Jump to content



Photo
- - - - -

Kings and Queens vp 9.1x


  • Please log in to reply
53 replies to this topic

#21 Pin-Pete

Pin-Pete

    Pinball Fan

  • Members
  • PipPipPipPip
  • 979 posts
  • Location:Vantaa,Korso (20 km north from Helsinki)

  • Flag: Finland

  • Favorite Pinball: Pin*Bot,Cyclone

Posted 26 October 2011 - 11:17 AM

Thanks a bunch,unclewilly.Table looks great. biggrin.gif

Greetings:Petri


#22 Sabbat

Sabbat

    The Pinball Monk

  • VIP
  • 4,510 posts
  • Location:Aberdeen, WA

  • Flag: United States of America

  • Favorite Pinball: Solar Ride, Centaur, Gorgar, Cyclopes, Fathom, Frontier, ElviraATPM, Atlantis, Hang Glider, Mystic, Old Chicago, Ed/Gordon Gottliebs

  • PS3 Gamer Tag: SabbatM
  • 360 Gamer Tag: Mions Hill


Posted 26 October 2011 - 11:50 AM

Even though I was not having a problem with slow down from the ball trough on any of the betas. Now I am, why?

I tried to disable the ball trough animation, and got this nasty bug...



6 balls....2 on apron 4 in play.


EDIT: This bug happens when you try to disable / enable the trough mid game.

EDIT 2: Possibly another bug...if you play a game and beat your highscore. No matter how many credits you pump in, you can't start a new game.

Edited by Sabbat, 26 October 2011 - 12:32 PM.

If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#23 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,170 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

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



Posted 26 October 2011 - 04:36 PM

Well all the screws are in place, giving.this one.more day and ill release the fs version and the update.

"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


#24 Sabbat

Sabbat

    The Pinball Monk

  • VIP
  • 4,510 posts
  • Location:Aberdeen, WA

  • Flag: United States of America

  • Favorite Pinball: Solar Ride, Centaur, Gorgar, Cyclopes, Fathom, Frontier, ElviraATPM, Atlantis, Hang Glider, Mystic, Old Chicago, Ed/Gordon Gottliebs

  • PS3 Gamer Tag: SabbatM
  • 360 Gamer Tag: Mions Hill


Posted 26 October 2011 - 05:08 PM

Thanks UW, sorry for not catching that earlier but I hadn't needed to change the animation mid game before.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#25 swallis7

swallis7

    Hobbyist

  • Members
  • PipPip
  • 42 posts

  • Flag: United States of America

  • Favorite Pinball: Black Knight, Firepower

Posted 26 October 2011 - 09:13 PM

Beautiful table as always. Thanks!

Is this set up for widescreen? What should I change so it looks right on my 4:3 monitor?


When you go to the Options menu and disable the menu, what menu gets disabled?


The plastics were in the wrong place so I disabled Hardware Acceleration and restarted VP (this fixes the problem on my other tables) and I have this problem with the flippers. The flippers look and work fine, but these three little flipper top graphics stay above them.
Intel Pentium 4 2.66ghz, 1.5gb ram, Radeon 9550 256mb, WinXP SP3


Edited by swallis7, 27 October 2011 - 04:57 PM.


#26 maceman

maceman

    Home Pinball Machine Collector/ Restorer

  • VIP
  • 2,271 posts
  • Location:Canada, Eh!

  • Flag: Canada

  • Favorite Pinball: ....**Haunted House**....



Posted 26 October 2011 - 10:52 PM

QUOTE (Sabbat @ Oct 26 2011, 07:10 AM) <{POST_SNAPBACK}>
QUOTE (maceman @ Oct 25 2011, 09:07 PM) <{POST_SNAPBACK}>
I found one potential problem you may or may not want to fix...not that anyone would do this(except for me-he hee), is that you can add balls to the trough while a ball is in play already.

Not sure why that is an issue to be honest, other than if you accidentally added balls or something, after 2 balls in trough it is stuck.

Just tried this on my better system, it looks amazing. What a piece of art. Plays fantastic!!


not a problem at all. All EM's up until the 70's or so had manual levers you pushed in to put a ball into play. You could play 1 ball or all of your balls at once.



Yeah, my Super Star pinball downstairs from Simpson Sears has a manual lever. It is how the kids play multiball:) The difference i guess is that we can launch 3 balls in the trough here at home, but in VP, after 2 it gets stuck. Give it a try smile.gif

UW, Thanx for the FS a-comin'!!!!



________________________________________________________________________________
Canada Eh!
hm_avatar.pngss_avatar.jpg MODS ys_avatar5.jpggenie_avatar.pngj2o_avatar.png

#27 sast05

sast05

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United States of America

  • Favorite Pinball: scuba

Posted 28 October 2011 - 03:14 AM

Just got through playtesting "Kings and Queens". Fixed some bugs related to the specials and made some changes to the bells and scoring to make it play more like the real machine. Now the table is "super" compared to the old VP8 version. Heres a list of things to change to fix the bugs and make the scoring more realistic.

Recomendations after Playtesting:

First go into the editor and change the "AKick" timer interval to "125".
Next change the "KKick" timer interval to "125".
Next change the "QKick" timer interval to "125".
Next change the "JKick" timer interval to "125".
Next drag a new timer from the editor menu to just outside the left edge of the table.
Give the new timer the name: "FivePoint" and make the timer interval equal to "200".
Make sure timer enabled is unchecked.

Next go to the script and make these changes:

Add "flag" to list of dimensioned variables.

'Variables
Dim xx,flag

Initialize "flag" to zero

Menu = 0: TE = 0: OD=0 :flag=0


These changes to the saucer/kickers allow the proper # of bells to sound depending
on how many lamps are lit in the column. The bells are syncronized to the enabled
contacts on the motor driven cam. The bells are also syncronized to the incrementing
scoring reels. All the bell tones occur during the time interval of "MotorShort1S".


In the AKick_Hit subroutine delete the lines that include "addscore(10)".
You are left with:

else

Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(17)>0 then
Special
SetLamp 17, 0
End If
PlaySound "kicker_enter"
End if
End Sub


In the AKick_Timer subroutine change it to the following:

Sub AKick_Timer()
AKick.UserValue=AKick.UserValue+1
If AKick.UserValue=1 then AddScore(10):playsound "bell10"
If AKick.UserValue=2 and LampState(21)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=3 and LampState(22)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=4 and LampState(23)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=5 and LampState(24)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=6 then
AKick.Kick 89, 9
PlaySound "scoopexit"
AKick.UserValue=0
AKick.TimerEnabled=0
End If
End Sub

Repeat the deletions and additions for:

else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(18)>0 then
Special
SetLamp 18, 0
End If
PlaySound "kicker_enter"
end if
End Sub

Sub KKick_Timer()
KKick.UserValue=KKick.UserValue+1
If KKick.UserValue=1 then AddScore(10):playsound "bell10"
If KKick.UserValue=2 and LampState(25)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=3 and LampState(26)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=4 and LampState(27)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=5 and LampState(28)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=6 then
KKick.Kick 89, 9
PlaySound "scoopexit"
KKick.UserValue=0
KKick.TimerEnabled=0
End If
End Sub

else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(19)>0 then
Special
SetLamp 19, 0
End If
PlaySound "kicker_enter"
End if
End Sub

Sub QKick_Timer()
QKick.UserValue=QKick.UserValue+1
If QKick.UserValue=1 then AddScore(10):playsound "bell10"
If QKick.UserValue=2 and LampState(29)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=3 and LampState(30)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=4 and LampState(31)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=5 and LampState(32)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=6 then
QKick.Kick 89, 9
PlaySound "scoopexit"
QKick.UserValue=0
QKick.TimerEnabled=0
End If
End Sub

else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(20)>0 then
Special
SetLamp 20, 0
End If
PlaySound "kicker_enter"
end if
End Sub

Sub JKick_Timer()
JKick.UserValue=JKick.UserValue+1
If JKick.UserValue=1 then AddScore(10):playsound "bell10"
If JKick.UserValue=2 and LampState(33)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=3 and LampState(34)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=4 and LampState(35)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=5 and LampState(36)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=6 then
JKick.Kick 89, 9
PlaySound "scoopexit"
JKick.UserValue=0
JKick.TimerEnabled=0
End If
End Sub


Change the Bell PlaySound in the Left and Right Passive hit subs to "bell1000".
(so they won't be the same as the on the 100 tone)

Sub LPassive_Hit()
finalspeed=SQR(ActiveBall.velx * ActiveBall.velx + ActiveBall.vely * ActiveBall.vely)
if finalspeed > 11 then PlaySound "rubber" else PlaySound "rubberFlipper":end if
If tilted=1 then Exit Sub
If BumpState=1 then
AddScore(10):BumpLightsOff
else
AddScore(1):BumpLightsOn
end if
PlaySound "bell1000"
End Sub

Sub RPassive_Hit()
finalspeed=SQR(ActiveBall.velx * ActiveBall.velx + ActiveBall.vely * ActiveBall.vely)
if finalspeed > 11 then PlaySound "rubber" else PlaySound "rubberFlipper":end if
If tilted=1 then Exit Sub
If BumpState=1 then
AddScore(10):BumpLightsOff
else
AddScore(1):BumpLightsOn
end if
PlaySound "bell1000"
End Sub


Changes the Rollover Subs so there is no "buzz" or "MotorLeer" when table is tilted. Also
changes scoring and sound so you first hear the buzz on hit, then you hear 5 bells syncronized
with the scoring reels in the time duration of the motor leer on the unhit. (FivePoint Timer Routine). This
more closely duplicates the scoring with motors and cams on the old electromechanical tables.

'Rollover & Ramp Switches
'Rollovers
Sub tjd_Hit()
tjda.IsDropped=0
If Tilted = 1 then Exit Sub
Playsound "buzz"
SetLamp 10, 0:SetLamp 35, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjd_UnHit()
tjda.IsDropped=1
If Tilted = 1 then Exit Sub
Playsound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tqd_Hit()
tqda.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 11, 0:SetLamp 31, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqd_UnHit()
tqda.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tkd_Hit()
tkda.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 12, 0:SetLamp 27, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkd_UnHit()
tkda.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tkh_Hit()
tkha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 14, 0:SetLamp 25, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkh_UnHit()
tkha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tqh_Hit()
tqha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 15, 0:SetLamp 29, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqh_UnHit()
tqha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tjh_Hit()
tjha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 16, 0:SetLamp 33, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjh_UnHit()
tjha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tkc_Hit()
tkca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 7, 0:SetLamp 28, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkc_UnHit()
tkca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tks_Hit()
tksa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 9, 0:SetLamp 26, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tks_UnHit()
tksa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tah_Hit()
taha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 3, 0:SetLamp 21, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tah_UnHit()
taha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tqs_Hit()
tqsa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 4, 0:SetLamp 30, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqs_UnHit()
tqsa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tqc_Hit()
tqca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 5, 0:SetLamp 32, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqc_UnHit()
tqca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tad_Hit()
tada.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 6, 0:SetLamp 23, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tad_UnHit()
tada.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tjs_Hit()
tjsa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 1, 0:SetLamp 34, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjs_UnHit()
tjsa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tjc_Hit()
tjca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 2, 0:SetLamp 36, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjc_UnHit()
tjca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tac_Hit()
taca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 0, 0:SetLamp 24, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tac_UnHit()
taca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

Sub tas_Hit()
tasa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 13, 0:SetLamp 22, 1
If LampState(8)>0 then
Special
Else
CheckSpecial
End If
BumpLightsOn
End Sub
Sub tas_UnHit()
tasa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub

On the latest table release, it is impossible to score replays in the saucer kickers or on the upper "Ace" rollover.
The following changes fix that: (change <0 to =1 and add missing line to enable Club to equal 1)

Sub CheckSpecial()
Dim x
Ace=0:King=0:Queen=0:Club=0
If LampState(21)=1 and LampState(22)=1 and LampState(23)=1 and LampState(24)=1 Then Ace=1
If LampState(25)=1 and LampState(26)=1 and LampState(27)=1 and LampState(28)=1 Then King=1
If LampState(29)=1 and LampState(30)=1 and LampState(31)=1 and LampState(32)=1 Then Queen=1
If LampState(33)=1 and LampState(34)=1 and LampState(35)=1 and LampState(36)=1 Then Jack=1
If LampState(24)=1 and LampState(28)=1 and LampState(32)=1 and LampState(36)=1 Then Club=1

It sounded like on the original machine a different bell would sound whenever the 100s scoring reel advanced
to the next digit. This change along with the "BellOnThe100" sub at the end of the script will do it.


**********Scoring*********

Sub AddScore(points)
If Tilted=0 then
Score=Score+Points
ScoreReel.AddValue(Points)
BellOnThe100
If Score>8999 then
D1000.SetValue 9


Sub FivePoint_Timer()
FivePoint.UserValue=FivePoint.UserValue+1
If FivePoint.UserValue=1 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=2 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=3 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=4 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=5 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=6 then
FivePoint.UserValue=0
FivePoint.Enabled=0
End If
End Sub

Sub BellOnThe100
If score>99 then
If flag=0 then
If score>(int(score/100)*100)-1 then
If score < (int(score/100)*100)+10 then
playsound "bell100":flag=1
End If
End If
End If
End If
If score>(int(score/100)*100)+9 then
flag=0
End If
End Sub

I tried to get the scoring and bells similar to the games that are being played on "you Tube".
Hope the bug fixes and changes help out.

Edited by sast05, 28 October 2011 - 09:22 AM.


#28 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,170 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

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



Posted 28 October 2011 - 10:12 PM

Thanks. I basically just used popottes rules coding as i know nothing about this table. Ill update with these changes then put out the fs


"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


#29 sast05

sast05

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United States of America

  • Favorite Pinball: scuba

Posted 29 October 2011 - 10:45 AM

To watch a "Kings and Queens" table being played for real go to this you tube video...


#30 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,170 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

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



Posted 29 October 2011 - 10:47 AM

I appreciate the help

"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


#31 sast05

sast05

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United States of America

  • Favorite Pinball: scuba

Posted 29 October 2011 - 11:45 AM

Thanx,
Found one more minor bug- The replay levels reset during initialization when the table first loads but
they do not reset when you play any additional games. Just make ReplayToReach=1 in this sub.

Sub ResetForNewGame()
Score=0:Drained=0:Tilted=0:TroughCount=0:ReplayToReach=1
ScoreReel.ResetToZero
AddScore 0
TiltSensor=0:BallLifted=0
AllLampsOff
BulbMP=0:LightMP(BulbMP)
BallDiv.IsDropped=1:PlaySound "initialize"
BumpLightsOn
For xx = 0 to 7:SetLamp xx, 1:next
For xx = 9 to 16:SetLamp xx, 1:Next
End Sub

#32 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,170 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

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



Posted 29 October 2011 - 11:58 AM

Thanks once again. Maybe you can be on my testing team for the next table i make. I have a few ers on my list coming up. You know more about the rules and how the ems work


"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


#33 sast05

sast05

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United States of America

  • Favorite Pinball: scuba

Posted 29 October 2011 - 12:39 PM

QUOTE (unclewilly @ Oct 29 2011, 11:58 AM) <{POST_SNAPBACK}>
Thanks once again. Maybe you can be on my testing team for the next table i make. I have a few ers on my list coming up. You know more about the rules and how the ems work


I have just as much fun analyzing a table as I do playing a table.
When I was in my teens, I'm 56 years old now, I had a 1959 era
Gottlieb's "Silver" Electro-mechanical machine. I tinkered with it
and modified it the point where I'm not sure I'd ever be able to
restore it to original condition. In any case, I learned how the motors
and cams worked inside, to create the scoring, bells, and game features.
It's hard to re-create electro-mechanicals accurately because the rules are
not controlled by a ROM, but by the actual relays, solenoids, contacts, and motor
driven cams with contacts inside. The only and I repeat only way to make a table
totally accurate is to have the "schematic ladder diagrams" and to analyze it
thoroughly. A very tedious process. I'm an electronics technician and PLC programmer
by trade and spend most of my time in a production environment, repairing circuit boards
so understanding the schematics is easy for me, but for the average person, there
is a learning curve.
If you need an additional playtester, leave me a message w/ specifics on how to communicate
back and forth.

#34 FDSystems

FDSystems

    Eclectic end-user

  • Charter Member
  • 2,477 posts
  • Location:Bahia

  • Flag: Brazil

  • Favorite Pinball: I will have to find out again.............

Posted 29 October 2011 - 10:45 PM

Thanks a lot sast05. otvclap.gif Great to have people like you with the skills & knowledge you have, & willing to share it to make the tables better & better. otvclap.gif dblthumb.gif

Edited by 1234fd, 29 October 2011 - 10:45 PM.

From Brasil. Updated version of 1234fd



#35 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,170 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

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



Posted 29 October 2011 - 10:47 PM

I should have the update and fs table ready on Sunday. Having a long work week. Sorry for the wait

"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


#36 Sabbat

Sabbat

    The Pinball Monk

  • VIP
  • 4,510 posts
  • Location:Aberdeen, WA

  • Flag: United States of America

  • Favorite Pinball: Solar Ride, Centaur, Gorgar, Cyclopes, Fathom, Frontier, ElviraATPM, Atlantis, Hang Glider, Mystic, Old Chicago, Ed/Gordon Gottliebs

  • PS3 Gamer Tag: SabbatM
  • 360 Gamer Tag: Mions Hill


Posted 29 October 2011 - 10:50 PM

no prob unclewilly, this is totally playable until then.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#37 settingsons

settingsons

    Pinball Fan

  • VIP
  • 959 posts
  • Location:Switzerland

  • Flag: Switzerland

  • Favorite Pinball: Terminator 2 and many EM machines



Posted 29 October 2011 - 11:16 PM

This looks tremendous - wonderful lighting. Very much looking forward to the FS release. Thanks again

#38 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,170 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

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



Posted 31 October 2011 - 03:44 PM

Updated to 1.04

thanks to sast05 scoring and other bugs worked out

Also added screws and ornamental stuff

"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


#39 Sabbat

Sabbat

    The Pinball Monk

  • VIP
  • 4,510 posts
  • Location:Aberdeen, WA

  • Flag: United States of America

  • Favorite Pinball: Solar Ride, Centaur, Gorgar, Cyclopes, Fathom, Frontier, ElviraATPM, Atlantis, Hang Glider, Mystic, Old Chicago, Ed/Gordon Gottliebs

  • PS3 Gamer Tag: SabbatM
  • 360 Gamer Tag: Mions Hill


Posted 31 October 2011 - 03:53 PM

thanks for the update uw
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#40 DedRok_V

DedRok_V

    Crazed Pinball Wizard (Australia's Former #1)

  • Platinum Supporter
  • 2,238 posts
  • Location:Newcastle, Australia

  • Flag: Australia

  • Favorite Pinball: Avengers Blue LE : Judge Dredd : Cosmic Princess

Posted 31 October 2011 - 04:02 PM

Nice work Scott, think it's time for a game ....

QUOTE (Flying Dutchman @ Oct 26 2011, 08:52 AM) <{POST_SNAPBACK}>
Great UW! smile.gif

Looking forward to the FS version of it! wink.gif

If anyone need a HQ Backglass for it .. please let me know, I prepared a nice one .. wink.gif

Cheers,
FD.

1 order, nice quality BG please FD.




Blueprint game : up to date list http://www.vpforums....s...st&p=147107