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Blackout VPX WIP
Started By
dyopp21
, Sep 30 2015 09:07 PM
39 replies to this topic
#22
Posted 11 October 2015 - 01:10 AM
When I tried to run this table, I could only hear sounds for the flippers, ball, plunger, etc. but could not hear any of the game-specific sounds. I tried a variety of things, but could not get the sounds to work. Now, my VP9 version doesn't have sound either. Does anyone know what could be going on?
Update: I found the answer to this in this post:
http://www.vpforums....showtopic=22795
I had to change to the other ROM, and now it works fine. It looks like only a few people have this quirk, and I am one of those lucky few.
Edited by ScottyVH, 11 October 2015 - 01:25 AM.
#23
Posted 11 October 2015 - 02:39 AM
the reason you lost your rom sounds is because you ran hauntedfreaks Pumpkin harvest table.
that table is set to run on the same rom as this table.
if you run that table; it has a line to disable the rom sounds. this settings are saved in your PC registry.
the next update already has a line to enable rom sounds every time you run this table just in case you played Hauntedfreaks table.
My Files
http://www.vpforums....4de64a621eccd40
My Table List
www.youtube.com/watch?v=DlaxLrXlPOU
See a table you like, help me complete it by finding the missing resources
https://www.dropbox....xTzKtGHTHa?dl=0
http://www.vpforums....4de64a621eccd40
My Table List
www.youtube.com/watch?v=DlaxLrXlPOU
See a table you like, help me complete it by finding the missing resources
https://www.dropbox....xTzKtGHTHa?dl=0
#25
Posted 12 October 2015 - 01:32 AM
dyopp21,
Here is a modded version of your table to keep the GI off during blackout until the ball drains. There is a setting at the top of the script to choose authentic or fantasy blackout mode
https://www.dropbox....a 1.1a.vpx?dl=0
Hauntfreak,
If you update your table scripts to use nvoffset(1) your table settings will get saved to a separate nvram file so the the original rom table settings won't be affected and will also keep separate highscores. See this post for explanation
http://www.vpforums....409&hl=nvoffset
#28
Posted 12 October 2015 - 08:07 PM
Another workaround would be :
add the command to enable sound in script of the Blackout game
but then if you played Pumpkin Carving it would turn the rom sounds back off.... it would be a battle , the two tables use the same rom but one is off and one is on...
#29
Posted 12 October 2015 - 08:28 PM
dyopp21,
Here is a modded version of your table to keep the GI off during blackout until the ball drains. There is a setting at the top of the script to choose authentic or fantasy blackout mode
https://www.dropbox....a 1.1a.vpx?dl=0
Hauntfreak,
If you update your table scripts to use nvoffset(1) your table settings will get saved to a separate nvram file so the the original rom table settings won't be affected and will also keep separate highscores. See this post for explanation
Thanks Joe! We are still touching up a few things (I released the table before I was supposed to!)... When we get it finished would love to hand the final version off to you to have that bit of "Extended Blackout Mode" script added, if you wouldn't mind.
Virtual Pinball: see one, do one, TEACH ONE.
#31
Posted 13 October 2015 - 09:12 AM
Another workaround would be :
add the command to enable sound in script of the Blackout game
but then if you played Pumpkin Carving it would turn the rom sounds back off.... it would be a battle , the two tables use the same rom but one is off and one is on...
I don't see the point. Pumkin Carvin will disable the sound and Blackout will enable the sound.
This is no battle. It's just setting the correct parameter before starting the game, and this is done by scipt as supposed to do.
#32
Posted 13 October 2015 - 09:17 PM
I dont what to shit up dyopp21 thread ....lol ![]()
come on over to the Pumkin Carvin WIP
http://www.vpforums....showtopic=31658
#33
Posted 13 October 2015 - 09:21 PM
blackout-plastic-blast.png 1.64MB
13 downloads
UPDATE for Blackout beta 0.6-
FIXED BALL ISSUES! Had to disable all rubbers made from ramps and use wall. Ball no longer goes wacky.
Added a new apron that is Blackout specific.
I've been playing with the lighting today, trying to get the table as dark as possible and only lit by the GI/plastics. It's been several hours of playing with lights and getting a feel for it. I took to calling it "blasting the plastics" since I'm trying to really over-light them and have the castoff be responsible for lighting the playfield instead of the ambient light. I shared a pic of where I'm at. Still want to tweak is a bit more. Don't know how dark it will be if you were to play the upcoming code (provided by GTXJoe!) that will extend Blackout mode for the remainder of the ball in play, but I'm guessing it's gonna be pretty dark when those GI lights go out!
Once I get these tweaks completed, I'll check in with 32assassin to see what else needs to be done and hopefully be posting the Blackout Extended Mode Edition table soon.
Virtual Pinball: see one, do one, TEACH ONE.
#34
Posted 13 October 2015 - 09:23 PM
UPDATE for Blackout beta 0.6-
FIXED BALL ISSUES! Had to disable all rubbers made from ramps and use wall. Ball no longer goes wacky.
Added a new apron that is Blackout specific.
I've been playing with the lighting today, trying to get the table as dark as possible and only lit by the GI/plastics. It's been several hours of playing with lights and getting a feel for it. I took to calling it "blasting the plastics" since I'm trying to really over-light them and have the castoff be responsible for lighting the playfield instead of the ambient light. I shared a pic of where I'm at. Still want to tweak is a bit more. Don't know how dark it will be if you were to play the upcoming code (provided by GTXJoe!) that will extend Blackout mode for the remainder of the ball in play, but I'm guessing it's gonna be pretty dark when those GI lights go out!
Once I get these tweaks completed, I'll check in with 32assassin to see what else needs to be done and hopefully be posting the Blackout Extended Mode Edition table soon.
![]()
#35
Posted 13 October 2015 - 09:28 PM
I dont what to shit up dyopp21 thread ....lol
come on over to the Pumkin Carvin WIP
Haha! No worries. It's good that it's here so if someone has sound issues they'll know what to do to correct it. I've run your table then gone back to mine and had no issues. Great artwork on that punkin' table too!
Virtual Pinball: see one, do one, TEACH ONE.
#36
Posted 14 October 2015 - 12:03 AM

Still tweaking the lights. Getting closer to what I'm looking for on my home monitor
GTXjoe, the lights I've added don't go out in Blackout mode. Do I need to add them to the GI collection to get them to go out with the original GI lights? Or is it somewhere in the script?
Sent from my iPhone using Tapatalk
Virtual Pinball: see one, do one, TEACH ONE.
#38
Posted 27 October 2015 - 04:51 AM
Got sidetracked on my new VP cab build, but was able to do a little more work tonight on the lights. Caught some video of achieving blackout mode (thanks to @gtxjoe, the fantasy blackout mode kicks ass).
Got the strange ball issue fixed by adding walls, but now the slings don't score points. Have to figure that one out.
https://vimeo.com/143703180
Sent from my iPhone using Tapatalk
Got the strange ball issue fixed by adding walls, but now the slings don't score points. Have to figure that one out.
https://vimeo.com/143703180
Sent from my iPhone using Tapatalk
Edited by dyopp21, 27 October 2015 - 05:02 AM.
Virtual Pinball: see one, do one, TEACH ONE.



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