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

Attack mars

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#221 jpsalas

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Posted 02 September 2022 - 12:47 PM

 

Hello JP
 
I set in the table script for the ship not to rotate but the edge of the central ship still keeps rotating   :stunned:
 
the ship is static but the rim continues to rotate, this also happens in the LE version
 
any suggestion of what can be done?
 
thanks hugs

 

 

The ship does not rotate, but the led lights still will do. It is not the edge that rotates but the led lights alternating. They will do that at different speeds, depending how fat you come to destroy the saucer.


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vp.jpg

 

 


#222 teisen

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Posted 02 September 2022 - 01:37 PM

 

 

Hello JP
 
I set in the table script for the ship not to rotate but the edge of the central ship still keeps rotating   :stunned:
 
the ship is static but the rim continues to rotate, this also happens in the LE version
 
any suggestion of what can be done?
 
thanks hugs

 

 

The ship does not rotate, but the led lights still will do. It is not the edge that rotates but the led lights alternating. They will do that at different speeds, depending how fat you come to destroy the saucer.

 

 

 

 

 

 

Really!
 
it was my mistake... for some reason I unchecked "Force Anisotropic Texture Filtering" and checked "Texture Compression" in the "video/graphics options" settings and it caused this edge spinning effect...
 
I apologize... lol
 
hugs

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#223 jpsalas

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Posted 02 September 2022 - 05:17 PM

 

 

 

Hello JP
 
I set in the table script for the ship not to rotate but the edge of the central ship still keeps rotating   :stunned:
 
the ship is static but the rim continues to rotate, this also happens in the LE version
 
any suggestion of what can be done?
 
thanks hugs

 

 

The ship does not rotate, but the led lights still will do. It is not the edge that rotates but the led lights alternating. They will do that at different speeds, depending how fat you come to destroy the saucer.

 

 

 

 

 

 

Really!
 
it was my mistake... for some reason I unchecked "Force Anisotropic Texture Filtering" and checked "Texture Compression" in the "video/graphics options" settings and it caused this edge spinning effect...
 
I apologize... lol
 
hugs

 

 

Good! :D Anisotropic is mostly a must for good graphics :)


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

 

vp.jpg

 

 


#224 wiesshund

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Posted 03 September 2022 - 12:06 AM

 

 

and checked "Texture Compression" in the "video/graphics options" settings and it caused this edge spinning effect...
 
 

 

 

LoL
Well enjoy your newly recovered fast loading times after you uncheck texture compression


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#225 tawm

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Posted 26 December 2022 - 03:00 AM

Loving this table!! I am curious, though, when I play the real table (a remake, admittedly), the cabinet goes nuts with the shaker upon destroying the big ufo. In this version there doesn't seem to be any low end rumble when a ufo is destoryed (lots of great rumble effects for other events, though!). Is this an intentional decision to mimic the original cab or is my setup borked somehow? Couldn't find any relevant setting in the config. 



#226 jpsalas

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Posted 26 December 2022 - 05:46 AM

Loving this table!! I am curious, though, when I play the real table (a remake, admittedly), the cabinet goes nuts with the shaker upon destroying the big ufo. In this version there doesn't seem to be any low end rumble when a ufo is destoryed (lots of great rumble effects for other events, though!). Is this an intentional decision to mimic the original cab or is my setup borked somehow? Couldn't find any relevant setting in the config. 

 

I guess you will have to add that yourself to your DOF config or talk to the DOF guys to add it for you.


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

 

vp.jpg

 

 


#227 wiesshund

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Posted 26 December 2022 - 09:51 AM

Loving this table!! I am curious, though, when I play the real table (a remake, admittedly), the cabinet goes nuts with the shaker upon destroying the big ufo. In this version there doesn't seem to be any low end rumble when a ufo is destoryed (lots of great rumble effects for other events, though!). Is this an intentional decision to mimic the original cab or is my setup borked somehow? Couldn't find any relevant setting in the config. 

it is a rom table, not a table author's choice

if rumble works for other events then probably not the dofconfig?

may need to check rom settings?


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#228 tawm

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Posted 27 December 2022 - 09:12 AM

I'm not using DOF, just SSF for my rig so I'm not sure DOF config change would do the trick, but I appreciate the suggestion, JP!  Sounds like my setup might not be misbehaving.

 

Thanks for enlightening me on the fact that it's a rom choice, wiesshund, I do notice I'm using a rom from what looks like the original game so that might be the root cause here. 

 

Thank you both!



#229 wiesshund

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Posted 27 December 2022 - 10:04 AM

I'm not using DOF, just SSF for my rig so I'm not sure DOF config change would do the trick, but I appreciate the suggestion, JP!  Sounds like my setup might not be misbehaving.

 

Thanks for enlightening me on the fact that it's a rom choice, wiesshund, I do notice I'm using a rom from what looks like the original game so that might be the root cause here. 

 

Thank you both!

 

In that case, there will be no rumble, as there is no rumbly sound effect being played

You could create one, and i am sure JP would tell you were to place it so it places during the saucer spinning event.

I would make is pretty low range so it is more felt than heard. (hope you have a good sub?)


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Spend it on Hookers and Blow


#230 tmpc

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Posted 27 December 2022 - 01:51 PM

 

 

 

Here this bug happens with a certain frequency, I think it should not be difficult to replicate, when the ball is launched and is entering the field it ends up activating the right orbit (atomic blaster) 

 

Yes, it happens from time to time as that trigger is placed just in front of the plunger lane. I guess it must happen too in the real table from time to time, but I can't prove or test that since I have only played once a real AFM :)

 

Thanks for the awnser! makes sense, it can happen in the real machine, anyway, an amazing table, I can't stop playing!!!

 

 

I can always try to reduce the shape of that trigger, and I even thought about to move the whole trigger a little lower, but the real playfield has the trigger there, so I kept it there :) And if I get that when launching the ball then I treat it like a bonus :D

 

And if you feel the flippers a little too bouncy then just reduce their elasticity from 0.8 to 0.7. I don't like much bouncy flippers, since I like them to be more in control of the ball, so in my version I reduce them to 0.6 elasticity (the rest of the parameters are the same) :D That's almost like cheating :)

 

This is another example of why i like to read the comments, you can learn so much just by reading them.

I wasn't even looking for this but i know i will use this in a few tables. 

 



#231 tawm

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Posted 27 December 2022 - 08:59 PM

 

I'm not using DOF, just SSF for my rig so I'm not sure DOF config change would do the trick, but I appreciate the suggestion, JP!  Sounds like my setup might not be misbehaving.

 

Thanks for enlightening me on the fact that it's a rom choice, wiesshund, I do notice I'm using a rom from what looks like the original game so that might be the root cause here. 

 

Thank you both!

 

In that case, there will be no rumble, as there is no rumbly sound effect being played

You could create one, and i am sure JP would tell you were to place it so it places during the saucer spinning event.

I would make is pretty low range so it is more felt than heard. (hope you have a good sub?)

 

 

Makes sense and your suggestion is super intriguing! I'm quite comfortable with sound design but would definitely appreciate some pointers about where/how to modify the sound files (or add new sound triggers). Any tips would be most welcome but I'll also take this as an opportunity to learn more about rom structure and see if I can't figure it out myself =)

 

And yes, my cab will definitely make use of the low frequencies...I've got (2) BST-1 inside and a ported 8" sub below the cab! All dialed down a bunch but they give me great control! 


Edited by tawm, 27 December 2022 - 09:00 PM.


#232 tawm

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Posted 08 January 2023 - 08:51 PM

Following up for anyone in my position that wants to add a bit more SSF impact to the big UFO hits and destruction. Huge thanks to wiesshund for the suggestion!!!

 

- Find a nice punchy bass sample and import it to table sounds. I use this: https://www.dropbox....pi3/sub_hit.wav

- Add one line to call that sound in the function for "BigUFOShake"

 

That function looks like this for me now (added line in bold):

 

Sub BigUfoShake
    cball.velx = -2 + 2 * RND(1)
    cball.vely = -10 + 2 * RND(1)
    PlaySoundAt SoundFX("bass_hit", DOFContactors), ufo1
End Sub
 
Stoked, this is so awesome! Thanks for help, JPSalas and wiesshund!! Such an awesome table and now the experience almost exactly mirrors the real machines in my area! 

Edited by tawm, 09 January 2023 - 10:28 PM.


#233 wiesshund

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Posted 08 January 2023 - 09:06 PM

 

Following up for anyone in my position that wants to add a bit more SSF impact to the big UFO hits and destruction. Huge thanks to wiesshund for the suggestion!!!

 

- Find a nice punchy bass sample and import it to table sounds

- Add one line to call that sound in the function for "BigUFOShake"

 

That function looks like this for me now (added line in bold):

 

Sub BigUfoShake
    cball.velx = -2 + 2 * RND(1)
    cball.vely = -10 + 2 * RND(1)
    PlaySoundAt SoundFX("bass_hit", DOFContactors), ufo1
End Sub
 
Stoked, this is so awesome! Thanks for help, JPSalas and wiesshund!! Such an awesome table and now the experience almost exactly mirrors the real machines in my area! 

 

 

maybe share the sound?

people might have a bit of trouble finding a rumbly sound


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#234 tawm

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Posted 09 January 2023 - 10:28 PM

Good call! After some trial and error, I found that this sound gets pretty close to the real deal:

 

https://www.dropbox....pi3/sub_hit.wav



#235 STAT

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Posted 15 February 2023 - 02:32 PM

About all the global news for UFO sightings - don't play this Table for a while ! ;)
 
or: play and help, to shoot down all the ...

Edited by STAT, 15 February 2023 - 03:35 PM.


#236 jpsalas

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Posted 29 June 2023 - 03:24 PM

UPDATE

 

5.0.0 Released 29.06.2023
- fixed wall visibility issue with VPX 10.8
- new flipper code thanks to JlouLouLou
- Updated for VPX8
 
This is only for VPX8 as it includes many changes that are only available in VPX8, like the flashers being linked to a light, or the animations done directly by VPX8 and bot by running a fast timer. 
Also the ball is an equirectangular ball, so it will look much better in a cabinet or in VR (although the table has no VR cabinet nor room)
 
About the ball, anyone with a better equirectangular ball? :)

Edited by jpsalas, 29 June 2023 - 03:25 PM.

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#237 digitalarts

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Posted 29 June 2023 - 04:15 PM

For me, your ball looks ok 🤣

#238 teisen

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Posted 29 June 2023 - 04:25 PM

what is the most appropriate version of VPX8 to run the tables?
 
the files that I downloaded, after being installed, they are not working for me... I open Visual Pinball, I load the table but when I run it it gives an error, apparently from windows saying that the program has stopped working and needs to be closed...

club-dorothee-premiers-baisers.gif


#239 jpsalas

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Posted 29 June 2023 - 05:03 PM

For me, your ball looks ok

 

It is the best image I found, and I tried hundreds of them :)

 

 

what is the most appropriate version of VPX8 to run the tables?
 
the files that I downloaded, after being installed, they are not working for me... I open Visual Pinball, I load the table but when I run it it gives an error, apparently from windows saying that the program has stopped working and needs to be closed...

 

 

Download the latest at github, here: Releases · vpinball/vpinball (github.com)

or you can also go to the Actions, and download the latest beta. 

You only need the one called VpinballX-10.8.0-xxx-Release-win-x86.zip

and remember to overwrite everything, not only the exe. I'm not sure about the changes in the extra dll files or the scripts, but copying only the exe has never been the thing to do :)


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

 

vp.jpg

 

 


#240 3rdaxis

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Posted 30 June 2023 - 03:12 AM

Fantastic update. Can't believe how good this looks. Thank you brother. 







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