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Whirlwind v1.4.8 VP9


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#81 UncleReamus

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Posted 02 January 2010 - 07:30 AM

My friend actually has had two Whirlwind machines (still has one), and both of his played relatively the same. I have hit the sweep shot a few time IRL, however I have never intentionally tried to shoot it, I'll have to pay him a visit tomorrow and try it out then see if we can accomplish that in VP. wink.gif

As far as the cellar kick-out goes, I have to disagree with you, Marton. The balls should be kicked out individually... I don't believe balls can stack like in say, the slot machine in TZ. However, I'll check that tomorrow as well. Every Whirlwind that I have played has kicked the ball from the cellar at pretty high speeds, as well.

I can hit multiple ramp shots in our table, however Noah and I agree that the flipper settings need some minor adjusting. I don't want to make the table too easy, so don't expect to be able to mindlessly loop the ramp, as that is unrealistic.

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#82 Marton

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Posted 02 January 2010 - 06:46 PM

The coil that kicks out the ball from the cellar is a 26-1500, which is not strong. If you see a Whirlwind that kicks the ball with an speed such as in the table, then maybe at some point the coil had to be replaced, and it was replaced by a 23-800 which is about 2x strong than the original.
In this video: you'll see the standard speed for most Whirlwinds. Sometimes it is even weaker (when the machine is not maintained). The one on the video was shopped.
UncleReamus, if during Multiball you get a Million Plus and shot a ball to the cellar or door, it stays there until the animation ends, and a second ball (and even a third one) can be shot to the cellar during the animation. When it ends, it should spit them out together, the first one jumps out faster than the second one (it barely makes it out of the hole). Remember that with VP, we're talking about shopped machines biggrin.gif
If it's a machine with no maintaining then the first one goes out, and the second one doesn't, so it retries.

#83 destruk

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Posted 02 January 2010 - 07:57 PM

·Property: .KickBalls = x

Specifies the maximum number of balls that can be kicked out at the same time. Default = 1.
First ball will be kicked out with 100% power, 2nd with 80%, 3rd with 64%…

Example:
'Kick out maximum 2 balls at a time
bsLock.KickBalls = 2

Since it's a 3 ball machine, I'd suggest a KickBalls value of 3, although I haven't been able to put three balls into it at once, yet. smile.gif

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#84 Marton

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Posted 02 January 2010 - 11:28 PM

Great data, destruk!

QUOTE (destruk @ Jan 2 2010, 04:57 PM) <{POST_SNAPBACK}>
Since it's a 3 ball machine, I'd suggest a KickBalls value of 3, although I haven't been able to put three balls into it at once, yet. smile.gif


I think releasing 3 balls at once would be unrealistic since the original coil in the actual machine will never have the strength to put them out together at the same time.


#85 destruk

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Posted 02 January 2010 - 11:34 PM

That was used in the twilight zone table a long time ago Marton, and I remembered it was specified in vbsdoc.html. If you think it should be 2 kicked max, then 2 is what it should probably be. I know you have a lot of hands on experience with games of this era.

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#86 Marton

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Posted 03 January 2010 - 11:35 AM

QUOTE (destruk @ Jan 2 2010, 08:34 PM) <{POST_SNAPBACK}>
That was used in the twilight zone table a long time ago Marton, and I remembered it was specified in vbsdoc.html. If you think it should be 2 kicked max, then 2 is what it should probably be. I know you have a lot of hands on experience with games of this era.


Twilight Zone's Slot Kickout assembly is set up in a way that two balls always are put on top of each other, and kick out at the same time (items 9 and 11 on the pic below).
http://img69.imagesh...38/96826295.jpg
I can't remember exactly, but I think that if a ball is on the cellar, and one enters the door, they are kicked out individually.
Two are kicked at the same time only when there is a ball resting on the cellar and another one gets into the cellar.
Maybe Dan or UncleReamus could confirm it on the real game...

Cheers!

#87 destruk

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Posted 03 January 2010 - 11:39 AM

Will probably need to add some custom script to get it accurate moving the balls where they should be.

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#88 Noah Fentz

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Posted 13 January 2010 - 08:11 PM



Update 1.2.0
  • Added shadow under drop ramp.
  • Added new plunger animation.
  • Added Pinball Wizard plunger support.
  • Added more sound effects.
  • Tweaked plunger to improve skill shot.
  • Improved physics.
  • View Rules by pressing 'R' (English, German, and French) French translation by Steve Paradis
  • View Menu by pressing 'M'
  • Subway system updated to better emulate the actual machine. (Thank you, destruk!)
  • GI off state for turntables. (Thank you, destruk!)


New music files (optional) for background sounds during Storm mode. Simply download and UNZIP one of the following .mp3 files into the music subfolder.

Whirlwind sounds
Electric Fan sounds

View File

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#89 Rawd

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Posted 13 January 2010 - 08:15 PM

Wow, I've never played this table. It look beautiful. Any chance on getting an FS conversion?


 


#90 gordon

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Posted 13 January 2010 - 08:16 PM

Thanks Noah for update and German Rules

#91 Noah Fentz

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Posted 13 January 2010 - 08:20 PM

Be sure you have the right file...

I uploaded the previous version by accident.

@ Gordon - I will try to do this for all releases.

@ Rawd - Yes. When I finish my cab, we will always do a version for both. The way I do the lighting means our tables are not angle-independent, but I believe it's certainly worth it!

Enjoy, everyone!

PS - If someone wants to send me a Spanish translation, I'll add that, too.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#92 KEG

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Posted 13 January 2010 - 08:32 PM

Noah, Just a heads-up, When I click the 'View File" link it takes me to a logo.jpg not the file. when I clicked the link in your sig it took me to the right place.

#93 Noah Fentz

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Posted 13 January 2010 - 08:33 PM

QUOTE (KEG @ Jan 13 2010, 03:32 PM) <{POST_SNAPBACK}>
Noah, Just a heads-up, When I click the 'View File" link it takes me to a logo.jpg not the file. when I clicked the link in your sig it took me to the right place.


Heh...

My bad.

tongue.gif

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#94 bolt

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Posted 13 January 2010 - 09:00 PM

Thank you Noah for the new update and thanks for the german rules.

The extra sounds are very good.

Edited by bolt, 13 January 2010 - 09:05 PM.

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#95 KEG

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Posted 13 January 2010 - 09:04 PM

Just played a couple games. This update plays WAY better than the last. I can hit all 3 drop targets now. Everything looks and plays great.
The only thing I cant get working is the Whrilwind sound. I unzipped it to my music folder and I made sure "Play sounds and music" is checked and at max
Any clue?

Thanks for the great table Noah, Destruk and UR.

On a side note: Is it just me or does the cellar guy sound like Chris from The Family Guy tongue.gif

Edited by KEG, 13 January 2010 - 09:34 PM.


#96 Noah Fentz

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Posted 13 January 2010 - 09:12 PM

Find this in the script...

'===============
' Key Functions
'===============

Sub table1_KeyDown(ByVal keycode)



Add this directly under it....

If keycode = 26 Then PlayMusic"whirlwind.mp3"

Now, press left bracket " [ " and the sound should start.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#97 Mr. Pacman

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Posted 13 January 2010 - 09:30 PM

Thanks for the update Noah!!

#98 KEG

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Posted 13 January 2010 - 09:34 PM

Thanks Noah, Tried that but it did not work. It's really no big deal, I don't want to take up anymore of your time. It's probably something I'm doing wrong.
Thanks anyway though.

#99 Noah Fentz

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Posted 13 January 2010 - 09:35 PM

Is your music folder in the same directory as your VP.exe?

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#100 KEG

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Posted 13 January 2010 - 09:44 PM

QUOTE (Noah Fentz @ Jan 13 2010, 04:35 PM) <{POST_SNAPBACK}>
Is your music folder in the same directory as your VP.exe?


Yes it is. All the original tables I have like monkey island that use mp3's work.

***EDIT***

Ok it's working now. After you asked me that I checked and sure enough VP 9.05 was not in the VP dir. All the others were there but I have been running VP 9.05 from the desktop. I moved the VP9.05.exe into the VP folder and everything works now. It's funny I have been doing it that way since 9.05 came out and never had any problems untill now.

Thanks for all the help Noah. Sorry to be a bother.

Edited by KEG, 13 January 2010 - 09:54 PM.