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Cirqus Voltaire (Platinum Edition)_VP9.2_v1.6 [VP 9.x Cabinet FS MOD]

cirqus voltaire aaron james teppotee rosve jpsalas koadic platinum edition

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#401 pincade

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Posted 22 February 2014 - 04:13 AM

how do you choose the soundcard for romsounds?



#402 BlackPredator72

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Posted 04 March 2014 - 09:45 PM

Did you try my suggestion of sending the 'pfday' ramp to the back?

 

I solved my problem. A few weeks ago I was installing Pinball FX2, changed the FPLaunch script and also installing Joy2Key. Then I assigned the "Launch Ball" button to the letter "O" (cause I thought that this letter wasn't used for anything).

Then I started CV or AFM and from the moment I launched the ball (read : when I pressed the letter "O") the graphics went weird. See my last screenshots or try it yourself !

And I was searching in Nvidia settings....VPinball Video settings, other versions of VPinball (in the r840 version there isn't a letter "O" function!), Windows settings....pfffff.....and it was this simple thing....but gladly I found it :)

Thnx anyway ! Still curious what this "O" function is ?!


43327.png?1581090420

 


#403 koadic

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Posted 04 March 2014 - 10:22 PM

In the Keys settings, I guess it is assigned to 'Debug Balls' which will allow the ball to be drawn on top of all other objects (so you can tell where it might have gotten stuck and such) and in the process cause some funky visual anomalies when enabled.

#404 The Loafer

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Posted 04 March 2014 - 10:47 PM

In Hyperpin, the O key takes a snapshot of the playfield, "u" is backglass I think. When pressing O, it always results in this type of bug, where the ball clips over the trapped flippers, etc.

So my bet is you launched from Hyperpin, right? :)

#405 BlackPredator72

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Posted 04 March 2014 - 10:54 PM

No, start the latest Daily VPinball r930 directly, then open latest CV Platinum 1.5 and press the letter O when the game is finished loading and you'll see what I mean.


43327.png?1581090420

 


#406 Aaron James

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Posted 05 March 2014 - 08:59 PM

What's New in Version 1.6 (See full changelog)

  • Version 1.6
  • (CV_FOM_JPSALAS-ROSVE-AARON_JAMES-KOADIC-TEPPOTEE-DOZER316.zip)
  • Dozer316 has made a FOM (flasher object mod) for this table! Awesome work!
  • This archive contains the flush and sunken versions as well as the associated b2s .exe files from the original Rosve mod. The .exe files have been named so that they match the filename of the associated table and will load appropriately if someone chooses to use the older B2S instead of directb2s from the F6 menu.
  • Both versions end with B2S for users that are using the files with Hyperpin. It may be worth noting the subtleties associated with what they need to select in the F6 menu if they are going to use the old B2S with Hyperpin etc
  • The F6 menu has also been modified to remove the GI options as it is now alpha 8 step GI but the rest of the options remain the same. When both tables are run for the first time options will need to be set as they don't query the options database for the Platinum Mod. Everything else is pretty much the same.
  • Version 1.4, 1.5, and this new 1.6 are available for download. Pick your preference :-)

Edited by Aaron James, 05 March 2014 - 09:02 PM.

vpsig.jpg


#407 Fulltilt

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Posted 05 March 2014 - 09:09 PM

Wow! This is great ..thank you :D


42" VirtuaPin Cab

| AMD FX8150 CPU | ASUS Crosshair Formula IV Motherboard | 8gig Crucial Ballistix DDR3 1600 | EVGA Geforce GTX 1070 |

| 42" Commercial Grade 1080p LCD Playfield Monitor | Corsair RM750 PSU | Flipper Fidelity 2.1 Sound System |

| AOC LED 27" Monitor(Backglass) | Samsung 128gig SSD - Win7 |


#408 Sheltemke

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Posted 05 March 2014 - 09:24 PM

One thing i want to say.

 

1.6 have the best looking "lightshow" i saw ever in ANY visual pinball table.


Edited by Sheltemke, 05 March 2014 - 09:24 PM.


#409 Aaron James

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Posted 05 March 2014 - 10:54 PM

The evolution of this mod is pretty damn cool.
Haha, what's next?! :-)
Dozers preview video:

vpsig.jpg


#410 LoadedWeapon

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Posted 05 March 2014 - 11:01 PM

Great Job thank you! This table just keeps getting better :)


Edited by LoadedWeapon, 05 March 2014 - 11:02 PM.


#411 Pinball999

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Posted 06 March 2014 - 01:28 PM

Love the video for the next table!

Thank you Youtube for the sneak peak :)



#412 DJRobX

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Posted 06 March 2014 - 04:59 PM

I generally love the effect, nice work!   MM was perfect, in CV's case just it's a tad more over the top than I'd like.  Comparing it to a real life pinball, the glass would have to be extremely dirty for a flasher to obscure that much of the playfield!    :)      It'd be neat if we could adjust the intensity to taste (kind of like how the bloom effect in Unit3D pinball is adjustable).   Even if it's just a constant at the top of the script or something.  


Edited by DJRobX, 06 March 2014 - 05:00 PM.


#413 teppotee

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Posted 06 March 2014 - 05:04 PM

Well those glass reflections are flasher objects which means that the alpha property can be easily adjusted. It would need a small script modification to use a separate fading function for those flashers that would never use max value off 255 and would remain more transparent even when fully "on". Should be easy to do.



#414 ClarkKent

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Posted 06 March 2014 - 05:50 PM

THIS IS IT!! :)

I wouldn't change intensity of the lights/flashers. Real pinball machines have such bright and almost blinding flashers, especially in a darker surrounding. For me it's just perfect! It really looks THAT realistic! Wow! Almost a sad moment for people having real flashers installed that are not needed anymore... ;)

The refections on the virtual side walls intensify the illusion! I wish every table could have those!

Now only the DMD should fit exactly to the place where it belongs on CV. Not possible at the moment to fit in perfectly.

Edited by ClarkKent, 06 March 2014 - 05:54 PM.


#415 arngrim

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Posted 06 March 2014 - 06:03 PM

Didn't have the time to test the table, but we can't replace real flashers, like we can't replace a true ball :)

#416 DJRobX

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Posted 06 March 2014 - 06:23 PM

 Real pinball machines have such bright and almost blinding flashers, especially in a darker surrounding.

 

Yep, I totally get the effect, and it's very good.  I've just never played a real CV with lights that are this intense, thus my desire to tone them down a bit.   I don't want to get so carried away with cool effects that we lose realism.


Edited by DJRobX, 06 March 2014 - 06:26 PM.


#417 yvesstaub

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Posted 07 March 2014 - 04:14 PM

Hey, that looks so great.

 

Got a little problem. When I start the tabe then the ringmaster is missing. Any ideas how to solve that. Thanks.



#418 Les73gTx

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Posted 07 March 2014 - 10:16 PM

As far as anyone complaining that this is not like a real table ... please please don't make those few people discourage any table builder from doing mods like this and the others that are already out there.
First off they are MODS people, if you want original tables then don't download the mods.
Secondly is that this is virtual pinball that are made to run on a PC .... again not a real table.
I just don't like to see comments like this as it is kind of negative (or it comes across that way in written form) to me.
Please keep up the awesome work and THANK YOU very much.


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#419 LoadedWeapon

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Posted 07 March 2014 - 10:25 PM

yea or you can just remove all of the glasses from the table and the flash from the lights on the real glass look great and you dont loose any detail.. either way it looks great..



#420 krille81

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Posted 07 March 2014 - 10:26 PM

Yes! I totally agree :) i think a new vp era is born with the new fading light mods! This is aaaawsome! Thank you soo much!!!


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