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Fish Tales VP92 FS [VP 9.x Cabinet FS]

Fish Tales melon VP9.2

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#21 Bob5453

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Posted 01 July 2010 - 06:10 AM

Super job on this table!

Thanks!

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#22 smakx

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Posted 25 December 2011 - 09:35 PM

Hello,

I have been enjoying the desktop version of Fish Tales for quite some time, just recently I began rotating my monitor and playing the full screen version, which I like even more. I am having an occasional issue with the plunger not working, I have seen others mention this issue in the table comments, but nothing here in this thread. It seems, as others have noticed, that if you try to launch a ball too quickly after losing a previous ball, the plunger stops working. I guess I need to be conscious of the issue, be more patient and wait a sec before I launch concurrent balls. Other than this occasional glitch, the table plays perfectly. If anyone has any ideas on how this could be fixed, please let me know. Thanks.


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#23 bladexdsl

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Posted 26 December 2011 - 04:56 AM

just wait 2 secs b4 pushing it that's what i do

#24 tetrafred

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Posted 13 May 2012 - 08:58 AM

I have a error when playin this table with this line 473:

Case Else
'No hole up, we'll call this method again in 500 ms, and try again!
vpmPulseTimer.AddTimer 500,"KickReel_Hit '"
End Select End Sub

Any idea or solution?

Thx

seven32

Edited by tetrafred, 14 May 2012 - 04:51 PM.


#25 koadic

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Posted 13 May 2012 - 08:05 PM

QUOTE (tetrafred @ May 13 2012, 03:58 AM) <{POST_SNAPBACK}>
I have a error when playin this table with this line:

Case Else
'No hole up, we'll call this method again in 500 ms, and try again!
vpmPulseTimer.AddTimer 500,"KickReel_Hit '"
End Select End Sub

Any idea or solution?

Thx

seven32


What are you trying to do when you get the error?



Also, in the case of the plunger issue, I have posted a fix in a different thread but I figure this is a better place as it is the actual thread for the table, so here is my fix to the plunger issue:
change the following in red:
CODE
Sub FishTales_KeyDown(keycode)
If (BallinPlunger = 1) And (ShooterLane.TimerEnabled = 0) Then
If keycode = PlungerKey Then Controller.Switch(31) = 1:End If
End If


...

'**************************************************************
' SENSORES (SWITCHES)
'**************************************************************

Dim BallinPlunger
ShooterLane.TimerInterval = 500


Sub ShooterLane_Hit:Controller.Switch(56) = 1:BallinPlunger = 1:ShooterLane.TimerEnabled = 1:End Sub
Sub ShooterLane_Unhit:Controller.Switch(56) = 0:PlaySound "ballroll":BallinPlunger = 0:End Sub
Sub ShooterLane_Timer():ShooterLane.TimerEnabled = 0:End Sub
Sub sw35_Hit:Controller.Switch(35) =1:End Sub '35
Sub sw35_UnHit:Controller.Switch(35)=0:End Sub


What this does is when the ball enters the shooting lane, it starts a timer that runs for 1/2 a second (ShooterLane.TimerInterval = 500), and it doesn't allow the plunger key to work unless the ball is in the shooting lane and the 1/2 second timer has finished.

Edited by koadic, 13 May 2012 - 08:10 PM.


#26 tetrafred

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Posted 14 May 2012 - 05:08 PM

I have the problem when the ball enter the "lock" slot on the left side at the end of a "ramp":


QUOTE
' EL REEL (LOCK)
'****************************************
Dim lateral:lateral=Array(Lateral1,Lateral2,Lateral3,Lateral4,Lateral5,Lateral6)
Dim posicion,i, girando


Sub Catapulta_Hit():bsCatapulta.AddBall Me : End Sub
Sub KickReel_Hit()
Dim nHole
stopsound "Metal"
Me.DestroyBall
nHole = Controller.GetMech(1) 'Return which Ball Lock is UP!
'Which hole is UP?
Select Case nHole
Case 1
bsReel1.AddBall 0
Case 2
bsReel2.AddBall 0
Case 3
bsReel3.AddBall 0
Case Else
'No hole up, we'll call this method again in 500 ms, and try again!
vpmPulseTimer.AddTimer 500,"KickReel_Hit '"
End Select End Sub

Sub ReelTimer_Init() for i=1 to 5:Lateral(i).isdropped=true:next End Sub

Sub Motor(enabled)
If enabled Then
gira
MotorFuncionando = True
Else
MotorFuncionando = False
End If
End Sub

Sub ReelTimer_Timer()
Lateral(posicion).isdropped=true
posicion=posicion+1
if posicion=6 then
posicion=0
ReelTimer.enabled=false
end if
Lateral(posicion).isdropped=false
End Sub

Sub gira
ReelTimer.enabled = True
posicion=0
End Sub


I will try to redownload the table to see if my problem continu

#27 tetrafred

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Posted 14 May 2012 - 05:24 PM

Forgive me, i redownload the table and try again with a new install...It's work perfectly now blush.gif

#28 melon

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Posted 17 February 2014 - 07:37 PM

Released version 2.0:

 

Massive Update
New screws and posts
Alpha ramps
Added and modified plastics
New GI in 8 steps made with alpha ramps
Flashers!
Lights on the ramp are now on the ramp. No tricks, it's angle independent (they're made with ramps)
Now the reel is a primitive (thanks Francisco666 again!)
GI on the back wall, with new L I E lights
Adjusted physics
New sounds
Textured flippers
Table darkened
Metal wires in the apron
High res textures
And lots of little details
 
Enjoy  ;)

cycloneMini2.png TafMini2.png FishTalesMini2.png spaceShuttleMini2.png bk2kmini.png GetawayMini.png


#29 LoadedWeapon

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Posted 17 February 2014 - 07:42 PM

Woohoo! Thx melon cant wait to get home and check it out.. I know it will be awesome! :)

#30 Sheltemke

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Posted 17 February 2014 - 08:52 PM

Thank you so much melon :)



#31 gogo69

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Posted 17 February 2014 - 09:41 PM

super cool ! thank you !!!!


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#32 gStAv

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Posted 17 February 2014 - 10:04 PM

Awesome melon! :D


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#33 ced

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Posted 17 February 2014 - 10:12 PM

thx melon :)

 

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Edited by ced, 17 February 2014 - 10:13 PM.


#34 randr

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Posted 18 February 2014 - 12:17 AM

Thank you melon. Looks great wow


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#35 Shadowsclassic

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Posted 18 February 2014 - 12:20 AM

Wow, way to drop a bomb! :)  I come home from the station and BAM, Merry Christmas to me!

 

I thought this table looked good before, but wow!  Not only does this look sweet now, but it plays incredible as well.  The previous version was unplayable on my low end desktop due to horrible ball lag.  I could only play it on my souped up Cabinet PC.  Even though this one has much sharper graphics it  runs stutter free on my desktop!  What?  How on Earth did you pull that off?



#36 DreamTrap

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Posted 18 February 2014 - 12:27 AM

it's a bit dark i kinda like rosve one better


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#37 BobAlbright

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Posted 18 February 2014 - 03:16 AM

Thank you for the update. It looks better but more important it plays better.  Job well done !


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#38 Shadowsclassic

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Posted 18 February 2014 - 11:35 AM

it's a bit dark i kinda like rosve one better

Well, yes giving props to rosve building skills, his table is great, but this table looks to be using higher res graphics and somehow is streamlined to run much better on my lower end PC. 



#39 melon

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Posted 18 February 2014 - 06:35 PM

it's a bit dark i kinda like rosve one better

 

<_<

 

Go to options > lightsources and change L0PosXYZ and L0DirXYZ to 0. Every field to 0 an you'll have a brighter version


cycloneMini2.png TafMini2.png FishTalesMini2.png spaceShuttleMini2.png bk2kmini.png GetawayMini.png


#40 ClarkKent

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Posted 18 February 2014 - 07:13 PM

Really really great update! I plays much better than all other versions, including rosve's one. Only one thing: It' hard to do controlled center shots, it's only luck if you can do one intentionally.







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