This topic contains 86 replies, has 31 voices, and was last updated by  kino412 2 weeks, 1 day ago.

Viewing 20 posts - 61 through 80 (of 87 total)
  • Author
    Posts
  • #87214
     CarnyPriest 
    Participant
    Member

    courtesy of Steve Ellenoff. Yes, that guy!

    Ooooo real VPM royalty. I’m a total hack compared to that guy.

    And LOL at rothbauerw’s current project: Prepetual updates of Pinball Magic. #facts

    Yes, thank him sometime not just for PinMAME but TPA and Nucore. He’s done it all!

    #87289
     DJRobX 
    Moderator
    MemberModerator

    not just for PinMAME but TPA

    A-ha, that’s why we haven’t seen anything from him since a certain date.

    #87359
     rothbauerw 
    Participant
    ContributorMembervip

    I’ll get an update out in the next two days with the new cards.  Draifet has already sent me a higher res image.  Then I’ll be out of pocket for the better part of three weeks.

    Current Project: Perpetual updates of Pinball Magic

    #87475
     Sven34 
    Participant
    Member

    Thank you for NEW Update  :good:

    #87541
     rothbauerw 
    Participant
    ContributorMembervip

    2.0.7

    • High resolution apron by Draifet (also thanks to CarnyPriest and Steve Ellenhoff)
    • Enhanced “Gameon” solenoid simulation.  Flippers, bumper, and slings disable on tilt, end of ball, and game over.  For DOF users, added E110 for left flipper and E111 for right flipper.  Users should replace S48 and S46 with E110 and E111 in the DOF Config Tool or contactors will fire anytime the flipper is pressed.
    • Added option to script to disable “Gameon” solenoid simulation should you have any issues with it (you shouldn’t, but just in case).
    • Minor visual and physics enhancement

    Current Project: Perpetual updates of Pinball Magic


    Some users who have liked this topic:

    • avatar
    • avatar
    • avatar
    • avatar
    • avatar
    3 users thanked author for this post.
    #87542
     randr 
    Keymaster
    ModeratorMember

    Thanks roth :good:

    We need a POP front end signature!!! Or no?


    Some users who have liked this topic:

    • avatar
    #87556
     BorgDog 
    Participant
    MemberContributorvip

    dammit roth, now I need to make more updates to Alien Star.. well OK not really.   :bye:


    Some users who have liked this topic:

    • avatar
    • avatar
    • avatar
    • avatar
    #87557
     randr 
    Keymaster
    ModeratorMember

    I’ll take another alien update any day!

    We need a POP front end signature!!! Or no?


    Some users who have liked this topic:

    • avatar
    #87808
     rothbauerw 
    Participant
    ContributorMembervip

    Found an interesting fact out about this table.  Apparently Capcom implemented a fix in the ROM to prevent the magnet coils from melting.  If you shoot “silence the critics” or “triple power play” and the wand diverter doesn’t open, the game is waiting for the magnet coils to cool down.  For “silence the critics” the game will automatically score and move to the next trick.  For “triple power play” your stuck shooting the ball around until enough time has passed and the diverter opens so you can complete the trick.

    http://www.extraball.co.uk/games/pm/problems.php

    Current Project: Perpetual updates of Pinball Magic


    Some users who have liked this topic:

    • avatar
    • avatar
    • avatar
    • avatar
    • avatar
    • avatar
    #88246
     CalleV 
    Participant

    Nice work!

    There is no way to get ball reflection?
    checked my script cpu usage it was like 60% when ballshadow was on but when I took that away it was 23%.

    #88250
     rothbauerw 
    Participant
    ContributorMembervip

    The table uses a raised playfield, so playfield reflections won’t work.

    How did you disable ball shadows?  I think there are some other things in the ball shadow script for the table to work properly.

    Current Project: Perpetual updates of Pinball Magic

    #88260
     HauntFreaks 
    Moderator
    vipContributorMember

    that is weird I add ball and flipper shadows to every table that is released (and other crap) and have never seen a performance difference… even tho I have a low power machine…

    playfield reflections on the other hand, on some tables are a killer… its only a handful that I turn them off…. but its a night and day difference on those tables


    Some users who have liked this topic:

    • avatar
    #88263
     randr 
    Keymaster
    ModeratorMember

    that is weird I add ball and flipper shadows to every table that is released (and other crap) and have never seen a performance difference… even tho I have a low power machine…

    playfield reflections on the other hand, on some tables are a killer… its only a handful that I turn them off…. but its a night and day difference on those tables

    Totally agree some tables I can not have it enabled either. But! I always blamed the backglass as the table would run fine without b2s

    We need a POP front end signature!!! Or no?

    #88318
     CalleV 
    Participant

    I just commented the ballshadowupdate and sub out.
    But it must be as someone said, that the sub includes more than just ballshadow as the script CPU get so much lower.
    I will have another look. But I cant play the table with 60% script CPU usage..
    But there must be some strange code making the scripts CPU to be so high.

    #88319
     CalleV 
    Participant

    Playfield reflection I have to turn off on all tables to manage my 120Hz.

    #88332
     rothbauerw 
    Participant
    ContributorMembervip

    The ball shadow script also does the eye animation. I tried commenting that out and don’t see any significant differences in the F11 script performance on my machine.

    I’ll do some testing when I have some time and see if I can pinpoint anything.  In the meantime, if you could post a screenshot of your F11 performance numbers with and without the ball shadows commented, that would be helpful.

    Current Project: Perpetual updates of Pinball Magic

    #88345
     CalleV 
    Participant

    Here are screendumps:

     

    Attachments:
    #88371
     rothbauerw 
    Participant
    ContributorMembervip

    Thank you.  Please find the UpdatesTimer timer in the editor and try changing that from “1” to “10”.  You could also try “-1”.  Let me know if that makes a difference.

    Current Project: Perpetual updates of Pinball Magic

    #88661
     CalleV 
    Participant

    A lot less CPU in scripts when changing the timer to -1 or 10. Is this because I run in 120Hz? Will this change affect my table in any bad way?

    #89160
     rothbauerw 
    Participant
    ContributorMembervip

    A lot less CPU in scripts when changing the timer to -1 or 10. Is this because I run in 120Hz? Will this change affect my table in any bad way?

    You shouldn’t notice any difference in the game play and this timer should have used one of these values to begin with.

    Current Project: Perpetual updates of Pinball Magic

Viewing 20 posts - 61 through 80 (of 87 total)

You must be logged in to reply to this topic.

©2018 VPinBall.com

WP Facebook Auto Publish Powered By : XYZScripts.com
Vpinball.com

Log in with your credentials

or    

Forgot your details?

Create Account