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Attack from Mars (Midway 1995) [Visual Pinball X]

Attack mars

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#181 BobAlbright

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Posted 27 January 2022 - 10:14 AM

Thanks JP. Only problem I’ve had is with that extra ball hole ejecting right down the middle


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#182 kiwi

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Posted 27 January 2022 - 12:12 PM

Well, it is not the ufo's mesh that it is not centered. Apart from the graphics, which are not really centered :), the problem is that I rotate only the ufo and not the dome, so when applying a force from the x and y coordinates they are applied from a different angle when it rotates, and this is why they go out of sync. So, if it disturbs to you the the "scape pod" :) moves differently than the ufo's body then just turn off the ufo's rotation, at least until I find a solution :)

Feel free to ask if you need help with the UFO mesh.

The top of the disk is not mapped correctly, the vertex is not in the center of the disk,

perhaps to emphasize the perspective of the object but if it spins I don't think this is necessary .

The mesh is based on a VP primitive, the mapping of the image of the sides of the UFO should be corrected, because there is a sort of loop in the mapping.

 

As always a great table!



#183 jpsalas

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Posted 27 January 2022 - 03:03 PM

Yes, kiwi, that mesh is really old. I made that ufo at the beta fase of VPX :) I guess it is time to use a newer mesh :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#184 nestorgian

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Posted 27 January 2022 - 04:19 PM

it plays very well, the bumpers do not turn on and in the previous one I think they do not turn on either
to test I added gi31, gi32 and gi33 to the GILights collection and it looks pretty good
Thanks for your new releases, a lot to play yet


#185 kiwi

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Posted 27 January 2022 - 04:58 PM

 

Well, it is not the ufo's mesh that it is not centered. Apart from the graphics, which are not really centered :), the problem is that I rotate only the ufo and not the dome, so when applying a force from the x and y coordinates they are applied from a different angle when it rotates, and this is why they go out of sync. So, if it disturbs to you the the "scape pod" :) moves differently than the ufo's body then just turn off the ufo's rotation, at least until I find a solution :)

Feel free to ask if you need help with the UFO mesh.

The top of the disk is not mapped correctly, the vertex is not in the center of the disk,

perhaps to emphasize the perspective of the object but if it spins I don't think this is necessary .

The mesh is based on a VP primitive, the mapping of the image of the sides of the UFO should be corrected, because there is a sort of loop in the mapping.

 

As always a great table!

 

It's not a new mesh, I just did what I said above.

The top of the UFO you already know that it is not centered, it is misaligned by 3 pixels in one direction and 1 in the other,

and you will have to redistribute the LEDs equally in the sides of the ship.

 

Attached File  Ufo1.zip   2.72KB   9 downloads



#186 jpsalas

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Posted 27 January 2022 - 07:39 PM

 

 

Well, it is not the ufo's mesh that it is not centered. Apart from the graphics, which are not really centered :), the problem is that I rotate only the ufo and not the dome, so when applying a force from the x and y coordinates they are applied from a different angle when it rotates, and this is why they go out of sync. So, if it disturbs to you the the "scape pod" :) moves differently than the ufo's body then just turn off the ufo's rotation, at least until I find a solution :)

Feel free to ask if you need help with the UFO mesh.

The top of the disk is not mapped correctly, the vertex is not in the center of the disk,

perhaps to emphasize the perspective of the object but if it spins I don't think this is necessary .

The mesh is based on a VP primitive, the mapping of the image of the sides of the UFO should be corrected, because there is a sort of loop in the mapping.

 

As always a great table!

 

It's not a new mesh, I just did what I said above.

The top of the UFO you already know that it is not centered, it is misaligned by 3 pixels in one direction and 1 in the other,

and you will have to redistribute the LEDs equally in the sides of the ship.

 

attachicon.gif Ufo1.zip

 

 

Thanks! :D


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#187 jpsalas

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Posted 28 January 2022 - 06:15 AM

UPDATE

 

3.0.4 Updated 28.01.2022
- fixed big ufo. Thanks kiwi for the fixed mesh.
 
Fixed the big UFO, thanks to kiwi for the fixed mesh, and I adjusted the graphics so it rotates perfectly, in case you turn on the rotation in the script :)
In the LE version the rotation of the UFO and saucers is turned on per default.

Edited by jpsalas, 28 January 2022 - 06:16 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#188 bolt

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Posted 28 January 2022 - 07:41 AM

Thanks for all the updates.


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#189 darthwhat

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Posted 01 February 2022 - 08:07 PM

QQ, are the spinning UFOs a lot slower then the 3.0.0 version?  they just seem to move like a second hand on a clock n this newer version. The older version they spun fluidly.



#190 jpsalas

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Posted 01 February 2022 - 08:33 PM

Yes, I reduced the speed :) 


If you want to check my latest uploads then click on the image below:

 

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#191 darthwhat

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Posted 01 February 2022 - 08:39 PM

Yes, I reduced the speed :)

Ahh okay glad to know it wasn't something else lol , is there anyway to get those bad boys spinning faster again? I really liked the way that looked but if it messes up the newer version table then I'm okay with the new speed. Thank you for a great table sir! Oh btw just played Wrath of Olympus,, one of the best sounding original tables I've ever played! The music alone is all my favs wrapped into one so thank you very much for that one too! :)



#192 jpsalas

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Posted 04 February 2022 - 09:52 AM

Now I remembered that I forgot to answer about the UFO's rotation speed :)

 

The speed is handled in the script, starting at line 723:

 

Sub UFORotSpeedSlow()
    UfoLed.Interval = 600
    RotateUFO.Interval = 300
End Sub
 
Sub UFORotSpeedMedium()
    UfoLed.Interval = 300
    RotateUFO.Interval =150
End Sub
 
Sub UFORotSpeedFast()
    UfoLed.Interval = 150
    RotateUFO.Interval = 75
End Sub
 
The values in red are the ones you may change to suit your preferences. If you reduce them, say to the half, then they will rotate faster, but also the leds will do that too, since I use the same timer for both. I guess the best should be to separate the timers of the rotation and the led effects. But I guess it will be something for a future update :)

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#193 STAT

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Posted 04 February 2022 - 10:48 AM

I recommend to set that all to 1 ... :)



#194 jpsalas

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Posted 04 February 2022 - 12:28 PM

I recommend to set that all to 1 ... :)

 

Hahaha, then it will go faaaaaassssst :D


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#195 STAT

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Posted 04 February 2022 - 12:51 PM

... it should be something about "DOF 3.0" for Screens ;)



#196 mrjcrane

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Posted 05 February 2022 - 05:20 AM

Yep Cool and thanks JP, I really like the UFO rotational routines. Thanks .. Is your script also in control of "Wobble" of the saucer when it is struck by the ball? I really like the wobble too !


Edited by mrjcrane, 05 February 2022 - 05:23 AM.


#197 jpsalas

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Posted 05 February 2022 - 09:27 AM

Yes, the script also controls that wobble, but it is done a little different. I'll explain it a little later, now I'm going out for a walk :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#198 jpsalas

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Posted 05 February 2022 - 07:48 PM

The wobble effect on the UFO is done with the help of a captive ball under the apron, the one created by the ckicker.

 

First I create the ball:

 

Sub BigUfoInit
    UFOLedPos = 0
    Set cBall = ckicker.createball
    ckicker.Kick 0, 0
End Sub
 
Then each time I want to make the ufo shake, first I make the ball move with a random value for x and y direction. Since the walls around the ball will move in a rotation movement:
 
Sub BigUfoShake
    cball.velx = -2 + 2 * RND(1)
    cball.vely = -10 + 2 * RND(1)
End Sub

 

Then there is a timer that continuously is watching the ball and moves the UFO according the to position of the ball against its point of rest, which is also the center of the kicker:

 

Sub BigUfoUpdate
    Dim a, b
    a = ckicker.y - cball.y
    b = cball.x - ckicker.x
 
    Ufo1.rotx = - a
    Ufo1.transy = a
    Ufo1.roty = b
    Ufo1d.rotx = - a
    Ufo1d.transy = a
    Ufo1d.roty = b

End Sub 

 

Since the green cupula is separated from the ufo  that's why there are 2 primitives: ufo1 and ufo1d

 

And this is how the UFO moves. So to make it wobble I simply call BigUfoShake.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#199 patrickcreagh

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Posted 06 February 2022 - 11:50 PM

Silly me I asked this on the download thread but I'll ask here instead!

 

Only thing that I would like to alter is the speed that ball is ejected from the scoop at, it is a bit slow for my taste. I've gotten used to it spitting out quite violently haha!

 
Could somebody please tell me where in the script I can change the power of this  ejection?
 
 
Thanks JP, your tables rock. They have a weight and playability to them that is unlike any others in my opinion. 


#200 wiesshund

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Posted 06 February 2022 - 11:51 PM

I recommend to set that all to 1 ... :)

 

Bastard

 

The UFO spun so fast it left the table and the earths orbit
Now i have no UFO!


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