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CV_DMD_Release_2.1.rar [Visual Pinball X]

Cirqus Voltaire Bally VPX

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#81 ClarkKent

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Posted 13 March 2016 - 02:58 PM

I noticed that flipper finger length 122 is better as with 123 and up you can easily catch almost draining balls. And the boom balloon timer at 0 is better than 5 as a coil is moving the bumper up and down on the real machine which goes really fast (I know timer under 5 is not recommended but it really looks more realistic here). I updated the link to my adjusted table posted above.



#82 bolt

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Posted 13 March 2016 - 03:29 PM

Thank you JP for you help with the DMD. I copied your DMD Flasher in my table but the DMD is not not completely visible.

CVDMD.jpg

 

Help me please JP, you're my only hope.


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#83 Dozer316

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Posted 13 March 2016 - 04:01 PM

i don't fully understand, what is this pinmame.controller? that is not transferring the rom calls?
is there a hope to use the usual controller soon one day?
let me know if you need help dozer for the config

 

Hey there - the problem is that the new VPM beta which supports this flasher based DMD has to be used to get the integrated DMD (behind the ramps) which means that if you enable B2S to get the backglass and DOF (if you use it) then you cannot use the new flasher based VPM.  You can of course load two controllers in parallel  - one as the standard VPM (pinmame) and one as B2SController so you have two seperate controllers running however by doing this, B2S does not intercept the COM calls and thus needs to have them configured separately (like am EM). 

 

It is very similar to the Evil Dead and Cactus Canyon Continued PROC tables in which case you had the proc controller and the B2S controller running side by side but the PROC bridge is handling the solenoid calls / lamps etc/ and all B2S is doing is loading the backglass, initializing DOF and waiting for commands from the script. 

 

Only 1 controller can talk to VPM at a time so in this case VPM is handling that task so the table script has to send commands to B2Sserver manually.

 

Tonight I was bored and had many beers so I went into my shed and recoded the table script with manual DOF calls.  Now the table operates like the pinmame version with Backglass / DOF / and the integrated DMD.  All that it left to do now is to configure the backglass to mirror what the pinmame controlled version did but with scripted DOF calls.    Think of it just like an EM but with rom control.


By the way, thanks to everyone who has commented on the table - glad you're all enjoying it.  The positive comments are much appreciated.



#84 TNT2

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Posted 13 March 2016 - 04:17 PM

Dozer and ninuzzu, W.O.W., I am completely BLOWN AWAY by your work. This effort is nothing short of spectacular! You guys have really tapped into true VPX potential. The visuals are absolutely stunning, colors perfected, the lighting looks real (just look at the blue Ring 1,2,3 inserts). Ninuzzu's 3D models - brilliant. Great work on fine tuning the environment map, metals looks shiny and "metallic" yet all other colors somehow come through untainted, very convincing and organic atmosphere. The pink option on the menagerie ball really enhances its texture and makes it come alive, if you haven't tried it you're missing out ;). The table plays better too, the physics are very well tuned and allow for more fluid (and fun) gameplay. Your attention to every little detail is mind boggling. I'm pretty sure I drooled all over the playfield as I was playing, I can't thank you enough for this masterpiece! :otvclap:

 

Good call. It looks and plays incredible. 



#85 ninuzzu

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Posted 13 March 2016 - 04:47 PM

bolt , you need the latest vpinmame and vpx 10.1 to make it work, I made the dmd color a variable, man that's great:

 

cv_dmd.png


Videotutorials: plastic ramps in blender------>part1     part2


#86 Dozer316

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Posted 13 March 2016 - 04:55 PM

Hang five Bolt, I'll release an update in the next couple of days with all this stuff included.



#87 bolt

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Posted 13 March 2016 - 05:05 PM

Crazy. I copied the the beta over my beta with the same version no. and it work now.

 

Thank you ninuzzu an JP for help.

 

This table is an absolute masterpiece.


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#88 Dozer316

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Posted 13 March 2016 - 05:09 PM

I think I've fixed that pesky boom bumper ring prim which sometimes sits on top of the boom cap as well - will do some more testing.



#89 Ben Logan

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Posted 13 March 2016 - 07:21 PM

Just discovered all the cool color and lighting options in the menu section of the script. Amazing customization. Digital Mezel Mods! This table is absolutely tops.

 

:)



#90 arngrim

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Posted 13 March 2016 - 07:47 PM

ok i see..

 

there would be an option that dof be called outside of b2s, but swisslizard would need to work on it, but that wouldn't solve the problem of the b2s itself that need the rom calls, and since that it's only one table that benefits from that (which one else would?), would be better to do an EM like table then, i can test if you want to share it once you are done

 

 

 

i don't fully understand, what is this pinmame.controller? that is not transferring the rom calls?
is there a hope to use the usual controller soon one day?
let me know if you need help dozer for the config

 

Hey there - the problem is that the new VPM beta which supports this flasher based DMD has to be used to get the integrated DMD (behind the ramps) which means that if you enable B2S to get the backglass and DOF (if you use it) then you cannot use the new flasher based VPM.  You can of course load two controllers in parallel  - one as the standard VPM (pinmame) and one as B2SController so you have two seperate controllers running however by doing this, B2S does not intercept the COM calls and thus needs to have them configured separately (like am EM). 

 

It is very similar to the Evil Dead and Cactus Canyon Continued PROC tables in which case you had the proc controller and the B2S controller running side by side but the PROC bridge is handling the solenoid calls / lamps etc/ and all B2S is doing is loading the backglass, initializing DOF and waiting for commands from the script. 

 

Only 1 controller can talk to VPM at a time so in this case VPM is handling that task so the table script has to send commands to B2Sserver manually.

 

Tonight I was bored and had many beers so I went into my shed and recoded the table script with manual DOF calls.  Now the table operates like the pinmame version with Backglass / DOF / and the integrated DMD.  All that it left to do now is to configure the backglass to mirror what the pinmame controlled version did but with scripted DOF calls.    Think of it just like an EM but with rom control.


By the way, thanks to everyone who has commented on the table - glad you're all enjoying it.  The positive comments are much appreciated.

 



#91 blashyrk

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Posted 13 March 2016 - 08:07 PM

This has to be one of the best looking vpx tables, it's absolutely gorgeous, and it plays great too :D
I have played the real machine a few times but I did not think it was that great, but your table has changed my opinion, now I love it.

#92 kruge99

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Posted 13 March 2016 - 10:53 PM

I have access to a CV at The Church of the Silverball in Toronto, Canada so let me know if you need anything...

 

 

Best Regards,

Kruge99.


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#93 Dozer316

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Posted 14 March 2016 - 02:35 AM

Just discovered all the cool color and lighting options in the menu section of the script. Amazing customization. Digital Mezel Mods! This table is absolutely tops.

 

:)

 

You can press the extra ball button to cycle the colors in real time.   Just don't do it when the ball in play is near the menagerie ball or it can be destroyed along with it.



#94 Ben Logan

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Posted 14 March 2016 - 02:50 AM

Just discovered all the cool color and lighting options in the menu section of the script. Amazing customization. Digital Mezel Mods! This table is absolutely tops.
 
:)

 
You can press the extra ball button to cycle the colors in real time.   Just don't do it when the ball in play is near the menagerie ball or it can be destroyed along with it.


Sweeeeet!

#95 vampirolatino2

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Posted 14 March 2016 - 06:12 AM

there will be a version 2.1 right? If so, I'll wait for it. Because all these changes are awesome to have. Thanks to everyone involved!



#96 STAT

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Posted 14 March 2016 - 08:49 AM

Sometimes, you need some Beers ... ;) :tup:



#97 Dozer316

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Posted 14 March 2016 - 03:46 PM

there will be a version 2.1 right? If so, I'll wait for it. Because all these changes are awesome to have. Thanks to everyone involved!

 

Yes, there will be a new version in the next few days - testing at the moment.



#98 Dozer316

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Posted 14 March 2016 - 04:34 PM

DOF recode is done - quick demo with default 4 color integrated DMD.

Looks very cool sitting behind the ramps.

 

Some more testing for a couple of days and then I'll release an update.

 

Off now to play Bingo with the other Girls xx
 


Edited by Dozer316, 14 March 2016 - 04:34 PM.


#99 jpreville

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Posted 14 March 2016 - 04:43 PM

DOF recode is done - quick demo with default 4 color integrated DMD.

Looks very cool sitting behind the ramps.
 
Some more testing for a couple of days and then I'll release an update.
 
Off now to play Bingo with the other Girls xx
 

Will we need the beta 10.1 to use this when you are done

Thanks John

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#100 Ben Logan

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Posted 14 March 2016 - 04:46 PM

Integrated color DMD looks amazing behind those ramps.





Also tagged with one or more of these keywords: Cirqus, Voltaire, Bally, VPX