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Medieval Madness VP915 [VP 9.x Desktop]


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#81 jpsalas

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Posted 27 February 2011 - 08:19 AM

I'll take a look at the trolls when I'll add the alpha transparency to the ramps. But it should be fine if you can write here your findings about the flippers smile.gif

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#82 grimwasere

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Posted 27 February 2011 - 11:09 AM

QUOTE (hwl @ Jan 20 2011, 04:40 PM) <{POST_SNAPBACK}>
Thanks for this amazing table, undoubtedly my favourite for VP.

Just one question regarding the table's rules:
To start Multiball Madness I'm supposed to hit Merlin's whenever any of the Joust-, Damsel- etc. Madness lights are lit, right? Is there any additional condition that must be met in order to start Mutliball Madness? It seems to me that activation of Multiball Madness is rather random, as even though the lights are lit it doesn't activate from time to time for some reason.

Again, thanks for this awesome table! smile.gif


you have to complete 1 cycle of joust or trolls or damsel etc and then you get multiball and will not get it again until all 5 are completed and youve done royal madness then it starts allover and you can do it again for another multiball

#83 lettuce

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Posted 27 February 2011 - 11:14 AM

QUOTE (jpsalas @ Feb 27 2011, 06:49 AM) <{POST_SNAPBACK}>
yes, hatuka, I have plans on doing that when I'll update the tables with alpha transparency. smile.gif


Yeah JP make your tables harder haha smile.gif. Is it possible to add settings on table start up to have a difficulty setting, for instance normal and hard??

Edited by lettuce, 27 February 2011 - 11:17 AM.


#84 grimwasere

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Posted 27 February 2011 - 11:24 AM

well i found this is the best table i ever played me and my friend hammer it for nights on end and cant get off it so thank you jp you made me very happy.

i get a small problem and dont know what causes it i got 4 led lights running off it and randomly very rarely the sound goes but only the sound off the dmd roms the flipper and bumper sounds are still there then when you lose the ball it comes back fine,

anyone know or seen this happen on theirs

#85 DedRok_V

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Posted 27 February 2011 - 02:18 PM

QUOTE (lettuce @ Feb 27 2011, 10:14 PM) <{POST_SNAPBACK}>
QUOTE (jpsalas @ Feb 27 2011, 06:49 AM) <{POST_SNAPBACK}>
yes, hatuka, I have plans on doing that when I'll update the tables with alpha transparency. smile.gif


Yeah JP make your tables harder haha smile.gif. Is it possible to add settings on table start up to have a difficulty setting, for instance normal and hard??


There should be bookkeeping / adjustment settings ,very easy , easy , normal , hard , very hard.
Open the coin door and go into the adjustments.




Blueprint game : up to date list http://www.vpforums....s...st&p=147107

#86 lettuce

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Posted 27 February 2011 - 02:32 PM

QUOTE (DedRok_V @ Feb 27 2011, 02:18 PM) <{POST_SNAPBACK}>
QUOTE (lettuce @ Feb 27 2011, 10:14 PM) <{POST_SNAPBACK}>
QUOTE (jpsalas @ Feb 27 2011, 06:49 AM) <{POST_SNAPBACK}>
yes, hatuka, I have plans on doing that when I'll update the tables with alpha transparency. smile.gif


Yeah JP make your tables harder haha smile.gif. Is it possible to add settings on table start up to have a difficulty setting, for instance normal and hard??


There should be bookkeeping / adjustment settings ,very easy , easy , normal , hard , very hard.
Open the coin door and go into the adjustments.



but that wont change the speed of the table, slope of the ramps, or how easy hard it is to shot certain target on the table based on whatever settings JP uses for his flippers thought will it??

#87 DedRok_V

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Posted 27 February 2011 - 02:49 PM

No, it only changes the settings of time to collect in rounds, ball saver times on or off, xtra balls ,etc, etc.




Blueprint game : up to date list http://www.vpforums....s...st&p=147107

#88 scott-Detroit Pinball

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Posted 27 February 2011 - 05:40 PM

QUOTE (DedRok_V @ Feb 27 2011, 09:18 AM) <{POST_SNAPBACK}>
QUOTE (lettuce @ Feb 27 2011, 10:14 PM) <{POST_SNAPBACK}>
QUOTE (jpsalas @ Feb 27 2011, 06:49 AM) <{POST_SNAPBACK}>
yes, hatuka, I have plans on doing that when I'll update the tables with alpha transparency. smile.gif


Yeah JP make your tables harder haha smile.gif. Is it possible to add settings on table start up to have a difficulty setting, for instance normal and hard??


There should be bookkeeping / adjustment settings ,very easy , easy , normal , hard , very hard.
Open the coin door and go into the adjustments.



The best way I have found to make JP's tables harder (I mean no disrespect to JP) is to move the the posts and open up the outlanes to make them wider, It can be very difficult because of all the layering involved that JP uses in creating the graphics to make the perfect visual layout of the table.
I have done this with AFM but have not tried it with MM yet.

I wish there was a setting in visual pinball that allowed you to do this easier, it is very common in real pinball to physically change these posts. Most of the newer Sterns, I almost always have to do this to keep game times to what I consider "ideal" that is from 5 minutes to 20 minutes max-- your absolutely best game .

Just another thought
Scott
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#89 BigBoss

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Posted 05 March 2011 - 01:40 AM

QUOTE (jpsalas @ Feb 27 2011, 12:19 AM) <{POST_SNAPBACK}>
I'll take a look at the trolls when I'll add the alpha transparency to the ramps. But it should be fine if you can write here your findings about the flippers smile.gif

I took a look at the other medieval madness here: http://www.vpforums....u...l&f_id=2934

While yours looks and plays a lot better (and I do mean a lot better), the trolls in the other one not only look right (aren't blocks) but the collision detection is right. The ball never seems to bounce off the troll without being a hit. You may want to take a look at these for an idea if you get time.

QUOTE
The best way I have found to make JP's tables harder (I mean no disrespect to JP) is to move the the posts and open up the outlanes to make them wider, It can be very difficult because of all the layering involved that JP uses in creating the graphics to make the perfect visual layout of the table.
I have done this with AFM but have not tried it with MM yet.

I have found the best way to make MM and AFM more realistic as for difficulty is to fix the flipper settings. The current ones are so over powered that the ramp shots are always a hit. On the real games, the ramp shots are often half up and then back down. I believe my AFM now plays very close to the real AFM. (I own a real AFM and MM to compare). Using JP's AFM 2.2, the flipper settings I used are:
Speed: 0.955
Strength: 0.12
Elasticity: 0.7
Scatter: 0
Return Strength: 0.05
Recoi: 0
Power-law: 2
Oblique: 4
Start and end angles 66 / 121 (-66 / -121)

The same applies for ARFM 2.2 except:
Oblique: 7.5
Start and end angles: 68/121

I haven't dialed this in for MM yet, but the same settings are not working quite as well.
Oblique: 7.5
Start and end angles: 67/116
On MM, the ball doesn't go up the middle as often as on the real machine. The oblique going too high makes for unbelievable shots instead of correcting it. These settings are close, though.





#90 gStAv

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Posted 05 March 2011 - 07:59 AM

Thanks BB! Love these real machine vs vp table tune ups! biggrin.gif
Will try it out for sure!

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#91 settingsons

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Posted 05 March 2011 - 09:18 PM

QUOTE (gStAv @ Mar 5 2011, 08:59 AM) <{POST_SNAPBACK}>
Thanks BB! Love these real machine vs vp table tune ups! biggrin.gif
Will try it out for sure!


Same here - thanks man for sharing those settings. Makes the play even more authentic.

#92 anim8ormatt

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Posted 29 March 2011 - 03:21 PM

I love this table, But the trolls don't pop up for me, The hits for the trolls register on either side of the drawbridge lane. Aren't they supposed to come up from below the playfield?



#93 jonez

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Posted 29 March 2011 - 03:25 PM

Yes They should!
Strange? When i last played mm 2.2 they popped up for me??

-Jonez

#94 Sandro

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Posted 29 March 2011 - 03:26 PM

QUOTE (anim8ormatt @ Mar 29 2011, 11:21 AM) <{POST_SNAPBACK}>
I love this table, But the trolls don't pop up for me, The hits for the trolls register on either side of the drawbridge lane. Aren't they supposed to come up from below the playfield?


Those hit's are just to get the Troll mode activated, once activated you hit the merlins magic shot to start the troll mode at which point they will come up from beneath the playfield.

#95 anim8ormatt

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Posted 29 March 2011 - 07:52 PM

QUOTE (Sandro @ Mar 29 2011, 08:26 AM) <{POST_SNAPBACK}>
QUOTE (anim8ormatt @ Mar 29 2011, 11:21 AM) <{POST_SNAPBACK}>
I love this table, But the trolls don't pop up for me, The hits for the trolls register on either side of the drawbridge lane. Aren't they supposed to come up from below the playfield?


Those hit's are just to get the Troll mode activated, once activated you hit the merlins magic shot to start the troll mode at which point they will come up from beneath the playfield.


Ok, so I hit merlins magic, then the trolls pop out of the ground on the dmd and play the animations like they are being hit, i get a troll bonus, but i never see the actual troll toys. is there something else i need to do?

Edited by anim8ormatt, 29 March 2011 - 07:53 PM.


#96 Sheltemke

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Posted 29 March 2011 - 07:55 PM

QUOTE (anim8ormatt @ Mar 29 2011, 09:52 PM) <{POST_SNAPBACK}>
QUOTE (Sandro @ Mar 29 2011, 08:26 AM) <{POST_SNAPBACK}>
QUOTE (anim8ormatt @ Mar 29 2011, 11:21 AM) <{POST_SNAPBACK}>
I love this table, But the trolls don't pop up for me, The hits for the trolls register on either side of the drawbridge lane. Aren't they supposed to come up from below the playfield?


Those hit's are just to get the Troll mode activated, once activated you hit the merlins magic shot to start the troll mode at which point they will come up from beneath the playfield.


Ok, so I hit merlins magic, then the trolls pop out of the ground on the dmd and play the animations like they are being hit, i get a troll bonus, but i never see the actual troll toys. is there something else i need to do?


I think you have some graphical error if you not see the trolls. They pop up exactly when you see on DMD and hear the "knock" sound.
I suggest change your video card driver to a newer one.

Sheltemke

#97 bha19

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Posted 31 March 2011 - 01:40 PM

I love the update and this is one of my favorite tables but have 2 problems.

1) Not such a big deal but it is too easy to get bonus x from the pop bumpers. We have a real table in our arcade and I rarely get 10X but have gotten it on my 1st play

2) More annoying. I got the catapult but when the ball ejected it did not complete the loop and got stuck. I was able to use the "T" key to get it unstuck without a tilt but this happened twice during trolls and that took time away from that trying to get the ball unstuck.

Edited by bha19, 31 March 2011 - 01:41 PM.


#98 bolt

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Posted 31 March 2011 - 02:41 PM

Thank you for the nice update. I have the catapult problem, too.
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#99 jonez

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Posted 31 March 2011 - 03:26 PM

I just got ball to stuck under the left ramp, it was slow ball and it just fall thru ramp? sad.gif


Edited by jonez, 31 March 2011 - 03:27 PM.


#100 jpsalas

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Posted 31 March 2011 - 04:28 PM

I fixed one thing and I broke 2 things smile.gif Oh well, I'll make an update now smile.gif

Edit: Update 2.3.1
- fixed left ramp and catapult.

Edited by jpsalas, 31 March 2011 - 05:16 PM.

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