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The Machine Bride of Pinbot FS [VP 9.x Cabinet FS]


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#41 dark

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Posted 30 July 2014 - 11:40 PM

Running the UVP seems to bring the framerate on my table down significantly. Probably due to how much stuff is going on at once. Anyone else have that problem or know of a workaround?

Use dB2S back glass and run in exe mode, this will improve performance significantly.

 

 

Thanks Scott for all your hard work, it shows! :)



#42 RNunez187

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Posted 30 July 2014 - 11:54 PM

Table looks fantastic! You did an amazing job! Thank you!


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#43 dark

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Posted 31 July 2014 - 01:01 AM

Thanks for the AWESOME release UW ! The most impressive VP table at this moment IMO.

 

One small thing: the textures on the new heartramp on the right have a very cheap pixeled black border.

This wasn't the case in the previous beta versions, the heartramp on previous beta version had perfect textures.

 

Edit: head doesn't rotate at voice activated and metamorphosis. I tried 2 matches including restart of VP (latest release).

 

If you open the table and go into the editor, select heartdecal1 - 3 and un-check "render static" it will fix this.



#44 randr

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Posted 31 July 2014 - 03:05 AM

Looks great! Good work as usual Uw! And great job on models dark and zany!

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#45 dboyrecords

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Posted 31 July 2014 - 04:29 AM

Holy Crap! The layered lights with the clear plastic, whoa! Amazing job! Thanks

#46 dark

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Posted 31 July 2014 - 04:32 AM

Thanks randr,  you were the one who got me started on 3D in VP, I'm grateful for that kick start! :)



#47 numiah

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Posted 31 July 2014 - 06:00 AM

Oh Dear Lord!! What an awesome piece of art you've created again!

Thanks to all involved, it's really appreciated!

Flipper tap coding seems to work absolutely perfect on this one as well.

 

On a personal note I think the lights are a wee bit to white-ish, but other than that, STUNNING!

 

/me = off to join billionaire club :)


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#48 unclewilly

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Posted 31 July 2014 - 10:59 AM

I've been trying to reproduce the head not rotating and I can't seem to do it.
I'd really like to fix the issue for people but unless I can get it to happen I'm at a loss

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#49 Horrible

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Posted 31 July 2014 - 11:37 AM

UW
Thanks for all the hard work.

I'm offline at home right now so can't report testing as it happens.

Last night fired up the latest Beta and the head didn't work.
Shut the table down and restarted, all worked fine for two games.
Shut the table and restarted, head didn't work!

The difference between the functioning/non-functioning was the time the ball sat on the mouth before being fired off, when everything worked, this was longer.

I will try again tonight, will delete NVRAM etc., although this didn't seem to help before.
Would it be worth trying different ROMs?

H

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#50 unclewilly

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Posted 31 July 2014 - 11:56 AM

I'm not exactly sure of the rules.
But did you shoot the ball first over to the upper playfield before landing in the mouth or did you go straight to the mouth.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#51 randr

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Posted 31 July 2014 - 11:59 AM

Thanks randr,  you were the one who got me started on 3D in VP, I'm grateful for that kick start! :)


:)

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#52 Horrible

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Posted 31 July 2014 - 12:51 PM

I'm not exactly sure of the rules.
But did you shoot the ball first over to the upper playfield before landing in the mouth or did you go straight to the mouth.

Both.....I think.

 

I'll check


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#53 unclewilly

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Posted 31 July 2014 - 01:38 PM

Just did some research.
For the first face. You have to shoot the shuttle ramp twice to get it to move to the second faceface
Yeah, because if it spins during calibration. There shouldn't be an issue spinning in game

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#54 bent98

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Posted 31 July 2014 - 02:34 PM

Scott, anyway to get rid of the opening splash screen about the head calibration?



#55 Dozer316

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Posted 31 July 2014 - 03:24 PM

Beautiful work guys, have been playing it all afternoon.



#56 unclewilly

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Posted 31 July 2014 - 03:55 PM

Bent.
Right click in the middle of the playfield.
Select info. In the options panel unchecked visible. There is also a small wall in the plunger lane right above the plunger lane switch that you can drag off the table. It keeps you f Rio m being able to plunge the ball while the info screen is up

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#57 ReDEy3

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Posted 31 July 2014 - 05:37 PM

I think it's time to start an Unclewilly fan club.  Each one of your releases is truly a work of art and you can feel the time and heart and soul that you've poured into your tables.  I truly wish that I had the time and skills to try and attempt what you've accomplished.  I always look forward to anything that you're working on and with each release it really shows how you have embraced all of the new features and shown great attention to detail.  Keep up the outstanding work!



#58 Guus

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Posted 31 July 2014 - 06:10 PM

 

Thanks for the AWESOME release UW ! The most impressive VP table at this moment IMO.

 

One small thing: the textures on the new heartramp on the right have a very cheap pixeled black border.

This wasn't the case in the previous beta versions, the heartramp on previous beta version had perfect textures.

 

Edit: head doesn't rotate at voice activated and metamorphosis. I tried 2 matches including restart of VP (latest release).

 

If you open the table and go into the editor, select heartdecal1 - 3 and un-check "render static" it will fix this.

 

 

Great ! Thanks a lot Dark, this fixed the issue indeed. Ramp = perfect now.



#59 boiydiego

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Posted 31 July 2014 - 06:15 PM

great table update indeed nice lightshow , just cant find the small wall to remove dont even know where the switch is from the plunger ;)  , i also see that when ball is laying dead in the plungerlane that the ball is not hitting the ball .


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#60 unclewilly

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Posted 31 July 2014 - 06:23 PM

If you look at the plunger lane in the editor you will see to small walls that are identical.
A rectangle with a triangle indent on the top side for the ball to rest in.
The one higher up in the plunger lane is the one to slide off the table

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif