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Star Trek 25th Anniversary v1.05


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#41 GeorgeT

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Posted 15 August 2011 - 03:57 PM

QUOTE (jpsalas @ Aug 14 2011, 08:35 PM) <{POST_SNAPBACK}>
@DedRok_V: Now I understand how it works. kiwi sent me his wip table where he has drawn the subway. Now I understand that the switch 28 is the upper one at the hole, and the switch 52 is located under the playfield. Then this evening I'll make an update with those switches fixed (and the gate smile.gif )

@GeorgeT: either your graphics card can't display alpha transparency or you just need to activate hardware device rendering in preferences - video options.


JP, it is a rather old card GeForce 7800, but this is the first time this happened. Is this something new you're doing on your tables, because all your other amazing tables run just fine.

Thanks


#42 jpsalas

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Posted 15 August 2011 - 04:04 PM

Yes, GeorgeT, I used a lot of alpha ramps to make the flashers shine a little more than when I used dropwalls. This allows for some better effects, but you card really need to be running with the hardware device rendering on.

If you want to check my latest uploads then click on the image below:

 

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#43 Arcade4

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Posted 15 August 2011 - 04:33 PM

dblthumb.gif

#44 rob046

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Posted 15 August 2011 - 09:08 PM

I just noticed this table. I'm surprised JP that you were able to find such good resources for this table! Where did you find such good pics?
Just yesterday I saw one of these in real life & took some pics. Doesn't look like you need them, but if you do mine are pretty good, using 14 megapixel camera, I took at least a few, & of the backglass as well.

#45 GeorgeT

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Posted 16 August 2011 - 12:10 AM

JP, it wasn't the video card, it was the latest drivers I updated to..after rolling back to older drivers, those boxes went away.


#46 jpsalas

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Posted 16 August 2011 - 01:39 AM

@rob046: StrangeLeo72 took pictures of the table and Grizz & hassanchop redrawed the playfield and most of the plastics.

@GeorgeT: good! Drivers can be a pain in the @@$ smile.gif

If you want to check my latest uploads then click on the image below:

 

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#47 rein1969

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Posted 16 August 2011 - 06:54 AM

About the lightning: Best flashers of all your tables! Especially the middle left and right flashers next to the ramps. They really have powerful light and a little glow around them...this is how it is on the real tables..hope you'll make all your tables with these flashers.. WELL DONE!! and the table plays like a dream...thank you JP!

#48 kiwi

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Posted 16 August 2011 - 01:49 PM

Grazie mille.
Grazie "1 Million".
Fantastic job.

I'm used to seeing the target2 straight.



Walls 216 & 217 (near the gate1) prevent the loop

#49 Ceto

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Posted 19 August 2011 - 06:06 PM

Another masterpiece, utterly fantastic work!!!

#50 bolt

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Posted 27 August 2011 - 07:34 AM

Thank you for the new update.
Posted Image

#51 ta2686

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Posted 27 August 2011 - 08:36 AM

Thanks for the update JP!
Need to set or reset replay levels on a particular table? These guides will help you:

For Non-DMD tables: Guide to reset replay levels on non-DMD tables

For DMD tables: Guide to set replay levels on DMD tables

Need to change the number of balls per game on a particular table? These guides will help you:

For Non-DMD tables: Guide to set number of balls per game on non-DMD tables

For DMD tables: Guide to set number of balls per game on DMD tables

Need to adjust the volume on DMD based tables? This guide will help you:

Guide to adjust volume on DMD tables

An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:

Excel Spreadsheet of VPM emulated tables

#52 serpiko

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Posted 27 August 2011 - 03:47 PM

thanks jP for updates.

#53 ta2686

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Posted 27 August 2011 - 03:49 PM

Thanks for the quick update!
Need to set or reset replay levels on a particular table? These guides will help you:

For Non-DMD tables: Guide to reset replay levels on non-DMD tables

For DMD tables: Guide to set replay levels on DMD tables

Need to change the number of balls per game on a particular table? These guides will help you:

For Non-DMD tables: Guide to set number of balls per game on non-DMD tables

For DMD tables: Guide to set number of balls per game on DMD tables

Need to adjust the volume on DMD based tables? This guide will help you:

Guide to adjust volume on DMD tables

An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:

Excel Spreadsheet of VPM emulated tables

#54 humid

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Posted 28 August 2011 - 03:10 AM

Thanks for giving a great table the extra touches and updates to really transport the player J.P.
I tawt I gawt a weepway

#55 FDSystems

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Posted 28 August 2011 - 10:45 AM

One of your best, (if not THE best) recreation !

Thank you for this one & all the other I downloaded without commenting !
otvclap.gif otvclap.gif otvclap.gif otvclap.gif otvclap.gif
From Brasil. Updated version of 1234fd



#56 DedRok_V

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Posted 28 August 2011 - 04:13 PM

Thanks for the updates JP. otvclap.gif




Blueprint game : up to date list http://www.vpforums....s...st&p=147107

#57 mach2

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Posted 28 August 2011 - 05:29 PM

Thanks for all updates JP dblthumb.gif

#58 DedRok_V

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Posted 30 September 2011 - 01:15 AM

JP, I just noticed a small thing...

When shoot the ball into the right hole, it should only "collect scanner value", not also "lite crystal".

"lite crystal" should only be gotten from shooting the left hole, when lit ....... then the ball activates a subway switch on way down to the right VUK.






Blueprint game : up to date list http://www.vpforums....s...st&p=147107

#59 jpsalas

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Posted 30 September 2011 - 02:40 AM

I have just checked the script and I think it is scripted right. When the ball hits the left hole activated the switch 27 and then the switch 40. And when the ball goes to the right hole it just activates the switch 40.

Edited by jpsalas, 03 October 2011 - 04:51 PM.

If you want to check my latest uploads then click on the image below:

 

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#60 DedRok_V

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Posted 30 September 2011 - 09:55 AM

QUOTE (jpsalas @ Sep 30 2011, 12:40 PM) <{POST_SNAPBACK}>
I have just checked the script and I think it is scripted right. When the ball hits the left hole activated the switch 27 and the the switch 40. And when the ball goes to the right hole it just activates the switch 40.

Yeah, thats right. 27 left lower hole, 40 right hole.
Just double checked on my machine, 27 activates lite crystal and 40 doesnt.
Actually it hits 27, rolls over 29, and stops on 40.

Its strange that it happens if you have it scripted correctly.......

Edited by DedRok_V, 30 September 2011 - 09:57 AM.





Blueprint game : up to date list http://www.vpforums....s...st&p=147107