-=Dozer=-

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  • in reply to: Bram Stoker's Dracula (Williams 1993) #30204
    -=Dozer=-
    Participant
      @dozer

      Howdy All,

      Until ICP gets a chance to respond and for those who are experiencing an issue with the MIST mech.  Please delete your Dracula NVRAM file and relaunch the game.  The MIST mech is working perfectly here during play and also during the magnet test in diagnostics however during the development of the table the original nvram which had been used with the VP9 version of the table was deleted so I’m guessing that’s what the issue is.

      Also 10.1.0 rev 2620 32bit was the version of VPX I used here to test the table before it was sent back to ICP.  Whether that makes any difference I don’t know as I’ve not been keeping up with the beta rollout.    I would also assume that changing the table’s Z depth if anyone has done that may also cause issues so if you’re having issues, delete the nvram, make sure the table is in a vanilla state and use the revision of VPX above.

      My time and desire to continue with VP has diminished lately so I won’t be supporting this table so I’m hoping that the nvram delete gets anyone experiencing issues out of trouble.  If it doesn’t, someone with some scripting / table build experience will need to check it out and find a fix.   As stated above though, it’s working fine here so hopefully that’s all it is.

      Cheers – Dozer.

      in reply to: Metallica Pro (Stern 2013) #9203
      -=Dozer=-
      Participant
        @dozer

        Very nice man – is there any way to make the table brighter, the ball bigger and the physics less bouncy?
        It would also be great if you could change the roll over switch samples to something about 2db louder.

        I made a VP9 version of this about a year ago and for the first 6 months of playing it I thought the sparky voice was actually Lars Ulrich.

        in reply to: Raised Playfield discussion #2351
        -=Dozer=-
        Participant
          @dozer

          Awesome! MM is a perfect use case for needing the trough.

          I guess I don’t really even understand what the raised value even does. If you put a number in there, say 75, all other objects still base their heights where the playfield is. So 0 is still level with the playfield, not -75 below it. If you want something below it you still have to put in a negative number. And you can still use the kicker to have a ball go below the playfield even if the playfield height is still zero. So I’m not really sure what it’s even doing, maybe something with rendering…?

          -Mike

          On a complete side note, I really wanted to post in Dozers thread that he wouldn’t be able to release his MM wip over there because the game is currently in production! :whistle: but that’s not very constructive.

          You should have posted it, I would have enjoyed reading the justifications by the site ops as to why certain tables are O.K to release over there as opposed to others.

        Viewing 3 posts - 121 through 123 (of 123 total)

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