Forum Replies Created
-
AuthorPosts
-
@Numiah “For some reason no music is present in my 501 rom.
Setting volume with ~ doesn’t make a difference.”
Same for me. Just use the 500 rom and change 501 to 500 in the script.
I’ve noted that some Hook rom zips are missing these files from inside: hook-voi.u17, hook-voi.u21 and hooksnd.u7
My Hook_500.zip is only 87kb and no sounds. Then I copied older hook_408.zip into roms folder and audios started to work as this 408 file was 497kb and it included those 3 files in it. Now I use Hook_501.zip as it has some fixes(https://www.pinballcode.com/hook501) and my file size is 499kb including those 3 files.
So… If you have issues with sounds, find a rom that has those 3 files in and copy it to pinmame roms folder.
(edit) Oh and you may use this table with Hook_500 or Hook_501. There isn’t that much difference. If you have tough luck finding 501 version (+408 for audio), just change the number in the script and BANGARAAANG!!!
- This reply was modified 3 years, 3 months ago by iaakki.
You need to login in order to like this post: click here
I’d love to understand something… In the case of Vpin Workshop’s modding, I’d really like to understand the team’s goal. Is it to make tables look and play more like their physical counterparts? Or is it more about personal preference changes? Or something else?
So VPW’s original point was just to include NFozzy physics to tables. That single thing(although being quite complex) makes these tables so much better. We got a bit carried away.. Going into details like that ball bounces on flip, when you spam the other flip. Easy way to slow it down and this works on some real cabinets. And we always try to make it look, play and sound as original as possible. There is something really epic stuff in the works and this Hook was just something that we had to get out now.
For our releasing method. We’d like that the original table authors could release our version as an update to their version. Most of the time we end up releasing as a separate mod, especially if the original author is not that active anymore. Mod releases are just waste of rows in the spreadsheet and every one should really think it through before releasing one.
You need to login in order to like this post: click here
2 users thanked author for this post.
Loving this table. So much fun.
Do you remember when at the end of a James Bond film it would say what the title is of the next James Bond movie? It would be great if the VPW team gave us hints as to what’s up next. If they wanted to of course.
Well.. I guess James Bond films had to be released in some planned order. Usually we don’t know which one becomes ready and when. I see that we have roughly 15 active projects at the moment. Some playable, some not, some might not be released ever. This time I’ll tell you a tip. Or at least I think this one could be in release state in few weeks. For the next table, “shoot again” insert has lamp number #14.
You need to login in order to like this post: click here
Disregard my previous message – I watched the video and the playfield looks the same. I may play with the colors on my backglass and adjust to more closely resemble the playfield. Thanks again, I can see a lot of playtime on this over the weekend!
Yes so some may like more saturated version of this table, but we felt it was a bit too much. Had few iterations of different LUT files and they are still in the project file. Original was ColorGradeLUT256x16_ModDeSat, then I made ColorGradeLUT256x16_new and then Tomate made ColorGradeLUT256x16_tmt and ColorGradeLUT256x16_tmt1. Feel free to dial in a version you prefer. We felt that ColorGradeLUT256x16_tmt1 was spot on what we wanted.
You need to login in order to like this post: click here
4 users thanked author for this post.
Probably a false positive but my antivirus found this:
Trojan:Script/Conteban.A!ml
Oh wow this is something new. :o Did a check with FSecure and it didn’t find anything. Which antivir are you using? I’ll send this file to fsecure to check it through too. They have a service where to send files for further analysis.
You need to login in order to like this post: click here
Table looks and play great. Not sure why but I have a little sutters (ometimes FPS is about 54, especially when flashers working) even with AA off. I havent any sutters on any another tables. Anybody notice it too? Thanks for that table!
This is quite heavy table with many flashers and lots or transparent element stacked. I got some new ideas how to reduce the amount of full screen flashers. I’ve also noted that the biggest hickup may come on the first time the flashers bang after game is started. After that it works better. You could try disabling Screen Space reflections. Also check is the performance better without backglass.
You need to login in order to like this post: click here
Received a “Variable is undefined” error on line 1711 with this code
UpdateMaterial “Flashermaterial” & nr,0,0,0,0,0,0,ObjLevel(nr),RGB(255,255,255),0,0,False,True,0,0,0,0
I made it a remark and it works; not sure what is the issue or what I am missing as a result.
Benji mentioned this “UpdateMaterial” thing may be a common problem in old version of vpx. Try updating to latest, which is probably 10.6.1??
You need to login in order to like this post: click here
Change one thing and something else needs tweaking. Totally understand. It’s also a challenge that these machines all play differently due to age and setup. When we had the two machines side by side the league director would only allow us to play one of them for scores because the other one was so different. Since the spot we play at is for league the machines are set up pretty tough to begin with. The addams we play has the bubble at the very top for instance and it’s brutal.
This version of fastbreak plays very nicely as is and it’s cool that with some minor tweaks it’s playing very similar to the one we play on. I also tried increasing the playfield pitch a little and the upper playfield started reacting more like the pubs but that one is dangerous as it causes the right ramp to sometimes go down the shooter lane so I put it back to how it was. I looked at the playfield friction but the speed already feels really good to me and the upper playfield doesn’t need to react the same. It’s the lower half you care about the most.
Incredible work. Thank you for this :)
My local place Ikuri Arcade has just restored a linked-pair too. They are closed at the moment and I managed to play only few rounds on both just before the arcade closed like 2 months ago. They both had quite different feeling. I took some measurements from ramps etc.
You need to login in order to like this post: click here
It is playing very well compared to the real one. I have made a few tweaks to make it play even more like the one at the pub. I just played it yesterday so it’s still very fresh in my mind.
I found the stock flipper settings to be a little easy for me. First game I scored 290 with a ring which is about 30 points more than my high score on the real machine. Yesterday I only managed 130 for my high. To increase the difficulty and get the shot trajectories the same the changes were small. Adjusted the start angle of the flippers to 120/-120 and reduced the strength to 3200. Now it’s playing very similar and the center shot is quite close on both flippers.
I’ve had no other issues with it so far :) Plays beautifully.
Very nice. We’ll definitely look into putting your values to next release. Check also PF friction. We used rather high value as table felt too fast. Maybe we just had too much power on flips. Combination of many things to dial it properly.
You need to login in order to like this post: click here
I would like to especially thank Flupper and the entire VPW team for welcoming me and for everything I have learned in this time, cheers! Great 2021 for everyone!
You did it great especially as this was your first table!
You need to login in order to like this post: click here
That looks amazing. This is one of my all time favorite machines and I’m lucky enough to play it weekly in league (when we had league). We even had two linked up for a little while at the place we play. Can’t wait to try it out. The original vpx was quite faithful so can’t wait to see the improvements.
Cool! We did rebuilt so many things for this, that we probably did something bad. Please if you could report all the issues you face, and we will do fixes. :)
You need to login in order to like this post: click here
Thank you for this table ! Very nice and fun to play.
I’ve just downloaded it and tried it today, and I had one time the ball stuck near the red flasher on the right ramp (so version 1.0.3 didn’t fixed it ?), and also 2 times here :
Hope it can be fixed.
This is what kind of collidable wall I created around it. Hard to think where the ball can bounce on that area anymore. Are you sure you have 1.0.3?
You need to login in order to like this post: click here
Wow! Can’t wait to try this out!
You need to login in order to like this post: click here
Hi, Sorry for the following dummy question. First of all, this table is a pure beauty, a work of Art! Congratulations and thanks for your time and efforts! The difficulty I am having is that I can’t properly “aim” with the flippers, the ball is going rather left or right versus the direction I want it to go to. I don’t have any “lag” as mentioned here, yet, this is the only table where I experience this problem, e.g. version 1.0 of Bad Cats works fine as well. What am I doing wrong?
This version of Bad Cats uses nFozzy physics, that makes flips to work more like in real cabinet. There is a coil ramp up, which makes it possible to shoot with less power too. Shooting is different than in table using FastFlips, that is in use in most of the tables. It may take time to adapt to these flips; similar way that it takes time to adapt to shoot in real cabinet. And each real cabinet has different feeling too, so one needs to play few rounds, before being able to shoot consistently to wanted targets when swapping cabinets in Arcade place. :)
You need to login in order to like this post: click here
1 user thanked author for this post.
The flipper lag I’m experiencing makes this version unplayable. Going back to version 1
Hi, You could try experimenting with the flipper physics parameters. NFozzy flips brings some slowness as they make flippers to work in similar manner as in real cabinets. The script alters some parameters on fly too. I tested these values on another table we are modifying, and they felt a bit faster. Tap passes and Live catch worked pretty well, so they are not that far off althoug being totally different. We probably bring this as a script option:
You need to login in order to like this post: click here
The table is very nice, but i get this error after some minutes playing. Where is the problem?
Good finding! This is from legacy code side that we have broken accidentally. I’m already preparing a fix version that has this problem solved. We haven’t been able to reproduce this in our various systems, but replacing this sub at line 1429 should fix it:
Sub SolGION(enabled) FlippersEnabled = Enabled If enabled then GIActive=1:SolGI 1 else GIActive=0:SolGI 0 if leftflipper.startangle > leftflipper.endangle Then if leftflipper.currentangle < leftflipper.startangle then leftflipper.rotatetostart : end if elseif leftflipper.startangle < leftflipper.endangle Then if leftflipper.currentangle > leftflipper.startangle then leftflipper.rotatetostart : end If end If if rightflipper.startangle > rightflipper.endangle Then if rightflipper.currentangle < rightflipper.startangle then rightflipper.rotatetostart : end if elseif rightflipper.startangle < rightflipper.endangle Then if rightflipper.currentangle > rightflipper.startangle then rightflipper.rotatetostart : end If end If end if End Sub
You need to login in order to like this post: click here
1 user thanked author for this post.
Note also that there is the CabinetMode option that makes it easier to fit the table for desired POV. When you set CabinetMode to 1, the side rails are removed and side blade height is doubled to hide black background visibility on sides. Of course if 2x sideblades is not enough for you, you can test even higher values in table options sub.
On some vpin cabinets one might want the table to be more narrow on top, so that it looks proper from your view angle. Round objects may appear stretched from top, but totally round from players perspective. IMO POV setting for cabinet depends a lot from the angle of your PF monitor and yet again it is a personal preference. I’d say it is best for you to experiment with it and occasionally test real cabinets to understand what you are supposed to see.
You need to login in order to like this post: click here
Thanks for the great work guys! Your contributions are truly appreciated.
Gave it a few games and absolutely love it! Physics feel great!
I did some additional tweaks on top of your flips code. I added a compensation for script latency for live catch check and a feature that makes live catch more dynamic. Meaning that the live catch can give you slight bounce when not exact. I left it as a debug print too, so you can check how exact your live catch was.
Experimenting with this kind of physics is great as it makes playability closer to real pinballs. Some people say these flips feels slow when comparing to plain fastflips. I think it just makes input lag more noticeable, as flips have inertia now. Or could there be some other script latency thing that could be compensated?
You need to login in order to like this post: click here
She’s a beauty and plays accordingly.
However I find the rolling sounds way to loud.
Changing ball sound to .1 or volume to 900 doesn’t make any difference.
We can look into this. Just report other issues too, so we can fix them. I’ll be your support contact for this table.
You need to login in order to like this post: click here
2 users thanked author for this post.
one more time….
You need to login in order to like this post: click here
-
AuthorPosts