-=Dozer=-

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  • in reply to: What do we think of this ? VPDB .. #42444
    -=Dozer=-
    Participant
      @dozer

      “VPDB and VPCabs

      I sent a mail to Brad shortly after the Shark Tank episode. I told him that VPDB might solve his pre-loading problem. He liked it. That was it. Haven’t been in contact since, that was in May. Carny, I have no idea why you think VPDB is in any way linked to VPCabs.”

      What’s his pre-loading problem?

      in reply to: World Poker Tour VPX (Stern 2006) #42244
      -=Dozer=-
      Participant
        @dozer

        No lamp for the PRO versions assigned to GI – just use the gicallback channel.

        set GICallback = GetRef(“UpdateGI”)

        Sub UpdateGI(no, Enabled)
        Select Case no
        Case 0 ‘Top
        If Enabled Then
        GI_AllOn
        Else
        GI_AllOff
        End If
        End Select
        End Sub

        But don’t forget to remove manual calls to GI_AllOn and GI_AllOff from switch hits etc.

        in reply to: World Poker Tour VPX (Stern 2006) #42185
        -=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.

           

           

           

          in reply to: The Walking Dead LE #41951
          -=Dozer=-
          Participant
            @dozer

            Why do the ramps need to be re-done are they different on the LE version?

            They need to be added to Dark, there is a whole new section required down the bottom left of the playfield to feed the crossbow and the left ramp needs a lift section (separate mesh) – aside from that they’re the same.

            in reply to: The Walking Dead LE #41940
            -=Dozer=-
            Participant
              @dozer

              Hi, I made the ramps for Fren. I am totally willing to do the ramps again, and update them to the latest raytraced textures and stuff.

              Cheers Flupper, will give you a yell shortly.

              in reply to: Mustang LE #41348
              -=Dozer=-
              Participant
                @dozer

                If it possible that there is no pin2dmd support with the included vpinmame.dll? Have the same scoop error.

                Yes very possible but I have no way to check as I don’t use a real DMD.   I think in this thread, the Pin2DMD guys are releasing updates that support their hardware
                but with DJR’s changes included.

                http://vpuniverse.com/forums/forums/topic/2728-sam-build-with-modular-dmd-drivers-for-pindmd123-and-pin2dmd/?page=1

                Maybe ask in that thread and one of the dev’s can help.

                 

                in reply to: Mustang LE #41148
                -=Dozer=-
                Participant
                  @dozer

                  Dozer, sometimes the Ball jump very fast between the two Bumpers, about 40-50times, see Image … I dont know, if its enough to move one a bit away … le_1

                  Hey STAT – they have to be there as that’s their intended location but if there’s too much action there just turn the bumper force down in the editor and they’ll behave more passively.   You can just adjust the bottom two if you want but if you do all of them they’ll obviously be more uniform.   I like them active because you get bumper awards easier lol :)

                  in reply to: Mustang LE #41134
                  -=Dozer=-
                  Participant
                    @dozer

                    The only thing that I can think of that would cause the scoop malfunction is if you are using the wrong version of VPinMame.dll which supports the high solenoid numbers that this game uses.  Make sure you use the version included in the archive and that you are using the latest beta of VPX with the included .vbs scripts.

                    The error message you are seeing is because the game knows there is a ball in the saucer but it cannot kick it out.  The saucer switch stays closed longer than it is meant to so the game will error with “Scoop malfunction – operator assist” or something similar.

                    1 user thanked author for this post.
                    in reply to: Stern Mustang Song Moded Rom #41133
                    -=Dozer=-
                    Participant
                      @dozer

                      Thanks a million for doing this –  you know that feeling when you can’t find the end on a  roll of adhesive tape? – That’s what Jan and Dean do to me.

                      in reply to: Mustang LE #40938
                      -=Dozer=-
                      Participant
                        @dozer

                        Heres reading something about “selectable driving Music”, how can i do that ? or Change it just by select Modes ? http://www.pinballnews.com/games/mustang/17a.jpg

                        Via the modes is the only way I know of.

                        in reply to: Mustang LE #40919
                        -=Dozer=-
                        Participant
                          @dozer

                          Hey Dozer, Thanks for the great table :) I do a new dof config for the LE, idon’t see a solcall back for the right eject S41 in the script, not sure if it is really working then, it’s just up the the sol27, at the right of the targetbank, it is visible in the page 16 of the manual in the stern website, or you implement it another way?

                          Heya Arngrim, solenoid 41 is mapped to 59 in VPM.  You’ll find  many higher number solenoids are mapped to different numbers in the table.  Use the STLE test table available in the VPM thread over at VPU to do a rom test and you will see the mappings that differ from the manual.

                          in reply to: Mustang LE #40885
                          -=Dozer=-
                          Participant
                            @dozer

                            I always get an error with the new backglass server. :scratch: I stop the backglass and the table works.

                            Yes, I would suggest updating your .net framework.  I can confirm that the included b2sserver and backglass work error free here on both Windows 7  and 10 X64 installs with the most recent .net framework updates.

                            in reply to: Mustang LE #40884
                            -=Dozer=-
                            Participant
                              @dozer

                              Canry, i have the Wheel also in the Wheel Download Section … Question to the ROMS, can i use the Boss Rom for this Table ? Whats exactly different to the other Roms ? Just Sounds ?

                              I wanted a wheel that actually included “Limited Edition” somewhere in it. I haven’t tried the BOSS rom. I would expect that it would work. I know that on boot up that the code does display that it is the BOSS version. Otherwise, I can’t specify the differences. Maybe just turn off the shaker motor for the authentic factory production experience. Sent from my iPad using Tapatalk

                              I’ve not tried the BOSS rom either, only the LE but as long as the switch / lamp and solenoid matrix is the same as the LE I can’t see why it wouldn’t work.  If it’s based on the PRO rom there’ll be issues as there were massive differences in the respective matrix assignments between it and the LE version.

                              in reply to: Mustang LE #40883
                              -=Dozer=-
                              Participant
                                @dozer

                                Can someone link to the correct VPM to use for this .. I seem to be going in circles as to which is the right one. 32 vs 64, SolModCallback failures, if I use vpf then no SAM ..

                                The correct VPM to use is included in the table’s download rar archive. The archive also has the correct B2S. Grab the latest VPX beta here: http://www.vpforums.org/index.php?showtopic=35311&page=1

                                I copy the file over, run setup.exe and install. I ran the test .. dmd works just fine. I go to play the table with the latest vp beta (and scripts) and I get Variable is undefined: SolModCallback So I have something messed up with this.. [update] It is defined in the core.vbs but it seems it is not pulling it in? There is no other copy in the tables directory either. [update] I got around the error by adding a DIM SolModCallback(45) in the table — shouldnt have to as it is defined in the core.vbs :wacko: Are there any telltale signs that I am using the wrong core or vpm? What are the extra callbacks doing – certain lights perhaps?

                                It sounds like you have multiple instances of core.vbs and it’s calling an older version.  When the new VPM is used you have to have the solmodcallback aware core.vbs installed (located in the scripts subdirectory of the latest VP archive). The new core.vbs keeps tracks of modulated solenoid levels and assigns a boolean 0 or 1 to them to allow non modulated solenoids to operate in the table script.  There is no need to hack the script to get it working so there appears to be something amiss with your setup.

                                in reply to: Mustang LE #40770
                                -=Dozer=-
                                Participant
                                  @dozer

                                  Downloads fine for me but not sure if that’s because it’s my file.  It may have to be approved by the moderators and I’m not sure of the process as it’s my first upload here.

                                  in reply to: Mustang LE – VPX #40474
                                  -=Dozer=-
                                  Participant
                                    @dozer

                                    STAT brings the fire :)

                                    I’ll put them in shortly.

                                    I’m still waiting for the final version of VPM  / DirectB2s and some DOF updates before this is released.  There’s a tonne of stuff being added almost daily so I want to make sure none of the additions break the table before it is released.

                                    Thanks STAT – I’ll add you in the table credits.

                                    in reply to: Mustang LE – VPX #40308
                                    -=Dozer=-
                                    Participant
                                      @dozer

                                      Yo Stat – here is the image for the car model.

                                      If you create multiple colored versions I will put them in the game.

                                       

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                                      in reply to: Mustang LE – VPX #39860
                                      -=Dozer=-
                                      Participant
                                        @dozer

                                        Cheers everyone – DJRobX woke me up with his new vpinmame.dll commits and I’d always wanted to get this game working.   It gets a lot of hate for some reason but to be honest, I really enjoy it.  It has quite a few modes and a great soundtrack except for Drag City by Jan and Dean which makes me want to tip my cabinet on its side :)

                                        in reply to: Bram Stoker's Dracula (Williams 1993) #30279
                                        -=Dozer=-
                                        Participant
                                          @dozer

                                          Sweet .. I’ve sent a revision to ICP. It includes an invisible drop wall which activates with the gate to keep the ball in the staging area on the opto and should be immune to nudge and false triggers.

                                          in reply to: Bram Stoker's Dracula (Williams 1993) #30245
                                          -=Dozer=-
                                          Participant
                                            @dozer

                                            The test reports fine for me too but the mist is buggy in game. Same results with a clean nvram One of the issues I think is related to the ball-finding opto on the left side, sw52 If the ball is nudged and trips this switch, the game will think the ball isn’t there and send the motor back, leading to 2 balls in play. Increasing the size of the switch exposed another issue though- If sw52 isn’t synced up tightly with the motor opto (sw81), mist multiball will start even without the ball-on-magnet opto being disrupted. I think this is to prevent stuck balls if you manage to sneak a ball past the gate during the mist sequence.

                                            So this only happens when you nudge the game whilst a ball is staged on the left opto? – i.e Mist has started once, the ball has moved to the left and been missed and is now sitting in there?

                                          Viewing 20 posts - 101 through 120 (of 123 total)

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