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Triple strike v1.5.0


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#21 Rawd

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Posted 18 August 2010 - 09:01 PM

QUOTE (Scorpion @ Aug 18 2010, 02:50 PM) <{POST_SNAPBACK}>
QUOTE (Rawd @ Aug 18 2010, 06:17 PM) <{POST_SNAPBACK}>
Thanks for all the nice comments guys. I am really glad that you are enjoying the table. smile.gif


Totally awesome, i like very much, but you forget make the match routine... otvclap.gif


Thanks! I didn't forget, I just got lazy. It will be in an update.



 


#22 Dan The Pinball Man

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Posted 18 August 2010 - 10:23 PM

Awesome job..It plays great..Very real!!

#23 billyrjse

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Posted 19 August 2010 - 09:24 PM

G-R-E-A-T!!! clapping.gif I love the physics!! Very well done table! Congratulations Rawd!!!
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Big Thanks to my friend Hassanchop for this very nice dmd.

#24 Gravy

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Posted 19 August 2010 - 11:44 PM

Havent been around much lately Rawd but great to see another table from you. Many thanks.

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#25 Rawd

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Posted 20 August 2010 - 04:29 AM

I will be posting an update in the next few days. Thanks Sabbat for finding a few more bugs...

- Added the Replay credit for score earned system . Replays at 120k,220k,300k.
- Fixed the post on the right slingshot. (the whole thing somehow slipped down, and I didn't notice until yesterday)
- There was bug where the flippers continue to buzz if you are holding them at Game over. This has been fixed.
- There was a bug where you could start a new game between the last ball drain and bonus count.. leading to multiball problems. This is fixed.
- The bottom green stars stay lit if you tilt while they are lit, and start a new game. Fixed

To do:

- Match play for replay system
- 2 tiered sounds from rubbers and metal (the faster the ball, the louder the sound)
- 2 tiered nudging (ball will be affected less at the top of the table)
- GI lighting to come out from behind the target onto playfield when targets are knocked down.


I should have the rest of this stuff done soon. I kind of rushed the table out for its birthday smile.gif




 


#26 Sabbat

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Posted 20 August 2010 - 04:30 AM

Cool news on the update smile.gif
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#27 Pin-Pete

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Posted 20 August 2010 - 01:08 PM

QUOTE (Rawd @ Aug 20 2010, 07:29 AM) <{POST_SNAPBACK}>
I will be posting an update in the next few days. Thanks Sabbat for finding a few more bugs...

- Added the Replay credit for score earned system . Replays at 120k,220k,300k.
- Fixed the post on the right slingshot. (the whole thing somehow slipped down, and I didn't notice until yesterday)
- There was bug where the flippers continue to buzz if you are holding them at Game over. This has been fixed.
- There was a bug where you could start a new game between the last ball drain and bonus count.. leading to multiball problems. This is fixed.
- The bottom green stars stay lit if you tilt while they are lit, and start a new game. Fixed

To do:

- Match play for replay system
- 2 tiered sounds from rubbers and metal (the faster the ball, the louder the sound)
- 2 tiered nudging (ball will be affected less at the top of the table)
- GI lighting to come out from behind the target onto playfield when targets are knocked down.


I should have the rest of this stuff done soon. I kind of rushed the table out for its birthday smile.gif



WOW! Sounds good,Rawd biggrin.gif

Greetings:Petri


#28 Rawd

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Posted 22 August 2010 - 08:47 PM

Please be sure to update your table to the latest version. There have been lots of changes. Thanks to Noah Fentz, Rascal, and Sabbat for help with the update.


Version 1.4.2

Fixes:


- Fixed a post that was out of place on the right slingshot
- Flippers would continue to buzz if you were holding them both at Game end. Fixed
- "multi-ball" bug is fixed (cannot start a new game between ball drain at game over anymore)
- Bottom green stars would remain on when starting a new game after tilting. Fixed
- Bumpers and slingshots now die at game Tilt.
- Made the kicker a bit more random to emulate the real thing (too many drains down right outlane from kicker)
- Minor physics fixes

Additions:

- Match play credit system (match last digits of score with random pick at the end of the game for a free credit)
- Replay system (score 139k and 259k for a replay credit)
- Replay card graphic added to the apron
- three-tiered sounds. (The harder the ball hits an object, the louder it is)
- Tiered nudging (Nudge has little effect near the top of the table) (Based on an idea from Noah Fentz, thanks)
- Added Startshake command to the Desktop version
- Stereo Panned flippers


 


#29 bolt

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Posted 22 August 2010 - 08:56 PM

Thanks for the great update Rawd.
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#30 rob046

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Posted 23 August 2010 - 01:00 AM

QUOTE (Rawd @ Aug 22 2010, 04:47 PM) <{POST_SNAPBACK}>
Please be sure to update your table to the latest version. There have been lots of changes. Thanks to Noah Fentz, Rascal, and Sabbat for help with the update.


Version 1.4.2

Fixes:


- Fixed a post that was out of place on the right slingshot
- Flippers would continue to buzz if you were holding them both at Game end. Fixed
- "multi-ball" bug is fixed (cannot start a new game between ball drain at game over anymore)
- Bottom green stars would remain on when starting a new game after tilting. Fixed
- Bumpers and slingshots now die at game Tilt.
- Made the kicker a bit more random to emulate the real thing (too many drains down right outlane from kicker)
- Minor physics fixes

Additions:

- Match play credit system (match last digits of score with random pick at the end of the game for a free credit)
- Replay system (score 139k and 259k for a replay credit)
- Replay card graphic added to the apron
- three-tiered sounds. (The harder the ball hits an object, the louder it is)
- Tiered nudging (Nudge has little effect near the top of the table) (Based on an idea from Noah Fentz, thanks)
- Added Startshake command to the Desktop version
- Stereo Panned flippers


I don't think you should see any direct outlane drains from the kicker. It looks like the game is designed for that kicker to pop the ball to the bumper every time, maybe the left-ish side of it. There might be a tiny bit of variation, but in real life likely not enough to notice, maybe 3 degrees variance or something like that. Either way, I think as long as that ball is nipping the bumper every time you should be good.
I gotta try out this nudging thing, I remember talking to noah about this idea in another thread, about how nice it would be if side to side nuding didnt affect the ball at the top of the table nearly as much as toward the bottom. I didn't know you guys had figured this out.
The only worry I had about this idea is that you still want forward/upward nudging to work just as well at the top of the table, just not side nudging. Not sure if you guys worked that out. Can't wait to try it out though.

#31 Rawd

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Posted 23 August 2010 - 01:05 AM

QUOTE (rob046 @ Aug 22 2010, 07:00 PM) <{POST_SNAPBACK}>
I don't think you should see any direct outlane drains from the kicker. It looks like the game is designed for that kicker to pop the ball to the bumper every time, maybe the left-ish side of it. There might be a tiny bit of variation, but in real life likely not enough to notice, maybe 3 degrees variance or something like that. Either way, I think as long as that ball is nipping the bumper every time you should be good.
I gotta try out this nudging thing, I remember talking to noah about this idea in another thread, about how nice it would be if side to side nuding didnt affect the ball at the top of the table nearly as much as toward the bottom. I didn't know you guys had figured this out.
The only worry I had about this idea is that you still want forward/upward nudging to work just as well at the top of the table, just not side nudging. Not sure if you guys worked that out. Can't wait to try it out though.


Hey Rob.. Check out a post from Noah this morning.. "Nudge demo 2". He implemented a full code for nudging in a demo that is easy to read and understand. My nudge system was just based on the idea of less nudge at the top. You may get lossed in my messy code as well.

I own the real Triple Strike, and it is suprising how much variance that kicker has. The problem I was having with the VP version, was actually a kicker..to..middle bumper..to left side...and straight down the right outlane. This also happens on the real machine, but not quite as often as it was happening before. I think I got the problem licked. The real kicker will sometimes hit the ball straight down to the left slingshot, and sometimes it will hit the bumper directly center. I think it is because of a wide space where the pin comes out.

Check out Noahs system. You can change the % of nudge from top to bottom, and the center nudge can be seperate.

http://www.vpforums....p;hl=nudge demo


 


#32 rob046

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Posted 23 August 2010 - 02:16 AM

QUOTE (Rawd @ Aug 22 2010, 09:05 PM) <{POST_SNAPBACK}>
Hey Rob.. Check out a post from Noah this morning.. "Nudge demo 2". He implemented a full code for nudging in a demo that is easy to read and understand. My nudge system was just based on the idea of less nudge at the top. You may get lossed in my messy code as well.

I own the real Triple Strike, and it is suprising how much variance that kicker has. The problem I was having with the VP version, was actually a kicker..to..middle bumper..to left side...and straight down the right outlane. This also happens on the real machine, but not quite as often as it was happening before. I think I got the problem licked. The real kicker will sometimes hit the ball straight down to the left slingshot, and sometimes it will hit the bumper directly center. I think it is because of a wide space where the pin comes out.

Check out Noahs system. You can change the % of nudge from top to bottom, and the center nudge can be seperate.

http://www.vpforums....p;hl=nudge demo


Cool, that nudge system sounds awesome. I'll have to get caught up on that. I also like the new system JP is working on where how long you hit a key controls strength. If he can get that perfected, & it can be merged in with this system where side to side nudging can get toned down at the top of a table, then dare I say VP has maybe gets the best nudging system in the history of virtual pinball! & having a great nudge system accurate to real life goes a long way in making games play more accurately, harder to cheat on them, etc.

As for your kicker, it is interesting that it would have that much variance in real life.
You know, it is an older machine, those kicker arms can get a little loose over time, I suppose, & get a little wiggle from side to side. Could definitely be a fixable thing. I think the wide space you metion would only be an issue if the arm had a bit too much play in it.
Does the kicker fire after triggered more quickly than in other games? Maybe the ball isn't fully settled. Or, check those ball holder metal things inside the kicker, maybe they aren't level or something like that, to where the ball isn't settling properly.

To get as much variance as you say, it seems like something might be off. On the real pin I might actually not mind the variance, shakes things up a bit! But I think when the pin was new it likely didn't have that much variance.
I definitely notice in real life that kickers can seem to get weak or not quite kick where the manual says it should. Though I think often times this is due to a coil sleeve needing changed as the old one probably has some grime in it, slowing the rod down.
But while even that might cause slower kicks, it shouldn't change variance too much. Then again, it might. All stuff you can look at if you want. I always make sure I have new coil sleeves on my old games cuz I'm big into having the games play as like new as possible.

#33 Rawd

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Posted 23 August 2010 - 02:52 AM

It has always seemed to have alot of variance, and so did the other machine I owned as a kid. However, they were both old. The kicker pin is kind of rounded on the end and there is alot of play room..

I don't maintain my machine.. or at least I have not yet. I picked up this one about 2 years ago, and have been putting off learning how to restore it.

Here is a shot of the real kicker pin if you are interested:



Uploaded with ImageShack.us


 


#34 Ezepov

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Posted 31 August 2010 - 01:48 PM

Physics are perfect !
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image Posted Image

#35 Sabbat

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Posted 31 August 2010 - 03:26 PM

QUOTE (Ezepov @ Aug 31 2010, 06:48 AM) <{POST_SNAPBACK}>
Physics are perfect !


No doubt about it. It's definitely put a standard to me for what a table should feel and play like now.



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#36 superballs

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Posted 31 August 2010 - 03:59 PM

This is one of the greatest tables on the site.

I"m extremely glad i can play this table Rawd, it's a masterpiece. The lighting, the sounds, rolling over the pins. It's infuriating at times but if it cost me quarters i'd have to take out a mortgage to keep playing.

More addictive than a blackjack table.

#37 Sabbat

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Posted 31 August 2010 - 04:02 PM

superballs, yes! I agree!


I pity the foo who doesn't download Triple Strike biggrin.gif biggrin.gif biggrin.gif
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#38 Rawd

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Posted 31 August 2010 - 04:10 PM

QUOTE (superballs @ Aug 31 2010, 09:59 AM) <{POST_SNAPBACK}>
This is one of the greatest tables on the site.

I"m extremely glad i can play this table Rawd, it's a masterpiece. The lighting, the sounds, rolling over the pins. It's infuriating at times but if it cost me quarters i'd have to take out a mortgage to keep playing.

More addictive than a blackjack table.


Great! Really glad you enjoy it!


 


#39 Pinbotic

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Posted 31 August 2010 - 04:23 PM

Outstanding recreation Rawd. This is a virtual table that really approaches the feel of a real table. One small problem I had was that the four red double wide targets were all appearing as a transparent grid. I am not sure if this is due to my ATI video card or not, but I managed to fix the issue by selecting each target individually and selecting "Draw in Front". Great work.
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#40 Rawd

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Posted 31 August 2010 - 04:36 PM

QUOTE (Pinbotic @ Aug 31 2010, 10:23 AM) <{POST_SNAPBACK}>
Outstanding recreation Rawd. This is a virtual table that really approaches the feel of a real table. One small problem I had was that the four red double wide targets were all appearing as a transparent grid. I am not sure if this is due to my ATI video card or not, but I managed to fix the issue by selecting each target individually and selecting "Draw in Front". Great work.


I haven't heard of that happening to anyone else, but thanks for the fix. This sounds similar to rendering issues that Noah sometimes has. I wonder if I went into the table and did that to the targets myself and re-uploaded it, if that would fix the problem.