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Cirqus Voltaire - VP10 WIP.


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#61 Outhere

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Posted 24 October 2015 - 09:32 PM

http://www.vpforums....e=3#entry322158



#62 Dozer316

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Posted 25 October 2015 - 05:57 AM

I love that table!!!
Besides that, I get the "switch 16 check top eddy" error. Any help would be great.

Greets,
Dom


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Turn rom option 46 in feature adjustments to Auto Eddy Boards = NO.



#63 Kaan

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Posted 25 October 2015 - 07:57 AM

Works well with my c2d 2.2 ghz pc with AO and AA disabled. Stable 60 fps. Nice job!



#64 Rappelbox

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Posted 25 October 2015 - 08:44 AM

Thanks a lot, Dozer!!! Works like a charm...


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#65 AndersArtig

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Posted 25 October 2015 - 09:58 AM

Hello,

first of all thank you Dozer for this great Table :otvclap: I played it often here in German back in the 90th...

 

I think i fond a minor bug: Hitting the Ringmaster directly does not count (sorry for my english)

I look into the Script and change this:

Sub sw16_Hit
Set RMBall = ActiveBall
PlaySound "fx_woodhit"
vpmTimer.PulseSw 38
If RMCurrPos > 102 Then
RMShake
If cController = 3 Then
Controller.B2SSetData 101,1:Controller.B2SSetData 101,0
End If
End If
 End Sub
 
This fix it to me :)

Edited by AndersArtig, 25 October 2015 - 10:00 AM.


#66 pincade

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Posted 25 October 2015 - 01:46 PM

I've got 2 little"problems" with this version:
- the ringmaster face has a linear reflection that makes it look like a textured cylinder(I know it is a cylinder, but this reflecting line erase the fake 3d look)

- when nudging the table the head doesn't shakes anymore, as well as the ball

Btw, nice improvement Dozer and thanx

#67 ICPjuggla

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Posted 25 October 2015 - 03:30 PM

pincade for the ringmaster face line issue try adjusting the z scale in backdrop settings.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#68 Dozer316

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Posted 25 October 2015 - 04:29 PM

I've got version 5 which I'm testing and will release tomorrow - it has a fix for the face refection, stronger flippers, a new primitive ringmaster jackpot collar and a couple of other little fixes.



#69 Dozer316

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Posted 25 October 2015 - 06:05 PM

Just a quick update which is mentioned in the table testing thread but not here from memory. The ringmaster on this version of the table requires that the rom setting 46 under feature adjustments be changed to "auto eddy boards = NO" for the direct ringmaster hit to work.

The old version of this table used the outside two stand up switch numbers to trigger a ring master hit which resulted in the rom always faulting on sw16. This version of the table fixes that as long as you make the above mentioned rom adjustment.

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#70 JAA3rd

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Posted 25 October 2015 - 06:11 PM

Thanks for the fantastic table!!  I've had an absolute blast so far with this, any future improvements are only a bonus.  Thanks again!


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#71 darkangel359

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Posted 25 October 2015 - 07:23 PM

Bug report..... besides the mentioned issues, whenever the game goes into "Popcorn Time" the ball either doesn't eject from the hole by the right bumper of gets stuck in a loop back and forth against the bumper hitting it infinitely.

 

 

NVM, fixed it LOL.   Totally my fault, when I was readjusting to fit I accidentally adj. the X axis.....DOH!  big dummy I am.   I am having a blast playing this table, THANK YOU DOZER! for all your many hours of hard work on this and the previous authors of the table.


Edited by darkangel359, 25 October 2015 - 08:30 PM.


#72 bolt

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Posted 25 October 2015 - 08:12 PM

Hi Dozer,

how can I move the DMD in the desktop view to the upper edge?


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#73 hauntfreaks

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Posted 26 October 2015 - 03:27 AM

I've got 2 little"problems" with this version:
- the ringmaster face has a linear reflection that makes it look like a textured cylinder(I know it is a cylinder, but this reflecting line erase the fake 3d look)

- when nudging the table the head doesn't shakes anymore, as well as the ball

Btw, nice improvement Dozer and thanx

 

this is how I fixed the glare in front of the face... it also added a more metallic look to the wire ramps POST#

 

the nudging has worked for me in all versions so far... hummm,.. thats odd its not for you... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#74 Dozer316

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Posted 26 October 2015 - 05:13 AM

Hi Dozer,

how can I move the DMD in the desktop view to the upper edge?

Hi Bolt, click "use desktop" view in the editor and you will see a black square in the DMD area on the table named TextBox1.

 

Drag that textbox to where you want the DMD to be positioned.

Save and play.



#75 Dozer316

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Posted 26 October 2015 - 07:36 AM

Here is CV version 5

 

After taking a look at the HDR image Hauntfreaks used and as he mentioned in the other thread, there were many things about the ramps that looked better to me as well.

There were some other things I didn't like about it though so I went about modifying the wire form ramps to mimic the alternative HDR file while keeping the original milky way map.

 

Anyway, the result of all of this is that I'm pretty happy with the ramp look now and included is a new variable in the script for ramp_flash which clumsily attempts to emulate yellow light from one of the flashers hitting the wire forms just using a simple image swap.  I don't mind it though and if you don't like it just set it to 0 in the script.

 

Fixed in this version.

 

Ringmaster no longer shows the vertical reflection on his face.

Flipper strength increased a bit to make the table a bit more lively.

Added a 3D jackpot collar which was a waste of time really as you can only see it move for a couple of seconds due to it's position in Z space. :)

Turned the scratches logo back on for the ball now that the Menagerie ball no longer spins infinitely.

Tweaked a few other lights.

Changed a couple of friction settings.

 

IMPORTANT INFO

 

As some people have noticed, Z scale can break the kickers from the subway and also on the wire form ramp locks.

Change Feature adjustment 46 in the rom to AUTO EDDY BOARDS = NO

Also change Feature Adjustment 47 in the rom to Diverter Check M/B = Paranoid. 

 

https://mega.nz/#!KU...z6ItOioeXxIZx8o



#76 Scorp.ius

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Posted 26 October 2015 - 07:43 AM

would you explain how to change this setting? I searched the phrase "feature adjustment" and "auto eddy" in the script, but did not find them. or do I have to change something in the rom itself? when opening this with notepad I only got screwed text


Edited by Scorp.ius, 26 October 2015 - 07:45 AM.


#77 Dozer316

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Posted 26 October 2015 - 07:49 AM

They are in the ROM adjustments not the script.

 

Load the game so the rom is running.

 

Press "end" on keyboard to open coin door.

Press "0" a couple of time to get to ROM menu.

 

Use keyboard keys 8 and 9 to cycle backwards and forward through ROM settings.

 

Use keyboard "0" to enter an area once you have it selected.  

Keyboard "7" will exit you back to the menu.

Press "end" again to close coin door.



#78 Scorp.ius

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Posted 26 October 2015 - 07:52 AM

oh ok ;)  thank you! I will try v5 right now :otvclap:



#79 Dozer316

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Posted 26 October 2015 - 07:53 AM

For those who are unfamiliar with changing the rom settings here is my CV nvram which has the settings already set.

 

You can copy this to your vpinmame/nvram directory and use it instead.

 

Just remember to back up your old file first if you want to keep it for whatever reason as replacing it will obviously

also include all my scores and delete yours.

 

https://mega.nz/#!GU...ZY6chZ3vzC6Xc4s



#80 gStAv

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Posted 26 October 2015 - 08:30 AM

thank you so much for this verison Dozer! It's a true gem and one of my favorites! :D

Do you (or anyone else) get to run this beauty with the VPX option 'Enable Ambient Occlusion"

 

It's reallty lifting the graphics to a whole new level, but sadly the ball seems too lose its "flow".

An alternative way might be sweertFX, but that maybe result in the same inpact on playability.

 

Any help would be appreciated.

 

Cheers


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