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Last Action Hero (Data East 1994) [VP 9.x Cabinet FS]

Data East Javier1515 Hero Action Last

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#61 gtxjoe

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Posted 11 July 2014 - 11:28 PM

Here is an initial fix for the multi-ball support.  Open the attached table.  Copy the timer object on the table and paste it into the LAH table.  Open the table script and replace the LAH script with this script.

 

Next step is to make it so the balls release one at a time from the visible lock, but don't have time to do it tonight.  Just need to add an invisible wall and get the timing right...

 

Report back if it doesn't work ;)

 

EDIT:  VERSION 2.0 MULTI-BALL PATCH CAN BE FOUND FURTHER DOWN IN THIS THREAD.  THIS VERSION HAS PROBLEMS WITH 1 BALL IN THE LOCK...

Attached Files


Edited by gtxjoe, 12 July 2014 - 03:39 AM.


#62 DJRobX

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Posted 11 July 2014 - 11:51 PM

Don't wanna spoil the fun, but is it really wise to release these table(s) based upon an alpha version of VP?

 

I personally have nothing against it, but i wonder about the confusion for people who don't know about the various versions.. Would it be hard to have a VP9.9.0 version of this table, too?

 

I wouldn't worry too much about it.    People will figure out how to run the right VP version (it simply won't work right without it).    I'd be more worried about putting the all the effort into tuning the physics when the next PhysMod/VP10 could change everything again, but since this table is free to mod, anyone could do that work later if they wanted. 

 

Pinball is very much a game about physics, so it makes sense that people want to use the latest/greatest, instead of waiting for some as-of-yet unspecified date for the next official version of VP.   VP is pretty complicated, I suspect the vast majority of the audience can figure out how to locate and run PhysMod5 for it.  If not, the nice folks on these threads help people through it.



#63 dark

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Posted 12 July 2014 - 12:28 AM

Here is an initial fix for the multi-ball support.  Open the attached table.  Copy the timer object on the table and paste it into the LAH table.  Open the table script and replace the LAH script with this script.

 

Next step is to make it so the balls release one at a time from the visible lock, but don't have time to do it tonight.  Just need to add an invisible wall and get the timing right...

 

Report back if it doesn't work ;)

You should contact Javier in regards to this so he can update the official download.  Thanks for your efforts.

[edit]:  Fix works, just one thing, I locked a ball via crane then lost a ball and it spent some time searching for a ball and moving the crane before it did eventually launch a new ball.  This may have been during crane jackpot multiball sequence though I'm not entirely sure.  I'm not sure how common this will really be, but I know this sort of thing can happen on the real machine from time to time, it does eventually launch a new ball so its not a game-ender but I just thought I'd mention it.

 

 

@DJROBx, supposedly changes to physics won't be too drastic from physmod to physmod versions so updating this  shouldn't be too much hassle.


Edited by dark, 12 July 2014 - 12:54 AM.


#64 javier1515

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Posted 12 July 2014 - 01:36 AM

Thanks gtxjoe!

In this video you can see how the lock works, i was playing around with your fix and does not work as it should. 

Let caught a ball in the lock then activate the smart missile and the ball does not release, it generated a bug and threw more balls you should give. 

It is a shame that a good performance is not achieved with the lock.

 

https://www.youtube....h?v=W7pl3zCsK30


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#65 gtxjoe

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Posted 12 July 2014 - 01:47 AM

It's a start. I will check out the video

#66 Arcade4

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Posted 12 July 2014 - 03:22 AM

Just got a chance to play this one tonight.

The table and physics are awesome.

Got 608 Million on my second game. :)



#67 gtxjoe

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Posted 12 July 2014 - 03:36 AM

Okay - Multi-ball with 1 ball in vlock working and Multi-ball with 2 ball in vlock working.   I just had to move the POST so the ball sits on Sw23 so the ROM knows the ball is there

 

Here is a patch 2.0 for beta testing

 

1) Open LAH 1.0 table and click on menu item Edit->Select Element.  Highlight Post and click on OK.  Press the Delete key to delete the Post

2) OPen LAH_FIX2 table and draw a box around the two items on the table.  Copy and paste that into the LAH 1.0 table

3) Open LAH_FIX2 script and replace the LAH 1.0 script

Too complicated to do?  Wait for Javier to post an updated version.  Hopefully we turn all of you into table authors :)

 

 

Javier - Awesome table by the way!  Great 3D models, Dark!

Attached Files


Edited by gtxjoe, 12 July 2014 - 03:38 AM.


#68 bent98

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Posted 12 July 2014 - 04:14 AM

Man, this is unbelievable! If this table is a foretaste of what is to come in VP10 - glory days are coming!
 
And this table is the trigger for me to ask: How can I use a different VP.exe for specific physmod-tables in HyperPin? I absolutely want to do that now! :)

 
In the settings sub directory of Hyperpin create a file named vpexetables.txt
 
In that file include the table name (without the extension and then directly below the table name the exe that you want to use.)
 
i.e.
Silver (Gottlieb 1957)
VPinball990a.exe
 
Dozer.
 
I run multiple exe's with hyperPIN with this method flawlessly, physmod5 is giving me issues though, it will load the table then pop back to hyperpin menu with the backglass still going, and the table behind hyperpin.  Exit hyperpin and the table is sitting there ready to play.  Not sure why.
 
 

Dark if you find a solution please tell me as I can't launch any other versions of vp via vp tables.txt without that problem.

#69 javier1515

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Posted 12 July 2014 - 05:02 AM

It works! THANKS gtxjoe, you're awesome.  :love39:

 

Available the version 1.1 with the fix


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#70 kiwi

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Posted 12 July 2014 - 07:08 AM

A really nice job.
 

I would have posted these reports yesterday, but I was focused on the lock problem.
 

The animation of the target SW32 is not right, when the ball hits it, it moves to the right instead of going back.
 

Sub sw32_Hit:vpmTimer.PulseSw 32:Playsound "bump":sw32p.transX = -10:Me.TimerEnabled=1:End Sub
Sub sw32_Timer:sw32p.trans.X=0:Me.TimerEnabled=0:End Sub

Or

Sub sw32_Hit:vpmTimer.PulseSw 32:Playsound "bump":sw32p.Y = 648.375:Me.TimerEnabled=1:End Sub
Sub sw32_Timer:sw32p.Y = 658.375:Me.TimerEnabled=0:End Sub

instead of

Sub sw32_Hit:vpmTimer.PulseSw 32:Playsound "bump":sw32p.transY = -10:Me.TimerEnabled=1:End Sub
Sub sw32_Timer:sw32p.trans.Y=0:Me.TimerEnabled=0:End Sub

It happened twice to receive scrip error of these lines, 877 and 898, with two balls in play.

 

Thanks

 

Max



#71 Pinball999

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Posted 12 July 2014 - 09:44 AM

A small thing I have noticed, is that the FP flippers have not been rotated before the import to VP, as a result they don't properly change if you increase the Z axis (they get longer and not higher).

Now back to playing it!



#72 Sindbad

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Posted 12 July 2014 - 04:27 PM

Great table, Thanks for this one !!!

 

I believe this was a lot of work... Running different versions on the same computer is no problem for me. But I got a ball stuck in the upper left area under a plastic. Maybe it can be fixed within the next version?

 

BallStuck.jpg



#73 javier1515

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Posted 12 July 2014 - 05:27 PM

@Sindbad 

You have to make sure to run the table with physmod5, because if you do not happen these bugs. 

 

He tried a lot to the table and we had no such bug :hmm:  .

 

@Kiwi

Thanks for the fix :otvclap: , I will fixed in next vercion. 


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#74 francesco

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Posted 12 July 2014 - 07:37 PM

Excuse me where is the link to download physic mod 5?



#75 arngrim

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Posted 12 July 2014 - 07:58 PM

the only version available is the physmod

#76 dark

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Posted 12 July 2014 - 08:00 PM

Excuse me where is the link to download physic mod 5?

http://www.vpforums....on&section=most



#77 francesco

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Posted 12 July 2014 - 08:12 PM

Tanks Dark, very much.

 

lately been vying for who makes the most beautiful pinball.
Last Action Hero for visual pinball is fantastic!!!!


Edited by francesco, 12 July 2014 - 08:22 PM.


#78 goesta

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Posted 12 July 2014 - 09:25 PM

Great table, had some good pinball action yesterday. My cabinet is still in planning, so with only my test setup and DOF working was easy to download fast the Physics version and played this release. Looks great, love the light work, i will install the physics PinballX version later. I never played the Last Action Hero before, the improved physics engine is totally new for me, but i am impressed. For beeing not the better pinball player here - i had so much control over the ball that the game actually lasted very long. Tonight is playtimen again.

Thx for the work,

Goesta



#79 jmcgohon

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Posted 13 July 2014 - 12:23 AM

I built my cab a year ago and at the time I didnt think the tables could get any better. Man..was I wrong! Vp has gone to places I cant believe. Very excited to see what the next year will bring. A huge thank you to everyone involved in the progress of Vp.    :love39:



#80 dark

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Posted 13 July 2014 - 02:27 AM

Not sure what changed between versions to cause this but the lighting reflections on the wire ramps are glitched out, showing outlines and increased intensity.

This is with the 1.1 release:

lahlightglitch.jpg

I checked the lights them selves they all have additive blend enabled and nothing seems out of place so I'm not sure what changed to make this start happening.







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