- This topic has 155 replies, 53 voices, and was last updated 3 years, 9 months ago by
ridlar.
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September 5, 2018 at 3:15 pm #97389
@Skitso : You definitely should be proud of what you’ve done here. It a very nice mod indeed.
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September 6, 2018 at 6:18 am #97436Thanks for the new version and the left orb fix
But I noticed the left orb light was not active yet, I found the problem, it’s just a missing line in the script.
Line 901:
NFadeL 86, 186
NFadeL 88, 188
Change to:
NFadeL 86, 186
NFadeL 87, 187
NFadeL 88, 188
Thats all.
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September 6, 2018 at 7:14 pm #97477Thanks for the new version and the left orb fix
But I noticed the left orb light was not active yet, I found the problem, it’s just a missing line in the script.
Line 901:
NFadeL 86, 186
NFadeL 88, 188
Change to:
NFadeL 86, 186
NFadeL 87, 187
NFadeL 88, 188
Thats all.
I’m getting an “object required ‘187’ error when I add this line.
Update – my fault, I must have had an invisible character embedded in the line of code somewhere, fixed it.
Gwen
- Wonky builder of the steampunk Nikola Tesla cabinet & Starfighter CabinetGwen
- Wonky builder of the steampunk Nikola Tesla cabinet & Starfighter CabinetYou need to login in order to like this post: click here
September 6, 2018 at 11:44 pm #97491Thanks for the new version and the left orb fix
But I noticed the left orb light was not active yet, I found the problem, it’s just a missing line in the script.
Line 901:
NFadeL 86, 186
NFadeL 88, 188
Change to:
NFadeL 86, 186
NFadeL 87, 187
NFadeL 88, 188
Thats all.
Can’t get that to work. I’m getting an error 187 at line 974 also…?
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September 7, 2018 at 12:23 am #97494Be careful of copy/paste from forums. It can contain characters you don’t expect. I meant to check this out yesterday. Forgot, and now I’m at work. 187 of course needs to exists for this to work. That is where the element selector shines.
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September 7, 2018 at 12:29 am #97499Ah-ha, the thing Gwen posted is wrong. It’s not 187 but L87.
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September 7, 2018 at 12:33 am #97502Ah. That makes sense yes.
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September 7, 2018 at 3:46 am #97504Someone have the correct Code Lines / or Update coming soon ?
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September 7, 2018 at 7:49 am #97516I’ll update the table maybe later today or tomorrow.
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September 9, 2018 at 12:02 pm #97843Updated to 1.21.
(only fixed one non-working insert light)
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September 9, 2018 at 10:50 pm #97866Table looks great @skitso, thanks so much for the continued updates
@Pinfan45, my “guess” is you are not running the latest Pinmame and 10.5 final which includes “fastflips” you either need to update everything or on line 45 changeConst UseSolenoids = 2 to Const UseSolenoids = 1
But if I was you update everything, there has been great work done on flipper lag
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September 9, 2018 at 11:52 pm #97873@Pinfan45 : Yes. Sambuild, at least for the moment is the source you want for the latest pinmame.
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September 10, 2018 at 2:14 am #97877Fast flips isn’t something very new. I’ve put together some info in the wiki about the subject. https://vpinball.com/wiki/visual-pinball-knowledge-base/fastflip-tables-and-info/
If I remember correctly FF was already available in 10.4. So if it isn’t working for you then it is probably because you have a *.vbs in the wrong place. This table uses WPC.VBS so it might be that one or CORE.VBS. In theory I guess it can be also nudgeplugin.vbs. That is a script you kind of need to fix manually ( if you use a regular tilt plumb ).
I would say – to test FF – read the wiki. If you have problems following along. Look at my scripts repository. It is important though that you follow the instructions. Don’t try to use the updated scripts on any other version than what it is meant for. ( Check that your version is the same version as the script ). You can of course try to apply these changes yourself and use the scripts as a guide on how to implement it IF you don’t have the exact same version.
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September 14, 2018 at 5:11 am #98126Hi,
very good job!!! This will replace the original table in my pincap.
Unfortunately, the B2S DMD is being rotated and squeezed (see screenshot). This does not happen with the original table.
Any idea how to change this?
Kind regards, Andi.
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September 14, 2018 at 5:47 am #98128In the script, change Rol=1 to Rol=0
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September 14, 2018 at 5:50 am #98129In the script, change Rol=1 to Rol=0
Thanks, I did not see the line:
.Games(cGameName).Settings.Value(“rol”) = 1 ‘set it to 1 to rotate the DMD to the left
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October 5, 2018 at 3:36 pm #100444Color DMD Beta released at VPUniverse, it looks amazing.
By the way, I want to ask u, what b2s backglass are u using with this table? I downloaded one that makes the table unplayable, then I downloaded another one that works, but the image is a little too blurry.
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October 8, 2018 at 2:25 pm #100586Ok guys I have a problem on this table, it has to do with DOF and Force Feedback. I have all the latest files and everything works great except this table. I was running the old PM5 table and that one does not do what this one is doing. Also it is doing this to 3 different cab builds.
When I hit the genie it will trigger a contact that will continue to click until the ball drains, then it resets and is fine until I hit the Genie again. Also have the magic carpet ramp fire a pop bumper contact for about 3 to 4 seconds then it will stop.
DOF automatically updates and is current and as I said I can fire up the VP9 or the PM5 tables and they Use DOF just fine.
Looking for some help for this most awesome table.
Thanks.
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October 8, 2018 at 3:45 pm #100590Color DMD Beta released at VPUniverse, it looks amazing.
By the way, I want to ask u, what b2s backglass are u using with this table? I downloaded one that makes the table unplayable, then I downloaded another one that works, but the image is a little too blurry.
In general I do this. Look for a db2s by Wildman. If it exists, it very often sticks – over and done with. Some exceptions of course, STAT, Bassgeige, Lighthouse and of course Hauntsfreak is in the collection as well. For this I expect it is a Wildman release.
And yes. I agree. That color dmd is absolutely as good as it can get.
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October 8, 2018 at 3:49 pm #100592Ok guys I have a problem on this table, it has to do with DOF and Force Feedback. I have all the latest files and everything works great except this table. I was running the old PM5 table and that one does not do what this one is doing. Also it is doing this to 3 different cab builds.
When I hit the genie it will trigger a contact that will continue to click until the ball drains, then it resets and is fine until I hit the Genie again. Also have the magic carpet ramp fire a pop bumper contact for about 3 to 4 seconds then it will stop.
DOF automatically updates and is current and as I said I can fire up the VP9 or the PM5 tables and they Use DOF just fine.
Looking for some help for this most awesome table.
Thanks.
Try to change useSolenoid=1 in the table script. Does that change anything for you ?
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