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Haunted House WIP


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#261 lolo33

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Posted 17 May 2012 - 02:46 PM

Thanks kodiac and JP of course.

Locate a Pinball machine in France:

http://geoflipper.fr/


#262 Liteuser

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Posted 17 May 2012 - 04:41 PM

Very fun table JP, I played a few times last night. Thank you. dblthumb.gif

#263 rob046

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Posted 17 May 2012 - 06:31 PM

QUOTE (tamoore @ May 16 2012, 02:09 PM) <{POST_SNAPBACK}>
QUOTE (rob046 @ May 16 2012, 01:34 PM) <{POST_SNAPBACK}>
I think I know what is causing the jumping, as this was something I noticed on a previous table of yours. It was NOT easy to troubleshoot, as you probably already know, & it definitely took me a while to find & fix. I'd like to play the WIP later today to make sure that this is the exact same issue, & if it is I will fill you in on it. Besides I should want to test it anyhow since I own the table. Also the main PF image is from an overlay of mine & I'm glad it served some use cuz I'll likely never use it since the colors were jacked up, but I believe it was bodydump who worked on this & fixed up some of the color issues the best he could going by my suggestions. Anyhow between the touch ups & lighting it sure turned out nice. OK then, I'm out of time but I'll report back later today.



I had jumping issues on a table I made, due to posts made from multiple ramps that were set to collide. Once I turned them all to non-collide, I stopped getting air-balls...


I checked & indeed its the same issue I had on Genesis, & the fix is exactly what you said. I'm actually very surprised somebody else figured this out because that fix still makes no sense to me, & posts NEVER actually touch the ball, so how it can make them interact in this case is confusing as hell. I only found the solution through enough trial & error where I was running out of culprits. Although I had thought that this problem might of been only with alpha ramp posts because I never really had it on another table that I can recall.


#264 maceman

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Posted 17 May 2012 - 07:48 PM

Thanx Koadic!!
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#265 TedB

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Posted 17 May 2012 - 08:10 PM

Huge thanks to JP for this table! Very challenging and enjoyable. Had one ball (I think I played 6 games) that was stuck at the no 5 spot (wasn't visible anymore). Nudging didn't help and couldn't continue with the game that was tilted. Needed to quit VP.

Also thx Koadic for the FS version and JP for letting him share it with us. Great table that plays very nice. Has a slight stutter sometimes on my cab but not too disturbing. A B2S backglass would be a very nice addition to this atmospheric table.
I also think this table will benefit from the new physics routine BMPR. Well... not to say it isn't fun already, it is superb and an instant favorite!

Edited by TedB, 17 May 2012 - 08:11 PM.


#266 maceman

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Posted 17 May 2012 - 08:16 PM

Is anyone having any issues with the ball on this one? For some reason on my cab, no matter which ball i use, it looks weird as it travels, almost like a blur happening and not clear at all....

I tried some other tables to see if maybe something went flaky with my drivers, but they look okay- just this table.

Anyone having issues at all? Look closely at the ball during play.

Maceman

EDIT: Seems like problem happens while ball travels over top of the lower playfield area, then i can see green around the ball, untill it passes to the main PF and then it looks okay again.

Also, UVP gives an error everytime i exit table?

Cheers.


Here is a pic of issue as it passes above lower PF:

Edited by maceman, 17 May 2012 - 08:25 PM.

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#267 rob046

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Posted 17 May 2012 - 09:39 PM

There is an explanation, JP explains earlier in this thread a page or 2 back. He is aware of the glitch, but I guess its a necessary evil in order to have the clear plastic look & function as it does. I guess we just have to deal with it.

Edited by rob046, 17 May 2012 - 09:39 PM.


#268 maceman

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Posted 17 May 2012 - 10:03 PM

Thanx Rob. I must have missed that one.

Cheers,
Maceman
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#269 koadic

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Posted 17 May 2012 - 10:43 PM

QUOTE (maceman @ May 17 2012, 03:16 PM) <{POST_SNAPBACK}>
Seems like problem happens while ball travels over top of the lower playfield area, then i can see green around the ball, untill it passes to the main PF and then it looks okay again.


What you are actually seeing around the ball is a halo of the playfield below the ball through the alpha ramp. You can actually 'fix' this issue by just going into the video options and unchecking 'Antialias Ball'... if you're running the playfield at 1920x1080, then it really isn't so important that it is checked anyway, only really beneficial at the lower resolutions (lower than 1280x720 at least).


Edited by koadic, 17 May 2012 - 11:21 PM.


#270 RipleYYY

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Posted 18 May 2012 - 12:47 PM

havent read all the topic, than 3 small notes :

1. big tanx to JP, & Kodiac for the FS i have tried
2. i got a ball blocked in the "5" shooting lane, ball was on the left, behind the fixed "4" target
3. not sure if its available here, but real game had a secret passage to the lower field under the right ramp, is this correct or its my memory falling !? or it is just the trap door & only the trap door ???

nice job wink.gif

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#271 kruge99

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Posted 18 May 2012 - 01:01 PM

QUOTE (maceman @ May 17 2012, 04:16 PM) <{POST_SNAPBACK}>
Also, UVP gives an error everytime i exit table?


It could be caused by some digits missing from the the UVP server file.

Like Pharaoh discovered while making a UVP backglass for Medusa, every digit on the visual pinmame window must be located on the UVP backglass, including those found on the playfield, or UVP Server will display an obscure error when exiting the table. Here is a picture of Haunted House as an example.



The digits for the lower playfield must be located somewhere on the UVP backglass, but that doesn't mean they need to be visible.

You can make the font size for them very small and locate them somewhere near the edge of the screen and you should be ok.


Best Regards,
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#272 maceman

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Posted 18 May 2012 - 02:38 PM

QUOTE (kruge99 @ May 18 2012, 09:01 AM) <{POST_SNAPBACK}>
QUOTE (maceman @ May 17 2012, 04:16 PM) <{POST_SNAPBACK}>
Also, UVP gives an error everytime i exit table?


It could be caused by some digits missing from the the UVP server file.

Like Pharaoh discovered while making a UVP backglass for Medusa, every digit on the visual pinmame window must be located on the UVP backglass, including those found on the playfield, or UVP Server will display an obscure error when exiting the table. Here is a picture of Haunted House as an example.



The digits for the lower playfield must be located somewhere on the UVP backglass, but that doesn't mean they need to be visible.

You can make the font size for them very small and locate them somewhere near the edge of the screen and you should be ok.


Best Regards,
Todd.



Thanx Todd!

I remember now that this was an issue on another table, and it is exactly as you say. I will see if I can get it working. Thanx for the explanation to fix. Much appreciated!

Maceman


@Ripple- You are correct! There is another passage behind the right staircase(ramp). That brings one to the LP. I can't remember if it is triggered in every pass to under there, but i do remember dropping from behind there at some point!
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#273 htamas

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Posted 18 May 2012 - 03:18 PM

QUOTE (RipleYYY @ May 18 2012, 05:47 AM) <{POST_SNAPBACK}>
3. not sure if its available here, but real game had a secret passage to the lower field under the right ramp, is this correct or its my memory falling !? or it is just the trap door & only the trap door ???

I *think* that passage is there... at least if I remember correctly, I got the ball down to the lower playfield once that way. Don't know what allowed it (apparently it only happens sometimes), have to play more to figure it out smile.gif

#274 ZERO99

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Posted 18 May 2012 - 05:50 PM

QUOTE (koadic @ May 17 2012, 03:43 PM) <{POST_SNAPBACK}>


The only thing annoying me about the full-screen version besides the obvious bugs that others have talked about is that the tips of the flippers get covered up in the lower play field.

#275 jpsalas

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Posted 18 May 2012 - 05:58 PM

I'm aware of the errors, and everything will be fixed in the final version smile.gif
I'm going back to the alpha ramps for the flippers since I can't find a way to fix the ball beig visible through the flippers.

The jumping issue is difficult to track, since none of the ramps which make the posts and the rubbers are collidable. I have fixed the issue by adding an invisble ramp on top of those plastics and posts, which stops the ball from going too high. But I still should like to find the real cause of the ball jumping. I think it is cool that the ball jumps, it looks more real, but air balls have the bad habit to jump into objects and get stuck.

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#276 rob046

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Posted 18 May 2012 - 08:40 PM

When I fixed this on Genesis I also unchecked collidable on the walls in the posts as well.
With the ball jumping, with all the real pinball I play, including my HH, I don't think I ever had a ball jump off of the rubbers. Most of the jumping I'll get on a pinball table will be off of drop targets. Again HH as an example (fitting for this thread), the 1 place I get ball jumping is off the upper level drops on a full flip of that small flipper maybe 5%-10% of the time. It will slam the glass & it can be very loud like a knocker.

However I have been meaning to add a little more slope to my HH which might help with this problem & take a little speed off of that shot. Aside from that there isn't anywhere else on the game where jumps are common.
It seems like half the tables I play might have a little jumping & then the other half don't really have it at all, but like I said its usually off of a hard drop target hit or maybe a standup, not really off of a rubber.

Edited by rob046, 18 May 2012 - 08:41 PM.


#277 Zablon

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Posted 18 May 2012 - 09:56 PM

On my real machine, I get ball jumping off the nuts that hold the lower playfield cover in place as they are not flush with the playfield, but haven't got it from rubbers that I recall.

As for slope, I've always felt the real one doesn't have enough slope. I have the back legs maxxed out and it still plays kind of slow for my liking.

Work has been crazy so I haven't even had a chance to try this table out.

Also, from looking at the pics, the top of the lower playfield needs to be angled down more (is there a way to lay it back?). From a standing position on the real machine you can fully see the flippers. It "looks" like it is rather flat. I see in the desktop it seems more like what it is in real life though.

Edited by Zablon, 18 May 2012 - 10:04 PM.


#278 koadic

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Posted 18 May 2012 - 10:09 PM

QUOTE (ZERO99 @ May 18 2012, 12:50 PM) <{POST_SNAPBACK}>
QUOTE (koadic @ May 17 2012, 03:43 PM) <{POST_SNAPBACK}>


The only thing annoying me about the full-screen version besides the obvious bugs that others have talked about is that the tips of the flippers get covered up in the lower play field.


The great thing is that VisualPinball is also an editor, so you can get in and change it if you want (like I did biggrin.gif ). You can do a few different things... option 1: increase the inclination/reduce the layback and then adjust other settings so it fits the screen, and that will uncover the lower flippers a bit but also cuts off the 'upper' part of the lower playfield. option 2: get in and move the lower playfield objects down so the flippers can be seen, but this also cuts off the 'upper' part of the lower playfield. option 3: the last option I see is to do a combination of moving the lower playfield items and squishing them so everything fits in the window, but this is quite a bit more time consuming than the other options.

If you would like to see what option 1 looks like, change the following options found in the backdrop-colors & formatting section...

Inclination - 30
X Scale - 1.85
Y Offset - 745

Here's what the given changes get you...

Edited by koadic, 18 May 2012 - 10:11 PM.


#279 maceman

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Posted 19 May 2012 - 01:31 AM

QUOTE (koadic @ May 18 2012, 06:09 PM) <{POST_SNAPBACK}>
QUOTE (ZERO99 @ May 18 2012, 12:50 PM) <{POST_SNAPBACK}>
QUOTE (koadic @ May 17 2012, 03:43 PM) <{POST_SNAPBACK}>


The only thing annoying me about the full-screen version besides the obvious bugs that others have talked about is that the tips of the flippers get covered up in the lower play field.


The great thing is that VisualPinball is also an editor, so you can get in and change it if you want (like I did biggrin.gif ). You can do a few different things... option 1: increase the inclination/reduce the layback and then adjust other settings so it fits the screen, and that will uncover the lower flippers a bit but also cuts off the 'upper' part of the lower playfield. option 2: get in and move the lower playfield objects down so the flippers can be seen, but this also cuts off the 'upper' part of the lower playfield. option 3: the last option I see is to do a combination of moving the lower playfield items and squishing them so everything fits in the window, but this is quite a bit more time consuming than the other options.

If you would like to see what option 1 looks like, change the following options found in the backdrop-colors & formatting section...

Inclination - 30
X Scale - 1.85
Y Offset - 745

Here's what the given changes get you...





That's a beautiful angle! That should be the standard right there for the FS. What is your screen res btw? Looks sharp!

Maceman
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#280 koadic

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Posted 19 May 2012 - 01:40 AM

Good 'ol 1080p