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Star Trek - The Next Generation (Williams 1993)[Visual Pinball X MOD]


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#21 bigus1

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Posted 11 August 2022 - 01:28 PM

This version and the FLUTZY version on the other site are mods of an earlier version of my authorized mod so, unless it been changed, the flippers choose a mission and the plunger fires the cannons :)



#22 mekishiko916

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Posted 11 August 2022 - 05:58 PM

Thank you for the reply! Sorry I don't understand, what am I looking for? It works in other games without modifying (T2 for example) I just installed this table & haven't changed anything (I also have magnasave buttons and those don't fire either for TNG)

here is the keys section:

 

 
'**********
' Keys
'**********
 
Sub table1_KeyDown(ByVal Keycode)
    If KeyCode = MechanicalTilt Then
        vpmTimer.PulseSw vpmNudge.TiltSwitch
        Exit Sub
    End if
    If keycode = PlungerKey Then Controller.Switch(12) = 1
If keycode = keyFront Then Controller.Switch(11) = 1
If vpmKeyDown(keycode) Then Exit Sub
End Sub
 
Sub table1_KeyUp(ByVal Keycode)
    If keycode = PlungerKey Then Controller.Switch(12) = 0
If keycode = keyFront Then Controller.Switch(11) = 0
If vpmKeyUp(keycode) Then Exit Sub
End Sub
 
Sub table1_Paused:Controller.Pause = True:End Sub
Sub table1_unPaused:Controller.Pause = False:End Sub
Sub table1_exit():Controller.Pause = False:Controller.Stop:End Sub
 

 

Does anyone know what button is for firing the cannons & making mode selections? I am trying to map my Launch button (ZBLaunch with pinscape set to ENTER) to the same as fire so that i can launch the cannons/choose modes  by pressing ion the plunger.

I assumed it was the LOCKBAR/FIRE in the VPX button config, so I set that one to ENTER just like my LAUNCH...however it doesn't work. So just to double check I assigned it to the F key and even that isn't working when i press it on my keyboard.

Sorry if this is well known...I haven't been able to find answers & I've been searching for hours. 

 

Check the table script itself
see if perhaps the script has it set to the magnasave buttons or something

 

Look at the keydowns
If will most likely be a keydown that says if key is down the switch ## =1  with nothing else to the command

You can change that to be lockbarkey

 

Like here is the lockbar fire key command from AC DC

 

Key downs

If KeyCode = LockbarKey Then Controller.Switch(64)=1

 

Key ups

 

If KeyCode = LockbarKey Then Controller.Switch(64)=0

 



#23 LoadedWeapon

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Posted 11 August 2022 - 06:13 PM

This version and the FLUTZY version on the other site are mods of an earlier version of my authorized mod so, unless it been changed, the flippers choose a mission and the plunger fires the cannons :)

These are not versions of anything you did or you would be in the credits.

#24 bigus1

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Posted 11 August 2022 - 06:25 PM

Dude, my name is on it. In the image manager and the sound manager.



#25 LoadedWeapon

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Posted 11 August 2022 - 06:33 PM

Dude, my name is on it. In the image manager and the sound manager.

Thanks And I will check it out the table I had long before you came here. If I did use a sound I will give you credit but promise you it was not something you worked on.
I don't put something out and claim credit for someone else work.

Edited by LoadedWeapon, 11 August 2022 - 06:34 PM.


#26 bigus1

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Posted 11 August 2022 - 06:41 PM

Unless you can magically import files from my desktop, it's one of mine. The insert lights use a setting only I use and it's the same on every single one of my 137 tables plus a few I've collaborated on. So I'm afraid you're mistaken :)



#27 LoadedWeapon

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Posted 11 August 2022 - 06:53 PM

Unless you can magically import files from my desktop, it's one of mine. The insert lights use a setting only I use and it's the same on every single one of my 137 tables plus a few I've collaborated on. So I'm afraid you're mistaken :)

Well I will download it and check it tonight and if I did somehow mix them up I will be glad to add you to the credits but not sure how that is possible. But will be glad to give credit if true.

#28 wiesshund

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Posted 11 August 2022 - 07:06 PM

This version and the FLUTZY version on the other site are mods of an earlier version of my authorized mod so, unless it been changed, the flippers choose a mission and the plunger fires the cannons :)

 

Is Switch 12 the cannon switch?
If so, then one could change that to lockbar fire key

 

Mind you if this table uses an auto plunger and not mechanical
then it's hardwired by the ROM to use the shooter button

Of course a person could still use

 

If keycode = PlungerKey or keycode = LockbarKey Then Controller.Switch(12) = 1
to make use of their firebutton


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#29 gtxjoe

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Posted 11 August 2022 - 10:17 PM

Instructions to get Fire button support working for STTNG and many others are here. https://www.vpforums...showtopic=45388

#30 mekishiko916

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Posted 12 August 2022 - 08:01 AM

Thank you. I did find this thread in my original search and edited the script with those lines, as well as set the LOCKBAR/FIRE and PLUNGER to ENTER in VPX. 

 

just to be double sure I downloaded the table again, and tried again from scratch, still no luck (PLUNGE works but when I have to "Launch a probe" it times out and auto-fires still.

 

my current script:

 

'**********
' Keys
'**********
 
Sub table1_KeyDown(ByVal Keycode)
    If KeyCode = MechanicalTilt Then
        vpmTimer.PulseSw vpmNudge.TiltSwitch
        Exit Sub
    End if
If keycode = LockBarKey Then Controller.Switch(12) = 1
If keycode = PlungerKey Then Controller.Switch(12) = 1
If keycode = keyFront Then Controller.Switch(11) = 1
If vpmKeyDown(keycode) Then Exit Sub
End Sub
 
Sub table1_KeyUp(ByVal Keycode)
If keycode = LockBarKey Then Controller.Switch(12) = 0
If keycode = PlungerKey Then Controller.Switch(12) = 0
If keycode = keyFront Then Controller.Switch(11) = 0
If vpmKeyUp(keycode) Then Exit Sub
End Sub
 
Sub table1_Paused:Controller.Pause = True:End Sub
Sub table1_unPaused:Controller.Pause = False:End Sub
Sub table1_exit():Controller.Pause = False:Controller.Stop:End Sub
 

 

 

 

 

Instructions to get Fire button support working for STTNG and many others are here. https://www.vpforums...showtopic=45388


Edited by mekishiko916, 12 August 2022 - 08:06 AM.


#31 wiesshund

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Posted 12 August 2022 - 08:50 AM

I dont think it matters but you may wish to do this instead

 

in Sub table1_KeyDown(ByVal Keycode)

If keycode = PlungerKey  or keycode = LockbarKey Then Controller.Switch(12) = 1

 

and

 

in Sub table1_KeyUp(ByVal Keycode)

If keycode = PlungerKey  or keycode = LockbarKey Then Controller.Switch(12) = 0


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#32 gtxjoe

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Posted 12 August 2022 - 09:54 AM

What key is the fire button mapped to in the Pinscape software? You said ZBLsunch button is set to Enter. The fire button should be set to a different key, not Enter

#33 mekishiko916

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Posted 12 August 2022 - 03:50 PM

I don't have a physical button wired to my pinscape, so no key is the fire button, which is why I want to just have FIRE triggered when I push the plunger in (Which is set for ZBLaunch ENTER)

 

What key is the fire button mapped to in the Pinscape software? You said ZBLsunch button is set to Enter. The fire button should be set to a different key, not Enter



#34 Tesla

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Posted 08 March 2023 - 02:38 AM

I saw how to make the Playfield brighter (Daytime) and how to turn-off the ball-trail.

 

The lights are pretty, but how can I turn-down the Bloom-effect?

Also, I set ball-reflections to OFF, but they are still on.

It's a little hard to play with those issues going on.

 

Thanks for this table ... it's my Favorite.



#35 xenonph

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Posted 08 March 2023 - 03:39 AM



I saw how to make the Playfield brighter (Daytime) and how to turn-off the ball-trail.

 

The lights are pretty, but how can I turn-down the Bloom-effect?

Also, I set ball-reflections to OFF, but they are still on.

It's a little hard to play with those issues going on.

 

Thanks for this table ... it's my Favorite.

 

 

 

How to turn down Bloom Effect..

Open table in editor and click "Lights" tab on right side of editor.

You will see a "Bloom Strength".

Lower that number to your desired setting.

capture464_t.png

 

Ball reflections, are exactly that. That setting is for reflections on the actual ball, not the playfield.

This is so when it rolls by a light, the light reflection is seen on the actual ball.

If you want the reflection of the ball that is on the playfield reduced, click "Visuals" tab on right side of editor.

You will see "Reflection Strength". This will control the reflections on the playfield.

Lower the number to reduce reflection.

capture2134_t.png


Edited by xenonph, 08 March 2023 - 03:42 AM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#36 bigus1

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Posted 08 March 2023 - 04:14 AM

The ball reflection setting is for the playfield reflection of the ball only.  The setting for the reflection of lights on the ball is Default Bulb Intensity Scale in the ball settings. Try 0.2 instead of 1 :)



#37 Tesla

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Posted 08 March 2023 - 05:43 AM

 

How to turn down Bloom Effect..

 

 

 

Thanks guys.
 
I set these: 
User / Ball-Trail=Off
Day Night Cycle is set around 5 (My room has controlled lighting)
Visuals / Ball / Default Bulb Intensity Scale=0.3
Lights / Bloom Strength=0.2
 
Sound Manager / WireRamp_Stop Volume to -0.900
- This appears to be the one that sounds similar to the actual Knocker. You can see its name, but it's more like the machine resetting mechanically and plays often.

Edited by Tesla, 08 March 2023 - 06:28 AM.