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Elvira and the Party Monsters VP91x 1.1


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#61 Necro

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Posted 06 May 2011 - 03:07 AM

QUOTE (mwong168 @ May 6 2011, 03:59 AM) <{POST_SNAPBACK}>
QUOTE (Necro @ May 5 2011, 10:44 PM) <{POST_SNAPBACK}>
Hrm...for some reason the transparent ramp and plastic overlays aren't transparent for me. They are a light gray you can't see through. Any ideas? Definitely loading in 9.1.2...


Is your playfield monitor set to 16bit or 32bit? Make sure it is 32bit if not and HD render is checked off in the Video Preferences in VP.


Was just coming back to delete smile.gif As I was trouble shooting and getting ready to make a post in the help forum, I went to reconfirm my resolution settings. My desktop, for some reason, was set at 16bit...

I think I did it for some old emulator a few weeks back and completely forgot.

Changing it to 32bit resolved the issue. And thanks! smile.gif


#62 drunkeykong

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Posted 16 May 2011 - 12:55 AM

I was just wondering if anyone else had this problem? When I play the table and shoot the ball up the monster slide ramp it comes back down (after going out of view behind the backboard) it will never come down the slide to the right inlane. I will try to download the table again, also in the editor everything in that area seems to be adjusted properly as far as ramp height etc. and nothing seems to be blocking it.

#63 drunkeykong

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Posted 16 May 2011 - 01:30 AM

QUOTE (drunkeykong @ May 16 2011, 01:55 AM) <{POST_SNAPBACK}>
I was just wondering if anyone else had this problem? When I play the table and shoot the ball up the monster slide ramp it comes back down (after going out of view behind the backboard) it will never come down the slide to the right inlane. I will try to download the table again, also in the editor everything in that area seems to be adjusted properly as far as ramp height etc. and nothing seems to be blocking it.



Re-downloaded the table and now it works perfectly, I guess something got corrupted in my initial DL? Thanks for a great table!

DK.

#64 kiwi

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Posted 17 August 2012 - 07:51 AM

Take a look at the sound of the slingshot, the sound is doubled, the sound is in the solenoids and in the animation of slingshots (Switches).
The same thing for the VUK (Popper Sound),Table Init (Ball Popper-VUK) and in the line 658 of script (sw32a).
Just to remind you that the light "l1" does not have the right images.

Thanks

Max

#65 jpsalas

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Posted 17 August 2012 - 05:15 PM

QUOTE (kiwi @ Aug 17 2012, 09:51 AM) <{POST_SNAPBACK}>
Take a look at the sound of the slingshot, the sound is doubled, the sound is in the solenoids and in the animation of slingshots (Switches).
The same thing for the VUK (Popper Sound),Table Init (Ball Popper-VUK) and in the line 658 of script (sw32a).
Just to remind you that the light "l1" does not have the right images.

Thanks

Max



Thanks kiwi! smile.gif

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


#66 jpsalas

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Posted 22 September 2012 - 07:24 AM

Update 1.2
- fixed l1 lights and solenoid sounds (thanks kiwi)
- a few new graphics (playfield, transparent ramps ++)
- new script, ball collision, and plunger

I want to thanks thewool for sending a new playfield for the table, but I ended up fixing my old playfield because when I resized the playfield and made it darker it wasn't too different than the old one. But what I did is to use the image of Elvira and fixed some lights. So, thewool, you work wasn't for nothing :)

These updates of my older VP9 tables are mostly to add higher resolution playfield images, and changing them from JPG to PNG to remove artifacts added by the JPG compression.
I also add my plunger made with alpha ramps, with the script ready for the motion plunger. And I also add the collision sub with the changes by destruk for the vpm tables, which makes it quite easy to add those collision sounds to vpm tables without changing the state of kickers.

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


#67 mach2

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Posted 22 September 2012 - 09:30 AM

thanks for the update JP :otvclap:

#68 serpiko

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Posted 22 September 2012 - 09:32 AM

Perfect update . :otvclap:
Thank you JP

Edited by serpiko, 22 September 2012 - 09:33 AM.


#69 bolt

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Posted 22 September 2012 - 10:21 AM

Thank you for the update.
Posted Image

#70 arngrim

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Posted 22 September 2012 - 11:48 AM

Thx for the update.

So the B2s version is outdated now.

I understand more the choice of a B2s.server, it can be independant than the table release, as UVP is, but with better advantages, I hope :)

#71 thewool

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Posted 22 September 2012 - 12:13 PM

You could easily add the B2S to this version of the table. Use Rosve's Addams Family B2S DIY version for a guide and make the necessary changes yourself. Have a go it's really not that difficult.

#72 hmueck

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Posted 22 September 2012 - 01:15 PM

You could easily add the B2S to this version of the table. Use Rosve's Addams Family B2S DIY version for a guide and make the necessary changes yourself. Have a go it's really not that difficult.

That actually worked great! Now i also have The Addams Family as B2S table. Never saw that thread before.

Thanks very much thewool!
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#73 rob046

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Posted 22 September 2012 - 07:33 PM

Update 1.2
- fixed l1 lights and solenoid sounds (thanks kiwi)
- a few new graphics (playfield, transparent ramps ++)
- new script, ball collision, and plunger

I want to thanks thewool for sending a new playfield for the table, but I ended up fixing my old playfield because when I resized the playfield and made it darker it wasn't too different than the old one. But what I did is to use the image of Elvira and fixed some lights. So, thewool, you work wasn't for nothing :)

These updates of my older VP9 tables are mostly to add higher resolution playfield images, and changing them from JPG to PNG to remove artifacts added by the JPG compression.
I also add my plunger made with alpha ramps, with the script ready for the motion plunger. And I also add the collision sub with the changes by destruk for the vpm tables, which makes it quite easy to add those collision sounds to vpm tables without changing the state of kickers.


I don't know what thewool is sending you, but did you know there are scans of PF's like this one & LOTR right here on this site? Maybe you guys aren't aware, but I believe the scans here are as nice as you could ever ask for. Done by Plumb/Capt Neo, so they are the best around.

Wish this could of come out a little sooner because this table is about to come out any day now for Pinball Arcade! So I'll probably be playing a lot of it soon, but I'll certainly still be grabbing this update.

#74 thewool

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Posted 22 September 2012 - 08:09 PM

Rob, of course I mentioned this to JP when I sent them to him, and I think this is where JP got his scans from in the first place.
The scans from CptNeo and Plumb are out of this world and are allowing a step up in the visuals of VP tables. I doff my hat off to them both :hi:

Edited by thewool, 22 September 2012 - 08:17 PM.


#75 arngrim

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Posted 22 September 2012 - 10:02 PM

Great, I already converted Addams Family to B2S when the guide was available, I thought the method was not always the same.

Will give it a try with this one, thanks Thewool ;)

You could easily add the B2S to this version of the table. Use Rosve's Addams Family B2S DIY version for a guide and make the necessary changes yourself. Have a go it's really not that difficult.



#76 xio

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Posted 06 October 2012 - 10:57 AM

JP, would you be so kind to explain me how you did find the solenoid number 32 for the "skull entry" flasher ? I've looked into the manual and it says that this flasher solenoid should be '08C with 12 energized', but why does that make 32 ?
Sorry if it's a dumb question, I'm trying to learn (see in the tutorial section) and got still much to do :)

#77 jpsalas

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Posted 06 October 2012 - 03:59 PM

The most normal way to it is to run the ROM tests. In this kind of table (a System 1 from Williams) you press the 8 key until the coil tests starts then you can read the number of the solenoid being fired. Take notes of the numbers and you are done :) On some games the solenoid numbers aren't shown, and only the names. In these cases you change a variable in the table init named .ShowDMDOnly. This is = 1 in normal operation, but by changing it to 0 you'll get more information in the vpm dmd. very useful during the test modes.

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


#78 xio

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Posted 06 October 2012 - 06:50 PM

Many thanks for this hint JP I did not know this vmp feature. I saw the #32 solenoid in the vpm window, don't know why it's not referenced in the manual.

#79 idoru

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Posted 18 November 2012 - 06:03 AM

what about the scores display eating on the flipper table ? And it seems that I'm the only one thinking the previous version was better in terms of physics.

#80 texacala

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Posted 01 December 2012 - 07:20 PM

Anyone know if version 1.1 is available somewhere? I tried 1.2 and it runs a bit slowly on my machine. I recall 1.1 running well but now it seems I've lost the file so I'm not able to compare the two.