
    Participant
    @doogie
    Member

    When I start a game in version 1.1 of this table, my left flipper solenoid continuously fires about once every second.

    #39746
    randr
    Keymaster
    @randr
    ModeratorMember

    I 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!?
    *******************************************************

    #39750
    STAT
    Participant
    @stefanaustria
    MemberContributor

    Just work in 10.1 and Beta 10.2 for me … :scratch:  whatever … :yahoo:

    #39751
    nFozzy
    Participant
    @nfozzy

    When 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

    http://pastebin.com/av1eZG80

    #39752
    Drybonz
    Participant
    @drybonz
    Member

    I just had a chance to play the new version… flippers are nice and snappy… I like the rigid flipper setting.  What is happening exactly when that is selected?… looks like the flipper settings stay the same… just curious.  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.  I like that the upper ramp cover is more transparent for visibility.  I noticed Amy clips through the upper ramp just a touch.  I moved her over about 8 clicks… that won’t hurt anything will it?

    Anyway, thanks again for the big update.  I’m sure I will be playing this one a bunch.

    *edit*  I keep finding a lot of nice little details that were improved from the old version.

     

    #39754
    nFozzy
    Participant
    @nfozzy

    The 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

    http://pastebin.com/wXKBArwR

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