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Very nice table @wrd1972, it plays really really well! Thanks a lot for all the time and efforts you have put into this.
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@Thalamus I’ve tried with several tables but the difference is not obvious with my setup.
I think I have to dig into SSF and get myself some exciters now
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Yep, that new script worked. No more knocker firing on the left bumper.
Thanks @Thalamus!
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Alright I’ll reach out to him asap.
Do you think it’s easy to export your script (and chime sounds?) to other System1 table?
I’ve just tried Dragon and the beeping really, really sucks. I’d rather listen to some gentle ding-ding-ding
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Ok, I’ve reactivated my real chimes by re-adding S3/S4/S5 on the chimes section in the DOFconfigtool (and replacing the files in my DOF config folder).
By default the script is set at Dim chimesortones: chimesortones=1 so I thought I was gonna hear the tones but no, I heard the chimes (the real ones) and only them. No tones or SoundFX chimes.
So, I’ve reverted my DOF config to NO chimes (deleted S3/S4/S5) and tried your script again: it works perfectly! The tones sound is ok but the chimes sound is way better ;) Tones coming out of the front speakers, chimes from the playfield speakers inside of cabinet… Just like the real stuff. That’s neat
Anyway, there’s maybe something wrong with the DOF. In Preferences/Keys, Nudge and DOF, even if Chimes = SoundFX is selected, my real chimes are taking over. As of now, the only way I’ve found is to modify the DOF.
My real chimes are real Gottlieb’s, powered in 24VAC and it’s way too loud. I’ve perfectly rebuilt them with new sleeves, polished plungers and all. I own 2 real Gottlieb EM (Volley and Sky Jump) which sound absolutely great but not the ones in my pincab… I think I’ll repower them in 12VDC (+diode) someday. In the meantime, I’m fine with the SoundFX chimes.
Damn your table is really great btw
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Thanks guys, I completely forgot about the sound manager…
So I’ve renamed “10tone”, “100tone” and “1000tone” to something else and I got it working. Now the three tones only come out the main speakers, that are in front of my backbox below the BG monitor.
Actually, my setup is very standard: Stereo speakers in the front of the backbox and stereo speakers in the cabinet (those of the 4k TV I use for the playfield). See pic attached.
Probably something to do with these few Gottlieb System 1 with 3 tones (Charlies Angel, Cleopatra, Close encounters, Count Down, Dragon, Joker Poker, Pinball Pool, sinbad and Solar Ride). I haven’t played the reals machines yet, I don’t know if they had chimes or only these electronic beeps? Until I modify my real chimes to power down the coils and lower the impact, I’ll have to work with soundFX chimes or these electronic tones.
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Thanks a lot @BorgDog for this excellent table!
Quick question, I have some real chimes but as they are too loud I usually deactivate them in the DOF.
Now I have the scoring tones (beeps) coming out from both my front speakers and Playfield speakers. The volume on my PF is setup pretty high so I can hear the rolling sound etc. better, but with that table the score beeping is very loud.
Is there a way to deactivate it and keep only the tone that goes out of the main speakers?
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Hmm.
Is it only me that has a knocker firing on the left bumper
@thalamus my left bumper also fires the knocker. Did you solve that already? thxYou need to login in order to like this post: click here
March 7, 2019 at 11:27 am in reply to: The Addams Family (Bally 1992) V2 – G5K, Sliderpoint, 3rdAxis #117046@manples register this B2S Server version :
https://vpinball.com/forums/topic/the-addams-family-bally-1992-v2-g5k-sliderpoint-3rdaxis/page/10/#post-116954
It fixed the same “unknown error” issue I had ;)That did the trick, thanks/merci @Shadow
now 2.1 launches and plays great from VPX and PBX.
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March 7, 2019 at 9:33 am in reply to: The Addams Family (Bally 1992) V2 – G5K, Sliderpoint, 3rdAxis #117034Here are some inputs about the way 2.1 crashes on my cab.
- AMD FX8350 – 8Go – GTX1080 – Win10x64 – PF: 40″ 4k@3840×2160 – BG: 27″ 1080p – Pin2DMD
- VPX 10.6 rev 3653 in TrueFullscreen (see config pic attach)
- SAMBuild_r4709
- For my Pin2DMD I’m using an older dmddevice.dll (march 2018) as it’s the only one I got to successfully work with PBX, altcolors, Wemos Ledmatrix etc. It’s actually in my Visual Pinball folder and VPinMAME/Pin2DMD. Can’t remember if it’s Lucky1’s or Freezy’s.
- I use TAFI7 with altcolor and altsound (altsound mode 1)
v2.0 launches from both VPX and PBX and plays (F11–> 60fps)
v2.1 gives me a black screen. When I hit Escape I get a window with “unknown error”. I click OK 3 times and then I get the message “Fatal Error: shader compilation failed! Unknown (0xffffffff: n/a) at c:\projects\vp10\renderdevice.cpp:802“. Click on OK and VPX stops completely.
What I can already tell is that I don’t have such a c:\projects folder. Not sure if it’s part of VPX mechanism or a lead for you guys to troubleshoot
(my dmddevice.dll: https://drive.google.com/open?id=1AROG-lO6YPl6jffm8W2_DVuNJbqnZSHH)
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When Bord told me that he was interested in a hi-res scan of my playfield, I thought I could contribute for once, and with the man’s reputation I knew the result should be great. But man, I didn’t expect him to recreate such a masterpiece, who plays exactly like the real one… The physic is amazing and the lighting looks better than the real stuff
And that tunnel…
Anyway, total respect to Mr Bord who pushed the envelope really far on that one
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April 4, 2018 at 7:53 pm in reply to: Pin2DMD or PINDMD3 with CCC (Proc VPX) – how I got it working in PBX #80798Thanks Phil. Same issue with PBX 2.70 (which is so slow that I reverted to 2.65).
And now that I’ve upgraded my pin2dmd from 2.41 to 2.55, it stays black while the little dmd is there on the background, on the desktop. When I launch your fake.bat says it sees a device but it’s not a pin2dmdv2. What do you think?
What FW do you have on you pin2dmd?
Thanks again
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February 16, 2018 at 12:01 pm in reply to: Pin2DMD or PINDMD3 with CCC (Proc VPX) – how I got it working in PBX #77094Hi Phil,
Awesome job! Got my CCC working with my pin2DMD and PinballX, thanks!
Quick question, I have the last DMDext, when I start PinballX and launch CCC for the first time, nothing is displayed on the pin2DMD. I have to exit the table and relaunch it for it to work. It does that every time I startup my cab. First start doesn’t work, 2d one does.
Any idea?
Thanks again!
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Awesome, a big thanks to Fuzzel, Flupper1, Rothbauerw, Randr, Clarkkent & Hauntfreaks !
Installing right now
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Well, after 6 hours of photoshop stitching and cleaning, this Space Time playfield is done and should look good in VPX.
The Hi-res file was sent to @Bord along with the plastics scans. These were a bit challenging to get: metal posts removal with a soldering iron, Novus 2 cleaning, Heat-gun Flattening, scanning, and a little photoshop edit to remove dust and scratches… A good Sunday afternoon
But now we have some decent material to start with, so hopefully, the team will be able to make another awesome table
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Oh my, I’ve just tried it in 4k and it’s unreal… So well done, hats off to you @bord.
My EBD downstairs is absolutely jealous now
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The other option is finding a local large format scanner
That’s plan A now
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And I need a scanner too
Any recommendation?
EDIT: Pinside shows that old school HP 4600 flatbed scanners are the way to go (with 20% overlap, lets Photoshop easily stitch the scans together). I’ll look after one.
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Awesome, I’ll put that on my to-do list then!
All my plastics are clean and complete so you’ll have good material to work with (just be patient I really need the clear to cure
My backglass has some little flaking but nothing that photoshop couldn’t fix. The red is faded but again I think we’ll be able to correct that easily (bgresto.com did one lately, could be a good source to compare with).
I’m sure you’ll find someone for the tunnel scripting. Basically, when you start a game, there’s a lighting sequence from 1000-2000-3000-4000-5000 and repeat. When the ball rolls over “stop tunnel” the light stops on a number. When it rolls over (or hit) a “collect tunnel” the number adds up to the score (you definitely want to get 5000 with the plunger shot). “Start tunnel” will simply restart the sequence, and so on.
Anyway, that 3D tunnel is truly mesmerizing and the reel assembly who does this is even more impressive, a very clever little piece of
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@bord I’m actually restoring a Bally Space Time (1972), the clear coat will be cured in few weeks. I’m thinking maybe I should get a handy scanner and hi-res scan it before I put everything back. Who knows, maybe one day you’ll be interested in making this table?
It’s not a very famous EM but I don’t understand why, the tunnel feature blows my mind, the playfield/backglass art is very trippy, there’s a kicker, 2 drop holes, 4 bumpers, a drop post, etc.
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