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The Party Zone VP91x FS [VP 9.x Cabinet FS]


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#101 Dozer316

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Posted 28 June 2014 - 12:00 PM

Master table builder, master of humility and grace.
 

Well, the table was working fine when I released it. But I can test it again with the latest VP revision. I did try to make a vpm visible lock to work in a new table (for another author) and I didn't managed to get it working, it was like the triggers worked, but not the kickers. Just now I'm not home, but when I come back home in a week I'll try some tables with a visible lock to see if they work in VP9.9 (line back to the future ot LOTR). But I don't see why they shouldn't work. I'll also check this table, I guess I made the fixes, but I forgot to upload it :)



#102 boiydiego

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Posted 28 June 2014 - 12:01 PM

thx jp realy have lots of respect for you and work you did for vp and love the tables you make dont think diffrend , it was just that table was released 30/3/2010 and problem known since 30/10/2010 and in 2014 i cannot play it ;-) THX JP FOR HEARING MY CALL
iam looking forward to the update so i can play this beauty ..

just will be a dx9 problem..


 

Master table builder, master of humility and grace.
 

Well, the table was working fine when I released it. But I can test it again with the latest VP revision. I did try to make a vpm visible lock to work in a new table (for another author) and I didn't managed to get it working, it was like the triggers worked, but not the kickers. Just now I'm not home, but when I come back home in a week I'll try some tables with a visible lock to see if they work in VP9.9 (line back to the future ot LOTR). But I don't see why they shouldn't work. I'll also check this table, I guess I made the fixes, but I forgot to upload it :)

 

i never doubted it dozer !!


Edited by boiydiego, 28 June 2014 - 12:37 PM.

boiydiego___gebruik-n2kbkyc.png


#103 The Loafer

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Posted 28 June 2014 - 12:58 PM

Wow... Those last two posts are unreal...


Would have loved to seem the original versions lol

#104 boiydiego

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Posted 28 June 2014 - 01:03 PM

just for you i removed :D loafer just so you could have no fun :D , i never meant to be disrespectfull in any way , maybe was my fault of not getting the table to run after all fixes where sayed in support topic that i got frustrated with after all the years not seeing it being fix , if everybody just fixes his version ICP on his cab then lots of people with less experience will download the table and run in problems that go above there heads..


Edited by boiydiego, 28 June 2014 - 01:16 PM.

boiydiego___gebruik-n2kbkyc.png


#105 jpsalas

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Posted 07 July 2014 - 01:53 PM

I just come back home from my vacation, and I have taken a look at the table. I have a version 1.2.2 from Nov 2010 with that ramp fixed. I guess I forgot to upload it :) I'll test it a little with vp9.9 and I'll upload it. I won't make any other changes, I'll just fix that ramp and lock. The table (as most of my tables) will need a complete rebuild to update it to VP9.9 and VP10 when it comes out. Mostly because I used a wrong width for the table ,1024. Don't ask me why I thought that number was better. I guess at that time I wanted the tables as big as possible on the screen with as much as possible detail, and I thought to scale them to 1024 was the best. But remember that at that time VP7 or VP8 didn't have any zoom or rotation.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#106 jpsalas

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Posted 07 July 2014 - 02:33 PM

Update 1.2.2

This update is only a bug fix and it only fixes the ramp on the back so the balls are not lost and the lock works as intended.

This 1.22 should have been updated in 2010, but I guess I forgot :)

 

So don't expect flashers or any 3D object.

I have also update the desktop version.

 

JP


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#107 boiydiego

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Posted 07 July 2014 - 03:06 PM

THX JPSALAS FOR FIXING THE RAMP PROBLEM , X1000 THX


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#108 LoadedWeapon

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Posted 07 July 2014 - 03:06 PM

Thx jp hope you had a great vacation!

#109 jpsalas

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Posted 07 July 2014 - 03:46 PM

Thx jp hope you had a great vacation!

 

Yes, a cruise in the Mediterranean sea is always nice :)

 

I used the desktop table as a source to make the FS, and I see that some of the objects aren't 100% in the right place in the FS version. I forgot that at that time I used to make two versions of all the tables, but later I learned how to properly use the desktop properties to adjust the view without needing to make the objects higher in the FS versions :) I don't know if I need to adjust some of the objects (the sign and "house" on the right) or simply wait for a complete new version using 3D objects :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#110 dark

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Posted 07 July 2014 - 04:01 PM

I'm going to try modelling the Captain when I get a chance.  The dummy would be easy to do too since there's good resources for it.



#111 Shoopity

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Posted 07 July 2014 - 04:22 PM

Well, the dummy and the comic don't need to be that detailed since they don't move, so the meshes can be relatively primitive, no pun intended.  As far as all the other toys are concerned, they should only be meshed for angle independency.  But the Captain is going to look as good as UW's Drac/Frank if he gets meshed/textured right.



#112 jpsalas

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Posted 07 July 2014 - 04:36 PM

You may download the "fixed" version, I have simply moved the two objects on the right so they look better in FS :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#113 Shadowsclassic

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Posted 07 July 2014 - 04:41 PM

Thanks JP, always glad to see Papa Smurf! :)

 

 

Well, the dummy and the comic don't need to be that detailed since they don't move, so the meshes can be relatively primitive, no pun intended.  As far as all the other toys are concerned, they should only be meshed for angle independency.  But the Captain is going to look as good as UW's Drac/Frank if he gets meshed/textured right.

The comic does move his mouth, I figure you already realize that but just pointing it out.

 

Curious,  was this DJ based on a real DJ somewhere like Wolfman Jack or Bob & Tom?  Maybe in Wisconsin? 



#114 numiah

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Posted 07 July 2014 - 05:21 PM

Thanks for the continuous support!


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#115 Shoopity

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Posted 07 July 2014 - 05:30 PM

The comic does move his mouth, I figure you already realize that but just pointing it out.

Well, move I mean rotate or flip, or whatever.  If you look a the primitive for the most recent CV table, it's just a cylinder with a lid (and a cone for the spring).  But because it doesn't rotate or you won't see the sides of it, that's all that's needed.  B. Zarr spins almost 360 so he needs to have some details when it comes to his mouth, nose, goggles, etc.



#116 bolt

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Posted 07 July 2014 - 07:38 PM

Thank you JP, for the fix.


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#117 dark

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Posted 07 July 2014 - 07:44 PM

 

The comic does move his mouth, I figure you already realize that but just pointing it out.

Well, move I mean rotate or flip, or whatever.  If you look a the primitive for the most recent CV table, it's just a cylinder with a lid (and a cone for the spring).  But because it doesn't rotate or you won't see the sides of it, that's all that's needed.  B. Zarr spins almost 360 so he needs to have some details when it comes to his mouth, nose, goggles, etc.

 

This is why modelling him will be a challenge the model needs to be fairly accurate.



#118 arngrim

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Posted 07 July 2014 - 08:30 PM

JP you have wrong switches assigned for the bumpers, i already deleted the old version but i'm sure that one was correct, anyway here is the correction

 

' Bally Bumper thumpers

 Sub Bumper1_Hit:vpmTimer.PulseSw 43:PlaySound "bumper1":bump1 = 1:Bumper1.TimerEnabled = 1:End Sub

 Sub Bumper1_Timer():UpdateBumper1:End Sub

 Sub UpdateBumper1()

     Select Case bump1

         Case 0

             If bumpLamp1 = 0 Then

                 B1s1.IsDropped = 0:B1s1t.IsDropped = 0:B1s1on.IsDropped = 1:B1s1ton.IsDropped = 1

             Else

                 B1s1on.IsDropped = 0:B1s1ton.IsDropped = 0:B1s1.IsDropped = 1:B1s1t.IsDropped = 1

             End If

         Case 1:B1s1.IsDropped = 1:B1s1t.IsDropped = 1:B1s1on.IsDropped = 1:B1s1ton.IsDropped = 1:B1s3on.IsDropped = 0:B1s3ton.IsDropped = 0:bump1 = 2

         Case 2:B1s3on.IsDropped = 1:B1s3ton.IsDropped = 1:B1s2on.IsDropped = 0:B1s2ton.IsDropped = 0:bump1 = 3

         Case 3:B1s2on.IsDropped = 1:B1s2ton.IsDropped = 1:Bumper1.TimerEnabled = 0:bump1=0:UpdateBumper1

     End Select

 End Sub

 

 Sub Bumper2_Hit:vpmTimer.PulseSw 44:PlaySound "bumper2":bump2 = 1:Bumper2.TimerEnabled = 1:End Sub

 Sub Bumper2_Timer():UpdateBumper2:End Sub

 Sub UpdateBumper2()

     Select Case bump2

         Case 0

             If bumpLamp2 = 0 Then

                 B2s1.IsDropped = 0:B2s1t.IsDropped = 0:B2s1on.IsDropped = 1:B2s1ton.IsDropped = 1

             Else

                 B2s1on.IsDropped = 0:B2s1ton.IsDropped = 0:B2s1.IsDropped = 1:B2s1t.IsDropped = 1

             End If

         Case 1:B2s1.IsDropped = 1:B2s1t.IsDropped = 1:B2s1on.IsDropped = 1:B2s1ton.IsDropped = 1:B2s3on.IsDropped = 0:B2s3ton.IsDropped = 0:bump2 = 2

         Case 2:B2s3on.IsDropped = 1:B2s3ton.IsDropped = 1:B2s2on.IsDropped = 0:B2s2ton.IsDropped = 0:bump2 = 3

         Case 3:B2s2on.IsDropped = 1:B2s2ton.IsDropped = 1:Bumper2.TimerEnabled = 0:bump2=0:UpdateBumper2

     End Select

 End Sub

 

 Sub Bumper3_Hit:vpmTimer.PulseSw 45:PlaySound "bumper3":bump3 = 1:Bumper3.TimerEnabled = 1:End Sub

 Sub Bumper3_Timer():UpdateBumper3:End Sub

 Sub UpdateBumper3()

     Select Case bump3

         Case 0

             If bumpLamp3 = 0 Then

                 B3s1.IsDropped = 0:B3s1t.IsDropped = 0:B3s1on.IsDropped = 1:B3s1ton.IsDropped = 1

             Else

                 B3s1on.IsDropped = 0:B3s1ton.IsDropped = 0:B3s1.IsDropped = 1:B3s1t.IsDropped = 1

             End If

         Case 1:B3s1.IsDropped = 1:B3s1t.IsDropped = 1:B3s1on.IsDropped = 1:B3s1ton.IsDropped = 1:B3s3on.IsDropped = 0:B3s3ton.IsDropped = 0:bump3 = 2

         Case 2:B3s3on.IsDropped = 1:B3s3ton.IsDropped = 1:B3s2on.IsDropped = 0:B3s2ton.IsDropped = 0:bump3 = 3

         Case 3:B3s2on.IsDropped = 1:B3s2ton.IsDropped = 1:Bumper3.TimerEnabled = 0:bump3=0:UpdateBumper3

     End Select

 End Sub



#119 jpsalas

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Posted 08 July 2014 - 06:11 AM

Thanks argrim. I have fixed those numbers in the script and I have uploaded the FS and desktop versions. The version is now 1.2.3.

(those numbers were wrong on all the older versions, and that happens because of too much cut and paste :) )


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#120 IPJball

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Posted 13 July 2014 - 09:23 AM

Hi JPSalas,

This has nothing to do with this topic, but I really need to ask you something. Ever since getting VP 9.9, when

I play your super awesome Funhouse, there is a little bit of z fighting in the upper right corner next to the red, white, and blue

lights. Previously I talked to Mukuste, and he said that it was z fighting and it could only be fixed by fixing the table. I was wondering

if you could re-release Funhouse full screen with the z fighting removed. I'm using a Surface Pro 2, and using VP 9.9 is the only way

I can play it without getting stutter now and then. I know from your last post on this topic that you're on vacation now, really sorry to bother you!

When you get back would you consider doing this? Anyways, no hurry, if you feel like it. One more thing, you are one of the best pinball recreators

EVER! You are really appreciated. Once again, sorry to bother you!

Thanks,

IPJball

funhouse test