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#361 Outhere

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Posted 03 February 2015 - 05:57 PM

Vernesworld the dmd comes up in both designs the DT and cap, But in Monster Bash it only comes up in the cab...

The desktop version of monster mash plays pretty nice But in the cab version I get a lot of stuttering

 



#362 Shockman

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Posted 03 February 2015 - 05:59 PM

The table I built will drop two at once, and more with a glancing blow. I dont know if it makes a difference but when hit they only drop half way and call a timer to drop them the rest of the way. Of course there is actually two of them. The hit one drops below the playfield, revealing the half down one which then drops to a few pixels above the playfield. The only problem is they drop if hit from the side, and if possible would fall if hit from the back. I have spent many hours wrapping them with invisible walls to shield them there, but VPM controls them so I don't know when or where to have those walls pop back up.

 

There is actually a lot that could be done with a nice drop target object that is hard, or seems impossible to work around. That's why I beat the drum for a target object. There is one already, but it is just a clone of the wall object. It is shaped different but is even called a wall. put in a wall, wall1, put in a target, wall2, put in another wall, wall3.



#363 chepas

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Posted 03 February 2015 - 06:02 PM

Can anyone can tell me how to stop the bumpers firing on their own?


Bump maps are the new auto-tune :BDH:
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#364 Shockman

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Posted 03 February 2015 - 06:46 PM

A force of zero should do that, but it doesn't. A ring speed of zero along with it does though.


Edited by Shockman, 03 February 2015 - 06:48 PM.


#365 gtxjoe

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Posted 03 February 2015 - 06:50 PM

Dropping and raising multiple walls per target via cvpmdroptarget bank 

dtDrop.InitDrop Array(Array(T1Front,T1Shield),Array(T2Front,T2Shield)), Array(sw1,sw2)

 

 

Bumper Ring animation:  If you set Bumper Ring Speed to 0, the ring doesnt move.  I am not sure if that is the recommended way...



#366 chepas

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Posted 03 February 2015 - 06:53 PM

Cheers, I just wanted a bit more control over them. I was thinking that if I added a hit event they wouldn't fire...


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#367 Horrible

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Posted 03 February 2015 - 07:07 PM

check if you have enabled MSAA in your graphics card control panel (Antialiasing Mode in NVIDIA speak), and disable it please/set it to default.

 

Toxie

 

Thanks for the reply (I assume this was for me?) - yep, tried that, it didnt do it.  Have the same problem with UW's MB.  I'm on an old driver (9.18.13.3221) as the last time I updated it all went hoorbly wrong.

 

Do peple generally think its ok to go to a new version?  Do you think this might help?

 

H


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#368 bodydump

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Posted 03 February 2015 - 07:35 PM

The table I built will drop two at once, and more with a glancing blow. I dont know if it makes a difference but when hit they only drop half way and call a timer to drop them the rest of the way. Of course there is actually two of them. The hit one drops below the playfield, revealing the half down one which then drops to a few pixels above the playfield. The only problem is they drop if hit from the side, and if possible would fall if hit from the back. I have spent many hours wrapping them with invisible walls to shield them there, but VPM controls them so I don't know when or where to have those walls pop back up.
 
There is actually a lot that could be done with a nice drop target object that is hard, or seems impossible to work around. That's why I beat the drum for a target object. There is one already, but it is just a clone of the wall object. It is shaped different but is even called a wall. put in a wall, wall1, put in a target, wall2, put in another wall, wall3.


I've had some success in making the front face of the target a slingshot (obviously not animated) and use wall_Slingshot to initiate the drop. This way hits to the sides or back don't cause the target to drop.

#369 Shockman

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Posted 03 February 2015 - 07:44 PM

That is a great idea. gtxjoe's too.



#370 Chef Balsay

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Posted 03 February 2015 - 07:54 PM

A question for unclewilly:

 

Your Monster Bash's table for VPX is in status of WIP. When the processing of the table becomes final, which particularities it should have?

 

Chef Balsay


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#371 chokeee

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Posted 03 February 2015 - 08:35 PM

I have no shutter on MB table (only right wire ramp) but I have some "black images". The reason is WIP or maybe I have to check drivers, configuration?

image.jpg



#372 unclewilly

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Posted 03 February 2015 - 08:44 PM

Yes black images are from stuff i havent gotten to yet. It will be fine once i convert the rest of the lights and add materials.

"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


#373 Shockman

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Posted 03 February 2015 - 08:50 PM

My VPM scare was based on another table. MB runs fine except for the right ramp (I did not hit the left ramp). It's at about 57fps so almost there.



#374 toxie

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Posted 03 February 2015 - 08:55 PM

i just re-implemented the way primitives are drawn in the editor itself (rev 1627). please let me know if this is acceptable and/or if the performance impact is okay (its on the average slightly slower).



#375 Shockman

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Posted 03 February 2015 - 08:56 PM

On Monster Bash I do get a permission denied when I try to run it. Delete the options line in the script then it runs. I get an error and no save when I try to save it though. I am running VP10 as admin, and have updated the vbs scripts.



#376 chokeee

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Posted 03 February 2015 - 09:01 PM

One more thing. I have Monster Bash VP9 and it looks much better than VP10 version. I may be wrong but it looks like VP9 mb has better colours and textures. Or may be its because of WIP again ;)



#377 BigBoss

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Posted 03 February 2015 - 09:32 PM

Max pre rendered frames to 0 should run the graphics cards default, right? I think this is 3 which if I am calculating correctly will add a good 50ms of input lag. I think the default should be 1 and people need to have systems capable of running the software. Pinball is the worst environment to have input lag.

#378 Arcade4

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Posted 03 February 2015 - 10:46 PM

i just re-implemented the way primitives are drawn in the editor itself (rev 1627). please let me know if this is acceptable and/or if the performance impact is okay (its on the average slightly slower).

Where did I miss 1627?

All I see is 1623 on page 1



#379 freneticamnesic

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Posted 03 February 2015 - 10:58 PM

Any way to increase the speed of the trigger movement?



#380 Arcade4

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Posted 03 February 2015 - 11:04 PM

Monster Bash plays silky smooth for me. :)

Thanks for releasing it UW.

I did have to change the very first VarHidden in the Script to a 0 in order to get the DMD to show up.

Just took a stab in the dark with that one and it worked. lol

Now it has been so long since I have played a desktop table I need to try and remember how to rotate the DMD so it is not sideways.


Edited by Arcade4, 03 February 2015 - 11:04 PM.






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