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I am happy to see a very good update on the vpx version, this was needed, not to discredit alessio work.
Question, there no gi update on this game?
And a ball a little bit brighter would be cool :)
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i’m not sure it is the latest version of mm available, i have Medieval Madness Reloaded 1.0 from mbp site, with usesolenoids = 2 and i don’t seem to have the issue, for the time that i just tested it now
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ctrl shift e allowed to select the element, don’t know why shift select doesn’t work for me, the fix is working perfect, thanks :)
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i am unable to see the properties of sw14, when i select it, with or without shift, it select gates(2) or gates(3), i don’t know how you do… :)
but it could be good that it is fixed for everybody, if you can post an update?
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really nicely table done here :)
there is an issue with switch 14, it is the ramp left done switch, but it is triggered when the ball pass underneath the ramp, when the ball goes out of the plunger lane or when it passes through the left upper loop.
i don’t know how to fix this myself, there is a big impact in the game because the left ramp successful are not registered as they should be, can somebody help?
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i can add the rom in the configtool if you give me the list of roms that are not on the site ;)
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it is on my todo list, i didn’ started to look at it, in the meantime try cgamename=”metalsug”, it should be pretty similar i guess
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I have limited the solenoid 20 of jolly park to exactly 60 ms, which is the only one linked to bumper back left, to avoid that it gets stuck, just to be sure, the dof config would be safe now
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Thanks Thalamus :)
DOF is complete, i have sent the table update to Javier, i hope he reads his pm often
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I have added the 2 missing slingshots in the DOF Config, let me know your comments about this final DOF version, if something needs to be improved again ;)
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checking about doffing the table ;)
where are the ultradmd files? i can’t find them
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sorry, i forgot to publish my DOF config to be approved, it is now available ;)
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Dof config is available now :)
You will need the new version of the table that is not uploaded yet, to benefit from all thr force feedback ;)
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this table is interesting, really liked the serie, and now i have a beefy vp pc to work with, i’m more eager to look at those original tables :)
but i have to look at metal slug first, never downloaded it…Â
, then at this one, thanks for doing it :)
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thanks for the vpx update 32, graphics are more like it should be, for the physics, it needs a lot more work, on the flippers, on the ramp lanes, i wish clark kent put his touch in it :)
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unfortunately I have less time for vp, i’m late about the SS releases and if I add the EM tables, this is too much for me for the moment.
Hopefully someone can take the EM, loserman is putting the DOF calls into his scripts already so there just need to fill the dof config in the configtool, well, some verification that the dof script can be good also
Very nice table … would this table be DOF´ed by @arngrim via DOF Config in the future ?
I have created an entry for 4 Square (change game name in the script to 4square_1971) in the configtool. It is empty now but anyone interested can submit their config for testing/approval.
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July 22, 2018 at 3:28 am in reply to: Metallica Premium Monsters (Stern 2013) mod of many other mods + Fast Flips #93100Thanks Haunt, and everybody for the completion of this table, fastflips, physics, lightning, one of my favorites :)
here are some updates to be able to mute the target and drop targets :
Sub sw60_hit
sw60.Isdropped=True
Controller.switch (60)= 0
PlaySound SoundFX(“DTC”,DOFDropTargets)
End subSub sw61_hit
sw61.Isdropped=True
Controller.switch (61)= 0
PlaySound SoundFX(“DTC”,DOFDropTargets)
End subSub sw62_hit
sw62.Isdropped=True
Controller.switch (62)= 0
PlaySound SoundFX(“DTC”,DOFDropTargets)
End suband
Sub sw1_Hit:Controller.Switch(1) = 1:PlaySound “sensor”:End Sub
Sub sw1_UnHit:Controller.Switch(1) = 0:End Sub
Sub sw3_Hit:Controller.Switch(3) = 1:PlaySound “sensor”:End Sub
Sub sw3_UnHit:Controller.Switch(3) = 0:End Sub
Sub sw4_Hit:vpmTimer.PulseSw 4:PlaySound SoundFX(“target”,DOFTargets):End Sub
Sub sw7_Hit:vpmTimer.PulseSw 7:PlaySound SoundFX(“target”,DOFTargets):End Sub
Sub sw9_Hit:vpmTimer.PulseSw 9:PlaySound SoundFX(“target”,DOFTargets):End Sub
Sub sw23_Hit:Controller.Switch(23) = 1:PlaySound “sensor”:End Sub
Sub sw23_UnHit:Controller.Switch(23) = 0:End Sub
Sub sw24_Hit:Controller.Switch(24) = 1:PlaySound “sensor”End Sub
Sub sw24_UnHit:Controller.Switch(24) = 0:End Sub
Sub sw25_Hit:Controller.Switch(25) = 1:PlaySound “sensor”End Sub
Sub sw25_UnHit:Controller.Switch(25) = 0:End Sub
Sub sw28_Hit:Controller.Switch(28) = 1:PlaySound “sensor”:End Sub
Sub sw28_UnHit:Controller.Switch(28) = 0:End Sub
Sub sw29_Hit:Controller.Switch(29) = 1:PlaySound “sensor”:End Sub
Sub sw29_UnHit:Controller.Switch(29) = 0:End Sub
Sub sw35_Hit:vpmTimer.PulseSw 35:PlaySound SoundFX(“target”,DOFTargets):End Sub
Sub sw36_Hit():playsound SoundFX(“target”,DOFTargets):vpmTimer.PulseSw 36:End Sub
Sub sw37_Hit():playsound SoundFX(“target”,DOFTargets):vpmTimer.PulseSw 37:End Sub
Sub Lspinner_Spin():vpmTimer.PulseSW 38:End Sub
Sub Rspinner_Spin():vpmTimer.PulseSW 39:End Sub
Sub sw40_Hit():playsound SoundFX(“target”,DOFTargets):vpmTimer.PulseSw 40:End Sub
Sub sw41_Hit():playsound SoundFX(“target”,DOFTargets):vpmTimer.PulseSw 41:End SubYou need to login in order to like this post: click here
i forgot to mention one small update from my part, not a real big deal, but if there is a new version please put the change in it, so we don’t hear the target sound if we don’t want when we have force feedback, thanks ;)
Sub aTargets_Hit(idx):PlaySoundatBall SoundFX(“fx_target”,DOFTargets):End Sub
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@arngrim : Adjust Metallwall4 upper control point to x: 804,0191 – y : 1138,767 ( bet you don’t need to be this accurate ) – then on the plunger itself, momentum xfer to 1,4. That changes both the digital and mechanical plunger.
send me the edited DOF version and I will update the table file/version
hey haunt,
do you refer to what i posted above?
Case 1 ‘Upper
if level > 4 Then
DOF 201, DOFOn
Else
DOF 201, DOFOff
End If
For Each ii in Top_GI
ii.intensity = level / 1
Next
Light37.Intensity = Level / 5this is the part in bold, i have nothing else to add
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thanks @Thalamus, works perfect, hope it will be injected in the final release :)
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