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Junk Yard WIP
Started By
Nealtron
, Sep 24 2010 05:50 AM
299 replies to this topic
#221
Posted 01 November 2012 - 07:48 PM
Hi,
I am testing version 1.3 tonight.
I fixed the slingshot issue, added illuminated slingshot-plastics and removed some unused droppable walls - as Noah suggested that they are reducing performance.
For the not recognized center lane passings, I have tested the trigger and all seems right as it always fires. So it seems to be a Bios issue I can do nothing about at the moment.
ArcadiusMaximus, I experienced the same and reduced the vpmNudge.Sensitivity from 4 to 2. We cannot get rid of the nudge influence, as two normal balls are used to simulate the wrecker ball movement (they are hidden within the boxes left and right of the playfield). If a sensitivity of 2 is too low for You, You can adjust it within the script.
In version 1.3 I will no longer use the LockJam switch to release the ball at the fridge. Everything seems good by now but I will leave the actual code to be activated with a mere constant "UseLockJamOnFridge" set to TRUE, if someone encounters ball losses again.
If all goes well, I will upload both versions (FS/Desktop) before the weekend.
Regards
Michael
I am testing version 1.3 tonight.
I fixed the slingshot issue, added illuminated slingshot-plastics and removed some unused droppable walls - as Noah suggested that they are reducing performance.
For the not recognized center lane passings, I have tested the trigger and all seems right as it always fires. So it seems to be a Bios issue I can do nothing about at the moment.
ArcadiusMaximus, I experienced the same and reduced the vpmNudge.Sensitivity from 4 to 2. We cannot get rid of the nudge influence, as two normal balls are used to simulate the wrecker ball movement (they are hidden within the boxes left and right of the playfield). If a sensitivity of 2 is too low for You, You can adjust it within the script.
In version 1.3 I will no longer use the LockJam switch to release the ball at the fridge. Everything seems good by now but I will leave the actual code to be activated with a mere constant "UseLockJamOnFridge" set to TRUE, if someone encounters ball losses again.
If all goes well, I will upload both versions (FS/Desktop) before the weekend.
Regards
Michael
#226
Posted 02 June 2013 - 09:37 AM
@grunger -> in the editor click on "backdrop" and then "physics & graphics"
edit these settings as you like , I copied over the settings from a different table where i liked the physics...
Thanks - Will give that a try!
Well that worked perfectly!
I copied the settings over from TAF and now it plays great.
One more thing - the mechanical flipper sounds are very quiet on this table, but not any others (I thought these were controlled globally though?)
#227
Posted 02 June 2013 - 10:35 AM
nope ! again go to your favourite table export flipper sounds
delete flipper sounds on Junkyard ( check name of deleted sound should be the same as the ones you gonna import)
import sounds you just exportet from your favourite pin into junkyard
go play ![]()
btw if you going to ask for dB2S support next ... you have to edit the scipt ... exchange first part
Edited by gogo69, 02 June 2013 - 10:48 AM.
my cab : click!
#231
Posted 10 June 2013 - 10:34 AM
Sorry - There is a Window Shopping set of lights, right at the top of the playfield just to the right of the toilet.
They do the job that you'd look to the back glass on the real machine for (Similar to Scared Stiff you have the spider on the apron unless you modify the table)
If you have the DB2S working this is redundant as the back glass lights do the job.
Sorry if I'm not being clear!
#238
Posted 28 November 2013 - 05:22 AM
Hello folks...
Does anyone still play these games? I still exist and have all the files on a hard drive somewhere. Haven't thought about this game in a long time. Maybe I could send my WIPs to one of you to complete.
Does anyone still play these games? I still exist and have all the files on a hard drive somewhere. Haven't thought about this game in a long time. Maybe I could send my WIPs to one of you to complete.
"You can't have everything. Where would you put it?"
#239
Posted 28 November 2013 - 06:59 AM
i was planning on using that playfield redraw soon, its on my list
°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)

#240
Posted 28 November 2013 - 09:24 AM
Hi Nealtron,
thank You for the offer. I am quite happy with my FS table (V1.4) so far. With the increased gravity it plays really well. If You could provide better quality pictures of the bus ramp and/or a better playfield, You would be welcome.
Regards
Michael



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