Jump to content



Photo
* * * * * 11 votes

VP10 table testing - available right here!


  • Please log in to reply
2585 replies to this topic

#521 Toxy

Toxy

    Addicted

  • Gold Supporter
  • 60 posts
  • Location:United Kingdom

  • Flag: United Kingdom

  • Favorite Pinball: Congo, Theatre of Magic, Fish Tales.

Posted 23 April 2015 - 10:16 PM

From one Toxy to another Toxie, thank you so much for all the hard work you and the Dev team are putting in on this fantastic release.

I cannot thank you and the team enough for all your hard work.

I am truly excited about the future of Visual pinball.



#522 parabolic

parabolic

    Enthusiast

  • Silver Supporter
  • 225 posts
  • Location:Greenville, SC

  • Flag: United States of America

  • Favorite Pinball: revenge from mars

Posted 23 April 2015 - 11:45 PM

Here's another release candidate: Tag-Team Pinball

 

Thank you for testing and please let me know if you have any idea how to test if multiball is running to enable the multiball general illumination.

 

http://www.mediafire..._Team_1.0rc.rar

crashes for me when I hit either flipper.

error.jpg


Parabolic Technologies - 3D printers and 3D design printing

"Transforming YOUR Ideas into a Reality!"

[email protected]

https://www.facebook...f_type=bookmark


#523 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,151 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 23 April 2015 - 11:50 PM

aFlip1.Speed :) 

 

Your fix is 11 posts back - http://www.vpforums....=30784&p=306199



#524 parabolic

parabolic

    Enthusiast

  • Silver Supporter
  • 225 posts
  • Location:Greenville, SC

  • Flag: United States of America

  • Favorite Pinball: revenge from mars

Posted 24 April 2015 - 12:48 AM

You are correct sir!! Thanks!!

Now if someone could tell me why mr mrs pac pop bumpers dont work.


Parabolic Technologies - 3D printers and 3D design printing

"Transforming YOUR Ideas into a Reality!"

[email protected]

https://www.facebook...f_type=bookmark


#525 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,369 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 24 April 2015 - 01:19 AM

I don't believe it's been updated since the pop bumper changes to the VP10 beta.



#526 lodger

lodger

    Board Certified Funk Master

  • Members
  • PipPipPipPip
  • 993 posts
  • Location:Altoona Pennsylvania

  • Flag: United States of America

  • Favorite Pinball: Whirlwind, TAF

Contributor

Posted 24 April 2015 - 01:54 AM

for tag team: a bit of feedback. Nice job so far- really enjoying this one. To get it to play closer to the original, i dropped the slant to 5 and the power of the flippers to 1950. the drop targets may need their elasticity dropped down a hair.


berzerk2_0logo.png

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

Version 2.0- Released 2/27/16


#527 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,300 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 24 April 2015 - 03:00 AM

Here's another release candidate: Tag-Team Pinball

 

Thank you for testing and please let me know if you have any idea how to test if multiball is running to enable the multiball general illumination.

 

http://www.mediafire..._Team_1.0rc.rar

That's easy in VP10 :) since there is a built in function called GetBalls which return an array with the balls on the table. I use a simple routine in my Vp10 tables to simply check the number of balls on the table to turn on and off the gi. This is the reduced version of the sub I use in Papa Smurf:

Dim OldGiState
OldGiState = -1 'start witht the Gi off

Sub GIUpdateTimer_Timer
    Dim tmp
    tmp = Getballs
    If UBound(tmp) <> OldGiState Then
        OldGiState = Ubound(tmp)
        If UBound(tmp) = -1 Then '-1 is the value returned by Getballs when no balls are on the table, so turn off the gi
            GiOff
        Else
            Gion
        End If
    End If
End Sub

Sub Gion
...
End Sub

Sub GiOff
...
End Sub

What I do is simply to check if the array is empty with the UBound function. If it is empty then I turn off the gi, and if there is a ball then I turn on the gi.

 

Now, if there is one ball on the table, the UBound(tmt) will be 0 (the first item in an array is always the number 0), if there is two balls on the table the UBound(tmtp) will be 1, and son on. So, if this UBound(tmp) is higher than 0 it means there is a multiball going in the table,  so you may check if the UBound(tmp) > 0 then do something different :)

 

Note: I use the same function to make the rolling sounds in VP10. Just check any of my VP10 tables.

 

Greetings

JP


Edited by jpsalas, 24 April 2015 - 03:01 AM.

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


#528 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 24 April 2015 - 07:36 AM

That's easy in VP10 :) since there is a built in function called GetBalls which return an array with the balls on the table. I use a simple routine in my Vp10 tables to simply check the number of balls on the table to turn on and off the gi.

 

Thank you very much JP!

Problem is, the table uses two kickers to store two balls. And if ball #3 hits the third kicker, the multiball starts. Does "GetBalls" return only the number of "active" balls, or all balls? Does getballs work with e.g. kicker.getballs?


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

#529 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,300 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 24 April 2015 - 09:17 AM

Getballs return the total number of balls currently on the table. It doesn't matter if they are in a kicker or not.

 

So in your case you'll need to use another method to check for the multiball. I should have used 3 variables, and when the ball hits a kicker the variable is set to 1 and when the ball is kicket out the variable is set back to 0. In each kicker you add also a check to see if the 3 variables are set to 1, then you know the multiball will start and you may start the light show. (You use the kicker_Hit and the Kicker_Unhit to set the variables)

 

You can use the getballs to check for the end of the multiball. And you can do that in the Drain_hit. Do it as before, with a tmp variable, and if Ubound(tmp) < 1 then you know there is only 1 or none balls, and the multiball has stopped, and you may stop the light show.

 

Just tell me if you need more info :)


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


#530 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 24 April 2015 - 10:46 AM

The Multiball GI should now be working on Tag-Tag Pinball, thanks to JP! :)

 

1.0rc2: http://www.mediafire...Team_1.0rc2.rar


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

#531 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 24 April 2015 - 11:06 AM

i dropped the slant to 5 and the power of the flippers to 1950. the drop targets may need their elasticity dropped down a hair.


Slant? Do you mean the Slope min/max difficulty? (changed to 5 in rc2)

Flippers: changed in rc2

Drop target elasticity is only 0,2. Or do you mean the slingshots behind the drop targets? They have a power of "2".

i just saw that you filed quite a lot of bugs.. thanks!  :)
(unfortunately that means we have to fix them ;))


I was already wondering when somebody would notice. Waiting is not my forté. :)

Always happy to help destroy your spare time. ;)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#532 lodger

lodger

    Board Certified Funk Master

  • Members
  • PipPipPipPip
  • 993 posts
  • Location:Altoona Pennsylvania

  • Flag: United States of America

  • Favorite Pinball: Whirlwind, TAF

Contributor

Posted 24 April 2015 - 12:33 PM

sorry, Hmueck. I did mean slope. Regarding the drop targets, it may be the sling behind, but there is an odd deflection that happens if you try to hit the center drop targets from the left flipper...*very* often it will go into the left drain. On the real machine, its a risky shot but isn't certain death. I got the flippers working after unzipping the new vbs. They are working well, but on mine I did reduce their strength to 1950 to get it a bit closer to the table. (In my experience, it plays closer to an early 80's table than it does a streamlined 90's Williams table.. a similar one regarding the feel of the flippers is xenon or Glash Gordon by Bally). Hope this helps


berzerk2_0logo.png

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

Version 2.0- Released 2/27/16


#533 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 24 April 2015 - 12:55 PM

[...] if you try to hit the center drop targets from the left flipper...*very* often it will go into the left drain.

 

I reduced the slingshot force to 1 and the elasticity to .5. Hope that helps.

re-uploaded the table, same address.


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

#534 parabolic

parabolic

    Enthusiast

  • Silver Supporter
  • 225 posts
  • Location:Greenville, SC

  • Flag: United States of America

  • Favorite Pinball: revenge from mars

Posted 24 April 2015 - 01:16 PM

Just tried the new version of this. Got the ball stuck between the upper right pop bumper and the wall above it. Just kept kicking it back and fourth. Couldn't nudge it out.

Oh, and why is the display "dmd" so small?


Edited by parabolic, 24 April 2015 - 01:20 PM.

Parabolic Technologies - 3D printers and 3D design printing

"Transforming YOUR Ideas into a Reality!"

[email protected]

https://www.facebook...f_type=bookmark


#535 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 24 April 2015 - 02:04 PM

Got the ball stuck between the upper right pop bumper and the wall above it.



I changed the wall. Now it's not pointing back at the bumper, but should send the ball flying away.

 

1.0RC3 is uploaded:
http://www.mediafire...Team_1.0rc3.rar

 

Oh, and why is the display "dmd" so small?


Well, that depends on your screen size. Also, there's only a little space for the display on the backglass.
If you like it bigger, change the table script, line 260, hidden=1 to hidden=0 (zero).
Then you will get the original vpinmame window. Press F5 and it doubles in size.
 


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

#536 parabolic

parabolic

    Enthusiast

  • Silver Supporter
  • 225 posts
  • Location:Greenville, SC

  • Flag: United States of America

  • Favorite Pinball: revenge from mars

Posted 24 April 2015 - 03:29 PM

Thanks!! Really plays well now!

Looks fantastic - pretty damn real!


Parabolic Technologies - 3D printers and 3D design printing

"Transforming YOUR Ideas into a Reality!"

[email protected]

https://www.facebook...f_type=bookmark


#537 flipponzio

flipponzio

    Enthusiast

  • Members
  • PipPipPip
  • 69 posts

  • Flag: Italy

  • Favorite Pinball: Fish Tale

Posted 24 April 2015 - 06:32 PM

Ok tables are great and all. But let's start to make some constructive critics too: the illumination of the ball looks absolutely exaggerated and not realistic at all. How do you not see it?


Edited by flipponzio, 24 April 2015 - 06:33 PM.


#538 Shockman

Shockman

    Pinball Fan

  • VIP
  • 1,717 posts
  • Location:Portland Or.

  • Flag: United States of America

  • Favorite Pinball: Star Trek

Posted 25 April 2015 - 12:31 AM

You are correct sir!! Thanks!!

Now if someone could tell me why mr mrs pac pop bumpers dont work.

 

The scaling is .9 or something like that. It should be changed to something a lot bigger like 100 I think. I am not using VP10 bumpers in it anymore but don't have the custom ones in yet. VP10 bumpers are not complete, the skirt is too angular and tall, they do not account for the fact that they should be seated, there is no way to color the ring and it's posts, and it relies on materials, which is something I have no experience with. There is way too much trial and error involved is getting something colored properly, which is something I have given a good stab at, but there has to be some level of success at some point or a point instead comes where I can't be bothered.   


Edited by Shockman, 25 April 2015 - 12:37 AM.


#539 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,369 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 25 April 2015 - 12:41 AM

Ok tables are great and all. But let's start to make some constructive critics too: the illumination of the ball looks absolutely exaggerated and not realistic at all. How do you not see it?

what table



#540 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,300 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 25 April 2015 - 04:24 AM

Well, all my WIP tables have some exaggerated gi lightning, mostly because I wanted to show the effect that can be done and make the authors aware of it. Reducing the value of the "Bloom Strength" will make it look more natural.


Edited by jpsalas, 25 April 2015 - 04:24 AM.

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