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Theatre of Magic (Bally 1995) 2.4 [Visual Pinball X]


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#261 Fleep

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Posted 28 April 2020 - 03:47 PM

Thanks again :dblthumb:
 
Is that the last update ?


We may never know ;)


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#262 The Loafer

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Posted 28 April 2020 - 04:03 PM

This table is really impressive and I play it several times a day. The only problem: The ball ejection (new ball) keeps jamming, so that the ball does not lie in front of the plunger. A strong nudging then leads to a correct ejection, but usually results in a tilt.

 

This gentleman was able to rectify the issue but I don't recommend it (you will need google translate):  https://www.vpforums...e=2#entry446836

 

What I recommend:

- you are on the latest VP10.6

 

- you do not have any left over .vbs anywhere but in script folder

 

- you do not have something plugged in that could affect the physics of the table (like a gamepad controller)

- a nudging board can also cause ill effects if the calibration is too much for how the table is set up

 

To test if a controller or nudging board is causing something that affects the table: go to VPX, configure keys, nudge and DOF, then ensure the two "enable analog nudge" and "enable nudge filter" are UNSELECTED.  then exit VPX, restart VPX and reload the table.  if the issue does not come up, this is your issue.  Fix?   re-enable the analog nudge and you probably need to recalibrate and maybe adjust the dead zone of MAX/GAINS settings.



#263 mopebe

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Posted 29 April 2020 - 08:18 AM

@The Loafer: Thank you very much for the tips. Tried everything. Here are the results:
• VPX 10.6 is up to date.
• There are no VBS files in the table directory.
• I don't have a gamepad controller in operation.
• My Pinscape is optimally calibrated. I switched off nudging and tilt.
None of these measures had resulted in the error no longer occurring.
 
What helps was Neophyte's approach. I just lowered the gravity from 97 to 90. Since then, the error has not occurred and the table runs perfectly.


#264 fourbanks

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Posted 29 April 2020 - 11:57 PM

Thanks so much for the continued quest towards perfection!  We may never get there but it's a hell of a ride!

:dblthumb:  :otvclap:


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#265 grunger106

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Posted 30 April 2020 - 11:17 AM

Physics on this latest version are getting pretty spot on!

 

I can actually manage the odd tip pass (which is about what I can do on a real game!)

Played this and then went back to play another table, and wow what a difference!



#266 xorlevrai

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Posted 08 May 2020 - 11:52 AM

It looks great! But I have this error when launching the table:

 

VPMflips error: Variable is undefined

 

Any Idea how to solve this? My VPX and VPM are updated. Thank you



#267 The Loafer

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Posted 08 May 2020 - 01:58 PM

Did you run setup.exe after updating the VPM?

 

It's either that or you have some .vbs files outside the script folder that are interfering with the latest versions of the scripts.  I would suspect you have an outdated core.vbs somewhere.  So if you have an older core.vbs in the tables folder, it will likely be used instead of the new one that got installed in the script folder.  Solution?  search your pc, move all those .vbs to some backup folder, reinstall VPX all in one and the most recent versions will be in the script folder where they belong.



#268 fourbanks

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Posted 30 May 2020 - 01:19 PM

this table is not working properly on the latest windows 10 build 2004 released the other day ? i have the table changing with various shades of colour with words by names scrawling by on the right side of the monitor 

​can this be turned off I've not noticed this changing of the colours on this table before when using the flippers 

does anyone know of a setting i may have missed ?

thanks 


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#269 rothbauerw

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Posted 30 May 2020 - 01:39 PM

this table is not working properly on the latest windows 10 build 2004 released the other day ? i have the table changing with various shades of colour with words by names scrawling by on the right side of the monitor 

​can this be turned off I've not noticed this changing of the colours on this table before when using the flippers 

does anyone know of a setting i may have missed ?

thanks 

Sounds like you have a stuck magna save button.



#270 fourbanks

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Posted 30 May 2020 - 01:49 PM

 

this table is not working properly on the latest windows 10 build 2004 released the other day ? i have the table changing with various shades of colour with words by names scrawling by on the right side of the monitor 

​can this be turned off I've not noticed this changing of the colours on this table before when using the flippers 

does anyone know of a setting i may have missed ?

thanks 

Sounds like you have a stuck magna save button.

 

thanks. may i ask what is that and how would one rectify that ?


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#271 rothbauerw

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Posted 30 May 2020 - 01:54 PM

Magna saves are typically assigned to the control keys.  It could just be a stuck button on your keyboard so you could try tapping the control keys and see if that fixes it.  Beyond that, you'll just need to troubleshoot.



#272 fourbanks

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Posted 30 May 2020 - 02:17 PM

Magna saves are typically assigned to the control keys.  It could just be a stuck button on your keyboard so you could try tapping the control keys and see if that fixes it.  Beyond that, you'll just need to troubleshoot.

thanks. the magna key was assigned to the my flippers. how odd I've assigned it now to f12 and all is now correct 

thanks 


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#273 Mr H

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Posted 24 August 2020 - 09:32 AM

Hey Team,

I'm currently building a table and was wondering if I can please pull some of the table sounds from this to use in mine? asking for permission.

Cheers.



#274 hitman2304

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Posted 24 August 2020 - 04:30 PM

Table looks no worse than Williams Pack version from Zen and has far better lighting effects. Excellent job.



#275 maximecool92fr

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Posted 25 August 2020 - 05:28 AM

nice work for this table,one best years for vpx 2020  but not covid lol



#276 iaakki

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Posted 28 September 2020 - 07:07 AM

 

I‘m still not able to do most of the flipper tricks the way I‘m used to and I wonder why.

 
Are you using a keyboard?  I can't do a tip pass without leaf switches, I just don't have the touch with a keyboard.  I know I can do tip passes with your flipper setting on my keyboard.  I don't know if that's realistic or not.  Maybe it is.  
 
Compared to the real machines I've tested, some machines have more touch and some machines have less touch.  I'd judge my settings to be somewhere in the middle of the real machines I've tested.  Honestly, I'd like there to be just a little more touch.  But it is a balance, in order to achieve more touch, I'd have to sacrifice other behaviors.  
 
As we start building in some of the missing physical behaviors into the physics engine, I think this will improve.

 

 

Just found this thread. Been fiddling with latest nFozzy script that has "experimental new live catch" feature in. I'm running rather slow laptop when doing edits and noticed that live catch is really hard to nail. Started adding some debug and noticed that "GameTime - FCount < LiveCatch" rule is almost impossible to reach. The reason is that it takes too long time between setting the Fcount value and the actual compare to current GameTime in CheckLiveCatch sub. Debug gives me now roughly 5-20ms delay and if "time window" for live catch is 8ms, then it is really hard to achieve. In previous implementation this comparison was done differently and earlier in script, so 8ms was achievable.

 

So I added this:

Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)

if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then

 

And added LSubDelay for both flips that stores GameTime at the beginning of FlipperTricks sub. So now the script can compensate this lag when doing live catch validation and for me it feels to work nicely. It is more consistent.


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#277 rothbauerw

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Posted 28 September 2020 - 02:59 PM

 

Just found this thread. Been fiddling with latest nFozzy script that has "experimental new live catch" feature in. I'm running rather slow laptop when doing edits and noticed that live catch is really hard to nail. Started adding some debug and noticed that "GameTime - FCount < LiveCatch" rule is almost impossible to reach. The reason is that it takes too long time between setting the Fcount value and the actual compare to current GameTime in CheckLiveCatch sub. Debug gives me now roughly 5-20ms delay and if "time window" for live catch is 8ms, then it is really hard to achieve. In previous implementation this comparison was done differently and earlier in script, so 8ms was achievable.

 

So I added this:

Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)

if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then

 

And added LSubDelay for both flips that stores GameTime at the beginning of FlipperTricks sub. So now the script can compensate this lag when doing live catch validation and for me it feels to work nicely. It is more consistent.

 

If you have a slow machine, live catch can definitely be an issue.  What are you using for FSubDelay?



#278 Mr H

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Posted 28 September 2020 - 09:27 PM

Good to see you still around @Rothbauerw 



#279 iaakki

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Posted 29 September 2020 - 06:37 AM

 

 

Just found this thread. Been fiddling with latest nFozzy script that has "experimental new live catch" feature in. I'm running rather slow laptop when doing edits and noticed that live catch is really hard to nail. Started adding some debug and noticed that "GameTime - FCount < LiveCatch" rule is almost impossible to reach. The reason is that it takes too long time between setting the Fcount value and the actual compare to current GameTime in CheckLiveCatch sub. Debug gives me now roughly 5-20ms delay and if "time window" for live catch is 8ms, then it is really hard to achieve. In previous implementation this comparison was done differently and earlier in script, so 8ms was achievable.

 

So I added this:

Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)

if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then

 

And added LSubDelay for both flips that stores GameTime at the beginning of FlipperTricks sub. So now the script can compensate this lag when doing live catch validation and for me it feels to work nicely. It is more consistent.

 

If you have a slow machine, live catch can definitely be an issue.  What are you using for FSubDelay?

 

 

So FSubDelay is GameTime taken at the beginning of flippertricks function. It seems to get different value than FCount on my laptop. Didn't notice any delays (FSubDelay == Fcount) on my cabinet yesterday. It is running a faster HW. Also this Fcount variable... What it actually is? I see it being zeroed occasionally and gametime is stored when flipper is "moving"?

On the other note we are now looking to implement some variation for livecatch. On real cabinets you sometimes get live catch that is not 100% perfect freeze of the ball. So you can tame the ball on the flip, but it bounces a bit. We could have a bit higher livecatch time which is very strict 8 at the moment. Then we would use the measured value to affect to ball velocity after flip collision. If you want, I can provide VPX for you to test. We are cooking these in our Discord server.

Edit:
This is how my subs looks with debug prints:

Sub CheckLiveCatch(ball, Flipper, FCount, parm, FSubDelay) 'Experimental new live catch
  Dim Dir
  Dir = Flipper.startangle/Abs(Flipper.startangle)    '-1 for Right Flipper
  Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)

  debug.print "***" & Gametime - FSubDelay
    if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then
        ' **** These zero values could be affected by "gametime - fcount" value to achieve "bouncy live catch".
        If ball.velx * Dir > 0 Then ball.velx = 0
        ball.vely = 0
        ball.angmomx= 0
        ball.angmomy= 0
        ball.angmomz= 0
        debug.print "!!!!live catch"
        debug.print GameTime - FCount & " < " & LiveCatchSubDelay & "and " & parm & " > 6 dist:" & ABS(Flipper.x - ball.x)
    Else
        debug.print "not live catch"
        debug.print GameTime - FCount & " < " & LiveCatchSubDelay & "and " & parm & " > 6 dist:" & ABS(Flipper.x - ball.x)
    End If 
End Sub

And:
 

Sub FlipperTricks (Flipper, FlipperPress, FCount, FEndAngle, FState, FSubDelay) 
	Dim Dir
	Dir = Flipper.startangle/Abs(Flipper.startangle)	'-1 for Right Flipper

	FSubDelay = GameTime
	'debug.print "fcount is" & FCount & " - " & Abs(Flipper.currentangle) & ":" & Abs(Flipper.endangle) & " and flipperpress=" & FlipperPress
	If Abs(Flipper.currentangle) > Abs(Flipper.startangle) - 0.05 Then
		If FState <> 1 Then
			Flipper.rampup = SOSRampup 
			Flipper.endangle = FEndAngle - 3*Dir
			Flipper.Elasticity = FElasticity * SOSEM
			FCount = 0 
			FState = 1
			'debug.print "fcount zeroed" & Flipper.currentangle & "degrees and press: " & FlipperPress
		End If
	ElseIf Abs(Flipper.currentangle) <= Abs(Flipper.endangle) and FlipperPress = 1 then
		if FCount = 0 Then FCount = GameTime

		debug.print "fcount set to" & FCount & " - " & Abs(Flipper.currentangle) & ":" & Abs(Flipper.endangle) & " and flipperpress=" & FlipperPress
		If FState <> 2 Then
			Flipper.eostorqueangle = EOSAnew
			Flipper.eostorque = EOSTnew
			Flipper.rampup = EOSRampup			
			Flipper.endangle = FEndAngle
			FState = 2
		End If
	Elseif Abs(Flipper.currentangle) > Abs(Flipper.endangle) + 0.01 and FlipperPress = 1 Then 
		If FState <> 3 Then
			Flipper.eostorque = EOST						'EOST
			Flipper.eostorqueangle = EOSA				'EOSA
			Flipper.rampup = Frampup
			Flipper.Elasticity = FElasticity
			FState = 3
		End If
		'debug.print "last check fcount set to" & FCount & " - " & Abs(Flipper.currentangle) & ":" & Abs(Flipper.endangle) & " and flipperpress=" & FlipperPress

	End If
End Sub

Edited by iaakki, 29 September 2020 - 07:01 AM.

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#280 valzi

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Posted 17 November 2020 - 08:39 PM

Is it possible to rotate the DMD?