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Simpsons Pinball Party (Stern 2003) Primitive Homer mod [VP 9.x Cabinet FS]

SPP Simpsons Homer

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#61 dark

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Posted 21 March 2015 - 03:42 AM

Now you can see the ball coming for the upper PF shot and otto school bus shot with transparent ramps! ;)

 

Just got the small ones to do now then I'll probably post an update soon after.



#62 vampirolatino2

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Posted 21 March 2015 - 05:48 AM

Ohhhh boy!!! Transparent ramps need to be mandatory now!  :D AWESOME WORK DARK!!!!

 

PS: The couch is a primitive/model now too?

Dark, a little request: When you update the table, can you make the lights of the 2 atomic plant towers green? They looks much better like that IMHO.

 

Now we need comic book guy and Bart as models :) ... let me dream ok.


Edited by vampirolatino2, 21 March 2015 - 06:52 AM.


#63 dark

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Posted 28 March 2015 - 03:27 PM

Just updated to 1.2, all new 3D mesh ramps+more! enjoy

 

I just noticed there's still a left over piece of the old couch poking out of the new primitive 3D couch, if you look at it, you can see three short black lines running down the right side of the couch, having trouble finding/selecting which ramp/image is still visible.  If someone can point out which one it is, I'll fix it for next update.  Thanks


Edited by dark, 28 March 2015 - 03:27 PM.


#64 bolt

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Posted 28 March 2015 - 03:55 PM

Thank you for the new great update.


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#65 dark

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Posted 28 March 2015 - 04:09 PM

Just updated to 1.2, all new 3D mesh ramps+more! enjoy

 

I just noticed there's still a left over piece of the old couch poking out of the new primitive 3D couch, if you look at it, you can see three short black lines running down the right side of the couch, having trouble finding/selecting which ramp/image is still visible.  If someone can point out which one it is, I'll fix it for next update.  Thanks

 

After further testing, I'm noticing some clipping with the top left ramp.  The ball is going under the base of the ramp, so I'm working on adjusting this....I didn't notice this until it was loaded on my cab.  Also I notice if you hit the captive ball hard it can be knocked loose, I'm not sure what would start causing this since we didn't do anything to effect it unless when the primitive ramp was implemented a wall was removed or something.



#66 KimKom

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Posted 29 March 2015 - 12:30 PM

Dark, thanks for the new update.  Looks really good :)

 

I like the new ramps you've added and the transparency works really well.

 

Noticed a couple of bugs on my first plays:

 1. Hitting the captive ball has released it to the open table on a couple of occassions so far.

 2. I had a ball stick just below the new couch, actually on the release ramp.  I didn't notice how it got there unfortunately.

 

I don't know if these are new bugs or if they've always been there but I don't recall them happening before.  I may have just been unlucky!

 

Quick question... Is there a way to speed up the animation on the pop bumpers?  The cooling towers and third bumper look quite slow, imo.

 

Once again, thanks for your hard work!

 

EDIT:  Sorry, just noticed you're already aware of the captive ball issue.


Edited by KimKom, 29 March 2015 - 12:33 PM.


#67 dark

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Posted 29 March 2015 - 01:19 PM

Javier1515 scripted the pop bumpers, you'd have to ask him how to speed them up.  Javier is going to look into fixing the captive ball issue and I'll post an update soon.

 

Ball stuck under couch I've had happen once before, seemed like I hit it hard up the ramp and it jumped off the ramp through the couch....but I'm not entirely sure since I haven't been able to reproduce it.



#68 KimKom

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Posted 29 March 2015 - 05:24 PM

The bumpers were using 10 frames for their animation sequence, much more than the old version.  This was causing the animation to be quite slow and not really how they behave, in my opinion.

 

I've modified the code a little, and I think this works better, making them a bit snappier.  Just replace lines 772 - 882 with the following, if you would like to try it:

 

'Quicker bumper animations
 
    Sub Bumper1b_Hit:vpmTimer.PulseSw 49:PlaySound "bumperleft":bump1 = 1:Me.TimerEnabled = 1:End Sub

    Sub Bumper1b_Timer()
        Select Case bump1
            Case 1:BR1.z = -15:Sw49p.z = 65:bump1 = 2
            Case 2:BR1.z = -20:Sw49p.z = 60:bump1 = 3
            Case 3:BR1.z = -25:Sw49p.z = 55:bump1 = 4
            Case 4:BR1.z = -10:Sw49p.z = 70:Me.TimerEnabled = 0
        End Select
    End Sub
 
    Sub Bumper2b_Hit:vpmTimer.PulseSw 51:PlaySound "bumpercenter":bump2 = 1:Me.TimerEnabled = 1:End Sub
     
    Sub Bumper2b_Timer()
        Select Case bump2
            Case 1:BR2.z = -20:Sw51p.z = 40:Sw51p1.z = 40:bump2 = 2
            Case 2:BR2.z = -30:Sw51p.z = 30:Sw51p1.z = 30:bump2 = 3
            Case 3:BR2.z = -40:Sw51p.z = 20:Sw51p1.z = 20:bump2 = 4
            Case 4:BR2.z = -10:Sw51p.z = 50:Sw51p1.z = 50:Me.TimerEnabled = 0
        End Select
    End Sub
 
    Sub Bumper3b_Hit:vpmTimer.PulseSw 50:PlaySound "bumperright":bump3 = 1:Me.TimerEnabled = 1:End Sub
     
    Sub Bumper3b_Timer()
        Select Case bump3
            Case 1:BR3.z = -20:Sw50p.z = 40:Sw50p1.z = 40:bump3 = 2
            Case 2:BR3.z = -30:Sw50p.z = 30:Sw50p1.z = 30:bump3 = 3
            Case 3:BR3.z = -40:Sw50p.z = 20:Sw50p1.z = 20:bump3 = 4
            Case 4:BR3.z = -10:Sw50p.z = 50:Sw50p1.z = 50:Me.TimerEnabled = 0
        End Select
    End Sub



#69 dark

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Posted 29 March 2015 - 05:36 PM

Thanks, I will try it out when I get a chance and if I like it better I'll include it in the next update which should probably be tomorrow.

 

Javier thinks he has the captive ball and the lost ball at couch ramp potentially solved, but it requires testing.



#70 sliderpoint

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Posted 29 March 2015 - 05:42 PM

I didn't bother changing all the code. I just selected objects Bumper2b and Bumper3b and change the timer interval (under misc) from 40 to 10 to speed up the animation.

 

-Mike



#71 KimKom

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Posted 29 March 2015 - 05:54 PM

Cool, that works just as well!



#72 Outhere

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Posted 29 March 2015 - 06:32 PM

I didn't bother changing all the code. I just selected objects Bumper2b and Bumper3b and change the timer interval (under misc) from 40 to 10 to speed up the animation.

 

-Mike

Where is this located



#73 sliderpoint

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Posted 29 March 2015 - 06:38 PM

Just go to Edit>Select Element.  Choose Bumper2b.  Then in the options under MISC is the timer interval.  Repeat for Bumper3b (and Bumper1b if you want for the ring animation).

 

-Mike



#74 boiydiego

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Posted 31 March 2015 - 12:17 PM

version still is 1.1 in download 1.2 is not listed for download !!!


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#75 dark

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Posted 31 March 2015 - 12:56 PM

1.2 not being listed isn't a very good reason to mark as broken imo, not sure why it wasn't listed but I re-uploaded and re-posted.

 

Some changes were made to the upper PF by Javier to try to fix the one (some what rare) lost ball issue, but I feel as a result it has altered the game play in the upper PF in a bad way, it's much harder to make the shot to the couch now.  I'm thinking I need to widen the base of the 3D mesh ramp so when Javier makes the VP ramp match he has more room to work without any ball clipping the ramp walls.  I feel like the target in the upper PF is too obtrusive now.



#76 boiydiego

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Posted 31 March 2015 - 05:18 PM

yes and no :D it wasnt there to download so it could not have been broken :D , anyway looking forward to the update thx dark for your work .


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#77 KimKom

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Posted 31 March 2015 - 05:29 PM

Dark, have you had any luck with the captured ball bug?



#78 dark

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Posted 31 March 2015 - 05:31 PM

Yes well who knows how long it will be wrongly labelled broken now, a PM would of been preferable.

 

Javier says he thinks he has the upper PF issues resolved, I'm going to test it out later today and possibly post the update.


Dark, have you had any luck with the captured ball bug?

Captive ball *should* be fixed with 1.2, though I can't 100% confirm this since I've only hit the thing a few times to test it.



#79 ICPjuggla

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Posted 31 March 2015 - 05:59 PM

dark, open table/ hit esc/ click debug then with the mouse you can throw balls at it to test without playing! :-)

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#80 dark

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Posted 31 March 2015 - 06:13 PM

dark, open table/ hit esc/ click debug then with the mouse you can throw balls at it to test without playing! :-)

Yea I'm aware of this tool just wasn't sure how reliable it could be for testing this since I can only get the debug ball to fire so hard and when the captive ball has come loose its from a hard shot.  With that being said I do believe it's fixed I just can't say with 100% certainty.







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