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Star Wars Trilogy V1.50


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#21 pharaoh

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Posted 09 April 2010 - 03:19 AM

QUOTE (wtiger @ Apr 8 2010, 10:30 PM) <{POST_SNAPBACK}>
I have the same plunger ball release problem as well. I was able to fix it by changing the gate (Gate2) length from 60 to 70. The ball was hanging up on it.


I cant find gate 2 sad.gif
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#22 njamont

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Posted 09 April 2010 - 07:06 AM

Can anyone still help out with the fs version?

#23 rossicomputers

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Posted 09 April 2010 - 08:25 AM

Why every release people begging for FS screen tables?



That's because have a lot pincab users here....right?

Include myself...

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#24 njamont

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Posted 09 April 2010 - 08:54 AM

did i beg?

i said i have the table looking ok in my cab but i need help with some graphics

there is a big difference from begging and asking for help

#25 luvthatapex

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Posted 09 April 2010 - 10:02 AM

QUOTE (destruk @ Apr 8 2010, 02:37 PM) <{POST_SNAPBACK}>
Your switch16 trigger isn't in the right place as it is, and you have a pulseswitch when it is hit anyway, so what happens there is it is hit, switch is closed, then a short time later the switch is opened. The switch shouldn't be opened until the ball leaves that small area entirely. Anyway, just kill the trigger for it, change the script as below, and you're ok again. Keeping it as it is, eventually when two or more balls enter the shooter lane you'll get lost balls according to the game.

Change this
.InitSaucer Launcher,0,360,30

To this:
.InitSaucer Launcher,16,0,30

And delete the trigger above the kicker object called "Switch16".



This worked perfectly. Thanks Destruk, that was exactly the problem. cool.gif


#26 PinHead4Life

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Posted 09 April 2010 - 04:36 PM

QUOTE (marv75 @ Apr 8 2010, 02:48 PM) <{POST_SNAPBACK}>
It works but sometimes the ball still won't come out or I have to hit enter several times...Also I have had a video mode continue after the ball has drained...


I had the same experience. The table looks great though and after a few tweaks I'm sure it will play great too.

#27 marv75

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Posted 09 April 2010 - 10:21 PM

I tried 9.04 and it works perfectly now!! smile.gif
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#28 bha19

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Posted 09 April 2010 - 11:51 PM

I have VP 9.0.7 and played the game twice. I have these problems with the drop targets not falling and the X fighter not shooting correctly, it just shoots the ball back onto the ramp lane going to the left inlane. Any thoughts?

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#29 marv75

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Posted 10 April 2010 - 12:26 AM

I too have the same problems. smile.gif
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#30 wtiger

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Posted 10 April 2010 - 01:31 AM

QUOTE (bha19 @ Apr 9 2010, 04:51 PM) <{POST_SNAPBACK}>
I have VP 9.0.7 and played the game twice. I have these problems with the drop targets not falling and the X fighter not shooting correctly, it just shoots the ball back onto the ramp lane going to the left inlane. Any thoughts?

bha19

Yes, I have the same problems. Subzero mentioned that it was attempted to be fixed but with no luck. If I have time this weekend I might take a look at it unless someone else does first. This problem was there in the WIP I received but I thought it would get correct before the actual release. I also have a problem with the ball sometimes on the right ramp bouncing half way back up after hitting the end then it falls back down properly after that.

#31 wtiger

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Posted 10 April 2010 - 04:42 PM

I just took a quick look at the X-Wing construction on the table and I'm guessing that the problem with it kicking the ball straight up is because the kicker is on a ramp (Ramp11) and so when the ball is kicked out of the kicker it is hitting the right wall of the ramp and therefore going up the ramp (the previous version used a wall instead of a ramp). A possible quick solution would be to set the ramp's right wall height to 0. I'll do some experimenting later today when I have more time.

#32 wtiger

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Posted 10 April 2010 - 07:41 PM

As I guessed, to get the X-Wing to fire the ball correctly change the Right Physical Wall of Ramp11 to 0:

Attached Files



#33 humid

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Posted 10 April 2010 - 10:19 PM

Thanks wtiger that did the trick. It's nice to finally be able to enjoy all this table has to offer. Appreciate the work on the X-wing. And subzero has captured some cool flow in this recreation.
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#34 wtiger

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Posted 11 April 2010 - 12:41 AM

Thanks Humid. You are very welcome!

I ended spending some time on this table today (it was actually quite fun).

Here's what I did:

Changed the X-Wing Ramp11 so it shoots properly (set the right wall to 0)
Changed the shooter lane and script as Destruk pointed out (also changed the apron walls a bit)
Added an animated Tie Fighter
Switch the carbondecal decal from the backbox to a wall on the main screen (so the ball visually goes behind it)
Added a VUK that I think looks OK.
Deleted some walls near the X-Wing that (hopefully) didn't need to be there (based on their height)
Changed the elasticity of the end of the ramps to prevent the ball from bouncing back up the ramp
Deleted a few of the unused graphics images

I will send the updated table to Subzero to see if he wants to release it or he wants me to. He pretty much already gave me permission to make changes to it but out of courtesy I'd like to send it to him first.


#35 destruk

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Posted 11 April 2010 - 12:47 AM

I have some pictures of this game if you need them - the carbonite han solo has lights on the left and right sides - not sure if they're controlled individually by the machine or if it's a simple timer system as I haven't studied the game manual. I got a picture with them on and off.

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#36 wtiger

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Posted 11 April 2010 - 04:48 PM

QUOTE (pharaoh @ Apr 8 2010, 08:19 PM) <{POST_SNAPBACK}>
QUOTE (wtiger @ Apr 8 2010, 10:30 PM) <{POST_SNAPBACK}>
I have the same plunger ball release problem as well. I was able to fix it by changing the gate (Gate2) length from 60 to 70. The ball was hanging up on it.


I cant find gate 2 sad.gif


Take a look at the picture below:

Attached Files



#37 njamont

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Posted 11 April 2010 - 04:54 PM

Yo Destruk,

do you have some good angle pictures for the toys for the fs one?

and wtiger if you set the fs settings for the table the xwing looks fine !

#38 wtiger

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Posted 11 April 2010 - 05:15 PM

QUOTE (njamont @ Apr 11 2010, 09:54 AM) <{POST_SNAPBACK}>
Yo Destruk,

do you have some good angle pictures for the toys for the fs one?


Weren't the pictures I made available in post#20 good enough to use for an FS version? I think I included an overhead of the Turbo Cannon (you'd need to turn that into an EMREEL with the guns moving in and out), the Tie Fighter, and the Hans Solo image. Were they not high enough resolution or did I miss something?

#39 njamont

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Posted 11 April 2010 - 05:29 PM

Sorry dude did not see it sad.gif

then again i lack the skills to apply them to the fs one ( i am a noob) still waiting for someone who will pick it up

#40 wtiger

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Posted 11 April 2010 - 05:41 PM

QUOTE (njamont @ Apr 11 2010, 10:29 AM) <{POST_SNAPBACK}>
Sorry dude did not see it sad.gif

then again i lack the skills to apply them to the fs one ( i am a noob) still waiting for someone who will pick it up


No problem. I think they'd work out OK (unless someone has other pictures). I don't have a cab and haven't looked much at any of the FS tables but I may attempt this in the somewhat near future. Stay tuned...