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I have re-uploaded the version 1.5. The table now also includes the original plastics textures and my new PF texture without baked shadows for preservation purposes. Some day VPX might support dynamic shadow system and for that reason it’s good to have the original textures around.
The download file size is a bit larger, hope you guys don’t mind. If you’ve already downloaded 1.5, there’s no other reason to re-download it than to preserve the original textures for future community use. (Thanks Thalamus for the tip)
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Version 1.5 released
Changes:
- nFozzy has fixed the gumball machine once and for all! (The gumball machine rescripted to use the proper motor solenoid and not the fake kickout solenoid that it had before)
- nFozzy also added clock sfx and other small script improvements
- Improved slot machine shadow and lighting
- Improved camera flashers
Thank you nFozzy for fixing the gumball machine. Finally one of my favorite tables is working as it should.
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Yeah, it’s not possible.
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Just a thought:
You are using the triangles to set the right strength for the plunger. The triangles are higher then the tip of the rod. Could it be a parallax problem with the higher layback value so you are actually pulling the plunger to the same spot but it just looks different?
Now that you put it that way… it’s more than probable. :D Thanks, didn’t think of that!
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The default setting, 7 if I remember correctly…
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@theloafer: Hmmm, that’s strange as I can replicate the issue easily. With layback set to 40, I need to pull the plunger down to the second white triangle to get the yellow skillshot, while setting the layback to 55, I need to pull it down to the third white triangle to get the same results.
It actually doesn’t seem to change table physics though, as if I alter the table slope to compensate the layback 40 setting (to be able to pull the plunger as much as with layback se to 55) the table feels way too steep. So for me it actually seems to just alter the plunger, which is a complete non-issue to be frank, and isn’t tied to the original and real issue that is the gumball machine jam. For additional info, I’m using dualshock 4 controller. (I dont’t have a cabinet, just playing with my gaming PC and a 27″ 165hz gaming monitor in FS portrait mode).
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Sorry for triple posting, but after further investigating the POV settings, it seems to be the layback value that messes with the table physics. Just changing that seems to affect the plunger sweet spot. (at least, haven’t tested other physics)
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It seems that if you change sw56 to TriggerWireA from TriggerStar it works correctly.Â
Thanks for the sound fixes. About the gumball issue:
Nope. It’s just rare… but still happens. I think we just need to wait for nFozzy to fix it.Â
I’ve sent him the latest version of the table. Let’s see what happens.
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Thanks for stopping by nFozzy! :D
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I’m not at home now, so I can’t do any further testing in a while. Have you guys tested changing different POV settings? Are you getting different ball behaviour?
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I changed values manually in the editor. I have the latest software.
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It easiest to see with the plunger, but I’m pretty sure the gameplay feels different all the time. I double checked script, physics and difficulty (slope) settings and they are all identical with the original.
EDIT: And I didn’t need to revert anything but the POV settings back to get original ninuzzu gameplay.
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It’s easy to notice when launching the ball. The skill shot sweet spot for the launch power (for ball to reach red zone but not in the hole) is much lower in my version than in the ninuzzus version.
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Yeah ok, but how can the gameplay change if I change POV settings (outside of Z-scale)?? Could anyone confirm my findings?
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So is Z-offset also something that should not be touched? I though it’s only the Z-scale that screws things up.
If that’s the case and the cause of all this gumball machine hassle, I’m so sorry. People have put hours into bug hunting for nothing.Â
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I did change Z offset but not scale. Anyone who doesn’t believe, can test it easily. You’ll notice the change immediately when launching ball. In my version, ball requires a lot less force to reach the drain…Â
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I re-downloaded the original ninuzzu’s table only to notice it plays completely different. What’s interesting is, that adjusting POV settings seem to alter gameplay… I copied the POV settings to my table and now the gameplay is identical to the original. This could explain why some people don’t get the stuck ball while others do (different POV settings maybe? Let’s see if it has any effect to the issue…Â
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One thing I noticed while running the gumball test with the machine set to invisible:
Everything ran smoothly until one normal ball went into the machine and transformed into a powerball. After that, the machine got stuck. So this got me thinking that maybe this is a script issue after all?
I don’t think that the gumball test is a proof for anything. Same goes for throwing balls around on the table. Only playing will show us the real problem. Or a guy who can handle that script.
But it does seem odd that a steel ball just transformed into a ceramic one right in front of my eyes. It looks like some kind of a logic issue for me…?
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One thing I noticed while running the gumball test with the machine set to invisible:
Everything ran smoothly until one normal ball went into the machine and transformed into a powerball. After that, the machine got stuck. So this got me thinking that maybe this is a script issue after all?
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Noooooooo…
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