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The Party Zone VP91x [VP 9.x Desktop]
Started By
jpsalas
, Mar 30 2010 03:08 AM
67 replies to this topic
#24
Posted 30 March 2010 - 07:55 PM
Hey!
At first i didn't like this table because it's unforgivingly fast regarding shootouts, but it quickly grew on me and now i'm addicted. Is there a possible quick fix to eliminate stuttering during Laff attack mode?
I'm running VP @ 1920x1080, my graphics card is a ATI 4850 and i find it very surprising that it can't handle this mode...
Great table anyway, keep up the great work JP!
At first i didn't like this table because it's unforgivingly fast regarding shootouts, but it quickly grew on me and now i'm addicted. Is there a possible quick fix to eliminate stuttering during Laff attack mode?
I'm running VP @ 1920x1080, my graphics card is a ATI 4850 and i find it very surprising that it can't handle this mode...
Great table anyway, keep up the great work JP!
#26
Posted 31 March 2010 - 01:38 AM
Not to sound like an echo, but awesome job.
My $0.02, I would adjust the settings for the plunger. I've only played the table, like, 3 times in my life IRL, but with the current setting, it's nigh impossible to make the skill shot from the plunger. It feels like it's either too weak and comes out the cosmic hut thingy, or if I hold the plunger just a hair longer, it goes all the way to BOP.
I found it interesting that you implemented a VP plunger instead of using your PlungerIM routine (not that I have any idea how that code works, I just noticed how you implemented the plunger in some of your other tables).
My $0.02, I would adjust the settings for the plunger. I've only played the table, like, 3 times in my life IRL, but with the current setting, it's nigh impossible to make the skill shot from the plunger. It feels like it's either too weak and comes out the cosmic hut thingy, or if I hold the plunger just a hair longer, it goes all the way to BOP.
I found it interesting that you implemented a VP plunger instead of using your PlungerIM routine (not that I have any idea how that code works, I just noticed how you implemented the plunger in some of your other tables).
#27
Posted 31 March 2010 - 03:25 AM
Thanks for all your kind words!
Plunger: yes, this is a tough one. I tried for a few days with different strengths and they all seem to speed up really fast the first steps, and the it slows down, but then the strength is too high. If I make the plunger slower then it is really easy to get the skillshot. I may go back to use the IMPlunger. The reason why I used a normal plunger was because of the cabinet users with a hardware plunger, so they can use the table without many changes. They can't use the IMPlunger with a hardware plunger. Well, if someone finds a nice setting then just poste it here
Stuttering: There are a lot of GI going on during laugh attack. I have reduced the number of gi walls very much so it is playable in my computer. The first versions used many more walls and then it was really unplayable. The table uses a white gi lights and a set of red gi lights and they all turn on and off. I have done some optimizations to reduce the number of walls required, but the only thing left is to reduce the size of the walls even more. I'll see if I can reduce their size a little more.
The shoot out to the left: yes that's vicious! I have never seen the real table but by looking at some videos the ball goes more or less that way. It may bounce a little more on the real table. But I thought it was fun and it keeps you awake and ready to bump a little the table
Well, I'm glad you all enjoy this table
JP
Plunger: yes, this is a tough one. I tried for a few days with different strengths and they all seem to speed up really fast the first steps, and the it slows down, but then the strength is too high. If I make the plunger slower then it is really easy to get the skillshot. I may go back to use the IMPlunger. The reason why I used a normal plunger was because of the cabinet users with a hardware plunger, so they can use the table without many changes. They can't use the IMPlunger with a hardware plunger. Well, if someone finds a nice setting then just poste it here
Stuttering: There are a lot of GI going on during laugh attack. I have reduced the number of gi walls very much so it is playable in my computer. The first versions used many more walls and then it was really unplayable. The table uses a white gi lights and a set of red gi lights and they all turn on and off. I have done some optimizations to reduce the number of walls required, but the only thing left is to reduce the size of the walls even more. I'll see if I can reduce their size a little more.
The shoot out to the left: yes that's vicious! I have never seen the real table but by looking at some videos the ball goes more or less that way. It may bounce a little more on the real table. But I thought it was fun and it keeps you awake and ready to bump a little the table
Well, I'm glad you all enjoy this table
JP
These are my tables, sorted by date, all them playable with VPX 7 or newer:
After 18 years making tables, it is time to take a rest and let new authors do their thing.
I guess at last I'll play some more pinball . But I'm sure I'll make some table updates from time to time
#34
Posted 02 April 2010 - 10:40 AM
Because the emulation of the head isn't perfect. The vpinmame doesn't emulate this toy, since it uses a different kind of motor not emulated by vpinmame. I PM'ed destruk, and he confirmed that the head movement wasn't emulated in the current vpinmame. So I had to find a way to make the head move close to the real one. I have only seen a few videos. And that's what I came with. I tried different ways to do it. I knew which soleoids the head was using, but I couldn't get it to wrok like I wanted. But in the end I made this this way, and I was satisfied with the result. It uses the ROM to open/close the moouth and it also uses the ROM to start the movement. The triggers are there just to tell the head where it is the ball (or where it was last seen) and then when the ROM decides it starts the movement towards the ball. Not perfect, but good enough for me until the vpinmame team feel to add this head emulation (if they ever to do that, it is not a priority on my behalf).
JP
JP
These are my tables, sorted by date, all them playable with VPX 7 or newer:
After 18 years making tables, it is time to take a rest and let new authors do their thing.
I guess at last I'll play some more pinball . But I'm sure I'll make some table updates from time to time
#35
Posted 02 April 2010 - 03:23 PM
Many thanks for another fantastic table, Jpsalas. For me it's the best release I've seen so far (haven' played your new Eight Ball Deluxe though).
Just had a great game with a new highscore of over 408 Million points. Is this pinball on the easier side in real life also, or was it just "one of those games"?
Greetings
Manfredo
Just had a great game with a new highscore of over 408 Million points. Is this pinball on the easier side in real life also, or was it just "one of those games"?
Greetings
Manfredo
#40
Posted 06 February 2011 - 01:18 AM
QUOTE (Sabbat @ Feb 5 2011, 12:18 PM) <{POST_SNAPBACK}>
Just wanted to let everyone know that this table doesn't work with 910 just like 909, the ball can't make it up the left ramp.
You can fix this if you move these two kickers inside the playfield. VP 909 and 910 don't like all objects situated outside the playfield.