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Creature form the Black Lagoon FS Alpha Mod
Started By
unclewilly
, Nov 20 2009 10:30 PM
250 replies to this topic
#101
Posted 25 February 2012 - 07:07 PM
Well, as far as I am concerned, adjusting the width of both the upper and lower ramp sections referenced above fixed any issues I was having, just looking forward to downloading the table with your ramp modifications (hopefully with both upper and lower already adjusted
) and possibly with the script and timer adjustment too, but I'll be happy just to get a copy with the ramps looking better as I know everything I might need to change otherwise.
#103
Posted 25 February 2012 - 09:27 PM
QUOTE (Arcade4 @ Feb 25 2012, 05:05 PM) <{POST_SNAPBACK}>
Someone with upload permission please get this table. 
only staff and authors can otherwise it would be on here by now...the ramps look and play awesome though, left ramp works perfect
Edited by bladexdsl, 25 February 2012 - 09:34 PM.
#104
Posted 25 February 2012 - 10:47 PM
QUOTE (thewool @ Feb 25 2012, 01:33 PM) <{POST_SNAPBACK}>
Just while our green friend is a hot topic... did anyone manage to fix or make the KISS skill shot?
This works on a random occasion but I could never find the consistent sweet spot.
This works on a random occasion but I could never find the consistent sweet spot.
Oh yea, speaking of the Kiss section of the game.
As a past owner of a real CFTBL I noticed that after making a left shot to the Kiss Lane, the ball returns to the flippers way to fast on this version.
On the real machine you get to hear the entire quotes from the shot before you can shoot at it again. With this version it is possible to hit the shot at such rapid of a pace that the quotes get cut off.
So to sum up, there needs to be more of a delay before the ball pops out from the right, after making a KISS shot.
QUOTE (bladexdsl @ Feb 25 2012, 03:27 PM) <{POST_SNAPBACK}>
QUOTE (Arcade4 @ Feb 25 2012, 05:05 PM) <{POST_SNAPBACK}>
Someone with upload permission please get this table. 
only staff and authors can otherwise it would be on here by now...the ramps look and play awesome though, left ramp works perfect
OK, I'll rephrase....
Staff and authors, please get this table so it can be uploaded.
Edited by Arcade4, 25 February 2012 - 10:46 PM.
#105
Posted 25 February 2012 - 11:04 PM
QUOTE (thewool @ Feb 25 2012, 08:33 PM) <{POST_SNAPBACK}>
Just while our green friend is a hot topic... did anyone manage to fix or make the KISS skill shot?
I've changed in the MOD the physics of the flippers, in order to get directly from them to both side holes, the snack bar and the three ramps. It has been a quite difficult for me (a rookie) to find balanced parameters. I've found that in this table one of the key parameters is the "Oblique correction". Lowering it you can get the side holes more easily, but it's harder to go through the center ramp. And a high value makes very dificult to get to the KISS. You can play with this parameter to find a point you feel comfortable with.
In the MOD you can get the side ramps very easily, and with a little of practice you can go easily also to both the center targets and the side holes.
EDIT: I also removed the recoil time, so you can stop the ball with the flippers, which makes gameplay easier.
Edited by MRCMRC, 25 February 2012 - 11:19 PM.
#106
Posted 25 February 2012 - 11:07 PM
is new version with layback view - it would be nice to put layback if it doesn't broke anything?
My paper cab
core.vbs with better nudge
FPLaunch with exit menu, instructions, flyer - local vpf copy
VP with support for analog nudge and plunger with any gamepad
#107
Posted 25 February 2012 - 11:38 PM
QUOTE (blur @ Feb 26 2012, 12:07 AM) <{POST_SNAPBACK}>
is new version with layback view - it would be nice to put layback if it doesn't broke anything?
I've mantained unclewilly's rotation parameters. What you say is one of the first thinks I tried. With 0º inclination I had issues. And the results with 6º inclination and adding layback were not as good as with the original parameters.
#109
Posted 26 February 2012 - 08:18 AM
QUOTE (Arcade4 @ Feb 25 2012, 10:47 PM) <{POST_SNAPBACK}>
QUOTE (thewool @ Feb 25 2012, 01:33 PM) <{POST_SNAPBACK}>
Just while our green friend is a hot topic... did anyone manage to fix or make the KISS skill shot?
This works on a random occasion but I could never find the consistent sweet spot.
This works on a random occasion but I could never find the consistent sweet spot.
Oh yea, speaking of the Kiss section of the game.
As a past owner of a real CFTBL I noticed that after making a left shot to the Kiss Lane, the ball returns to the flippers way to fast on this version.
On the real machine you get to hear the entire quotes from the shot before you can shoot at it again. With this version it is possible to hit the shot at such rapid of a pace that the quotes get cut off.
So to sum up, there needs to be more of a delay before the ball pops out from the right, after making a KISS shot.
My comment regarding this was that the KISS timed skill shot doesn't really function. I think you're supposed to be able to plunge past the PAID light at a certain time to light KISS and so the 'F'.
#110
Posted 26 February 2012 - 08:25 AM
QUOTE (thewool @ Feb 26 2012, 09:18 AM) <{POST_SNAPBACK}>
My comment regarding this was that the KISS timed skill shot doesn't really function. I think you're supposed to be able to plunge past the PAID light at a certain time to light KISS and so the 'F'.
Ok. Are you sure it's not working?
While testing I think I saw a couple of times how F whas achieved during plunge, but I couldn't explain it since I don't knew that KISS was also involved in the skill shot...
EDIT: I must have dreamed it, since in the table there are no switches or so in the K-I-S-S. Anyway, I've tried to plunge ten or more times, and I always go over the K...
Edited by MRCMRC, 26 February 2012 - 08:33 AM.
#111
Posted 26 February 2012 - 08:45 AM
QUOTE (MRCMRC @ Feb 26 2012, 08:25 AM) <{POST_SNAPBACK}>
QUOTE (thewool @ Feb 26 2012, 09:18 AM) <{POST_SNAPBACK}>
My comment regarding this was that the KISS timed skill shot doesn't really function. I think you're supposed to be able to plunge past the PAID light at a certain time to light KISS and so the 'F'.
Ok. Are you sure it's not working?
While testing I think I saw a couple of times how F whas achieved during plunge, but I couldn't explain it since I don't knew that KISS was also involved in the skill shot...
EDIT: I must have dreamed it, since in the table there are no switches or so in the K-I-S-S. Anyway, I've tried to plunge ten or more times, and I always go over the K...
I think there is a switch (or was it a gate) up the left side 5" or so above the KISS? I think it has worked for me in the past but as I mentioned it seems random or I hit it without thinking, and I could never make it consistently - but as this is a timed shot you should be able to make it more often with practice. Found this:
The other Skill Shot is scored by firing the ball all the way around the Back Orbit and down the Left Saucer Lane. Whenever the F letter in F-I-L-M is not lit, and you did not collect any Jackpots in the most recent Multiball, the K-I-S-S letters will be lit in a cycling pattern. However many letters are lit when the ball passes the sensor in the back left corner of the Back Orbit will be spotted immediately. It is sometimes possible to get zero letters from this Skill Shot.
On other Skill Shot attempts, firing the ball around the Back Orbit will only spot one K-I-S-S letter.
So it seems there should be a sensor in the back left corner of the back orbit.
#112
Posted 26 February 2012 - 09:10 AM
QUOTE (thewool @ Feb 26 2012, 09:45 AM) <{POST_SNAPBACK}>
I think there is a switch (or was it a gate) up the left side 5" or so above the KISS? I think it has worked for me in the past but as I mentioned it seems random or I hit it without thinking, and I could never make it consistently - but as this is a timed shot you should be able to make it more often with practice. Found this:
The other Skill Shot is scored by firing the ball all the way around the Back Orbit and down the Left Saucer Lane. Whenever the F letter in F-I-L-M is not lit, and you did not collect any Jackpots in the most recent Multiball, the K-I-S-S letters will be lit in a cycling pattern. However many letters are lit when the ball passes the sensor in the back left corner of the Back Orbit will be spotted immediately. It is sometimes possible to get zero letters from this Skill Shot.
On other Skill Shot attempts, firing the ball around the Back Orbit will only spot one K-I-S-S letter.
So it seems there should be a sensor in the back left corner of the back orbit.
The other Skill Shot is scored by firing the ball all the way around the Back Orbit and down the Left Saucer Lane. Whenever the F letter in F-I-L-M is not lit, and you did not collect any Jackpots in the most recent Multiball, the K-I-S-S letters will be lit in a cycling pattern. However many letters are lit when the ball passes the sensor in the back left corner of the Back Orbit will be spotted immediately. It is sometimes possible to get zero letters from this Skill Shot.
On other Skill Shot attempts, firing the ball around the Back Orbit will only spot one K-I-S-S letter.
So it seems there should be a sensor in the back left corner of the back orbit.
OK, I think that now I understand how this skill shot works on the real machine.
I think that is controlled by switch 15. Since in the VP script this switch is controlled by the ROM, I think that the skill shot shoud work OK...
#114
Posted 26 February 2012 - 10:50 AM
QUOTE (thewool @ Feb 26 2012, 11:33 AM) <{POST_SNAPBACK}>
Have a go MRCMRC and see if you can get any lights lit by this skill shot
I need help with this.
I think that sw15 is well configured in the script, like the other rollover switches. But in test mode it appears "closed" and with an "A" in brackets "(A)".
I think it shoud be open, and only get closed when the ball passes through.
I don't know what that "(A)" means. I've searched through the menus, looking for a feature that enables or disables this skill shot, without success.
Any thoughts?
EDIT: Think I got it!
This must be an opto switch instead of a mechanical switch, thus it must be normally ON (Controller.Switch(15) = 1) and set to OFF (Controller.Switch(15) = 0) only when the ball is passing through.
Tested and it works!
Edited by MRCMRC, 26 February 2012 - 11:09 AM.
#115
Posted 26 February 2012 - 11:36 AM
QUOTE (MRCMRC @ Feb 26 2012, 10:50 AM) <{POST_SNAPBACK}>
EDIT: Think I got it!
This must be an opto switch instead of a mechanical switch, thus it must be normally ON (Controller.Switch(15) = 1) and set to OFF (Controller.Switch(15) = 0) only when the ball is passing through.
Tested and it works!
This must be an opto switch instead of a mechanical switch, thus it must be normally ON (Controller.Switch(15) = 1) and set to OFF (Controller.Switch(15) = 0) only when the ball is passing through.
Tested and it works!
GIVE THAT MAN A CIGAR!!!!
I hope you have fixed it, this has been bugging me for a while but I gave up
#116
Posted 26 February 2012 - 11:43 AM
QUOTE (thewool @ Feb 26 2012, 12:36 PM) <{POST_SNAPBACK}>
QUOTE (MRCMRC @ Feb 26 2012, 10:50 AM) <{POST_SNAPBACK}>
EDIT: Think I got it!
This must be an opto switch instead of a mechanical switch, thus it must be normally ON (Controller.Switch(15) = 1) and set to OFF (Controller.Switch(15) = 0) only when the ball is passing through.
Tested and it works!
This must be an opto switch instead of a mechanical switch, thus it must be normally ON (Controller.Switch(15) = 1) and set to OFF (Controller.Switch(15) = 0) only when the ball is passing through.
Tested and it works!
GIVE THAT MAN A CIGAR!!!!
I hope you have fixed it, this has been bugging me for a while but I gave up
Great! Sounds like you have a lot of talent in VP, MRCMRC! Any idea when this might get uploaded?
#117
Posted 26 February 2012 - 12:07 PM
QUOTE (thewool @ Feb 26 2012, 12:36 PM) <{POST_SNAPBACK}>
I hope you have fixed it, this has been bugging me for a while but I gave up 
Well, it works fine, but I still have a slight issue: it doesn't work the first time you pass through the switch, since I can't initialize properly this switch. It must be open, and I add the line Controller.Switch(15) = 0 to the script, but it remains closed till the ball passes first time through it. Then it works perfect.
Any ideas of how to fix this? I have no experience with VP scripting, and I don't know if I can "poke" a switch with a script command. Maybe that would work.
QUOTE (JAM0 @ Feb 26 2012, 12:43 PM) <{POST_SNAPBACK}>
Any idea when this might get uploaded?
I sent a PM to Noah a couple of days ago, since only the staff and the table creators can upload tables.
#118
Posted 26 February 2012 - 12:51 PM
If you just want to pulse the switch once at table start. In the table init sub routine
put a line in that says pulsesw(15)
Important not at home so i can't give the exact syntax. Just look for another pulsesw line for the exact syntax.
Its either vpm.pulsesw 15 or controller.pulsesw 15
Can't remember offhand important at work so i can't check
ashame no one brought this up at the initial release or i would have fixed it
oh well
enjoy your modding
When you are finished i can upload it for you if you'd like
put a line in that says pulsesw(15)
Important not at home so i can't give the exact syntax. Just look for another pulsesw line for the exact syntax.
Its either vpm.pulsesw 15 or controller.pulsesw 15
Can't remember offhand important at work so i can't check
ashame no one brought this up at the initial release or i would have fixed it
oh well
enjoy your modding
When you are finished i can upload it for you if you'd like
"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
#119
Posted 26 February 2012 - 01:55 PM
Thank you very much for the tip, "maestro" (as we say in spanish
)
Unfortunatelly my idea of pulsing the switch doesn't work, since it does just the opposite it would do in a regular switch. In this case, the switch remains closed, and the pulse command opens it for a while and closes it again, and what we need is that the switch begins in open state (as a regular switch).
It's strange that the command Controller.Switch can't open the switch, since it can do it when the switch 15 is being hit.
And... it would be a great honor if you were the uploader of this MOD! Many thanks!!!
Unfortunatelly my idea of pulsing the switch doesn't work, since it does just the opposite it would do in a regular switch. In this case, the switch remains closed, and the pulse command opens it for a while and closes it again, and what we need is that the switch begins in open state (as a regular switch).
It's strange that the command Controller.Switch can't open the switch, since it can do it when the switch 15 is being hit.
And... it would be a great honor if you were the uploader of this MOD! Many thanks!!!
#120
Posted 26 February 2012 - 02:22 PM
Oh if that is the case change the beginning state to 1 instead of 0 in the table init
check the sw15 sub routine also. to make sure i didn't have a typo when coding it
This seems like a strange issue.
So the switch needs to be activated at the start? or not activated
check the sw15 sub routine also. to make sure i didn't have a typo when coding it
This seems like a strange issue.
So the switch needs to be activated at the start? or not activated
"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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