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Tales of the Arabian Nights VP91x3.2FS MOD


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#41 haddonfield

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Posted 09 April 2012 - 11:08 AM

QUOTE (chriz @ Apr 9 2012, 10:39 AM) <{POST_SNAPBACK}>
maybe you can make the ramps a little more "round" on the edges... like with a bit more anti aliasing.

hey chriz,
the ramps should be round think.gif look at the preview picture Maybe you have to put your alpha ramp accuracy slider under the video options more to the right .
greetz,
haddonfield

#42 Ext2k

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Posted 10 April 2012 - 09:29 PM

QUOTE (chriz @ Apr 2 2012, 03:40 PM) <{POST_SNAPBACK}>
you guys ROCK, thanks a lot haddonfield & JP! cool.gif


edit:
played some rounds and I love it - this table looks superb. Only thing is a "ball hang", see the pic... maybe you can fix that.



I have the same problem than Chris "ball hang" on the left, It's solved this problem?

#43 Zablon

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Posted 10 April 2012 - 09:39 PM

I looked at trying to fix it myself..but didn't really see anything it was hanging on...

#44 kiwi

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Posted 11 April 2012 - 01:19 PM

QUOTE (haddonfield @ Apr 9 2012, 02:24 AM) <{POST_SNAPBACK}>
hi there,
thanks 4 your report what`s all wrong with the mod. I`ll fix as soon as there is time. I`m in contact with grizz right now and he has beautiful new pf (great job!) which I´ll put in there too!Also he made me my totan avatar biggrin.gif Damn, I´m really busy right now. But there will be an upcoming version till may or june I think (in fact that gfx tweaking in vp is a timekiller) blink.gif

A short recap

- ball stuck on the left
- the plunger is too weak
- graphics of the pf are a little blury
- too much alpha for the slower machines
- Bazaar popout is too weak

did I forget something?



greetz,
haddonfield

Missing target initialization in ' Init Bumper Rings and Targets

sw46c.IsDropped = 1

Missing also in JP'S versions.

The target sw46a and sw46c are off the table , in the "Yeah Face".

Thanks

Max


#45 Kret_mole

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Posted 16 April 2012 - 07:45 PM

I don`t know if you tried to fix the bazar kick yet, but I`ve experimented a bit with it and it works quite well with settings like that .InitKick sw25, 175, 10 ; it ain`t perfect but gives the ball for right flipper quite well. It would work better if it had more strengh and angle a bit more downwards the problem is that if you give it any more strengh it will kick it between the flipers, any more angle and it bounces from the wall on the right of the kicker and goes to the left. Propably modifing the wall would solve the problem, but I don`t know how to do that in vp, so maybe you could try that when you have time. :]

#46 jpsalas

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Posted 17 April 2012 - 03:13 AM

In my version with some fixes (not released yet) I have the settings at .InitKick sw25, 190, 15, and it sends the ball to the right flipper quite well, and with some speed, as I have seen on some videos. But I should like to speed up the table before releasing it, and that means to change the way the GI is done, from dropwalls to lights. But that it too much work just work.

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#47 koadic

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Posted 23 April 2012 - 11:53 PM

In regards to the ball stuck issue, I think I have figured out what it is getting caught on. If you select wall110 and either delete it or make it non collidable (as it is there visually for supporting the spinner/gate in front of the ramp), the ball should roll through there without issue

#48 Wahreez McDermot

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Posted 25 April 2012 - 05:48 AM

Thx for the tip Koadic, i removed the wall 110 as you said and all is working fine. Plunger needs a bit more strength to hit the 3rd skill shot as mentioned, but, I'm guessing that is easy to fix.

Also, I don't know if any of you whom experienced 'stuttering' with the ball have tried to lower the alpha ramps slider? On my machine it is working well when lowering the alpha ramps slider about 4 notches to slightly above middle. It is still very playable with the setting maxed, but, after reading this thread I was looking close and did notice the ball movement was not as smooth as I've seen w/ other tables.

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#49 catkins

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Posted 11 May 2012 - 04:56 AM

Setting plunger release speed to 200 worked for me. I can hit all three targets without bumping to reach to top one, like before.

I've noticed the entrance ramp might be a little short, too -- the ball seems to dribble off the lip and into play if insufficient strength is applied to the plunger.

Another possible bug: on a real TOTAN playfield, I believe there is a rollover switch at the plunger rest point --it looks like there is one on the design (swplunger) but it doesn't seem to be doing anything. When the ball is resting at the plunger (trigger on), then plunged (trigger becomes off), a "swoosh" sound should be heard, and an animation of the ball launching off a ramp should be visible on the DMD. None of this is happening. Maybe it's a scripting issue? Or...perhaps the ROM I'm using lacks this feature?

QUOTE (Wahreez McDermot @ Apr 25 2012, 01:48 AM) <{POST_SNAPBACK}>
Thx for the tip Koadic, i removed the wall 110 as you said and all is working fine. Plunger needs a bit more strength to hit the 3rd skill shot as mentioned, but, I'm guessing that is easy to fix.

Also, I don't know if any of you whom experienced 'stuttering' with the ball have tried to lower the alpha ramps slider? On my machine it is working well when lowering the alpha ramps slider about 4 notches to slightly above middle. It is still very playable with the setting maxed, but, after reading this thread I was looking close and did notice the ball movement was not as smooth as I've seen w/ other tables.

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4GB Ram @ 1333mhz (too poor for 1600mhz way back when) lol
GTX 460 OC from factory @ 811/1622/1950
7200RPM 1TB HDDx2
onboard realtek sound

Edited by catkins, 11 May 2012 - 05:10 AM.


#50 jpsalas

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Posted 11 May 2012 - 01:39 PM

About the plunger "swoosh" smile.gif:

That's my fault, when I changed the plunger from using the Impulse Plunger to the normal plunger (because of the ones using analog plungers), then I forgot to add the switch number to the new plunger subs. So, in my table the lines to change are 273 and 275 (I haven't checked this MOD, but I guess the lines aren't far away smile.gif ):

Sub swPlunger_Hit:BallinPlunger = 1:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 1

Sub swPlunger_UnHit:BallinPlunger = 0:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 0

change them to:

Sub swPlunger_Hit:Controller.Switch(18) = 1:BallinPlunger = 1:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 1

Sub swPlunger_UnHit:Controller.Switch(18) = 0:BallinPlunger = 0:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 0

Greetings
JP


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


#51 catkins

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Posted 11 May 2012 - 05:22 PM

JP -- amazing help, as always! And so fast! otvclap.gif Thanks!!!

I was close to making that very change -- I don't know where the switch definitions (numbers the switch matrix) are stored. Is that defined for each table, somewhere, like a .vbs include file? Where can find them?

QUOTE (jpsalas @ May 11 2012, 09:39 AM) <{POST_SNAPBACK}>
About the plunger "swoosh" smile.gif :

That's my fault, when I changed the plunger from using the Impulse Plunger to the normal plunger (because of the ones using analog plungers), then I forgot to add the switch number to the new plunger subs. So, in my table the lines to change are 273 and 275 (I haven't checked this MOD, but I guess the lines aren't far away smile.gif ):

Sub swPlunger_Hit:BallinPlunger = 1:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 1

Sub swPlunger_UnHit:BallinPlunger = 0:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 0

change them to:

Sub swPlunger_Hit:Controller.Switch(18) = 1:BallinPlunger = 1:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 1

Sub swPlunger_UnHit:Controller.Switch(18) = 0:BallinPlunger = 0:End Sub 'in this sub you may add a switch, for example Controller.Switch(14) = 0

Greetings
JP


#52 jpsalas

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Posted 11 May 2012 - 06:23 PM

You make the changes in the script. Load the table, and at the left you'll see the icon for the script.

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#53 koadic

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Posted 11 May 2012 - 10:47 PM

QUOTE (catkins @ May 11 2012, 12:22 PM) <{POST_SNAPBACK}>
I was close to making that very change -- I don't know where the switch definitions (numbers the switch matrix) are stored. Is that defined for each table, somewhere, like a .vbs include file? Where can find them?


I, personally, would open the ipdb.org page, search for the table (in this case TOTAN), find the link to the manual in pdf format, and then search. In this case the switch matrix diagram is on page 2-38 with the location of the switches on page 2-39

As far as the table is concerned, it doesn't care what the switches are for (up to the person that creates the table to place them where appropriate), it just passes the hits to VPinMAME and then they get handled by the rom. You will always have to go back to the original documentation to determine what switches are for what.

Edited by koadic, 11 May 2012 - 10:48 PM.


#54 CaptainNeo

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Posted 12 May 2012 - 03:28 AM

I have the real machine of this game, if you guys need clarification for anything or better pictures on how things are placed and what not. BTW, this table looks fantastic as always. I'll have to fix that switch thing.
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#55 Wahreez McDermot

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Posted 12 May 2012 - 09:38 AM

Much thx JP! Making the changes was as easy as can be!

I wonder if 'Nike' is aware of this 'swoosh' sound in your table though? Is that perhaps why you left it out?

hehe, I'm just kidding. Forgive the bad joke



#56 catkins

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Posted 14 May 2012 - 05:41 PM

Ah, I see what you mean. I was assuming VPinMAME was enumerating the switches using some other method. The manual had the info! Thanks! dblthumb.gif

QUOTE (koadic @ May 11 2012, 06:47 PM) <{POST_SNAPBACK}>
QUOTE (catkins @ May 11 2012, 12:22 PM) <{POST_SNAPBACK}>
I was close to making that very change -- I don't know where the switch definitions (numbers the switch matrix) are stored. Is that defined for each table, somewhere, like a .vbs include file? Where can find them?


I, personally, would open the ipdb.org page, search for the table (in this case TOTAN), find the link to the manual in pdf format, and then search. In this case the switch matrix diagram is on page 2-38 with the location of the switches on page 2-39

As far as the table is concerned, it doesn't care what the switches are for (up to the person that creates the table to place them where appropriate), it just passes the hits to VPinMAME and then they get handled by the rom. You will always have to go back to the original documentation to determine what switches are for what.


#57 guruguys

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Posted 19 May 2012 - 05:45 AM

This table looks awesome but I can not get rid of the micro-stutter on the ball. I have a fast machine, no other tables give me problems but this one. Not running UVP. I've even trid turning alpha ramp to the lowest setting from the highest setting and there is no change between the two. Back to the old table for now I guess.

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#58 JohnnyDoe

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Posted 29 June 2012 - 11:26 AM

I can't seem to find Wall110, when I press the button next to the selectarrow I can only reach up to ramp 200 something, the other ones are not selectable. They're outside of my monitor, maybe they're in another dimension, I don't know for sure, seems plausible though. Kidding aside, can anyone help me find where I can delete it?

#59 thewool

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Posted 29 June 2012 - 11:30 AM

QUOTE (JohnnyDoe @ Jun 29 2012, 12:26 PM) <{POST_SNAPBACK}>
I can't seem to find Wall110, when I press the button next to the selectarrow I can only reach up to ramp 200 something, the other ones are not selectable. They're outside of my monitor, maybe they're in another dimension, I don't know for sure, seems plausible though. Kidding aside, can anyone help me find where I can delete it?


Edit the script, the use the drop down box at the top on the left hand side.

Select Wall110 and it will be highlighted on the table when you exit the script.

#60 JohnnyDoe

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Posted 29 June 2012 - 11:52 AM

QUOTE (thewool @ Jun 29 2012, 12:30 PM) <{POST_SNAPBACK}>
QUOTE (JohnnyDoe @ Jun 29 2012, 12:26 PM) <{POST_SNAPBACK}>
I can't seem to find Wall110, when I press the button next to the selectarrow I can only reach up to ramp 200 something, the other ones are not selectable. They're outside of my monitor, maybe they're in another dimension, I don't know for sure, seems plausible though. Kidding aside, can anyone help me find where I can delete it?


Edit the script, the use the drop down box at the top on the left hand side.

Select Wall110 and it will be highlighted on the table when you exit the script.

Much obliged. Have a good weekend.