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Flintstones Night Mod [VP 9.x Cabinet FS MOD]


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#21 gigalula

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Posted 13 September 2014 - 07:20 PM

Ok I tried both version during +- 30 minutes each and so far only the physicmod5 give me the problem of ball stock in the transfer side side ramp look like the ball have not enough velocity to reach the other side and start to swing from left to right until it get stuck in the middle I tried to use "T" to tilt the table to get back my game but well the table seem to look for a missing ball  .... Is there a way with VP to add a minimum velocity when you reach this ramp to prevent it?  Sorry I don't remember from which side the ball come when it get stuck.


Edited by gigalula, 13 September 2014 - 07:22 PM.


#22 arngrim

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Posted 13 September 2014 - 07:20 PM

hmmm this makes a showstopper for physmod for the moment..

 

just sent you a pm about a dof mod, but i based on the pm5, hope you can fix the issue



#23 LoadedWeapon

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Posted 13 September 2014 - 07:42 PM

Ok I tried both version during +- 30 minutes each and so far only the physicmod5 give me the problem of ball stock in the transfer side side ramp look like the ball have not enough velocity to reach the other side and start to swing from left to right until it get stuck in the middle I tried to use "T" to tilt the table to get back my game but well the table seem to look for a missing ball  .... Is there a way with VP to add a minimum velocity when you reach this ramp to prevent it?  Sorry I don't remember from which side the ball come when it get stuck.

yea thats the issue i had in the physmod version and thought that i fixed it.. these tables are just not made for physmod tho i tried to release something because i know alot of people like it. I didn't promise anything... the normal version plays great tho :)


Edited by LoadedWeapon, 13 September 2014 - 07:42 PM.


#24 arngrim

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Posted 13 September 2014 - 08:36 PM

just played the non plysmod, can't go back once you taste the physmod version

 

i have difficulty to imagine that this issue can't be resolved, i don't know myself, but i'm sure somebody has a solution for it, to not make the ball decelerate that much in the right ramp so the ramp diverter don't destroys the ball



#25 LoadedWeapon

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Posted 13 September 2014 - 09:56 PM

ok try this on the physmod5 load the table and set the constant gravity to 1.2 ... seems like it works let me know if any issues.

nevermind it worked for awhile i had 500mil and it messed up :(


Edited by LoadedWeapon, 13 September 2014 - 10:06 PM.


#26 humid

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Posted 13 September 2014 - 10:21 PM

Hey LW, I've really enjoyed all the work you put into these night mods. And being 50 yrs old I still enjoy the Flintstones humor, glad you did this one.

 

I've played many games of the .9 and had issues with the ball stopping behind the right flipper when it comes from both directions. I also played the .9 using 9.21 and the ball passes through just fine ( of course the lights look less effective)

 

So, what it looks like to me when it fails in .9 is that it is hitting something relevant to the flashers beside the right flipper. I changed the size of the ramps behind the flippers and ball size....this didn't change the ball suddenly stopping. And because it isn't there in 9.21 this wasn't likely the issue anyway.

 

I hope this helps. I hope someone else who is having problems can test in 9.21 and confirm my observations.


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#27 humid

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Posted 13 September 2014 - 10:51 PM

I decided to just focus on the area where the ball was stopping and adjust stuff there.  After playing with ramps 1682, 1698 and 26 and pulling back edges of apron and wall 429 the ball passed through smoothly again. 

 

Now I'll do it again to see if I can isolate which wall or ramp it was.


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#28 LoadedWeapon

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Posted 13 September 2014 - 10:54 PM

yea its weird i dont have that issue you have the same prob as Bob.. has to be something simple.. As for the physmod im getting closer i have the ramps and gate working but now when it falls off the ramp to the table it bounces in weird directions


I decided to just focus on the area where the ball was stopping and adjust stuff there.  After playing with ramps 1682, 1698 and 26 and pulling back edges of apron and wall 429 the ball passed through smoothly again. 

 

Now I'll do it again to see if I can isolate which wall or ramp it was.

try this click on wall429 and uncheck collidable.. see if that works for you without moving anything



#29 LoadedWeapon

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Posted 13 September 2014 - 11:38 PM

ok update 1.2

physmod version is playable now its not perfect but physics are all around better now and the gate wont destroy the ball :)

and added DOF thanks to Arngrim



#30 humid

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Posted 13 September 2014 - 11:42 PM

It turned out that all I had to do was reshape ramp 1682 a bit and that did the trick. Just a small dip down as it passes under the flipper. Troubleshooting is so damn time consuming. I have no idea why it affected some players but not others.

 

Anyway, I'm glad that solved it. Appreciate your advice on wall429. 


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#31 Les73gTx

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Posted 14 September 2014 - 03:30 AM

Also had the ball get caught up in the Right ramp ... it only happened once and that was after I adjusted the options the way I like them for ball image and reflection and trails ... saved it and played it ... ball stuck ... closed VP and reloaded it and not had the problem again. 

 

 I will look at the ramps and see if that will help but right now it is working fine ... 

 

 I would love to help with the PM5 version but I have never played this table in RL so I don't feel comfortable adjusting the physics ... I will try and see if I can find one local to play.

 

 Thanks so much for this Update ... Love the Look and feel of the Flintstones


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#32 gigalula

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Posted 14 September 2014 - 03:30 AM

Ok I'm back I will give it a try ;)



#33 Les73gTx

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Posted 14 September 2014 - 04:04 AM

just played the non plysmod, can't go back once you taste the physmod version

 

i have difficulty to imagine that this issue can't be resolved, i don't know myself, but i'm sure somebody has a solution for it, to not make the ball decelerate that much in the right ramp so the ramp diverter don't destroys the ball

I have a small problem with all versions of this table .... the Sling solenoids do not fire ever ... the sound on the table plays even though I have your latest DOF config ... maybe the switch is incorrect someplace ... either table or config tool?


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#34 gigalula

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Posted 14 September 2014 - 04:10 AM

467 millions and all seem to work perfectly ....seem a little faster and harder to play then 1.1 but still funny ;) Well done LW


Edited by gigalula, 14 September 2014 - 04:11 AM.


#35 goesta

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Posted 14 September 2014 - 04:13 AM

Thanks for the NightMod!!!

 

Be sure to clear the NV Ram, if you had previous versions installed. I had issues with the right ramp (PhysMod) and the ball just not found its way around the flippers.

Now it works like a charm! Fun table!

Greets,

Goesta


Edited by goesta, 14 September 2014 - 04:13 AM.


#36 LoadedWeapon

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Posted 14 September 2014 - 04:53 AM

467 millions and all seem to work perfectly ....seem a little faster and harder to play then 1.1 but still funny ;) Well done LW

yea the ball is heavier and I put more power on the flippers and slings :)



#37 arngrim

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Posted 14 September 2014 - 04:58 AM

les73, did you update your dof ini, it works with the latest one for sure
with my adds you can choose your controller on top and even disable mech sounds ;)

#38 LoadedWeapon

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Posted 14 September 2014 - 03:44 PM

anyone else have an issue with the ball getting stuck coming down the right ramp at the bottom? I really cant reproduce this problem and would like to figure out the reason some have an issue. thanks



#39 Les73gTx

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Posted 14 September 2014 - 05:11 PM

les73, did you update your dof ini, it works with the latest one for sure
with my adds you can choose your controller on top and even disable mech sounds ;)

Ummm I downloaded the tables again and I do not see where the options are for the controller choice and disable Mech sounds in the script. I have the latest config.ini from the site but I will go and look at it again.


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#40 LoadedWeapon

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Posted 14 September 2014 - 05:15 PM

 

les73, did you update your dof ini, it works with the latest one for sure
with my adds you can choose your controller on top and even disable mech sounds ;)

Ummm I downloaded the tables again and I do not see where the options are for the controller choice and disable Mech sounds in the script. I have the latest config.ini from the site but I will go and look at it again.

 

if you are using the regular version copy the script from the physmod5 version and paste it in the other it should work fine..