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Serious Sam Pinball[Visual Pinball X Original]


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#61 luvthatapex

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Posted 11 December 2018 - 02:47 PM

Ack, nevermind. This is a roving battle and you check for completion on the last shot. Carry on! My mistake.

 

 

JP can you check Battle "Pit"? It looks like this is impossible to win. It should be 7 shots wins the battle (like Battle Copan), but there is no check for the number of shots.

 

Thanks!


Edited by luvthatapex, 11 December 2018 - 02:58 PM.


#62 jpsalas

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Posted 11 December 2018 - 03:59 PM

"The Pit" is a simple "Shoot the light", where one light lits up, and if you hit it then another light will lit up, and so on until the last light. They are always in the same order, and when you hit the last light then you win the battle. The last light is checked at lines 3388 +, and then you win the battle. I don't need any extra checks or variables, just the lights :) So yes, it is possible to win "The Pit" :)


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#63 luvthatapex

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Posted 13 December 2018 - 01:25 PM

The past 3 days I have been playing nothing but this game JP! Its that good! I like the battle modes and the ramping up music. the call outs are great and bring you into the serious sam universe. I feel like I'm battling the monsters with SAM!

I was able to enlarge the DMD and flip it for my pin2k which was just great so I was able to use a backglass without score panel. It looks great!

 

Is there any way to display the commas in the scores in the ULTRADMD? For example I'd like to see 2,500,000 not 2500000. That would be helpful!

 

I have just one constructive criticism of the game - Its too difficult on default settings. IMO there are too many shots for each battle. After about 25 games I had the shots dialed in pretty well, but its just too hard to progress.

There are 12 battles to complete. You give a healthy  number of extra balls along the way IF you can complete the battles. The multiballs help to complete the battles as you have described in your manual. The mystery award gives some substantial awards that also help, one of them (EXTRA BALL) is key! Would you consider a pop up setting for DEFAULT/EASY settings for the battles? This way players can enjoy more of the battles and achieve the mini wizard modes. Then if they get good enough they can change the setting to default and have a greater challenge?

 

In the meantime, I modified my copy to reduce the shots needed by half to complete battles (determined after about 100 plays). If someone would like to modify yours, I think you'll get farther in your battle and enjoy more of the game!.

Thank you JP for a wonderful game! 

 

--------

 

 

 

line 1842-1853 (just for the display)

            Case 1:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Spinners left", 100-SpinCount ''change 200 to 100 12-11-18
            Case 2:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Bumper hits left", 50-SuperBumperHIts 'change 100 to 50
            Case 3:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Ramp hits left", 5-ramphits 'change 10 to 5
            Case 4:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Orbit Hits left", 5-orbithits 'change 10 to 5
            Case 5:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot the lights", "Ball " & Balls
            Case 6:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot the lights", "Ball " & Balls
            Case 7:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the targets", 25-TargetHits 'change 50 to 25
            Case 8:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the targets", 10-TargetHits 'change 20 to 10
            Case 9:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot the captive ball", 5-CaptiveBallHits 'change 10 to 5
            Case 10:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot ramps and orbits", 5-RampHits 'change 10 to 5
            Case 11:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the blue targets", 10-TargetHits 'change 20 to 10
            Case 12:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the loops", 3-loopCount 'change 5 to 3
 
line 3057-3061
' change battle six to 3 shots to win instead of 7 12-11-18
If Light46.State = 2 Then
Light46.State = 0
Addscore 100000
WinBattle
                End If
 
'main rules changes in CheckWinBattle
Sub CheckWinBattle
    dim tmp
    tmp = INT(RND * 8) + 1
    PlaySound "fx_thunder" & tmp
    LightSeqInserts.StopPlay 'stop the light effects before starting again so they don't play too long.
    LightEffect 3
    Select Case NewBattle
        Case 1
            If SpinCount = 100 Then WinBattle:End if 'changed 200 to 100 12-11-18
        Case 2
            If SuperBumperHits = 50 Then WinBattle:End if  'changed 100 to 50 12-11-18
        Case 3
            If RampHits = 5 Then WinBattle:End if 'changed 10 to 5 12-11-18
        Case 4
            If OrbitHits = 4 Then WinBattle:End if 'changed 8 to 4 12-11-18
        Case 5
            'If Light44.State + Light45.State + Light46.State + Light47.State + Light48.State + Light49.State + Light50.State = 0 Then WinBattle:End if
            If Light44.State + Light45.State + Light46.State = 0 Then WinBattle:End if  'changed 7 shots to 3 shots to win 12-11-18
            If Light48.State + Light49.State + Light50.State = 0 Then WinBattle:End if  'changed 7 shots to 3 other shots to win 12-11-18
        Case 6
        Case 7
            If TargetHits = 25 Then WinBattle:End if  'changed 50 to 25 to win 12-11-18
        Case 8
            If TargetHits = 10 Then WinBattle:End if 'changed 20 to 10 to win 12-11-18
        Case 9
            If CaptiveBallHits = 5 Then WinBattle:End if 'changed 10 to 5 to win 12-11-18
        Case 10:
            If RampHits = 5 Then WinBattle 'changed 10 to 5 to win 12-11-18
        Case 11
            If TargetHits = 10 Then WinBattle:End if 'changed 10 to 5 to win 12-11-18
        Case 12
            If loopCount = 3 Then WinBattle:End if  'changed 5 to 3 to win 12-11-18
    End Select
End Sub
 


#64 jpsalas

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Posted 13 December 2018 - 02:47 PM

I wanted the table to be difficult to complete :) But it is easy to change as you have seen. I don't think I'll add an easy setting, you'll need to play hard to complete it.

 

I'll take a look at the commas in UltraDMD, I'm not sure if it is possible.

 

I'm planning a sequel :) This time the theme will be about Egyptian gods, and of course new music from the real game :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#65 luvthatapex

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Posted 13 December 2018 - 03:03 PM

A sequel with egyptian gods! I love that idea JP! that would exciting!



#66 Thalamus

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Posted 13 December 2018 - 03:14 PM

I agree in that the game is difficult and that is also why I love it so much. Most VP games isn't hard enough and I get bored playing them easily. I often change them to play harder and hopefully more true to the regular machines. Take Diablo pr. example. It is a very nicely made game. But, well - when you manage to crash the upper limit of what UltraDMD has to offer, then it is time for some changes. To be honest. That table I've left alone ever since, but, I offer it to my family when they are on visit. They ain't pinball freaks and are happy when they feel they've become pinball wizards with high scores ;-)


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#67 luvthatapex

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Posted 13 December 2018 - 07:22 PM

JP I did some reading on UltraDMD and found the way to support commas in the scoreboard.

 

Anywhere you write DisplayScoreboard, change this to DisplayScoreboard00 and UltraDMD will put commas in the scores!

 

 

 

I wanted the table to be difficult to complete :) But it is easy to change as you have seen. I don't think I'll add an easy setting, you'll need to play hard to complete it.

 

I'll take a look at the commas in UltraDMD, I'm not sure if it is possible.

 

I'm planning a sequel :) This time the theme will be about Egyptian gods, and of course new music from the real game :)



#68 jpsalas

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Posted 14 December 2018 - 03:19 AM

Yes, I know about DisplayScoreboard00, but it has never worked for me. I only get an error:

"Value cannot be null. Parameter name: image"

That's why I have not used it.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#69 Thalamus

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Posted 14 December 2018 - 05:05 AM

Have a feeling JP that it is related to your locale on the PC. Run it with English and it ok ?!


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#70 Outhere

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Posted 14 December 2018 - 05:16 AM

I added this (DisplayScoreboard00) to about a dozen UltraDMD tables, seems to be working fine maybe more testing is needed - The only one It didn't like is wizard of oz

Maybe what Thalamus said



#71 jpsalas

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Posted 14 December 2018 - 07:30 AM

I'll try that. But if it works then it means it will only work in the US (or maybe in the UK too).


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Next table? A tribute table to Stern's Foo Fighters


#72 Thalamus

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Posted 14 December 2018 - 08:02 AM

That's right. I've had several issues with UltraDMD and it seems that all odd cases are fixed as soon you change it. Last was Jaws by Randr. We still have some odd things happening here and there where locale is the culprit. nFozzy came up with a fix for regular scripts. If you really need to run it as US. You can inside the script itself use 'setlocale (1033)'. Not so easy for UltraDMD it seems. I've made UltraPeepi aware. Don't know if we ever see a new and improved version though. Could it be that '.' is defined as a legal character but ',' is not ?


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#73 jpsalas

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Posted 14 December 2018 - 10:34 AM

NOT TRUE: Yes, that was the problem with UltraDMD. I changed the locale to English(US), and that changed all the "," with "." in numbers , and UltraDMD didn't complain anymore.

 

Edit: Actually it has nothing to do with a "." or a "," to separate the numbers. In the Norwegian there is not defined a symbol to do use between numbers, and when changing the language format to English, that symbol was defined to ".". And what caused UltraDMD to crash with an error was that that symbol was not defined. The English(US) uses a "." as the synbol, but I changed that to a "," and UltraDMD used a comma between the numbers. So, all I needed to do was to choose a symbol and then ULtraDMD worked fine. I tried several laguage formats and all them sets a symbol, so I guess Microsoft forgot to add that to the Norwegian formats Then I guess I can start using DisplayScoreboard00 instead DisplayScoreboard and almost nobody, but norwegians, will get the error :)

 

So it was not an UltraDMD problem, but a Windows problem (or a Microsoft problem :) )

 

UltraDMD will use any symbol that is defined as a the symbol used to group numbers. I even tried ' and it worked fine too.


Edited by jpsalas, 14 December 2018 - 11:20 AM.

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Next table? A tribute table to Stern's Foo Fighters


#74 Thalamus

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Posted 14 December 2018 - 12:01 PM

Hmm. Interesting. Good find JP !


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#75 Wizball

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Posted 14 December 2018 - 12:57 PM

Are you sure that the symbol was not set? Could it not just have been a space? Having a space as a thousands separator (formatting ten million as "10 000 000") is common in Swedish. It might be in Norwegian as well.

 

Edit: I see, the thousands separator is a non-breaking space, and the code assumes no character could ever have an ASCII value higher than 128  :facepalm: 


Edited by Wizball, 14 December 2018 - 01:07 PM.


#76 jpsalas

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Posted 14 December 2018 - 03:28 PM

I just saw it was empty, so I assumed it was nothing there, but I guess it was a space (or a non-breaking space). Well, at least we have discovered why I never got that DisplayScoreboard00 working on my computers :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#77 luvthatapex

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Posted 15 December 2018 - 01:12 PM

JP, it looks like there is a defect in the playfield x scoring. The playfield X light seems to carry forward to other players in a multiplayer game but the multiplier does not affect other players scores.

Perhaps the playfield X lamp isn't reset between players? I got 2x playfield on player 2 and the insert was lit for the entire game for all players. I don't know if this occurs in single player mode or on 3x,4x,5x..



#78 jpsalas

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Posted 15 December 2018 - 09:44 PM

I'll take a look at the table when I come back home next Saturday. I don't think that it is what I wanted :) I guess I forgot to reset those lights.


If you want to check my latest uploads then click on the image below:

 

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Next table? A tribute table to Stern's Foo Fighters


#79 luvthatapex

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Posted 17 December 2018 - 06:11 PM

This game is so addicting and fun. I even flip a few games before work!

 

One more quick issue if I may, JP,

 
1)  EXTRA BALL awarded doesn't light the SHOOT AGAIN lamp. Around line 1375. And I changed EXTRA BALL IS LIT to EXTRA BALL since it is awarded immediately.
 
    If NOT bExtraBallWonThisBall Then
        DMD " ", "EXTRA BALL", 2000
        LightShootAgain.State = 1 'light the shoot again lamp 12/16/18


#80 jpsalas

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Posted 17 December 2018 - 07:29 PM

I'll take a look at the changes when I come back home in the weekend :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters