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Last Action Hero (Data East 1994)[Visual Pinball X]

Last Action Hero Javier VPX

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#81 ClarkKent

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Posted 22 October 2016 - 09:23 PM

javier1515 if you add the missing switch I consider this table done... :)



#82 RustyCardores

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Posted 22 October 2016 - 09:54 PM

I'm only getting wire ramp sound on the gold riser, is there sound associated with the other ramps?

 

Great work on this... how smooth is that crane! :)


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#83 dark

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Posted 22 October 2016 - 11:30 PM

In real life the crane has a huge shaker motor in it, I think it may have been intended to be a little shaky.

 

[edit] just had a look at revision, it seems to move to fast to me now compared to videos of the real thing.  The thing was slow if it even still worked on the machine, it was more realistic before sorry to say.


Edited by dark, 22 October 2016 - 11:37 PM.


#84 nFozzy

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Posted 23 October 2016 - 12:04 AM

Haven't tried this revision yet but I've had times when I hit the ramp and it felt like it hit a wall part way up, I stand by the opinion that I believe prim ramp physics to be 'less than perfect' and invisible VP ramps synced up with the prim ramps would be ideal.

If you're going to use two sets of ramps for collision, might as well use primitives for both of them.



#85 dark

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Posted 23 October 2016 - 12:19 AM

No I mean that the mesh ramps should not have collision and should be there just for show, the vp ramps should handle the physics which is what's usually done.



#86 Ben Logan

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Posted 23 October 2016 - 12:22 AM

I added the wire ramp sounds and the spinner sound. I also adjusted the center scoop kickout angle to hit the right flipper rather than the right sling. Grab it here, if you like. Let me know if I accidentally broke something by adjusting. I'm fairly new at this!

 

I couldn't figure out how to get the ball rolling sounds working. The "fx_ballrolling" isn't in the included sound effects. I replaced it with one of JP's sounds and addressed it by name in the script, but still no luck. Confusing.

 

https://www.dropbox....oundFX.vpx?dl=0

 

EDIT: Forget I bypassed vpinmame / flipper interaction. Search script and comment out these lines if you want the flippers to freeze like normal after ball drain, and before game starts and after game ends. Sorry about that:

 

    if keycode = LeftFlipperKey Then leftflipper.RotateToEnd
    if keycode = RightFlipperKey Then rightflipper.RotateToEnd

    if keycode = LeftFlipperKey Then leftflipper.RotateToStart
    if keycode = RightFlipperKey Then rightflipper.RotateToStart

 

Also, during the Crane Mode Challenge and Multiball - I forget what it's called, when the crane travels over to the right side of the screen, it looks like if you shoot a ball into the crane scoop, the ball is supposed to eject onto the crane and then take a little ride on the crane as it sweeps back over the playfield. Is this correct? If so, this isn't working on my machine so far -- ball ran down right ramp as usual. I'm not familiar with this game, so I'm not sure that this is it's intention.

 

Fun game -- really shaping up to be a fantastic recreation! 


Edited by Ben Logan, 23 October 2016 - 12:45 AM.


#87 RustyCardores

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Posted 23 October 2016 - 12:36 AM

 

 

Also, during the Crane Mode Challenge - I forget what it's called, when the crane travels over to the right side of the screen, it looks like if you shoot a ball into the crane scoop, the ball is supposed to eject onto the crane. Is this correct? If so, this isn't working on my machine so far -- ball ran down right ramp as usual. I'm not familiar with this game, so I'm not sure that this is it's intention.

 

Fun game -- really shaping up to be a fantastic recreation! 

 

Thanks for the wire ramp sounds Ben.  I had the same with the crane & ball and was just about to try and find a video on Google to see what is meant to happen there.

 

EDIT: Fast forward to 7:20 https://www.youtube....h?v=GyYQLUjaezs It shows how much the crane shakes too.


Edited by RustyCardores, 23 October 2016 - 12:42 AM.

Rusty Cardores (Russell Stewart) - Gold Coast, Australia

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'SSF' - Get awesome VPX Surround Sound Tactile Feedback in your cab https://www.facebook...oups/SSFeedback/

'Virtual Topper' - It's cooler than you might think! Check out the pics on my Instagram.


#88 TNT2

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Posted 23 October 2016 - 01:35 AM

I have an unusual question. The table looks great but in certain places it almost looks like there is a slight grey tinge to the table. Almost like creating a glass type of effect. Am I imagining this?



#89 dark

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Posted 23 October 2016 - 01:40 AM

TNT: you playing in DT?  It has a glass layer.

 

In regards to the crane:

I feel like if were going to try using collision for any primitive on this table it should be for the crane to try to actually move the ball instead of using ball animations.  The crane is supposed to have a little pin that pokes up to hold the ball in place while it rotates, you can see how it works in the video posted above.  The ball animation and transition from VP ball to mesh ball and back are good but they aren't seamless.


Edited by dark, 23 October 2016 - 01:40 AM.


#90 TNT2

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Posted 23 October 2016 - 01:44 AM

Ah. Yes I am. Thanks dark.



#91 nFozzy

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Posted 23 October 2016 - 02:08 AM

No I mean that the mesh ramps should not have collision and should be there just for show, the vp ramps should handle the physics which is what's usually done.

This only makes sense to me if the ramp started life as a VP mesh. It's all the same to the physics engine. Smooth, curved meshes are going to behave better than linear, spliced-together VP meshes.



#92 javier1515

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Posted 23 October 2016 - 03:28 AM

Update version 1.04 

Physical modified by Clark Kent
Knorr new animation of the crane
the switch 54 was not working was added
 
Note: The animation of the crane was very slow so the speed a little more, as in the real machine.
 
Thanks to all who help improve the table  :love39: 

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#93 rothbauerw

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Posted 23 October 2016 - 04:19 AM

Thanks Javier and all that pitched in!

 

Clark, leave Knorr alone so he can work on STTNG  :P



#94 RustyCardores

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Posted 23 October 2016 - 04:25 AM

Thanks for the continued effort on this.  

 

The latest update does see the ball get stuck at the transition between the two right hand silver wire ramps. Not every time, but reasonably often. It was stuck enough that I could park a second ball behind it without knocking it through.  Nudging failed to shift them also. 


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#95 Ben Logan

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Posted 23 October 2016 - 04:47 AM

This one is so much fun, guys! Seriously spent the better part of my Saturday playing. Thanks!

 

One small issue: On the six ball multiball modes, ball collisions work great until I get down to two balls. Then they fail to recognize one another as collidable objects. The last two balls "ghost" right through one another. :P

 

That said, I'm very surprised with the almost zero stutter I get with six balls whizzing around the table. Nice job! And kudos to Toxie and Fuzzel for refining VPX so well!



#96 ClarkKent

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Posted 23 October 2016 - 08:05 AM

One thing javier1515:

Please adjust the right inlane primitive plastic as it's shifted - it should look like on this pic: https://www.dropbox....ts/lah.jpg?dl=0

 

Because of the movement of the crane: it's correct that the mounted shaker on the real crane is causing slightly jerky movement but I think the smooth movement fits very good to the table.

 

The ball really gets stuck sometimes on the right wire ramp. A little bit nudging helps but it would be better if this does not happen. Maybe dark can adjust the ramp primitive a little bit (would also be good if it's a little bit wider to be able to use a slightly bigger ball than 50)? At the moment it helps a little if you reduce friction of the wire ramp from 0.2 to 0.1.

 

And another important thing: Many thanx to RYSr!! The flipper strength should really be at 2300!! The CRANE targets can be hit easier and the ramp shots are still possible (although a backflip with the left flipper onto the ramp is more difficult). That should be adjusted in the official release!!

 

Over all gameplay is very good now and it feels the same as from the PAPA video... :)


Edited by ClarkKent, 23 October 2016 - 08:47 AM.


#97 dark

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Posted 23 October 2016 - 12:43 PM

I'm not adjusting prims (wire ramps) I didn't make to make a ball fit through them when they should really just be rendered non collidable and invisible VP ramps should be used.  Honestly it's amazing the wire ramps worked as well as they did with collision.  Javier said he would make VP ramps at some point to me when he has time.  Maybe someone with more time could just make the vp ramps for him and that would be a good solution to balls getting stuck and other abnormal behaviours the prim ramps can exhibit.

 

Smooth movement or not (shaker motor on or off) the crane is moving a bit too fast compared to videos.  Maybe it's better now I haven't tried the absolute most recent version yet.

 

Overall the table is playing much nicer, thanks to all those involved.



#98 bolt

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Posted 23 October 2016 - 01:30 PM

Thank you Javier and all the involved helper for all the work on this nice table.


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#99 vampirolatino2

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Posted 23 October 2016 - 02:33 PM

Thanks to everyone, really appreciate all the work ad time invested. Keep up the good mood and work people :)



#100 ClarkKent

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Posted 23 October 2016 - 02:41 PM

As I said - a good workaround is setting friction to 0.1 for the wire ramps. And use strength 2300 for the flippers. I like the crane as it feels more real with a fluid animation whether or not the crane moves slower on the real machine...







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