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My first table (Hogan's Heroes)
Started By
PainkillerAlice
, Nov 15 2009 11:13 PM
366 replies to this topic
#221
Posted 24 July 2010 - 08:23 PM
Just finished playing the 6-10 version of the table. Everything falling into place very nice. Once all the sounds are active and scoring happens, this will be GREAT. One thing though....when the ball comes from the underground playfield, it shoots out quite fast and bounces out of the stump almost to the flippers in a hurry. Will the final version have this slowed down any?
#222
Posted 24 July 2010 - 11:38 PM
omg! a hundred vhs tapes! i have about that many too, but have decided NOT to kill a week converting them (they may be valuable someday, like 8 tracks and beta tapes
) good luck with that, hope to see this table done soon as all of us are getting antsy waiting...
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#223
Posted 25 July 2010 - 03:38 AM
QUOTE (Rockin and Rollin' @ Jul 24 2010, 04:23 PM) <{POST_SNAPBACK}>
Just finished playing the 6-10 version of the table. Everything falling into place very nice. Once all the sounds are active and scoring happens, this will be GREAT. One thing though....when the ball comes from the underground playfield, it shoots out quite fast and bounces out of the stump almost to the flippers in a hurry. Will the final version have this slowed down any?
I may have to adjust that.
I could have been smart, but I never learned anything by being smart!
#224
Posted 25 July 2010 - 11:30 AM
I got the ball stuck in the right handspinner lane, it went to the playfield back and stayed there. I have only done it once though, but if it happens again, I'll post a pic showing where it sticks...and is it supposed to be explosion sounds for the pop bumpers? I thought it was to be a machine gun sound, unless it's just my crappy speakers...other than that, it is looking fantastic so far, hard to believe you are a newbie coder with all that detail going into this pin! I still love those trees!!
Edited by faralos, 25 July 2010 - 11:31 AM.
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#225
Posted 25 July 2010 - 06:42 PM
I had the ball stick once also in the same place. It hasn't happened since. Of course, these things happen with almost any table that is created. That is why we have beta testers and preview models to try. I appreciate you allowing us to try the machine before it is finished. This is a GREAT table with a LOT of features. Maybe I'm a little jaded because of being a HH fan. Either way, the playability is very good and keeps you coming back. I can only imagine how it will be once everything is operational.
#226
Posted 25 July 2010 - 06:46 PM
The pop bumpers' sound is intended to be explosions. It will be the kickers under the two circular target ramps that will have the machine gun sounds.
Fixed the water tower kicker so the ball doesn't have a "drain-o-matic" moment.
Also fixed the loop to where the ball doesn't stick. Still need to play test it some more for consistency.
Thanks for the input guys! And here is another screenshot. Have put in a little more "barbed wire" in a couple of places:

And here is the table for download in it's current state: Hogan's Heroes table 7-25-10
Fixed the water tower kicker so the ball doesn't have a "drain-o-matic" moment.
Also fixed the loop to where the ball doesn't stick. Still need to play test it some more for consistency.
Thanks for the input guys! And here is another screenshot. Have put in a little more "barbed wire" in a couple of places:

And here is the table for download in it's current state: Hogan's Heroes table 7-25-10
Edited by Practicedummy, 25 July 2010 - 06:52 PM.
I could have been smart, but I never learned anything by being smart!
#227
Posted 25 July 2010 - 09:17 PM
i agree w/ rock and rollin, the play is great! fast but good! and I keep on going back to it to play it 'just one more time' and it's not even done yet! that is the difference between a good table and one destined to be a favorite! In fact I play it more than my own wip! so that's saying something right there! I am salivating waiting for this table to finally be finished so I can have a legitimate excuse to play it a lot!
just out of curiousity, are you gonna' change the playfield to maybe dirt to look more like a prison camp? the steel is nice but out of sync with the rest of the table. dirt maybe spotted with snow may look better...imo anyways...
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#228
Posted 25 July 2010 - 11:34 PM
The playfield image may change but I will have to dedicate some time to come up with a suitable image using Gimp. Thanks to wtiger's 90's workshop, I can do it without having to sacrifice the plastics as I first had believed.
As far as changing some of the plastics to a more "dirtlike" image I simply haven't got around to it yet. I do admit that the snowy dirt image I used on some of the plastics just doesn't look quite right. They are a bit blurry, and you are right that for the most part the ground at Stalag 13 is dirt, plain dirt.
The one thing I got on my mind right now is the circular target ramps and how to get them to raise in order for the ball to travel underneath them to the kickers below. The kickers will behave like the kicker in F-14 Tomcat where the ball is kicked back at the flippers at high speed. I may talk with some of the elite table authors about how to accomplish this.
As far as changing some of the plastics to a more "dirtlike" image I simply haven't got around to it yet. I do admit that the snowy dirt image I used on some of the plastics just doesn't look quite right. They are a bit blurry, and you are right that for the most part the ground at Stalag 13 is dirt, plain dirt.
The one thing I got on my mind right now is the circular target ramps and how to get them to raise in order for the ball to travel underneath them to the kickers below. The kickers will behave like the kicker in F-14 Tomcat where the ball is kicked back at the flippers at high speed. I may talk with some of the elite table authors about how to accomplish this.
Edited by Practicedummy, 25 July 2010 - 11:37 PM.
I could have been smart, but I never learned anything by being smart!
#229
Posted 26 July 2010 - 04:45 AM
I know it has to do with making it uncollidable but I don't know how to do that in script. so yeah that is way beyond me but when you find out pm me please as i also want to learn how to do that. and i meant the playfield graphics should be dirt not the plastics but oh well that works too..don't know if you can use either of these but here...
Attached Files
Edited by faralos, 26 July 2010 - 04:53 AM.
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#231
Posted 26 July 2010 - 07:12 AM
QUOTE (faralos @ Jul 26 2010, 05:45 AM) <{POST_SNAPBACK}>
I know it has to do with making it uncollidable but I don't know how to do that in script. so yeah that is way beyond me but when you find out pm me please as i also want to learn how to do that.
The syntax for making a ramp uncollidable is very simple:
Ramp1.Collidable=false
and the reverse (obviously)
Ramp1.Collidable=true
[For anyone not sure about this...this is vp9 only]
To make it look like the ramp has risen is a graphics matter & I would suspect that you'd do it with non-collidable dropable walls - but my art skills are really not good enough to make this worth investigating on my part.
Hope this helps,
Dan.
A wizard only needs one ball...but can handle six.
#232
Posted 26 July 2010 - 08:36 AM
One thing i was trying to get at is that with all the pinball tables i have seen targets "drop" from a raised state and of course will raise back up, but the way i see it at the moment the targets are already in a raised state and should drop and not already be raised and rise anymore it would look a bit silly graphically? i put it to you this way practice dummy has round targets already at the top of the ramps in raised position, graphically don't you think it would look a little weird if that target was raised up? unless of course the raised target was made invisible, but ahh i think realistically i think it would be better just to drop it(target that is)
.
#233
Posted 26 July 2010 - 10:39 AM
QUOTE (rdeejay @ Jul 26 2010, 09:36 AM) <{POST_SNAPBACK}>
One thing i was trying to get at is that with all the pinball tables i have seen targets "drop" from a raised state and of course will raise back up, but the way i see it at the moment the targets are already in a raised state and should drop and not already be raised and rise anymore it would look a bit silly graphically? i put it to you this way practice dummy has round targets already at the top of the ramps in raised position, graphically don't you think it would look a little weird if that target was raised up? unless of course the raised target was made invisible, but ahh i think realistically i think it would be better just to drop it(target that is)
.
I thought it was ramps he was trying to raise, not targets - as is used on many real machines - though I may be wrong.
QUOTE (Practicedummy @ Jul 26 2010, 12:34 AM) <{POST_SNAPBACK}>
The one thing I got on my mind right now is the circular target ramps and how to get them to raise in order for the ball to travel underneath them to the kickers below.
Regards,
Dan.
A wizard only needs one ball...but can handle six.
#234
Posted 26 July 2010 - 11:02 AM
It is ramps I am talking about. Unclewilly is working on PinBot which has such a ramp and I think, if I remember right, he is going to make a demo on how to accomplish what I am hoping to accomplish with the ramps so I will be patient and wait for that.
Thank you Wizards Hat for the script example. It may come in use later on just in case.
Thank you Wizards Hat for the script example. It may come in use later on just in case.
I could have been smart, but I never learned anything by being smart!
#235
Posted 26 July 2010 - 06:44 PM
thanks WH! that helps me. PD what WH's code says is if you happen to have let's say a kicker under a ramp and you want the ball to travel under the ramp to that kicker, like maybe a bonus shot or a kicker that gives an extra ball or something similar. I didn't know the the word collidable was readable in the vp script. that is all I need to know. now that opens up all that previously wasted space under ramps!
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#237
Posted 29 July 2010 - 04:41 PM
Decided to put up a post giving thanks so far to the guys who have helped on my table so far so I don't end up forgetting anyone:
robert kundrat- metal images
Noah Fretz- Colonel Klink playfield image editing
Wizards Hat-scripting help on collidable option on ramps and for coding both mini playfields' flippers
Bob5453- for his further explanation of wtiger's 90's workshop on how to create plastics. That was where the table started getting real fun to work on and where I started on a tear creating the table
wtiger- for his 90's workshop, where I got some great tips on making my table
Rockin and Rollin-playtesting
faralos-playtesting, images, coding, table design suggestions, AND.....SAVING THE TABLE FROM OBLIVION WHEN THE PLASTICS IMAGES WENT KAPUT ON ME AT ONE TIME!!!
robert kundrat- metal images
Noah Fretz- Colonel Klink playfield image editing
Wizards Hat-scripting help on collidable option on ramps and for coding both mini playfields' flippers
Bob5453- for his further explanation of wtiger's 90's workshop on how to create plastics. That was where the table started getting real fun to work on and where I started on a tear creating the table
wtiger- for his 90's workshop, where I got some great tips on making my table
Rockin and Rollin-playtesting
faralos-playtesting, images, coding, table design suggestions, AND.....SAVING THE TABLE FROM OBLIVION WHEN THE PLASTICS IMAGES WENT KAPUT ON ME AT ONE TIME!!!
Edited by Practicedummy, 30 July 2010 - 10:31 AM.
I could have been smart, but I never learned anything by being smart!
#238
Posted 29 July 2010 - 04:53 PM
Desire some feedback on this. Got a dirt image that I hope is good enough for the table. Also, shrunk the size of the treestump so that the ball going through the loop does so smoothly without bumping into the treestump, and also added to the script the collidable event on the left target ramp using two triggers to trigger then events (thanks to Wizard's Hat).

Here's the download link: Hogan's Heroes table 7-29-10

Here's the download link: Hogan's Heroes table 7-29-10
Edited by Practicedummy, 29 July 2010 - 04:54 PM.
I could have been smart, but I never learned anything by being smart!



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