This topic contains 250 replies, has 56 voices, and was last updated by  wrd1972 2 months, 1 week ago.

Viewing 20 posts - 41 through 60 (of 251 total)
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  • #49134
     RustyCardores 
    Moderator
    MemberModerator

    The last version I can play of this is Fozzy’s beta 1.4d_withMixMaster, but once I hit 1.4f I get the rolling ball sound on 2 left flipper presses.

    If I continue to play 1.4f I get the error…

    Line: 1229 Subscript out of range: ‘b

    1.4u does the same, but the error code is associated with 1172 from memory. (same bit of script, it just exists on another line now after updates)

    I’ll have a look in DiffMerge and see what the differences are after Fozzy’z 1.4d

     

    #49138
     RustyCardores 
    Moderator
    MemberModerator

    Test Kicker key codes first appeared in 1.4f and carry through until 1.4u

    If I comment out the sections associated with these key codes (leaving the Test Kicker code itself), then the table works fine.

    #49139
     wrd1972 
    Participant
    Membervip

    Try this rev guys. Physics are much closer to the previous release.

    https://www.dropbox.com/s/rdzzzl02gll1u2q/Dr%20Dude%20%28Midway%201990%29%201.4_V.vpx?dl=0

    Table is playing fine on my table Rusty. No errors or hiccups at all. Try the above.

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    1 user thanked author for this post.
    #49145
     RustyCardores 
    Moderator
    MemberModerator

    It does the same.  The Test Kicker code #46 creates a ball.  It appears that code happens to align itself with my left flipper button.  That’s why it’s not effecting others, as our button assignments differ.

    Well done @drybonz turns out you were right :)

    #49149
     RustyCardores 
    Moderator
    MemberModerator

    Should there be a ball drop sound on entry to the mixmaster?

    Also, is there a way to add L/R balance to the ball drops at the end of the wire ramps?  The code to is different to what I’m use too.

    #49151
     wrd1972 
    Participant
    Membervip

    Should be able to add the ball drop sound there. Cant speak to the balance though.

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    #49189
     wrd1972 
    Participant
    Membervip

    Here is my latest Refresh WIP:

    More lighting changes and I have rolled in the MM changes fozzy referenced. Also photoshopped the plastics.

    https://www.dropbox.com/s/4s4euloceomm59g/Dr%20Dude%20%28Midway%201990%29%201.4_x.vpx?dl=0

    I am still dialing in the Mixmasters exit width. Still seems the ball is exiting too fast but that can be dialed in with the two posts and rubbers at the MM’s exit.

    Let me know what you guys think please.

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    1 user thanked author for this post.
    #49213
     RustyCardores 
    Moderator
    MemberModerator

    @wrd1972  I have looked at the ball drop sound out of the wire ramps, as the actual sound file used appears to favour the right channel. So when the ball drops out of the left wire ramp, I hear it to the right. :(

    Without importing a new sound (so that my PMD becomes more than just a script update) I have added a new sub in order for me to increase the volume and add balance. With this code I now hear both left and right directions to match the wire ramp in use.

    I think this mod would also benefit non-PMD/non-DOF users who hear the ball drop from the backbox speakers. (Change the to for standard volume in both left and right calls)

    Modified code in Red and original code in italics for easy view…


    ‘*****************************************
    ‘ JimmyFingers VP10 Sound Routines
    ‘*****************************************

    ‘***Metal ramp sounds
    ‘ PMD Mod by RustyCardores: Volume increased & balance added – Additional Sub included for LWireEnd_Hit below
    Sub BallHitSound(dummy):PlaySound “fx_balldrop”,0,2,.6:End Sub
    ‘ Sub BallHitSound(dummy):PlaySound “fx_balldrop”:End Sub
    Sub BallHitSound2(dummy):PlaySound “fx_balldrop”,0,2,-.6:End Sub

    ‘ PMD Mod by RustyCardores: Balance added
    Sub MetalSound(dummy):PlaySound “fx_metalrolling”, 0, 1 :End Sub
    Sub LWireStart_Hit():PlaySound “fx_metalrolling”, 0, 1, -.7 : StopSound “fx_vuk_exit2”: End Sub
    Sub RWireStart_Hit():PlaySound “fx_metalrolling”, 0, 1, .7 :End Sub
    Sub RWireStart1_Hit():PlaySound “fx_metalrolling”, 0, 1, .7 :End Sub
    Sub Ramp_drop_Hit(): Playsound “fx_metalhit2”,0,1,.5 :End Sub

    ‘Sub MetalSound(dummy):PlaySound “fx_metalrolling”:End Sub
    ‘Sub LWireStart_Hit():PlaySound “fx_metalrolling”: StopSound “fx_vuk_exit2”: End Sub
    ‘Sub RWireStart_Hit():PlaySound “fx_metalrolling”:End Sub
    ‘Sub RWireStart1_Hit():PlaySound “fx_metalrolling”:End Sub
    ‘Sub Ramp_drop_Hit(): Playsound “fx_metalhit2” :End Sub

    Sub LWireEnd_Hit()
    ‘ PMD Mod by RustyCardores: Call changed to additional sub added above.
    vpmTimer.AddTimer 150, “BallHitSound2
    ‘ vpmTimer.AddTimer 150, “BallHitSound”
    StopSound “fx_metalrolling”
    End Sub

    Sub RWireEnd_Hit()
    vpmTimer.AddTimer 150, “BallHitSound”
    StopSound “fx_metalrolling”
    End Sub

    Sub RWireEnd1_Hit()
    vpmTimer.AddTimer 150, “MetalSound”
    StopSound “fx_vuk_exit2”
    End Sub

    Sub LRampEnd_Hit()
    vpmTimer.AddTimer 150, “BallHitSound”
    End Sub


    Cheers mate and thanks again for the hard work on this dudeliscious! table. :)

     

    PS: I still need to comment out the KickerTest key codes. Not only do these produce the rolling ball sound on left flipper use, but I will get a rolling ball b “out of range” error during game play.  Once commented out, it plays perfectly. ;)

    I know this wont effect everyone, but just for future reference if someone else comes along with a keycode conflict

    #49217
     Drybonz 
    Participant
    Member

    What’s your left flipper button mapped to, Rusty?

    #49218
     RustyCardores 
    Moderator
    MemberModerator

    What’s your left flipper button mapped to, Rusty?

    mapped to C

    #49219
     freelunch 
    Participant
    Member

    I’d recommend increasing the plunger strength a tad from 1.4_x, sometimes a fully pulled back shot won’t hit the skillshot target. It’s pretty uncommon though, like 1/30 shots.

    #49242
     RustyCardores 
    Moderator
    MemberModerator

    Have we lost the sound at the mixer?

    #49244
     robertms 
    Participant
    Member

    Hey wrd, what you’ve accomplished with this table even in it’s current wip state is staggering. I can’t believe this is still VPX, because to a layman it could pass as next generation software. I realize a lot of the visual changes are work of many skilled artists (thank you all!), but your vision of putting it altogether and where to go next is second to none. I have to say I like how you have the physics dialed in 1.4_x, even if not accurate to the real thing makes playing this table immensely enjoyable. Overall fantastic effort and very much appreciated!

    #49245
     TNT2 
    Participant
    Member

    Good call robert. It really is an epic achievement.

    #49246
     RustyCardores 
    Moderator
    MemberModerator

    Should be able to add the ball drop sound there. Cant speak to the balance though.

    The LRampEnd trigger was already there, it just needed activating.

    I added another dummy sub with volume and balance…

    Sub BallHitSound3(dummy):PlaySound “fx_balldrop”,0,.5,.3:End Sub

    and changed the accompanying sub to call it…

    Sub LRampEnd_Hit()
    vpmTimer.AddTimer 150, “BallHitSound3
    End Sub

     


    As far as play goes…. I think it’s playing really really well.  The mixmaster exit is pretty good as is now and any further improvements would bonus. :)

    #49253
     Drybonz 
    Participant
    Member

    What’s your left flipper button mapped to, Rusty?

    mapped to C

    Ok… just wanted to reproduce that rolling ball… which, of course, I can hear now.  I guess that “test kicker” section of code was used at some point during the table design to create a ball to… well, test stuff… lol.  Probably should be removed.

    #50105
     wrd1972 
    Participant
    Membervip

    Okay gang. Try out my latest refresh:

    https://www.dropbox.com/s/tqvcqoc77z6dema/Dr%20Dude%20%28Midway%201990%29%201.4_z.vpx?dl=0

    I think I am nearly there barring any issues you guys might find. Should be able to wrap this one up by the weekend. Let me know what you think.

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    #50108
     randr 
    Keymaster
    ModeratorMember

    How you do these updates is beyond me! Takes me days to do simple stuff in vp. Really great work your putting out

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

    #50111
     RustyCardores 
    Moderator
    MemberModerator

    No sound on the mix master & the keycodes are still an issue for those of us with assignment conflicts.  Otherwise it’s playing great at this stage.

    Also, I noticed no more launch sound. Was this intentionally left out in favour of just the rolling ball sound on shooter lane?

    #50113
     wrd1972 
    Participant
    Membervip

    Rusty, Yes I pulled the launch sound especially since it sounded EM’ish. Is that a word. I would prefer something more realistic. If anyone has one, I can add it in. Are you referring to the audible motor sound effect for the MM? I did not notice that since I have a real motor. If someone will send me a revised script line. It will save me some time.

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

Viewing 20 posts - 41 through 60 (of 251 total)

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