- This topic has 83 replies, 53 voices, and was last updated 3 years, 3 months ago by Cadorna.
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August 9, 2018 at 4:59 pm #95062
Thank you Hf, this looks super.
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August 9, 2018 at 5:00 pm #95063Thank you for the update.
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August 9, 2018 at 7:42 pm #95067I also made a backdrop based on the real backglass.
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August 9, 2018 at 9:36 pm #95072She’s a real beaut, nice work. Thanks for all the hard work.
A couple notes i saw playing 1.1
– the turtles lights are off. When completing Donatello it will lite Raphael’s head in the center. So some of the light mappings are off.– the ball can fall behind the top left target bank. Happened a couple times for me on 10.5 It seems inbetween the capture ball and top hit target.
That’s it, quality work. Physics are spot on from my experience and the lighting options are all super fun.
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August 9, 2018 at 10:32 pm #95078Just came here to thank you for this one. I know it’s a simple game, and it appears “true” pinheads don’t really like it, but I happen to really like the real version of this game. It’s one I go to often at my local spot. And I’m 38, which means the Turtles were a big part of my childhood, so there’s the nostalgia factor, too.
Anyway, thanks for the beautiful VPX version!
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August 10, 2018 at 1:27 am #95085Thanks for all the effort. It’s an excellent table! ;)
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August 10, 2018 at 3:41 am #95089awesome work,
thanks cyberpez and to all the team that has participated in this masterpiece,
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August 10, 2018 at 4:36 am #95091Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.
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August 10, 2018 at 5:55 am #95096Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.
The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.
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August 10, 2018 at 11:10 am #95106Thanks for the update!
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August 10, 2018 at 12:09 pm #95115Turned out nice but why you no use my 3D DE apron? :(
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August 11, 2018 at 2:19 am #95163blackvulcan3 wrote:
Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.
thanks freelunch, so for the layperson, how should I correct that? Cheers. bv3
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August 11, 2018 at 3:16 am #95176blackvulcan3 wrote:
Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.
The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.
thanks freelunch, so for the layperson, how should I correct that? Cheers. bv3
On Visual Pinball’s top menu, Preferences > Video Options > Element Detail Level (bottom right) slide all the way to the right. This will allow physics to work as intended on all tables. This may impact performance, but if your frame rate becomes unacceptable after this, screenshot your video settings because there are other things you may turn off instead of changing Element Detail Level.
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August 11, 2018 at 4:10 am #95188Wauw! Looking freaking awesome!! Thanks for this super duper release :).
Running 10.5 final and latest beta sam but getting an error using solenoids=2 (fastflips). Do I need to do something additionally?
I thought I’d turned it on by default? Or? sorry if not the Fastflips stuff is new to me.
You did turn it on :). I’m just getting an error running fastflips and was wondering if I forgot something additionally. So currenlty I have to run with solenoids=1 to bypass the error.
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August 11, 2018 at 5:42 am #95190Not sure what’s going on with the fastflips error. Something to do with calling tiltobjects to disable bumpers/slings, but I can’t reproduce it all the time.
Try adding this line (anywhere below the loadVPM line) :
vpmflips.TiltObjects = 0
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August 11, 2018 at 6:21 am #95191Probably not the same case, but yesterday I was playing a game, and on the next one the flippers stopped working for selenoid 2, I deleted the nvram and the problem was solved.
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August 11, 2018 at 10:05 am #95200Thanks a lot to all involved, I am looking forward to playing it tonight.
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August 11, 2018 at 4:42 pm #95244I’m getting two errors running with solenoids=2:
-VPMFlips not defined and GameonSolenoids not defined.
Does anyone have a clue? Probably something obvious but am at a loss…
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August 11, 2018 at 5:38 pm #95250I’m getting two errors running with solenoids=2:
-VPMFlips not defined and GameonSolenoids not defined.
Does anyone have a clue? Probably something obvious but am at a loss…
You either have outdated Core.vbs and de.vbs files or old versions of those scripts somewhere causing conflicts
Get the 10.5 full release and clear scripts out of your table folder
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August 11, 2018 at 9:46 pm #95259Not sure what’s going on with the fastflips error. Something to do with calling tiltobjects to disable bumpers/slings, but I can’t reproduce it all the time.
Try adding this line (anywhere below the loadVPM line) :
vpmflips.TiltObjects = 0
We had this issue with StarWars DE too. Â At least in that case, it happens when people use certain nudgeplugin.vbs that doesn’t check for an empty TiltObjects. Â It would only trigger when Fast Flips were enabled. Â Â We corrected the source issue in nudgeplugins, but people may still have their old versions activated (because activating requires renaming to NudgePlugin.vbs).
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