Shouldn't the ambient settings set to 0,0,0 on vpx tables to avoid greyisch look?
Or is it on purpose set to 25?
Edited by Mark70, 16 January 2018 - 08:58 PM.
Posted 19 January 2018 - 01:48 AM
I'm working on changing the RPG location. I think with VPX it will work better by moving it to the backglass where it's supposed to be. This will restore the left side of the apron artwork and also eliminate having two RPG's for those in cabinet mode. I have an idea to make it look like its part of the actual backglass in desktop mode.

Posted 19 January 2018 - 08:04 PM
I optimized my B2S Code for this Table (if you use my directb2s too), before, the Gun Ball was always in the Gun Shooter ... now there is a correct View, if the Ball is out, Gun Shooter is also without a Ball.
This is my Script for the latest VPX Release (1.2) here ... if you are a DT Player, you don't Need this Script.
Edited by STAT, 19 January 2018 - 08:10 PM.
Posted 20 January 2018 - 03:12 AM
So here is what I came up with. I also touched up some of the RPG coding and it works great now. I was having issues with the bottom shot sometimes not firing but it works every time now. I also added a slight pause on the top position just like the bottom one. 1.2 created an issue when you do the T-X challenge (wait a few seconds to shoot and fire when it comes up on the DMD). It seemed like the ball would end up in the wrong hole and automatically count it as making the skill shot. I think I have it fixed, but I want to play with it some more to be sure.

Edited by DarthMarino, 20 January 2018 - 03:42 AM.
Posted 20 January 2018 - 09:11 AM
Sounds good, DarthMarino, if you want to add my newer directb2s Code too ( it isn't much, what i have changed, or you already saw it in my Script ? ), or i can tell you the Changes,
then i am looking Forward to another 1.3 (?) Version
I also changed Flipper Physics again (NOT in Script of Course), and cleaned Script
Edited by STAT, 20 January 2018 - 09:14 AM.
Posted 20 January 2018 - 02:05 PM
Sounds good, DarthMarino, if you want to add my newer directb2s Code too ( it isn't much, what i have changed, or you already saw it in my Script ? ), or i can tell you the Changes,
then i am looking Forward to another 1.3 (?) Version
I also changed Flipper Physics again (NOT in Script of Course), and cleaned Script
I was having issues with the table sometimes not being able to find a ball, especially after multiball. I believe the cause was the ball launcher being too strong which occasionally made a ball get lost. Makes sense that it happens a lot in multiball since it launches several balls during that mode. I've made some adjustments to the table and script and so far it's been just about perfect.
The only issue I still see is that if you have 1 ball locked and then select "Lock-A-Ball" during the launch of ball 2, it actually locks 2 more balls and goes right into multiball. I have no idea why the second ball also gets locked unless that's part of the game. If you have no balls locked and select this during ball 2, it only locks 1 ball.
Since I had already made changes to the script for the RPG I didn't copy your new script so if you let me know the changes (including the new flipper values) I'll touch up my script and send you a new version. I just need to make some final touches on the backglass.
One question that maybe someone can help with. I want the ball in the backglass to be white. Whenever I do this, it changes all the balls including the captive ball. I even tried with a timer and the other balls started out normal and then changed to white when the backglass ball was created.
A final note is I turned off the Environment Emission Image. It just made a bunch of weird white boxes around the table. It's easiest to see in the desktop image on the download page over the RPG. It looks much cleaner and sharper without that. Easy enough to burn back on if someone prefers that.
Edited by DarthMarino, 20 January 2018 - 02:27 PM.
Posted 20 January 2018 - 03:56 PM
I also had some Issues at Multiball and LockBall ...
Flipper Settings, see Image
Gun Code, i only changed this, .txt File is this Code for replacing:
'RPG GUN HANDLER (BASED ON JAMINS CODE) *******************************************************************************************************************
Dim rpgpos,rpgindex,ballinbbk, rpgball, b2si, b2skicknr
b2skicknr = 0
Sub sol5(enabled)
If enabled Then
If ballinbbk=true Then kickit
End If
End Sub
Sub ResetB2SGun
For b2si = 120 to 129
Controller.B2SSetData b2si, 0
Next
Controller.B2SSetData b2skicknr, 0
End Sub
rpgpos=0
rpgindex=1
Sub sol20timer_timer()
rpgpos=rpgpos+rpgindex
If rpgpos = 1 then Light1.state = 1:Light2.state = 0:Light3.state = 0:Light4.state = 0:Light5.state = 0
If rpgpos = 2 then Light1.state = 0:Light2.state = 1:Light3.state = 0:Light4.state = 0:Light5.state = 0
If rpgpos = 3 then Light1.state = 0:Light2.state = 0:Light3.state = 1:Light4.state = 0:Light5.state = 0
If rpgpos = 4 then Light1.state = 0:Light2.state = 0:Light3.state = 0:Light4.state = 1:Light5.state = 0
If rpgpos = 5 then Light1.state = 0:Light2.state = 0:Light3.state = 0:Light4.state = 0:Light5.state = 1
If B2SOn Then
ResetB2SGun:
If rpgpos > 0 and b2skicknr > 0 Then Controller.B2SSetData 125-rpgpos, 1
If rpgpos > 0 and b2skicknr = 0 Then Controller.B2SSetData 130-rpgpos, 1
If rpgpos = 0 and b2skicknr = 0 Then Controller.B2SSetData 129,1
If rpgpos = 0 and b2skicknr > 0 Then Controller.B2SSetData 124,1
End If
If rpgpos>4 then rpgindex=-1
If rpgpos<1 then rpgindex=1
If rpgpos=0 then
bbknothome.isdropped=true
else
bbknothome.isdropped=false
End If
If ballinbbk=true then
playsound "motor"
rpgreel.setvalue rpgpos
else
playsound "motor"
rpgreel.setvalue rpgpos
End If
End Sub
Sub kickit()
Select Case rpgpos
Case 1
Light1.state = 1
Light2.state = 0
Light3.state = 0
Light4.state = 0
Light5.state = 0
Kickto1
Case 2
Light1.state = 0
Light2.state = 1
Light3.state = 0
Light4.state = 0
Light5.state = 0
Kickto2
Case 3
Light1.state = 0
Light2.state = 0
Light3.state = 1
Light4.state = 0
Light5.state = 0
Kickto3
Case 4
Light1.state = 0
Light2.state = 0
Light3.state = 0
Light4.state = 1
Light5.state = 0
Kickto4
Case 5
Light1.state = 0
Light2.state = 0
Light3.state = 0
Light4.state = 0
Light5.state = 1
Kickto5
End select
End sub
Sub B2SRPGKick(b2si)
If B2SOn Then ResetB2SGun: Controller.B2SSetData b2si-31, 1: Controller.B2SSetData b2si, 1
End Sub
Sub Kickto1()
Set rpgball= bb1.Createsizedball(15):rpgball.image = "rpgball":rpgball.id = 666:bb1.kick 275,16
playsound "rpgshot"
ballinbbk=false
b2skicknr = 155: B2SRPGKick(b2skicknr)
End Sub
Sub Kickto2()
Set rpgball= bb2.Createsizedball(15):rpgball.image = "rpgball":rpgball.id = 666: bb2.kick 295,16
playsound "rpgshot"
ballinbbk=false
b2skicknr = 154: B2SRPGKick(b2skicknr)
End Sub
Sub Kickto3()
Set rpgball= bb3.Createsizedball(15):rpgball.image = "rpgball":rpgball.id = 666: bb3.kick 300,16
playsound "rpgshot"
ballinbbk=false
b2skicknr = 153: B2SRPGKick(b2skicknr)
End Sub
Sub Kickto4()
Set rpgball= bb4.Createsizedball(15):rpgball.image = "rpgball":rpgball.id = 666: bb4.kick 305,16
playsound "rpgshot"
ballinbbk=false
b2skicknr = 152: B2SRPGKick(b2skicknr)
End Sub
Sub Kickto5()
Set rpgball= bb5.Createsizedball(15):rpgball.image = "rpgball":rpgball.id = 666: bb5.kick 325,18
playsound "rpgshot"
ballinbbk=false
b2skicknr = 151: B2SRPGKick(b2skicknr)
End Sub
Sub rpgtrig_hit()
If ActiveBall.Velx >-1 Then
ActiveBall.VelX = 0
End If
End Sub
Sub sw41_Hit:vpmTimer.PulseSw 41:PlaySound "target":End Sub
Sub sw42_Hit:vpmTimer.PulseSw 42:PlaySound "target":End Sub
Sub sw43_Hit:vpmTimer.PulseSw 43:PlaySound "target":End Sub
Sub sw44_Hit:vpmTimer.PulseSw 44:PlaySound "target":End Sub
Sub sw45_Hit:vpmTimer.PulseSw 45:PlaySound "target":End Sub
Sub bb0_hit():me.destroyball:ballinbbk=true:rpgreel.setvalue 0:b2skicknr = 0: End Sub
Edited by STAT, 20 January 2018 - 03:58 PM.
Posted 20 January 2018 - 04:13 PM
Thank, I will implement these changes. I hope it still works since I added two more rpg positions for a total of 7. The top and bottom both have 2 each to fix the bottom shot only firing half the time and to add a delay on the top position. I will send you something soon.
Also for 1.3, I am adding the original instruction cards as an option. The ones there now are custom ones from a website. They are nice but might as well have the originals from Stern as an option. To change them click on the primitive for each card and select the "orig" version instead.

Edited by DarthMarino, 20 January 2018 - 04:14 PM.
Posted 20 January 2018 - 07:35 PM
I think some strong metal ramp sounds would be a great addition to this table
It doesn't seem like the ball rolling sounds are working. When you first start my version, the captive ball makes a rolling sound and then I don't hear anything after that.
Anyway, I sent STAT my version. A few more changes to the desktop backglass including some lights. I completely reworked the RPG so it's fool proof. It fires correctly every time. I hope it also works perfectly in cabinet mode.
Posted 20 January 2018 - 09:45 PM
DarthMarino, thanks, should work if you use the same ID's, Variables and Values, so the same Position Logics.
Edited by STAT, 20 January 2018 - 09:46 PM.
Posted 22 January 2018 - 02:33 AM
OK, I finally got my version working with the B2S backglass. I'll send it to STAT and see if we need to do any further tweaking but I think it's pretty good. I'm trying to make it work for both fullscreen and desktop users without any adjustments. I have one small issue. The lights I used for the desktop backglass are shown on the table in fullscreen mode. Obviously you can just move them but is there a way to keep them where they are and not have them show through the table?
Posted 22 January 2018 - 02:59 AM
You can add this to script to hide DT view lights and such from FS view and vice versa.
If Table.ShowDT = False then
light64.visible=False
light57.visible=False
End If
Just add the lights you have added to DT view and visible= False
Hope this helps you.
Posted 22 January 2018 - 03:26 AM
You can add this to script to hide DT view lights and such from FS view and vice versa.
If Table.ShowDT = False then
light64.visible=False
light57.visible=False
End If
Just add the lights you have added to DT view and visible= False
Hope this helps you.
Perfect. Thank you.
Posted 22 January 2018 - 01:20 PM
... how says Arnie ? ![]()
Posted 23 January 2018 - 02:02 AM
I'm nearing the home stretch with my changes to the table. It's playing great now. I found and fixed several gameplay issues compared to the real machine.
Quick question. Can I change the image used on a primative from the script? It would be easier to change the instruction card style (what I showed above) from the script . I know in VP9 you could do wall.image="picture" but that doesn't seem to be working in VPX for me, even on regular walls.
Edit: I used two Primatives and use Z value to raise/drop them.
Edited by DarthMarino, 23 January 2018 - 04:48 AM.
Posted 25 January 2018 - 12:14 AM
When playing this table and you get to video mode it is almost impossible to see the display. Is there any way to make the display brighter?
I've never had an issue. Right click on the DMD and go to Game Settings. You can colorize the DMD and select colors that are easier for you to see.
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