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VP10 table testing - available right here!


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#2261 freneticamnesic

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Posted 24 November 2015 - 11:31 PM

In the VPX beta download it has a vbs scripts archive, extract these to your scripts folder



#2262 Ben Logan

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Posted 25 November 2015 - 01:52 AM

Time for testing by the people.   :bar2:

 

 

I've been wanting to make Gottlieb's Pyramid (2 player EM version of Cleopatra) for a while, and happened to run across an old VP8 jpsalas version on one of those "other" sites.  JP was nice enough to share even more of his resources than what was in the table, and with the more recent Cleopatra SS tables that have been done there were plenty of good resources, and I found a decent backglass image on the internet somewhere.  Used JP's code mostly for play logic, and went off to the races. 

 

Another winner, Borgdog! Super fun. Gameplay is really smooth - stutter free. I love the option to select the "dirty table." Looks so cool! I love the way the center target lights up for 5000 points. The recessed table lights look great, too: I like that they're nice and bright. The arrows look especially neat.

 

Some things I'm guessing you'll add, but that I definitely missed were:

 

- ball rolling sound (I couldn't get it to work, despite tinkering with script / importing louder sounds)

- slingshot sound (I noticed it's present in the sound manager, but doesn't play when ball hits slings (?))

- star rollover target sound

 

I also noticed that even though "reflect lighting on ball" is checked in Table Options, the lights don't seem to reflect on the ball. Not a complaint -- I'm just curious. 

 

I love your EMs, BorgDog. The VP10 physics and your tuning suit this table really nicely. Also - the backglass is awesome! I like the way the key figures light up at the beginning, but then chill out during gameplay.



#2263 BorgDog

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Posted 25 November 2015 - 02:05 AM

Thanks for the comments

 

i just noticed the ball sound as well, I think I did that recently.  hmm I'm pretty sure i get the sling sounds, star rollover sound?  does it make a sound?  I don't know that I've done one on any of the tables.  refect on the ball, yeah, got me there too.  more things to look into, and I just found some bugs with the last thing I added that i need to fix.  this is why I need more testers :)



#2264 Ben Logan

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Posted 25 November 2015 - 02:18 AM

Come to think of it, I guess star rollovers don't make a sound. But maybe they could? Something to give some subtle feedback that they've been steamrolled by the ball? Something along the lines of the sound a typewriter makes when a single key is struck. Just a suggestion. I always figure the more audio feedback, the better!

Here are some single typewriter hit sounds, if you're curious as to what they might sound like. No pressure, of course:

http://freesound.org.../sounds/193972/


It's an awesome WIP, BorgDog. Thanks for the fun!

Edited by Ben Logan, 25 November 2015 - 02:22 AM.


#2265 BorgDog

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Posted 25 November 2015 - 02:43 AM

Well there should be some sounds on the rollovers as I believe it scores points and that makes noise.

 

Evidently I cleaned up to much when I was getting rid of things I don't use.  Slings make noise now, ball rolling works again, fixed the bug I found with the kickers spotting a rollover.  

 

Still not sure on the reflections on the ball issue though.  don't know if it's something with the way I have my lights setup or what.  I'll look into it more and compare with others, see if I can figure it out.

 

reuploaded, same link https://dl.dropboxus...b 1978) WIP.zip

 

Oh, and thanks again.


Edited by BorgDog, 25 November 2015 - 02:44 AM.


#2266 jimmyfingers

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Posted 25 November 2015 - 03:28 AM

 

Still not sure on the reflections on the ball issue though.  don't know if it's something with the way I have my lights setup or what.  I'll look into it more and compare with others, see if I can figure it out.

 

It's your colour settings on the light objects as well as the Intensity and Falloff Power settings.  You have the slings shot ones at least set as black for the non-"Full" colour and changing this to a brighter colour plus upping the Intensity to something around 15 or 20 and the Falloff Power to 2 (from 1) will get the reflections working.  



#2267 BorgDog

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Posted 25 November 2015 - 03:57 AM

Thanks jimmy, I'll play around with it some more.



#2268 gigalula

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Posted 25 November 2015 - 04:13 AM

Thanks DAN ...Agreed with Ben and I also really like the way to select Clean or Dirty mode from flippers it's a lot more friendly users on cab :dblthumb:  



#2269 Ben Logan

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Posted 25 November 2015 - 05:03 AM

Yes - I was really impressed with the pop up menu accessed by holding left shift key upon startup. That was a treat!

#2270 BorgDog

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Posted 25 November 2015 - 05:26 AM

Yes - I was really impressed with the pop up menu accessed by holding left shift key upon startup. That was a treat!

 

Just to be clear guys I did state that I borrowed that idea from loserman76 and gnance and their tables.  Their version is way prettier than mine in case you haven't tried one of the recent loserman76 vp9 tables (I wish he would start on vp10, he's done a lot of great em's that would benefit from vp10 features).



#2271 Ben Logan

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Posted 25 November 2015 - 05:36 AM

Nice one, BorgDog. Loserman is indeed "the man" when it comes to EMs (and menus). The guy is a pro. :)



#2272 Ben Logan

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Posted 25 November 2015 - 06:26 AM

Fren -

 

Your Tales from the Crypt table is "scary good." What you've done with the lighting on this one is really outstanding. It really is kinda spooky the way the GI cuts out and then flashes "haunted house style" when you hit certain features. I also quite like the way the ball comes blasting out of the scoop. Marvelously macabre table!

 

I sometimes get a ball stuck on the lowest pop bumper. I've always been able to nudge it out of there without tilt, so it's no biggie. I also get a little stutter on this one on gtx750ti, but for the most part it plays very smoothly for a WIP.

 

Your work is just fantastic. Thanks so much for so many generous and skillful contributions to our community!

 

:D



#2273 freneticamnesic

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Posted 25 November 2015 - 06:39 AM

Thanks - had a lot of help from Data East on the GI there, one of the only tables I've done that had ROM controlled GI! Made it easy for me. If you pinpoint where the stutter occurs on the table (against a wall) you can select the primitive near that spot and try to reduce the poly in the options, down to .5 should give a good performance increase. Bumper could just be as simple as moving a wall



#2274 Ben Logan

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Posted 25 November 2015 - 08:40 AM

Interesting info. Next time I play I will watch for where stutter occurs. And you're right - it does seem to happen in certain specific places. The idea that the primitive's attributes (poly) could be the cause of the stutter is intriguing to me as someone new to how you Devs work. I'm guessing that reducing the poly basically means making it a "simpler shape" with less angles of deflection (?). Too many poly angles sends the ball into a panic over the possibilities for its own tragectory?

Just a guess. I'm likely talking nonsense! :P

#2275 evilantal

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Posted 25 November 2015 - 01:44 PM

Interesting info. Next time I play I will watch for where stutter occurs. And you're right - it does seem to happen in certain specific places. The idea that the primitive's attributes (poly) could be the cause of the stutter is intriguing to me as someone new to how you Devs work. I'm guessing that reducing the poly basically means making it a "simpler shape" with less angles of deflection (?). Too many poly angles sends the ball into a panic over the possibilities for its own tragectory?

Just a guess. I'm likely talking nonsense! :P

 

For me the slingshot plastics were big perpetrators on the tftc table


Edited by evilantal, 25 November 2015 - 01:45 PM.


#2276 freneticamnesic

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Posted 25 November 2015 - 05:33 PM

Interesting info. Next time I play I will watch for where stutter occurs. And you're right - it does seem to happen in certain specific places. The idea that the primitive's attributes (poly) could be the cause of the stutter is intriguing to me as someone new to how you Devs work. I'm guessing that reducing the poly basically means making it a "simpler shape" with less angles of deflection (?). Too many poly angles sends the ball into a panic over the possibilities for its own tragectory?

Just a guess. I'm likely talking nonsense! :P

Exactly

 

 

Interesting info. Next time I play I will watch for where stutter occurs. And you're right - it does seem to happen in certain specific places. The idea that the primitive's attributes (poly) could be the cause of the stutter is intriguing to me as someone new to how you Devs work. I'm guessing that reducing the poly basically means making it a "simpler shape" with less angles of deflection (?). Too many poly angles sends the ball into a panic over the possibilities for its own tragectory?

Just a guess. I'm likely talking nonsense! :P

 

For me the slingshot plastics were big perpetrators on the tftc table

 

 

This is a great place to start, if it's the plastics you can simply turn off collision on them rather than reduce poly



#2277 arngrim

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Posted 25 November 2015 - 08:34 PM

ok guys here's Smurfette DOF mod of the B2S mod :)

 

https://www.dropbox....pUS1OuDLra?dl=0

 

this table has improved scripting features, i've been working the past few weeks on optimizing methods to select more easily the controller that fits to your system, to generify these methods and improving DOF methods, all these are now into an external vbs file that will do the job for you.

 

The Controller.vbs

 

I'll create a separated thread with more explanations for the authors, i'll just explain what it does here globally for the players, as i will use it for all my mods as of now, and i hope the authors will like and use it as well

 

Globally, the loadcontroller methods will try to load b2s.server in any case, and if it not installed in your system, it will load vpinmame.controller, or no controller for EM tables, you won't have to enter the script to change your controller ;)

 

but let's get back to the beginning, the first time your system loads a table that implements the controller.vbs, it will create a Controller.txt file in your user directory, will feed the forceVpinmame variable to 0 , which will make behave the controllers like explained above, but you can force to load vpinmame for SS, or no controller by setting that value to 1

 before you can play the first time to a table that implements controller.vbs, a popup asks you if you use DOF, if not, no more questions and table starts, if you say yes, you will have a couple more questions, if you use contactors, knocker, etc, all noisy toys, if you choose yes for certain of these toys, instead of playing the sounds related to the contactors, like the bumper sounds, it will call the dof trigger instead.

 

So with these parameters you control the sound or the dof calls for the toys that you want, i make sure that the sounds are associated to the right toy categories.

 

The controller.vbs can be used for EM and SS tables, this is not only for people that DOF tables, i will get back to that the separate thread

 

i would like to thanks Borgdog that helped to start and motivated me to work on it, and Swisslizard for the autoselection of vpinmame.controller if b2s.server is not reachable

 

let me know your questions and possible bugs ;)



#2278 shadowjuggalo

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Posted 25 November 2015 - 08:53 PM

Does anybody know the list? of FS finished tables if any? I tried a few links in the first post, and they were no longer available.

#2279 hauntfreaks

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Posted 25 November 2015 - 09:32 PM

Does anybody know the list? of FS finished tables if any? I tried a few links in the first post, and they were no longer available.

 

yes this thread seems to march on but its key purpose has faded into oblivion...

to keep thing organized again I would suggest using the WIP section of the forum per WIP table just make sure to have VPX or VP10 in the title for ease of searching... IMO


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#2280 gtxjoe

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Posted 25 November 2015 - 10:27 PM

These are all betas just like VP10.  so none of the vp10 FS tables are really "finished".  The first post is up to date as of Aug 28.  Probably take you 10-15 minutes to skim through the posts here after Aug 28, clicking on the newer table links