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Alice In Wonderland (Original 2023) (WIP)

Original WIP work in progress VPX

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#81 wiesshund

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Posted 26 October 2023 - 03:03 AM

Does anyone know if there is a line in the script that tells me when the plunger is pulled all the way back? In other word if I wanted to light a light, when (and only when) the plunger is pulled back to its farthest position.

You can yes, kind of.

 

take a look at heavy metal, not the classic version

 

Look where i track the plunger position to decide if the analog plunger should trigger the video on pull and release.

 

you can do a same routine, and get the position oof the plunger

and tun on a lamp if the plunger position is more than a given value

 

you can output the plunger position to a text box to see what the values are

you probably want to trigger it a bit before full pull to allow for variance in people's analog plungers

 

I would give you code but not near desktop


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#82 Fusionwerks

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Posted 01 November 2023 - 01:45 AM

I think this project is going to get back burnered. I need help with a lot of stuff on the table, and until I can nail down some basic stuff, I don't feel right handing it off to anyone.

I'm bored, frustrated, and frankly, I see the tables that are rolling out, and it just frustrates me more to see some people crank out awesome tables and I have been stuck working on this for a year now. Where do they find the time?

IDK, I'm just in the dumps with the whole project. I always want whatever I work on to be an original, but maybe I need to step back and do some re-skins, and gather my passion again.  



#83 wiesshund

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Posted 01 November 2023 - 02:28 AM

I think this project is going to get back burnered. I need help with a lot of stuff on the table, and until I can nail down some basic stuff, I don't feel right handing it off to anyone.

I'm bored, frustrated, and frankly, I see the tables that are rolling out, and it just frustrates me more to see some people crank out awesome tables and I have been stuck working on this for a year now. Where do they find the time?

IDK, I'm just in the dumps with the whole project. I always want whatever I work on to be an original, but maybe I need to step back and do some re-skins, and gather my passion again.  

 

Dude, it took me over a year to do the stupid haunted hotel table
and it has a ROM, which made things way worse. 


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#84 Fusionwerks

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Posted 07 November 2023 - 03:37 PM

ok, so i decided to try to push through my BS and continue this project. I have decided to add a mode with Tweedle Dee and Tweedle Dum as 2 drop targets that you hit like the trolls in MM. I got them added, dropping, resetting, figured out the texture, etc, but when i start the table i get mixed results of the way they are displayed. Here are 3 different examples:

 

Target UP In normal cabinet view (notice the strange way it reflects white rather than the texture and the weird reflection on the insert light):

screenshot2023-11-07092046_t.png

Target DOWN in normal cabinet view:

screenshot2023-11-07093417_t.png

 

Target UP In "test desktop" view (all seems right)

screenshot2023-11-07092159_t.png

Target DOWN in "test desktop" view

screenshot2023-11-07093458_t.png

 

Target UP In "live editor" view (seems right)

screenshot2023-11-07093912_t.png

Target DOWN in "live editor" view (WTF is THAT?)

screenshot2023-11-07094307_t.png

 

Does the live editor just render things that way? If so that's fine, but why is it displaying white (and not the texture) in my cab view?


Edited by Fusionwerks, 07 November 2023 - 03:46 PM.


#85 Cliffy

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Posted 08 November 2023 - 05:11 PM

Thats a crazy reflection alright. Maybe it doesn't matter in live editor so much, as long as the vp player renders it correctly? Hopefully some of the big brains here can help with that. I'm just happy to see you're back on it! whew :)



#86 Fusionwerks

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Posted 08 November 2023 - 08:33 PM

Yes, I'm trying to get back to it. Yeah, it doesn't matter to me how the live editor renders it, but it is still a strange reflection in the cab view too. Maybe its some settings I have messed up? I think I might need to start asking questions outside of my WIP. I have been avoiding Discord, although it seems there is a lot of good help there. Anyway, I lost my mojo for a while, but it was spurred again, when I had some success with the 3d models that were killing me. I have some smoothing out to do on some parts of the Tweedles. Working on The Mad Hatter, The Queen, and the White Rabbit next.

untitled_t.png


Edited by Fusionwerks, 08 November 2023 - 08:37 PM.


#87 unclewilly

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Posted 08 November 2023 - 08:41 PM

You need a playfield mesh with holes cut for the target that should fix that reflection issue. You could probably turn down the reflection strength a little as well. It looks like a mirror in the screen shots.
Reflection strength is in the table properties.
Building these is frustrating. If it makes you feel any better. The first completely built by me table, took me almost 2 years to make. It was the original future pinball version of bad cats. Almost 2 years and it was only a release candidate because I never finished coding all the rom options by hand.
Also remember. A lot of these table authors have been around for years. Jp has been here forever. I started back in 99 early 2000. And a lot of these tables are produced by teams of people. The vpw tables have so many hands in them it is amazing they can pull all the seperate work together.
Just leave it for a while and come back fresh.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#88 Fusionwerks

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Posted 08 November 2023 - 09:54 PM



You need a playfield mesh with holes cut for the target that should fix that reflection issue.

I already have a Playfield Mesh with the holes cut out. But I don't know maybe are they not big enough?

screenshot2023-11-08154923_t.png

 



You could probably turn down the reflection strength a little as well. It looks like a mirror in the screen shots.

It was set to 25, and I backed it down to 10. I need to look at some other tables and see what the average strength is set at.

 

And thank you for the support, I have good days and bad days, but I will not give up!



#89 wiesshund

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Posted 08 November 2023 - 10:00 PM

Unless it exists in playmode do not worry about it


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#90 Fusionwerks

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Posted 08 November 2023 - 10:08 PM

Unless it exists in playmode do not worry about it

well it does. if you look at the first screenshot, I don't know why it reflects white, and not the texture.

 

BTW, are the Roth drop targets stuff worth the extra effort? I mean can anyone really tell the difference in the animation and physics?



#91 wiesshund

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Posted 08 November 2023 - 11:57 PM

I thought you said this was down in normal cab view

?

 

screenshot2023-11-07093417.png​


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#92 Fusionwerks

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Posted 09 November 2023 - 12:45 AM

I did. It's the up position in cab view that's f'd up

#93 unclewilly

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Posted 09 November 2023 - 01:23 AM

Judging from that screenshot something is going on. Is that light insert in front of the target a light object or a primitive?

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#94 wiesshund

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Posted 09 November 2023 - 01:30 AM

I did. It's the up position in cab view that's f'd up

 

Odd.

 

That is not the behavior i generally run into


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#95 Fusionwerks

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Posted 09 November 2023 - 02:01 AM

Judging from that screenshot something is going on. Is that light insert in front of the target a light object or a primitive?

It is a normal light object.

#96 Fusionwerks

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Posted 09 November 2023 - 09:07 PM

here's a new question:

if I had a music file that was lets say 1 minute long and I started a timer that was set to exactly the same length as that music (60000?), can you call certain events to happen at certain time intervals? in other words, if I wanted to flash a light at 35 seconds, can you keep the timer running but call the event sub at 35000? if so, how do you script that call?



#97 wiesshund

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Posted 09 November 2023 - 11:30 PM

here's a new question:

if I had a music file that was lets say 1 minute long and I started a timer that was set to exactly the same length as that music (60000?), can you call certain events to happen at certain time intervals? in other words, if I wanted to flash a light at 35 seconds, can you keep the timer running but call the event sub at 35000? if so, how do you script that call?

set a timer with an interval of 1 second

 

 

dim counter

 

sub timer_timer

if counter = 0 then playmusic "song"

counter = (counter + 1)

 

if counter = 35 then do some event

 

if counter = how ever many seconds the some was then counter = 0 : me.enabled = 0

 

end sub


Edited by wiesshund, 09 November 2023 - 11:31 PM.

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#98 Fusionwerks

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Posted 10 November 2023 - 12:39 AM

thank you, it was a good start, but i modified it a bit:

I have a timer named MusicTimer set to 1000ms, that is disabled and will be enabled when the wizard mode starts.

 

Dim counter
counter = 0
 
Sub MusicTimer_Timer
    counter = (counter + 1000)
    Select Case counter
        Case 10000
            ' Do something at 10 seconds
            light032.State = 2
        Case 20000
            ' Do something at 20 seconds
            light032.State = 0
        Case 30000
            ' Stop the timer at 30 seconds
            MusicTimer.enabled = 0
            counter = 0
            scoretext.text = "timer stopped" 'for testing purposes
        Case Else
            ' Do nothing for other cases
    End Select
End Sub

 

This works, but maybe somebody can tell me if this isn't the best approach. By using the select case method i find it easier to specify exactly when i want events to happen. I am trying to create a light, flasher, and DOF show that will sync with the music for the final wizard mode. also by using Milliseconds in the script, i can fine tune the timing better


Edited by Fusionwerks, 10 November 2023 - 01:43 AM.


#99 wiesshund

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Posted 10 November 2023 - 05:10 AM

i just gave a rough example

you have to tune it as needed


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#100 Cliffy

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Posted 11 November 2023 - 06:19 PM

Yes, I'm trying to get back to it. Yeah, it doesn't matter to me how the live editor renders it, but it is still a strange reflection in the cab view too. Maybe its some settings I have messed up? I think I might need to start asking questions outside of my WIP. I have been avoiding Discord, although it seems there is a lot of good help there. Anyway, I lost my mojo for a while, but it was spurred again, when I had some success with the 3d models that were killing me. I have some smoothing out to do on some parts of the Tweedles. Working on The Mad Hatter, The Queen, and the White Rabbit next.

untitled_t.png

Great help here on VPF, Pinball Nirvana, VPU and absolutely on Discord as well. Get it where ya can,man :)







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