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Medieval Madness_Redux_2.3.rar [Visual Pinball X]

Williams Medieval Madness VPX

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#41 Dozer316

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Posted 23 January 2016 - 05:30 AM

There's a bug in the script that was supplied to me - I'm uploading 1.4 now which fixes this.



#42 Rappelbox

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Posted 23 January 2016 - 07:08 PM

THX very much for fixing!!! :love39:

 

Beautiful table, runs great...

 

Greets,

Dom


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#43 nicco84

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Posted 24 January 2016 - 12:50 AM

dozer think castle door issue is not fixed. during play i hit the door (gate no touched once). ball goes in merlin and in option there's open castle door. merlin selected it and castle door closed. if i hit again no response from vpinmame or vp.



#44 Dozer316

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Posted 24 January 2016 - 02:36 AM

Hi there, you have to make sure the door starts in the upright position when you start the game - if it goes down when you first start the game, quit and restart and try not to quit a game while the door is down, this is what causes the issue with the door state.


Edited by Dozer316, 24 January 2016 - 02:37 AM.


#45 imagamejunky

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Posted 24 January 2016 - 03:10 AM

Awesome table Dozer!

Thanks man

 

Junky



#46 nicco84

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Posted 24 January 2016 - 11:39 AM

Yes man, I read your post to quit table with drawbridge in close position and it was. First castle. Drawbridge was up during start. Hit drawbridge, it opens, go in Merlin, Merlin select open drawbridge, it closes, hit more time without efficiency. After I'll do double check but I'm sure.


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#47 jdark

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Posted 24 January 2016 - 11:47 AM

Hi there, you have to make sure the door starts in the upright position when you start the game - if it goes down when you first start the game, quit and restart and try not to quit a game while the door is down, this is what causes the issue with the door state.

 

can you explain it why the state is somehow saved even if you quit the game? Is there something about the door stored in nvram?



#48 Dozer316

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Posted 24 January 2016 - 12:23 PM

Yes man, I read your post to quit table with drawbridge in close position and it was. First castle. Drawbridge was up during start. Hit drawbridge, it opens, go in Merlin, Merlin select open drawbridge, it closes, hit more time without efficiency. After I'll do double check but I'm sure.


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That's very strange, the game should know the drawbridge is down and not give you that option - I'll do some investigation.


 

Hi there, you have to make sure the door starts in the upright position when you start the game - if it goes down when you first start the game, quit and restart and try not to quit a game while the door is down, this is what causes the issue with the door state.

 

can you explain it why the state is somehow saved even if you quit the game? Is there something about the door stored in nvram?

 

Yes, the drawbridge position seems to be stored in nvram.



#49 mattfl

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Posted 24 January 2016 - 02:23 PM

Probably my favorite release of MM yet! Played it for a few hours last night and didn't experience any issues at all. Thanks Dozer for the great releaser!



#50 Dozer316

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Posted 24 January 2016 - 03:45 PM

I've found the issue with the drawbridge - a v1.5 will be uploaded as soon as I've done some testing to make sure it's solid.



#51 vampirolatino2

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Posted 24 January 2016 - 09:17 PM

I've found the issue with the drawbridge - a v1.5 will be uploaded as soon as I've done some testing to make sure it's solid.

 

Amen to that.... was the only thing that was driving me mad about this masterpiece lol

Thank you for taking a look at it. Damn bridge bug.



#52 nicco84

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Posted 24 January 2016 - 09:29 PM

:-)


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#53 jdark

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Posted 24 January 2016 - 09:40 PM

*clap* we will see :)



#54 Dozer316

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Posted 25 January 2016 - 07:35 AM

Version 1.5 is up - nicco84 pointing out that the game awarded a drawbridge down when it was already down was the key to finding this bug.

 

Please let me know how you go - drawbridge should finally be fixed.



#55 greeze

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Posted 25 January 2016 - 07:37 AM

Thanks Dozer :)


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#56 vampirolatino2

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Posted 25 January 2016 - 08:34 AM

Hi, thanks Dozer!

 

Don't want to be rude, but I like v1.4 ramps better :(

 

Anything you can tell me what I can grab from v1.5 to copy paste into vp1.4?

Just the fixes :)



#57 Dozer316

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Posted 25 January 2016 - 12:34 PM

There you go  - same version with old ramps.  Was going to upload here but the site is running on a potato tonight.

 

https://www.dropbox...._RAMPS.rar?dl=0



#58 vampirolatino2

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Posted 25 January 2016 - 04:15 PM

There you go  - same version with old ramps.  Was going to upload here but the site is running on a potato tonight.

 

https://www.dropbox...._RAMPS.rar?dl=0

 

Mr. Potato is making love with Ms. Potato?

 

Thanks! you are the best. :D



#59 nicco84

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Posted 25 January 2016 - 06:02 PM

thanks man!!! now drawbridge works great!!

one more thing dozer, sword and fight lamps (of skillshot) don't light the icons on playfield... only a very little flash in the back icons



#60 vampirolatino2

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Posted 26 January 2016 - 12:07 AM

One trick question ... mostly to real MM users...

 

Do the skill shot always goes to the same lane every time?

 

In this re-creation I can adjust the gate at the end, change elasticity from 3 to for example 4 to make it change to the other lane, but no matter what number I use, even 4.1, 3.9 , 5, etc, etc. It always ends in the same lane, right or left... depending of the value you use.

 

Can a randomize be added? Or the real machines always goes to the same lanes too?







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