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August 26, 2016 at 5:15 pm #35186
I think coin increases? i remember doing it but cant recal.. try launch or coin or maybe it was flipper? if you cant get it i will look tonight
Launch button to increase volume -Mike
Perfect! Thanks guys. . . that did it!
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August 26, 2016 at 5:38 pm #35190Sorry guys, one more question. . . Â how can I get this table to coin up with the regular credit button (5)? I’ve tried changing the vpmkeys.vbs to the following, but no luck – what am I missing? Thanks!
oops, first paste didn’t work . . . let’s try this:
keyInsertCoin1 Â = 6 Â ‘(5) Â Â Insert coin in slot 1
keyInsertCoin2 Â = 5 Â ‘(4) Â Â Insert coin in slot 2
keyInsertCoin3 Â = 4 Â ‘(3) Â Â Insert coin in slot 3
keyInsertCoin4 Â = 7 Â ‘(6) Â Â Insert coin in slot 4
keySlamDoorHit  = 199 ‘(Home) Slam Tilt
keyCoinDoor    = 207 ‘(End)  Opening/Closing Coin Door
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August 26, 2016 at 6:18 pm #35192I think you’ll have to change the spinball.vbs in a similar fashion
Punch it!
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August 26, 2016 at 6:31 pm #35196or better yet just change vpmkeys.vbs thats what i did so all tables are same
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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August 26, 2016 at 6:38 pm #35197Thanks Fren. . . the spinball.vbs looks a little different (and not as obvious) but I’ll play around with it and see how it goes.
Randr – I did change the vpmkeys.vbs but it didn’t change anything for VW (for me). It worked for you?
keyInsertCoin1 Â = 6 Â ‘(5) Â Â Insert coin in slot 1
keyInsertCoin2 Â = 5 Â ‘(4) Â Â Insert coin in slot 2
keyInsertCoin3 Â = 4 Â ‘(3) Â Â Insert coin in slot 3
keyInsertCoin4 Â = 7 Â ‘(6) Â Â Insert coin in slot 4
keySlamDoorHit  = 199 ‘(Home) Slam Tilt
keyCoinDoor    = 207 ‘(End)  Opening/Closing Coin Door
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August 26, 2016 at 9:24 pm #35199I cant get it to take coins.
Never mind….derp.
My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,
40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support
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August 27, 2016 at 8:36 am #35213Add credits and start game do not work on my cab for some reason
"And in the end, the love you take is equal to the love you make"
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August 27, 2016 at 9:01 am #35214let game sit for a min when you first start it. or delete nvram for rom and try that but it first starts and says “volume” wait for a min
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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August 27, 2016 at 9:05 am #35215Add credits and start game do not work on my cab for some reason
Yep same here.
If someone has a modified spinball script, please post.
Thanks
My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,
40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support
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August 27, 2016 at 9:17 am #35216If you guys have a keyboard hooked up/accessible you should be able to get it to coin up by pressing the number 3 key – that’s what I have to do, not ideal but gets it playing.
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August 27, 2016 at 10:24 am #35228Gottlieb system1 machines have this same coin issue, and I found a way around that when I was making a couple of those, so I tried the same line in here to see if it would work and it did!
Add a line around 195 that contains the following and then your normal coin button will work no matter what button you use
If keycode=AddCreditKey then vpmTimer.pulseSW (swCoin1)
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August 27, 2016 at 11:41 am #35247Gottlieb system1 machines have this same coin issue, and I found a way around that when I was making a couple of those, so I tried the same line in here to see if it would work and it did! Add a line around 195 that contains the following and then your normal coin button will work no matter what button you use If keycode=AddCreditKey then vpmTimer.pulseSW (swCoin1)
Sweet! Â Thanks Borg, that indeed fixes it!
(now to figure out 5 ball per game adjustment. . . Â )
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August 27, 2016 at 11:45 am #35251Gottlieb system1 machines have this same coin issue, and I found a way around that when I was making a couple of those, so I tried the same line in here to see if it would work and it did! Add a line around 195 that contains the following and then your normal coin button will work no matter what button you use If keycode=AddCreditKey then vpmTimer.pulseSW (swCoin1)
that will work but i just change it in vpmkeys.vbs and then everything works. always.
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
You need to login in order to like this post: click here
August 27, 2016 at 11:59 am #35253Hey Fren,
Thanks for this table.  I can see so many complicated pieces on this one, must have been a bear to get functioning right. Great work!Â
-Mike
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August 27, 2016 at 12:09 pm #35254Thanks Fren for all your hard work! Â You always have ambitious projects. :)
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August 27, 2016 at 12:18 pm #35255Gottlieb system1 machines have this same coin issue, and I found a way around that when I was making a couple of those, so I tried the same line in here to see if it would work and it did! Add a line around 195 that contains the following and then your normal coin button will work no matter what button you use If keycode=AddCreditKey then vpmTimer.pulseSW (swCoin1)
that will work but i just change it in vpmkeys.vbs and then everything works. always.
Well until you update vp and it overwrites the file.
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August 27, 2016 at 12:25 pm #35256Gottlieb system1 machines have this same coin issue, and I found a way around that when I was making a couple of those, so I tried the same line in here to see if it would work and it did! Add a line around 195 that contains the following and then your normal coin button will work no matter what button you use If keycode=AddCreditKey then vpmTimer.pulseSW (swCoin1)
that will work but i just change it in vpmkeys.vbs and then everything works. always.
I tried updating just that file but couldn’t get it to work – maybe I didn’t change the correct numbers but I was going by this off “another” forum:
Open VPMKeys.vbs (located in your tables folder) with a text editor, look for a section like this…
keyInsertCoin1 Â = 4 Â ‘(3) Â Â Insert coin in slot 1
keyInsertCoin2 Â = 5 Â ‘(4) Â Â Insert coin in slot 2
keyInsertCoin3 Â = 6 Â ‘(5) Â Â Insert coin in slot 3
keyInsertCoin4 Â = 7 Â ‘(6) Â Â Insert coin in slot 4
keySlamDoorHit  = 199 ‘(Home) Slam Tilt
keyCoinDoor    = 207 ‘(End)  Opening/Closing Coin Door
then just switch the values for Coin1 and Coin3, that way ‘5’ will be your Coin1 button for all pinmame games…
keyInsertCoin1 Â = 6 Â ‘(5) Â Â Insert coin in slot 1
keyInsertCoin2 Â = 5 Â ‘(4) Â Â Insert coin in slot 2
keyInsertCoin3 Â = 4 Â ‘(3) Â Â Insert coin in slot 3
keyInsertCoin4 Â = 7 Â ‘(6) Â Â Insert coin in slot 4
keySlamDoorHit  = 199 ‘(Home) Slam Tilt
keyCoinDoor    = 207 ‘(End)  Opening/Closing Coin Door
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August 28, 2016 at 5:22 am #35282Really nice release! Never thought it would be possible with this quality as there are no resources as far as I know. Where did you find a machine to test??
If I may I would recommend some physics corrections as with pf friction 0,01 you get a lot of weird ball behavior – and you can always stop the ball when rolling down the inlanes (or is this also on the real machine, I do not know). Mukuste recommended 0,08 but I’m always using 0,065 for less ball spin and slower, more realistivc ball movement. If so, flipper friction should be 0,6 and wall1 and wall 26 should be set Elasticity to 0,3 and Friction to 0,4. And if you smooth the edges of these two walls ( I even added one point n the curve) all weired ball behavior is gone. I did not play the real machine but I also think End Angle 0,68 seems to be nicer.
The primitives of the flippers are not alligned correctly. Entered RotY 202 and 338.
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August 29, 2016 at 6:39 am #35369Thanks saecrow for posting those vpmkeys changes. I saw how to do it long ago and made the changes, but lost it when I overwrote the vbs scripts with the newer versions. I’ll change it and save it for future use in case I do something stupid again
"And in the end, the love you take is equal to the love you make"
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August 29, 2016 at 3:54 pm #35390I wish I had a real one to try. The flippers look wonky in the editor but it shouldn’t matter, their rotation follows the actual flipper objects, I just didn’t adjust it when I changed the flipper rotation.
From the videos I saw, and it was hard to tell because some of the machines were poorly taken care of, the flippers had a really high rotation. At least specifically the upper right flipper could trap the ball which seems odd to me. I don’t recall if the main flippers could catch every inlane ball or not, probably not. In a rush to release I just made the physics works in a way that didn’t irritate me. I started off using the recommended VPX physics with Metallica but it never felt right to me so I adjusted it based on those. Things get lost along the way. I’ll try your suggestions. I have to update with some changes arngrim made so I probably have a substantial enough update ready with that.
Really nice release! Never thought it would be possible with this quality as there are no resources as far as I know. Where did you find a machine to test?? If I may I would recommend some physics corrections as with pf friction 0,01 you get a lot of weird ball behavior – and you can always stop the ball when rolling down the inlanes (or is this also on the real machine, I do not know). Mukuste recommended 0,08 but I’m always using 0,065 for less ball spin and slower, more realistivc ball movement. If so, flipper friction should be 0,6 and wall1 and wall 26 should be set Elasticity to 0,3 and Friction to 0,4. And if you smooth the edges of these two walls ( I even added one point n the curve) all weired ball behavior is gone. I did not play the real machine but I also think End Angle 0,68 seems to be nicer. The primitives of the flippers are not alligned correctly. Entered RotY 202 and 338.
Punch it!
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