https://drive.google...iew?usp=sharing
if anyone wants to try out the newer version, I'd love some feedback on it before releasing a revision.
Posted 06 October 2022 - 07:16 PM
https://drive.google...iew?usp=sharing
if anyone wants to try out the newer version, I'd love some feedback on it before releasing a revision.
Posted 07 October 2022 - 06:30 AM
I'm just a lurker of tables and really don't know anything of the physics how they should be implemented.
And on real pinball machines, I just play for fun, nio for competition or whatsoever.
the only competition I play is against my grandkids, but even the youngest of 4 years old, beats me ![]()
https://drive.google...iew?usp=sharing
if anyone wants to try out the newer version, I'd love some feedback on it before releasing a revision.
I must say, that this one plays a bit better than the original one, but not sure what the experts would say
Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters
Posted 08 October 2022 - 04:51 PM
the next version plays much more difficult, so you will have the choice of playing the first version (which is pretty much a light mod of Bigus version) or the VPW physics version of the next release but still ironing out some of the additional physics stuff, probably release it in a day or two.
Posted 10 October 2022 - 07:19 AM
I've been working hard on the next revision, doing a lot of research but there is a lot of things I notice that are just plain wrong even when using some of the "best" VPW physics and also not to mention issues with MIST multiball (grabbing the players ball when hitting the MIST ball for instance)
but I think I'm making some progress... I've rebuilt a lot of the playfield, taking longer than I expected. If anyone has idea about scripting maybe there is a way we can shut the mist magnet off if the ball has been knocked free, but I'll need some time/help to even be able to get to that aspect of fixing it up.
Posted 12 October 2022 - 07:44 AM
feature creep is happening but you know how much that I like to trick out the lights so there's still more stuff to do.... for now all I can show you is some of the different looks to the table using the light settings. look closely at the rubber bands and post rubbers and you might notice something subtle as well
I still have to do some code for the posts and for the flippers. the playfield has a shadow flasher, the apron has one as well and there is a playfield flasher that can change the "tinting" of the main area of the playfield, in the bigger image you can see the tinting effect more pronounced than the others with the green tint with also slightly darker playfield shadowing. these can be setup via the script or by using buttons during the table play.
Edited by Csilk, 12 October 2022 - 07:56 AM.
Posted 14 October 2022 - 07:19 AM
still working on it
added optional coffin mod... I still want to make it look better as I think its pretty meh at the moment but I'm just starting to learn blender so not bad for not knowing anything. more optional things like brighter village, castle and extra plastics... as well as removing pop bumper plastic if preferred.
Posted 15 October 2022 - 01:35 AM
because I don't own the artwork associated with the coffin mod, I'll be reworking it using original artwork just FYI. I may decide to release 2 versions one that keeps the physics inline with version 1.0 and 1.1 (1.2) and then also release 1.3 which will include all the things including the new physics/materials. This will mean that 1.3 will come before 1.2
unless people think I should release it as 2 separate tables completely, in which case I will just release 1.3 as 1.0 on a new release.
Timeline on 1.3 is still a ways off though and far greater than just a couple days as I initially mentioned.
Edited by Csilk, 15 October 2022 - 01:37 AM.
Posted 16 October 2022 - 03:37 AM
1.2 will be released very shortly (within a few minutes, just compiling my change notes) I've decided to just release 1.2, if you want the easier of the two tables keep 1.1 from this thread but 1.2 is no longer Bigus version as its completely modified
edit: spoke to soon, testing a bit more before release.
Edited by Csilk, 16 October 2022 - 04:56 AM.
Posted 16 October 2022 - 08:36 AM
sorry folks I'm gonna let it marinate one more day and release one point two at the end of Sunday, the good news is that it plays really well and I have a cool surprise in store... believe me I really want to finish 1.2 up and get it into everyone's hands, a lot of hard work and its approaching 2 weeks of work on it (10 days) and I dunno how many hours now I've put in but its gotta be in full time job range ![]()
Eager to see what everyone thinks.
Posted 17 October 2022 - 03:53 AM
Hell, i have marinated a table for a year or so before.
A table is never late, nor is it ever early
it arrives precisely when it means to
No matter what anyone else say
Including the author
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 17 October 2022 - 03:50 PM
Thanks for your work. Just played the new version. I really like the lighting that you did with coffin multiball! Think I prefer the play of version one better though
No one would expect anything else from you Bob !
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
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