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Pistol Poker (Alvin G. and Company 1993) [Visual Pinball X]

pistol poker alvin g

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#41 batch

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Posted 25 May 2021 - 09:29 PM

I got your ball disappearing problem when I unchecked square "Enable Mechanical Plunger" and with square "Unable 1s Plunger Retract" checked

 

It works fine for me with "Enable Mechanical Plunger" checked and "Unable 1s Plunger Retract" unchecked (see #40 above)

 

plunger3.jpg     plunger4.png


Edited by batch, 25 May 2021 - 09:31 PM.

signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

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#42 makmak

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Posted 26 May 2021 - 05:17 AM

youre the boss! thanks for proving im not that idiot i thought I am. Looks like its the 1s plunger retract. And "it seems" its always the 3rd ball of a game, if at all...very very strange. Maybe of interest for the developers? So, no more skill shot on this table for me :-(

Thank you very much for testing and finding out, "Mr. Sherlock"! ;-)



#43 Bladeof

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Posted 26 May 2021 - 10:44 PM

Great table! thanks to everyone involved.
 
 

 
The arrows on the backbox light up on the original table to show you what suit you've selected.
There's nowhere in the operation manual or rom that controls these so it must have been some other system on the table.
I've tried various ways of faking them but nothing works properly, any idea's are welcome.

Solenoids 17, 18, 19 and 20
 
yeah i tried those, they are for the flashers on the table but can be used for the arrows.
problem is once you've selected a suit they start flashing randomly so you cant see which one you chose.
(the real table keeps your choice visible until the whole backbox thing has finished)
To me it seems to work as it should, after I will try again.
@Kiwi, Does this fix for the backglass arrow lights work? and if so, how do you go about applying the fix to the table. Is it something the end user can do, or does it require something more technical. Thanks

#44 makmak

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Posted 27 May 2021 - 05:00 AM

the mesh is still there in V1.1 and "IT" (ball falling through playfield/switch) happened again on 2nd ball of first game



#45 wiesshund

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Posted 27 May 2021 - 05:44 AM

the mesh is still there in V1.1 and "IT" (ball falling through playfield/switch) happened again on 2nd ball of first game

 stick a non visible, collide-able wall even with the playfield surface, or maybe a small fraction higher, like 0.01, right where the hole is
see if it prevents the ball from getting sucked through?

 

Make the wall much bigger than the hole

Worth a try


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#46 makmak

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Posted 27 May 2021 - 05:53 AM

Ive tried with walls in all directions ;-) already. Ill stick with V1 and deleted mesh, this worked great with no ball losses and seems to have no disadvantages.

#47 antisect

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Posted 27 May 2021 - 11:20 AM

Ive tried with walls in all directions ;-) already. Ill stick with V1 and deleted mesh, this worked great with no ball losses and seems to have no disadvantages.

 

ive uploaded 1.3 (not sure if it visible yet) give that one a try



#48 kiwi

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Posted 27 May 2021 - 02:39 PM

 

 

 

Great table! thanks to everyone involved.
 
 

 
The arrows on the backbox light up on the original table to show you what suit you've selected.
There's nowhere in the operation manual or rom that controls these so it must have been some other system on the table.
I've tried various ways of faking them but nothing works properly, any idea's are welcome.

Solenoids 17, 18, 19 and 20
 
yeah i tried those, they are for the flashers on the table but can be used for the arrows.
problem is once you've selected a suit they start flashing randomly so you cant see which one you chose.
(the real table keeps your choice visible until the whole backbox thing has finished)
To me it seems to work as it should, after I will try again.
@Kiwi, Does this fix for the backglass arrow lights work? and if so, how do you go about applying the fix to the table. Is it something the end user can do, or does it require something more technical. Thanks

 

If you talk about the backglass for cabinets, I don't know why I didn't try it, but if the arrow lights are missing,

you have to open the backglass file in the Backglass Designer program and add the missing lights.

 

If you are a desktop user, in the VP backglass the lights are already placed, just add the lights inside the JP's Fading Lamps routine, in the scripts.

 

Or wait for an update ...



#49 batch

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Posted 27 May 2021 - 06:36 PM

Thanks for the update, and to Bord for fixing the "strange" issue


signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

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#50 Wylte

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Posted 28 May 2021 - 06:16 AM

I never ran into the issue, but thanks for working to fix it for those who did!

 

Never left a review, either... It's great!  5 stars!


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#51 Thalamus

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Posted 28 May 2021 - 06:54 AM

Thanks for the update guys :db:


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#52 makmak

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Posted 28 May 2021 - 06:58 AM

Yeeehah! No more ball losses, thank you antisect and bord! Now two more questions:

1. what was the problem? (i´d like to learn)

2. how to hit the damned Joker during the game by purpose??? ;)



#53 BrandonLaw

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Posted 28 May 2021 - 10:46 AM

Thanks for the update.  I've been bothered by the flippers because I'm dopey like that.  Here's a quick material edit if you're like me to which I hope you are not  :moon: 

 

 

 flipper-black.png


"S...O...S"  /repeat


#54 antisect

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Posted 28 May 2021 - 12:32 PM

Yeeehah! No more ball losses, thank you antisect and bord! Now two more questions:

1. what was the problem? (i´d like to learn)

2. how to hit the damned Joker during the game by purpose??? ;)

 

the problem seems to have multiple causes:
the specific plunger setting you're using.
mesh has been subdivided at the plunger (this seems to have worked the best)
and as bord discovered its no good remaking the playfield_mesh then replacing it in vpx. you have to completely remove the old mesh primitive and create it again.
its a vpx quirk that seems to effect some people more than others (for unknown reasons). also it seems worse in vpx10.7, in fact i can only trigger the bug in 10.7

and the joker is real hard shot, had people testing on FS tables and they could get it quite regularly (i cant though :blink:


Thanks for the update.  I've been bothered by the flippers because I'm dopey like that.  Here's a quick material edit if you're like me to which I hope you are not  :moon:

 

 

 flipper-black.png

 

 

Nice clean flippers, i kind of prefer the scratched up look on flippers.
I'll put yours in as an option on the next update.



#55 cv2065

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Posted 28 May 2021 - 01:03 PM

Great table thank you!  Is the gun supposed to rotate by itself when taking a shot like in AC/DC or do you rotate it manually with buttons? Mine doesn't move.



#56 BrandonLaw

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Posted 28 May 2021 - 01:21 PM

Yeeehah! No more ball losses, thank you antisect and bord! Now two more questions:
1. what was the problem? (i´d like to learn)
2. how to hit the damned Joker during the game by purpose??? ;)

 
the problem seems to have multiple causes:
the specific plunger setting you're using.
mesh has been subdivided at the plunger (this seems to have worked the best)
and as bord discovered its no good remaking the playfield_mesh then replacing it in vpx. you have to completely remove the old mesh primitive and create it again.
its a vpx quirk that seems to effect some people more than others (for unknown reasons). also it seems worse in vpx10.7, in fact i can only trigger the bug in 10.7

and the joker is real hard shot, had people testing on FS tables and they could get it quite regularly (i cant though :blink:

Thanks for the update.  I've been bothered by the flippers because I'm dopey like that.  Here's a quick material edit if you're like me to which I hope you are not  :moon:
 
 
 flipper-black.png

 
 
Nice clean flippers, i kind of prefer the scratched up look on flippers.
I'll put yours in as an option on the next update.

I liked them too for what they were, but after double checking google images, the flippers were originally plain and not scratched up. As someone who owns tables, they just don’t get that scratched


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"S...O...S"  /repeat


#57 ryesteve

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Posted 28 May 2021 - 05:46 PM

FYI, encountered an issue where the table lost track of how many balls were on the table during mutli.  Still had one left, but it thought I drained and loaded the plunger.



#58 makmak

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Posted 01 June 2021 - 06:59 AM

theres a small bug in line 372: - I wondered why the right outlane did not light up the letter:

Sub sw78_unHit:Controller.Switch(62)=0:End Sub

change to

Sub sw78_unHit:Controller.Switch(78)=0:End Sub

Did I say I love this table? Very very addictive!!!



#59 antisect

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Posted 01 June 2021 - 08:37 AM

theres a small bug in line 372: - I wondered why the right outlane did not light up the letter:

Sub sw78_unHit:Controller.Switch(62)=0:End Sub

change to

Sub sw78_unHit:Controller.Switch(78)=0:End Sub

Did I say I love this table? Very very addictive!!!

 

thanks for spotting this  :dblthumb:



#60 makmak

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Posted 17 June 2021 - 10:05 AM

no more ball losses, but a strange ball stuck:

 

 

stuck.jpg