Hi gogo69,
You mean the ball resting at the ball saver making the respective loop?
Michael
Posted 15 November 2013 - 11:53 AM

Posted 15 November 2013 - 03:22 PM
mfuegemann,
if you are doing another release, can you remove the redundant line calling vpinmame.controller, that has no utility, and can confuse if we want to use b2s.server instead?
Thanks for the great table ![]()

Posted 15 November 2013 - 04:26 PM
ropejump is good now
try to short press flipper button for jump to avoid a double click, otherwise ball is gone
jump when rope is at about a bit over 3 o'clock
my record is 20 rope jumps and 15 speed punches ![]()
hahah it's a fun tabel
Edited by gogo69, 15 November 2013 - 04:27 PM.
my cab : click!
Posted 15 November 2013 - 07:48 PM
Hello!
Grrr gogo69, I was so proud of my 15 jumps some minutes ago...
Naboodiver, be warned, that the speed increases after 4 jumps and once again after 4 more. The rope touches the ball if it is on the magnet plate at 6 'o clock (rope time).
Thank You slydog43 for the confirmation of gogo69's request. It is so easy to do the first knockout now, that I became unsure, if the real table really is providing this functionality (by the way, this shot is fixed and I try to assemble every new hint for the new update). Your boxer video saved my CP project last christmas, by the way.
Arngrim, thank You for the advice, I will remove the line.
Fuzzel sent me some light map options, I have to check and understand - but this is something for version 1.3 (or may be 2.0 if it is that good).
Regards
Michael
Edited by mfuegemann, 15 November 2013 - 07:51 PM.
Posted 15 November 2013 - 08:15 PM
Thanks for the update, the real table gets played a lot in my house, and the VP community really needed a FS version to enjoy this awesome table. People who are not into pinball love the 2 mini games in it.
I was confused why the script had 2 vpinmame.controller lines, thanks for the info on removing 1 of them.
Posted 15 November 2013 - 08:43 PM
Hi slydog,
I followed the FS thread last year and decided to start the table over from scratch. Really soon I realized that I had just too few documentation on the table and I asked destruk for permission to use the "old" 4:3 table as with Junk Yard. Then the EM reels drove me nuts, but that solved, I am quite happy with the result now.
The sript is still somewhat alien to me. All the functions and references to ROM related calls require a lot of time to get familiar with, so I am very thankful for hints on suboptimal code.
Regards
Michael
Edited by mfuegemann, 15 November 2013 - 09:57 PM.
Posted 16 November 2013 - 12:03 AM
Hello,
version 1.2.1 is online. It includes gogo69's KO-shot and some minor adjustments as the ball saver post picture etc.
I removed the superfluus vpminit call and replaced the boxer movement pictures. Sheltemke did the initial rework (more contrast and details), I additionally raised the color level a little bit.
The lightmaps are a thing for future updates, as I have to decide which lamps will look better with it or with the lamp/decal solution, I have now. The general effect is very cool, though.
Regards
Michael
P.S.: Bolt, I think this version can be converted now.
Posted 16 November 2013 - 08:16 AM
Hi,
just a short notice. I am uploading an emergency fix (version 1.2.2) at the moment. Unfortunately I left the necessary "vpminit Me" in Sub CP_init commented out from my tests regarding arngrim's request.
If You already downloaded version 1.2.1, just uncomment line 240.
Regards
Michael
Posted 16 November 2013 - 09:30 AM
Hi Thanks for the great game and the update. One minor thing that I noticed was, When you are ready to start a fight the "start fight" insert to the far left doesnt light up, But the others do. Not a real big deal, but Thanks again
Edited by Brtlkat, 16 November 2013 - 09:34 AM.
Posted 16 November 2013 - 02:12 PM
Hi Brtlkat,
thank You for the hint. Light65 was not setup correctly to be updated with the light collection (62 in Timer Interval instead of 65). I fixed that and while doing this, added my new belt lights to the collection too.
The code used for manually updating the lights has been removed. Version 1.2.3 is on the way to the server now.
Regards
Michael
Posted 16 November 2013 - 04:19 PM
In Hyperpin the DMD will flash then disappear and the game won't start unless you hit F3. This is each time you load the table.
First time I've seen this issue with over 200 tables. Seems like some initialization problem. I've tried the suggested solutions with no change.
Any ideas?
This bug is now fixed in this latest version. Thanks for the udpate.