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Popeye saves the Earth - FS - Vpin 9.2.1 [VP 9.x Cabinet FS]

Popeye FS

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#41 vampirolatino2

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Posted 23 April 2014 - 03:45 AM

Btw, awesome work mfuegemann

 

The plunger problem is driving me nuts too lol .... I hit it so hard like I ate spinach :tongue3:  .... but joke aside, yeah, I need to hit it repetitively until it launch the ball.



#42 Shadowsclassic

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Posted 23 April 2014 - 05:13 AM

Btw, awesome work mfuegemann

 

The plunger problem is driving me nuts too lol .... I hit it so hard like I ate spinach :tongue3:  .... but joke aside, yeah, I need to hit it repetitively until it launch the ball.

Check post #31, it fixed my plunger issue.



#43 mfuegemann

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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.


#44 boiydiego

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Posted 23 April 2014 - 08:56 AM

so there is a new update and it fixes only the plunger ?


boiydiego___gebruik-n2kbkyc.png


#45 CJS

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Posted 23 April 2014 - 12:25 PM

what a great table :) really fun, so much to do and unique elements. This is a table I will be playing again and again and showing to everyone.

 

Thanks heaps



#46 mfuegemann

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Posted 23 April 2014 - 12:36 PM

Hi boiydiego,

 

a lot of people still reported the ROM error despite the post on how to fix it. So I decided to upload a fixed version 1.1a with only that correction.

 

Regards

Michael



#47 CJS

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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 :) 



#48 vampirolatino2

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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 :)

100_5949__24328.1303171670.1280.1280.JPG


from: http://www.arcadeadv...-Set-of-2-.html


Edited by vampirolatino2, 24 April 2014 - 01:38 AM.


#49 mfuegemann

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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.


#50 rxd

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Posted 15 February 2016 - 03:23 PM

I can't get this table to work. The plunger shoots the ball to the end of the wire tube and the ball just bounces back.



#51 gtxjoe

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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



#52 rxd

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Posted 15 February 2016 - 05:03 PM

Champion Pub there was a code fix that was posted here that fixed the problem....



#53 mfuegemann

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Posted 15 February 2016 - 07:20 PM

Hi Guys,

 

thank You for posting the errors. The wrong behaviour is caused by the new plunger code in VPin 9.9.2, as the ball is accelerated too much now.

The fix for Champion Pub is ready and I will fix Popeye too.

 

Michael



#54 mfuegemann

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Posted 02 March 2016 - 10:27 PM

Hi,

 

the fix to avoid drains of balls coming from the wheel after launch is online.

 

Michael



#55 shadowshd

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Posted 03 March 2016 - 07:06 AM

Hi Michael,

 

Thank you, will test and feedback ASAP  :otvclap:

 

 

Edit : table is working great, no more drains. Good job Sir  :Worship:

 

++


Edited by shadowshd, 03 March 2016 - 09:51 AM.






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