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Guns N Roses (Data East 1994)_Bigus(MOD)[Visual Pinball X MOD]


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#21 bigus1

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Posted 04 August 2019 - 08:52 AM

I literally just did it again as described. Moved one screw.



#22 xenonph

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Posted 04 August 2019 - 08:58 AM

Show us screenshot of which screw you moved in editor.

Here is screenshot with all layers off except Layer 2.

capture404_t.png

Maybe a before and after screenshot showing which screw you moved?

There are 4 locknuts that can be moved, but I see no way of moving just one screw, without moving them all.


Edited by xenonph, 04 August 2019 - 09:04 AM.

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#23 bigus1

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Posted 04 August 2019 - 09:17 AM

Ooops, I stand corrected. Goddam locknuts. What are the odds I'd pick the same dot twice.

Not so easy as I suggested, I'm afraid.



#24 Thalamus

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Posted 04 August 2019 - 09:40 AM

Like xenonph mentioned. If they are all one primitive. They need a trip through eg. blender to get adjusted. Normally. A shift + click will select single objects that are in a collection. This is partly why I asked at least 3 times before, what these guys needed to be done to the table in order to be happy. But, they still haven't been able to come up with anything else that a written description. Once you start to move table elements, you can maybe get off by stretching the mesh in vp, but, without 3d work, you kind of need to let the mesh decide where the other object has to go. If of course you care about nuts and bolts details ;)

 

Another thing you can do is delete the primitive layer, then put new nuts and bolts. But, there might be a performance penalty adding many single primitives vs a single grouped one.


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#25 Jamal1234

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Posted 04 August 2019 - 01:04 PM

Awesome thanks Thalamus that answers that.  Blender?  I have no idea what that is other than the kitchen tool lol I am no computer nerd.  Yeah of course every single aspect about the tables (ie physics, graphics, sounds etc) is absolutely vital in order to get the best and most realistic digital pinball experience.  The recent TAF really set the standard and showed what is possible with VP.  That deleting the primitive layer idea sounds good, way beyond my current abilities though.  Performance shouldn't be an issue unless someones computer specs are trash. 



#26 Thalamus

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Posted 04 August 2019 - 01:30 PM

alternative 1 : https://www.blender.org/

 

alternative 2 : https://vpinball.com...ies/primitives/

 

Blender. Yes, it is very cool program. But, it takes a while to get used to. There exists a few pinball related tutorials on how to use it. But, none that is specific to the task at hand. For that you have to search youtube and hope you find someone that shows you what you need to know on a monkey or whatever project hey are working on :)

 

The easiest is probably alternative 2. Just putting primitives where they need to go, x, y and z all important - same goes for size of course. And then, don't forgetthe corresponding texture.


Edited by Thalamus, 04 August 2019 - 05:13 PM.

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#27 BrandonLaw

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Posted 04 August 2019 - 06:56 PM

Change all the FlipperUp2's to FlipperUp for sounds.  Fixed.


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#28 gregh43

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Posted 05 August 2019 - 03:28 AM

Bigus1 can you post a update with the
Flipper sounds. Thanks

#29 Thalamus

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Posted 05 August 2019 - 04:22 AM

Sorry to say this. But gregh43. As a member since 2013. You should really be able to do these things yourself by now. You are loosing out on a lot of improvements that have been posted in threads instead of the table being updated. Open table manually. Open Sound manager ( F2 or F3 - don't remember ) From the description above, you should scroll til you find FlipperUp2, mark and press rename button and now take away the 2 at the end. Done, test and save if happy.


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#30 roccodimarco

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Posted 07 August 2019 - 04:21 PM

I'm going to re download the table today, but I kept getting a script error when the ball would his either slingshot.  Anyone else? 



#31 balisaan

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Posted 21 August 2019 - 05:29 PM

Really good job bigus1, thanks!  Never really got into this table until now.  

 

Question please.

 

Is there a setting or something in the options perhaps to stop the flashers penetrating the sidewalls? 



#32 xenonph

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Posted 21 August 2019 - 06:00 PM

You will have to click each flasher in the editor that you want changed, and manually move the control points that are outside the side walls.

You don't have to make them perfectly match side wall border, but just move the 3 control points closer to side walls on each offending flasher.

 

Here are example pics showing flasher reshaped. (The flashers are on Layer 6, so you can uncheck all layers except Layer 6 to make it easier.)

 

Before..

capture133_t.png

 

After...

capture248_t.png


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#33 balisaan

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Posted 21 August 2019 - 06:46 PM

Thank you kindly xenonph!  Amazing skills and knowledge you have!  I will do as you said.    



#34 bpjacobsen

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Posted 29 November 2020 - 02:53 AM

hmm, so I downloaded the table again and the rom. but somehow I'm still getting a rom path error. I made sure gnr_300 is in the rom path and script. any suggestions?



#35 Thalamus

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Posted 29 November 2020 - 03:34 AM

ddraw and forced fullscreen ? rom in the path - what is that by the way ?


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#36 wiesshund

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Posted 29 November 2020 - 07:21 AM

hmm, so I downloaded the table again and the rom. but somehow I'm still getting a rom path error. I made sure gnr_300 is in the rom path and script. any suggestions?

let's see screen shot of error?

 

and there should only be one rom path
[Path_To_Visual_Pinball]\VPinMame\roms


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#37 Thalamus

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Posted 29 November 2020 - 08:05 AM

You can have several such paths. Doesn't matter though if the rom isn't valid. BPJacobsen has been in these forums long enough to be able to figure out by now how to validate that the rom is good.


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#38 wiesshund

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Posted 29 November 2020 - 09:00 AM

Well yea, technically you can. but for the average user, no need or reason to do so.
And i dont think he needs any extra variables in the mix right now LOL


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#39 bpjacobsen

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Posted 29 November 2020 - 03:55 PM

OK so here is where I'm at:

 

1. If I run GNR with full screen turned off, the dmd works fine and no rom path error.

2. But if I run in exclusive full screen mode, I get no dmd and the rom error. (say whah??)

3. Per attached, the rom path is correct, and test works fine from vpinmame.

4. This appears to happen with multiple tables so not specific to GNR but also not all tables. (high roller casino is another one I stumbled on with this issue so no saying how many tables are affected)

5. I also found that the dmd position is not holding so I'm guessing I need to change a line in the script? I feel like some shit has gotten reset. like the grills that I previously turned off on some b2s are not showing up again. Like, cmon man!

 

in addition, now it seems that none of my tables with freezy's dmd are displaying the dmd anymore. just a window labeled 'virtual dmd' in  alt tab. GRRrrrr!

Attached Files


Edited by bpjacobsen, 29 November 2020 - 04:16 PM.


#40 htamas

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Posted 29 November 2020 - 06:59 PM

If the table runs when you turn off exclusive fullscreen mode, then you have ddraw enabled in the Registry for the table (or in general). That is not compatible with exclusive fullscreen mode. You need to turn off one or the other. Better to turn off ddraw.


Edited by htamas, 29 November 2020 - 09:02 PM.