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Hi,
Just revisiting this table and noticed a bug, it appears the Lamps (l7 and l16) Donatello and Raphael and back the front, the opposite one goes solid when you “collect” it, I just renamed l7 to l16 and l16 to l7 and all good. Script numbers match up so I didn’t play with the script at all.
Wob
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April 5, 2019 at 3:47 pm in reply to: GOTW March 3-9 — Sliderpoint's Pirates of the Caribbean #122865@Thalamus I think that was a complement ? I can play like that when not doing dumps ;) I must say I’ve tried to get my tilt realistic (just via analogue nudge as I don’t have a tilt bob yet), but it’s still a little more generous than my real pin.
I was doing some comps, not this one in particular, when I am motivated they are great fun and push you gameplay, I get super frustrated at older tables :)
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Thanks for adding the fixes @fuzzel
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Thanks for the head’s up about this. There is a gate right next to it that can be copy and pasted and moved in to place. It is sw36Gate. Might need to adjust the height of it. I haven’t gone that far with it yet.
I decided to have a crack at doing just that, looking at some pictures sw36Gate should actually be a little further up that lane, near where the switch primitive is. I did have to lower the gate height so it didn’t impact the ramp above. I also modified the trigger placement to match the gate similar to sw36\gate36, and added in a screw on the right of the gate.
It has minimal impact as it is mostly obscured by the ramps, but this was my end result, quick debug test and the ball moves though at triggers each gate as expected.
I have even more respect for table authors now having played with the editor a little more, it “interesting” to work with. :)
Before\After
New Gate Values
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According to the manual, sw18 is for the center shot, so combining it with startCenterWireRamp_Hit would not be appropriate. The switch should be added to the playfield surface right above “Hey, Move Your Car!”
I have only just realised that startCenterWireRamp_Hit is actually on the raised ramp and not the PF :wacko:. I am a newbie at the editor, I now see startCenterWireRamp_Hit has a Surface defined, I assume that puts it on the ramp?
So as @rothbauerw has stated startCenterWireRamp_Hit wouldn’t be appropriate, so script fix it out.
His placement is pretty much spot on, this is where it end up with a simple drop in of the VP9 sw18, also worth noting there should be a wire gate here, probably omitted because the ramp obscures it anyway, but that is beyond my skill level with the editor :)
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Two reasons really, adding the switch felt to be the more correct fix to me, so no script change, and to give fuzzel the chance to update.
If the table doesn’t get an update I’ll commit a fix via script in the repo.
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Interesting reading, not having the beefiest of systems I have had to tweak the detail setting on the odd table, just wondering which tables in particular you were seeing issues with?
Wob
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It could also be fixed in the script by moving the functions from sw18_hit (line 474) into the startCenterWireRamp_Hit (line 660-662) as it is in a similar location. Adding sw18 seemed like a proper fix, but both would end up with the same result.
Wob
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Hi,
Thanks for the great table, I have just revisited it after some time and I was getting a credit dot, with some help from the ever helpful @DJRobX we tracked it down to the center ramp and switch 18, the script has sw18, but there is no sw18 on the table, I did a copy\paste of sw18 from the VP9 table, it drops in at the right location and has fixed up the rom error after being triggered.
It didn’t seem to impact play at all, but the rom will eventually give an error because it won’t get any triggers from the switch.
Thanks again,
Wob
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1 user thanked author for this post.
Solenoids = 1 or 2 makes no difference for me here. I get fastflips values on both settings when monitoring with F11
I mean thats not bad, but
a32 has his own variant of fast flips included, if you look under the Flipper Subs you will note he has .RotateToEnd\.RotateToStart included in the subs, so this will negate the need for UseSolenoids=2 as he is controlling the flippers directly, not via the rom.
Wob
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Thanks for the reply, Cool to be a first (that you have heard of)
I do like the idea behind the modes, maybe just mix up the order of the shots, not the action that they do? Or also incorporate the left outline on a couple? But I guess that would require reworking the lights, as you say, maybe V2 :)
Totally agree with the pup-packs, I don’t really did the ones that add onto existing tables as I don’t find myself looking at them, or if I do i drain. The originals such as yours and Stranger Things give you a chance to watch as the videos are designed into the game play.
Multiball really does sound like a challenge, I thought it would be cool to have all the colours (people), and maybe a couple of plain (police) all running around the house, but easy to invision, much harder to implement :)
Thanks again for the hard work and the release, a very nice job indeed.
Wob
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Thanks for the table, I quite enjoy the theme, and like how the table and ball colour to the person the mode is linked to. I have a couple of suggestions and a bug.
I think it could do with a little shot variety between the modes, but that is being picky.
On my 4th game I managed to get all the modes done and trigger the multi ball, It would be fun to have the coloured balls used as part of this.
I did find a bug shortly after the lap of the table, I was on ball 3 with 2 extra balls in hand, then at the start of every ball extra ball would be lit, If I collected it at the start of the ball I was on infinite play, I got down to 1 EB but then was awarded another during play, I got up to around 25Mil before I decided to let the balls drain to end the game.
Cheers,
Wob
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I finally got back to test the left ramp, as someone else mentioned it does work on JP’s version (I tested the ramp mod one). The shot appears to register as it goes through “gate6” I compared this to JP’s and the height has been adjusted from 60 to 0, I changed it but the shot still doesn’t register, and the gate appears to be too high compared to the ramp. Not sure if is visual or and actual switch device, beyond my skill set :)
Thanks,
Wob
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Thanks for the release guys, looks awesome and plays very nice, I think I have 1 small bug, shots to the left ramp don’t seem to register.
Wob
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Hi,
Great work as always a32, I noticed a few lamps not working. The Sub UpdateLamps() is missing entries for lamps for Extra Ball Lamp (l58) and the 3 right side target lamps (l14, l15, l16), adding those to the list makes them function.
Wob
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Full DB copy is an option, but then the favorites\most played would not be per machine. I guess no harm in just doing the games table? just need to look in what I need to make that happen externally, via a batch or something.
It really only needs to be a 1 way push as I make the changed on my machine, The second machine only really needs to pull the table after new ones are added, or some tidy up, I could locate it in a folder only run a “restore” of the table if a new one exists in said folder, and clear it after the restore.
Am I going to break anything by dumping and restoring the table, links to favorites for example? I’ll be looking to keep everything the same after I commit a new table, so it would only be new tables\old removes, and maybe changes to TAGS etc.
I guess I should just experiment and see what happens :)
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Thanks for the help @NailBuster, just wanted to report back that I got it sorted.
I changed to using freezy’s dmdext as per the instructions on his github, it still had a command window at start, but I modified his batch to use start /MIN and now all is good. Added advantage is that it defines a color for the dmd, so I can drop the pin2dmd call in my launch scripts.
Wob
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That seems to be better, but it still randomly seems to give focus to the PinDMD2slave.exe window (1 out of 4 launches when testing), probably more an issue with the application, very little updates since it was launched, the hardware DMD support is an afterthought. I might try and look at doing it with dmdext, or leave it as it, I don’t play it much anyway.
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Thanks Terry,
It seems STARWARS_MFO is now STARWARS_AVCO2
and STARWARS_RougeOne is now STARWARS_LAPB
The spacebear ones are newer tables again.
Out of interest, is there an easyway on vpinball to un-select all the downloads, its a pain to untick all the icons you already have.
Wob
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Thanks for the awesome theme and wheel pack, should there be wheels for STARWARS_MFO and STARWARS_RougeOne?
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