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Help with Scared Stiff


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#101 markrock76

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Posted 06 June 2016 - 12:00 AM

That does the trick



#102 hauntfreaks

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Posted 06 June 2016 - 01:09 AM

ok... I updated the dropbox file, added all the graphics and normal maps to the lasted version Fozz posted...

if you are going to use this in DT and want the spider to work you will need to uncomment line 64

 

same link as i posted before


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#103 Ben Logan

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Posted 06 June 2016 - 03:15 AM

Thanks for the WIP, Hauntfreaks. I loaded it up with the latest 10.1 beta and the flippers move slow as molasses -- slooooow motion. The coil ramp up is at zero. When the ball hits the flipper, it's knocked back down to resting position. Any ideas?



#104 hauntfreaks

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Posted 06 June 2016 - 04:17 AM

Thanks for the WIP, Hauntfreaks. I loaded it up with the latest 10.1 beta and the flippers move slow as molasses -- slooooow motion. The coil ramp up is at zero. When the ball hits the flipper, it's knocked back down to resting position. Any ideas?

 

Ben Fozzy's link and my link are the same table other than my graphic changes I made

and its playing smooth on my rig... this table is possessed I think... no one is getting the same results....lol craziness


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#105 jesperpark

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Posted 06 June 2016 - 05:24 AM

Haunt,

I just tried your latest download and seems much smoother and faster than the version from Friday. I don't get the same issue as Ben. Plunger needs a little adjust as mentioned above, can't believe I'm saying this but I actually miss the ball rolling noise. Great work everyone involved

#106 hauntfreaks

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Posted 06 June 2016 - 06:32 AM

yeah Fozz or someone will add all the correct sounds....

what adjustment to the plunger are you guys doing?? mech strength?


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#107 Ben Logan

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Posted 06 June 2016 - 06:35 AM

Haunt -- my nine year old was fascinated by your avatar the other day. He kept hoping to freeze the frames with mouse clicks: "What is going on there!?" It is captivating and mysterious. Well done, sir!

#108 hauntfreaks

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Posted 06 June 2016 - 06:39 AM

show him this...  ;)

 


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#109 Jodannar

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Posted 06 June 2016 - 09:02 AM

Gave this a few plays tonight. COming along really well. Thankyou all. Im using the latest VPX beta and i also get the auto-plunge issue. ON multiball start, or any drain resulting in an auto plunge, the ball will approximately 60% of the time not make it out of the shooter lane



#110 allknowing2012

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Posted 06 June 2016 - 11:23 AM

Move the plunger object down so the ball doesnt hit it coming out of the exit lane..


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testimageNL

 

 

 

#111 nFozzy

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Posted 06 June 2016 - 03:41 PM

Seems like park position doesn't work with most folk's analog plunger setups. This table uses a classic-style impulse plunger so increasing the size of the plunger switch (sw18) might fix the issue for now.

 

The ball rolling sound works, I think it comes out quiet just because everything else is too loud. Sound is a WIP. Putting the call-out for sound resources, this table desperately needs some good clean sound effects for 1. balls falling into the holes and 2. balls riding up and around the plastic ramps.



#112 Carny_Priest

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Posted 06 June 2016 - 04:11 PM

Check with Knorr, I think? I think it was he that had done some HQ recordings recently.


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#113 Ben Logan

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Posted 06 June 2016 - 05:15 PM

show him this...   ;)

 

 

 

Mind blown. Beautiful stuff. And got it -- the avatar magic happen at 28 seconds. Thanks! He'll trip out. 

 

:) 



#114 wrd1972

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Posted 06 June 2016 - 05:18 PM

Thanks for the WIP, Hauntfreaks. I loaded it up with the latest 10.1 beta and the flippers move slow as molasses -- slooooow motion. The coil ramp up is at zero. When the ball hits the flipper, it's knocked back down to resting position. Any ideas?

See post 26.


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#115 Ben Logan

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Posted 06 June 2016 - 05:20 PM

Nice catch, wrd1972. Thanks! I'll try your solution tonight. :) 



#116 wrd1972

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Posted 13 June 2016 - 11:12 AM

Does anyone know how to speed up the three frogs ands the two boogeymen on top of the slings? These animations are in very sloooooow motion on my setup.


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#117 Shoopity

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Posted 16 June 2016 - 04:40 PM

Does anyone know how to speed up the three frogs ands the two boogeymen on top of the slings? These animations are in very sloooooow motion on my setup.

If i remember correctly, they're based off a timer.  You can either look into changing the timing of that timer, or change the value of "slowmo" in the script.



#118 wrd1972

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Posted 18 June 2016 - 01:19 PM

Shoop,

The timers are currently set to 1. I changed them to 0 and that slightly sped up the boogeymen. But they are still rather slow. Any other ideas to speed up the BG?

 

Thanks


Edited by wrd1972, 18 June 2016 - 01:19 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#119 gtxjoe

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Posted 25 June 2016 - 04:16 AM

in LeftSlingShotT_Timer and RightSlingShotT_Timer, Increase the value .3.  If you change it to .9, the animation will 3x faster



#120 hauntfreaks

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Posted 25 June 2016 - 05:26 AM

Shoop,

The timers are currently set to 1. I changed them to 0 and that slightly sped up the boogeymen. But they are still rather slow. Any other ideas to speed up the BG?

 

Thanks

 

the frogs could go faster, and a bit higher.... but the boogiemen slings seem to be the correct speed on my rig.... 

 


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