Jump to content



Photo
* * * * * 4 votes

Monster Bash FS PcKiller dition [VP 9.x Cabinet FS]


  • Please log in to reply
357 replies to this topic

#321 bitupset

bitupset

    Pinball Fan

  • VIP
  • 540 posts
  • Location:So. Cal.

  • Flag: United States of America

  • Favorite Pinball: Cirqus Voltaire



Posted 12 June 2014 - 02:16 AM

Maybe there is a bug in the skip startup test option in pinmame. Will the table run if that is not checked

tried it checked and not checked, same thing, but then i tried running vp9_dx9_test9a, and it complained about no rom, check rom path, so i checked the paths, all were fine.  then i try vp99, this time the dmd goes all the way to credits 00, with 00 at the top, the table is all lit up, but not in preview mode, dead dmd, dead lighted table, can add quarters, but doesnt add credits...very weird...

 

 

If i click off the table, the dmd goes active, then if i click back on table, the lights are different, so it is in preview mode, but only behind the scenes, nothing i can see....

 

it has to be the old 182.50 drivers....this may be my reason to finally update to win 8.1.


Edited by bitupset, 12 June 2014 - 02:25 AM.

Posted Image

#322 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 12 June 2014 - 05:52 PM

I experienced the problem with Drac again. Before starting a game he came out of his coffin - but after starting a game he stays out (and disturbs the game). I have to exit the table and load it again to get rid of this problem...
 
And one or two design enhancements requested: Frank is moving up and down extremely slow here. On the real machine it moves very fast. And when he is up, when hitting him with a ball, the arms are moving up and down a little bit! This would be cool if you could also add this feature - it's almost looking that he want to grab the ball when hitting him! :) I thinks that's also the reason why the arms are built moveable!
 
And I noticed that the purple flashers can not only flash but also pulse on the real machine. They blink, pulse and flash way more often than on the VP table.
 
Just watch this video to see all the features I'm talking about:

 
I think after this small corrections your table is certainly final! :)
 
PS: But beside these small things it looks and plays THAT similar that I really do not need to have the real machine at home... :love39:

Edited by ClarkKent, 12 June 2014 - 05:59 PM.


#323 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 12 June 2014 - 08:12 PM

Arms moving on hit I could do. Speeding frank up is just a timer interval change.
The flashers I really have no control over, that is all controled with pinmame.

I'll look into the drac issue also.
Maybe if I just have the 0 position switch on at game start it will work correctly.
I was also told that if you disable the sstartup text in pinmame it will not come out of the coffin at startup.

Haven't had time to get this in my cab yet

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#324 Shoopity

Shoopity

    Pinball Fan

  • Members
  • PipPipPipPip
  • 691 posts
  • Location:Colorado

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Contributor

Posted 12 June 2014 - 11:00 PM

UW, I haven't looked at your most recent code and I haven't done any trouble shooting just yet, but I'm fairly certain the ROM moves him if he's not in the home position.  So I have a feeling if you manually set that switch (78... 77?) to zero, it won't check.  Why he gets stuck I'm not sure.  Again if I had to guess I would say the Counter Clockwise timer gets stuck on for some reason (so if/when the Clockwise one turn on, it doesn't do anything since the CCW one just undoes any movement).  Maybe if you added some code somewhere to turn off all those timers every once in a while?

 

Also while I'm here, I was working on smoothing out the trunk on JPS's Theatre of Magic and he implements the trunk using VPM's built-in mech for the trunk.  I was looking at the source code and there appears to be some code for MB, however it's in the Prelim folder, so I don't know if that means it's not in the official DLL.  You might want to hit up Destruk to see if it's in there.  I was able to implement the spinning trunk (which spins both ways, much like Drac) using VPM's mech directly.

 

... or maybe the fact that the mech is activating both solenoids is why it's in the prelim folder?



#325 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 13 June 2014 - 05:58 AM

Arms moving on hit I could do. Speeding frank up is just a timer interval change.
The flashers I really have no control over, that is all controled with pinmame.

I'll look into the drac issue also.
Maybe if I just have the 0 position switch on at game start it will work correctly.
I was also told that if you disable the sstartup text in pinmame it will not come out of the coffin at startup.

Haven't had time to get this in my cab yet

The moving arms when hitting Frank are looking just great, aren't they? :) I think he is moving the arms because when hitting the feet they swing back (along with the whole body) a little bit so the arms are swinging forward at that moment.

 

When you speed up Frank please also speed up the corresponding targets.

 

Thanx for all! :)


Edited by ClarkKent, 13 June 2014 - 06:02 AM.


#326 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 13 June 2014 - 05:43 PM

Hi. First I have to say: awesome job!!! best looking table so far.
Runs without problems on my i5, GTX 580, ssd cab at 60 fps.

Only problem I'm having is the sound volume. Table sound is OK, voices and music are very very low. What to do?
Using 9.9

#327 LoadedWeapon

LoadedWeapon

    The Night Owl..

  • Members
  • PipPipPipPipPip
  • 2,572 posts
  • Location:South Carolina USA

  • Flag: United States of America

  • Favorite Pinball: Star Trek TNG



Posted 13 June 2014 - 05:52 PM

Hit 9 on keyboard to increase Rom sound.. if it says open door the hit the end key then press 9 then hit end again to shut door... set it to 26 so it dont distort sound

#328 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 14 June 2014 - 12:13 AM

Is this a per table/rom setting or global? Because others are fine...

#329 LoadedWeapon

LoadedWeapon

    The Night Owl..

  • Members
  • PipPipPipPipPip
  • 2,572 posts
  • Location:South Carolina USA

  • Flag: United States of America

  • Favorite Pinball: Star Trek TNG



Posted 14 June 2014 - 12:29 AM

per rom..



#330 newandy

newandy

    Hobbyist

  • Platinum Supporter
  • 32 posts
  • Location:New York

  • Flag: United States of America

  • Favorite Pinball: circus voltair

Posted 14 June 2014 - 06:04 PM

I am running VP9.9.0 and seem to have no issues with runnin any of my other tables with DOF and have the latest LED Wiz DOF INI.  When I try this table and enable DOF from the F6 menu I get no lights or feedback.  When I set DB2Son to True and save and play I get the following error

 

Line: 18

Object doesn't support this property or method: Contolter.B2SSetData

 

Any Ideas on what I am doing wrong?

Attached Files


Edited by newandy, 14 June 2014 - 06:06 PM.


#331 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 14 June 2014 - 06:12 PM

Ft does nothing but disable mechanical sounds.
The other variable in script is for the gear motor.
I don't use dof
But shouldn't it be set controller db2s.server
Ft does nothing but disable mechanical sounds.
The other variable in script is for the gear motor.
I don't use dof
But shouldn't it be set controller db2s.server

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#332 newandy

newandy

    Hobbyist

  • Platinum Supporter
  • 32 posts
  • Location:New York

  • Flag: United States of America

  • Favorite Pinball: circus voltair

Posted 14 June 2014 - 06:34 PM

Sorry man.  You are right.  it was just the "set Controller DB2S.server"

 

Sometimes you get caught up it all the new stuff and forget to check the basics.

 

Thanks!! 



#333 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 14 June 2014 - 06:49 PM

The constant name is confusing, db2son should enable b2s.server and drac with gear when true, when false, vpinmame.controller
Could be useful to script it like that for the next release

#334 bitupset

bitupset

    Pinball Fan

  • VIP
  • 540 posts
  • Location:So. Cal.

  • Flag: United States of America

  • Favorite Pinball: Cirqus Voltaire



Posted 15 June 2014 - 01:41 AM

ok, updated my cab to win 7x64.  no problems with 99 any more.  Awesome looking table UW!!!   Great work...the Fire table too!!!   So can i just run all the tables i have with the dx9 version? I'm under the impression that the 9.2.1 tables won't necessarily work properly...


Posted Image

#335 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 15 June 2014 - 01:48 AM

Most of them are ok.
A few you need to do some minor adjustments. Mostly setting the playfields transparency color to black

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#336 CJS

CJS

    Tommy with Training Wheels

  • Members
  • PipPipPip
  • 110 posts
  • Location:Australia

  • Flag: Australia

  • Favorite Pinball: My real Pinbot :) VP: America's Most Haunted, Star Trek 2013, Joker Poker, Abra Ca Dabra, AFM, Flash Gordon, ah I could go on forever

Posted 15 June 2014 - 07:16 AM

Drac looks amazing now. But unfortunately, now on my machine the fps has taken a big hit. Before the drac update - buttery smooth no lag at all. Now, it's not that playable for me any more :(

 

No probs though, it's still an awesome table, I'll go back to 2.4 though.

 

Thanks again for this amaZing table.



#337 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 15 June 2014 - 09:16 AM

The new update 2.6 has some bugs. I played some games yesterday and got pretty far. While in monster bash mode Drac jumped "of the table" :) The mesh was around 1" above the playfield. After I lost the last ball on multiball mode the game thought that a ball is still in play but it wasn't.

#338 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 15 June 2014 - 11:25 AM

That is really strange as there is nothing in the code that changes his z position.
Not even really sure how to address that issue.
Randr &as had a ball get trapped inside the coffen area once, which didn't make sence to me either since there is a wall completely around it.
I will look into and clean up the code.
I need a little break from this so I can come back and look at it fresh. Been working on it consistently for the past few months.
I also need to work out some issues with fire.
I seem to be having issues where the physics engine isn't reading collisions as balls are getting stuck in places where invisible collidable walls should have blocked the balls from even getting to

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#339 Ark Malmeida

Ark Malmeida

    Enthusiast

  • Silver Supporter
  • 147 posts

  • Flag: United States of America

  • Favorite Pinball: Cyclone, Star Wars (Data East)

  • 360 Gamer Tag: Ark Malmeida

Posted 15 June 2014 - 12:35 PM

Truly amazing work unclewilly.  Had some people over yesterday (and more today!) to celebrate finally completing my cab build and Monster Bash was what I was using as my showcase table.  Really appreciate all of the hard work.  Frank and Drac are butter smooth and the scoop kick out is a great effect.  Thanks for all you (and Randr) have been doing to really make these tables come alive!

 

I do unfortunately have one small thing to report and I'm wondering if anyone else is seeing it.  When Drac Attack gets activated, Drac comes out and does one full 'pass' back and forth and then stays in the area of the coffin after that.  If the ball comes near that area you can get a hit on him, but he never comes back out.  Is anyone else seeing this?  Could it be an nvram issue?



#340 stevegooner123

stevegooner123

    Enthusiast

  • Members
  • PipPipPip
  • 180 posts

  • Flag: England

  • Favorite Pinball: Medieval Madness

Posted 15 June 2014 - 12:38 PM

superb table unclewilly :-) but im also having trouble with drac not coming out of his coffin :-(