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Whirlwind v1.4.8 VP9


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#61 Noah Fentz

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Posted 01 January 2010 - 12:21 AM

QUOTE (StevOz @ Dec 31 2009, 06:43 AM) <{POST_SNAPBACK}>
Great update, the plunger adjustment is very good and what do you know I can now play it at 1600x1200@16 bit with HR on with my ol' 6800GS (256MB) so it looks fantastic, go figure? Maybe it was those resized images that were bigger then 1024x1024, either way, it's all good! smile.gif


Cool, glad you like the plunger. The only issue I had with it was the Scatter Velocity wasn't working to add some more variance to the plunger. The only target I can hit for the skill shot is the bottom one.

I'll have to continue tweaking it a bit.

I also noticed the left-most top bumper wasn't scripted properly, so expect one more update in the very near future.


@ Everyone - Thank you for the kind words and wonderful compliments! I really hope you enjoy the lighting effects, because all of our tables will be done in that style.

-Noah

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#62 StevOz

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Posted 01 January 2010 - 01:33 AM

Yes trying to recreate an analogue device such as plunger within a digital environment is always going to be difficult to get that feel right. On a real machine I was rather accurate with the plunger and used to spin the plunger on release, plunger tip #4. smile.gif

Actually can you do that with that wizard controller?

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#63 Noah Fentz

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Posted 01 January 2010 - 01:35 AM

The spin? Probably not.

I will add PBW support in the next update, btw.

Can you hit any other target than the bottom one, Steve?

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#64 StevOz

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Posted 01 January 2010 - 01:43 AM

No, it's seems to hit the bottom target or fall just below it or just above the target bank.


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#65 Noah Fentz

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Posted 01 January 2010 - 01:44 AM

Alright.

I've stretched the stroke length about as much as I can and the pull speed is definitely as slow as I'd like to go.

I'll just have to add in a little randomness to be able to hit all three.

Thanks, Steve.

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#66 KEG

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Posted 01 January 2010 - 01:45 AM

I get the same results.


#67 destruk

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Posted 01 January 2010 - 03:43 AM

QUOTE (StevOz @ Dec 31 2009, 06:33 PM) <{POST_SNAPBACK}>
Yes trying to recreate an analogue device such as plunger within a digital environment is always going to be difficult to get that feel right. On a real machine I was rather accurate with the plunger and used to spin the plunger on release, plunger tip #4. smile.gif

Actually can you do that with that wizard controller?


You can spin the plunger on a pinball wizard, however, since true ball spin isn't a part of the physics engine for VP and FP, it won't make any difference.

Build a fire, vipers love the heat.


#68 SILVERBALL

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Posted 01 January 2010 - 05:22 AM

I don't think I saw this mentioned, but I saw the ball pass through the right ramp and into the kicker behind it. I thought I was seeing things at first but then it happened twice again. It's occurence depended on the angle of the ball as it approached the ramp. Otherwize its performs quite well and I have a ATI 4850 512mb card.

Awesome job guys. I have the 360 phof version and this is much better.

Looking forward to your next set of tables.

PS - Was Fish Tales in you cue ? Thatsis a fav of mine. Happy New Year.

#69 rdeejay

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Posted 01 January 2010 - 09:39 AM

QUOTE (SILVERBALL @ Jan 1 2010, 05:22 PM) <{POST_SNAPBACK}>
PS - Was Fish Tales in you cue ? Thatsis a fav of mine. Happy New Year.


Check out my WIP thread


#70 Hansaplast

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Posted 01 January 2010 - 10:54 PM

Awesome table! Worship.gif

#71 humid

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Posted 02 January 2010 - 01:54 AM

You guys have created a real gem with the lighting and crisp gameplay. Great job with the physics on the spinners, I want to play this more but it keeps telling me to head to the cellar. Thanks for taking the extra time to make this play so sweet.
I tawt I gawt a weepway

#72 Noah Fentz

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Posted 02 January 2010 - 02:03 AM

QUOTE (SILVERBALL @ Jan 1 2010, 12:22 AM) <{POST_SNAPBACK}>
I don't think I saw this mentioned, but I saw the ball pass through the right ramp and into the kicker behind it. I thought I was seeing things at first but then it happened twice again. It's occurence depended on the angle of the ball as it approached the ramp. Otherwize its performs quite well and I have a ATI 4850 512mb card.


The right ramp is a drop ramp. I'll be adding a PF shadow under the anchor in the next (and final) update.

So, this means the next update will include...
  • Pinball Wizard analog plunger support.
  • Shadow under drop ramp.
  • Minor physics tweaks that I've been testing.
  • Improved plunger for skill shot.
  • GI off state for turntables.
  • Drop ramp shadow.


I think that's it...

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#73 UncleReamus

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Posted 02 January 2010 - 02:06 AM

Dont forget the shadow under the drop ramp wink.gif

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#74 StevOz

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Posted 02 January 2010 - 02:08 AM

What no support for the fan topper? smile.gif

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#75 Noah Fentz

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Posted 02 January 2010 - 02:20 AM

Would you like a sound effect for the fan, Steve?

I think that's the best we can do...

...but who knows anymore. Seems this past year marks a lot of firsts for VP. I don't think a fan would be unthinkable these days.

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#76 destruk

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Posted 02 January 2010 - 02:34 AM

It would be really cool if there was a shadow for the drop ramp. That way when the ramp was up you could tell, and when it is down it would look better.

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#77 Marton

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Posted 02 January 2010 - 06:36 AM

Excellent, just excellent. The quality of this table is amazing. Well done, guys!
Minor remarks:
1) The Right Ramp is missing the black plates (where the up-down mechanism is) so it looks all transparent when it shouldn't be. Check this picture: http://www.perfectam.....0Upper PF.jpg
2) Flipper settings may need to be adjusted. I found it impossible to make two ramp shots in a row.
3) The cellar kickout should spit the ball somewhat slower.
4) When in Multiball, if two balls get into the cellar, it should spit them together and not one by one as it is now.
5) The sweep shot can't be made on the drop targets, by lowering the three at once by a precise shot at the right angle with the left flipper. Only the bottom target gets hit and it diverts the ball so it can't hit the other two and the 100K target like on the real game.

Keep it up!!

#78 Noah Fentz

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Posted 02 January 2010 - 06:42 AM

The next update will address most of these issues.

Thanks for being thorough in your review. It helps make our recreations as close as possible to the real deal.

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#79 Wizards_Hat

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Posted 02 January 2010 - 07:09 AM

Firstly, just want to say thanks to the authors for this table.

I own a Whirlwind & I disagree with some of these points:
QUOTE (Marton @ Jan 2 2010, 06:36 AM) <{POST_SNAPBACK}>
Excellent, just excellent. The quality of this table is amazing. Well done, guys!
Minor remarks:
1) The Right Ramp is missing the black plates (where the up-down mechanism is) so it looks all transparent when it shouldn't be. Check this picture: http://www.perfectam.....0Upper PF.jpg
2) Flipper settings may need to be adjusted. I found it impossible to make two ramp shots in a row.
3) The cellar kickout should spit the ball somewhat slower.
4) When in Multiball, if two balls get into the cellar, it should spit them together and not one by one as it is now.
5) The sweep shot can't be made on the drop targets, by lowering the three at once by a precise shot at the right angle with the left flipper. Only the bottom target gets hit and it diverts the ball so it can't hit the other two and the 100K target like on the real game.

Keep it up!!

2 - I hit 3 in a row on this table
3 - I find mine is very variable....sometimes it's very fast out of the cellar, sometimes a trickle
4 - mine spits them out one at a time

I know different copies of the same machine can play very differently, so you may find others very different to that and more like you described.
I didn't know the game very well at all before I got it, & the one I have I "rescued" from death - found it in a junk shop in terrible condition, but did a complete strip-down & rebuild - seems to play very smooth now....but somethings, like the cellar kick-out, could be just plain wrong.

Regards,
Dan.
A wizard only needs one ball...but can handle six.

#80 Noah Fentz

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Posted 02 January 2010 - 07:12 AM

I am getting conflicting reports on the Cellar kickers and drop targets, as well.


As far as the kickers, they are handled by VPM, so they are not going to change.

The targets, I've been told can be swept. They are at the perfect angle for such a feat.


I'll be watching some videos before I make the final changes, but will do my best to make it as accurate as possible.

Thanks for all the input.

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The future of pinball lives, it just needs to be nurtured!
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