- This topic has 58 replies, 32 voices, and was last updated 3 years, 1 month ago by Vladaymir.
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December 9, 2018 at 10:00 am #106160
It’s called a Moonwalk Stat. And it happens from time to time on real pinball machines. But, well. I agree. On this it happens just to often to be realistic. Bloody nice color mod to the dmd for this table though.
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December 9, 2018 at 11:07 am #106171Ok i remember About this “Moonwalk”, but wasn’t it only at “Glasses” on PF, like Genesis or Black Hole ?
To this one, it’s a really bad Moonwalk – i think (and know) i can do this better IR
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December 9, 2018 at 11:25 am #106173Approx at 1:06 – happens the the best. It’s just … pinball. As I said, I agree, It happens too frequent on this table as it is now.
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March 30, 2019 at 2:16 am #121308Sounds more like a rom related problem than anything else. Tried to test the rom ? Does it start but show files missing ? That can happen if you don’t have a complete set. In the rom world you often save space by having one “mother” rom, and then for the children you need the mother in order to become complete. This is done to save harddrive space, but, can also lead to such problems.
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March 30, 2019 at 5:07 am #121314For sure, based on ROM Options … you don’t Need another Table, even there isn’t another.
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July 20, 2019 at 6:39 pm #137867without even playing i’m thinking about old wrestling clips for a puppack
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July 21, 2019 at 12:33 am #137950Thank you so much for the update!
Unfortunately i have a stuck ball in first game:
additional info : Used visual pinball 10.6rev3743
I will test more, maybe never happen again who knows.
Next game, when wizard mode starts(Royal Rumble) i get this:
It’s in hungarian means “index is outside from the range”
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July 21, 2019 at 1:05 am #137959I too crash in rumble mode, hopes its an easy fix, this version is really fun.
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July 21, 2019 at 2:00 am #137968index out of range error means that their are more balls on the table then what the ballhadow or ball rolling sound code supports
the default code is set to support 5 balls; this table has 6 balls during multiball
I modified the hidden ramps past the diverter, the ball should always make it to the mini PF floor once it gets past the diverter
even with weak shots.
Please test the updated table ( I set the back ramp diverter wall to visible to see if its working correctly)
https://www.dropbox.com/s/56a5sqyzij42liw/WWF%20Royal%20Rumble%20%28Data%20East%201994%29.vpx?dl=0
I’m going to have to download the VP9 table, it seems like Ramp44Â (currently hidden)
might need to be set as visible or I might need to make a primitive. the ball is currently floating from the back diverter to the wire ramp.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
1 user thanked author for this post.
July 21, 2019 at 7:14 am #138015Thank you for sharing this table! I have a problem with the flippers, they get stuck in up-position, have big lags or even don´t react at all. All other VPX tables I have are working fine for me, so I am wondering if there is a way to fix this issue. Due to another post I found I have tried with and without db2s, but this doesn´t make any difference…
This sounds like it could be a b2s issue to me. If the table script is calling for a b2s but one wasn’t found it can cause these kinds of issues.
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July 21, 2019 at 8:39 am #138038index out of range error means that their are more balls on the table then what the ballhadow or ball rolling sound code supports
the default code is set to support 5 balls; this table has 6 balls during multiball
I modified the hidden ramps past the diverter, the ball should always make it to the mini PF floor once it gets past the diverter
even with weak shots.
Please test the updated table ( I set the back ramp diverter wall to visible to see if its working correctly)
https://www.dropbox.com/s/56a5sqyzij42liw/WWF%20Royal%20Rumble%20%28Data%20East%201994%29.vpx?dl=0
I’m going to have to download the VP9 table, it seems like Ramp44Â (currently hidden)
might need to be set as visible or I might need to make a primitive. the ball is currently floating from the back diverter to the wire ramp.
Ok, stuck a ball, from the latest dropbox, in the picture attached. Went up the ramp on an average shot. It wasnt overly hard. And around everything in the back, to its final resting place.
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July 21, 2019 at 10:19 am #138061Ball still getting stuck up in the ring.
Thanks for the update
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July 21, 2019 at 10:43 am #138067Same here, after switching the walls by the diverter in the ring, sometimes the balls dropping behind it.
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July 21, 2019 at 12:43 pm #138115index out of range error means that their are more balls on the table then what the ballhadow or ball rolling sound code supports
the default code is set to support 5 balls; this table has 6 balls during multiball
I modified the hidden ramps past the diverter, the ball should always make it to the mini PF floor once it gets past the diverter
even with weak shots.
Please test the updated table ( I set the back ramp diverter wall to visible to see if its working correctly)
https://www.dropbox.com/s/56a5sqyzij42liw/WWF%20Royal%20Rumble%20%28Data%20East%201994%29.vpx?dl=0
I’m going to have to download the VP9 table, it seems like Ramp44Â (currently hidden)
might need to be set as visible or I might need to make a primitive. the ball is currently floating from the back diverter to the wire ramp.
Ok, stuck a ball, from the latest dropbox, in the picture attached. Went up the ramp on an average shot. It wasnt overly hard. And around everything in the back, to its final resting place.
for some reason I set Wall003Â as a toy,
problem should be fixed now
Ramp001 and Ramp41 also had the right wall set to 0 –> changed to 62
same link
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
July 21, 2019 at 3:27 pm #138134I played 2 with 2 royal rumble. Not error yet :)
Thank you so much again for this amazing update! I will test more.
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July 21, 2019 at 7:02 pm #138195How do you enable the buy in ball button? I added a line to script fix on an earlier version but I don’t know where to place the line..   “If keycode = keyFront Then vpmTimer.pulsesw 8”
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July 25, 2019 at 4:52 pm #138785@huh
the older tables had this
If Keycode = keyBuyInButton then Controller.Switch(8) = 1
I did not find a reference to keyBuyInButton in the Data East or VPMkeys vbs files.
keyFront was labeled as the buy in button
keyFront = 3 '(2) Front button (e.g. buy-in)
so I added both, try the updated table (same link)Â Â one of them should work
if their is no more bugs found I will upload the current table as version 2.1
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
August 1, 2019 at 8:08 pm #13992832assassin, I am getting a error on line 245 Varible is undefined ‘KeyBuyInButton’ It is happening right around the “playfield high power disabled by coin door interlock”. Is this the error you were refering to above? The older version played fine. Just wondering if their is anything I can do about it.
Thanks
*Edit—I commented (‘) line 245 and 255 out and now it seems to be cool. Just a heads up.
Thank you
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August 1, 2019 at 9:08 pm #139944I get an error with Controller.Switch so I use the plunger code below to solve it and it seems to work now :
‘**********************************************************************************************************
‘Plunger code
‘**********************************************************************************************************Sub Table1_KeyDown(ByVal KeyCode)
If Keycode = LeftFlipperKey then Controller.Switch(63) = 1
If Keycode = RightFlipperKey then Controller.Switch(64) = 1
If keycode = PlungerKey Then Controller.Switch(62) = 1
If KeyDownHandler(keycode) Then Exit Sub
End SubSub Table1_KeyUp(ByVal KeyCode)
If Keycode = LeftFlipperKey then Controller.Switch(63) = 0
If Keycode = RightFlipperKey then Controller.Switch(64) = 0
If keycode = PlungerKey Then Controller.Switch(62) = 0
If KeyUpHandler(keycode) Then Exit Sub
End Sub‘ Impulse Plunger
dim plungerIMConst IMPowerSetting = 40 ‘ Plunger Power
Const IMTime = 0.6 ‘ Time in seconds for Full Plunge
Set plungerIM = New cvpmImpulseP
With plungerIM
.InitImpulseP swPlunger, IMPowerSetting, IMTime
.Random 0.3
.Switch 16
.InitExitSnd SoundFX(“Popper”,DOFContactors), SoundFX(“Solenoid”,DOFContactors)
.CreateEvents “plungerIM”
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August 2, 2019 at 4:13 am #140021Guys, can someone explain, why i/and also Screen above … have not a rounded Ramp ?
I double-checked all with Detail Sliders and so on …You need to login in order to like this post: click here
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