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VP10 table testing - available right here!


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#381 fuzzel

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Posted 31 March 2015 - 08:52 PM

Just another heads up: there is yet another beta version available (rev1896). This one breaks the rendering of bumpers for all current VPX tables. There was a scaling bug in previous versions which forced me to changed the scaling handling. You have to set the height scaling of each bumper to somewhat around 90. I explained it a bit more in detail in the beta thread. Sorry guys.



#382 hmueck

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Posted 03 April 2015 - 12:14 PM

I updated my Robot table to make it work in VP10:

http://www.mediafire...q/Robot_1.3.rar

 

@Noah: we need a VP10 table upload category! ;)

 

 

P.S. for FS, disable EM reels and decals in backdrop options. And of cause uncheck "Use DT".


Edited by hmueck, 03 April 2015 - 12:15 PM.

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#383 kiwi

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Posted 03 April 2015 - 12:50 PM


P.S. for FS, disable EM reels and decals in backdrop options. And of cause uncheck "Use DT".

This can be done automatically via scrips.
Put this in "Table_Init"

If ShowDT=True Then
NameEMReel1.visible=1
NameEMReel2.visible=1
NameEMReel3.visible=1
.....etc
End If

Max



#384 Talantyyr

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Posted 03 April 2015 - 01:05 PM

Great table! I really love the colorful style of it. 

 

I just did a quick test and i've noticed you've forgot to set a material for the bumpers. Here's a screenshot:

http://workupload.com/file/lP7vqPcE

 

Btw, I've changed the backdrop settings like in the default table, so i can see more :)


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#385 hmueck

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Posted 03 April 2015 - 01:32 PM

This can be done automatically via scrips.
[/code]
Max


Thanks very much! Added this to the script. And the textboxes from the backdrop should now also stay off.

Great table! I really love the colorful style of it. 
 
I just did a quick test and i've noticed you've forgot to set a material for the bumpers. Here's a screenshot:
http://workupload.com/file/lP7vqPcE
 
Btw, I've changed the backdrop settings like in the default table, so i can see more :)


You have a fast eye! :) Added a material to the slingshot metal.

You can redownload the file with the updates. Should be the same address. But anyhow:
http://www.mediafire...q/Robot_1.3.rar


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#386 Talantyyr

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Posted 03 April 2015 - 02:01 PM

Great, thx! Was kinda hard to get the screenshot in the right moment :D

 

Just a few notes from my side, please don't get it wrong, i really like the table! Just want to tell you what my experience was.

 

I'm no physics expert but i think the ball behaves a bit strange. It feels a little slow, as if the ball is too lightweight. I've played about 15 games and I had the ball bounce on the bumper tops for about ~15 times before it came down. (that was my record ^^).

One time, it jumped from one bumper to another and back for about 6times.

I've also noticed, that the ball can extremly slow down when it comes down the lane and rolls over the flipper fingers. It starts when it rolls over the flipper fingers. This just happened a few times, not always! 

 

Besides that, the table plays really well and has great graphics!

 

Btw, is it normal, that after playing quite a time the pin says "mission accomplished. return to base" and you can't move the flipper fingers anymore? I don't know the rules of the game, first time playing it :)


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#387 hmueck

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Posted 03 April 2015 - 05:45 PM


Btw, is it normal, that after playing quite a time the pin says "mission accomplished. return to base" and you can't move the flipper fingers anymore? I don't know the rules of the game, first time playing it :)

 

Yes, that happends on Ball 4. Zaccaria pinballs have a feature called "Game Time". You collect time during Ball 1-3. Ball 4+ are unlimited balls, as long as the collected time isn't running out.


 

I'm no physics expert but i think the ball behaves a bit strange.

 

I'm also no physics expert and i also think the ball behaves strange.

Also, the ball might behave strange, *because* i'm no physics expert. ;)


Edited by hmueck, 03 April 2015 - 05:45 PM.

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#388 chepas

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Posted 03 April 2015 - 06:55 PM

Just another heads up: there is yet another beta version available (rev1896). This one breaks the rendering of bumpers for all current VPX tables. There was a scaling bug in previous versions which forced me to changed the scaling handling. You have to set the height scaling of each bumper to somewhat around 90. I explained it a bit more in detail in the beta thread. Sorry guys.

 

Thanks, both of mine have had the bumpers updated.


Bump maps are the new auto-tune :BDH:
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#389 hmueck

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Posted 04 April 2015 - 02:41 AM

I played around with VP10 for eight hours, and this was the result:

http://www.mediafire...ts777_beta1.rar

 

Enjoy.


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#390 Shockman

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Posted 04 April 2015 - 02:48 AM

I'm afraid VP10 is way over my head. 



#391 hmueck

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Posted 04 April 2015 - 03:00 AM

I'm afraid VP10 is way over my head. 

 

Why's that? Anything specific?


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#392 hmueck

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Posted 04 April 2015 - 11:26 PM

I'm done with the Agents 777 table. Total time ca. 12 hours.

http://www.mediafire...ts777_1.0rc.rar

 

Enjoy.

 


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#393 randr

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Posted 04 April 2015 - 11:58 PM

Sweet! I need to try agents 777!

Just loaded it up and looks good!

Edited by randr, 05 April 2015 - 12:41 AM.

randr___pinball.png                         


#394 lodger

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Posted 05 April 2015 - 04:14 AM

https://www.dropbox....ULSV21.vpx?dl=0

 

updated ghouls n' ghosts: still adding features, fixed a few of the problems people highlighted. please let me know if you are having any issues with shots, etc

 

updates:

set up a pair of lights on the left spinner that alternate when the spinner is spun. The spinner increases the "next weapon" light in a course way, the targets by the dragon increase up or down by 1 to let you pick and choose your modes before hitting an object that sets the next weapon active.

 

added a mini mode where passing over the left or right inlane turns on a timer to shoot the demon ramp. hitting the ramp increases the value of the shot a la the center ramp in TAF. it maxes out at 10,000 but the reward is only active when completed with the inlane timer

 

I got the first of my weapons programed- the knife is going to trigger a rollover in the outermost lanes if spinner light 2 is on. This adds a ball to the upper multiball...lock 2 and hit the inner gate to launch a multiball that can be stacked with the droptarget lane multiball

 

I added light effects via sequencer for different events...this added a huge amount of life to the game.

 

i have the random select target mode working 100% at this point..my original syntax was off

 

I wrote code for the right gate and the gate that connects the plunger lane with the outlane

 

I have the basic coding done for the boss battles...that is still a wip

 

added more GI


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#395 The Loafer

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Posted 05 April 2015 - 04:57 AM

Updated list of tables in the first post, please let me know if I've missed anything.  Where applicable, I've also put in a date when I believe the table was last updated.  New or updated tables are always at the bottom of the list.



#396 Sindbad

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Posted 05 April 2015 - 09:45 PM

 Here's another update for Buck Rogers (Version 20150405)

 

Changes to the last version:

 - aligned backdrop settings
 - fixed broken sound on rubber hit
 - aligned bumper settings among new VP beta
 - added possibility to select plunger type (VP or VPM) via config dialog

 

With this version, you can choose between a "normal" VP plunger and a VPM impulse plunger.

 

Here you go: http://www.goertz-od...BR_VP10_WIP.vpx

 

I've got a bill from my provider: Last month my web space traffic had exceed the allowed maximum of 1GB. I checked that and it's true, there were a lot of downloads, so I have to move my tables to somewhere else. That means, that in the future there will be no more direct downloads - sorry for that. 



#397 Talantyyr

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Posted 05 April 2015 - 09:53 PM

Hey sindbad, i hope you don't get a huge bill for this :(
You could upload your tables on google drive for free, or i prefer workupload.com which is also free. Give it a try!

Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#398 Sindbad

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Posted 05 April 2015 - 10:02 PM

Don't worry, it was only 3€. Two beers in my favorite bar cost more. I already have a dropbox account, so I will use a dropbox in the future.


Edited by Sindbad, 05 April 2015 - 10:02 PM.


#399 kiwi

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Posted 06 April 2015 - 08:15 AM

Here's Tri-Zone converted to VP10.

https://www.dropbox....ne_VPX.vpx?dl=0
Other improvements soon.

 

Max



#400 Talantyyr

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Posted 06 April 2015 - 08:57 AM

Sindbad, i've tried the new Buckrogers, it's awesome! :)

It's great you've built in a feature to select the 2 different plungers! 

 

Btw, i have the feeling the ball is now much faster, i've compared it to the last version of BR i have and it plays faster now. Gameplay is much harder now :D 


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/