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Viewing 20 posts - 141 through 160 (of 274 total)
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  • #57201
    TNT2
    Participant
    @tnt2
    Member

    I’m with you Haunt. The table looks and plays incredible.

    But I am still running 10.2

    #57202
    HauntFreaks
    Moderator
    @hauntfreaks
    vipContributorMember

    i’ve been playing it with 10.3 final… all good so far…

    #57211
    randr
    Keymaster
    @randr
    ModeratorMember

    Fine here as well

    ********************************************************
    Messing with the VPinball app and push notifications.
    So if you haven't downloaded app yet what are you waiting for!?
    for IOS and Android

    ********************************************************

    #57214
    emuoyaji
    Participant
    @emuoyaji

    I ran it with Intel hd2000 but the problem is not solved.
    File name is garbled when trying to export texture image, is there any relation?

    Attachments:
    #57220
    HauntFreaks
    Moderator
    @hauntfreaks
    vipContributorMember

    I ran it with Intel hd2000 but the problem is not solved. File name is garbled when trying to export texture image, is there any relation?

    if your looking to have the borg ship look “white-ish”
    you need to change line 79 to
    BorgMod = 0   <—zero

    untitled

    Attachments:
    2 users thanked author for this post.
    #57223
    HauntFreaks
    Moderator
    @hauntfreaks
    vipContributorMember

    also if you want the ship to have more detail on the white version (like in the pic below) add this normal map to the primitive
    temp13-1
    borgship_map

    Attachments:
    5 users thanked author for this post.
    #57230
    Thalamus
    Moderator
    @thalamus
    ContributorMemberModerator

    No issues – a wonderful update ! And thanks @hauntfreaks for the borgship_map.

    #57255
    emuoyaji
    Participant
    @emuoyaji

    Thank you HauntFreaks.
    Custom has problems but the original workes fine.
    It is the same as your picture.

    #58446
    Florian
    Participant
    @trapperjohn

    Haven’t been updating my VPin for half a year, only playing and playing … just to come back and find a VPX of my favorite table! Awesome, thank you guys!! :yahoo:

    #58728
    Sven34
    Participant
    @sven34
    Member

    Thank you Knorr for Star Trek For Williams  :good:

    #58729
    Scottacus
    Participant
    @scottacus
    MembervipContributor

    I’m having problems with the table initialization ball launches.  As others have posted here, the balls launch for pre-positioning and never stop since then fall out and center drain and another launches to take its place.

    I deleted the NVRAM and upgraded to the 2.9 version of VPinMAME (VPinMAME.dll 6/11/17) .  This fixed the STNG start up problem but now none of my SAM games will run.  I reinstalled the SAM non PINDMD VPinMAME.dll (8/2/16) and Bass.dll (4/27/16).  Now the SAM games run but STNG went back to the infinite loop ball loading problem even though VPinMAME 2.9 is running.  Any suggestions to let both STNG and SAM games coexist in peace?

    #58739
    CarnyPriest
    Participant
    @carnypriest
    Member

    Use this:

    http://vpuniverse.com/forums/files/file/4236-sambuild/

    #58749
    Scottacus
    Participant
    @scottacus
    MembervipContributor

    Brilliant!  Fixed it, thanks. :yahoo:

    #58758
    Sven34
    Participant
    @sven34
    Member

    WOW Star Trek The Next Generation, from Williams, Is crazy. Thank you very much Knorr  :yes:

    #59212
    RallyRally
    Participant
    @rallyrally

    After upgrading to VPX 1.3 and VPM 2.9, I have to take back what I said earlier. In order to get that Steve Ritchie speed and flow, I made A LOT of changes to global physics, flippers and slingshots. Just using your latest uploaded version, things tend to drag.

    Ball Mass – 1.05

    Global Physics:
    Gravity Const – 1.03, Pf Friction – 0.055, Pf Elasticity – 0.25, Pf El Fall – 0, PF and El Scatter – 0, Min Diff Slope – 6.2, Max Diff Slope – 6.5, Game Difficulty – 20

    Flippers:
    Mass – 1, Strength – 3800, Elasticity – 0.76, El Falloff – 0.6, Friction 0.47, Rtn Str – 0.055, Coil Ramp Up – 1.1, Scatter Angle – 0, EOS Torque – 0.5

    LSling/RSling:
    Elasticity – 0.45, Friction – 0.6, Scatter Angle – 2

    SlingShotLeft/SlingShotRight:
    Force – 5, Elasticity – 0.67, Scatter Angle – 2

    Only other gripe was the right cannon tends to launch weak at the center targets. But yeah you need VPM 2.8 or greater to circumvent the Ball Loading routine problem and whatever you do, DO NOT press F3!

    #59213
    RallyRally
    Participant
    @rallyrally

    Forgot to mention: Nudging is essential for saves at the outlanes, which are brutal, even on the real machine. I DO NOT understand why table developers don’t put higher nudge strength in their scripts and at least comment it out as optional. No good reason for this.

    Anyway, under “table1_KeyDown” sub routine in the script, add the following:
    If keycode = LeftTiltKey Then
    Nudge 90, 25
    End If

    If keycode = RightTiltKey Then
    Nudge 270, 25
    End If

    #60181
    Herb
    Participant
    @herb

    excellent table!!.. has anyone else noticed the ball getting stuck on the left out lane?  just above the kickback?  I had to nudge it back up and out otherwise i would just be stuck there. this only happened when the kickback was not enabled in regular gameplay

    #60191
    Knorr
    Participant
    @knorr
    vipContributor

    excellent table!!.. has anyone else noticed the ball getting stuck on the left out lane? just above the kickback? I had to nudge it back up and out otherwise i would just be stuck there. this only happened when the kickback was not enabled in regular gameplay

    Did this happen with the latest version of the table? Which vpx version was running? Did you also try to redownload the table? When it does happen again, can you try to make a screenshot? Thanks for the report, cheers

    #63315
    wrd1972
    Participant
    @wrd1972
    MembervipContributor

    Just installed my lockbar fire button. But I cant seem to figure out the script change to make it work. Did not see the “fire” button in keydown/keyup.

     

    Can someone please tell me what to change to enable the lockbar fire (lockbarkey).

    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

    #63316
    monza
    Participant
    @monza

    Just installed my lockbar fire button. But I cant seem to figure out the script change to make it work. Did not see the “fire” button in keydown/keyup. Can someone please tell me what to change to enable the lockbar fire (lockbarkey). Thanks

    Don’t think you can for STTNG, the code never supported it. Stern’s Star Trek you can…

     

Viewing 20 posts - 141 through 160 (of 274 total)
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