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Medieval Madness VP915 [VP 9.x Desktop]
Started By
jpsalas
, May 31 2009 04:15 AM
198 replies to this topic
#65
Posted 21 November 2010 - 07:53 AM
QUOTE (rschudej @ Nov 20 2010, 05:21 PM) <{POST_SNAPBACK}>
JP,
The upper left red light/dome flasher seems to to be showing a multiple visual glitching when flashing...can someone please help on this issue??? other that that, the game is working great!!!!
Thanks!
Richard.
The upper left red light/dome flasher seems to to be showing a multiple visual glitching when flashing...can someone please help on this issue??? other that that, the game is working great!!!!
Thanks!
Richard.
I'm getting the same glitch. It appears as an intermittent flashing of a tall, rectangular area filled with a random pixel 'noise'. Everything else on this table is stunningly realistic and beautiful.
#66
Posted 21 November 2010 - 08:45 AM
QUOTE (Cardwalker @ Nov 21 2010, 03:53 PM) <{POST_SNAPBACK}>
QUOTE (rschudej @ Nov 20 2010, 05:21 PM) <{POST_SNAPBACK}>
JP,
The upper left red light/dome flasher seems to to be showing a multiple visual glitching when flashing...can someone please help on this issue??? other that that, the game is working great!!!!
Thanks!
Richard.
The upper left red light/dome flasher seems to to be showing a multiple visual glitching when flashing...can someone please help on this issue??? other that that, the game is working great!!!!
Thanks!
Richard.
I'm getting the same glitch. It appears as an intermittent flashing of a tall, rectangular area filled with a random pixel 'noise'. Everything else on this table is stunningly realistic and beautiful.
Same here, otherwise it's all great!
#67
Posted 21 November 2010 - 09:06 AM
I can't see anything wrong in my computer. But I guess it is the reflection of the flasher on the left side (which is nearly invisible due to the shadows in VP) and it could be removed without you ever notice that it was gone.
So try this:
Select the 3 walls which make the reflection (see the image). Press delete
[attachment=5958:reflection.png]
Go to the script and remove this line (819)
FadeWm 91, r19, r19a, r19b
You know what, I have uploaded the table (same version number) without this reflection, and let's see if this was the source of the error
JP
So try this:
Select the 3 walls which make the reflection (see the image). Press delete
[attachment=5958:reflection.png]
Go to the script and remove this line (819)
FadeWm 91, r19, r19a, r19b
You know what, I have uploaded the table (same version number) without this reflection, and let's see if this was the source of the error
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#68
Posted 21 November 2010 - 10:39 AM
Thanks JP that's fixed it for sure and I would have posted sooner but I just scored over 85 million and killed 21 trolls. 
#70
Posted 22 November 2010 - 01:11 AM
One of my favorite tables, Thank you.
The updated animations are awesome.
Love how you can see the trolls move when they are hit, drawbridge is sweet as well as the castle movements.
And of coarse papa on the pin.
Great improvements on an already great table.
Thanks again.
The updated animations are awesome.
Love how you can see the trolls move when they are hit, drawbridge is sweet as well as the castle movements.
And of coarse papa on the pin.
Great improvements on an already great table.
Thanks again.
#72
Posted 22 November 2010 - 07:42 AM
QUOTE (jpsalas @ Nov 21 2010, 01:06 AM) <{POST_SNAPBACK}>
I can't see anything wrong in my computer. But I guess it is the reflection of the flasher on the left side (which is nearly invisible due to the shadows in VP) and it could be removed without you ever notice that it was gone.
So try this:
Select the 3 walls which make the reflection (see the image). Press delete
[attachment=5958:reflection.png]
Go to the script and remove this line (819)
FadeWm 91, r19, r19a, r19b
You know what, I have uploaded the table (same version number) without this reflection, and let's see if this was the source of the error
JP
So try this:
Select the 3 walls which make the reflection (see the image). Press delete
[attachment=5958:reflection.png]
Go to the script and remove this line (819)
FadeWm 91, r19, r19a, r19b
You know what, I have uploaded the table (same version number) without this reflection, and let's see if this was the source of the error
JP
Thank you, JP! The latest version fixed the glitch and now everything on this table is running perfectly.
#73
Posted 22 November 2010 - 11:24 PM
Hi JP,
Guess you figured that people in the high score thread were burnt out on STTNG, right along comes this wonderful update!
I'm amazed how good the flipper settings are on this table, it plays smooth like my shaved dome, all shots are fair and square makeable and that makes for fluid gameplay. It's sure fast though, I had some drains that happened so fast that I just was left looking stupid at the screen. I'm sure somebody gonna challenge the 600M+ that's the current record on the HS leader boards,
Thanks!
Slam23
PS: I have the habit now of changing the table perspective and inclination to 43 and 45 to get more of an overhead view. On some of your tables the drained balls remain visible in the area just below the flippers. It's not a big thing because it doesn't influence gameplay, but can this be fixed somehow? Much obliged!
Guess you figured that people in the high score thread were burnt out on STTNG, right along comes this wonderful update!
I'm amazed how good the flipper settings are on this table, it plays smooth like my shaved dome, all shots are fair and square makeable and that makes for fluid gameplay. It's sure fast though, I had some drains that happened so fast that I just was left looking stupid at the screen. I'm sure somebody gonna challenge the 600M+ that's the current record on the HS leader boards,
Thanks!
Slam23
PS: I have the habit now of changing the table perspective and inclination to 43 and 45 to get more of an overhead view. On some of your tables the drained balls remain visible in the area just below the flippers. It's not a big thing because it doesn't influence gameplay, but can this be fixed somehow? Much obliged!
Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....
#74
Posted 22 November 2010 - 11:57 PM
Thanks for the update, JP! The table looks great and plays very smooth.
My NVidia GT240 makes the same flasher glitch, so thanks for the quick fix.
cmd.
**UPDATE**
Changing the reflection walls' top height to 280 also fixes the glitch for me!
My NVidia GT240 makes the same flasher glitch, so thanks for the quick fix.
cmd.
**UPDATE**
Changing the reflection walls' top height to 280 also fixes the glitch for me!
Edited by cmd, 23 November 2010 - 02:47 AM.
#75
Posted 20 January 2011 - 04:40 PM
Thanks for this amazing table, undoubtedly my favourite for VP.
Just one question regarding the table's rules:
To start Multiball Madness I'm supposed to hit Merlin's whenever any of the Joust-, Damsel- etc. Madness lights are lit, right? Is there any additional condition that must be met in order to start Mutliball Madness? It seems to me that activation of Multiball Madness is rather random, as even though the lights are lit it doesn't activate from time to time for some reason.
Again, thanks for this awesome table!
Just one question regarding the table's rules:
To start Multiball Madness I'm supposed to hit Merlin's whenever any of the Joust-, Damsel- etc. Madness lights are lit, right? Is there any additional condition that must be met in order to start Mutliball Madness? It seems to me that activation of Multiball Madness is rather random, as even though the lights are lit it doesn't activate from time to time for some reason.
Again, thanks for this awesome table!
Edited by hwl, 20 January 2011 - 04:41 PM.
#76
Posted 20 January 2011 - 07:26 PM
QUOTE (hwl @ Jan 20 2011, 05:40 PM) <{POST_SNAPBACK}>
Thanks for this amazing table, undoubtedly my favourite for VP.
Just one question regarding the table's rules:
To start Multiball Madness I'm supposed to hit Merlin's whenever any of the Joust-, Damsel- etc. Madness lights are lit, right? Is there any additional condition that must be met in order to start Mutliball Madness? It seems to me that activation of Multiball Madness is rather random, as even though the lights are lit it doesn't activate from time to time for some reason.
Again, thanks for this awesome table!
Just one question regarding the table's rules:
To start Multiball Madness I'm supposed to hit Merlin's whenever any of the Joust-, Damsel- etc. Madness lights are lit, right? Is there any additional condition that must be met in order to start Mutliball Madness? It seems to me that activation of Multiball Madness is rather random, as even though the lights are lit it doesn't activate from time to time for some reason.
Again, thanks for this awesome table!
Hi Hwl,
I'm not sure if I get your question but I think this part of the rulesheet from pinball.org will answer it: "Once you have played Multiball Madness, you may not play it again until after you have played Royal Madness (see below) by lighting all 5 Madness lights. Since you can only play Multiball Madness once, it makes sense to wait until you have as many Madness lights flashing as possible, and to limit the amount of time during which only one Madness light is flashing. Plan your shots accordingly!"
So it's not activated at random, although it may seem so as it can be awarded from Merlin's Magic (maybe even before you get to Royal Madness again) without any lights lit.
Have fun!
Slam23
Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....
#78
Posted 27 February 2011 - 06:45 AM
great job
something to improve:
the flippers had to be with a little more rubber feel , like when the ball hit the flipper it has to jump. when it's not , like now, it's easy to hold the ball on flipper.. after the ball comes from the left of the castle , when hitting the wood door, it is too easy to catch the ball and shoot again/
something to improve:
the flippers had to be with a little more rubber feel , like when the ball hit the flipper it has to jump. when it's not , like now, it's easy to hold the ball on flipper.. after the ball comes from the left of the castle , when hitting the wood door, it is too easy to catch the ball and shoot again/
#80
Posted 27 February 2011 - 07:16 AM
QUOTE (jpsalas @ Feb 26 2011, 10:49 PM) <{POST_SNAPBACK}>
yes, hatuka, I have plans on doing that when I'll update the tables with alpha transparency. 
I have a real Medieval Madness and have been trying to tweak flippers to be as close to the real one as possible. I can post my findings here when I nail it. I think I have it pretty close as is. I have to leave it for several hours after playing too much then come back to it and try both. Otherwise I tend to get used to the settings. So it's not an easy or quick process.
Also, on the real one, the troll hits are much easier. You can hit them from the side, front, and only a small tap registers a hit. On this, you have to hit the troll square on from the front and pretty hard. I was going to look into the script and see if I could adjust that myself. If it's not too hard for you, and you're doing some work on the table anyway, perhaps you could look at it. (If not, no worries as you already do so much for all of us).



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