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VP10 table testing - available right here!


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#1361 hmueck

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Posted 14 July 2015 - 11:29 AM

Darn, you got me to work on that table...

Primitive5.roty=-anewpos*2
baff0e1b01d2b7f85e15a62e6a18989b.jpg
Attached File  cannon3.rar   4.88KB   3 downloads
size 150/150/150 or larger

And maybe you should check the cvpmMech routine from another T2 table. This one seems to have problems with the switches - says the ROM.

Edited by hmueck, 14 July 2015 - 01:51 PM.

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

#1362 toxie

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Posted 14 July 2015 - 11:44 AM

 

Would it be possible to tweak these settings in real time like camera mode?

That should be possible.

 

 

And it now is (or at least with the next build)..  :)

So the lighting params can be set the same as the BG params..



#1363 freneticamnesic

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Posted 14 July 2015 - 12:30 PM

That's amazing. Can't wait to abuse that.



#1364 toxie

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Posted 14 July 2015 - 12:54 PM

Looking forward to that!  :)

(and i know that the whole lighting<->material interaction stuff is really complicated for most of you, so i hope that we will also have something similar for materials (soon?))



#1365 Slydog43

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Posted 14 July 2015 - 01:13 PM

huemck,  you really crank these vp10 tables out, thanks.  see pick, it just doesn't seem exactly right at the gate if the ball if travelling very slowly, it kinda gets sucked up through the gate.  

 

Untitled.png



#1366 freneticamnesic

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Posted 14 July 2015 - 01:27 PM

Looking forward to that!  :)

(and i know that the whole lighting<->material interaction stuff is really complicated for most of you, so i hope that we will also have something similar for materials (soon?))

 

Also awesome. I think I've finally figured out the materials. I've been building a good collection...

 

Unrelated question/request : now that primitives are fairly reasonable to use as collidable objects, can we set triggers and gates to their surface? For example, ramps - I've built a couple of tables recently that are using models for the ramps and they're working amazingly, however I still need to put ramps or walls (non-collidable) in the area needed to add a switch or gate or spinner....



#1367 hmueck

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Posted 14 July 2015 - 01:46 PM

at the gate if the ball if travelling very slowly, it kinda gets sucked up through the gate.


If the ball travels against the gravity, then it's a bug that the devteam knows about. It also happends when the inlanes are a bit too small and in other places. Strange physics bug...


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

#1368 Trinity

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Posted 14 July 2015 - 02:15 PM

No reply in the "WIP" thread, but maybe somebody here would like to beta test the table:

 

aqualand_sm.png

I did get a chance to download that yesterday, but life got hectic here and delayed my time to install.

Will get some time this afternoon to play it and let you know.



#1369 BorgDog

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Posted 14 July 2015 - 03:00 PM

Hey guys, have my first table(s) to share for testing, critique and bugs.  This is an update/retheme of Itchigo/dboyrecords Golden Arrow table originally done by PinballPerson in vp8.  Two versions, one a wip update of Golden Arrow (although i made 2 player) and a heavily modified angry birds version called Golden Birds.  Thanks/blame to sliderpoint for all his help and upgrades as well as the whole vp10 team and vp community.

 

Feedback most welcome.

 

Edit:  forgot to add that directb2s are included for both, just check or uncheck the Use DT button as desired.

 

Golden Arrow https://dl.dropboxus...n Arrow VPX.zip

 

Golden Birds https://dl.dropboxus...olden Birds.zip

 

GAdesktop.jpg

 

desktop.png


Edited by BorgDog, 14 July 2015 - 07:22 PM.


#1370 RYSr

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Posted 14 July 2015 - 08:59 PM

No reply in the "WIP" thread, but maybe somebody here would like to beta test the table:

 

aqualand_sm.png

 

Table is a real drain monster and seems a little fast.

I had a ball get stuck once on the end of gate5 and the peg t16 when it was on a slow roll.

I moved the gate up just a little and didn't see it happen again, also tried raising the playfield friction to .4 seems to help slow it down a little.

Thanks for the table.

Rich


Edited by RYSr, 14 July 2015 - 09:04 PM.


#1371 Shoopity

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Posted 14 July 2015 - 11:21 PM

 

Terminator 2 VPX

 

full (mostly) primitive upgrade,  thanks to freneticamnesic  youtube tutorials.

and tipotes T2 chrome primitives

...

this table had multiple reels,  I was able to convert the flasher reels to lights,  but the cannon animation is beyond my capabilities.

if anyone would like to update it for me and possibly give it the full VPX code update.  So that I can concentrate on doing the rest of the image updates.

 

Terminator 2 - Judgement Day (Williams).zip 27.7 MB

https://mega.co.nz/#!RodmlBxb!QfdAmS2Ry1r8zfc3K0Db8PhwtLz94uOFN8s7-gxvswQ

 

 

 

but the cannon animation is beyond my capabilities.


The cannon animation would normally be easy-ish, but with this primitive it's nearly impossible. The pivotal point is maybe 200 pixels up the y axis. This means you can't rotate the cannon, because it will not stay in it's place. It will rotate around the pivot point like the moon around the earth.

 

Here's the cannon that's been compensated for.  I would suggest bringing in a new primitive instead of replacing the one that's there.  You could replace the one that's there, but then you'd have to change the scale of everything back 100, and it's RotX to 0 (i.e. the default settings for any primitive, which is why I suggest just bringing in a new primitive).  And to rotate it, you'd have to adjust the RotZ (like is more natural anyway).


And maybe you should check the cvpmMech routine from another T2 table. This one seems to have problems with the switches - says the ROM.

Do we know if VPM's mech emulation of this table is accurate?  I've never figured out why so many table authors build their own mech routines when the mech is very well emulated by VPM already (e.g. Scared Stiff).

Attached Files


Edited by Shoopity, 14 July 2015 - 11:22 PM.


#1372 Trinity

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Posted 15 July 2015 - 05:43 AM

 

No reply in the "WIP" thread, but maybe somebody here would like to beta test the table:

 

aqualand_sm.png

 

Table is a real drain monster and seems a little fast.

I had a ball get stuck once on the end of gate5 and the peg t16 when it was on a slow roll.

I moved the gate up just a little and didn't see it happen again, also tried raising the playfield friction to .4 seems to help slow it down a little.

Thanks for the table.

Rich

 

Yeah, had the same ball stuck issue once. Did you or anyone else get a weird behavior in the scoring? I would play and then the ball would drain. The score in player one would just keep racking up points by the bunches. I even sat there watching it before launching the next ball. It just kept on going. 10s of thousands of points racking up for no reason as you play.

Seems like a fun table. And generous too ^_^ 



#1373 hmueck

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Posted 15 July 2015 - 11:46 AM

Aqualand beta3:
http://www.mediafire...aland_beta3.rar

- ball "chillout zone" between pegT16 and gate5 demolished
- the "racking up points after drain" comes from the varitarget. I think it happends when you hit the varitarget a second time before the table ROM moved it back to the starting position. Now the varitarget will not register any ball hits until it's reset by the ROM.

Here's the cannon that's been compensated for.  I would suggest bringing in a new primitive instead of replacing the one that's there.  You could replace the one that's there, but then you'd have to change the scale of everything back 100, and it's RotX to 0 (i.e. the default settings for any primitive, which is why I suggest just bringing in a new primitive).  And to rotate it, you'd have to adjust the RotZ (like is more natural anyway).


You also changed the mesh? Now we have to new cannons. ;)

 

Do we know if VPM's mech emulation of this table is accurate?  I've never figured out why so many table authors build their own mech routines when the mech is very well emulated by VPM already (e.g. Scared Stiff).


I don't know if it's accurate. But i don't remember having the ROM complain about the cannon in the chrome edition.

Why so many authors build their own routines? Well, mostly because at one point, vpm didn't emulate this or that and you _had_ to create your own routine. After that nobody checks it again and just does copy/paste scripts from the old tables. ;)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1374 gigalula

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Posted 15 July 2015 - 05:34 PM

Line 894 missing "Then"

 

Regards



#1375 hmueck

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Posted 15 July 2015 - 07:27 PM

woops. update comes tomorrow. pc is off for today.....
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1376 Slydog43

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Posted 15 July 2015 - 11:41 PM

Borgdog, great table with GoldenBirds.  Love the sling shot to launch a ball and the moving animations on the slings.  My girl will love this.  Thanks



#1377 BorgDog

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Posted 16 July 2015 - 12:04 AM

Borgdog, great table with GoldenBirds.  Love the sling shot to launch a ball and the moving animations on the slings.  My girl will love this.  Thanks

 

Thanks!  Let me know if your girl comes up with more ideas for fun stuff to add, sound effects and such, it may be a while before it's "done".



#1378 hmueck

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Posted 16 July 2015 - 07:16 AM

Aqualand 1.0rc:
http://www.mediafire...aland_1.0rc.rar
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1379 BorgDog

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Posted 17 July 2015 - 12:07 AM

Golden Arrow beta2 (just making this numbering shit up) uploaded.  

 

hauntfreaks cleaned up the playfield image quite a bit and tweaked some lighting most of which I incorporated to some degree.  Thanks haunt!

rescripted a lot of the table to better match the gameplay videos I've been watching on youtube, specifically arrow and number light movements and scoring, thanks again sliderpoint for the scripting help

minor fixes on the desktop backglass

 

More to come.

 

https://dl.dropboxus...n Arrow VPX.zip

 

edit: just found some leftovers form the angry birds version, removed and updated, also fixed plunger.


Edited by BorgDog, 17 July 2015 - 01:46 AM.


#1380 hauntfreaks

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Posted 17 July 2015 - 05:36 AM

Golden Arrow beta2 (just making this numbering shit up) uploaded.  

 

hauntfreaks cleaned up the playfield image quite a bit and tweaked some lighting most of which I incorporated to some degree.  Thanks haunt!

rescripted a lot of the table to better match the gameplay videos I've been watching on youtube, specifically arrow and number light movements and scoring, thanks again sliderpoint for the scripting help

minor fixes on the desktop backglass

 

More to come.

 

https://dl.dropboxus...n Arrow VPX.zip

 

edit: just found some leftovers form the angry birds version, removed and updated, also fixed plunger.

 

nice update... I noticed a few of your primitives have the material set to "clear" where I believe it should be "plastic with image"


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif