Btw, awesome work mfuegemann
The plunger problem is driving me nuts too lol .... I hit it so hard like I ate spinach
.... but joke aside, yeah, I need to hit it repetitively until it launch the ball.
Posted 23 April 2014 - 06:23 AM
I will upload a quick fix for the plunger. I wanted to wait until I have a solution for the starting sound level problem, but it I am a bit stuck there.
Hi Sparky70,
the obj.alpa = 0 works here too. Actually the collection GIString2Flasher is empty but setting the value for GIString1Flasher and GIString5Flasher to 0 works.
Maybe the pictures of the slingshot and lane plastics are a bit light and milky.
You can try this to test:
- show only layer 7
- mark all objects
- set the property "visible" to Yes (tick box) - now all the GI-Flashers are ON
- go to the script and set obj.alpa for GIString1Flasher and GIString5Flasher to 255
- run the table wearing Your sunglasses
- go to the script and set obj.alpa for GIString1Flasher and GIString5Flasher to 0
- run the table - now there should be a visible difference
>> by the way, make sure, the initial DimGI variable is between -80 and 135, otherwise the code will not be run.
Regards
Michael
Edited by mfuegemann, 23 April 2014 - 06:28 AM.
Posted 24 April 2014 - 01:12 AM
One small thing - The Bluto lock on the FS version you can't see the ball entry hole at all Bluto's mouth - the desktop version it is very visible as the angle seems a little lower ? I don't know if that is the case with all desktop tables though as I haven't played a desktop table since I built a cab 18 months ago.
And the wheel - I have never seen this machine in the flesh, but does it spin as fast as the real thing do you think ? That could be what the real table is like, I have no idea. I have both a steel hardware plunger and a plunger button - using the plunger button I can get exactly what I want every time by waiting until the slot you want has just passed 12 o'clock.
It is such a fun table! I'm getting closer to a billion now that I am learning more about the modes etc Thank you so much for this absolute gem
Posted 24 April 2014 - 01:32 AM
now the plunger works 100% of the time, thanks a lot!
saw that in Dx9 now some textures don't have the black lines, but some ramps still do. (right blue upper ramp part)
These pictures are high res enough to "update them"? Just asking, I'm not a table builder, just so we can have high res plastics... just a sugestion nothing more ![]()
from: http://www.arcadeadv...-Set-of-2-.html
Edited by vampirolatino2, 24 April 2014 - 01:38 AM.
Posted 24 April 2014 - 05:51 AM
Hi,
vampirolatino2: thank You for the image, I will try out, if they make a difference.
CJS: Yes, the viewing angle is much different, this is why I had to move some of the playfield lamps for the FS version. The lock may stay invisible, as You know where it is. The wheel is a bit slower than in a video, I watched but I had to settle for the actual settings. The animation is a combination of a 3D-primitive for the visual effect and 60 kickers to move the ball around. With increased speed I had big synch issues.
Michael
Edited by mfuegemann, 24 April 2014 - 05:51 AM.
Posted 15 February 2016 - 04:17 PM
So now you have two tables (Champion Pub)that exhibit the same problem. You need to provide more details on your setup.
If I had to guess, you have a USB nudge device or USB joystick connected that is affecting VP. Try unplugging these USB devices and try again