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
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.
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 ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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...
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 ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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
Win 7 Pro 64 Bit Sp1, [email protected], 8GB DDR3 RAM
NVIDIA GeForce GTX 950 2Gb, NVIDIA GeForce GT 610 1Gb
Crucial MX250Gb Primary' Samsung 840 128 Gb Backup
Corsair CX750 PINDMD3
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.
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
My storyline of VP here: https://www.youtube....reJRTR-yLRUxrH3
Posted 03 February 2015 - 08:44 PM
"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
Posted 03 February 2015 - 09:32 PM
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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