Starship Troopers (Sega 1997) V1.0

Viewing 20 posts - 41 through 60 (of 78 total)
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  • #182914
    The Loafer
    Participant
      @theloafer
      Member

      ArngrimParticipant @arngrim Offline Topics: 1 Replies: 169 Been thanked: 88 times Thank you for the work and the release, this was one of the top table still on vp9 on my cabinet, now playable in vpx, great stuff :) i have made an update of the script, with soundfx fixes, added rgb undercab action for dof, the updated script is here

       

      2093,815

      I have the same autoplunger issue but with you recommended setting that didn’t work as the plunger is too high.  I’ll experiment tomorrow and see if I can find a Y position that works for me

       

      For friends of FastFlips , I believe the useSolenoids=1 needs to be changed to UseSolenoids=15 but I could be wrong?

       

      great job on this table, superb update!!!

      #182915
      Sixtoe
      Participant
        @kiella
        Member

        Très belle mise à jour mais j’ai un souci ligne 995 dès le chargement de la table

        Si je neutralise la ligne cela fonctionne mais ce n est peut être pas la bonne solution

        merci

        I don’t speak french, but it looks like you’re not using the right version of vpx, as whatever you’re using doesn’t recognise the updatematerials command. Make sure you have the last 10.6 beta;

        https://vpinball.com/VPBdownloads/vpx-installer-10-6-0/

         

        Thanks for this update – a masterpiece thank you.

        Had problems with my analogue plunger setup; so at multiball the autoplunger didn´t work properly and collected balls in the shooting lane.

        So i´ve adjusted y position of plunger to 2093,815 and it works :mail:

        Thats odd, it worked on everyone elses, as a matter of interest did you change the POV or any other settings? I’m just curious as to why it might happen as it used to happen a lot on the old build but I thought it was all fixed. I’ll hold off on a fix until loafer and maybe a few others come back with what they end up getting working.

        #182916
        Sixtoe
        Participant
          @kiella
          Member

           

          For friends of FastFlips , I believe the useSolenoids=1 needs to be changed to UseSolenoids=15 but I could be wrong?

          great job on this table, superb update!!!

          I might have got the wrong end of the stick here, I read that FastFlips was only for pre-solid state flippers? Happy to implement them for the next update if there’s no downsides, it makes a difference and they work but I binned it because of what I read!

          And thanks :)

          #182919
          Sixtoe
          Participant
            @kiella
            Member

            i have made an update of the script, with soundfx fixes, added rgb undercab action for dof, the updated script is here

            Hi @arngrim, is the line “DOF 101, DOFOn” in GI about undercab lighting? I just went through and read it again after theloafer posted above. Because the new version has a completely different script I think it might have gotten left out, but I can add it next update if you can confirm? :)

            #182920
            kds70
            Participant
              @kds70
              Member

              Thats odd, it worked on everyone elses, as a matter of interest did you change the POV or any other settings?

              Yes – but it happens with your stock POV too. Those problems depends on each plunger setup users have installed i think; i can live with this y-plunger settings now and it works for me.

              Thank you ;-)

              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

              #182925
              LynnInDenver
              Participant
                @lynnindenver
                Member

                I might have got the wrong end of the stick here, I read that FastFlips was only for pre-solid state flippers? Happy to implement them for the next update if there’s no downsides, it makes a difference and they work but I binned it because of what I read!

                And thanks :)

                Fastflips is, I believe, actually meant for solid state machines, to compensate for earlier lag between the emulation and flipper firing on tables that the flippers are computer controlled on the real table, and is implemented partially through VPinMAME. It really has no effect on EM recreations because EM machines don’t use VPinMAME.

                Creator of the first PinupPlayer PostDMD mods for VPX - PostDMD for Masters of the Universe VPX and Jaws VPX.
                Head Proprietor of Pisces Pinball, a VPX table developer.
                Lead Technician of MC Chase Amusements, a private arcade in our home basement.

                #182955
                Sixtoe
                Participant
                  @kiella
                  Member

                  OK, fair enough, I was going on nFozzys original post here;
                  https://www.vpforums.org/index.php?showtopic=38651&page=1
                  Where he says it’s mainly for pre-solid state flipper games and doesn’t work for whitestar and later Sega games (which SST is), but it looks like that has changed now, that thread is a mess though and finding anything useful will take some digging as there seems to be lots of different versions of implementing FF, varying almost from table to table…

                  #182959
                  The Loafer
                  Participant
                    @theloafer
                    Member

                    yeah I think he meant “post solid-state flipper games”. :)

                     

                    https://vpinball.com/wiki/visual-pinball-knowledge-base/fastflip-tables-and-info/

                     

                    According to the VPM “whatsnew” txt file, it is usesolenoids=15 to use BUT it may only support the romset startrp2 so if this table uses the other rom, it may not work?

                    https://sourceforge.net/p/pinmame/code/HEAD/tree/trunk/release/whatsnew.txt#l4

                    “Implement ‘fast flips’ support for most Whitestar games: Uses solenoid 15

                    (apollo13, austin, Dale Jr., Elvis, godzilla, Grand Prix, harl_a30, hirolcas, id4, jplstw22, Lord of the Rings, lostspc, monopoly, NASCAR, nfl, playboys, rctycn, Ripley’s Believe It or Not!, shrkysht, simpprty, Sopranos, spacejam, sprk_103, startrp2, strikext, strxt_uk, swtril43, term3, twst_405, vipr_102, xfiles)”

                     

                    I’ll try it later today. Last time I tried F11, I couldn’t get fast flip to register on the screen more than the first flip, it just stays stuck on the first one.  VP10.6 final I think…

                    1 user thanked author for this post.
                    #182964
                    Sixtoe
                    Participant
                      @kiella
                      Member

                      OK, that works thanks. It’s frustrating as you have to use the older revision romset (I’m not sure what the differences are, there’s obviously a reason for the update though), so I’m not sure if I’m going to implement it yet…
                      What I might do is put it in as a commented out line;

                      Const cGameName=”startrp”,UseSolenoids=1,UseLamps=0,UseGI=1,SCoin=”coin”
                      ‘Const cGameName=”startrp2″,UseSolenoids=15,UseLamps=0,UseGI=1,SCoin=”coin” ‘Fastflip Version

                      But I might see if I can get the newer romset supported as that’s far more elegant… ;)

                      #182969
                      LynnInDenver
                      Participant
                        @lynnindenver
                        Member

                        Sometimes the newer roms were balance fixes and rule tweaks, and mostly to improve the machine’s quarter eating rates for operators, either making the game slightly harder, making it more likely the player will go, “one more game”, or both.

                        Creator of the first PinupPlayer PostDMD mods for VPX - PostDMD for Masters of the Universe VPX and Jaws VPX.
                        Head Proprietor of Pisces Pinball, a VPX table developer.
                        Lead Technician of MC Chase Amusements, a private arcade in our home basement.

                        #182991
                        Arngrim
                        Participant
                          @arngrim
                          DOF MinisterMember

                          Indeed, The DOF RGB Undercab is gone from the script, here is the updated code to put it back

                          ‘Stern-Sega GI
                          set GICallback = GetRef(“UpdateGI”)
                          Sub UpdateGI(no, Enabled)
                          ‘ SetLamp 134, Enabled ‘Backwall bulbs
                          If Enabled Then
                          DOF 101, DOFOn
                          Dim xx
                          For each xx in GI:xx.State = 1:Next
                          PlaySound “Jon_GI_On”
                          FighterLights.blenddisablelighting = 0.5
                          DropshipLights.blenddisablelighting = 0.5
                          Else
                          DOF 101, DOFOff
                          For each xx in GI:xx.State = 0:Next
                          PlaySound “Jon_GI_On”
                          FighterLights.blenddisablelighting = 0
                          DropshipLights.blenddisablelighting = 0
                          End If
                          End Sub

                          #182998
                          Sixtoe
                          Participant
                            @kiella
                            Member

                            OK, I’ll make sure I add that into the next update :)

                            #183000
                            bushav
                            Participant
                              @bushav

                              Très belle mise à jour mais j’ai un souci ligne 995 dès le chargement de la table

                              Si je neutralise la ligne cela fonctionne mais ce n est peut être pas la bonne solution

                              merci

                               

                               

                              I’m only literate in English (and barely at that) but I got the same error.  I checked and indeed I am about four revisions behind on VPX6.  In my short time before leaving home this morning I just commented out that line and the table seemed to work just fine.  By doing that I got a quick look at the table without any trouble.  I may have lost some artistic improvement but it did work just fine.

                              Thanks for the beautiful update.

                               

                              #183001
                              Sixtoe
                              Participant
                                @kiella
                                Member

                                It probably means the flashers are not working properly now, I’d recommend getting it working correctly as multiball is quite the crazy light show :)

                                #183110
                                Friffy1
                                Participant
                                  @friffy1
                                  Member

                                  ERROR with updatematerials as well and I’m pretty sure I’m using 10.6 final.  How can I tell for sure?

                                  #183146
                                  STAT
                                  Participant
                                    @stefanaustria
                                    MemberContributor

                                    Thanks, thats really a 2.0 :good:

                                    IMG_20200528_165156

                                    #183243
                                    robertms
                                    Participant
                                      @mophead
                                      Member

                                      ***JAW DROP!*** Holy s**t, what an upgrade guys! More like a complete do-over! @Sixtoe where did you get these skills?? Brilliant work brother :good:  @eMBee these new models are simply amazing. Flupper’s ramps, shadows and flashers, collaboration with 32A and DJRob, this table just oozes refinement now. I can’t believe how good it is, many thanks and congratulations, fantastic job elevating your skills to a whole new level.

                                      #183262
                                      eMBee
                                      Participant
                                        @embee
                                        Member

                                        ***JAW DROP!*** Holy s**t, what an upgrade guys! More like a complete do-over! @Sixtoe where did you get these skills?? Brilliant work brother :good: @eMBee these new models are simply amazing. Flupper’s ramps, shadows and flashers, collaboration with 32A and DJRob, this table just oozes refinement now. I can’t believe how good it is, many thanks and congratulations, fantastic job elevating your skills to a whole new level.

                                        The primitives and textures came from the PBA version of this table. Sixtoe changed about all the textures for those primitives. I changed the Bugsled and Brainbug primitive a lot, which was quite a struggle because i’ve just start using Blender for this project.

                                        #183771
                                        tomate
                                        Participant
                                          @tomate

                                          Thanks man, it’s awesome! :yahoo:

                                          #184534
                                          Matt Bini
                                          Participant
                                            @mattbini

                                            reposted to quote.

                                          Viewing 20 posts - 41 through 60 (of 78 total)

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