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VP10 table testing - available right here!


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#2381 cyberpez

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Posted 01 December 2015 - 02:36 PM

I like the effect on the saucers lighting up the black light decals!!!  only comment is when a black light is on it's very pink/bright purple in color not white..  attaches is a pic of one of my black lights on..  totally diggen it though!!

Attached Files



#2382 Ben Logan

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Posted 01 December 2015 - 03:26 PM

It's not yet 8 AM and I've already blasted through my daily allowance of "likes." Love that tricked out AFM lighting, Dozer.

:D

#2383 Dozer316

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Posted 01 December 2015 - 03:46 PM

OK here's a version with more appropriate coloring of the black lights - these are all scriptable now so you can turn them off.

 

I think I'll leave this as is at the moment and maybe make a couple small tweaks, test and upload in the morning.

 

Perhaps Fren can modify or add the other black light stuff to the other areas you mentioned earlier in the thread.

 



#2384 Trinity

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Posted 01 December 2015 - 05:42 PM

Dude!



#2385 grunger106

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Posted 01 December 2015 - 07:04 PM

Awesome work Dozer :)

 

Really enjoying your latest releases! They are things of beauty :)

 

The below is supposed to be constructive and in no way negative (and may be related to VP10 being beta anyhow)

The only thing I've noticed, both on AFM and CV (not so much on MM) is on the are a couple of shots where the ball seems to gain a disproportionate amount of speed.

On CV it is the shot when the ball goes around the back of the ringmaster (from the left flipper), and on AFM its both the orbits (thinking about it - actually similar shots in mechanics on each table)

I know the ball will come back fast off an orbit, but the ball seems to gain more speed than I'd expect (spent a happy 2hrs on a real AFM on Saturday :) )

On AFM I can shoot an orbit, leave a flipper up and then get a ball to bounce up a ramp purely of the rebound on a flipper (I don't actually flip, just hold the flipper up after the initial shot)

 

Again - this is supposed to be helpful and in no way critical!

 

Looking forward to your next work :)



#2386 cyberpez

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Posted 01 December 2015 - 07:57 PM

Black Lights look awesome now!!  Can't wait to play a few games  :drool:



#2387 Getthat

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Posted 01 December 2015 - 08:46 PM

look awesome dozer, where is the download link? ;)


Edited by Getthat, 01 December 2015 - 08:50 PM.


#2388 Ben Logan

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Posted 01 December 2015 - 09:39 PM

Ooh la la!

#2389 vampirolatino2

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Posted 02 December 2015 - 12:10 AM

Nice display of colors! :otvclap: me likes... :dblthumb:



#2390 Dozer316

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Posted 02 December 2015 - 01:40 AM

Awesome work Dozer :)

 

Really enjoying your latest releases! They are things of beauty :)

 

The below is supposed to be constructive and in no way negative (and may be related to VP10 being beta anyhow)

The only thing I've noticed, both on AFM and CV (not so much on MM) is on the are a couple of shots where the ball seems to gain a disproportionate amount of speed.

On CV it is the shot when the ball goes around the back of the ringmaster (from the left flipper), and on AFM its both the orbits (thinking about it - actually similar shots in mechanics on each table)

I know the ball will come back fast off an orbit, but the ball seems to gain more speed than I'd expect (spent a happy 2hrs on a real AFM on Saturday :) )

On AFM I can shoot an orbit, leave a flipper up and then get a ball to bounce up a ramp purely of the rebound on a flipper (I don't actually flip, just hold the flipper up after the initial shot)

 

Again - this is supposed to be helpful and in no way critical!

 

Looking forward to your next work :)

 

None taken man, these are all good points.  I know there are a few quirky physics issues with some of these tables - I notice them on CV from time to time as well, MM as you said not so much and AFM I haven't touched physics wise since the initial conversion.    At some stage, I'll go through them all and try to get them playing a little smoother (or at least fix the major things like rapid ball acceleration).



#2391 32assassin

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Posted 02 December 2015 - 01:43 AM

Attached File  Capture.PNG   1.39MB   23 downloads

 

 

Most of the code as been updated to VPX.

 

the Primitive Gun and everything else seems to work.  I"m sure someone will find something that needs to be fixed.

 

 

I updated all my VPX tables to the latest version of VPX  as of 12-1-2015

 

rather then give everyone an individual link to my tables 

 

here is a folder link to everything.

 

https://mega.nz/#F!0...cFlJEURfln3OU5A


My Files
http://www.vpforums....4de64a621eccd40
My Table List
www.youtube.com/watch?v=DlaxLrXlPOU
See a table you like, help me complete it by finding the missing resources
https://www.dropbox....xTzKtGHTHa?dl=0

#2392 Ben Logan

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Posted 02 December 2015 - 02:07 AM

Sweet! Thanks, 32assassin.

#2393 Dozer316

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Posted 02 December 2015 - 02:32 AM

Here is V3 of AFM - Black Light Mod.

 

The black light mod is turned on by default in this version.

 

There are two script variables that need to be changed to turn the mod on or off.

 

BlackLights = 1

BlackLightFlashers = 1

 

BlackLights turns the mini saucer textures on and BlackLightFlashers turns the actual flasher effect on.

 

I kept them separate in case people want the blacklight textures without the actual blacklight effect.

 

Thanks to CyberPez for the texture work for the mini saucers and the flasher domes etc.

 

https://mega.nz/#!mY...L3UNm12j92qdxVU



#2394 vampirolatino2

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Posted 02 December 2015 - 02:43 AM

T2, yes! Thanks 32assassin because the awesome tepootee table didn't looked good with my screen resolution (bigger than 1080p) with all the black lines. Now I can add it to my pinballx table list and get rid of old VP9.2 for T2 only lol

 

Now I only have 3 versions in my setup. VP9.91, PM5 and VPX

 

yey!


Thanks Dozer, downloading to play it tonight!


Edited by vampirolatino2, 02 December 2015 - 03:26 AM.


#2395 Ben Logan

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Posted 02 December 2015 - 02:52 AM

32assassin -

 

Blackout is a winner. I love Williams Solid States from this era. Woot! 

 

I love the way the ball looks underneath the plastic on right tunnel. Also dig the way the light shines from behind the left drop targets. Plays really well. Can't wait to get back to it!

 

It cracks me up that when you drain the last ball the robotic voice says, "Mission completed." A very positive spin on my lack of skills!

 

:P



#2396 vampirolatino2

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Posted 02 December 2015 - 03:05 AM

Hey Dozer, reporting back from your latest AFM version. Everything turn on (all options in 1) nothing bad to report, plays and look Awesome. ;)

Thanks once again, now back to play some more hehe

 

edit: Got almost every mode running at once, not even a 0.1 fps drop. Table is solid IMO. Great job! Tried to brake it but I fail, lol ;)


Edited by vampirolatino2, 02 December 2015 - 03:18 AM.


#2397 Ben Logan

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Posted 02 December 2015 - 03:29 AM

32assassin's Incredible Hulk is indeed incredible. I thought it was hanging at startup at first. My controller is keyed to number 5 for credits. On this table, you have to press "4" to add credits. Everything else is mapped the same. Plays and looks awesome. I love the way the light bounces off the ball on this one. 

 

One issue with Hulk: When all the drop targets are knocked down, the drop target bank seems to turn into a "sling" at its uppermost point. The ball comes blasting off that thing! It's cool, but I'm wondering if it's intended (?)

 

Attached File  Capture.JPG   22.95KB   26 downloads


Edited by Ben Logan, 02 December 2015 - 03:37 AM.


#2398 shadowjuggalo

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Posted 02 December 2015 - 03:37 AM

attachicon.gifCapture.PNG
 
 
Most of the code as been updated to VPX.
 
the Primitive Gun and everything else seems to work.  I"m sure someone will find something that needs to be fixed.
 
 
I updated all my VPX tables to the latest version of VPX  as of 12-1-2015
 
rather then give everyone an individual link to my tables 
 
here is a folder link to everything.
 
https://mega.nz/#F!0...cFlJEURfln3OU5A


Hi Assassin the terminator 2 table looks great. The best one I have seen to date. I am getting a script error the table loads, and put a ball ready to launch. As soon as I launch it, I get line 1 object or method: aflip1speed. But the table looks great thanks for the beta's.

#2399 nFozzy

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Posted 02 December 2015 - 03:45 AM

Extremely low friction on objects (anything less than 0.1) will cause the ball to accumulate an extreme amount of spin. In Physmod 5, all object friction was locked at 0.3. That was a good general value that gave a subtle amount of backspin for targets without too many glitches. 0.5 friction is a good value for more consistent feeds from inlanes and metal guides.

 

Once object friction is set up, it's a rock solid foundation for the rest of the physics options. You can then tweak Table Friction to your liking to adjust the speed of the game without ruining the flow of the shots.



#2400 vampirolatino2

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Posted 02 December 2015 - 04:38 AM

Dozer a quick question, Trigger1 is not configured in the script, I noticed that it stay down some times after activation. Don't know if it is a normal behavior.


Saw that it's original name was sw72, but is not activated or used in the game. Normal?


Ohh, you convert it as a triggerstar in front of the original trigger wire