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JP's Indiana Jones (Stern 2008) [Visual Pinball X]

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#21 jpsalas

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Posted 31 August 2023 - 05:08 PM

Very nice update, thank you JP.

 

Thanks bolt :) You are always very polite :)

 

This table is not one of my favorites, as I feel there are too many pauses during play, showing videos on the DMD, and that disturbs the ball flow. Well, that's just my opinion. :) But hey, it's Indiana Jones, who doesn't like him? :)


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#22 marie

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Posted 31 August 2023 - 05:52 PM

When starting the new 10.8 table it VPX crashes:

Any ideas?

 

EDIT: after installing  'dmdext-2.2.1-SNAPSHOT-r11-x64-Release' no more errors

Edited by marie, 01 September 2023 - 08:41 PM.


#23 jpsalas

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Posted 31 August 2023 - 06:18 PM

I haven't a clue. You need to be a programmer to understand those crash dumps, and I'm not, so report it in the github.


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Next table? A tribute table to Stern's Foo Fighters


#24 fourbanks

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Posted 01 September 2023 - 03:04 PM

As always JP a very fine table thank you :) 


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#25 Mike DA Spike

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Posted 03 September 2023 - 05:07 AM

Very nice JP.
it plays very smooth (as always) 
one question.

The 3rd captive ball from Cairo swordman is a bit moving all the time.
it makes me a bit nervous during the game.
it's not much, but enough to see it.
Is there something that can be done about it ?
afc5013146dcb0e20eedab3cba01eb2c.gif


331ddabcc742f0ba74791e946eb0f791.gif Try PinballX Database manager as a replacement of PinballX's game list manager
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#26 jpsalas

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Posted 03 September 2023 - 11:53 AM

That's VPX physics & collisions, I don't think there is much to do. You can change a little the walls which touches the ball, but sooner or later it will start doing that again.


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Next table? A tribute table to Stern's Foo Fighters


#27 wiesshund

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Posted 03 September 2023 - 09:42 PM

That's VPX physics & collisions, I don't think there is much to do. You can change a little the walls which touches the ball, but sooner or later it will start doing that again.

This is perhaps not perfect but ball does not move

e8LEufS.png

 

I have a different question though

 

When game is over, top slighshots are active, also when tilted top slingshots are active (in the sword arena)

 

And when during normal play, i can nudge the ball and set the arena in motion, and can literally then just sit there racking up a score with the ball sitting in the shooter lane.

 

I do not know, is that possible on the real table?

If not, perhaps adding a solenoid check to see if those slingshot solenoids are enabled would take care of it?


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#28 jpsalas

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Posted 04 September 2023 - 04:26 AM

I can add those upper slingshots to the nudge system, so they are off when the table is off. And maybe reduce the nudge strength a little :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#29 wiesshund

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Posted 04 September 2023 - 04:43 AM

I can add those upper slingshots to the nudge system, so they are off when the table is off. And maybe reduce the nudge strength a little :)

 

I mean in a way is is kind of fun and amusing
whomp the table good when it is game over, you can play that upper arena all day long :)

 

But i was kind of thinking, is it supposed to do that?

I have always kind of wondered, can we tie a slingshot to a solenoid call?
Is there a command to fire a slingshot, besides whacking a ball into it?

I guess internally there must be?
Must be some command that takes place on the hit event?

Would be cool one day if we could build actual slingshots
Would require a pretty spiffy deformable rubber band model though with really good physics.


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#30 jpsalas

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Posted 04 September 2023 - 05:26 AM

There is a wall method you can call:

 

PlaySlingshotHit() - if the wall has slingshots defined, a call to this function will play the hit animation without triggering the actual hit event.

 

It is not what you asked, as this will just show the wall animation, which is usually set to do not play in most of VPX tables, as we made the animation using several rubbers.

 

So, the answer is no, we can't build a slingshot that works by command, as it is a hit event.


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Next table? A tribute table to Stern's Foo Fighters


#31 Mike DA Spike

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Posted 04 September 2023 - 06:13 AM

 

That's VPX physics & collisions, I don't think there is much to do. You can change a little the walls which touches the ball, but sooner or later it will start doing that again.

This is perhaps not perfect but ball does not move

e8LEufS.png

 

 

 

This seems to work better. Thanks buddy !


331ddabcc742f0ba74791e946eb0f791.gif Try PinballX Database manager as a replacement of PinballX's game list manager
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#32 wiesshund

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Posted 04 September 2023 - 06:29 AM

There is a wall method you can call:

 

PlaySlingshotHit() - if the wall has slingshots defined, a call to this function will play the hit animation without triggering the actual hit event.

 

It is not what you asked, as this will just show the wall animation, which is usually set to do not play in most of VPX tables, as we made the animation using several rubbers.

 

So, the answer is no, we can't build a slingshot that works by command, as it is a hit event.

 

Bummer.

I was mainly trying to see if there was maybe a simple check to see if said slingshot is valid of the slingshot itself since if SOL not enabled then it is not valid
Cant go off the hit, because then the sling activation is over, the ball has already hit it.

HIT
Yes it is valid
Im sorry Mario, but your ball is in another castle.


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#33 jpsalas

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Posted 04 September 2023 - 06:31 AM

Looking at the script, I already added those slingshots to the nudge system:

 

 vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, Bumper4, LeftSlingshot, RightSlingshot, LeftSlingshot1, RightSlingshot1)

 

So, it means the rom doesn't disable them at gameover, only when tilt. Only the flippers are disabled at gameover, so maybe nudging the real table may get those upper slingshots to trigger too :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#34 wiesshund

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Posted 04 September 2023 - 07:04 AM

Looking at the script, I already added those slingshots to the nudge system:

 

 vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, Bumper4, LeftSlingshot, RightSlingshot, LeftSlingshot1, RightSlingshot1)

 

So, it means the rom doesn't disable them at gameover, only when tilt. Only the flippers are disabled at gameover, so maybe nudging the real table may get those upper slingshots to trigger too :)

 

I tell you how to find out

 

assign a couple keys to the sling switch numbers

now assign the sol callbacks to play the knocker sound

 

ok now poke the assigned keys during game over etc
if you hear knock knock, then the ROM does not disable them, in which case leave it be, it is accurate.

And then i can nudge my way to a high score, guilt free


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#35 kiwi

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Posted 04 September 2023 - 11:02 AM

Looking at the script, I already added those slingshots to the nudge system:

 

 vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, Bumper4, LeftSlingshot, RightSlingshot, LeftSlingshot1, RightSlingshot1)

 

So, it means the rom doesn't disable them at gameover, only when tilt. Only the flippers are disabled at gameover, so maybe nudging the real table may get those upper slingshots to trigger too :)

The Sam.vbs file says the tilt switch is -7, and the Game-On solenoid is 33.

 

Coding in the traditional way tilt seems to work fine,

Solcallback(33) = "SolRun"
 
Sub SolRun(Enabled)
	vpmNudge.SolGameOn Enabled
End Sub

it just seems to be missing an initialization, just add this in Table_Init

vpmNudge.SolGameOn 0

 



#36 jpsalas

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Posted 04 September 2023 - 03:55 PM

Thanks kiwi!


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#37 jpsalas

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Posted 04 September 2023 - 04:06 PM

UPDATE

 

5.0.1 Updated 04.09.2023
- some small fixes in the table and the script. Thanks to wiesshund and kiwi.
 
I just added these small fixes. 

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#38 bolt

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Posted 04 September 2023 - 05:36 PM

Thanks for the update JP, wiesshund and kiwi.


Edited by bolt, 04 September 2023 - 05:36 PM.

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#39 wiesshund

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Posted 04 September 2023 - 11:06 PM

Thanks for the update JP, wiesshund and kiwi.

wait, what did i do now?


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#40 kiwi

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Posted 05 September 2023 - 03:50 PM

 

Looking at the script, I already added those slingshots to the nudge system:

 

 vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, Bumper4, LeftSlingshot, RightSlingshot, LeftSlingshot1, RightSlingshot1)

 

So, it means the rom doesn't disable them at gameover, only when tilt. Only the flippers are disabled at gameover, so maybe nudging the real table may get those upper slingshots to trigger too :)

The Sam.vbs file says the tilt switch is -7, and the Game-On solenoid is 33.

 

Coding in the traditional way tilt seems to work fine,

Solcallback(33) = "SolRun"
 
Sub SolRun(Enabled)
	vpmNudge.SolGameOn Enabled
End Sub

it just seems to be missing an initialization, just add this in Table_Init

vpmNudge.SolGameOn 0

Maybe it was better before with the tilt not fully working, I have a lot of lag with the flippers as if the FastFlips didn't work.







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