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VP10 table testing - available right here!


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#601 hauntfreaks

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Posted 29 April 2015 - 12:56 AM

The ball in Vector gets stuck here for me. 

 

noiseprisoner.... in the editor under that plastic there is a bumper.... click on it... in the options there will be a setting called "height scaling" set it to 100

 

this worked for me, is it the correct height??... I couldn't tell you.... but it does work now

 

hope that helps


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#602 noiseprisoner

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Posted 29 April 2015 - 07:41 AM

 

The ball in Vector gets stuck here for me. 

 

noiseprisoner.... in the editor under that plastic there is a bumper.... click on it... in the options there will be a setting called "height scaling" set it to 100

 

this worked for me, is it the correct height??... I couldn't tell you.... but it does work now

 

hope that helps

 

Cool, thanks. I think I have it set how you described now...I'll test it out shortly.



#603 fuzzel

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Posted 29 April 2015 - 12:54 PM


noiseprisoner.... in the editor under that plastic there is a bumper.... click on it... in the options there will be a setting called "height scaling" set it to 100

 

this worked for me, is it the correct height??... I couldn't tell you.... but it does work now

 

hope that helps

 

The default height scaling of a bumper is 90 but I guess 100 is also fine



#604 Sindbad

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Posted 29 April 2015 - 09:54 PM

Sorry guys for being quite for the last two weeks or so ...

 

I was working hard on Victory (a first pre-beta has been delivered to the test crew), so the other tables had to wait. Here's a new version of Vector (version 20150429): https://drive.google...aekE&authuser=0

 

I reviewed the whole table after I detected some small issues, and I found some more small issues and things that could be done better ... Some (or most) of you know, that I'm not a physics expert, so I "played" the last days with the physics to learn more about the settings and their impacts to the game play. The result was a complete re-work of the physics (I hope you forgive me, but game plays definitely better now)

 

So here's the changes to the last version:

 

- fixed broken bumper after changes in one of the last VP10 beta revisions

- fixed error in B2S use (sounds were played even when controller type 4 was defined in controller.txt)

- implemented new custom plunger type (Thanks mjr)

- added dual plunger (VP and VPM) choice

- re-worked the physics completely

- added missing sounds for rubber hits and metal hits

- fixed wrong rubber size on some rubber elements

- revised and cleaned materials

- cleaned image pool

 

 

 

One comment: the VP plunger looks identical as the one on the original table, the VPM plunger not. I'm aware about that, but I wanted to have the active plunger type being detected by its appearance. 

 

This version comes close to the final one (presently I see only two small things that need a final overhaul). At this point I'd like to thank you all for testing and reporting. :otvclap:  :dblthumb:  :love39:

 

Don't hesitate to report things that can be done better, but please do it in a pleasant way.  ;)

 

 

P.S.: I like the new custom type plunger, I'll implement it also in Buck Rogers and Truck Stop.



#605 RYSr

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Posted 30 April 2015 - 12:44 AM

Sindbad,

 

I am having a problem using the new vp plunger type selected in your options menu with any version of VP10 that has Mjr's plunger code in it. The ball barley moves when the plunger is released from the keyboard or an analog controller.

If I run it on version 1910 which has the old plunger code it works properly with either plunger type selected.

 

Also would be nice if authors would put the version # a table was tested at in the table name until we get out of beta. As things change from version to version sometimes I have a problem finding the version that works, as I update my exe to the latest versions.

 

Thanks for this beautiful table..

Rich

Sorry guys for being quite for the last two weeks or so ...

 

I was working hard on Victory (a first pre-beta has been delivered to the test crew), so the other tables had to wait. Here's a new version of Vector (version 20150429): https://drive.google...aekE&authuser=0

 

I reviewed the whole table after I detected some small issues, and I found some more small issues and things that could be done better ... Some (or most) of you know, that I'm not a physics expert, so I "played" the last days with the physics to learn more about the settings and their impacts to the game play. The result was a complete re-work of the physics (I hope you forgive me, but game plays definitely better now)

 

So here's the changes to the last version:

 

- fixed broken bumper after changes in one of the last VP10 beta revisions

- fixed error in B2S use (sounds were played even when controller type 4 was defined in controller.txt)

- implemented new custom plunger type (Thanks mjr)

- added dual plunger (VP and VPM) choice

- re-worked the physics completely

- added missing sounds for rubber hits and metal hits

- fixed wrong rubber size on some rubber elements

- revised and cleaned materials

- cleaned image pool

 

 

 

One comment: the VP plunger looks identical as the one on the original table, the VPM plunger not. I'm aware about that, but I wanted to have the active plunger type being detected by its appearance. 

 

This version comes close to the final one (presently I see only two small things that need a final overhaul). At this point I'd like to thank you all for testing and reporting. :otvclap:  :dblthumb:  :love39:

 

Don't hesitate to report things that can be done better, but please do it in a pleasant way.  ;)

 

 

P.S.: I like the new custom type plunger, I'll implement it also in Buck Rogers and Truck Stop.



#606 jpsalas

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Posted 30 April 2015 - 03:01 AM

UPDATED TABLES:

 

I have updated my 4 tables for VP10 with the new bulb lights using the new transmit from the latest VP10 revision (1944). With this transmit you can make a light to lit up a plastic on top of it, this way reducing the number of lights needed to illuminate a table.
I have also reduced the bloom strength for a more natural look.

The physics have also changed, reducing the friction on all the objects, this way I think the ball behaves much better. You loose that strong spin and the rubbers and flippers don't "grab" the ball as before, but I have never seen that strong friction in the real tables. I know this goes against the settings proposed by mukuste when he made the new ball physics. So it is up to you to decide what you prefer :)

 

(the updated tables are on my site, see my signature)


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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#607 gigalula

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Posted 30 April 2015 - 04:43 AM

Hey JP your link of 1.0.1 Zelda point to 1.0 ...just to inform you


Edited by gigalula, 30 April 2015 - 04:43 AM.


#608 vampirolatino2

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Posted 30 April 2015 - 05:37 AM

he will fix it, but meanwhile use this link erased link to his website


Edited by vampirolatino2, 30 April 2015 - 05:59 AM.


#609 gigalula

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Posted 30 April 2015 - 05:52 AM

Yep I did it but was not sure about posting link ;)



#610 vampirolatino2

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Posted 30 April 2015 - 05:57 AM

Yep I did it but was not sure about posting link ;)

 

Cool!

I don't think he would be mad or care, it was a human error. He will fix it anyways ;) but I understand your position.



#611 vampirolatino2

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Posted 30 April 2015 - 07:36 AM

I was playing a little today and I have no music in Bugs Bunny. Anyone know how to fix this?



#612 jpsalas

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Posted 30 April 2015 - 09:12 AM

The link is fixed, thanks :)


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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#613 bolt

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Posted 30 April 2015 - 10:20 AM

Thank you Sinbad and thank you JP for the updates.


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#614 Sindbad

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Posted 30 April 2015 - 10:52 PM

Thanks RYSr for the reporting the issue. I'm getting old ... I forgot to re-enable the VP plunger again by setting momentum Xfer back to 1.  :blush:

 

Sorry, sorry, sorry for the confusion. Here's the version with a working plunger: https://drive.google...zcHM&authuser=0

 

Edit:

 

Ah, I forgot: version is now 20150430, built and tested under rev 1944.


Edited by Sindbad, 30 April 2015 - 10:55 PM.


#615 vampirolatino2

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Posted 30 April 2015 - 11:18 PM

Thanks RYSr for the reporting the issue. I'm getting old ... I forgot to re-enable the VP plunger again by setting momentum Xfer back to 1.  :blush:

 

Sorry, sorry, sorry for the confusion. Here's the version with a working plunger: https://drive.google...zcHM&authuser=0

 

Edit:

 

Ah, I forgot: version is now 20150430, built and tested under rev 1944.

 

limp plunger .... thanks for this viagra edition! :D hehe


Edited by vampirolatino2, 30 April 2015 - 11:19 PM.


#616 RYSr

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Posted 01 May 2015 - 01:54 AM

I looked at the settings for the plunger and didn't think about that not being a 1, its new so I have to remember that. I am old so don't feel bad... thanks for the response and fix.

My picture is a little dated.

Rich

 


 

 

Thanks RYSr for the reporting the issue. I'm getting old ... I forgot to re-enable the VP plunger again by setting momentum Xfer back to 1.  :blush:

 

Sorry, sorry, sorry for the confusion. Here's the version with a working plunger: https://drive.google...zcHM&authuser=0

 

Edit:

 

Ah, I forgot: version is now 20150430, built and tested under rev 1944.


Edited by RYSr, 01 May 2015 - 01:56 AM.


#617 Hyper

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Posted 02 May 2015 - 07:09 AM

@JP

 

With beta 1950 and Zelda 1.0.1 when I hit play I get an error message: Can't open core.vbs.
Then hit Ok: Line95 CvpmImpulseP.

 

I already updated to latest VBS 29-4-2015.

 

Do you know what the problem is (something with the new VP Plunger) but what.

 

Thanks.



#618 freneticamnesic

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Posted 02 May 2015 - 07:31 AM

I think new betas broke some backwards compatibility.



#619 hmueck

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Posted 02 May 2015 - 09:06 AM

Time for the beta release of Bone Busters.

BB21

http://www.mediafire...usters_beta.rar

The table crashes on my PC quite often when starting. Just try again and again, it will start eventually.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#620 Hyper

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Posted 02 May 2015 - 09:31 AM

Indeed with beta 1950 errors, none with beta 1944. I did not test the in between beta's.