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freetz.
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January 4, 2019 at 3:27 am #108590
ah, of course! Thanks! :)
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January 4, 2019 at 9:22 am #108608Is there a way to fix the ball reflection being way too visible while the ball is on the see-through part of the playfield?
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January 4, 2019 at 10:30 am #108620Without actually knowing in detail – I would expect it to be to change ball image in the script. There are some tables that does things like that. One is a table you should be pretty familiar with since you made such a great mod of. TZ. There, all of a sudden there is a gumball, right.
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January 4, 2019 at 10:52 am #108624Hmm, I’m not quite sure I follow you. I don’t want the ball image to change, but the reflection to stay the same, no matter the material it is rolling on.
I’m in the process of giving this table a slight visual polish in the same manner as I did earlier for TZ (adding shadows, improving textures, lighting and so forth)
One of the most major issue I’m having with this table is this:

On the left, you can see the ball on the normal playfield with a subtle reflection and a new, beautiful ball shadow. But when the ball is on the mini playfield glass (the right image), the reflection and ball shadow looks awful. I have no idea how to fix this… Pls halp! :)
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January 4, 2019 at 11:14 am #108628I’ll have to look at this later. But, I would consider some value for the shadow dependent on the z-axis. That you can get to without adding too much stuff via the JP ballrolling that this already tracking balls on this table. Might be and idea to look at the version at github. I don’t remember if this was already included in this table or not.
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January 4, 2019 at 7:23 pm #108676It’s an artifact of trying to reflect on the transparent image below it. Only solution I’ve found is to turn off ball reflections on the playfield. In my opinion, ball shadows are a sufficient supplement.
Current Project: Perpetual updates of VPX physics.
Current Project: Perpetual updates of VPX physics.
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January 5, 2019 at 1:08 am #108683Thanks roth, but the same issue remains with the ballshadow too. It just looks ugly. But without shadow and reflection, the ball seems like floating, so I don’t know… maybe this table is beyond fixing in that regard. :/
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January 5, 2019 at 3:49 am #108688I have something back in my mind that I think Bord mentioned about height of the ball shadow. It’s one of the things that has stuck in my mind of needing to test but I still haven’t got around to try.
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January 5, 2019 at 7:44 am #108699The flipper polling behavior was removed, you don’t have the latest version.
Flipper DOF doesn’t work at all in 1.2 version.
Script still needs to be modified. Starting from line 1791 replace the code with something like this:
Sub SolLFlipper(Enabled)
If Enabled Then
‘ PlaySound SoundFX(“fx_flipperup”,DOFFlippers), 0, 0.4, -0.05, 0.11
‘PlaySound SoundFX(“FlipperUpLeft”,DOFFlippers), 0, 0.4, -0.05, 0.0 ‘clark <———— COMMENT OUT
PlaySound SoundFXDOF(“FlipperUpLeft”,101,DOFOn,DOFFlippers), 0, 0.4, -0.05, 0.0 ‘<———— NEW
LeftFlipper.RotateToEnd
Else
‘ PlaySound SoundFX(“fx_flipperdown”,DOFContactors), 0, 0.4, -0.05, 0.11
‘PlaySound SoundFX(“flipper_down”,0), 0, 1, -0.05, 0.11 ‘clark <———— COMMENT OUT
PlaySound SoundFXDOF(“flipper_down”,101,DOFOff,DOFFlippers), 0, 1, -0.05, 0.11 ‘<———— NEW
LeftFlipper.RotateToStart
LeftFlipper.EOStorque = DefaultEOS
End If
End Sub
‘SoundFX(“fx_flipperup”,DOFContactors)
Sub SolRFlipper(Enabled)
If Enabled Then
‘ PlaySound SoundFX(“fx_flipperup”,DOFFlippers), 0, 0.4, 0.05, 0.15
‘PlaySound SoundFX(“FlipperUpLeft”,DOFFlippers), 0, 0.4, 0.05, 0.0 ‘clark <———— COMMENT OUT
PlaySound SoundFXDOF(“FlipperUpLeft”,102,DOFOn,DOFFlippers), 0, 0.4, 0.05, 0.0 ‘<———— NEW
RightFlipper.RotateToEnd
Else
‘ PlaySound SoundFX(“fx_flipperdown”,DOFFlippers), 0, 0.4, 0.05, 0.15
‘PlaySound SoundFX(“flipper_down”,0), 0, 1, 0.05, 0.11 ‘clark <———— COMMENT OUT
PlaySound SoundFXDOF(“flipper_down”,102,DOFOff,DOFFlippers), 0, 1, 0.05, 0.11 ‘<———— NEW
RightFlipper.RotateToStart
RightFlipper.EOStorque = DefaultEOS
End If
End Sub
‘flipnf
Sub SolULFlipper(Enabled)
If Enabled Then
‘ PlaySound “fx_flipperup”, 0, 0.5, -0.06, 0.15
ULeftFlipper.RotateToEnd
Else
‘ PlaySound “fx_flipperdown”, 0, 0.5, -0.06, 0.15
ULeftFlipper.RotateToStart
End If
End Sub
Or, you can update your DOF config so the left and right flippers use S48 and S46
Current Project: Perpetual updates of VPX physics.
Current Project: Perpetual updates of VPX physics.
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January 5, 2019 at 7:45 am #108700Thanks roth, but the same issue remains with the ballshadow too. It just looks ugly. But without shadow and reflection, the ball seems like floating, so I don’t know… maybe this table is beyond fixing in that regard. :/
I have ball shadows on Tee’d Off and it looks fine. It is a raised playfield, but I don’t think that should make a difference. You might need to play with the Depth Bias of the ball shadow to get it to look right.
Current Project: Perpetual updates of VPX physics.
Current Project: Perpetual updates of VPX physics.
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January 5, 2019 at 10:20 am #108704Thanks roth, but the same issue remains with the ballshadow too. It just looks ugly. But without shadow and reflection, the ball seems like floating, so I don’t know… maybe this table is beyond fixing in that regard. :/
I have ball shadows on Tee’d Off and it looks fine. It is a raised playfield, but I don’t think that should make a difference. You might need to play with the Depth Bias of the ball shadow to get it to look right.
Space Time, too. No raised pf and ball shadow over elements below the pf work fine.
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July 22, 2019 at 8:38 am #138249Is there a way to move around and resize the DMD display?
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July 22, 2019 at 9:53 am #138252@specturm1: Read this https://vpinball.com/forums/topic/lesser-known-features-of-vpinmame-dmd/
– registry has x and y coordinates and freezy can use those, or you can punch them in yourself to the ini file.
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July 22, 2019 at 5:15 pm #138304Skitso, did you ever have a chance to work on this table and add your special touch as in others such as the shadow?
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August 24, 2019 at 6:26 pm #143138How come after ball gets released from the top kickback hole (the ball lock, but lock is not active) it drains right between the flippers every time?
Running the 1.2 build.
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August 25, 2019 at 3:40 am #143173A bit confused to the question to be honest. If I understand you correctly. There is a upper left flipper that you are supposed to use. And, you have to remember. This is a computer. It sees things as 0′ and 1′ – it will not add randomness to anything unless it is told to do it. So, if you see patterns emerging, change something – so it is not 100% the same all the time. Can be scatter angle to a object like a wall, a kicker – what ever. Some randomness is essential in VP. Just don’t overdue it.
I’m a fan of giving absolutely all object some kind of randomness, except flippers. We are perfectly capable to add the randomness by our selves.
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March 18, 2020 at 2:01 pm #167821Guys, Color DMD by hazurdous here … http://vpuniverse.com/forums/files/file/5744-congo-williams-1995-vpin/

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September 28, 2020 at 12:36 pm #202486beautiful table, quite addictive – thank you, love to play!
Whats up with the black rubber at left outlane? accidentally there?
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September 28, 2020 at 3:06 pm #202502No, that rubber is supposed to be like that. nFozzy did a great re-creation here.
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February 19, 2021 at 10:05 am #224937Having played a real version of this table, this version of the table, although a few years old, plays well, and stays true to the feel and look of the game.
thanks!
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