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  • #42145 Report
    freneticamnesic
    Moderator
    @freneticamnesic
    vipModeratorMember

    VPX conversion of my VP9 table. Still has a lot of new stuff! Borrowed some primitive models from flupper: apron, pegs...

    New lighting, new LED playfield lights, some new features for me overall it's been a year long WIP so forgetting everything I did...

    Should work with any VPX 10.1 rev 2820 and above!

    Arngrim added controller script!

    Really had to compromise with the back wall lighting due to the darkest depths of hell opening up any time all 5 turned on...

    Total of 27 users thanked author for this post. Here are last 20 listed.
    #42154 Report
    randr
    Keymaster
    @randr
    ModeratorMember

    Dang this looked great in vp9 as it was will need to see how it looks in vp10. thanks Richard!

    ********************************************************
    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

    ********************************************************

    #42156 Report
    Drybonz
    Participant
    @drybonz
    Member

    Thanks, Fren… the VP9 was really awesome, and sophisticated for a VP9 table, so I’m sure this is going to be really great.    :good:

    #42158 Report
    TNT2
    Participant
    @tnt2
    Member

    Holy moley. Was not expecting this. Thank you Fren for keeping Stern’s alive!

    #42161 Report
    nate
    Participant
    @nodzebra

    :good: :good:   :good:   :good:   :yahoo:   :yahoo: right on richard this just made my day buddy i was really hoping you were going to do this im super pumped thank you,  one step closer to never using vp9 again now!  I hate bugging you guys to make certain games but damn i was close to asking for this one, thank you for helping me not be that asshole begging authors to remake shit i want too play cause im too fawkin lazy to do it myself!!  Oh and by the way i downloaded the “stern pin arcade on ps4” on top of it being in 1080 their stle doesnt have a flasher in the ship when you hit the center shot and there is no lights up the inside walls and they apparently couldnt figure out how to setup the apron lights either because theirs never do anything altho the inserts are visible. the graphics are very aliased and jaggety, their is no brightness adjustments for lights or enviroment and it feels alittle laggy,   your stle pwns farsighted’s and dozers mustang is also alot better than theirs which like star trek also suffers in the area of everything important. Thank you guys!!

    #42167 Report
    Ben Logan2
    Participant
    @benlogan2
    Member

    I especially like the flasher effects on this table, Fren. Fireworks! Thank you.

    #42176 Report
    STAT
    Participant
    @stefanaustria
    MemberContributor

    Thanks Fren, i had and have much fun with your VP9 … yeah, VPX now :good:
    Hope, you want to upgrade all your VP9 Beautys :)

    #42180 Report
    Jack
    Participant
    @breikers

    Looking great Fren !! Hope you keep converting those VP9 tables ! I know of at least one table I would like to see in VPX ;-)

    #42182 Report
    Noslet
    Participant
    @pinlow
    MemberContributor

    Nice work, thanks for this fun table! :good:

    Ah

    #42183 Report
    senseless
    Participant
    @senseless
    Member

    Poker time! Thanks fren for a great VP9 conversation!

    #42184 Report
    Mark70
    Participant
    @mark70
    Member

    Great, I always like it when the light inserts are powerfull bright. And thanks, it’s the same for the LED playfield.
    Of course, the flashers are amazing too. Table plays very well.
    Thanks for sharing your hard work, very much appreciated.

    #42185 Report
    -=Dozer=-
    Participant
    @dozer

    Hey Fren, this table looks really nice.    Just wanted to let you know I’ve found a few things after I noticed some shots not registering.

    Trigger (scooptrigger) although set to a ramp surface (ramp5) from memory is sitting on the playfield and registering hits as the ball enters the scoop area.  Moving it down a bees dick gets it to register on the correct ramp surface properly.

    sw50 (Right orbit high) although included in the script has no trigger object.
    sw51 (Shooter vuk exit) is the same.
    sw53 (Mini PF exit) is the same.
    sw9 (Ramp right enter) is the same.

    (Top of right ramp curve)
    sw52 needs to be moved up to sit under gate2 and assigned to ramp14 surface in preference to upperpf

    Wall (Rightpost) is set to non – collidable but the logic for it is in the script so setting this to collidable fixes operation.

    Adding this stuff seems to have fixed the issues I was seeing with non registering switches.  If you use the latest VPM you can also use the ROM GI calls if you feel so inclined.  I put that code in and it works great.    I was also wondering if we could get Rob to look at that hacked code to get the last LED playfield arrays working correctly?

    Again, beautiful table  – there’s something about the aesthetic of this recreation that just looks super realistic.

     

     

     

    #42187 Report
    Thalamus
    Moderator
    @thalamus
    ContributorMemberModerator

    Can’t wait to try it out. Thank you very much Fren !!!

    #42200 Report
    Pinbolt
    Participant
    @pinbolt
    Member

    Thank you so much fren.

    #42203 Report
    DJRobX
    Moderator
    @djrobx
    MemberModerator

    Moving it down a bees dick gets it to register on the correct ramp surface properly.

    Well, now that’s an expression I haven’t heard before.   :)

    #42214 Report
    RustyCardores
    Moderator
    @rustycardores
    MemberModerator

    Moving it down a bees dick gets it to register on the correct ramp surface properly.

    Well, now that’s an expression I haven’t heard before. :)

    It’s a standard unit of imperial measurement here in Oz… in decimal it’s about the same as a “poopteenth”, but half as much as “bugga all”. ;)

    #42215 Report
    STAT
    Participant
    @stefanaustria
    MemberContributor

    I dont know, if this the same, as Dozer said, but sometimes if a Ball locked and the other goes to Drain,
    the lock Ball follow … but then i get 2 Balls to the Shooterlane … had this also once at a Multiball …
    Had some Time, and some Games – really cool beside this Issues :)

    #42219 Report
    freneticamnesic
    Moderator
    @freneticamnesic
    vipModeratorMember

    Hey Fren, this table looks really nice. Just wanted to let you know I’ve found a few things after I noticed some shots not registering. Trigger (scooptrigger) although set to a ramp surface (ramp5) from memory is sitting on the playfield and registering hits as the ball enters the scoop area. Moving it down a bees dick gets it to register on the correct ramp surface properly. sw50 (Right orbit high) although included in the script has no trigger object. sw51 (Shooter vuk exit) is the same. sw53 (Mini PF exit) is the same. sw9 (Ramp right enter) is the same. (Top of right ramp curve) sw52 needs to be moved up to sit under gate2 and assigned to ramp14 surface in preference to upperpf Wall (Rightpost) is set to non – collidable but the logic for it is in the script so setting this to collidable fixes operation. Adding this stuff seems to have fixed the issues I was seeing with non registering switches. If you use the latest VPM you can also use the ROM GI calls if you feel so inclined. I put that code in and it works great. I was also wondering if we could get Rob to look at that hacked code to get the last LED playfield arrays working correctly? Again, beautiful table – there’s something about the aesthetic of this recreation that just looks super realistic.

    are you sure about scooptrigger? did you get ahold of the 100816a build? I did move it to sit on the ramp surface before uploading here…. (and had a duplicate switch there which complicated it)

    This is why I don’t like to convert from VP9 :) I get lazy and miss obvious things.

    I did send this to Rob, he’s had it for about a month I think and thought he was going to look into it, but I haven’t followed up.

    What’s the GI lamp for this? I thought I tried it and didn’t find one

    I dont know, if this the same, as Dozer said, but sometimes if a Ball locked and the other goes to Drain, the lock Ball follow … but then i get 2 Balls to the Shooterlane … had this also once at a Multiball … Had some Time, and some Games – really cool beside this Issues :)

    This sounds like it’s not registering in the ball drain, so ballfinder releases the trapped ball and it knocks the first ball free? or is it right away?

    uploading rev 112616a, moving down the scooptrigger a bees dick just in case

    Punch it!

    #42221 Report
    freneticamnesic
    Moderator
    @freneticamnesic
    vipModeratorMember

    Looking great Fren !! Hope you keep converting those VP9 tables ! I know of at least one table I would like to see in VPX ;-)

    Which one?

    I don’t particularly enjoy rehashing the old ones, I’d rather do something new, but WPT was probably my best VP9 table and had a solid enough foundation that converting it was relatively easy, I had it visually up to my standards in only a day or two, the rest was making the script work with VPX. With a table like 24 I’d have a lot more trouble getting it ported to VPX since it uses a lot of old VP9 elements still. WWF RR might work, I’m sure IJ4 would work. Transformers would be 50/50… it’s not all VP9 objects but it’s close…

    Punch it!

    #42223 Report
    Drybonz
    Participant
    @drybonz
    Member

    OXO!     :yes:

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