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VP10 table testing - available right here!


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#1121 zany

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Posted 22 June 2015 - 10:53 AM

Haha! :D



#1122 randr

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Posted 22 June 2015 - 12:37 PM

Can someone with ball sticking on Humpty try changing line 271 in script plungekick.kick 270,10 change 10 to 20 and see if that fixes it

Edited by randr, 22 June 2015 - 12:37 PM.

randr___pinball.png                         


#1123 Slydog43

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Posted 22 June 2015 - 01:42 PM

Randr, Incredible work seeing how this game has progressed.  I just played 2.0 with modded kicker strength and did not have any troubles. Plays so much better now, seems like its not even the same table.  I got 750k and heard the replay kicker go off 3 times.  I don't see any indication of that on the backglass.  Not sure if its suppose to be there or not.  Thanks again.  This is now ready for the cab!  Thanks again for recreating an important table in pinball's history.

 

 

Kingpin I'm getting around 250fps avg (i7 3.4, nvidia geForce 960GTX), smooth as butter.


Edited by Slydog43, 22 June 2015 - 01:48 PM.


#1124 noiseprisoner

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Posted 22 June 2015 - 11:28 PM

Can someone with ball sticking on Humpty try changing line 271 in script plungekick.kick 270,10 change 10 to 20 and see if that fixes it

With this change to the script, the Humpty hole ball issue appears to be fixed! Yay!



#1125 randr

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Posted 22 June 2015 - 11:48 PM

Cool. Upped 2.1 with that change so thank you guys for letting me know that fixed it

randr___pinball.png                         


#1126 zany

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Posted 22 June 2015 - 11:53 PM

Not sure it it's mentioned...but when tilting it..you get an error message! 



#1127 JAM0

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Posted 23 June 2015 - 06:47 AM

Not sure it it's mentioned...but when tilting it..you get an error message! 

I mentioned it 7 or 8 posts ago. I tried fixing it by messing around with the script. I think I changed the DOFstate to equal 0 at the top. That might have worked.



#1128 hmueck

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Posted 23 June 2015 - 03:51 PM

Star Trek - Data East

I did this conversion of the JPSalas table for myself, because i like the table very much. It's not as brightly coloured/flashy as the VP9 Nightmod, so it's problably not for most of you. I don't even know why i "publish" it here. :unknw:

cacf708848b2c26314d669c610da8371.jpg

http://www.mediafire...w/Star_Trek.rar


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1129 hauntfreaks

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Posted 23 June 2015 - 08:56 PM

I was going thru my collection of VPX tables and noticed a couple odd issues with Buck Rogers... after the first game there is a slowdown in the top of the plunger lane (between the crossover bracket and the gate).... the other odd thing is when hitting the captive ball a few times it stops moving, you can heard the ball collision but the ball remains in the sitting position.... please see video

 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1130 toxie

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Posted 23 June 2015 - 08:59 PM

did you use the latest VP10 build for this?



#1131 hauntfreaks

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Posted 23 June 2015 - 09:07 PM

sorry , yes everything is up to date... 2069 and updated VBS's

 

my setup is i7 quad 8gb ram gtx760 4gb and a SSD


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1132 hmueck

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Posted 23 June 2015 - 09:17 PM

the other odd thing is when hitting the captive ball a few times it stops moving, you can heard the ball collision but the ball remains in the sitting position..


I wondered about that myself too. The reason is, that the ball collision sound always plays when you hit an invisible wall in front of the captured ball.
c62b2be3d3da38a56dcb8d34bfd4542f.gif
So even when you just hit the metal left or right of the ball, the ball collision sound is played.

Worst case, the sound is played three times. You hit the wall, you hit the ball, the ball comes back down and hits the wall.

Edited by hmueck, 23 June 2015 - 09:20 PM.

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1133 toxie

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Posted 23 June 2015 - 09:22 PM

as for the slowdown: could be the primitive12, as it consists of -a lot- of triangles, and the ball passes them close-by which leads to lots of hit tests..



#1134 hmueck

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Posted 23 June 2015 - 09:28 PM


after the first game there is a slowdown in the top of the plunger lane


On my first with the new Buck Rogers version, i had massive slowdown on the left side at the two star triggers. It went away after restarting or playing some time...

as for the slowdown: could be the primitive12, as it consists of -a lot- of triangles, and the ball passes them close-by which leads to lots of hit tests..


So also probably primitive11.

Interesting. Such high polygone models that the player can't even see. :think:


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1135 toxie

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Posted 23 June 2015 - 09:39 PM

Rendering wise this should be fine nowadays, but the physics engine can still suffer from such high amounts of polys. So until we have an automatic solution for this, the workaround is to either use less triangles for stuff that is used for collisions or use two primitives in the same place: One that is visible/high poly/toy, and one that is just used for collisions/invisible/low poly (can also be a simplistic wall then).


Edited by toxie, 23 June 2015 - 09:40 PM.


#1136 hauntfreaks

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Posted 23 June 2015 - 10:12 PM

ok... turned off the collision on those primitives and added invisible walls.... also the captive ball issue was the kicker... upped it to 0.9.... all good to go now... thanks for the info. guys...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1137 goesta

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Posted 24 June 2015 - 03:04 AM

Star Trek - Data EIt's not as brightly coloured/flashy as the VP9 Nightmod, so it's problably not for most of you. I don't even know why i "publish" it here. :unknw:

 

VPX sure have ways to experiment with "brightly coloured/flashy" lights ;-)

 

The table plays great. I never got my hands on a Phys5 version  of this table - love it THX!!



#1138 noiseprisoner

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Posted 24 June 2015 - 04:06 AM

Star Trek - Data East

I did this conversion of the JPSalas table for myself, because i like the table very much. It's not as brightly coloured/flashy as the VP9 Nightmod, so it's problably not for most of you. I don't even know why i "publish" it here. :unknw:

cacf708848b2c26314d669c610da8371.jpg

http://www.mediafire...w/Star_Trek.rar

Fantastic job on the Star Trek table! Just loaded it up but it seems to be playing very well.



#1139 Sindbad

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Posted 24 June 2015 - 06:41 AM

ok... turned off the collision on those primitives and added invisible walls.... also the captive ball issue was the kicker... upped it to 0.9.... all good to go now... thanks for the info. guys...

 

I'll fix it this evening, thanks for testing and the feedback.  :dblthumb:

 

Edit:

 

I just had a look at the table, the invisible walls at the wires are already there, where did you add the walls?


Edited by Sindbad, 24 June 2015 - 06:54 AM.


#1140 hauntfreaks

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Posted 24 June 2015 - 07:15 AM

 

ok... turned off the collision on those primitives and added invisible walls.... also the captive ball issue was the kicker... upped it to 0.9.... all good to go now... thanks for the info. guys...

 

I'll fix it this evening, thanks for testing and the feedback.  :dblthumb:

 

Edit:

 

I just had a look at the table, the invisible walls at the wires are already there, where did you add the walls?

 

 

I'm sure i put a wall on a wall because i didnt notice them.... lol

 

~~~~~~~~~~~~~~~~~~~~~~

Sindbad one of my fav tables is your Vector table... I was having problems with the dain kicker and the 3 top right kickers.... I upped all 4 of those kickers to 0,9 it works fine now...I left the right and left drain kickers at 0,6 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif