Currently, there are 0 users and 0 guests visiting this topic.
Viewing 12 posts - 41 through 52 (of 52 total)
  • Author
    Posts
  • #102713
    Bladeof
    Participant
    @bladeof
    Member

    32A, thanks for this latest update (Nov 4) and your previous response, I don’t know if it was addressed on the update, I downloaded and I’m still getting the ball stuck on the wire ramp after making the right side ramp shot.

    Attachments:
    #102715
    32assassin
    Participant
    @32assassin
    Member

    I tested that by moving the captive ball kicker to Ramp40  and the ball made it all the way to the end of the ramp

    you can select (hold down the shift button)  the wall that is circled and lower the height by 10

    if its still getting stuck select the ramp (red arrow) and set the physical wall height to 60

    I set the wall height and the ramp height to 60 for the next updated

     

    edit

    I deleted  the physical ramp and got an error on line

    291   RipStones(lastpos).IsDropped = True

    I thought the rip stones might of been moving the ramp but I checked the code and their was nothing that would map Ramp15 to the RipStones

    not sure why but then I noticed the name Ramp15 witch should be the name of my right rail ramp,  I changed the name for both ramps.

    if anyone sees the right rail moving let me know.

    new version is up this time the table was checked during actual game play and the ball was making it to the end of the ramp.

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

    Attachments:
    #102757
    Skitso
    Participant
    @skitso
    Member

    Thanks for great table 32assassin! A bit of nit picking: The middle red led lamp is positioned wrong in z-axis (way too high) and it’s wires go nowhere.

    #102765
    STAT
    Participant
    @stefanaustria
    MemberContributor

    Update again, thanks for that :good:

    #102766
    32assassin
    Participant
    @32assassin
    Member

    I was going to wait to see if their where more bugs found but

    file has been updated

    LED height adjusted

    I extended the wire on the LED primitives mounts and are now pointing down.

    Tomb primitive did not have the texture applied

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

    4 users thanked author for this post.
    #102795
    robertms
    Participant
    @mophead
    Member

    If you haven’t tried TFTC with PinSound, this mix ROCKS: http://pinsound-community.org/forum/index.php?/files/file/150-tftc-metal/

     

    #103570
    32assassin
    Participant
    @32assassin
    Member

    given  that their where no bug reported we now have version 0.9

    new with this version

    the PF image  apron and tomb texture have been undated by Skitso

    I did not like how the plunger LED looked so, I updated the light settings.

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

    3 users thanked author for this post.
    #103618
    Skitso
    Participant
    @skitso
    Member

    If you look close enough, you’ll probably notice that my PF and apron retexures are not pixel perfect recreations from the original. My goal was mainly to make the soft and compressed texts more sharp and readable. The apron font is not correct and PF texts are made freehanded.

    Hopefully the end result is acceptable for all the purists out there… :unsure:

    #103647
    Arngrim
    Participant
    @arngrim
    DOF MinisterMember

    thanks for the vpx update 32, graphics are more like it should be, for the physics, it needs a lot more work, on the flippers, on the ramp lanes, i wish clark kent put his touch in it :)

    #104006
    senseless
    Participant
    @senseless
    Member

    Thanks 32 for the rebuild of this classic DE table, it’s great. Love to play it with the pinsound pack for this one :).

     

    #203050
    Jeremy
    Participant
    @malachi666

    Hey Guys, I know this is an older table and what not, but is there anyway to remove the screen shake effect when the ball hits the bumpers?  I find it makes me a bit motion sick.  I play it on desk top mode and when the bumpers or the ramps are hit it shakes the screen.

    #203056
    32assassin
    Participant
    @32assassin
    Member

    that is a fake shaker motor  for DT and non DOF users

    it  only shakes when the shaker motor solenoid is enabled,  not when the bumpers are hit

    if you have DOF and a shaker motor  or don’t want the fake shake

    remove (comment out)  the ShakerMotor.Enabled = 1  and ShakerMotor.Enabled = 0

     

    line 98

    Sub SolShake(enabled)
    If enabled Then
    ShakerMotor.Enabled = 1
    playsound SoundFX(“quake”,DOFContactors)
    Else
    ShakerMotor.Enabled = 0
    End If
    End Sub

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

Viewing 12 posts - 41 through 52 (of 52 total)
  • You must be logged in to reply to this topic.

©2021 VPinBall.com

Log in with your credentials

or    

Forgot your details?

Create Account

The Vpinball app

FREE
VIEW