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Medieval Madness VP915 [VP 9.x Desktop]


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#21 billyrjse

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Posted 30 August 2009 - 02:47 PM

QUOTE (jpsalas @ Aug 30 2009, 01:21 AM) <{POST_SNAPBACK}>
I see what you mean. I'll see if I find a solution. I guess by moving the wall a little to the right will do the trick or reducing/inceasing the elasticity. I'll need to try it a little more. I think the table is a bit too fast too, don't you think?

JP



Hi JP, Thank you for your attention! Can I give my honest opinion? Well, not wanting to criticize anyone, just giving my personal opinion as a pinball player. JP, I think your playfields are very, very beautiful. You know ... You're on the top of recreators and creators of the tables ... Your tables are wonderful ... and I'm your fan. Sometimes I play on a real pinball machines here in my country. And talking about the speed: The machines normally have a high speed and the ball bounces a lot. I think the tables of Visual Pinball in general (not just yours) the ball is a little slow (especially in fall) and too easy to control. The most of the tables I can get to the end or do huge scores, that on a real machine that is difficult to do. I played your attack from mars table (which I love too)...but the version it was modified by Groni... Well, being quite honest with you I found this table has excellent speed and ball movement as well. In example another table recreated by Groni that I liked: The shadow ...for me is also almost perfect in the gameplay and speed. MM has a good gameplay (very good to play) but sometimes I think it’s a little easy to keep control of the ball. This is my personal opinion and my intention here is only to help to improve the quality of the work of all with my visual knowledge and gameplay experience. Your job already is more than excellent (A +++). Congratulations to you JP for your incredible work and congratulations to the other friends of the VP forums that contribute to enlarge the site with knowledge.
Sorry for my bad english. I re-edit part of the text to be no misunderstanding
Best Regards

Edited by billyrjse, 31 August 2009 - 09:15 PM.


Big Thanks to my friend Hassanchop for this very nice dmd.

#22 Wahreez McDermot

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Posted 30 August 2009 - 07:21 PM

QUOTE (alpineswampman @ Aug 30 2009, 08:04 AM) <{POST_SNAPBACK}>
Great job on this one! Any chance of seeing a 16:9 full screen or spanned version of this table?

-Brett



There is a FS version of this table available along with several others. Just check
http://www.hyperspin...isplay.php?f=37

and you can do a search for 'table announcement' to bring up all the released tables. Lots of good FS releases there.

Also for any of JPSalas tables you can adjust the #'s for the backdrop to make them FS yourself, although they might have an issue or two. The ones released @ hyperspin have been 'professionally' done.

-Wahreez

#23 d64

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Posted 25 September 2009 - 06:14 PM

First of all: thanks for this superb table, I have played it almost every day for the past month.

However, I have to report a bug of sorts: when you are in "damsel multiball madness", balls can get stuck in the damsel tower in the upper right. I think it might happen due to there being another ball in the way, around the "sword/fight" gates? What happens is that the multiball goes on with one or two balls, and when you eventually lose those, the game will return to normal music. Then, after a while of nothing happening, it will cycle the castle and other holes for stuck balls, and this is when the stuck ball is dislodged. It is even possible to have two balls become stuck in the tower and then shoot in a third one- then after waiting for the cycling to begin, one of the three balls will fall out.

This is an irritating problem even if it does not happen too often, because it enables you to play the multiball madness mode with just one ball and "cheat" yourself into a lot of jackpots. Only other option is to deliberately lose balls which forfeits the multiball.


#24 d64

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Posted 29 September 2009 - 12:38 PM

Found another problem, but it is even less usual than the previous one. If the ball flies quite fast towards the castle gate in some unusual angle, so that it bounces to the right side of the "moat", it is possible for the ball to be trapped inside the triangle shaped box in front of the moat - ie directly behind the rightmost of the two buttons that you must hit to activate the trolls. You can even see the ball bounce a bit through the little slit above the button if you press space. The ball never come out of there though, so it's a game over when this happens.

I have had this happen twice now, I don't know if there's anything special required for it to happen, except a fast ball in an unusual angle.


#25 jpsalas

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Posted 29 September 2009 - 04:03 PM

I'll see what I can do with those errors. I'm making a new revision with the rails on the side of the table to make it completely angle independent, and I'll see to fix those bugs. Thanks for reporting them! smile.gif

JP

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#26 billyrjse

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Posted 29 September 2009 - 04:22 PM

We must thank you JP, for your attention and brilliant work! clapping.gif

Big Thanks to my friend Hassanchop for this very nice dmd.

#27 Sandro

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Posted 29 September 2009 - 07:53 PM

QUOTE (jpsalas @ Sep 29 2009, 05:03 PM) <{POST_SNAPBACK}>
I'll see what I can do with those errors. I'm making a new revision with the rails on the side of the table to make it completely angle independent, and I'll see to fix those bugs. Thanks for reporting them! smile.gif

JP


Hey JP with the new revision would it be possible to ad full rings(full circles)on the wire ramp on the catapult launch as opposed to the half rings that are currently there? Not a big deal by any stretch of the imagination but I think it more accurately portrays the real table that way and brings it one step closer to looking like the real deal. I've tried doing this myself with no luck(I cant for the life of me come to understand why it wont work).

Thanks for the table. smile.gif

Edited by Sandro, 29 September 2009 - 07:53 PM.


#28 jpsalas

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Posted 29 September 2009 - 08:05 PM

Yes, of course I can do that, no problem.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#29 d3xtro

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Posted 20 October 2009 - 07:24 PM

Thanks for the update JP !!!

Much appreciated.

Cheers,

drinks.gif

#30 mars007

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Posted 20 October 2009 - 07:48 PM

Thanks for the update.
Bumo sad zaigrali.
drinks.gif

Edited by mars007, 20 October 2009 - 07:50 PM.


#31 bolt

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Posted 20 October 2009 - 08:19 PM

Thank you for the updates.
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#32 TuNk77

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Posted 21 October 2009 - 01:28 PM

Thanks for the update smile.gif But I have one question regarding the 2.1.0 version, when playing with HW rendering on the table looks like this:


I have the same problem with LOTR 2.1.0. Anyone else have that problem?
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#33 jpsalas

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Posted 21 October 2009 - 03:58 PM

Hey TuNk77: I have checked the files and all the images are max 1024x1024. I thought first that I had used the 1024x2048 images. I make the tables using an Nvidia 9500GS board with 512Mb. It is a very cheap board, but it works quite well with VP9 with HR on. I tried them on the 6800GT with 256 and the tables didn't work because of too much graphics for the 256Mb. So the question is what graphics card you have? And which driver are you using?

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Next table? A tribute table to Stern's Foo Fighters


#34 TuNk77

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Posted 21 October 2009 - 05:53 PM

QUOTE (jpsalas @ Oct 21 2009, 05:58 PM) <{POST_SNAPBACK}>
Hey TuNk77: I have checked the files and all the images are max 1024x1024. I thought first that I had used the 1024x2048 images. I make the tables using an Nvidia 9500GS board with 512Mb. It is a very cheap board, but it works quite well with VP9 with HR on. I tried them on the 6800GT with 256 and the tables didn't work because of too much graphics for the 256Mb. So the question is what graphics card you have? And which driver are you using?

JP


Ah, I played on an old computer with an GF 7600GS 256 MB card, using driver v169.21.

I will try the tables on my own computer later this week, maybe the PC can handle it...

Your tables look great either way (HW rendering in or not) biggrin.gif

I am going to upgrade my computer soon, just waiting for the iCore i9 (6 core CPU) and the new Nvidia card(s), GT300, maybe it will be better than the new ATi cards?

Thanks JP smile.gif
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#35 Noah Fentz

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Posted 21 October 2009 - 06:02 PM

If you're wanting to play VP9 tables, don't get an ATI card.

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#36 TuNk77

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Posted 21 October 2009 - 06:23 PM

QUOTE (Noah Fentz @ Oct 21 2009, 08:02 PM) <{POST_SNAPBACK}>
If you're wanting to play VP9 tables, don't get an ATI card.


I know wink.gif I'm just curious what Nvidia can come up with, I hope the new cards from Nvidia can beat the new ATi cards.
And I am well aware about the ATi bug regarding VP smile.gif
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#37 Manfredo

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Posted 21 October 2009 - 07:44 PM

First of all many thanks for all these sensational tables. cool.gif

I just wanted to tell you that I have the exact same problem as TuNk77.

My configuration: Intel Core 2 Quad 6700; Nvidia Geforce 8800 GT 512MB; 4 GB RAM; WinXP Home

It's the only table I have that problem. The new LOTR runs fine.

Thanks again!

Edit: Just tried it again, without changing anything and now it works like a charm!!

Edited by Manfredo, 21 October 2009 - 10:38 PM.


#38 d64

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Posted 23 October 2009 - 10:34 AM

Unfortunately the balls stuck in tower problem seems to be still present in version 2.1. Here's how it happened right now:

1) I got damsel madness
2) While the "new" ball was bouncing between the jets and the sword-fight lanes, I shot the "old" ball into the tower
3) Ball did not come out

I guess it's probably a problem with a ball being in the way of the ball trying to come out of the tower? Every time this has happened, it has been during damsel madness. During other multiballs the tower isn't open anyway.


#39 jpsalas

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Posted 23 October 2009 - 05:50 PM

the tower: I keep testing the tower with the ROM test and everything seems to be ok. I don't know whatelse to do to find a solution. There is nothing in front of the tower exit to stop the ball, and the ball can't get stuck in the ramp under the tower. It has something to do with the solenoids not firing and spiting out the ball. I've tried all combinations and solutions and all seem to pass the test.

A Nvidia card with 512Mb sould run all my tables with HR on in VP9. Many of them will run with only 256Mb too. Maybe reinstalling the driver will fix the error. I'm using the 186.18 and it works very well.

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If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#40 GRONI

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Posted 23 October 2009 - 05:56 PM

QUOTE (jpsalas @ Oct 23 2009, 06:50 PM) <{POST_SNAPBACK}>
the tower: I keep testing the tower with the ROM test and everything seems to be ok. I don't know whatelse to do to find a solution. There is nothing in front of the tower exit to stop the ball, and the ball can't get stuck in the ramp under the tower. It has something to do with the solenoids not firing and spiting out the ball. I've tried all combinations and solutions and all seem to pass the test.

A Nvidia card with 512Mb sould run all my tables with HR on in VP9. Many of them will run with only 256Mb too. Maybe reinstalling the driver will fix the error. I'm using the 186.18 and it works very well.

JP


I guess its an timing issue between 2 Solenoids. On AFM that issue was also there to complete a whole run through the orbit. Most times the ball getted stopped by the gate and ends in the Bumpers. With the right timer and the correct shot, the ball makes a complete round. Maybe that is the issue with that tower too.

My current VPX Tables I am working on:

 

Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%