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Tales of the Arabian Nights VP91x 3.2


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#61 Mr. Pacman

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Posted 28 August 2010 - 12:12 PM

QUOTE (jpsalas @ Aug 28 2010, 12:11 PM) <{POST_SNAPBACK}>
To make the magnet weaker just reduce the number 20 in the line 145:

Set mVanishMagnet = New cvpmMagnet
With mVanishMagnet
.InitMagnet VanishMagnet, 20
.GrabCenter = 1
.CreateEvents "mVanishMagnet"
End With

A lower value will make the magnet weaker. A higher value will make it stronger.

JP



Thanks a lot JP!!!

#62 Mr. Pacman

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Posted 28 August 2010 - 12:58 PM

It seems that reducing the number in line 145 doesn't do anything...i changed the number with lower values then i compiled it and saved the table but there is no change at the fireball magnet...

#63 jpsalas

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Posted 28 August 2010 - 02:01 PM

I guess you mean the VanishMagnet, this is the magnet under the Genie and at the top left of the lamp. Is this right? Then that line is the magnet strength. But maybe do you mean the strength while releasing the ball? Then it is don in this sub:

Sub HideVanish_Timer
Dim dir, speed, ball
For Each ball In mVanishMagnet.Balls
With ball
If(.X - VanishHole.X) ^2 + (.Y - VanishHole.Y) ^2 <15 * 15 Then
dir = Rnd * 6.28:speed = 6 + Rnd * 5
.VelX = speed * Sin(dir): .VelY = speed * Cos(dir)
End If
End With
Next
Me.TimerEnabled = False:mVanishMagnet.MagnetOn = False
End Sub

The speed of the ball is calculated in the line 684, speed = 6 + Rnd * 5
Reduce those values ( 6 and 5) to get a less strong exit.

JP

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#64 Mr. Pacman

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Posted 28 August 2010 - 02:40 PM

No, i meant the ramp magnet (the cylinder that sends the ball to the wire ramp...)

#65 Mr. Pacman

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Posted 28 August 2010 - 09:55 PM

I tried to find similar settings for the ramp magnet, but it looks like it has a different structure compared to the Vanish Magnet...

#66 xzotic

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Posted 31 August 2010 - 09:11 AM

Horray! The lamp is excellent! Thanks JP for the update - I really appreciate your work. otvclap.gif

Now I have to work on UW to release a mod in FS and as a night mod!

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#67 Mr. Pacman

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Posted 31 August 2010 - 11:05 AM

Any ideas on how can i control the strength of the Ramp (not Vanish) magnet? Is it possible?

#68 Practicedummy

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Posted 31 August 2010 - 12:19 PM

QUOTE (jpsalas @ Aug 27 2010, 10:29 PM) <{POST_SNAPBACK}>
Thanks Johanpsu for you settings. But I have a few comments of a few things you should know when making changes, which will save you time and effort by trying settings which don't have the effect you expect:

Rubber thickness: 7
Rubber offset h: 16
Rubber width: 28

These settings are only visual candy and have no effect on the ball, but the radius have an effect on the ball smile.gif.

Physics:
Tbl slope min: 6,5
Tbl slope max: 9,5
Global difficulty: 0

What you have actually done here is to set the table slope to 6,5 and removed all the random in the table. By setting the Global difficulty to 0 you made the Tbl slope max inactive, so it doesn't matter which value you set it to. Also by setting Global difficulty to 0 you have reduced all the random to a minimum (elasticity of objects, kicker strengths, kicker angle, plunger, etc) so the table is more predictable (that's why it is called "Global difficulty"). When I set up the random to some walls and kickers I should like to see that random, even if it s very small. Mostly I should like to see that on the kickers, so the ball don't always go the same spot. That's why I found out that I want to use the Global difficulty value to the max value of 1. This makes active only the Tbl slope max value, that's why I set both values to the same value, since the min value is not active anyway.

The flipper settings are almost the same but one thing you should keep in mind: Power law: 1. When it is set to 1 the ball doesn't bounce so much and the ball stick to the flipper like glue. If you set it to 2 the ball bounces much more and it is very difficult to make a dead stop of the ball, that's why I use 1,5, something in between smile.gif

The speed/strength of the flippers is a personal taste smile.gif

Well, about the slope, I think it is just a personal taste too. When I was in Mallorca this summer I played a few times a Rollercoaster table. And the slope were much higher than normal and the ball was really fast. They also had moved the posts on the outlanes as high as possible so the ball drained also faster there. So the game didn't last for very long, but it was fun smile.gif

JP


I was wondering what the Global Difficulty option was about. Thanks for the info JP! biggrin.gif

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#69 jpsalas

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Posted 31 August 2010 - 04:58 PM

About the Global Difficulty: This can be any value between 0 and 1. And this value is used in many places in VP. The most "visible" is the table slope, and this Global D value will be used to choose the the value between the Tbl slope min and the Tbl slope max. It is just simple mathematics. Think of it like a "scale" in which 0 will select the slope min value and 1 will select the slope max. Any value in between 0 and 1 (like 0.3, 0.5, 0.8) will choose a value between the min and max slopes. So the slope is calculated like this:

Table_Slope= ( Tbl slope min + Tbl slope max) * Global Difficulty

Since this value (Global Difficulty can't be changed in real time, I found out that that the best is to put it to 1 and use the same value for the min and max slopes. This way you get the slope you want and you get a max value on the random of several things like kicker and bumpers. As I understand that value is also used in many other places in VP. I think it should be a pity to spend many hours setting up elasticity settings on many objects, changing their friction and scatter angle and then set this Global Difficulty to 0 and turn off all those settings. Before I used 0,5, but in my latest tables I though "why not set it to 1", if I set a scatter angle in one object then I want to see that randomness and not being reduced by that value.

That was high mathematics, so back to another thing smile.gif

-----

The Ramp Magnet:

The Subs for the ramp magnet starts at line 729 and in the table is not really made by a "magnet", but it is made of a few kickers which will be enabled and disabled by of a solenoid. I don't think you can change much of those subs unless you are prepared to do many changes to the workings of those subs. When the "magnet" is activated the kickers just grab the ball, destroy the ball and create the ball inside the magnet and when the solenoid turns off the "magnet" then the ball is released. So there is nothing to adjust unless you want to rewrite all the subs and make an animation.

JP

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#70 Mr. Pacman

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Posted 02 September 2010 - 12:53 AM

QUOTE (jpsalas @ Aug 31 2010, 05:58 PM) <{POST_SNAPBACK}>
The Ramp Magnet:

The Subs for the ramp magnet starts at line 729 and in the table is not really made by a "magnet", but it is made of a few kickers which will be enabled and disabled by of a solenoid. I don't think you can change much of those subs unless you are prepared to do many changes to the workings of those subs. When the "magnet" is activated the kickers just grab the ball, destroy the ball and create the ball inside the magnet and when the solenoid turns off the "magnet" then the ball is released. So there is nothing to adjust unless you want to rewrite all the subs and make an animation.

JP


I have suspected it by looking at the kickers in the place of the ramp magnet...anyway...thanks very much for the clarification and help!


#71 donpedro

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Posted 04 September 2010 - 09:58 AM

This table looks and plays absolutely amazing!!!

THANK YOU for you amazing efforts! biggrin.gif

#72 BadMoonBandit

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Posted 12 October 2010 - 05:19 AM

Thanks JP for this AWESOME table !!!!! Thanks for all you hard work on all tables you make






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#73 gbeef

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Posted 29 October 2010 - 07:58 PM

This table is the nice looking table thanks JPsales... but one problem When im playing i cant get the ball to go all the way thru the upper ramps. The ball usally just loses moment and drops on the first incline. The ball won't rap around no matter how hard it goes it up the ramp.

If there a fix for the this anyone experincing this?
or im playing on 9.08.

#74 Sheltemke

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Posted 29 October 2010 - 08:01 PM

QUOTE (gbeef @ Oct 29 2010, 09:58 PM) <{POST_SNAPBACK}>
This table is the nice looking table thanks JPsales... but one problem When im playing i cant get the ball to go all the way thru the upper ramps. The ball usally just loses moment and drops on the first incline. The ball won't rap around no matter how hard it goes it up the ramp.

If there a fix for the this anyone experincing this?
or im playing on 9.08.



The upper ramp is shooteble just hard. A little too hard yes, but you can do it with some practice.


#75 slam23

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Posted 29 October 2010 - 09:38 PM

Hi gbeef,

I'm quite familiar with this table (you can check out the leaderboards smile.gif ) and I'm with Sheltemke on this one. It's a hard shot but it can actually be made from both flippers. The easiest shot is a clear one from the right flipper, it helps when the ball has got some speed coming down the inlane, and it has to go up the ramp without hitting the sides until it comes to the curve. The difficult one is from the left flipper, I haven't made it a lot yet but it involves tapping up the ball from the "dead ball" position when you hold up the flipper and then "volley" it with force straight up the ramp. Because of the randomness of the up-tap it's quite tricky and has additional risk for a drain down the middle. So I mostly stick with the right flipper. Last advice is that a shot that is just a little bit to weak to make it all the way up can be helped by timely use of the strong nudge, ofcourse left or right depending on the direction the ball takes. So I don't think it needs a fix, just practice and because it's a money shot for jewels it shouldn't be too easy imho. Good luck!
Slam23

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#76 gbeef

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Posted 29 October 2010 - 09:58 PM

I dont think its the shot.... maybe it is:( what version of VP are you guys running?
because when i shoot the ramp it goes up and into the first complete loop, and then sudden doesnt have a momement to go around a second time. it just loses speed..... also when the gate is open to collect a jewel the ball dont have enought speed to roll up the gate and over to the right. Like i've even altered the flipper power and it still won't roll around.

Edited by gbeef, 29 October 2010 - 09:59 PM.


#77 slam23

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Posted 30 October 2010 - 05:44 PM

Well, I'm playing VP9.09 but I remember that the table worked perfectly fine on all VP9 versions that we had before .09. I know what you are talking about too, that happens with a lot of near perfect shots. Otherwise I can;t think of a reason. Maybe you could try to install 9.09 or download the table again?
Slam23

PS: You didn't alter any physics settings?

Edited by slam23, 30 October 2010 - 05:45 PM.


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 jpsalas

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Posted 30 October 2010 - 06:33 PM

If you want to make the shot easier, then go to the backdrop settings, look for "Dampening Speed" and change it from 55 to 65. That will do.
But if still you can't make the shot then increase the flipper strength from 0,95 to 0,99
I adjusted those settings so the ramp was a "bitch" smile.gif No easy table this one smile.gif

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#79 gbeef

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Posted 31 October 2010 - 05:32 PM

thanks JP... that fixed it.. Ill adjust it half way of those setting you provided. The now actually follows the ramp... THIS TABLE RULES!!!! thanks!

#80 jpsalas

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Posted 27 March 2011 - 05:14 AM

Update 3.1 27 March 2011
- New playfield and apron by Grizz
- New lights and GI to fit the new playfield.
- Some adjustments to the flippers and slope.
- New alpha ramps.

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

 

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