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VP10 table testing - available right here!


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#921 gtxjoe

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Posted 07 June 2015 - 02:23 PM

Kingpin Sudden Death.  I have been tinkering with this on and off for a while.  I can monitor the power meter lights but not sure if I can reliably determine if its counting down.  Let me see if I can figure anything out from the flipper solenoid behavior.



#922 markrock76

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Posted 07 June 2015 - 02:37 PM

Just played new Kingpin beta with backglass running with average of 175 fps.  Never dropped below 155-160.  Game was about 20 mins.  4 Billion.  Great game.  Wish my physmod tables played this well.  They consistently drop fps after about 10 mins of play to below 100.  Usually 75-85 fps with them.  Loving VPX performance and lighting.  Makes me extremely excited for future of VP

 

Oh yeah, I never noticed any stutter with Kingpin


Edited by markrock76, 07 June 2015 - 02:38 PM.


#923 ClarkKent

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Posted 07 June 2015 - 02:45 PM

Until sudden death works it would be good to cut power to the flippers when there in no light on the power meter - otherwise you can continue to play

#924 ICPjuggla

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Posted 07 June 2015 - 02:47 PM

Until sudden death works it would be good to cut power to the flippers when there in no light on the power meter - otherwise you can continue to play


It is a beta (meaning not done)... So......

lol :-)

Edited by ICPjuggla, 07 June 2015 - 02:48 PM.

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#925 Scorpion

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Posted 07 June 2015 - 05:08 PM

Hello.

Who made Tri Zone vpx?

have a problem...you can launch only the first ball, then it is impossible play other balls, another your pinball have same problem, but now i do not remember what....

Greetings



#926 gtxjoe

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Posted 07 June 2015 - 05:50 PM

KingPin - Nice work on this table.  Feedback

 

1)Shooting the left loop does not consistently return to the right flipper.  Sometimes it returns to the left flipper.

2) The ball circles the Hideout hole.  If should probably just fall into it.

3) Here is a way to kill the flippers after Sudden Death (I know the flipper solenoids aren't used because of the way they behave, but this will monitor them to kill the flippers when needed).  Two changes

 

Replace Sub Table_Keydown section with this:

Sub Table_KeyDown(ByVal Keycode)

 	If Keycode = LeftFlipperKey then 
 		Controller.Switch(5)=1
		If bsTrough.balls < 4 and FlipperDisabled < 4 Then
			PlaySound "flipperup"
			LeftFlipper.RotateToEnd
			FlipperDisabled = FlipperDisabled + 1
		End If
 		Exit Sub
 	End If
 	If Keycode = RightFlipperKey then 
		Controller.Switch(6)=1
		If bsTrough.balls < 4 and FlipperDisabled < 4 Then
			PlaySound "flipperup"
			RightFlipper.RotateToEnd
			FlipperDisabled = FlipperDisabled + 1
		End If
 		Exit Sub
 	End If 

    If keycode = PlungerKey Then vpmTimer.PulseSw 14
    If vpmKeyDown(keycode) Then Exit Sub 
End Sub

and replace Sub SolLFlipper and Sub SolRFlipper with this

Dim FlipperDisabled
       Sub SolLFlipper(Enabled)
           If Enabled Then
				FlipperDisabled = 0
		   Else
				If bsTrough.balls = 4 Then
					Debug.print "soloff"
				    'PlaySound "flipperdown"
					LeftFlipper.RotateToStart
				end if 
           End If
       End Sub
     
       Sub SolRFlipper(Enabled)
           If Enabled Then
				FlipperDisabled = 0
		   Else
				If bsTrough.balls = 4 Then
					Debug.print "solof"
				    'PlaySound "flipperdown"
					RightFlipper.RotateToStart
				end if 

           End If
       End Sub


#927 cyberpez

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Posted 07 June 2015 - 05:53 PM

Here is a link to my Black Hole table.  Still definitely a beta.  I figure most of the top script options don't work.  But it should be fully playable as is.  I'm open to opinions on physics and lighting and whatnot.  I'm also interested to see what the table looks like on others systems.  Desktop and full screen look different on all of my computers..  I'm guess it has to do with them all running at different resolutions.  Bonus display also seems to act a little funny.  The numbers do not always look right??  

 

https://www.dropbox....X beta.vpx?dl=0



#928 kiwi

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Posted 07 June 2015 - 06:00 PM

Hello.

Who made Tri Zone vpx?

have a problem...you can launch only the first ball, then it is impossible play other balls, another your pinball have same problem, but now i do not remember what....

Greetings

Eccomi :D

Replace the core.vbs with what you find in this post.

http://www.vpforums....109#entry310618

 

Max



#929 hauntfreaks

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Posted 07 June 2015 - 08:14 PM

I didn't know we had a goal to reach. Here's a conversion of Hotdoggin' I did back when the first beta came out. I think I fixed everything to work with the latest version.
https://www.dropbox....0)vp10.vpx?dl=0

 

first... thanks for another great old table in VPX

 

this is the perfect example of a table being built to the correct proportions, and where it might seem the ball is smaller then normal.... thanks again for taking the time to do this for VPX


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#930 RYSr

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Posted 07 June 2015 - 11:42 PM

Kingpin UPDATED to a working version! I tested this one for a while, however I am only human and may have missed something. Please try it out and let me know if you still get crashing.

 

Same link as before

 

KingpinRC1_6-6-15-b

 

again, thank you everyone for the kind words so far! and rest assured we're still working on it. We all have ideas we want to implement, and by the time VP10 is out of beta I hope we have them all in place :)

 

hopefully next release we can implement the inserts that ClarkKent was working on if he'll allow.

 

Fren,

When I hit the ball up the right ramp the ball got stuck on the return trail where the 2 trails intersect, as if they were touching one another. Left ramp return works fine.

Then I went back and tried the 6/2 and the 8/31 version and had the same problem. I was running VPx version 2012.

So I tried updating to the latest version with the fixed core vbs, still the same problem.

I must have hit that ramp when playing the oldest version when you released it, and don't remember having a problem.

Rich



#931 sliderpoint

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Posted 07 June 2015 - 11:45 PM

Been awhile since I posted an update.  So here is an official update post for TAF.  It's no longer a test and it's on to an actual WIP now, so please update the links to the new file.  Lots of updates in the prims, scripts, lights, etc... incl. mild updates to physics to make it more playable.  And still lots to do for what I want it to be when it's done.

 

TAF

 

-Mike

 

VP%20TAF%20SS.png



#932 freneticamnesic

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Posted 07 June 2015 - 11:55 PM

Now that's a good looking build....



#933 Guus

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Posted 08 June 2015 - 12:05 AM

TAF looks awesome  :otvclap:  , only the playfield should be a bit darker compared to the lights, in my opinion.



#934 The Loafer

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Posted 08 June 2015 - 12:32 AM

With Vp10, the user can take care of the lighting themselves :)

#935 hauntfreaks

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Posted 08 June 2015 - 01:57 AM

Here is a link to my Black Hole table.  Still definitely a beta.  I figure most of the top script options don't work.  But it should be fully playable as is.  I'm open to opinions on physics and lighting and whatnot.  I'm also interested to see what the table looks like on others systems.  Desktop and full screen look different on all of my computers..  I'm guess it has to do with them all running at different resolutions.  Bonus display also seems to act a little funny.  The numbers do not always look right??  

 

https://www.dropbox....X beta.vpx?dl=0

 

for me Blackhole will not load the ball into the plunger lane.... I can hear it trying... I see in the editor a line of kickers in the load tunnel... I've never seen that before... any ideas??


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#936 freneticamnesic

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Posted 08 June 2015 - 02:14 AM

rebuilding my fast draw reflections mod in vp10

used the export obj and mirrored everything in blender, much faster than the previous method! this should take too long to finish up. still need to adjust lighting and add the script in

0iWFyal.jpg



#937 randr

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Posted 08 June 2015 - 02:23 AM

Wow! She looks super! I've fallen so far behind in vp10 may be hard to catch up

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#938 cyberpez

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Posted 08 June 2015 - 02:41 AM

 

Here is a link to my Black Hole table.  Still definitely a beta.  I figure most of the top script options don't work.  But it should be fully playable as is.  I'm open to opinions on physics and lighting and whatnot.  I'm also interested to see what the table looks like on others systems.  Desktop and full screen look different on all of my computers..  I'm guess it has to do with them all running at different resolutions.  Bonus display also seems to act a little funny.  The numbers do not always look right??  

 

https://www.dropbox....X beta.vpx?dl=0

 

for me Blackhole will not load the ball into the plunger lane.... I can hear it trying... I see in the editor a line of kickers in the load tunnel... I've never seen that before... any ideas??

 

 

Weird,  I had issues with that early on in my conversion, but not for a while.  Click wall59 (the apron)  and choose Top Visible and uncheck it..  what happens to the balls when you start the game?  do they pile up or?  When the table loads its supposed to create 3 balls and kick them to the first three kickers..  then when the game starts it kicks the first ball the the plunger lane and advances the others..



#939 RYSr

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Posted 08 June 2015 - 02:48 AM

 

Kingpin UPDATED to a working version! I tested this one for a while, however I am only human and may have missed something. Please try it out and let me know if you still get crashing.

 

Same link as before

 

KingpinRC1_6-6-15-b

 

again, thank you everyone for the kind words so far! and rest assured we're still working on it. We all have ideas we want to implement, and by the time VP10 is out of beta I hope we have them all in place :)

 

hopefully next release we can implement the inserts that ClarkKent was working on if he'll allow.

 

Fren,

When I hit the ball up the right ramp the ball got stuck on the return trail where the 2 trails intersect, as if they were touching one another. Left ramp return works fine.

Then I went back and tried the 6/2 and the 8/31 version and had the same problem. I was running VPx version 2012.

So I tried updating to the latest version with the fixed core vbs, still the same problem.

I must have hit that ramp when playing the oldest version when you released it, and don't remember having a problem.

Rich

 

UPDATE:

The problem happens on my desktop PC, I upgrade the new versions there first.

I tried running the 6/31 and the 6/2 version of Kingpin on my Cabinet which is still at VPX version 1996 and I don't have the problem with the ball returning on the ramp. So the problem my be in my desktop setup.

I tried reverting the desktop to version 1996 even deleted the NV ram file, reran setup on vpmame and the ball still stops on the return wire trail from the right ramp.

I,m out of ideas, What would cause the ball return rails to loose their height separation?

Anyone have an idea?

Rich

 

2nd Update:

I copied over the vpinmame.dll and reran setup again, and the problem is gone!


Edited by RYSr, 08 June 2015 - 03:42 AM.


#940 sliderpoint

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Posted 08 June 2015 - 04:26 AM

rebuilding my fast draw reflections mod in vp10
used the export obj and mirrored everything in blender, much faster than the previous method! this should take too long to finish up. still need to adjust lighting and add the script in
0iWFyal.jpg

That's cool. How did that work? Semi transparent playfield?
-Mike