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Lost in Space VP912 v1.0 FS


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#21 htamas

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Posted 29 May 2012 - 03:26 PM

QUOTE (maceman @ May 29 2012, 06:10 AM) <{POST_SNAPBACK}>
Is there just a static BG currently?

Yes, there is.

#22 luvthatapex

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Posted 29 May 2012 - 03:29 PM

Here is one I made for the cabinet (no speaker grill).


QUOTE (htamas @ May 29 2012, 11:26 AM) <{POST_SNAPBACK}>
QUOTE (maceman @ May 29 2012, 06:10 AM) <{POST_SNAPBACK}>
Is there just a static BG currently?

Yes, there is.

Attached Files



#23 kiwi

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Posted 29 May 2012 - 06:38 PM

The ball gets stuck to the right of the bumper.



Thanks

Max

#24 luvthatapex

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Posted 29 May 2012 - 07:36 PM

I am going to work on a lite version for people having trouble with the alpha ramps.
The main ramps will still be transparent, but I'll set most of the other ramps to acrylic or solid.


#25 luvthatapex

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Posted 30 May 2012 - 12:29 AM

OK. I removed 1/2 of the alpha ramps and redid the transparency colors to more closely match the real ramps.
I also adjusted the physics some more and removed the clear plastic edges. This should make the game fast for you.

Let me know. Version 1.02 uploaded to the new releases.
Here is a new screenprint.

LTA

Attached Files

  • Attached File  LIS.jpg   1.09MB   52 downloads

Edited by luvthatapex, 30 May 2012 - 12:29 AM.


#26 The Loafer

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Posted 31 May 2012 - 06:11 AM

Hi LTA,

Thanks for the update. The download page still says 1.01 though and the table still plays clunky for some reason. Do you know if the update to your table uploaded properly?

#27 luvthatapex

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Posted 31 May 2012 - 10:34 AM

Download page should identify the new version correctly as 1.02 now.
The ramps are darker blue now and more closely match the game and since 1/2 of the alpha ramps are gone you should notice a difference.
Perhaps download it again and try.

QUOTE (The Loafer @ May 31 2012, 02:11 AM) <{POST_SNAPBACK}>
Hi LTA,

Thanks for the update. The download page still says 1.01 though and the table still plays clunky for some reason. Do you know if the update to your table uploaded properly?



#28 Flying Dutchman

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Posted 31 May 2012 - 11:37 AM

Thanks!

Cheers,
FD.

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#29 kiwi

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Posted 01 June 2012 - 04:27 PM

To the left table with Alpha Wire Ramps and to the right with Solid Wire Ramps.
The two images are the same, the color of the ramps does not change, but the frames are more with Solid Wire Ramps.



Max

Edit: To the right image, also the ramp under is solid.
I did this test with the Alpha Ramp Accuracy slider to the right.

Edited by kiwi, 02 June 2012 - 07:14 AM.


#30 The Loafer

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Posted 01 June 2012 - 10:02 PM

Yeah, I can confirm the frame rate with the solid wire ramps is much improved, playable, rather than using the alpha wire ramps. Still not 60fps but very playable.

Edited by The Loafer, 01 June 2012 - 10:03 PM.


#31 luvthatapex

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Posted 01 June 2012 - 11:24 PM

ok, I changed the wire ramps to SOLID and reuploaded. Hopefully everyone can play this now.

Regards,
LTA

QUOTE (The Loafer @ Jun 1 2012, 06:02 PM) <{POST_SNAPBACK}>
Yeah, I can confirm the frame rate with the solid wire ramps is much improved, playable, rather than using the alpha wire ramps. Still not 60fps but very playable.



#32 The Loafer

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Posted 02 June 2012 - 12:51 AM

and voila! Everything is nice and smooth now. In fact, it's smoother than on the one I edited for testing purposes (and I had set the bottom wire ramp to solid too!).

I have to say, you are a gentlemen and a scholar to take the time to provide these attempts at making it run smoother, when it was already running well on your own system. Know that we appreciate it!

#33 clyde

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Posted 02 June 2012 - 04:41 PM

Does the spinning disk work on this table? I haven't seen it spin not the first time.

#34 CaptainNeo

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Posted 02 June 2012 - 06:03 PM

I don't think it actually shows spinning graphics, but the ball will react like it should. I'll DL the new one and give it a shot. Nice work. Glad you put the time in on this. It's not the best game in the world, but it's fairly rare and the last game SEGA made, so it's nice to be able to play it like this.

smile.gif

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#35 destruk

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Posted 02 June 2012 - 07:59 PM

QUOTE (clyde @ Jun 2 2012, 10:41 AM) <{POST_SNAPBACK}>
Does the spinning disk work on this table? I haven't seen it spin not the first time.


It worked on the previous versions of the table.
When copying/editing existing table scripts, be sure the settings for vpm are kept exactly the same as the table that worked.
In this case, .HandleMechanics=0 was removed, which causes the turntable animation to break.


Put this into the script at line 150
.HandleMechanics=0

And the animation will work again as you are telling vpm to not handle the playfield toys for the machine, you are handling it manually (like the previous table revisions do)
This is required for most games with custom scripted mechanics handlers. When Solenoid 17 turns on, the custom scripted mechanic handler turns on and updates the graphical representation of the spin disc, as well as enabling the turntable for physics calculations (which is what it should be doing).

You should also delete wall28 - it doesn't server any purpose being there.... smile.gif

Edited by destruk, 02 June 2012 - 08:00 PM.

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#36 The Loafer

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Posted 02 June 2012 - 08:09 PM

Well, the spinning disc works now and I have to say, that's quite a unique way to start a multiball!!!

#37 destruk

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Posted 02 June 2012 - 08:50 PM

Yeah, Twister does it the same way. It is complex and difficult to set up and get working reliably - even on real machines sometimes it lets a ball or two go 'prematurely' so that's probably why it's not done this way in newer games.

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#38 luvthatapex

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Posted 02 June 2012 - 09:20 PM

ok, changes made and table re-uploaded.
Thanks destruk for the fixes!

LTA

QUOTE (destruk @ Jun 2 2012, 03:59 PM) <{POST_SNAPBACK}>
QUOTE (clyde @ Jun 2 2012, 10:41 AM) <{POST_SNAPBACK}>
Does the spinning disk work on this table? I haven't seen it spin not the first time.


It worked on the previous versions of the table.
When copying/editing existing table scripts, be sure the settings for vpm are kept exactly the same as the table that worked.
In this case, .HandleMechanics=0 was removed, which causes the turntable animation to break.


Put this into the script at line 150
.HandleMechanics=0

And the animation will work again as you are telling vpm to not handle the playfield toys for the machine, you are handling it manually (like the previous table revisions do)
This is required for most games with custom scripted mechanics handlers. When Solenoid 17 turns on, the custom scripted mechanic handler turns on and updates the graphical representation of the spin disc, as well as enabling the turntable for physics calculations (which is what it should be doing).

You should also delete wall28 - it doesn't server any purpose being there.... smile.gif



#39 CaptainNeo

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Posted 03 June 2012 - 02:19 AM

QUOTE (destruk @ Jun 2 2012, 03:50 PM) <{POST_SNAPBACK}>
Yeah, Twister does it the same way. It is complex and difficult to set up and get working reliably - even on real machines sometimes it lets a ball or two go 'prematurely' so that's probably why it's not done this way in newer games.


I agree. I've played a lot of Twisters in RL, and none of them worked correctly on the multiball linking startup. But most of them were POS's from super auctions, so take that for what it's worth.

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#40 clyde

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Posted 03 June 2012 - 02:08 PM

Thanks for the update LTA! Here's some desktop settings i threw together this morning if anyone wants to try them out.

Inc=52
Fov=46
Layback=0
XY Rot.=360
X Scale=1.35
Y Scale=1.35
X Offset=-6
Y Offset=0