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Jungle Queen (Gottlieb 1977) VPX conversion (no longer requires 10.7) [4Player version][Visual Pinball X]

SSF FSS Taito Brazil Rowamet Heavy Metal DOF

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#21 clyde

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Posted 28 April 2021 - 05:55 PM

That was it, I registered B2S & all is fine now. Thanks!



#22 clyde

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Posted 29 April 2021 - 03:53 AM

I agree with Batch on this one, I fiddled with the lighting some, replaced the score reels, changed plunger images, this is a really nice table.   000.jpg


Edited by clyde, 30 April 2021 - 05:43 AM.


#23 wiesshund

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Posted 29 April 2021 - 05:07 AM

I agree with Batch on this one, I fiddled with the lighting some, replaced the score reels, changed plunger images, this is a really nice table.   

You WHat?!?!?!?!?!?!

 

my score reels?!!!!

 

I spent forever on those!!!!

 

cause like i hadnt a clue what i was doing LOL

graphics is not my thing, i was just happy they finally did not look like victims of nuclear fallout and i could read them

 

i'm still in shock that the bumper caps turned out presentable cause i could not keep the original caps at all
due to the fact that VPX lets the same table run in multiple POVs, and the originals were absolutely pancake flat, only good for 0 inclination cab view

like it was in vp9


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#24 Outhere

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Posted 30 April 2021 - 03:07 AM

Here is a script with all the DOF done and working
But there is one problem when it's counting points the chime unit does not Pulsate it pulls solenoid in until it's done counting points
It should pulsate as its counting

https://pastebin.com/ENYpYN9H

Hopefully somebody that knows How to code VPX table will take a look



#25 wiesshund

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Posted 30 April 2021 - 03:18 AM

 

Here is a script with all the DOF done and working
But there is one problem when it's counting points the chime unit does not Pulsate it pulls solenoid in until it's done counting points
It should pulsate as its counting

https://pastebin.com/ENYpYN9H

Hopefully somebody that knows How to code VPX table will take a look

 

I could be super wrong, cause i have no way to set up DOF and see

but i was thinking that you may have to edit the DOF config for the table, and set the chime channels duration really short
from what you describe, it sounds like they stay energized too long, and when it rings them quickly, they are not getting a chance to actually be off?

 

And the only thing i could think of table script wise would only work if you had a real rebound bell actuator, and 2 sets of bells
Those hit one bell on actuation, and hit the other bell on recoil
Much like the assembly in a door bell works for the DING   DONG

 

Then the table would do, if chime off then on, if chime on then off

 

And then i realized thats a dumb idea, nobody has those in their pincab
Im not even sure where to find decent sized ones as they are kind of a specialty item

 

And i could not find anything about modifying an output channels duration via script?

 


Edited by wiesshund, 30 April 2021 - 03:19 AM.

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#26 Outhere

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Posted 30 April 2021 - 03:34 AM

On the DOF website I have them set at 60 ms - But that's not the problem in the script when it's counting points it should be pulsating
Something in the script is missing
Other EM tables work fine
When the ball goes over a rollover switch the motor ( In this case fake motor ) runs and Pulsate the chime unit



#27 wiesshund

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Posted 30 April 2021 - 03:41 AM

On the DOF website I have them set at 60 ms - But that's not the problem in the script when it's counting points it should be pulsating
Something in the script is missing
Other EM tables work fine
When the ball goes over a rollover switch the motor ( In this case fake motor ) runs and Pulsate the chime unit

 

Not sure then
When you have it do DOF chime_event, 2
2 means pulse at what ever duration the config says they are set to
0 means off, and 1 means plain old on until told to do otherwise

At least as far as i understand, so the 2 should make them pulse

 

As there is kind of a lot of stuff ringing the chimes, which things are you noticing that keep them on
Is it everything, only certain things?
Like if you hit a bumper to they stay on or go on and then off?


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#28 wiesshund

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Posted 30 April 2021 - 03:56 AM

Does any of this work chimes wise?

 

https://drive.google...iew?usp=sharing


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#29 Outhere

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Posted 30 April 2021 - 05:07 AM

 

On the DOF website I have them set at 60 ms - But that's not the problem in the script when it's counting points it should be pulsating
Something in the script is missing
Other EM tables work fine
When the ball goes over a rollover switch the motor ( In this case fake motor ) runs and Pulsate the chime unit

 

Not sure then
When you have it do DOF chime_event, 2
2 means pulse at what ever duration the config says they are set to
0 means off, and 1 means plain old on until told to do otherwise

At least as far as i understand, so the 2 should make them pulse

 

As there is kind of a lot of stuff ringing the chimes, which things are you noticing that keep them on
Is it everything, only certain things?
Like if you hit a bumper to they stay on or go on and then off?

 

Rollovers for sure

 

Does any of this work chimes wise?

 

https://drive.google...iew?usp=sharing

I will let you know tomorrow



#30 wiesshund

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Posted 30 April 2021 - 05:21 AM

 

 

Rollovers for sure

 

Hmm

ok i will look at how those are set up later

 

When you try that, let me know if at least any of the hit events operate right?
I might kind of have an idea, but it will be a wrong idea if the hit based events also do not pulse the chimes


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#31 Outhere

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Posted 01 May 2021 - 12:32 AM

All the DOF Hits seemed to work

By the entries you did and I did not realize this wasn't working but when a ball drains the chime unit Pulsates as a score counts down which is what it should do - That part is now working



#32 wiesshund

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Posted 01 May 2021 - 12:34 AM

All the DOF Hits seemed to work

By the entries you did and I did not realize this wasn't working but when a ball drains the chime unit Pulsates as a score counts down which is what it should do - That part is now working

SCORE!

 

SCHWEE!

 

ok  will do a new updated build from that then for here, when i can


Edited by wiesshund, 01 May 2021 - 12:35 AM.

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#33 wiesshund

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Posted 01 May 2021 - 02:35 AM

All the DOF Hits seemed to work

By the entries you did and I did not realize this wasn't working but when a ball drains the chime unit Pulsates as a score counts down which is what it should do - That part is now working

 

 

Question
Did you have to create a dof config for the table or did one already exist?


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#34 Outhere

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Posted 01 May 2021 - 03:27 AM

 

All the DOF Hits seemed to work

By the entries you did and I did not realize this wasn't working but when a ball drains the chime unit Pulsates as a score counts down which is what it should do - That part is now working

 

 

Question
Did you have to create a dof config for the table or did one already exist?

 

I'm glad you reminded me
One already existed but you need to change the rom name in the game to match the rom name on the DOF website
You also need to add this to the table script  -- LoadEM

More Info - How to use controller.vbs for EM and Original tables in depth
https://www.vpforums...showtopic=34429
-
For Solid-State Games
How to use controller.vbs for SS tables in depth
https://www.vpforums...453#entry329679



#35 wiesshund

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Posted 01 May 2021 - 03:40 AM

 

 

All the DOF Hits seemed to work

By the entries you did and I did not realize this wasn't working but when a ball drains the chime unit Pulsates as a score counts down which is what it should do - That part is now working

 

 

Question
Did you have to create a dof config for the table or did one already exist?

 

I'm glad you reminded me
One already existed but you need to change the rom name in the game to match the rom name on the DOF website
You also need to add this to the table script  -- LoadEM

More Info - How to use controller.vbs for EM and Original tables in depth
https://www.vpforums...showtopic=34429
-
For Solid-State Games
How to use controller.vbs for SS tables in depth
https://www.vpforums...453#entry329679

 

B2S name or cGamename?
which does DOF look at on EM's

 

and what does LoadEM load exactly?

 

nevermind, seems like cgamename

actually looks like if that is defined, then b2s.name should not have to be explicity stated

but then this began as an old table, and i have tried not to remove any of starman's script if it didnt break the table


Edited by wiesshund, 01 May 2021 - 03:44 AM.

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#36 Outhere

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Posted 01 May 2021 - 03:50 AM

LoadEM  -  Is needed for DOF



#37 wiesshund

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Posted 01 May 2021 - 04:43 AM

I agree with Batch on this one, I fiddled with the lighting some, replaced the score reels, changed plunger images, this is a really nice table.   

Did you want to share the score reels?

I can add them to the table with Haggi's high score reel

 

LoadEM  -  Is needed for DOF

 

well, that is definitely good to know :)


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#38 wiesshund

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Posted 17 February 2023 - 04:26 AM

I am surprised that no one has done an artwork upgrade to this still


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#39 Humanimal

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Posted 16 October 2023 - 09:34 AM

wiesshund, on 15 Oct 2023 - 10:56 PM, said:

Table requires VPX 10.8 and a recent revision of it

 

I apologize for my post in the wrong place.

 

I find confusing as a new comer to find two different ways to get a VP installer under [Getting Started] :

  1. [Install Visual Pinball] -> [VP Installer]
  2. [VP Downloads] -> [Visual Pinball X - EXE Only]

Even more confusing :
VPX 10.7.2 is called VP72 in the downloads section, so should I look for VP8 ?
Why not to name those files with VPX72 and VPX8  ?

 

I've looked for VP 10.8 but it's not available in the VP downloads section.


Edited by Humanimal, 16 October 2023 - 09:35 AM.


#40 hmueck

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Posted 16 October 2023 - 01:12 PM

I find confusing as a new comer to find two different ways to get a VP installer under [Getting Started] :

  • [Install Visual Pinball] -> [VP Installer]
  • [VP Downloads] -> [Visual Pinball X - EXE Only]

One says Installer, the other says "EXE only". You don't want the EXE only, you want to install the whole package. EXE only is for people who used the installer in the past and want to upgrade.

 

Even more confusing :
VPX 10.7.2 is called VP72 in the downloads section,


I searched for VP72 and couldn't find it. Maybe it said VPX72? That would make sense.

 

so should I look for VP8 ?
Why not to name those files with VPX72 and VPX8  ?

 
Visual Pinball X (VPX) is the latest release of Visual Pinball. It's like Mac OS X. There's OSX 10.6, 10.7, ... 10.13, 10.14, ....
Previous releases of VP (or Mac OS) are called 6.x, 7.x, 8.x, 9.x,...
Don't mix VP and VPX.
 
VPX is VP version 10. VPX72 is Visual Pinball 10.7.2. VPX8 is VP 10.8. VP8 would be VP 8.0.
 

I've looked for VP 10.8 but it's not available in the VP downloads section.


That's because is has not been released yet. It's available as several beta versions and other developer builds. It's not meant for the normal end user.
 


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!





Also tagged with one or more of these keywords: SSF, FSS, Taito, Brazil, Rowamet, Heavy Metal, DOF