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Vladaymir.
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December 30, 2019 at 8:34 pm #156311
This is how it works. (or I should probably say, how I believe it works) If there is a primitive called – “playfield_mesh”, and it needs to have that exact name – it will become the default collidable playfield. If you take it away, it will revert back to VP default. Its a internal VP code thing. Most of the tables will still work without, but, a few objects will start to act a bit “wonkey” since they are programmed/tuned taking into consideration that pr. example the ball on a playfield_mesh might fall further down into a kicker than a default table does. A kicker hole one a default table with a fall through property, is kind of like a playfield_mesh hole without edges gradually going into the hole itself. That is from what I’ve understood the main difference between a “hole” and a playfield_mesh hole. If this makes any sense to you.
It is really easiest to explain by looking at a playfield_mesh with “solid view”.
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December 30, 2019 at 8:56 pm #156315It appear that it should be the primitive “playfield_mesh”, but I dont think it is because if I delete that object, the ball still appears to play as it should.
I am wondering too. It´s – like @thalamus said – the playfield_mesh as it should. but this playfield_mesh is not set as visible as in other “playfield_mesh” table releases, has no material set and none playfield image set. whats up now ?
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
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December 30, 2019 at 8:58 pm #156316@wrd1972, my two goals for the pf mesh were to get the ball to drop into the subway naturally (no kicker) and to eliminate object reflections where there are holes in the pf. If you delete “playfield_mesh” both of these things should break but everything else should be more or less the same. The physics around the saucers will be a little changed but the kickers are pretty big and grab the ball pretty quickly.
@kds70, a “playfield_mesh” named primitive automatically receives the characteristics of the default VP playfield, including whatever image is set under “playfield graphics.” Material and texture on the mesh itself don’t matter.You need to login in order to like this post: click here
December 30, 2019 at 9:05 pm #156318@bord: i understand. But i took a look in your “genie” table. there was playfield_mesh set as visible with an playfield image or material.
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
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December 30, 2019 at 10:05 pm #156323@bord: i understand. But i took a look in your “genie” table. there was playfield_mesh set as visible with an playfield image or material.
True. Although changing that to not visible and removing the texture and material won’t change anything visually. On Genie I set those up because I had a duplicate playfield for the GI off state to set up (playfield_off) and I was copy/pasting.
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December 30, 2019 at 10:31 pm #156324Thanks for the reply @bord. However I am not sure that answered my question. So I test deleted playfield_mesh, and playfield_holes, and the table still played. I was expecting the ball to fall into the abyss, but it did not. The ball still played.
So I am still wondering what collidable surface the ball is still rolling on. I dont think it can be playfield_mesh. Because I test deleted it.
Hope that makes sense.
My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,
40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support
My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,
40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support
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December 30, 2019 at 10:55 pm #156327Thanks for the reply @bord. However I am not sure that answered my question. So I test deleted playfield_mesh, and playfield_holes, and the table still played. I was expecting the ball to fall into the abyss, but it did not. The ball still played.
So I am still wondering what collidable surface the ball is still rolling on. I dont think it can be playfield_mesh. Because I test deleted it.
Hope that makes sense.
Ah, makes sense. In the absence of a mesh called “playfield_mesh” vp just serves up a default vp playfield, same as if it were VP 10.5. If you kept object “playfield_mesh” but imported a mesh that wasn’t a large flat surface the ball would drop right into the abyss.
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December 31, 2019 at 12:02 am #156332Yep makes sense. Thanks.
My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,
40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support
My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,
40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support
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January 1, 2020 at 7:10 am #156448Great looking and playing table. Thanks to all guys involved!
Happy New Year to everyone!You need to login in order to like this post: click here
January 1, 2020 at 9:13 am #156452Thank you for the update @32assassin and @clarkkent !
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January 1, 2020 at 9:56 am #156455Tks for the update, table looks and plays just like the original!
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January 1, 2020 at 10:30 am #156458This is really a great table. Especially the 3D construction is extremely well done! :)
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January 1, 2020 at 11:52 am #156461Update plays perfect / plunger – playfield issue is gone. Thank you very much
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
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January 2, 2020 at 11:34 am #156624@32assassin This table is one I would consider buying for my collection. The physics are just great and the table plays as the videos I’ve watched. Thank you all involved for making such a slut of a table. My family cannot be around when I play this table because I curse at it so much. That right ramp may as well not be there as I am terrible at pinball, but damn do I love trying! One of my favs.
"Fuck this game. I love it."
"Fuck this game. I love it."
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February 11, 2020 at 2:19 am #162712How do I turn on the music?
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March 15, 2020 at 5:32 pm #167500Hello, thanks for this table.
Does anyone knows how to disable the shaking that appears during the game ?
I didn’t found anything in the script (in the options)
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March 17, 2020 at 6:20 pm #167733this table has a motor that shakes the table, its suppose to shake
The only thing is that I added a “fake” shake for DT users
line 89
ShakeTimer.Enabled = 1
comment this out if you don’t want the “Fake” shake
or
comment out the DOF call for the motor if you are using DOF
playsound SoundFX(“Motor”,DOFContactors)
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
March 29, 2020 at 10:48 am #169364Is there a way to turn sounds ON in this table? I have all the roms but i still get no sound other than the flippers and ball.
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March 29, 2020 at 12:30 pm #169373their are 3 possible things that can be wrong with your set up if you don’t here table sounds
- you have it turned off in the script —> line 155 I have it forced on because of the Metallica re skin.
- you don’t have the rom sounds.
- your audio card settings.
I suggest you open PINMAME and check your rom to make sure that all your sound files are found.

see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
1 user thanked author for this post.
March 29, 2020 at 4:40 pm #169416Seems like my rom is not good, the sound samples are “unavailable” instead of “OK”.
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