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America's Most Haunted


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#281 arngrim

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Posted 11 August 2015 - 07:16 PM

just tried the latest version, small remark, the drain sound must not use soundfx as that sound is not replaced by a force feedback sound, and that sound in soundmanager must not be sent to bgout as it is a mech sound.

 

and there is a big problem that the shaker gets activated at the start of a game and never stops, will check how to fix that



#282 freneticamnesic

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Posted 11 August 2015 - 07:18 PM

Yes of course balls will pass through the ghost  :db:


I don't know what kind of mechanical sound could possibly replace a ball drain sfx........



#283 arngrim

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Posted 11 August 2015 - 07:37 PM

currently none, not all the sounds are replaced by force feedback, such as ball drops, rubbers, analog plunger, coin, ball rolling, afair

 

omg the force feedback is screwed, DOF users, don't use the table until i review the dof config according to the new table, like the shakers never stops, i'm not responsible of what can happen :s

 

fren, and shoopity, please involve me when they are so many changes

 

it took me a lot of time to do it, i don't know when i can finalize the review, i don't have much time right now for vp



#284 STAT

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Posted 11 August 2015 - 08:01 PM

Yes, had now the Error again, was on a (example) 2 Player Game ...
"player = player + 1" is the fix, maybe ... Edit: later: 4 Player Game, Player 2 had the Error


Edited by STAT, 11 August 2015 - 08:32 PM.


#285 freneticamnesic

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Posted 11 August 2015 - 08:06 PM

You have the original working DOF. You have the new code. It would be so easy to fix it (seriously, 15 minutes max), you could have just PM'd me and said hey DOF doesn't work, instead it's such a burden for you, you'd rather just panic and blame us for not involving you in the build. How about you just come up with a better way to implement DOF in tables like this? But forget that

 

I'm done. This is it, that's me burnt out. It's too much and I no longer have anything nice to say. I do this shit for me.



#286 Outhere

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Posted 11 August 2015 - 08:16 PM

 

Thanks guys for the help. I have done it both ways >>Run as admin>>>>C:\XDMD\XDMD Demo\bin\Release ,,,,,Visual Pinball\UltraDMD,,,,,amh-reg file and on each I do get them registered successfully show's that in the dos window command promt, All files are where they should be, unblocked, But crash's when trying to start the table. Even if I double click the ultradmd.exe file outside of vpx I get the same crash error. Running windows xp if that matters

 

I just installed UltraDMD on a computer running XP it seems to be working fine... I do not have the pinball set up on that computer so I can not try it in the game

Attached Files


Edited by Outhere, 11 August 2015 - 08:17 PM.


#287 STAT

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Posted 11 August 2015 - 08:18 PM

(?) whats up here ... i test the table like a Monster ;) hmm :(

Just a Little Thing, Fren, for stop at 4 Player by Add One:

11476: if

11477: 'if


Edited by STAT, 11 August 2015 - 08:25 PM.


#288 arngrim

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Posted 11 August 2015 - 08:48 PM

sorry that you take it that way, if it was a SS table, i wouldn't be worried at all, there is no need to change the mapping

 

but an EM or original table, there are spots when we tell that a toy can start to fire and others where we say we stop that toy, example for the shaker not stopping, the event to stop the shaker has been removed 'DOF 113, 0'

 

it is not by pm that i can warn DOF users to not use the latest version until the DOF config is synced, and i don't come that often recently to know that there was a new version, it is just a coincidence.

 

i'll start to review the table tomorrow, let's see how far it goes  

 

If someone knows a better way to implement DOF without recreate the framework (which is not open source so), i'll be pleased to hear it



#289 gStAv

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Posted 11 August 2015 - 09:11 PM

I have updated America's Most Haunted VPX with a lot of new additions by Shoopity. He's worked a lot and updated the code to the latest version. I've been back and forth with him addressing various bugs for a few days now and I think this is pretty solid now. There's more animations in the game and more features, more lighting (there's a lightning feature when you make certain shots) along with the progress bar which looks to be fully working. Again, this code is all his conversion from the original Ben Heckendorn code. It's pretty crazy. I've also tweaked the skill shot/basement and as far as I can tell, no ball should get stuck here. It never works that easily, but let me know if you get stuck. It will help to know where it's coming from!

I've also tweaked the lighting a little bit. It should be a bit more atmospheric which highlights things like the lightning lighting. I also added the new wall guides.

 

Also, of course, thanks for all the work that UltraPeepi has been doing on UltraDMD that makes this whole experience.

And thanks to the VPX devs for the work they've been doing that makes this table look the way it does. I'm really just a guy with a glue gun here lol.

Oh and naturally thanks to Ben Heck for this fantastic original themed table that's a refreshing change from the norm.

 

Enough ass kissing, let's get to the new build

 

Here's the download link

 

 

 

Hey Fren! Late to the party and the link seems to be down atm.  :console:

Looks simply outstanding by the pics


3rs054-6.png


#290 Shoopity

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Posted 11 August 2015 - 09:44 PM

A temporary fix for the time being for DOF is to simply comment out the inside of the DOF routine.  I wouldn't say "Don't play this table," I would say just turn off the DOF for the time being.

 

Lots of DOF stuff was lost due to complete change in how the code was done.  I don't know if it's common or not for most physical pinball machines, but one key difference between a real machine and virtual is that a real machine is cycles based while a virtual machine is (or can be) event based.  On a real machine, nothing happens when a ball rolls over a switch other than closing/opening an electrical circuit; that means the processor has to check the state of that (and every) circuit every cycle and run certain code depending on that state.  In VP, you simply have _Hit event that runs the code.

 

When I worked on the table originally, I wasn't sure if VP could handle doing all that code 100 times per second (or 1000 times every second for VPX).  But, when I decided to update to version 20 I decided I may as well give a try to see what happens.  One example is the lighting.  In the previous version I tried to interpret the code as best I could and broke it out into its own timer; in this version I left it in the Housekeeping routine, which gets run 1000 times every second, and so does the Timers routine.  This choice led to, I believe, a much closer representation of the real code since my poor interpretation wasn't getting in the way.

 

The point, the code wasn't just updated with new rules, it was completely re-done from the original code, so lot's of DOF stuff got left out.  I tried to incorporate as much as I could (like flippers), but missed some stuff (like the bumpers since I swtiched from writing code for each bumper's _Hit event and wrote it only once for the Collection's _hit event).

 

I believe the mere fact that this table isn't available in the official VP Downloads section is enough for even the average user to understand this is a Work In Progress, to download at your own risk, to not just be understanding of bugs but to actually expect them.  Nobody should hold anyone "accountable" for undesired behavior of any system


(?) whats up here ... i test the table like a Monster ;) hmm :(

Just a Little Thing, Fren, for stop at 4 Player by Add One:

11476: if

11477: 'if

Stat, I have a huge amount of respect for anyone who speaks more than one language, and I will never insult someone who doesn't speak my language that well, but I am having the darndest time understanding what you're saying/asking here. ;-)

A) Have you applied the "player = player + 1" fix and are you still experiencing the crash; if so is it every time?

B) Are you only experiencing this crash with 4 players?

C) It appears you're trying to give some line numbers, but in my code, these line numbers don't correspond to anything in particular (they're lines in the flipper routines)



#291 arngrim

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Posted 11 August 2015 - 10:11 PM

what we can do to shut down force feedback is commenting the 2 lines in bold below
 
Sub DOF(dofevent, dofstate)
If B2SOn = True Then
If dofstate = 2 Then
Controller.B2SSetData dofevent, 1:Controller.B2SSetData dofevent, 0
Else
Controller.B2SSetData dofevent, dofstate
End If
End If
End Sub
 
i just want to add that having bugs in vp software and force feedback hardware are 2 different things, there is a minimal but probability that you can burn a ledwiz for example if some toys are running too long, and if they are badly wired or protected, i have no control about that last part but at least i always make sure that i test the em and original tables with the dof configs that i provide in order to minimize the risk.
 
That being said, and your AMH table is a unique table in the sense that it has improved drastically, and consequence need a review/upgrade/fix of the DOF because of all the changes in the script, never had to do that before.
 
i'll do my best to provide an upgrade to the table and the dof config.
 
Cheers and love


#292 STAT

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Posted 11 August 2015 - 10:30 PM

aem i would say, i am surprise, while i test the table ... and Fren say " i'm done " ... and will go ...

 

About the 4 Players, if you add one up to 4, for now it dont stop at Player 4,

so you have to edit the Lines 11 476 / 11 477 to un/coment ... for check max. Players

 

Yes, i have edited... player + 1 ... then, i had an Error about "lights" at a 4 Player Game ... it isnt the complete fix.

And, had it with different Players: 1 - 4 ...

 

My Cab is off for now, of course i will test it more tomorrow !

 

Btw. its a very nice Table, and a great Work by you and Fren ... i would help a bit with Reports to make it perfect ;)

And for my last answers: i had some stress last Hours, i was between a Footballmatch at TV, my Wife goes crazy, my Cat is away from home,

and my Beer was warm ... and the Table give me some Errors ... thats all lol


Edited by STAT, 11 August 2015 - 10:40 PM.


#293 Shoopity

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Posted 11 August 2015 - 10:56 PM

Actually, if you look at the notes for version on Ben Heck's site, you see that he added a functionality to remove players:

Revision 20 – 5/28/15

In free play mode, pressing Start after adding 4 players allows you to remove any players who haven’t yet started their ball.

This is done so people don't just spam four players and now you're stuck having to drain 12 balls just to reset.  If you push the start button a 5th time, you'll go back down to however many people have had a ball served to them.  For example:

You start the table, push Start 5 times, you'll have one player

You start the table, push Start 4 times, player 1 plays a ball and drains, then player 2's ball gets served, pushing start now will remove players 3 and 4

 

Are you sure it's the exact same error?  There currently is still an intermittent, hard-to-track bug with strobing lights that happens around line 9634.  Let's make sure we're talking about the same error her (they're both Out of Range Errors); give me the name of the sub routine the error was in (e.g. in the screenshot of the error you posted earlier, that was in the loadLamp routine).



#294 STAT

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Posted 11 August 2015 - 11:05 PM

Ok, about the Players, i didnt know that before, so i thought, it can be something with the "Errors" ...

But i would prefer to stop at Player 4, hm ok.

 

About the Errors as i said, i think it was the Same, but at another Line, anything with "Lamp",

and can check this tomorrow.


Edited by STAT, 11 August 2015 - 11:07 PM.


#295 sliderpoint

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Posted 12 August 2015 - 03:16 AM

Table download  link is missing the files....

 

or maybe I have to do something with mega now in order to see the files?

 

 

-MIke



#296 Ben Logan

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Posted 12 August 2015 - 04:47 AM

Arngrim, fren, and esteemed company -- just want to thank you gentlemen for your hard work. Been following this thread with interest for weeks. We appreciate you devs!

#297 arngrim

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Posted 12 August 2015 - 05:12 AM

sliderpoint, please comment the dof calls like i suggest in the table link you provide, if not already done, i will reactivate it after redone and test

#298 hauntfreaks

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Posted 12 August 2015 - 05:54 AM

I've gotten this error a couple times in the new build....

post-73849-0-71471400-1439358727.png

Attached Files


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#299 STAT

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Posted 12 August 2015 - 07:20 AM

Good Morning from Austria,

 

now i played some 1,2,3 and 4 Player Games again ... nothing about the Errors until now:

its the same as hauntfreaks Error - i have deleted all the TestKeys - Lines, so i have another Error-Line.

As you can see, it was on a Scene, where you have to shoot down a "Police Ghost", and after Ball Drain comes the Error ... (1Player Game)

 

Before, i changed "player = player + 1"

Attached Files


Edited by STAT, 12 August 2015 - 07:29 AM.


#300 Shoopity

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Posted 12 August 2015 - 03:39 PM

I've gotten this error a couple times in the new build....

I found at least one place that's causing that error.  Did this happen after failing Prison Mode?  Just comment, or delete line 6455; it should be "light 67, 7".  There is no light 67, so I'm not even sure what it is he's trying to turn on, unless it was a mistake that doesn't throw any errors on his system.