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Lord of the Rings VP91x v2.3 FS


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#61 jpsalas

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Posted 24 August 2012 - 09:07 AM

To use the ROM sound you need to do two things:

Remove the line 44 (or comment it by adding a ' in front of the line):

Set MotorCallback = GetRef("TrackSounds")

and change that 0 by 1 in this line nr 58

.Games(cGameName).Settings.Value("sound") = 0 'turn off the ROM sound and use samples instead


So the new lines should read like this
' Set MotorCallback = GetRef("TrackSounds")
and
.Games(cGameName).Settings.Value("sound") = 1 'turn off the ROM sound and use samples instead

Next version will be ROM based only, because I guess most of you have already better computers now, so they will be able to play with rom sound.

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

 

vp.jpg

 

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#62 ANDROID

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Posted 25 August 2012 - 04:09 AM

I Know this doesnt answer all the Ring Light Problems, but has information on the ring counts you THINK you have versus collecting ring frenzy. Not at the start of the game THO.

Collecting Rings:

Four shots (left and right ramps, inner orbit and right orbit) have three
Ring inserts each, one for Elf, one for Dwarf and one for Man. While no
modes or multiballs are in effect (except Gollum MB), each of these shots
will have one of the three inserts lit. Hitting that shot will award one
Ring of the type that was lit, and light all other shots for a short combo
attempt to collect two more of (usually) the ring type just collected. Ex:
Player shoots left ramp, which is lit for a Dwarf Ring. This adds one
Dwarf Ring, and lights every shot (via the red arrows) for two more Dwarf
Rings. The combo attempt times out after a few seconds, at which point
various Rings will again be lit at each of the four shots. When lighting
Ring, the game tends to favor Rings the player needs more. Hitting the
"Spot Ring" target will award one ring of random type. The left inlane
will re-light this target - it remains lit until collected. Combo rings
score increasing values, depending on the type of Ring.

Note: if Mode Start is not lit, hitting the center Ring shot will award
one Elf Ring.


Ring Awards: Collecting all Rings of a type (3 Elf, 7 Dwarf, 9 Man) will
award the following:

Elves: Lights Mode Start at center Ring shot (see Modes)
Dwarves: Lights MYSTERY at the Shire (see Mystery)
Man: Lights Gollum Multiball at Gollum's Cave. (see Gollum MB)


Once an award is lit, Rings of that type can still be collected, but they
simply award points until the lit award itself is collected, which resets
the Ring count of that type. If you combo a Ring type that you have
already completed, some shots will be lit for combos but for other
Ring types instead.


Ring Frenzy:

Collecting all of each Ring type at least once (3 Elven, 7 Dwarven and
9 Man) will start Ring Frenzy. This is a single-ball hurryup mode with
the following shots and rules: Each of the three inserts at each of the
four Ring shots will begin pulsing, the main Ring shot up the middle
is lit for Jackpot, and a ten-second timer starts. Each shot to any of
the four Ring shots collects an insert and lights it solid, awarding
100K for the first insert, 125K for the second and 150K for the
third. Collecting any insert also resets the ten-second timer.
These points are also added to the main Ring jackpot, which starts
at 600K. Completing all three inserts on any shot "finishes" that shot,
and increases the main Jackpot multiplier by one, to a maximum of 5 (all
four shot sets complete). Shooting the main Ring collects the Jackpot at
whatever value and multiplier it was increased to, and ends Ring Frenzy.

SPECIAL NOTE:

Note that it is possible to have all Rings lit in the LED display, but not
get Ring Frenzy. How is this so? Each collection of Man, Dwarf and Elf
rings counts towards only one Frenzy.

Once Frenzy has been awarded, EACH
of the corresponding playfield Ring awards (Gollum MB, Mystery and Mode Start)
MUST be re-collected to reset that race's Ring count.

Frenzy will not be
awarded until ALL rings are recollected - lit rings from the "last" Frenzy
that haven't been reset by collecting the playfield award will not count.


Ring Bonus: The spinner on the main Ring ramp increases the Ring Bonus
1000 points per spin. Shooting the main Ring when it is not lit for a mode
will award this bonus. Ring Bonus normally resets after each ball, but some
mystery awards will hold it.

This is an excerpt from Rulesheet at http://pinball.org/r...doftherings.txt

I have been rereading the rules constantly in order to complete the movie modes. I have gotten super ring frenzy and collected all of the gift of elves a few times, but alas my computer sometimes lags during multiball. There is so much to this game that I wanted to make sure any changes to the script didn't change the manner in which the awards are supposed to be given.

I am using sound/music samples of course and cant enable HD rendering as I have an ATI Radeon Graphic card tho the table looks great, it suffers in performance/lag.

So these new changes will be fixed in the next FS LOTR 3.2.x release?

GREAT TABLE JP as always.

Does anyone know if there is another BarradDur award after seven for an extra ball?

Edited by ANDROID, 25 August 2012 - 04:22 AM.


#63 slam23

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Posted 25 August 2012 - 12:31 PM

Hi Android,

There are a few extra ball situations that are not covered by the otherwise excellent rulesheet. I was planning to add those to the rulesheet but I got sidetracked, furthermore I couldn't get in contact with the original author ("metallik"). It has been a while that I played LOTR but I think you can get another extra ball from Barad-Dur at 42 but that may be an operator's setting.
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#64 RipleYYY

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Posted 29 August 2012 - 03:13 PM

ok, first of all, lets admit i'm not familiar with LOTR pinball... dont booh me, its just a question of taste (lol)

and than, yesterday was playing a game, and be bugged on last ball, with all 4 balls blocked on the pop up on the sword (see picture), the search ball fonction did not resolved it, and the game ended by his own with a windows error line xxx ...

dont ask me what i have done, or what multiball it was, i dont know (re lol)

just to let JP knows
(version 2.3 of course)


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#65 slam23

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Posted 29 August 2012 - 08:36 PM

I had this bug also, but it did happen very infrequently so I haven't been able to reproduce it. I think now 2-3 times in what must have been close to a 100 games. My guess would be that in a four ball multiball situation, the sword ramp is filled too quickly so the last ball that went up didn't register or something like that. I also havent been able to get the game going again, even with adding/subtracting balls in the trough, the sword ramp does not release the balls anymore and can't be loaded from behind.
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#66 CaptainNeo

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Posted 30 August 2012 - 04:07 AM

QUOTE (jpsalas @ Aug 24 2012, 04:07 AM) <{POST_SNAPBACK}>
To use the ROM sound you need to do two things:

Remove the line 44 (or comment it by adding a ' in front of the line):

Set MotorCallback = GetRef("TrackSounds")

and change that 0 by 1 in this line nr 58

.Games(cGameName).Settings.Value("sound") = 0 'turn off the ROM sound and use samples instead


So the new lines should read like this
' Set MotorCallback = GetRef("TrackSounds")
and
.Games(cGameName).Settings.Value("sound") = 1 'turn off the ROM sound and use samples instead

Next version will be ROM based only, because I guess most of you have already better computers now, so they will be able to play with rom sound.


that worked great. Now I have the problem that the Roms are too soft. If I try to crank it up past 15, it gets so distorted it's unpleasant. Nothing we can do about that tho. Seems it's the way VP handles Whitestar sound roms. Hope the new version of VP has updated code to handle those sounds better and more effectively.



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#67 vulbas

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Posted 30 August 2012 - 09:22 PM

hello

I have a problem, I can not start the game, with none of the rom. I want to use ROM "lotr_fr5", how to please.
I look in the script but I do not.

#68 jpsalas

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Posted 31 August 2012 - 12:56 AM

Well, the French ROM used in the table must be named lotr_fr and the way to use it is to press F6, choose France, click ok, quit the table, quit VP and run it again. Now the rom will be displayed in French, but the sounds will still be in English, since the table use as default the samples (because the ROM emulation needs a good computer to emulate those sounds). If you want to use the ROM sounds then read a fews early posts.

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


#69 CaptainNeo

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Posted 31 August 2012 - 03:58 AM

is there anyway to do a happy medium between the overly loud programmed sounds and the overly low game ROM sounds?
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#70 jpsalas

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Posted 31 August 2012 - 07:06 PM

Well, if you can't increase the volume of the rom sound because of something in your computer (too weak cpu, too many services or apps running), then you have only one choice: using the samples (which is the default in this table). If you think the samples are too high, then just export them (all 200 and something of them), and use a sound program to reduce the volumen of them. Save them and reimport them into the table smile.gif

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#71 jamnjim

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Posted 11 September 2012 - 05:39 PM

I've got a problem with the sound skipping when I play this table onle. Thought it might be the rom so i re-downloaded and installed. Same problem. Skips very bad. every word is doubled.


#72 xio

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Posted 11 September 2012 - 08:03 PM

You might have both ROM & samples sound activated. Try removing one or the other (see scripts lines above) to see if it solves the problem

#73 destruk

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Posted 11 September 2012 - 08:36 PM

QUOTE (xio @ Sep 11 2012, 02:03 PM) <{POST_SNAPBACK}>
You might have both ROM & samples sound activated. Try removing one or the other (see scripts lines above) to see if it solves the problem


The way the script is set up it disables or enables the rom sounds every time the table renders. So you shouldn't be able to have both active at the same time, unless you deleted lines of the script. Or if you manually set the rom name to something else, but didn't also change the registry lines with the new rom name.

Edited by destruk, 11 September 2012 - 08:39 PM.

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#74 jpsalas

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Posted 21 September 2012 - 06:22 PM

Update 2.4.0
- Updated physics and bumpers strength.
- changed the size of the top inlanes rubbers
- fixed the leds (thanks thewool)
- added alpha plunger
- new playfield (thanks thewool)
- new flashers
- new Balrog
- +script changes: ball colission, motion plunger++

Thewool sent me a very nice playfield to update this table, but I really liked the old "greenish" color but I also liked the more detailed new playfield, so I "merged" them :)

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#75 thewool

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Posted 21 September 2012 - 06:24 PM

Big cheers to JP!!!

You're welcome about the LED fix, glad i could help.

Do you mean CptNeo and Plumb for the new playfield?

Ball collision - get in!!

Downloaded! Off to play :):):)

#76 gStAv

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Posted 21 September 2012 - 06:25 PM

thanks alot JP!!! :otvclap:

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#77 xio

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Posted 22 September 2012 - 10:05 AM

I cannot activate the table sounds in this last 2.4 update. The line "Set MotorCallback = GetRef("TrackSounds")" is there, as well as the FC...FE sounds, but there's no sound while playing ? Did you change something, as you said the next update would be "ROM only".

The ROM sound does work (when activated in the script) but the quality is poor (or it's the high volume increase needed that makes it sound bad)

#78 jpsalas

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Posted 22 September 2012 - 01:56 PM

The ROMS sounds were extracted by destruk several years ago. I wanted to remove them from the table since now the computers are fast enough to emulate the sound, but in the end I found out that the best was to add a few lines explaining how to turn on the roms sounds. So if you read the first lines of the script it will tell you which 2 lines you need to change. I also kept the sampled sounds because the rom emulation doesn't sound much better either :)

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


#79 xio

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Posted 22 September 2012 - 03:48 PM

Thx for your answer JP. The 2 lines were ok so I couldn't understand why I had no sound. I finally found out that it was a problem with UVP : when I don't launch UVP within the script, the sounds are playing normally.

#80 ressof

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Posted 24 September 2012 - 05:45 AM

Hi

Great table jpsalas.
But I get replay knocker sounds when I add coins and I don't hear it when I get a replay. Is there a fix to this problem?