- This topic has 60 replies, 23 voices, and was last updated 3 years, 11 months ago by bord.
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May 12, 2018 at 10:05 pm #84554
Bord you always choose great tables to recreate and always do a fantastic job. Maybe Stars is in the future? I did notice on this table and Centaur that the primitive flippers are collidable. I’m not sure it is affecting gameplay but maybe it is not intentional.
That is a real head-scratcher. Flippers aren’t collidable on my build of Galaxy or Centaur. What version of VPX are you using? I’ve had elements mysteriously become collidable in the past but haven’t seen it in some time.
I would absolutely build Stars if I had the resources for it. I’ve been really fortunate to be able to work with a lot of scans lately so I always prioritize the projects with the best quality resources. If you know of anyone with Stars that could hook us up please let me know.
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May 12, 2018 at 11:19 pm #84555Bord you always choose great tables to recreate and always do a fantastic job. Maybe Stars is in the future? I did notice on this table and Centaur that the primitive flippers are collidable. I’m not sure it is affecting gameplay but maybe it is not intentional.
That is a real head-scratcher. Flippers aren’t collidable on my build of Galaxy or Centaur. What version of VPX are you using? I’ve had elements mysteriously become collidable in the past but haven’t seen it in some time.
not collidable on mine either for what that’s worth, 10.5beta3421
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May 13, 2018 at 12:19 am #84556Both tables on my cab are not collidable.
.
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May 13, 2018 at 7:46 am #84562Okay. On mine they are collidable but Toy is also checked. I always thought this still made them collidable but now I see that having Toy checked overrides the collidable check. So no issue here. I have no access to resources from Stars but will definitely keep an eye out.
Thanks again.
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May 23, 2018 at 6:23 pm #86079Thanks! beautiful table and beautiful work..
Just have a problem, there’s a ball stucking into the kickerhole at the start of the game.
sorry, i have no good english
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May 23, 2018 at 6:30 pm #86081Hi Diego, I don’t think I understand the problem. Can you include a screenshot so I can see what is happening? Also, what version of VPX are you using?
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May 26, 2018 at 10:57 am #86319Hi bord, 1’m using the Beta VP10.5
Attachments:
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June 11, 2018 at 12:42 am #88144Had a issue with this table yesterday. 4 player game. All of a sudden hitting the Galaxy. Believe I got credited for the shot, but, ball isn’t ejected. No ball search either. Weird shit. I would expect this and the error Diego reported to be rom controlled.
Great table though Bord !
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June 11, 2018 at 10:25 am #88152I would expect this and the error Diego reported to be rom controlled.
Bummer! I would expect it to be rom controlled, too. I’ll take a look at the script but my problem solving skills in that department are slight. Might need to send this one up the ladder.
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June 11, 2018 at 2:45 pm #88173I guess it is not easy to resolve. Have played this table enough to say it is a intermittent problem unfortunately.
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June 11, 2018 at 2:56 pm #88175I wonder if there is a way to script a failsafe. For example, if the ball sits in the kicker for more than 10 seconds it automagically kicks out. Beyond my skills but seems like it could be a solution. Any brains on here want to help out? @djrobx, @rothbauerw, @randr, @scottacus, @gtxjoe, @othersmartpeopleididntmention
Solenoid is set up like this:
SolCallback(8) = “solsaucerout”
Script in question is:
Sub sw40_Hit:playsound”kickerenter”: Controller.Switch(40) = 1: End Sub
then
Sub SolSaucerOut(enabled)
if enabled then
playsound Soundfx(“popper_ball”,DOFContactors)
playsound Soundfx(“solenoid”,DOFContactors)
Controller.Switch(40) = false
sw40.Kick 100, 5 + 5 * Rnd
pkickarm.rotz=2
skick = 0
topsaucertimer.enabled=1
end if
End SubSub topsaucertimer_Timer
Select Case skick
Case 1:Pkickarm.Rotz = 15
Case 2:Pkickarm.Rotz = 15
Case 3:Pkickarm.Rotz = 15
Case 4:Pkickarm.Rotz = 8
Case 5:Pkickarm.Rotz = 4
Case 6:Pkickarm.Rotz = 2
Case 7:Pkickarm.Rotz = 0:topsaucertimer.Enabled = 0
End Select
skick = skick + 1
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June 11, 2018 at 5:31 pm #88205I suppose you could have a timer start when the kicker is entered that is longer than the rom’s program. If the ball is still there then kick the ball after a set time period as a fail safe.
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June 11, 2018 at 6:29 pm #88212Ok, I added a timer to kick the ball out if the saucer stalls. There are one or two other tweaks I’d like to make so I’ll try to have an update here by the weekend.
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June 11, 2018 at 8:58 pm #88232@diegovero96 @thalamus, I just uploaded a Galaxy update that includes safety timers on the kickers so you won’t see any more stuck balls. A few other visual tweaks but that was the main update. Please let me know if you have any other problems.
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June 12, 2018 at 12:33 am #88240That was quick. I will report back if I see anything odd like this happening again. And – having a peek at what you did to learn
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June 12, 2018 at 7:52 am #88245Hi, maybe I did not know how to express myself …
The ball is in the hole before the game starts, when VP loads the table, it even stays there while I’m playing.
I downloaded the update but the problem continues..thanksYou need to login in order to like this post: click here
June 12, 2018 at 9:11 am #88247@Diego : Try this http://vpinball.com/wiki/visual-pinball-knowledge-base/reset-a-table-to-default/
I don’t understand how that can happen. But, clearing out the old settings and updating your VP sounds like a good idea.
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June 12, 2018 at 9:40 am #88248Hi, maybe I did not know how to express myself …
The ball is in the hole before the game starts, when VP loads the table, it even stays there while I’m playing.
I downloaded the update but the problem continues..thanks
Ah, I see. That sounds like a problem really specific to your setup. There isn’t anything in the script that would be creating a ball at that kicker. If I were you I would add something to the script that triggers the kicker to eject the ball when you press a certain key. You should be able to play a game after that.
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August 5, 2018 at 8:25 pm #94600Hi, no background sound…even F6 switch is on.
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August 5, 2018 at 8:58 pm #94602Man, @diego. I’m bummed that you’re having so much trouble with this thing and that you’re the only one. I have no idea how to help except to suggest trying a different copy of the rom.
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