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Help with Scared Stiff


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#61 hauntfreaks

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Posted 04 June 2016 - 04:41 AM

well hell...lol

 

going to go try this right now...lol


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#62 hauntfreaks

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Posted 04 June 2016 - 05:01 AM

thanks for taking the time to clean it out.... what do you think was holding up the FPS??

seems like its playing fine, I hope this fixes the issues other were having... but the none of the GI is coming on... coding isn't in my skill set, so i wont be able to fix that part...


Edited by hauntfreaks, 04 June 2016 - 05:11 AM.

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#63 nFozzy

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Posted 04 June 2016 - 05:19 AM

Yeah woops, made a typo in the collections. Rename "GIALL" to "ALLGI"

 

Honestly I don't know what the problem was, my FPS was garbage even after I deleted every object on the table. It has to be some kind of software bug. I heard some similar complaints with Genesis, (although it worked fine for me) which is another table that went from VP9 to VP10 beta to VP10.0. Porting all the objects to a fresh table seemed to fix it.


Edited by nFozzy, 04 June 2016 - 05:22 AM.


#64 nFozzy

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Posted 04 June 2016 - 05:31 AM

Sorry, another collection issue, the spot targets aren't working properly because the automatic mapping of triggers is overriding the special scripting for the leapers.

 

Remove these switches from the collection "Triggers":

 

sw64

sw64t

sw65

sw65t

sw66

sw66t



#65 hauntfreaks

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Posted 04 June 2016 - 05:40 AM

Fozz when you get it all up to code please update the link so everyone has it... I will also when your done have a few graphic changes....

thanks for looking into all this.... will boogie man mode work correctly now?


Edited by hauntfreaks, 04 June 2016 - 05:41 AM.

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#66 nFozzy

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Posted 04 June 2016 - 05:44 AM

It's done... I might look into the script more over the weekend, but for now I just wanted to port it and fix the scale.

 

 

The only issue I've noticed is that when you enter the Boogie man dance mode from the spider wheel, the slings don't dance like they do in real life. Other than that It's very accurate to the real thing. It plays a tad slower, but overall it really feels great. Nice work!

I checked and the solenoids are all wired up correctly for this, but it's off by default in the game code. Check feature adjustment 32.


Edited by nFozzy, 04 June 2016 - 05:50 AM.


#67 Drybonz

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Posted 04 June 2016 - 06:17 AM

Thanks Fozzy... I think the ball motion is improved and I thought it was actually really smooth before.



#68 arngrim

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Posted 04 June 2016 - 07:16 AM

where are my changes to the script with controller.vbs? :(

 

i put them back in there in the rebuild version, looks amazing :): 

 

https://mega.nz/#!pl8T2AqC!xIdf-ipvPgKOmIMIkdsGQWwY14H5gYfdbsBHsmznKoU



#69 Drybonz

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Posted 04 June 2016 - 09:50 AM

Spider is working!  Thanks, Arngrim.    :)



#70 Epistaxis

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Posted 04 June 2016 - 01:54 PM

 

Have a question about the DMD. The DMD has some other script underneath it e.g. Wheel pos, Coffin Door, Loop Gate. is there a way to get ride of that or is that something this is used for testing, and until the table is ready for release?

Is this what you mean (screenshot)? Find the Line, ShowDMDOnly = 0  and change the zero back to '1'

attachicon.gifScared_DMDOnly = 0.JPG

SS VP91x_1.4.4 shown, re Line 57

 

Gregg

 

Yes that is it Gregg. Thanks I will try that when I get home tonight. 



#71 allknowing2012

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Posted 04 June 2016 - 02:14 PM

Just getting back to reading this - that is a VERY interesting find - porting vs creating new. Who can trace the differences down? Toxie? 


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#72 ScottyVH

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Posted 04 June 2016 - 03:01 PM

Wow!  I just discovered this thread and tried the latest post.  This table is turning out to be top notch!  It is amazing to see how fast the development has happened on this, especially since there doesn't seem to be a clear owner or leader -- just folks contributing fixes and updates in a somewhat haphazard manner.  Brilliant!

 

I made some of the changes above (like removing switches from the "Triggers" collection) but am not sure if I have made all changes right (it is hard to pick up what code and changes are in what post).  I can't get the spider to spin (in Desktop mode) but I will give it a try on my cab later to try the b2s controller.  

 

Great work on this amazing table!  I can tell this will quickly become a go-to demonstration table in my cab.


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#73 Drybonz

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Posted 04 June 2016 - 10:26 PM

 I can't get the spider to spin (in Desktop mode) but I will give it a try on my cab later to try the b2s controller.  

 

Hey Scotty, try the one from the mega link in Arngrim's post above (copy and paste the whole url)... it wasn't spinning for me either until that version.


Edited by Drybonz, 04 June 2016 - 10:26 PM.


#74 robertms

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Posted 05 June 2016 - 12:15 AM

It is amazing to see how fast the development has happened on this, especially since there doesn't seem to be a clear owner or leader -- just folks contributing fixes and updates in a somewhat haphazard manner.

 

I beg to differ Scotty, hauntfreaks took interest and that's how s**t gets done! Ever since he got his VIP badge the man is a force to be reckoned with  ;)


Edited by robertms, 05 June 2016 - 12:25 AM.

Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#75 allknowing2012

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Posted 05 June 2016 - 01:54 AM

I dont know if Argrim's version is the latest or not - I assumed it was -- it runs smooth on my cab 60fps vs 45fps with the other version. There are a couple of items that need addressing though. 

The apron is to wide and the autoplunger doesnt work as the ball moves off to the side - almost like the plunger lane is too wide now or something like that.

The plunger wall is too low as mentioned earlier.

 

It was mentioned that the slingshots should dance during certain actions - perhaps (and I havent looked yet) the solenoids are not actioned in the script - liekly they only are dancing with switch hits which is all the authors would normally script as the solenoids firing is irrelevant for every other game.


Edited by allknowing2012, 05 June 2016 - 01:56 AM.

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#76 hauntfreaks

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Posted 05 June 2016 - 02:16 AM

here is the version with all the changes from Fozz, ICP, Arngrim

I've cleaned up some images, resized the apron to fit, adjust the plunger lane so it doesn't center drain as much

also added a few more normal maps to the primitives

 

https://www.dropbox....ngrim).rar?dl=0


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#77 Drybonz

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Posted 05 June 2016 - 02:17 AM

I'm comparing to the PA version because I don't have access to the actual table, and I'm not sure if it's due to object placement or ball motion, but it's really hard, almost impossible to bounce the ball from one flipper to the other, while in PA it works normally.

 

*edit*  HF this is before the version you just posted... going to test now.


Edited by Drybonz, 05 June 2016 - 02:18 AM.


#78 hauntfreaks

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Posted 05 June 2016 - 02:30 AM

LOL.... man you better watch saying your comparing VPX to TPA.... they will bring out the torches and pitchforks  ;)


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#79 Drybonz

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Posted 05 June 2016 - 02:33 AM

lol... yeah I figured it was not the best idea... but I'm pretty much a beginner with my pinball skills so I have to test against something else to make sure it's not just my noob-ish-ness.

 

You know what I mean though, with the flipper to flipper pass?  In this VPX build, it just bouces up instead of to the other flipper.



#80 nFozzy

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Posted 05 June 2016 - 02:35 AM

The problem is this : the table is not finished in the slightest. Give it time.