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Mini Baseball (Chicago Coin 1972) [Visual Pinball X]


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#41 kiwi

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Posted 19 August 2023 - 06:49 AM

 

New version 1.6 is out.

 

I wasn't going to do anymore versions but....

Fixed the missing high score zero image

Fixed the errant plunger sound in certain cases

Added a new feature. Lounge Lizard just couldn't leave well enough

alone and kept iterating on his art. I was torn between originality and

awesomeness so I thought, hmm can we have both? Well it turns out

we can. There's a flag LL in the script you can set to toggle between the

two versions. A little more work to pull it off but I think it was worth it.


 

 

Sorry, I don't have a fix for it. I looked at it but no joy. Need a vpx guru to decipher that one. I think it has to do with the plunger value not being read as it is only

looking for keys. Might be able to hack it by messing with the skill gage and doing a rot on the primitive based on which skill trigger is being depressed.

Seems like you could read the plunger position but it doesn't seem to work no matter what I've tried.

 

You can use the "Plunger.Position" function to animate the lever,

you have a value return from 0 to 25 and it works with digital or analog plunger.

 

For example a rotation of 90°, with the plunger without parking position,

Lever.RotZ = Plunger.Position/25*90

with parking position it is necessary to make further adjustments on the rotation angle and multiplier.
 

 

I'll look into it but that's the approach I was looking at before that wasn't yielding a result.

It did not seem to read Plunger.Position at all.
 

 

 

https://www.vpforums...&showfile=14256
Is the way it works in Night Moves, movement of the knob and rod,

the formula seems a bit more complex because the length and the parking position are also taken into consideration, these parameters are not needed here.



#42 kiwi

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Posted 19 August 2023 - 10:47 AM

Try this example.

Attached File  Lever.zip   1015.32KB   6 downloads



#43 tgx

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Posted 19 August 2023 - 08:15 PM

Thanks I won't be able to look at it until Monday.

I have a list of fixes for the next version so it will show up in that release.



#44 LoungeLizard

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Posted 20 August 2023 - 02:00 AM

Okay, I feel like I neglected the "Desktop Mode" users.  Here's a spiffy background for ya. Cheers.

 l4QNqHq.png

 

Bxg3jZO.png

 

FU0X6hz.png


Edited by LoungeLizard, 27 August 2023 - 01:52 AM.


#45 clyde

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Posted 26 August 2023 - 08:45 PM

Thanks for the update! This sure has come a long way since the V1.0 release, looks great.   :tup:



#46 tgx

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Posted 27 August 2023 - 05:08 PM

Well I wanted to improve the authenticity side of things even though it still isn't

100%. Also wanted to integrate all of the work Lounge Lizard had done which

kind of snowballed into a number of other things.

 

A lot of under the hood improvements in 1.7.

 

-A fix for the F6 High Score Reset

-Revamped Skill Gage lamps (supports multiple playfields more readily

-Flag added 'Plunger Enabled' to unlock support for mechanical plungers

-Some lighting adjustments and addition of the return trigger in the camera.

-Altered the scoring process so you get a ding for each run scored. (only 1 for 10 run bonus)

 

There is a persistent bug at line 660 in the script. That line is completely ignored by VPX and

instead plays the sound located after the Else. I know it has something to do with the Ready

state because if you put Ready=1 in the beginning of the Sub for Bullseye, it will fire the correct

sound. However, if you use the debugger when in game, you will note that Ready does equal 1

during normal gameplay so why it is ignored I do not know.


Edited by tgx, 27 August 2023 - 05:18 PM.


#47 kiwi

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Posted 27 August 2023 - 07:06 PM

Well I wanted to improve the authenticity side of things even though it still isn't

100%. Also wanted to integrate all of the work Lounge Lizard had done which

kind of snowballed into a number of other things.

 

A lot of under the hood improvements in 1.7.

 

-A fix for the F6 High Score Reset

-Revamped Skill Gage lamps (supports multiple playfields more readily

-Flag added 'Plunger Enabled' to unlock support for mechanical plungers

-Some lighting adjustments and addition of the return trigger in the camera.

-Altered the scoring process so you get a ding for each run scored. (only 1 for 10 run bonus)

 

There is a persistent bug at line 660 in the script. That line is completely ignored by VPX and

instead plays the sound located after the Else. I know it has something to do with the Ready

state because if you put Ready=1 in the beginning of the Sub for Bullseye, it will fire the correct

sound. However, if you use the debugger when in game, you will note that Ready does equal 1

during normal gameplay so why it is ignored I do not know.

The trigger that returns the "Ready" variable to a value of 0 is too close,

if you make slow launches the right sound is played.

 

Thanks for the update!



#48 LoungeLizard

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Posted 28 August 2023 - 11:16 AM

Having a color issue with background images.  I have tried tweaking the lighting settings, but don't really know what I'm doing.

Is there a way to just turn off the effects to get the image to look true?  Thanks

 

Here's a sample:

 

VOAtrx8.jpg



#49 tgx

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Posted 28 August 2023 - 04:10 PM

@LLYou could probably remove the LUT's. It is probably selecting the first one in the list.

You could also add the common defaults to your list. ColorGradeLUT256x16_1to1 or ColorGradeLUT256x16_ConSat

Then add them to the LUT selector in-game. If you come up with a default you like let me know and I will set it via

script as default when your LL version is enabled.


 

Well I wanted to improve the authenticity side of things even though it still isn't

100%. Also wanted to integrate all of the work Lounge Lizard had done which

kind of snowballed into a number of other things.

 

A lot of under the hood improvements in 1.7.

 

-A fix for the F6 High Score Reset

-Revamped Skill Gage lamps (supports multiple playfields more readily

-Flag added 'Plunger Enabled' to unlock support for mechanical plungers

-Some lighting adjustments and addition of the return trigger in the camera.

-Altered the scoring process so you get a ding for each run scored. (only 1 for 10 run bonus)

 

There is a persistent bug at line 660 in the script. That line is completely ignored by VPX and

instead plays the sound located after the Else. I know it has something to do with the Ready

state because if you put Ready=1 in the beginning of the Sub for Bullseye, it will fire the correct

sound. However, if you use the debugger when in game, you will note that Ready does equal 1

during normal gameplay so why it is ignored I do not know.

The trigger that returns the "Ready" variable to a value of 0 is too close,

if you make slow launches the right sound is played.

 

Thanks for the update!

 

 

@kiwi I will look into that. Which switch/trigger are you talking about?


Edited by tgx, 28 August 2023 - 04:17 PM.


#50 kiwi

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Posted 28 August 2023 - 05:57 PM

Is the "NotReadyTrigger".

 

Also, the "diverter" wall isn't completely invisible, when it's up the sides are visible.



#51 tgx

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Posted 29 August 2023 - 06:09 PM

Thanks. It's probably just the clicky box of side wall=visible. Will fix it with next update.



#52 tgx

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Posted 29 August 2023 - 06:47 PM


The trigger that returns the "Ready" variable to a value of 0 is too close,

if you make slow launches the right sound is played.

 

Thanks for the update!

 

Confirmed and is fixed for next update. Thanks for that. It was making me nuts!

Also confirmed the diverter 'Side Image: Side Visible' box is checked. You can uncheck

it to fix it yourself but it will also be fixed in next release.



#53 LoungeLizard

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Posted 16 October 2023 - 08:23 PM

Hey all,

 

I certainly don't want to tarnish the great work that TGX has done on this project and I am in NO WAY a scripter/coder, but I did go under the hood for a little personalization.  I had this crazy idea to merge this game with the IFC show "Brockmire".  I'm reluctant to post it as an official download because it's more of a lucky HACK than a MOD.  However, it works.

 

It's a Brockmire themed desktop version with several callouts from the show mixed with the original sounds.

You can grab it from my G-drive here(if that's allowed) or PM me.

 

dPZFf75.jpg​



#54 Itchigo

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Posted 16 October 2023 - 10:15 PM

You know what we need? Since this is Chicago Coin, we need a Chicago mod. You get a home run you hear Harry Caray saying "Holy Cow"! Or maybe Jack Brickhouse. Maybe some other sound effects added in like an organ.

 

We don't need all of the teams though, just Chicago.


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#55 xenonph

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Posted 16 October 2023 - 10:30 PM

 

 

We don't need all of the teams though, just Chicago.

Oh we need all of the Teams!! lol


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