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Alien Poker [Visual Pinball X]

Alien Poker Williams

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#41 Thalamus

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Posted 12 December 2017 - 07:10 PM

Out of likes ... I tried to look at the older VP tables but, I couldn't really understand how it was supposed to work. I've played this table a lot already and if it could become a MB mod that would be just great. So, thank you for at least considering to figure it out.


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#42 STAT

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Posted 12 December 2017 - 07:13 PM

Yes, thanks JP :) + 1 like from Thalamus ;)


Edited by STAT, 12 December 2017 - 07:14 PM.


#43 STAT

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Posted 13 December 2017 - 10:52 AM

Here is a nice Mod ... http://amigonetblog....ed-edition.html
Maybe something for Hauntfreaks ;) ?

Edited by STAT, 13 December 2017 - 10:54 AM.


#44 STAT

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Posted 17 December 2017 - 10:17 AM

Tried a bit with this Mod, i got good Bumpers with Material Changes only (to yellow) ... but the PF Lights aren't easy to Change, always get the Colors from PF, but PF is needed because Need the Letters ... hm,
can a Light be "transparency" ?
If JP give us a Gilft again ( Multiplayer Version) then i would definitely use both Tables, but Multiplayer with this "LED Mod" ... Looks really awesome, imo.

Attached File  Alien Poker LED Mod.JPG   439.48KB   5 downloads
(Image from the Link above)

Edited by STAT, 17 December 2017 - 10:21 AM.


#45 Thalamus

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Posted 17 December 2017 - 03:03 PM

I'm sure that some experienced author or graphical genius could help you with making those lights change from their original pf color. I know what you are talking about , been planning to have a look at that myself :) I just wonder if HF' Harley Quinn mod and/or nFozzy' Star Trek could give you the answer to your questions.


Edited by Thalamus, 17 December 2017 - 03:04 PM.

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#46 Schlabber34

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Posted 18 December 2017 - 06:02 PM

Or maybe fluppers Diner. He said he uses a second image on a wall that hovers over the playfield and includes only insert lights. Try to change the colour of the lights on this image and use it in the lights options.
Not sure though!

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#47 jpsalas

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Posted 20 December 2017 - 01:50 AM

I have uploaded the Multiball version. But don't ask me how this multiball works or when the multiball starts, since I haven't a clue :) But the table is playable, I have changed the solenoids and the Trough definitions, and the rom is working.

 

I know Thalamus the time is in the middle of the night here in Norway, but when I can't sleep then the best thing is to do something productive :)

 

About the LED mod: Because of the way the lights are made in my tables, if you want to change the color of the lights you'll need to change the playfield image. You may try to change the color of the VPX light but this will give you just a minor change in the color.

I don't usually like the LED color mods, but that screenshot looks very nice :) But I won't make a led mod, in case any of you is wondering about that :)


Edited by jpsalas, 20 December 2017 - 01:56 AM.

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

 

vp.jpg

 

 


#48 STAT

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Posted 20 December 2017 - 09:19 AM

Thanks JP, ok then i just try to Change some Lights/Materials, thats ok for me ;)



#49 Thalamus

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Posted 20 December 2017 - 09:59 AM

LOL .. Even though I have x-mas holiday I'm in bed normally at those hours. :)

 

Really appreciate that you took the time to make this MB mod. Now to figure out how it actually works. I wonder. Could it be that we've missed some essential thing since the original release way back ? I expect you looked at UW' release when you did your changes. And I haven't been able to get to MB on that one. But, that being said. I play much better on VPX.


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#50 STAT

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Posted 20 December 2017 - 10:54 AM

Hey Thalamus, wake up and test this Stuff, i am in Work now ;)

Here's a nice Info about the Multiplayer Version: http://www.pinball4y...alienmulti.html

Edited by STAT, 20 December 2017 - 10:59 AM.


#51 STAT

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Posted 20 December 2017 - 06:50 PM

I experimented a while, i can't Change Settings 1 - 35 from here: http://mirror2.ipdb....oker_Manual.pdf
Just i can start it with Key [8], and go through all the Options.

( ok Change is Key [7] and [1] )

And i can't insert Coin, but a Game start for me, if i hold down [1] a few Seconds ... strange ROM here ...


Edited by STAT, 20 December 2017 - 06:58 PM.


#52 Thalamus

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Posted 20 December 2017 - 07:03 PM

Hey Thalamus, wake up and test this Stuff, i am in Work now ;)

Here's a nice Info about the Multiplayer Version: http://www.pinball4y...alienmulti.html

 

Haha. I'll have to do that later. I finally started on changing my plunger kit, that means for me - fix all the other small things and complete some others. So, today my cab is down for maint. Right now I'm taking a beer break whille my wife is having a power nap. Will get back to you on this.


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#53 jpsalas

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Posted 20 December 2017 - 08:02 PM

I experimented a while, i can't Change Settings 1 - 35 from here: http://mirror2.ipdb....oker_Manual.pdf
Just i can start it with Key [8], and go through all the Options.

( ok Change is Key [7] and [1] )

And i can't insert Coin, but a Game start for me, if i hold down [1] a few Seconds ... strange ROM here ...

 

Yes, this rom is a little strange. I too need to hold down [1] a few seconds to start the game.


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

 

vp.jpg

 

 


#54 STAT

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Posted 20 December 2017 - 08:08 PM

Yes, curious with the StartKey ...

 

I figured out, that we Need a good Coin Setting, Page 6 on the Manual is very strange too, i tried some Settings,
but always i needed "much Coins" to get 1 Credit ... These are the Options 19 - 24, and if 19 set to "00", then you can
adjust 20 - 24, Description for that is on Page 4.

 

Maybe someone have a Luck ... i'll test it more ...

 

toxie, Carny, DJRobX, any Clue here ?


Edited by STAT, 20 December 2017 - 08:10 PM.


#55 kristian

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Posted 29 December 2017 - 01:51 AM

JP. What an incredible release. But one big issue: When you capture the ball with right dual-flipper (to the metal bar) and release it, it goes straight to the drain. That should not be the case. You should be able to safely capture the ball there. I don't know what would be the correct solution for this but when you lower the right flipper you should be able to grab the ball with the lower flipper. Take this from a guy who has played the real machine a LOT. Maybe you could move the right flipper a bit upwards or make it shorter?

 

Edit: I fixed it. I set the upper flipper length to 111 and that's it. Cheers. Consider adding this essential fix to the next release.


Edited by kristian, 29 December 2017 - 01:53 AM.


#56 kristian

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Posted 29 December 2017 - 02:04 AM

Anoher issue with the drop targets. They should NEVER go down if the dropping order isn't right. And the already dropped targets should not raise again. Now the already dropped targets randomly reset back any time. Major issue. Or do I have some problem with my VBS files... hmm?


Edited by kristian, 29 December 2017 - 02:10 AM.


#57 Thalamus

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Posted 29 December 2017 - 02:15 AM

@Kristian : Looking at pictures of this table it looks like that both right flippers are the same length. I might be that it is possible to move the upper flipper just slightly more to the right. I just wonder if the scale of the playfield is 100% because it looks like there isn't much wiggle room to put in 2 x 3" flippers without getting into trouble. I wondered about your second remark. I was not sure but I thought that you needed to start with the right most and then work yourself up to A or they would pop out again. But, being an old guy, I don't trust my memory 100% :)


Edited by Thalamus, 29 December 2017 - 02:16 AM.

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#58 kristian

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Posted 29 December 2017 - 02:26 AM

Could be. This was just a quick fix. 

 

The drop targets thing is a major one. I'd love to see this one fixed as it's probably my all time favorite table. 

 

I made the old VP8 version back in the day. 

 

Other than these issues JP has made superb job creating this one.

 

Ah... edit: Yeah. You start from the bottom right.

 

If you hit down the bottom right (number 5) target you have to shoot the number 4 next. If you shoot number 1,2 or 3 they should not go down, never. This is working most of the time. But let's say you have shot numbers 4 and 5 already ------ they should stay down, ball to ball. But now they raise back up again completely randomly and act like "dead targets". They are not functional but are up. They shoud stay down for good until all targets have been dropped (Royal Flush).


Edited by kristian, 29 December 2017 - 02:33 AM.


#59 Thalamus

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Posted 29 December 2017 - 02:42 AM

@kristian: You don't have any insight to the MB mod as well ?? I never can get that going. To me it looks like JP did everything UW did.

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#60 kristian

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Posted 29 December 2017 - 03:05 AM

I don't understand a word you're saying. Remember... I've been out of the scene for what... 5-7 years. I know only one MB and that's a Mercedes Benz. :D What is UW? 

 

Edit: Ah you mean multiball mod? Not interested in fantasy stuff, I didn't even try it. Never added it to my recreation, either.


Edited by kristian, 29 December 2017 - 03:06 AM.






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