- This topic has 82 replies, 47 voices, and was last updated 3 years, 4 months ago by drady.
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May 15, 2020 at 2:54 am #180259
here is the version you wanted to change the image and tell me this is fine
https://mega.nz/file/PkkjVTBD#OlvxtK0p-4VRubvxqhv4-tt08uRauPwCf0c0HCgrWbg
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May 18, 2020 at 11:47 pm #181086Really fun gameplay. Super job on this one. Lots of flow with your physics settings. Thanks so much!
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May 26, 2020 at 10:17 am #182686Thanks Man, and also thanks to @Thalamus and @chucky87
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May 26, 2020 at 10:46 am #182700Thanks for the update @goldchicco and VPNations and @chucky87.
On my way to the cab in 10 minutes !
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May 26, 2020 at 12:44 pm #182724Thanks for the nice update.
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May 26, 2020 at 12:53 pm #182727Found a small Bug, see Ball stucks here, you can see just the Shadow …
See Arrow, where the Ball was rolling …You need to login in order to like this post: click here
May 26, 2020 at 12:57 pm #182728Thank you friends but my apron neither is not lol
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May 26, 2020 at 1:07 pm #182731I passed it to my PS guy……maybe he went to a different direction or maybe used your apron for another idea. We at VP Nation appreciate your help and you got mentioned for your support.
Thank you again
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May 26, 2020 at 1:14 pm #182737@STAT
Sorry to read that, but first time I see something like that after over 5600 downloads.
I am not going to look into it right now, unless more problems like that are rising.
Please remember is a conversion from VP9 so any change in the POV can create some sort of issue like that.
Regards
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May 26, 2020 at 4:41 pm #182823Don’t get me wrong, but I know what is a correction in POV or the Issue what I have seen.
For sure it is a small Thing, missing Wall or any Elements to move/resize…
I am away from PC/Cab now, but I want to check that… Cheers.
5600 Download don’t tell you, this are all hard Players/Analysts like me
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May 26, 2020 at 5:18 pm #182863@STAT
Find the solution.
Please download ver 1.4.1
Cheers
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May 26, 2020 at 5:31 pm #182869Found a small Bug, see Ball stucks here, you can see just the Shadow …
See Arrow, where the Ball was rolling …
Same problem here. Never had this with previous versions. Happens with authors standard POV too.
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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May 26, 2020 at 5:45 pm #182872Find the solution.
Please download ver 1.4.1
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May 28, 2020 at 4:15 pm #183198I have not played this since your first release. After doing the updates this table has made it’s way to my favorites, excellent looking, playing, sounding and feeling table. Great job, thanks to all involved.
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June 5, 2020 at 5:54 pm #184500With the latest update (2.0) no matter what I do the POV all screwed up for me. Anyone else experiencing this with the latest update? If not, would you be willing to share your POV? Thanks
Update: Nevermind. I just re-downloaded it, didn’t change the name of the table and everything works great. Weird.
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June 5, 2020 at 11:45 pm #184520Use update 2 Posts Down
Nice job on the upgrade
I did notice this
I have Visual Pinball set for DOF only, But The sound for the Bumper still comes through
For anybody that uses DOF and would like to remove the sound for the bumpers
Search The Table script and change it to thisSub LeftBumper_Hit:vpmTimer.PulseSw 49:Playsound SoundFX(“fx_bumper1”,DOFContactors):End Sub
Sub BotBumper_Hit:vpmTimer.PulseSw 50:Playsound SoundFX(“fx_bumper3”,DOFContactors):End Sub
Sub RightBumper_Hit:vpmTimer.PulseSw 51:Playsound SoundFX(“fx_bumper2”,DOFContactors):End SubYou need to login in order to like this post: click here
June 6, 2020 at 5:17 am #184537Would you do me a favor @outhere. My DOF is down so I’m not able to test it. What happens if you change the sound call to. TIA.
Sub LeftBumper_Hit:vpmTimer.PulseSw 49:PlaysoundAtVol SoundFX("fx_bumper1",DOFContactors), ActiveBall, 1:End Sub
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June 6, 2020 at 12:49 pm #184621@thalamus That worked just fine and much better when you’re using sound — Thanks
Use UpDate form @thalamus – BelowSub LeftBumper_Hit:vpmTimer.PulseSw 49:PlaysoundAtVol SoundFX("fx_bumper1",DOFContactors), ActiveBall, 1:End Sub
Sub BotBumper_Hit:vpmTimer.PulseSw 50:PlaysoundAtVol SoundFX("fx_bumper3",DOFContactors), ActiveBall, 1:End Sub
Sub RightBumper_Hit:vpmTimer.PulseSw 51:PlaysoundAtVol SoundFX("fx_bumper2",DOFContactors), ActiveBall, 1:End Sub
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June 6, 2020 at 10:02 pm #184693@thalamus That worked just fine and much better when you’re using sound — Thanks
Use UpDate form @thalamus – BelowSub LeftBumper_Hit:vpmTimer.PulseSw 49:PlaysoundAtVol SoundFX("fx_bumper1",DOFContactors), ActiveBall, 1:End Sub
Sub BotBumper_Hit:vpmTimer.PulseSw 50:PlaysoundAtVol SoundFX("fx_bumper3",DOFContactors), ActiveBall, 1:End Sub
Sub RightBumper_Hit:vpmTimer.PulseSw 51:PlaysoundAtVol SoundFX("fx_bumper2",DOFContactors), ActiveBall, 1:End Sub
@thalamus — The Base sound is a lot stronger with this code, Is that the way it should have work?You need to login in order to like this post: click here
June 7, 2020 at 2:40 am #184743@Outhere. The relationship between the Sound Manager and script is still a bit confusing to me. From the 007 release, I was very surprised to see that samples moved and adjusted in sound manager was overriding what the script told it to do. In this case. It is code, the last number that is telling it how high you want the sample to be played. Playsound can according to the doc, only play with a volume between 0 and 1. In this case we’ve told it to play with max volume, so, yes. I guess you can say that I’m not surprised. You can of course just change that 1 to whatever you want. What I was most curious about was that under preferences. You have the option to play with samples and or with dof. I guess yours is set to “both”. I know that is my setting, I prefer it this way because if I totally turned off the sample, every game would start to sound exactly the same, only firing the dof. But, I’ve never tested if that code is actually working IF you wanted to run with only dof.
Another confusing thing about sound manager and table script, is that all default values are set to 0 in sound manager ( recommended not to touch samples at all if you are going to control them via script ).
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