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Fish Tales VP92 FS [VP 9.x Cabinet FS]
Started By
melon
, Jun 12 2010 04:15 PM
Fish Tales melon VP9.2
58 replies to this topic
#22
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.
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.
"Pinball is the absolute pinnacle of human achievement, the perfect union of art and science, the purpose of mankind's creation and the answer to its greatest mystery, the very meaning of life its self."
#24
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
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
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
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
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
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":

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

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
'****************************************
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
#28
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 
#33
Posted 17 February 2014 - 10:12 PM
thx melon ![]()
![]()
Edited by ced, 17 February 2014 - 10:13 PM.
#35
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
Posted 18 February 2014 - 12:27 AM
it's a bit dark i kinda like rosve one better




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