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@unclewilly, @dark (cuz I know you were interested in a silence the critics fix) I did a little playing with this table today. Here’s a link: https://www.dropbox.com/s/v8gp1bi86ljvvsr/Pinball%20Magic%20%28Capcom%201995%29%201.3.vpx?dl=0 I didn’t have 1.3.1 so I’ll try to capture the changes I made. Please note, there are physics changes that are to my personal preference in this file.
- Fixed “Silence the Critics”.
- Added triggers “sw51” and “sw51a” and hit subs. These are needed to activate the wand mag (adds a nice DOF effect too).
- Update right flipper sub to remove ramp19 collidable switching and moved instead to SolMag sub.
- Added flipper EOS switches to keydown and keyup subs according to manual. Not sure they are necessary for dropping the ball, but I have not tested without these switches.
- Repositioned the CriticDiv wall to prevent occasional stuck ball.
- I was having issues with multiple balls entering the shooter lane so I changed the trough to use kickers (NFozzy’s design). Seems a little more reliable, but still occasionally get an extra ball in the shooter lane.
- Redesigned under apron walls, removed switches, walls, and helper kicker, added kickers to hold balls in place in trough.
- Removed related code and updated with new code.
- Removed trigger1 from shooter lane and extended sw33.
- Added a knocker sound attached to Solenoid 8
- Added wall StageDiverter3 to prevent ball from entering the stage when float the ball is activated.
- Added code to drop on startup and switch state opposite of StageDiverter1.
- Repositioned sw52 and wall67 and added wall57 to fix the ball from flying off ramp12 and getting stuck behind the top hat.
- Primitive75 was too low and ball was catching. Raised “Z” to 159.
Thanks for this. I’ll have an upload soon. I have to incorporate your changes into a new version i have from clarkkent, with updated playfield image, more physics tweaks and a possible fix for the critics.
Will have it uploaded as soon as possible.
Laying out cftbl also for dark so I’m trying to balance my time
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1.3.1 batch’s desktop modifications
ClarkKent’s revised physics and additional sound’sYou need to login in order to like this post: click here
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1.3 all the community fixes plus sounds by aldiode
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January 24, 2017 at 1:26 pm in reply to: Lesser known features of VPinMAME – alternate soundtrack remixes #46340Could this be used to retheme a table while still using the game logic. For instance, if i wanted to retheme tom to hellraiser, i could change all the sounds.
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Looks awesome dark
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Well started on the table again. really i only need to finish the gi, tweak the physics a little. adjust some textures for transparency, and add the adjustment code for the slider and lights.
Shouldn’t be too long now.
Would anyone be interested in playtesting in about a week or 2.
Also would fire be a good project for me to do for my next vpx table?
After that I’m gonna spend some time on an original or theme conversion table
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Pinball magic.
Thats right, i forgot. I refuse to finish that until ngg is released :)
What do you need done fren?
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Picking my son up tonight from his mothers house, he’ll be playing it this afternoon.
That unit3d table is my old fp bad cats table
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I think its done.
Awaiting clarks pproval and final tweaks
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Yeah, i gave him all my resources to do that build. I have it on my hdd. The table is functional right now. Just need to finish up the lighting details and skill shot
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Xenon eh?
Yeah, i stripped out jps xenon to save a little time on physics settings as i thought they would play similar.
Clark kent tweaked the physics, it now plays very nice.
He also redrew and vectorized the plastics and apron as well as redoing the playfield.
It is so nice and crisp and clear.
Using models for the plastics really allows for nice hd images.
It’s not 4k but looks very nice on my 1080 monitor. I don’t think 4k textures work very well on my old pc.
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All new models and plastic redraws. A bunch of other stuff. Physics are basically done.
Just little stuff left
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The left kicker is an easy fix.
The path for the corkscrew i have down. I can adjust that. I just can’t seem to get the ball to shoot off the end of the ramp right.
It worked correctly at first with vpx. But now that i am using the beta it just falls off the end of the ramp with no speed
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Is rascal still around?
I need help with this. No matter what I’ve tried so far i cannot seem to get this damn corkscrew to work right. That’s why i started on bad cats,. This one has gotten me really frustrated.
Anyone thinks they can help with it let me know and I’ll send the current wip, so you can mess with the code
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I’d like to do dead hunters or 3 angels or maybe one of steves tables with the holograms.
I converted one of popottes em tables, maybe it was kings and queens. I can’t remember off the top of my head. But the conversion was fairly easy. I’m not very familiar with ultra dmd, but if i recall i don’t think dead hunters or 3 angels have a dmd. I may be wrong it’s been a while since i played them.
Shit, i spent almost a year just coding bad cats from scratch with no rom in fo, I’d be willing to do one of the larger scripted tables.
People may just have to wait a bit for me to convert all the code and bug test it
Space cadet looks great fren
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inserts done. getting better plastics from clark.
corrected cabinet and added back wall.
just need the lockdown bar.gonna code it then add the new plastics
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Sweet fren. Are they static rendered. I’ll probably do a swapout with those.
Icp. What would you need to make the model?
Should i send you the wip table
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think i have like 5 more plastics to do as primitives.
then i’ll add all the inserts and gi.
then code.
then add all the details
then a hybrid view with full backboxAttachments:
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made the wire ramp today. wasted alot of time making an fp version and converting it to vp. trashed it, then built the ramp with vp single wires. i think it looks pretty good.
Made models for the 2 slings and the top left plastic also and got them nicely textured.
slowly working my way through the plastics. won’t be long now.Attachments:
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- Fixed “Silence the Critics”.
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