- This topic has 140 replies, 3 voices, and was last updated 3 years, 3 months ago by GSAdventure.
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July 28, 2016 at 4:02 am #33986
Never asked but why do the bumpers move to the left when animated? Shouldn’t they go up and down?
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July 28, 2016 at 1:07 pm #33988Ohhh man…. what a treat ! Thanks 32assassin & all involved, always was a HUGE Elvira & Scared Stiff fan.
Played Elvira and the Party Monsters IRL countless times, what a surprise to come back from a business trip
and find this superb vpx release. Downed it, played for half an hour on my cab and just had to come down to
write this post and say, yet again, THANKS !
I’m thoroughly impressed with the physics, ball hop, ball stop, and just making the ball go where i want it to go is
soooo good on this one. And then there’s the stunning high-res playfield with that gorgeous lightshow ……… man i’m
going back upstairs just to gaze at it for an hour or so……..4K bliss
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July 28, 2016 at 4:30 pm #33993i finally checked it, plays and looks great :)
here’s updated with soundfx implementation
<span style=”font-family: source_sans_proregular, Arial; font-size: 13px; line-height: 15px;”>https://mega.nz/#!csVwFAZY!SseVV0Ou90_C4wA4bnyrfdl2t_LYtea1kvQIdzZyA08</span>
one thing i couldn’t make it work is to hide the rails in fs mode, the primitive can be hidden easily but ramps, that are in this table, not, if someone has an idea, so the could should be at the else of the else desktopmode = true
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July 28, 2016 at 5:31 pm #33998Ramps must have an opacity active material (with amount 1) or the show/hide option won’t work.
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July 29, 2016 at 12:05 am #34007I figured out what was causing the stutter on my machine: My backglass was running in Standard rather than in Exe. Had nothing to do with the table. Changed backglass to Exe, and now ball movement is 100% butter smooth! Looks especially cool winding down that awesome Monster Slide.
What a spectacular table. Thanks again, guys!
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July 29, 2016 at 1:49 am #34009I am very busy atm. but this was worth a break and move to Cab … wow, thanks assassin :)
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July 29, 2016 at 3:16 am #34010thanks for the tip ninuzzu, i had to add the material which was not there, and bind it to the primitives, works perfectly :)
this change the realism in our cab so much imo :), new link
https://mega.nz/#!Il9QgIbI!Jv8hy4e25p9sL4f3IXj2WNv0-UJQeJk_UmRSKkHFw_4
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July 29, 2016 at 3:43 pm #34020In the bumper section of the script you have to replace transx with transy. The animation of the bumpers on the real EATPM is going up and down…
And the hit height of the post between the flippers is 35. Should be 25.
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July 29, 2016 at 5:06 pm #34023Who did the physics for this table? Also, what version of VP was this saved in or what version should I playing this table in?
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July 29, 2016 at 5:13 pm #34024In the bumper section of the script you have to replace transx with transy. The animation of the bumpers on the real EATPM is going up and down… And the hit height of the post between the flippers is 35. Should be 25.
awesome sleuthing Clark…. so much better now
oh and my overall lighting mods didn’t make the cut either….lolYou need to login in order to like this post: click here
July 29, 2016 at 7:27 pm #34025the hit height of the post between the flippers is 35. Should be 25.
It kind of looks like that post is not centered. Â Try four clicks to the right and see what you think.
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July 29, 2016 at 7:56 pm #34027the hit height of the post between the flippers is 35. Should be 25.
It kind of looks like that post is not centered. Try four clicks to the right and see what you think.
maybe i’m blind or just dumb…. what post are we talking about…
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July 29, 2016 at 11:05 pm #34035The little drain bumper between the flippers.
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July 30, 2016 at 12:28 am #34040I’m pretty sure those two wires right below the flippers are not 45 high as the side walls on the ramps are set, Ramp 8 and Ramp 9 should have a physical wall of like 4 or 6.
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July 30, 2016 at 1:32 am #34042I’m pretty sure those two wires right below the flippers are not 45 high as the side walls on the ramps are set, Ramp 8 and Ramp 9 should have a physical wall of like 4 or 6.
yeah…. is that what they’re calling posts?… the low wire guides behind the flippers?
the ball should be able to jump over it if its moving fast enough
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July 30, 2016 at 1:44 am #34043Clark and I were talking about Primitive50 and the rubber on it.
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July 30, 2016 at 6:23 am #34052Is there a post at the flippers n the real machine? Do not remember but I think I never saw one.
By the way – the ball rolling sound does not work.
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July 30, 2016 at 8:00 am #34055I’m pretty sure those two wires right below the flippers are not 45 high as the side walls on the ramps are set, Ramp 8 and Ramp 9 should have a physical wall of like 4 or 6.
yeah…. is that what they’re calling posts?… the low wire guides behind the flippers? the ball should be able to jump over it if its moving fast enough
No, the version of the table arngrim put up has a “ball save” post between the flippers, but as Clark says is it supposed to? Â IÂ do not see a hole for one in this pic of a supposedly a NOS playfield.
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July 30, 2016 at 11:11 am #34063yeah I never seen a EATPM with the ball saver…. i always thought that was just a extra ball light insert
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July 30, 2016 at 11:11 am #34064I removed this post – I checked the manual, no word of any post there.
And I found out why the ball rolling sound is not working. The script is ok – the sample was just too silent. I replaced it with a louder one (“borrowed” the rolling sound from a JP table). And changed the value in script line 645 from 2000 to 500. Now the ball rolling sound is working! :)
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