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LaserWar_VP9.2+_1.03_FS [VP 9.x Cabinet FS]

Laser War Laser War Data East Data East ICPjuggla Herweh oldskoolgamer 1987

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#21 LoadedWeapon

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Posted 13 September 2013 - 01:36 PM

Man I can't wait to get off work to play this! Thanks so much guys

#22 gogo69

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Posted 13 September 2013 - 01:47 PM

very nice pin !

what i found so far : the tip of the plunger causes some grafical issues...


my cab : click!


#23 Herweh

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Posted 13 September 2013 - 02:15 PM

very nice pin !

what i found so far : the tip of the plunger causes some grafical issues...

 

Fixed in 1.01, too. Will be uploaded in a few hours. Thanks.


Edited by Herweh, 13 September 2013 - 02:15 PM.

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#24 javier1515

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Posted 13 September 2013 - 02:21 PM

Thanks guys! was waiting anxiously.


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#25 zeenon

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Posted 13 September 2013 - 02:53 PM

Herweh,

 

In the next version can you enable the timer in the plunger settings. For those with analog plungers you have to use the launch ball button for the first ball, then you can use the plunger after that.

 

Select Plunger in editor, check the "Timer Enabled" box

 

http://www.vpforums....e=2#entry233101

 

Z



#26 arngrim

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Posted 13 September 2013 - 03:02 PM

brilliant job from a great team :)

 

About ledwiz config, i made the DOF config, i won't work or play anymore with ledcontrol.vbs, the new framework is so much better i can't go back.

 

Another point, this table has no solenoid for the slingshots or bumpers, you could use the respective switches with ledcontrol.vbs but i'm pretty sure they are too fast to be recognized by LC between the 60 ms interval check, to see of a switch or a solenoid is active (that's how ledcontrol.vbs works)

 

There could be the solution to modify the script using the toolbox, but with DOF, the way it works allows the possibility to just use the switches, they can be ON for 1 ms, DOF will trigger them (works as an interceptor of rom events, like toolbox, but also with events from the rom)

 

DOF is still in beta, version is stable, we are just adding new effects until we promote DOF publically, we will switch from ini files to xml files to have more control and more possibilities of the ledwiz mappings (ledwiz is just one of the hardware supported btw), pm swisslizard and he can provide you the beta framework ;)

 

Looking forward to the 1.01 :)


Edited by arngrim, 13 September 2013 - 03:03 PM.


#27 Slydog43

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Posted 13 September 2013 - 03:10 PM

Thanks for the DOF ledwiz stuff Arngrim.  I don't like playing tables without the ledwiz effects anymore.   Loving this table and will make the weekend that much better.



#28 BobAlbright

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Posted 13 September 2013 - 03:16 PM

Nice table--Don't think I ever played this one. I had a really good game (at least it seemed like it at the time) and got 9.68 Million score. Maybe that's not so good :)--don't know


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#29 Herweh

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Posted 13 September 2013 - 03:40 PM

Herweh,

 

In the next version can you enable the timer in the plunger settings. For those with analog plungers you have to use the launch ball button for the first ball, then you can use the plunger after that.

 

Select Plunger in editor, check the "Timer Enabled" box

 

http://www.vpforums....e=2#entry233101

 

Z

 

Sorry, Z, I've read this a few minutes too late. 1.01 is already uploaded.


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#30 Bob5453

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Posted 13 September 2013 - 03:51 PM

I wasn't complaining about having to redownload the table, I was just joking around, I also wasn't complaining about the lighting. It looks pretty cool, here is what it looks like on my screen.

 

 

Attached Files


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#31 Herweh

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Posted 13 September 2013 - 04:40 PM

I wasn't complaining about having to redownload the table, I was just joking around, I also wasn't complaining about the lighting. It looks pretty cool, here is what it looks like on my screen.

 

 

 

For me a bit too much lightning! ;)

 

Which VP version are you running, Bob?


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#32 oldskoolgamer

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Posted 13 September 2013 - 04:50 PM

Needs very recent VP rev for this to look correct
 Posted Image  Posted Image Posted ImagePosted Image Posted Image Posted ImagePosted ImagePosted Image

#33 jimmyfingers

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Posted 13 September 2013 - 04:55 PM

 

Thanks, Good looking table... except for those paintball-blob flashers. They are bright, but don't look like real pinball-flashers.

So I set them to zero in the options, but this resulted in the whole playfield being covered in red lines.

 

It's my fault that the flashers can not be disabled right now. Sorry for that. I'm preparing a version 1.01.

 

For the paintball effect: When I uncheck the two settings "Region Updates" and "Region Optimization" at the "Video options" I get the piantball flashers too (using VP 9.1.6 r652). When checking one of these two options (I have checked both of them) everything is fine:

Both unchecked: lw1.png One of them or both checked: lw2.png

 

This also can be fixed in the table itself so that people can choose to still have both options off as that is sometimes needed on some systems to get the best performance (AA fix by having RO not selected and better FPS / fluidity by not having RU selected).  That's a separate topic and different regading RU from table to talbe / system to system it seems. 

 

However, if one wants to permanently resolve this issue, edit the table / ramps or create them originally in a way that won't lead to this graphic distortion at all, then simply click the "Normal 3D Stereo.." setting on the ramp object (i.e. make sure it's selected even though it may seem to defeat the purpose of the wording of that option "only disable for 2D hacks like Halo/Flasher/GI).  That change / setting will affect adversely only anyone who is actually running the table in 3D.   I believe the number of 3D users is lower than the ones having problems with these settings in the first place which may make it a better choice to have on by default / as part of the table build or MOD

 

Main point though is that you have two ways to fix it either via table / ramp options choices or having one of the RU or RO options chosen if that doesn't negatively affect your preferred VP configuration or performance.



#34 Bob5453

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Posted 13 September 2013 - 05:00 PM

That pic was with rev652.


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#35 jaquintd

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Posted 13 September 2013 - 06:23 PM

I wasn't complaining about having to redownload the table, I was just joking around, I also wasn't complaining about the lighting. It looks pretty cool, here is what it looks like on my screen.

 

 

It used to look just like that for me too (for all tables) until I turned my Alpha Ramp Accuracy slider all the way up in VP Video Options... with it all the way up the lights look as they should (much better).


Edited by jaquintd, 13 September 2013 - 06:24 PM.


#36 ClarkKent

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Posted 13 September 2013 - 07:00 PM

Pretty damn good! :) Excellent GI, excellent game play! :)



#37 stexe

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Posted 13 September 2013 - 07:15 PM

I've never played the real table, but it's a great design, with the three color-coded locks and easy-to-understand objectives. Excellent rendering, with the LED animation on the Ion Cannon being the nicest-looking thing I've seen on any VP table. And I usually don't like photo backglasses, but I can't stop staring at this one, for some reason. I want to hang it on my living room wall.



#38 oldskoolgamer

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Posted 13 September 2013 - 07:31 PM

Pretty damn good! :) Excellent GI, excellent game play! :)

 

Thanks CK I'm doing our HD Embryon with the same LED GI effect


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#39 ICPjuggla

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Posted 13 September 2013 - 09:18 PM

Table has been updated to 1.02 see change log for what was fixed.. :-)


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#40 randr

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Posted 13 September 2013 - 11:43 PM

brilliant job from a great team :)

 

About ledwiz config, i made the DOF config, i won't work or play anymore with ledcontrol.vbs, the new framework is so much better i can't go back.

 

Another point, this table has no solenoid for the slingshots or bumpers, you could use the respective switches with ledcontrol.vbs but i'm pretty sure they are too fast to be recognized by LC between the 60 ms interval check, to see of a switch or a solenoid is active (that's how ledcontrol.vbs works)

 

There could be the solution to modify the script using the toolbox, but with DOF, the way it works allows the possibility to just use the switches, they can be ON for 1 ms, DOF will trigger them (works as an interceptor of rom events, like toolbox, but also with events from the rom)

 

DOF is still in beta, version is stable, we are just adding new effects until we promote DOF publically, we will switch from ini files to xml files to have more control and more possibilities of the ledwiz mappings (ledwiz is just one of the hardware supported btw), pm swisslizard and he can provide you the beta framework ;)

 

Looking forward to the 1.01 :)

So unless we are testing DOF as its not released yet, any new tables will no longer have support through your tool correct?


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Also tagged with one or more of these keywords: Laser, War, Laser War, Data, East, Data East, ICPjuggla, Herweh, oldskoolgamer, 1987