This topic contains 297 replies, has 89 voices, and was last updated by  randr 3 months, 3 weeks ago.

Viewing 20 posts - 21 through 40 (of 298 total)
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  • #39428
     Dark 
    Participant
    vipMemberContributor

    Thanks wrd for a great update.

    3dcreation

    #39429
     Clark Kent 
    Participant
    MemberContributor

    The ramp shouldn’t be too easy. I think it’s nice as it is but I have to admit that we should play the real machine to have a better impression how it should react. Unfortunately I have no access to the real machine at the moment.

    #39430
     Mark70 
    Participant
    Member

    I agree that it should not be too easy, and accordingly not easier as the real pin.
    I’m sure it’s a silly question, but could it be that a table plays different on various computers?
    I never saw a shuttle ramp abort from the right flipper (normal ball hit) except a (not full hit) rebounded ball.
    Backhand shots from the left flipper may pass the ramp or not, depending on how the flipper hits the above moving ball.
    I think thats like it should be and how it is on the real table.

    --------------------------------------------------------------------------------------------------
    I am looking for T2 cabinet decals, please send pm for offers.
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    #39438
     Drybonz 
    Participant
    Member

    Just to clarify… the flipper settings I posted above were not created specifically to tweak that ramp shot.  I just loaded in values that were closer to the recommended values in documents that fuzzel posted and that Clark linked me to, that I frequently see on other tables and use myself… and they, in fact, seem more natural to me on that shot.  I’m no expert and these values aren’t set in stone, but they are pretty much just standard stuff.  It’s just posted as an alternative for people who want to try it.  I’m finding that I still miss the ramp shot a good bit, but it’s not making me bang my head on the wall any more.

    #39440
     Clark Kent 
    Participant
    MemberContributor

    I like the way of working together – the tables are getting better and better! :)

    wrd1972 do you plan to uses latest flipper code from nFozzy he posted today in the other form concerning the flipper lag improvement?

    #39448
     wrd1972 
    Participant
    MembervipContributor

    To be honest, all of the flipper enhancements discussion has made my head go numb. The technical sausage making of it is just way over my head. That said, if there is a flipper mod that is working correctly and meeting expectations, then yes I want it in there.

    Someone please add the code to the table and send it to me for the next update which will happen rather soon. I have already found a few things that need to be tweaked and we can get this in there no problem.

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    #39455
     Drybonz 
    Participant
    Member

    Wrd… if you want to try those settings I posted all you have to do is go to the physics options and import the .vpp I posted.

    As far as the technical sausage making… I think sometimes we over-mystify the physics and I’m finding, the more I have been tweaking the physics settings on my table library, is that as long as things are in the range of the recommended values it’s hard to go completely wrong.  In fact, I’m starting to think that if the majority of physics, flipper and slingshot values were replaced with sliders (like the day and night slider) with min and max values on either side of the recommended values (with maybe a number box for overrides), that anyone on any of the pinball forums could set their own physics settings and easily understand what they are doing.

    #39456
     chokeee 
    Participant
    Member

    I was trying to change ball rolling sound and… it isnt “normal/standard code, why? The table is great ofcourse!!!

    #39464
     rothbauerw 
    Participant
    ContributorMembervip

    The whole flipper lag conversation seems very experimental at this point.  I’m not sure implementing hacks into release tables is the best thing to do until it’s confirmed that it’s needed and it can’t be implemented directly in the VPX executable.  A good recent example are the flipper tricks code implemented on Black Knight 2000.  VPX was able to handle a solution in the next release with a few new flipper physics parameters.

    Current Project: Perpetual updates of Pinball Magic

    #39465
     Drybonz 
    Participant
    Member

    Hey rothbauerw… did you mean the flipper settings I posted?  Those are just super simple flipper settings… I touched no code, brought no hacks or experimental code from the flipper lag conversation or anything even remotely like that.  In fact, I listed every single change I made… it’s about 5 or 6 flipper settings, above.  Zero other changes.

    #39466
     Ben Logan2 
    Participant
    Member

    I really like the way you guys implemented some lens flare effects with this release. It can be overdone, but you guys have nailed tasteful flares on the red flashers. imo.

     

    #39467
     rothbauerw 
    Participant
    ContributorMembervip

    Hey rothbauerw… did you mean the flipper settings I posted? Those are just super simple flipper settings… I touched no code, brought no hacks or experimental code from the flipper lag conversation or anything even remotely like that. In fact, I listed every single change I made… it’s about 5 or 6 flipper settings, above. Zero other changes.

    No.  I meant using the bypass code by nFozzy or some of the other bypass method people are proposing.  If lag can be solved with the existing physics settings like what you have above, I think that’s the way to go.

    Current Project: Perpetual updates of Pinball Magic

    #39468
     rothbauerw 
    Participant
    ContributorMembervip

    On another note, I like the existing ramp play on this table.  Ramp shots should be precise.  The fact that not all shots make it up the ramp feels more realistic to me.

    Current Project: Perpetual updates of Pinball Magic

    #39469
     Drybonz 
    Participant
    Member

    Hey rothbauerw… did you mean the flipper settings I posted? Those are just super simple flipper settings… I touched no code, brought no hacks or experimental code from the flipper lag conversation or anything even remotely like that. In fact, I listed every single change I made… it’s about 5 or 6 flipper settings, above. Zero other changes.

    No. I meant using the bypass code by nFozzy or some of the other bypass method people are proposing. If lag can be solved with the existing physics settings like what you have above, I think that’s the way to go.

    I must have passed over that discussion in this thread… sorry about that.

    #39490
     TerryRed 
    Moderator
    MemberContributorModerator

    One of my favorite pins, and I was sooo looking forward to when a VPX version would come out.

    Simply stunning work done here…the attention to visual detail is fantastic.

    I actually had the opportunity to play the Dutch Pinball version of BOP (1st time ever playing a real BOP) and it was amazing.

    Another showcase table for VPX!

    #39491
     StevOz 
    Participant

    Yes, yes, yes…I used to cream this my machine in my youth… :whistle:

    Plays and looks great, physics actually seem very good from what I recall. Just my old reflexes are not what they used to be, though at a guess, the 3 or more beers is not helping either…

    Oh and  I did put my on slant on the DT view for a 1920×1080, 16:9 ratio display for any that might prefer this view here it is…

    bop

    Attachments:
    #39496
     wrd1972 
    Participant
    MembervipContributor

    Thanks again for the support and compliments guys. I really enjoy doing this making the tables the best they can be. As I have said many times before, many thanks to the outstanding contributors who greatly assist along the way. And for those who dont know, Funhouse is next.

     

    I know where there is a real BOP about 70 miles from where I live and I am planning to go there today and play it. If I do, I will take videos as well. This would be the first time I ever actually played the real thing. Maybe I can even get a manager to remove the glass for  more pics and detail investigation.

     

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    #39497
     Clark Kent 
    Participant
    MemberContributor

    Would be nice if you could replace the ball rolling sound routine in your table, moreover the ball rolling sound can not be heard at all. The new routine is much better and more realistic.

    #39498
     wrd1972 
    Participant
    MembervipContributor

    Yep thats planned for the next update. Thanks

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    #39501
     chokeee 
    Participant
    Member

    right xxxxx ramp begs for ninuzzu’s TOM rolling sound style ;)

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