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Victory (Gottlieb 1987) [Visual Pinball X]

Victory Gottlieb Sindbad

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#21 GInsonic

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Posted 28 March 2017 - 09:03 AM

Thanks SO much for all of your great work Sindbad ! Take good care of you and good luck! Health ALWAYS comes first ! 



#22 STAT

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Posted 28 March 2017 - 12:46 PM

Try the one B2S from Wildman on the Universe Page ... there is also the German Rom, just the Enter-Hi-Score-Text is in German lol

#23 Mark70

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Posted 28 March 2017 - 02:30 PM

Yeah Stat, the translation quality for the ROMs differs very much lol.

Btw, do you know the legendary World Poker Tour voice " Sie haben einen Dilling" LOL

Though, many others are really good.


Thanks for sharing your hard work Sindbad! Much appreciated. Hope you will be back some day. Alles Gute!


Edit: just played some games, Table looks and plays really fantastic! Very Crisp.
I also like the options menu, and the (default) flipper sounds very much, it sounds like on many of these real Pinball gameplay videos.
 


Edited by Mark70, 28 March 2017 - 05:34 PM.


#24 blackvulcan3

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Posted 04 June 2017 - 11:12 AM

Hey all, I received an inclination error (line 751) on this table tonight. This and The Addams Family by Sliderpoint. Both tables had been playable at 10.2.1 final build but since I've gone to 10.3 3088 beta I have got this error.  I see someone else has the same error with AF table, but no one seems to with Victory. I have tested over 100 VPX tables tonight (installing Pinball X) so the rest play fine. Any help would be great.


Edited by blackvulcan3, 04 June 2017 - 11:13 AM.


#25 shadowshd

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Posted 22 June 2017 - 03:01 PM

Just comment the line it will work - thanks to Arngrim for the tip ;)

 

++



#26 roccodimarco

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Posted 12 February 2018 - 02:40 PM

Great table but I found some problems. Checkpoint one should be granted by simply going through lane one. You don’t need to capture the ball to activate it. The first game you play, there is no problems, but every game afterwards, you are required to lock the ball to activate checkpoint one. If you quit out the table and restart it will work for game one. Also, the lock ball kicker at the end of checkpoint one, seems to have some sort of invisible wall stopping the ball from locking in. You will hit the checkpoint 1 lane and the ball will seem to just bounce out of the capture hole. The last thing I have noticed on this table is still in checkpoint 1 lane. Everytime the ball enters the capture kicker, you are awarded a point value that gradually stacks up to an extra ball. However; on the real table, those awards reset after the ball drains. On this table they remain after the ball drains.

#27 roccodimarco

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Posted 12 February 2018 - 08:10 PM

Great table but I found some problems. Checkpoint one should be granted by simply going through lane one. You don’t need to capture the ball to activate it. The first game you play, there is no problems, but every game afterwards, you are required to lock the ball to activate checkpoint one. If you quit out the table and restart it will work for game one. Also, the lock ball kicker at the end of checkpoint one, seems to have some sort of invisible wall stopping the ball from locking in. You will hit the checkpoint 1 lane and the ball will seem to just bounce out of the capture hole. The last thing I have noticed on this table is still in checkpoint 1 lane. Everytime the ball enters the capture kicker, you are awarded a point value that gradually stacks up to an extra ball. However; on the real table, those awards reset after the ball drains. On this table they remain after the ball drains.

 

Great table but I found some problems. Checkpoint one should be granted by simply going through lane one. You don’t need to capture the ball to activate it. The first game you play, there is no problems, but every game afterwards, you are required to lock the ball to activate checkpoint one. If you quit out the table and restart it will work for game one. Also, the lock ball kicker at the end of checkpoint one, seems to have some sort of invisible wall stopping the ball from locking in. You will hit the checkpoint 1 lane and the ball will seem to just bounce out of the capture hole. The last thing I have noticed on this table is still in checkpoint 1 lane. Everytime the ball enters the capture kicker, you are awarded a point value that gradually stacks up to an extra ball. However; on the real table, those awards reset after the ball drains. On this table they remain after the ball drains.

After watching some videos, it appears that the stack up points in lane one is a users choice.  

However; the checkpoint 1 lane seems more difficult on this table than it really is in real life.  I really would just like to figure out the kicker and lane registering problem 



#28 Sindbad

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Posted 12 February 2018 - 10:00 PM

Yes, it's true - I'm able to reproduce the problem with the kicker. Wall13 needs to be aligned a little bit, otherwise fast balls with collide with the post. I'll upload a fixed version in a few days.



#29 roccodimarco

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Posted 12 February 2018 - 10:10 PM

Yes, it's true - I'm able to reproduce the problem with the kicker. Wall13 needs to be aligned a little bit, otherwise fast balls with collide with the post. I'll upload a fixed version in a few days.

Awesome!  Glad to see you back!  I was going through the old comments and thought this was a lost cause! AWESOME table btw!   Also, and idea why the checkpoint one does not register after the first game unless you lock the ball? 


Edited by roccodimarco, 12 February 2018 - 10:11 PM.


#30 Sindbad

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Posted 12 February 2018 - 10:24 PM

No, presently no idea. I had a look at the code, but it seems to be okay... I need to test that in more detail, but for now it's bed time...



#31 Sindbad

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Posted 12 February 2018 - 10:56 PM

... uppssss... found another (cosmetic) bug: Elements around the kicker aren't redrawn correct -> fixed within the next version



#32 hauntfreaks

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Posted 12 February 2018 - 11:46 PM

Sinbad, let me know if you need any help with any of the new visual elements VP10.5 is using... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#33 rothbauerw

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Posted 13 February 2018 - 12:44 AM

I thought someone found using vpmpulse for the checkpoint 1 switch fixed the issue.

#34 rockhouse

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Posted 13 February 2018 - 09:11 AM

thanks for all your tables enjoy your retirement :love39:



#35 bpjacobsen

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Posted 18 August 2018 - 03:59 AM

getting attached error. anyone know what this means? same issue on another table.

Attached Files



#36 Thalamus

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Posted 18 August 2018 - 09:36 AM

Yes. that table and adams family uses a thing that has been take away from VP. The easy way around it is to open up the table and comment out the line in the script.

Or you can download the "updated" script from here https://raw.githubus...1987) 1.0.1.vbs

 

Added benefit from taking the code from github is that you will get fast flips as well. It requires though that your installation is fairly up to date.

Open the table - press script button. Delete everything. Copy the text in the link into the editor and save.

 

Important. It needs to be Victory (Gottlieb 1987) 1.0.1


Edited by Thalamus, 18 August 2018 - 10:16 AM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#37 bpjacobsen

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Posted 18 August 2018 - 03:11 PM

thanks Thalamus. Replacing the script for Victory was a victory. same issue in Adams Family but if I comment out the line it says it expects it so that dn work. Is there a similar updated script for AF? Thanks



#38 Thalamus

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Posted 18 August 2018 - 03:43 PM

Yes. Both TAF versions are available from github. https://github.com/s...pxtable_scripts

You should read the info in the end of the page, it explains why it is made. Had some help from Wob to implement FastFlip.

 

I guess it can be best described as WIP. If you push the commits button ( I know not everyone understands how github works ) you will see the "history" of the improvements.


Edited by Thalamus, 18 August 2018 - 03:47 PM.

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#39 Outhere

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Posted 18 August 2018 - 05:19 PM

Nice work on the updated scripts To everybody involved thank you...
One question...

If I swap out the script for the Addams Family Version 1.4.1

My plunger strength decreases by half - what's in the script that controls the plunger strength or speed



#40 Thalamus

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Posted 18 August 2018 - 05:39 PM

Well. Thank you.

 

I can't recall changing any code that has to do with the plunger. And adjusting that is normally a editor thing so it is saved with the table itself. Easiest way to get to it is ...

 

Open table

Shift + E ( or was it cntrl+shift+e ? Open element editor )

Start to write 'plu' and you are most of the time scrolled down to the Plunger or use the mouse and scroll down to it.

Press select button and make sure that options are active. You should then on the right side have "physics" something and there you can both enable the mechanical plunger and set it strength, length etc.

 

More on tuning the plunger is found here :

 

https://vpinball.com...er-adjustments/


Edited by Thalamus, 18 August 2018 - 05:42 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.