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Dr. Dude (Bally 1990) VPX WIP
Started By
wrd1972
, Feb 16 2016 02:13 AM
267 replies to this topic
#61
Posted 07 March 2016 - 12:04 AM
Yeah - you're right. It's difficult to hear ramp rolling sounds in real life. It's matter of taste. On PAPA videos they come through really loud. I think it adds to the excitement. I tend to really like exaggerated physical sounds on VP tables. While maybe "unrealistic," it fools me into thinking I'm interacting with more than pixels.
One easy workaround for louder ball rolling sounds is to simply export the ball sounds from say JP's TOTAN for VP10 (they're recorded louder) and import them. If you're interested, that is!
This is a great table.
One easy workaround for louder ball rolling sounds is to simply export the ball sounds from say JP's TOTAN for VP10 (they're recorded louder) and import them. If you're interested, that is!
This is a great table.
#62
Posted 07 March 2016 - 02:11 AM
OK I added the rolling ball sounds from TOTAN. Plus the apron color switching option is under options at the beginning of the script. I made a few tweaks to the wild kick the ball gets when running backwards down the ramp and from the upper left kicker.
New rev is up.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#63
Posted 07 March 2016 - 04:28 AM
I've been playing Dr. Dude off and on all day. Love it! A couple of things:
1. Got another ball stuck in the MixMaster. I took a screenshot. This time it happened after shooting it up the ramp for a gazillion during two ball multiball. Had to quit and start over.
2. The right flipper gives the ball a little speed bump when it's traveling at slower speeds making the transition from the lane guide to the ball. I've tried lots of different values for it's position. Can't seem to find one that smooths everything out perfectly.
3. Love the new apron menu! White apron looks awesome. I dig the random setting too.
4. Dialing this table down toward night, cranking the emission scale up to 11 (Spinal Tap style) and import Fren's Milkyway_small environment emission image looks really cool.
5. Thanks for the louder ball rolling sounds. Super!
![]()
ball stuck.JPG 44.22KB
9 downloads
#64
Posted 07 March 2016 - 04:52 AM
so I've slowly been getting back in the mix here getting up to date on tables ... blah blah blah....
I hope this comes off as a compliment, because it meant to be,....
I don't know why it is, but this may be the smoothest playing VPX table yet... i cant tell you why, I havent a clue, but it has the smoothness of an EM vp9 table
I cant tell if its just not taxing on my machine or what, but i wish all VPX tables played like this... no shutter, no micro shutter, not flipper blips or bumps....
physics?...scripting?... I hope other authors can decode what combo of things are making this play the way it does.... and share, implement or whatever
anyway... thanks for a great coming back experience
#65
Posted 07 March 2016 - 05:22 AM
Nice to see you, Hauntfreaks. Good looking new avatar.
Another issue I'm noticing is that on my machine the "Dude-O-Meter" isn't resetting. I'm starting off as a "cool dude." Sometimes I only have to complete one MixMaster sequence to become a super dude. Something's wrong there. I'm not that great at this game!
![]()
#66
Posted 07 March 2016 - 07:02 AM
Ok I will look at the MM. If it happens again, grab a pic if you can.
There is ball rolling sounds already, they are just not loud enough. Have not pursued how to raise their volume yet. If anyone knows. I'm all ears.
Im a bit resistant on the ramp and slides slides. Of all my years of playing pinball, I have never been able to hear ball sounds coming from ramps. Maybe its just me. I have seen some VP tables with them but IMO, they seem unnaturally loud.
You can always increase sound volume in line 555:
Vol = Csng (BallVel(ball) ^ 2 / 2000)
Just take 500 instead of 2000.
Plastic ramps are mostly not fully silent but can't be heard through the glass. But you can hear the ball rolling down the wire ramps. I sampled this once, JP is using it too.
I think the sound will be a little bit different in Dr. Dude as the wire ramp is curved. Just try it.
The wires of the wire ramps are not round, look slightly egg shaped. But maybe only the textures makes it look that way. Maybe you can use a better, more chrome like texture?
And the hiding of the side rails does not work in FS mode.
You forgot to use my latest plastics set:
https://www.dropbox....op_new.png?dl=0
Maybe you can clean up the table images a little bit - there are some unused bitmaps which could reduce the file size.
Edited by ClarkKent, 07 March 2016 - 07:29 AM.
#67
Posted 07 March 2016 - 07:28 AM
Nice to see you, Hauntfreaks. Good looking new avatar.
Another issue I'm noticing is that on my machine the "Dude-O-Meter" isn't resetting. I'm starting off as a "cool dude." Sometimes I only have to complete one MixMaster sequence to become a super dude. Something's wrong there. I'm not that great at this game!
This is certainly a game setting. But I like to be a Super Dude all the time! ![]()
#68
Posted 07 March 2016 - 08:53 AM
I'll quickly convert the new plastics set provided by CK into models; already did the heart arrow thing ![]()
Can I start modelling the ramp? Or do you still need to change the geometry?
Edited by ninuzzu, 07 March 2016 - 10:28 AM.
#69
Posted 07 March 2016 - 12:08 PM
I'll quickly convert the new plastics set provided by CK into models; already did the heart arrow thing
Can I start modelling the ramp? Or do you still need to change the geometry?
There is still one more issue I want to resolve with the ramp when it goes behind the back wall. Maybe you guys can help.
When I create the ramp to scale where it appears ONLY behind the back wall, the ball will get blocked by a mystery boundary. Might have something to do with table size. Just dont know. Right now, this of the ramp area is crammed between the back wall and some mystery boundary and the ramps curves are visible from the front during game play. On the real machine, you should not be able to see these curves.
In short, the ramp needs to go further back bast the back wall and more nicely make the u-turn.
Can someone tell me what I need to do here to fix this?
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#71
Posted 07 March 2016 - 03:06 PM
There is still one more issue I want to resolve with the ramp when it goes behind the back wall. Maybe you guys can help.I'll quickly convert the new plastics set provided by CK into models; already did the heart arrow thing
Can I start modelling the ramp? Or do you still need to change the geometry?
When I create the ramp to scale where it appears ONLY behind the back wall, the ball will get blocked by a mystery boundary. Might have something to do with table size. Just dont know. Right now, this of the ramp area is crammed between the back wall and some mystery boundary and the ramps curves are visible from the front during game play. On the real machine, you should not be able to see these curves.
In short, the ramp needs to go further back bast the back wall and more nicely make the u-turn.
Can someone tell me what I need to do here to fix this?
Can you provide photos from different angles and from behind the backboard?
#72
Posted 07 March 2016 - 03:17 PM
There is still one more issue I want to resolve with the ramp when it goes behind the back wall. Maybe you guys can help.I'll quickly convert the new plastics set provided by CK into models; already did the heart arrow thing
Can I start modelling the ramp? Or do you still need to change the geometry?
When I create the ramp to scale where it appears ONLY behind the back wall, the ball will get blocked by a mystery boundary. Might have something to do with table size. Just dont know. Right now, this of the ramp area is crammed between the back wall and some mystery boundary and the ramps curves are visible from the front during game play. On the real machine, you should not be able to see these curves.
In short, the ramp needs to go further back bast the back wall and more nicely make the u-turn.
Can someone tell me what I need to do here to fix this?
Can you provide photos from different angles and from behind the backboard?
If you mean of the real DD machine. I dont have them. I am working from the appearance looking through the big hole in that back wall where the ramp enters. I also have my real Bugs Bunny Birthdat Ball to reference which is a sister machine to DD. The ramp extends and u-turns well behind the back wall.
Edited by wrd1972, 07 March 2016 - 03:18 PM.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#74
Posted 07 March 2016 - 03:34 PM
The ball wont travel outside the defined VP table dimensions. You will need to increase the table height dimensions and shift all existing items to gain room back there
So when you say shift the items. Would this be a global shift or having to move them all individually? If the later, not gonna do it and will retain the existing ramp.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#75
Posted 07 March 2016 - 05:52 PM
I've been playing Dr. Dude off and on all day. Love it! A couple of things:
1. Got another ball stuck in the MixMaster. I took a screenshot. This time it happened after shooting it up the ramp for a gazillion during two ball multiball. Had to quit and start over.
2. The right flipper gives the ball a little speed bump when it's traveling at slower speeds making the transition from the lane guide to the ball. I've tried lots of different values for it's position. Can't seem to find one that smooths everything out perfectly.
3. Love the new apron menu! White apron looks awesome. I dig the random setting too.
4. Dialing this table down toward night, cranking the emission scale up to 11 (Spinal Tap style) and import Fren's Milkyway_small environment emission image looks really cool.
5. Thanks for the louder ball rolling sounds. Super!
I will look at the MM again tonight. I might need to raise the cover a bit.
A new feature is also coming tonight. I now have the flipper styles switchable just like the apron. A minority of DD's cam with the white Bally ribbed flippers while most came with the yellow Williams logo flippers. The table will also have a random setting again, just like the apron. Very cool.
I need some more information on the environment settings that have been showing up. I have no clue what this feature is. Please elaborate and post a few links to some good example of it used in other tables and I will look at it.
Another issue I'm noticing is that on my machine the "Dude-O-Meter" isn't resetting. I'm starting off as a "cool dude." Sometimes I only have to complete one MixMaster sequence to become a super dude. Something's wrong there. I'm not that great at this game!
Working as designed. The dude-o-meter does not reset until the jackpot is collected. Bally did this because having to work all the way up to Superdude is very hard to do. Plus they liked the jackpot carryover feature at the time. There is also no setting in the ROM options to change this. Although IMO, there should be.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#76
Posted 08 March 2016 - 12:34 AM
Okay. I put a wall to block the ball in the mixmaster and it bounced around for about a half hour without getting stuck. I did manage to stick it where it exits the MM though. I have made some more edits in this area to try to fix it. You guys just need to play some more to see if its fixed. The switchable flippers are now in too.
I made a few more tweaks on the prim wire ramps to address the egg shape plus made the two poppers a little bit stronger. The ball speed on the ramps now matches the youtube vids. I am now very happy with the physics.
Let me know if you guys still have issues with the MM.
Edited by wrd1972, 08 March 2016 - 12:37 AM.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#78
Posted 08 March 2016 - 08:59 AM
i haven't tested it on my cab yet (and i will confirm the dof config update tonight), but it looks very promising from my laptop ![]()
here's the controller.vbs version
https://www.dropbox.... 1990).vpx?dl=0
and i adjusted the pov so in fs mode we don't see the rails
one thing, the sw39 doesn't exist in the playfield, i think this is what is called rubber11 in the pf but i'm not sure
Edited by arngrim, 08 March 2016 - 08:59 AM.

My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth
#80
Posted 08 March 2016 - 02:54 PM
hi Akiles, i have freed some messages now, do you want to send me another version than the one released?

My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth



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