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Medusa VP9 1.1FS


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#21 jpsalas

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Posted 21 August 2010 - 03:59 AM

I'll make a revision of the table since I discovered a typo on a light text. But I wanted to see first how this nudge system works smile.gif

JP


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#22 serpiko

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Posted 21 August 2010 - 08:24 AM

hi jp

I am allowed to post in this section.
since you are talking about the new system nudge.
I think it is too sensitive.
but it is better than the old.
because
I copied / pasted your old code from a table in your script medusa.I removed and a timer.
conclusion
the game is much more easy.i can make very big scores with a single ball.
should be a mixture of both.

Otherwise congratulations for this beautiful table

Edited by serpiko, 21 August 2010 - 08:24 AM.


#23 jpsalas

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Posted 22 August 2010 - 05:32 AM

I have updated the table to 1.1:

Update 1.1
- Fixed typo in text light
- Changed nudge system to one used before. Using two keys, on for the light nudge and one for a stronger nudge. When the "analog" nudge is fully debugged and tested then I'll add it to my tables.

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If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#24 Sabbat

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Posted 22 August 2010 - 06:50 AM

plays much better IMO. Thank you.
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#25 kruge99

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Posted 22 August 2010 - 01:13 PM

Hi JP,

I found a visible wall side. I'm not sure if this is supposed to be there or not. (Maybe it's an easter egg?) ;-)



For my personal preference I unchecked the "side visible" check mark to match the top not being visible - now the wall is invisible, but still collidable - in case it serves some purpose for being there. Thank you for making such an amazing recreation!


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Todd.

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#26 jpsalas

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Posted 22 August 2010 - 03:24 PM

Yes it should be invisible. The wall is to avoid the ball hitting the drop target from its side.

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Next table? A tribute table to Stern's Foo Fighters


#27 strangeleo72

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Posted 23 August 2010 - 10:35 PM

QUOTE (moogster66 @ Aug 20 2010, 10:50 PM) <{POST_SNAPBACK}>
QUOTE (Hos_Nos @ Aug 20 2010, 06:26 PM) <{POST_SNAPBACK}>
Hi Guys,

I downloaded the alternate UVP backglass as suggested and it worked great. No more crashing on exit. I prefer FD's backglass image (has the Bally and Medusa logo's) so I simply replaced the one from the alternate download smile.gif

Cheers,

Nos

Yes, the alternate UVP seems to work better. Here is the alternate image with the logos. It's not identical to the original, but it's close.



Moogster and Pharaoh (creator of UVP Medusa)
I have a HQ Backglass and Wheel for it.
If you can change the image of backglass Used i apreciate.
This is the original Backglass in HQ (1794x1419dpi)





Cheers

Edited by strangeleo72, 23 August 2010 - 10:39 PM.

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(thanks Grizz for the DMD)

#28 moogster66

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Posted 23 August 2010 - 10:55 PM

I did not create the UVP or the backglass image. I just added the logos to the existing image. Just wanted to make that clear. biggrin.gif

PS Thanks for the images Strangeleo!

Edited by moogster66, 23 August 2010 - 11:17 PM.

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#29 Dan The Pinball Man

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Posted 24 August 2010 - 12:19 AM

You need to scan the RARE version that has NIPPLES on her breasts biggrin.gif

#30 kruge99

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Posted 24 August 2010 - 12:39 AM

Look no further...

"Fantasy" Medusa UVP backglass

(It's the UVP backglass I happen to use)


Best Regards,
Todd.

[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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#31 CaptainNeo

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Posted 25 May 2012 - 11:48 PM

how do you get the "shield of the Gods" post to work? It's the center post. Your suppose to be able to hit the other flipper button to move the post forward to knock the ball back up. Am I missing the button config, or is this option not programmed on this table?

btw, as always this table plays fantastic and looks amazing. Slightshots up on top should be more sensitive tho. On the real game, it's very hard to keep the ball in play up there because the slings will launch the ball down the sides from the slightest graze.
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#32 htamas

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Posted 26 May 2012 - 01:31 AM

The only annoying thing is that using UVP, the number display on the playfield gets messed up... so I suppose in order to see the right numbers, they must be shown on the UVP backglass, ignoring the garbled ones on the table.

Edited by htamas, 26 May 2012 - 01:32 AM.


#33 kruge99

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Posted 26 May 2012 - 12:55 PM

QUOTE (CaptainNeo @ May 25 2012, 07:48 PM) <{POST_SNAPBACK}>
how do you get the "shield of the Gods" post to work? It's the center post. Your suppose to be able to hit the other flipper button to move the post forward to knock the ball back up. Am I missing the button config, or is this option not programmed on this table?

btw, as always this table plays fantastic and looks amazing. Slightshots up on top should be more sensitive tho. On the real game, it's very hard to keep the ball in play up there because the slings will launch the ball down the sides from the slightest graze.


Look for the keydown/up section of the code, and right now the SOTG key is mapped to "keyUpperRight" which I think is the " ' " apostrophe key (beside the Enter key) on most keyboards.

CODE
Sub table1_KeyDown(ByVal Keycode)
     If keycode = PlungerKey Then Plunger.Pullback:Pcount = 0:PTime.Enabled = 1
     If keycode = keyUpperRight Then Controller.Switch(17) = 1
     If keycode = LeftTiltKey Then LeftNudge 80, 1.2, 20:PlaySound "nudge_left"
     If keycode = RightTiltKey Then RightNudge 280, 1.2, 20:PlaySound "nudge_right"
     If keycode = CenterTiltKey Then CenterNudge 0, 1.6, 25:PlaySound "nudge_forward"
     If keycode = 45 Then LeftNudge 80, 2, 30:PlaySound "nudge_left"
     If keycode = 52 Then RightNudge 280, 2, 30:PlaySound "nudge_right"
     If vpmKeyDown(keycode)Then Exit Sub
End Sub

Sub table1_KeyUp(ByVal Keycode)
     If keycode = keyUpperRight Then Controller.Switch(17) = 0
     If vpmKeyUp(keycode)Then Exit Sub
     If keycode = PlungerKey Then Plunger.Fire:PTime.Enabled = 0:Pcount = 0:PTime2.Enabled = 1
End Sub


Use the Visual Pinball Manual to find a keycode you prefer and modify the script accordingly.


Best Regards,
Todd.

[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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#34 CaptainNeo

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Posted 26 May 2012 - 09:49 PM

i think on virtua pins, it's the Joy 3 key? for the secondary flipper buttons.
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#35 destruk

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Posted 26 May 2012 - 09:58 PM

JPSalas - if you are updating this in the future, your text at the back of the table in front of the middle standup target says "SUBSTRACT" - it should be "SUBTRACT" -
http://ipdb.org/show...565&picno=11396

smile.gif

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#36 jpsalas

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Posted 27 May 2012 - 02:29 AM

QUOTE (destruk @ May 26 2012, 11:58 PM) <{POST_SNAPBACK}>
JPSalas - if you are updating this in the future, your text at the back of the table in front of the middle standup target says "SUBSTRACT" - it should be "SUBTRACT" -
http://ipdb.org/show...565&picno=11396

smile.gif



Thanks! smile.gif

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#37 RipleYYY

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Posted 18 December 2016 - 01:10 PM

how do you get the "shield of the Gods" post to work? It's the center post. Your suppose to be able to hit the other flipper button to move the post forward to knock the ball back up. Am I missing the button config, or is this option not programmed on this table?

btw, as always this table plays fantastic and looks amazing. Slightshots up on top should be more sensitive tho. On the real game, it's very hard to keep the ball in play up there because the slings will launch the ball down the sides from the slightest graze.

 

topic back from the crypt... ;)

 

as i played the table yesterday, just noticed what captain said

than i found how to do it by myself (keys code on my cab are 29 & 157), i've edited the script, but still didnt work, nothing move as it should !?


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