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America's Most Haunted


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#401 Kaan

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Posted 20 August 2015 - 09:21 AM

These two lines are commented out, is this intended? Because I get a script error if I dont uncomment them, both for DT and FS.

'Set Controller = CreateObject("B2S.Server")
'Controller.Run

I can now play the table almost perfectly with Timer set to 2 and TiDMDScore to a high number like 5000. Timer being set to 2 does have problems, the spirit guide keeps the ball a lot longer for example. Hoping this issue gets resolved without adjusting timers, I made a bug report about this.

 

 

Edit: Also the right ramp and the ramp primitive doesn't align well, the ball looks like it goes outside during gameplay.

yi35KfM.png?1

 

I hope I don't come across as complaining all the time, I just try to be helpful. I appreciate all the work that has gone into this.


Edited by Kaan, 20 August 2015 - 10:39 AM.


#402 fuzzel

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Posted 20 August 2015 - 12:36 PM

The timer performance isn't caused by VPX but by the function used in the timer function. If you use a high resolution timer and add a costly function into the timer function it will always have an impact on the overall performance. Increasing the timer resolution and/or optimize UDMD/xDMD is the only option you have here. AMH uses a lot timers and depending on your system this will have an impact on the performance. If people can play AMH without any problems then they have a very fast processor. As I said it earlier I can only play AMH on my desktop without any problems but my desktop rig has an i7 and a AMD R9-380 but the fps is somewhere around 80 where all other tables are beyond 300fps.



#403 Kaan

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Posted 20 August 2015 - 01:35 PM

I see, any idea why the same code and the timer doesn't seem any effect at all on vp9? There is only a 3-5 fps drop on my machine.


Edited by Kaan, 20 August 2015 - 01:36 PM.


#404 Shoopity

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Posted 20 August 2015 - 01:59 PM

I see, any idea why the same code and the timer doesn't seem any effect at all on vp9? There is only a 3-5 fps drop on my machine.

The timers in VP9 are running 10 times slower.  In VP9 A timer value of 1 and a timer value of 10 are the same, running at a centisecond (i.e. 100 times per second).  The timers in VPX are running at milliseconds (i.e. 1000 times per second).

 

This is what I was worried about when I switched to how the game is coded.  But when everything seemed to run fine on my system, I figured it wasn't that bad.  I'm running off a computer that I put together for $280 plus a video card for $50, consisting of an AMD A8-3850 and a Radeon HD 6670 and 8 gigs of DDR3 RAM.  I thought if a 4 year old $330 computer can get an average of ~75 FPS, surely an i5 or i7 is fine.

 

Now that I've brought the code over from VPX to VP9 and I know what's involved, I'll see about what it takes to simply adjust the VPX code to lower the timer.


in the new options what are "spot pops"?

Normally, it takes ~25 pop hits to light Bar or War (depending on which mode was randomly selected at the start of the game... or, if you hold the left or right flipper down, you can force a certain mode to be selected).  Spotting pops means you're that much closer to the goal.  So if you spot 12 hits, you'll be about half way there and require half as many pops to light the fight.

 

For those who haven't tried the new options, I tried to code it like a Williams game.  First you have push the End key (I hard coded to the End key, sorry, I don't have a cab so I still think like everyone's playing on a desktop even though I know that's the case, that's just how my brain works) like you're opening the coin door; then you can push the 8 or 9 keys to cycle through the menus (Solenoids, Options 1, Options 2, and Options 3); then if you push the 0 key, it'll open a window for you to make your selections.  A mouse is required for this.  Maybe some day I'll actually code in some DMD options... maybe... doubtful.

 

Oh, and don't forget to close the coin door, it might cause problems if you don't.  And don't try to make adjustments mid game, it'll definitely make things wacky, probably to the point of needing a restart.


Edited by Shoopity, 20 August 2015 - 02:59 PM.


#405 Shoopity

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Posted 20 August 2015 - 02:49 PM

These two lines are commented out, is this intended? Because I get a script error if I dont uncomment them, both for DT and FS.

'Set Controller = CreateObject("B2S.Server")
'Controller.Run

It depends on how you have your system set up.  Apparently there's a way to set up your system to "automatically" load either B2S and/or DOF sound (or neither) by adjusting the contents of a text file.  If you go to where your VP executable is, there should be a User folder; inside that folder there might be a text file called LMEMDOFTables.txt.  If that file contains a 0, then it doesn't load anything; set to 1 and it loads B2S, set to 2 and it load B2S with DOF sounds?  Of course you might have to rename the table to (in this particular table's case) "americamosthaunted", or adjust the code (search for "B2SName").

 

Of course, if you don't even have B2S at all (although it sounds like you do since uncommenting those lines didn't cause any errors), then you sort of won't be able to fully play the table.  You can play the table, but a controller is required to use the Options menu and I didn't want to load VPM just for that.  If you're not using a backglass, you shouldn't have to uncomment the Controller.Run; it doesn't need to be running for VP to pass arguments to it.



#406 freneticamnesic

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Posted 20 August 2015 - 02:57 PM

 

These two lines are commented out, is this intended? Because I get a script error if I dont uncomment them, both for DT and FS.

'Set Controller = CreateObject("B2S.Server")
'Controller.Run

It depends on how you have your system set up.  Apparently there's a way to set up your system to "automatically" load either B2S and/or DOF sound (or neither) by adjusting the contents of a text file.  If you go to where your VP executable is, there should be a User folder; inside that folder there might be a text file called LMEMDOFTables.txt.  If that file contains a 0, then it doesn't load anything; set to 1 and it loads B2S, set to 2 and it load B2S with DOF sounds?  Of course you might have to rename the table to (in this particular table's case) "americamosthaunted", or adjust the code (search for "B2SName").

 

Of course, if you don't even have B2S at all (although it sounds like you do since uncommenting those lines didn't cause any errors), then you sort of won't be able to fully play the table.  You can play the table, but a controller is required to use the Options menu and I didn't want to load VPM just for that.  If you're not using a backglass, you shouldn't have to uncomment the Controller.Run; it doesn't need to be running for VP to pass arguments to it.

 

 

And of course the information about the text file/b2s is in the readme in the download folder that no one ever reads



#407 Kaan

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Posted 20 August 2015 - 03:15 PM

I did read the readme Fren.

 

Shoopity, my txt file was always is set to 0. But I'm getting this error in todays table. Doesn't happen with the previous one.

 

sfBIYyh.png?1


Edited by Kaan, 20 August 2015 - 03:25 PM.


#408 Brtlkat

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Posted 20 August 2015 - 03:30 PM

I did read the readme Fren.

 

Shoopity, my txt file was always is set to 0. But I'm getting this error in todays table. Doesn't happen with the previous one.

 

sfBIYyh.png?1

 

 

Me too, The table before this plays without error. I am running 2 monitors and no backglass. Is there a place that I comment the b2s out at?



#409 Kaan

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Posted 20 August 2015 - 03:45 PM

Just comment out this line Set Controller = CreateObject("B2S.Server") It's not a solution, a complete hack. But it works.


Edited by Kaan, 20 August 2015 - 03:46 PM.


#410 freneticamnesic

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Posted 20 August 2015 - 04:21 PM

If you have 081315a, and you don't use b2s, then keep using 081315a. The biggest changes are the addition of the new backglass and features related to the inclusion of the b2s.server


I've added a note that it should only be downloaded by those with b2s server in use



#411 Shoopity

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Posted 20 August 2015 - 05:28 PM

Also note, in case you missed it, if you don't use B2S, then you can't use the Options menu (where you can set the power of the flippers, bumpers, the scoop kickout, adjust game settings like free play or not, credits per ball, extra ball, and lots of other stuff).  If you try to bring up the options, you'll get an error.  If you want options, then you need a controller (or someone tell me how to bring up forms without first loading a Controller).

 

You can install B2S without ever using a backglass.  It really doesn't hurt to have it installed.


Edited by Shoopity, 20 August 2015 - 05:29 PM.


#412 Brtlkat

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Posted 20 August 2015 - 05:34 PM

If you have 081315a, and you don't use b2s, then keep using 081315a. The biggest changes are the addition of the new backglass and features related to the inclusion of the b2s.server


I've added a note that it should only be downloaded by those with b2s server in use

Ok Fren will do


Just comment out this line Set Controller = CreateObject("B2S.Server") It's not a solution, a complete hack. But it works.

 This is already commented out and still get error. Not really a hack if you don't do b2s. I have to comment out all b2s server in most of my tables. Because I don't have a backglass yet



#413 Kaan

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Posted 20 August 2015 - 05:35 PM

Ah, sorry. I meant uncomment it. :facepalm: But I have b2s server setup, It might cause another problem if you don't have it.


Edited by Kaan, 20 August 2015 - 05:37 PM.


#414 hauntfreaks

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Posted 20 August 2015 - 06:31 PM

shoopity... can you when you get the time post the list of options and a description on what they do... most I understand... some no so much... I'm sure it would help others too...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#415 arngrim

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Posted 20 August 2015 - 07:24 PM

it will just harm to touch the controller parts of the script, you need to leave to leave it like this

 

because the loadlmemconfig method which is called at the init of the table, defines 2 variables and use them accordingly if the user wants no b2s, b2s or b2s and dof

 

so, 0 means B2SOn = false DOFs = false

      1 B2SOn = true DOFs = false 

      2 B2SOn = true DOFs = true

 

 

and this is how the controller is called, in case 1, or 2 in the lmemdof.txt

 

if B2SOn then
Set Controller = CreateObject("B2S.Server")
Controller.B2SName = "americamosthaunted"
Controller.Run()
Controller.B2SSetData 35,4
If Err Then MsgBox "Can't Load B2S.Server."
End If

 

so the part of script corresponding to the b2s calls must be written like this, and it will be okay for any user

 

 if B2SOn Then

        Controller.B2SSetData 1, 0

        Controller.B2SSetData 2, 0

        Controller.B2SSetData 3, 0

end if.


Edited by arngrim, 20 August 2015 - 07:26 PM.


#416 hauntfreaks

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Posted 20 August 2015 - 08:05 PM

Just wanted to report a new error.. I caught it on video this ..... good new tho... seems I've fixed my Udmd crash issue...

 

20552863678_041d008e97_b.jpg

 


Edited by hauntfreaks, 20 August 2015 - 08:06 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#417 Shoopity

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Posted 20 August 2015 - 08:25 PM

Solenoids:

All items have a setting between 1 and 9

Flippers: in the VP9 version, this adjusts the PowerLaw function of the flippers with 5 = 2 and 1 = 0.4; in the VPX version, it adjusts the strength with 5 = 2575 and 1 = 551.4.

Slings:  Currently not implemented.  If someone knows if adjusting the SlingShotPower in the script is possible, please let me know

Pop Bumpers: adjusts the Force of the bumpers with 5 = 8 or 5 = 2.5 depending on which version of VP you're using

Left VUK: Kicker behind the door.  I wouldn't adjust this too low as it would make the ball not feed to the habitrail and ruin your game.  If I had programmed a proper ball search, this might not be a problem.  Setting it too high might make the ball shoot off the table.  I really only included it because it's in the real table.

Right Scoop: Kicker on the right.

Auto Launcher: How fast the auto launcher shoots the ball.  Too low and the table won't ever be able to auto serve you the ball.

The real table also has adjustments for Ball Loader which spits the ball into the launcher lane, and the Drain kick, which kicks the ball from the drain into the main trough.  I didn't put that in for hopefully obvious reasons.

 

Options 1:

Free Play: Yes or No.  Are credits required to play

Coins / Credit: 1-8.  If not on Free Play, how many coins per credit.  I felt making 9 credits was a bit odd

Balls / Game: 1-9.  How many balls each player gets per credit

Tilt Warning: Currently not implemented since tilt isn't implemented at all

Video Mode Speed:  This will be a distant dream of mine as I would first need to implement some sort of video mode.  But I'm assuming this would adjust the starting speed of the mode.

SFX Volume:  Not implemented yet as it would require a possibly simple adjustment to the Sound routine.  I figure you can just turn down your speakers if you're that desparate, or change the volume in the editor.

Music Volume: I'm don't think this will ever be possible as music volume isn't adjustable via the script.  I think you're only option is the editor.

Extra Balls:  Y/N/100 k/500 k/1 million.  Are extra balls allowed to be rewarded, and if so do they reward an extra ball (Yes), 100,000 points (100 k), 500,000 points (500 k), or 1,000,000 points (1 million).

 

Options 2:

Spot Pops: 0 - 12 in increments of 3.  How many pops less the normal number required to light the Bar or War ghosts.  Instead of it taking 26 pop hits to light the scoop, it could take 23, 20, 17, or 14.

Allow Replay:  Y/N.  Are replays allowed?

Allow Match:  Y/N.  Should the match animation be shown?

Trounament:  Y/N.  Some aspects of gameplay are different.  E.G. the random Spirit Guide awards aren't random in tournament mode, they go in order; or instead of having the find the control box in Hotel mode which could be the first or 5th depending on how lucky you are, in tournament mode it's always the third shot.

Extra Ball @:  5 - 20 in increments of 5.  How many EVPs are required to get an extra ball (affected by the Extra Ball option).  EVPs are awarded after so many pop hits if you're not advancing the War or Bar ghost; if you hear static sound from the Pops, after so many you'll hear a quote like "Geeetttt Oooouutttt" or "I'm a ghooooost" or "Gollum... Gollum".

Combo Timer: 2 - 10 in increments of 2.  How many seconds you have to make the next shot and have it count towards a combo.  I'll be honest, I'm not 100% sure I have combos properly implemented.

Video Mode: See Video Mode Speed above

Zero Ball: Y/N.  If a Ball doesn't score anything at all and drains, does it get saved even if the save timer has expired?

 

Options 3:

Scoop Time: 2-10 in increments of 2.  Approximately how many seconds the save timer is on after the ball shoots out of the scoop.  Should I include a zero options here?

 

By the by, all this is explained in the code ;-), I'm halfway decent at making comments.


Just wanted to report a new error.. I caught it on video this ..... good new tho... seems I've fixed my Udmd crash issue...

That's an error I've had since day one and have a hard time tracking since I don't know what causes it and no one has been able to reliably reproduce it (it usually happens during multiball, but not always and not only during then).  Obviously it's happening during something strobing and something going outside of the range of objects in the Light_Inserts collection, but I don't know what the problem is.  If you're willing, go into the script, search for "Sub HouseKeeping()" and add the following the line immediately after that:

On Error Resume Next

And let me know if you get that error any more.


I just found this in packing everything up:

 

I demand everyone go into your music folder, rename GS.mp3 to whatever you want, then rename CS.mp3 to GS.mp3.  Maybe it's because I'm totally sick of the normal Ghost Squad theme song from all the testing I've done (although I'm not the only one because in the original code it even mentions how annoying it is), but I think this is much better.  This song is normally only heard if you're an operator and you're in the audio menu and you make this selection (so anyone who knows an operator, ask them to go into the audio menu and look for this song).  If you listen to the whole thing, I think it was originally suppose to be for multiball because it actually says in the song "You got multiball a long time", although during most ghost battles, it is multiball (though not all).  Not only is it better, but it's funny too.



#418 freneticamnesic

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Posted 20 August 2015 - 10:22 PM

Does the error only happen in the VP10 table? Very odd



#419 Shoopity

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Posted 20 August 2015 - 11:20 PM

Does the error only happen in the VP10 table? Very odd

No, it happens in the VP9 version too... just, nobody plays that version :-(

 

;-)



#420 freneticamnesic

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Posted 20 August 2015 - 11:41 PM

OK I think I was able to fix the b2s errors people were having (for those who don't have b2s or won't use it)

I included Shoopity's solution/potential solution for the out of range error that hauntfreaks got. I'm uploading it now, 082015a please try it out if you had b2s errors previously!