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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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495 replies to this topic

#441 krille81

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Posted 16 March 2014 - 09:23 PM

Sorry!


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I will make a list of my adds an send it to you. I, m a little bit bad in english so i dont understand hestiate. I thought you don,t liked i talked about dof settings. But i understand now. Thank you for dof angrim. Dof rulez! :)


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#442 arngrim

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Posted 16 March 2014 - 09:46 PM

why would i dislike to talk about it? :)

i don't own the config tool, just submit your ideas and we'll check ;)

#443 krille81

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Posted 16 March 2014 - 10:00 PM

Ok i can misunderstand some english, but i will understand the most of that you guys talk about ;) i will have a check tomorrow and share some dof adds i have done


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#444 gogo69

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Posted 17 March 2014 - 04:50 PM

ok i found out the ringmaster graph glitch only happens with dx9beta

 

8c332a-1395150013.jpg

 

if you look hard you can see a line of pixels ther on the left side of the ringmaster , it is much better noticable when the ringmaster moves

just nudge the table and you can see ther is a line of pixles


Edited by gogo69, 19 March 2014 - 01:30 PM.

my cab : click!


#445 slashbot

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Posted 19 March 2014 - 12:48 AM

I like the new flashermod table, thanks to everyone involved. Plays perfect with vp test11 with vsync 100 no lagg no stutter in multiball. Its perfect but a bit of a hard table.

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#446 MRZ999

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Posted 06 April 2014 - 10:38 AM

Wow, I did not know about the great effects. AWSOME!!! Thanks alot from Sweden!



#447 connorsdad

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Posted 30 April 2014 - 09:14 PM

This is my absolute favourite table so feel horrid for asking but how do I tone down the glass reflections a little?

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#448 connorsdad

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Posted 26 May 2014 - 08:22 PM

I have recently copied over my vp installation to my vpin cabinet system and now when I launch this table I'm getting these errors.

 

Set WBall = kicker1.Createsizedball(50):WBall.Image = BigBallImage(BColor):kicker1.Kick 0, 0

 

name = WshShell.RegRead ("HKCU\Software\Visual Pinball\RecentDir\TableFileName0")
 
Any ideas?

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#449 BigBoss

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Posted 27 May 2014 - 06:16 AM

Those aren't errors. What are the errors exactly?

#450 connorsdad

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Posted 27 May 2014 - 05:06 PM

Those aren't errors. What are the errors exactly?

 

The errors are

 

Line: 2598

Invalid root in registry key "HKCU\Software\Visual Pinball\RecentDir\TableFileName0".

 

and

 

Line: 1184

Type mismatch:'BigBallImage'


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#451 mukuste

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Posted 27 May 2014 - 05:29 PM

The table script queries the table file name from the list of recently opened files in the registry, which isn't a particularly reliable way to get that information, especially since the VP registry key changed in the DX9 version ;) So that's probably the reason.



#452 connorsdad

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Posted 27 May 2014 - 06:05 PM

It works fine on my arcade cab but when I transfered the files to my vpin I get the errors :/

Any idea how to fix it?
I've tried uninstalling/reinstalling vp and re downloading the table and rom files.

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#453 Dozer316

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Posted 28 May 2014 - 05:39 AM

This is my absolute favourite table so feel horrid for asking but how do I tone down the glass reflections a little?

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Hi there, open the table in the editor and right click on the playfield and in the context menu that pops up you will see a number of flashers listed that end in "glass".  Experiment by making some of them invisible by un-checking the box named "visible" in the options dialog for them.  This will tone down the glass textures a bit.

 

Apologies this is a manual process, in the more recent FOM mods I've made this a script parameter you can turn on and off.

 

Dozer.



#454 connorsdad

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Posted 28 May 2014 - 07:51 AM

The table script queries the table file name from the list of recently opened files in the registry, which isn't a particularly reliable way to get that information, especially since the VP registry key changed in the DX9 version ;) So that's probably the reason.


So if I run the table through an older version of vp first that should do the trick?

Will try later today

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EDIT

That fixed it :)
 


Edited by connorsdad, 28 May 2014 - 11:42 AM.

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#455 pincade

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Posted 28 May 2014 - 08:25 PM

I use the Platinum 1.5 because of my poor pc. btw the magnet on the ramp block the ball but after large movement left and right the ball falls down in the playfield keeping the ramp's route.

I remember that the original jp salas version block the ball perfectly...is it normal or the 1.5 version?



#456 Shoopity

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Posted 04 June 2014 - 03:56 PM

To the creator of this mod (Aaron?) and the devs, here's a decent example of why having proper holes in VP10 might be good (or maybe just allow the table graphic to have alphas?).  I exported the RM mesh into Blender, added a proper "base" to it (I just copied and pasted the top and moved it to the bottom), re-wrapped the UV, and edited the current texture to include the Jackpot decal.  Everything looked great, then the headaches started.

 

First off, as I said I exported the mesh and imported straight into Blender, but when I exported out of Blender (as a Wavefront .obj, should I not be doing that?) and tried to re-import it into VP, it says it has no normals (even though I can turn them on in Blender and there they are).  I had to export as a Milkshape .ms3d, open it in Bitrun, then change it to Wavefront .obj.  After reimporting my updated UV texture into the table, everything looked awesome... except the orientation was off (it was laying on its side).  I couldn't get it right using the in-game Rotation & Transposition, I'm assuming because you manually update/change it absolutely as opposed to relatively in the code.  So, I had to experiment re-orientating it inside Blender (and of course going through Biturn every time I changed said orientation) until it was correct.

 

Finally I got the orientation right.  Almost there, almost got it, but the existing Jackpot wall was in the way; OK, just put the Top Height to -0.1 and... doesn't work, can't see this great base that I created.  I'm sure Aaron and whoever worked on this already knew the problem, the bottom of the table is always solid and alphas in the graphic don't work on the table image.  There's no way to have a real hole or even a see-through "hole", so the bottom of the mesh is always below the table, never to be seen by human eyes.

 

And, as far as I know, there's no easy way to raise everything on the table so as to make the top of a wall the "table" and just have holes in the wall that drops down to VP's table.

 

EDIT: Koadic even commented on this problem in post 313.  Wish I had read this whole thread before I decided to work on this.


Edited by Shoopity, 04 June 2014 - 04:29 PM.


#457 unclewilly

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Posted 04 June 2014 - 04:01 PM

That's what I did in the mb update. I raised the whole table so the ball could drop in the hole. Still had to use kickers though, until the new physics are available

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#458 arngrim

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Posted 04 June 2014 - 04:20 PM

Yeah the ball going to the hole in mb is great, now that it is possible, having a metal texture in the hole like the real pin would be nice as well :)
http://static.giantb...1783594-mb4.jpg

#459 unclewilly

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Posted 04 June 2014 - 04:26 PM

Look a little closer at the mb hole. There is an up kicker mesh and the metal square hole is there in the hole

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#460 Shoopity

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Posted 04 June 2014 - 06:04 PM

I get a Switch 16 Eddy error.  I know CV is very good at compensating for things so I don't know how important this is (I mean, what is it really used for, just to see if a ball passes in front of the RM?).

 

Also, I had an issue where I had two balls locked on the high wire, but started a new game.  When I got the first lock for high wire, it went to drop one of them onto the playfield but accidentally dropped two.  Of course CV was smart enough to detect that so when one ball drained I got to keep playing, but that shouldn't have happened in the first place.

 

I don't know how you keep the balls up there; just let the physics do the work, or do you have kickers up there (I think JPS used kickers for this very problem).


Edited by Shoopity, 04 June 2014 - 06:04 PM.






Also tagged with one or more of these keywords: cirqus, voltaire, aaron, james, teppotee, rosve, jpsalas, koadic, platinum edition