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Medieval Madness VP915 FS [VP 9.x Cabinet FS]


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#121 Rincewind

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Posted 19 April 2013 - 08:55 PM

Wow... I just played 2.4 and what a hammer. Thanks jpsalas for your effort and generous work! This tables is now a real beauty and runs smooth. I just wish the B2S table based od 2.4 will follow soon.


Edited by Rincewind, 19 April 2013 - 08:55 PM.


#122 htamas

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Posted 19 April 2013 - 09:02 PM

There is already a B2S backglass available for this table... in fact, there are two :)



#123 ClarkKent

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Posted 19 April 2013 - 09:18 PM

super cool update ! Thank you !!

one thing i noticed : sometimes when the gate is up i can destroy the castle by shooting the door left from the main castle gate ..

so i shoot the door where the balls are normally locked and get a castle destroyed ? just happens occasionally...

never played the real MM but that's not the way it should be ... or am I wrong ?

 

thanks anyway i am off playing your awesome table ! :-D !!! :otvclap: :otvclap: :otvclap:

Interesting. That's the same my son told me today...



#124 Rincewind

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Posted 20 April 2013 - 07:08 AM

There is already a B2S backglass available for this table... in fact, there are two :)

 

:)  I there's a directb2s and exe backglass but they work only for 2.3.2 version of the table... your post raises a question in my mind... is it possible to change the table script of 2.4 and make it work with directb2server just by changing the VPinMameController to B2S.Server or do I need some more fiddling around?



#125 gogo69

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Posted 20 April 2013 - 07:30 AM

@clarkkent -> thank you , so I am not crazy after all ! hahahahaa

but fantastic work on this table ! I LOVE IT !!!!!!!


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#126 jpsalas

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Posted 20 April 2013 - 09:55 AM

@clarkkent -> thank you , so I am not crazy after all ! hahahahaa

but fantastic work on this table ! I LOVE IT !!!!!!!

Tha'ts a timing issue. It looks like the solenoid sometimes turns on and off very quickly and the subs I wrote gets confused. So I guess there will be a revision when I find out how I can get the gates to work. (just a side note: before I used the status of two switches to determine when to open and  close the gate, but it didn't correspond to the ROM sound, so I changed those subs and now they work in sync with the sound, but sometimes they get confused :) )


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#127 OuchTilt

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Posted 20 April 2013 - 10:45 AM

There is already a B2S backglass available for this table... in fact, there are two :)

 

:)  I there's a directb2s and exe backglass but they work only for 2.3.2 version of the table... your post raises a question in my mind... is it possible to change the table script of 2.4 and make it work with directb2server just by changing the VPinMameController to B2S.Server or do I need some more fiddling around?

Your right, just change the VPinmameController to B2S.Server and your good to go


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#128 pinball buzz

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Posted 20 April 2013 - 06:40 PM

Great table just got better :-) :-) Plays really smooth JP and love those trolls - are they the Norweigan variety :-) Your new lighting effects are impressive - will you use them on some of your other tables or are they a one off for MM. Scared Stiff and Elvira spring to mind :-) Thanks again JP.
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#129 Rincewind

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Posted 20 April 2013 - 07:41 PM

There is already a B2S backglass available for this table... in fact, there are two :)

 

:)  I there's a directb2s and exe backglass but they work only for 2.3.2 version of the table... your post raises a question in my mind... is it possible to change the table script of 2.4 and make it work with directb2server just by changing the VPinMameController to B2S.Server or do I need some more fiddling around?

Your right, just change the VPinmameController to B2S.Server and your good to go

 

Thanks... got it, works splendid ;)



#130 jpsalas

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Posted 27 April 2013 - 07:05 AM

Update 2.4.1:

 

I have fixed the gate :) It was the script which wasn't 100%. I assumed the ROM knew when the gate was up or down, but it didn't. So sometimes it triggered the solenoid to rise or lower the gate when it didn't need to. I added the right switches and a small timer to turn those switches on and off so the rom knows when the gate is up or down :) So now it works better :)


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#131 chepas

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Posted 27 April 2013 - 07:12 AM

Sweet, cheers. This table has to be the best flippers for multiball so far. Most other tables are just way to powerfull to be able to do any cradle tricks.


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#132 jpsalas

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Posted 27 April 2013 - 05:27 PM

I made a small adjustment to the gate so the ball doesn't fall into the moat when it shouldn't. So if you downloaded the table earlier today, you may want to redownload it :)

(I just need to do something with my short memory :) )


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#133 Hyper

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Posted 27 April 2013 - 06:52 PM

Hello JP,

 

Now when the gate is down and you shoot the drawbridge the ball gets into the pit (moat). I don't think that is correct

See this video:

 

Both 2.4.1 versions will let the ball go into the pit when the drawbridge is down and you hit the gate.


Edited by Hyper, 27 April 2013 - 07:12 PM.


#134 jpsalas

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Posted 28 April 2013 - 02:38 AM

Somehow the ramp I'm using does not become "collidable" when I tell it to be. I'll need to take a look at why it doesn't do that.


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#135 jpsalas

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Posted 28 April 2013 - 07:11 AM

After several hours trying to get the ramp to be collidable/non-collidable, I simply give up. I tried changing the ramp with a wall, which can also be set collidable/non-collidable through the script, and it works the same. Sometimes it works, and sometimes it doesn't. I also tried to set the bridge itself (made with a gate) to be non-collidable, and the result is the same: sometimes it works and sometimes it doesn't. I even tried to put one statement per line in the script.

 

If I make a new table and tried to set the collidable/non-collidable to a wall and a ramp, then it works all the time, on all VP versions. I guess it is something weird with this table since there are many walls and ramps at that zone. Maybe something is confusing VP, maybe there are too many ramps/walls. I don't know. So I leave the table like it is, and maybe later I'll find the reason why that ramp doesn't become collidable.


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

 

vp.jpg

 

 


#136 ClarkKent

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Posted 28 April 2013 - 07:45 AM

That's really a weird problem. I experience such things all the time with different programs. Most times making a new document is the only solution. Sometimes I find a workaround. Nevertheless I think it's not the biggest problem that the ball falls into the moat AFTER hitting the gate. It would be much worse if it falls into it before hitting it...


Edited by ClarkKent, 28 April 2013 - 07:46 AM.


#137 Hyper

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Posted 28 April 2013 - 08:01 AM

It would be much worse if it falls into it before hitting it...

 

LOL :dblthumb:

 

JP isn't it possible to go back to the original situation in 2.3.2. In that version it was working ok.

 

p.s. respect that you are trying to solve this problem in the middle of the night. It's not midsummernight yet.



#138 kiwi

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Posted 28 April 2013 - 09:54 AM

Mine is just an idea , occasionally ,maybe Vp does not understand that Bridge and bridge are the same, in the script the bridge is typed in lowercase, and the editor is typed uppercase.
I check for when the ramp is collidable ,I added a light that is off when the ramp is not collidable and turned on when it is collidable.
I saw that with the light on (ramp collidable), the ball falls under.
When in the editor I changed the word "bridge" lowercase instead of uppercase (Bridge) , the ramp worked well.


Absolutely a fantastic table.

 

Thanks

 

Max
 


Edited by kiwi, 28 April 2013 - 09:55 AM.


#139 hmueck

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Posted 28 April 2013 - 11:33 AM

Kiwi, the king of bug finding, strikes again. Well done! :)

Edited by hmueck, 28 April 2013 - 11:33 AM.

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

#140 kiwi

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Posted 28 April 2013 - 01:31 PM

Mine is just an idea , occasionally ,maybe Vp does not understand that Bridge and bridge are the same, in the script the bridge is typed in lowercase, and the editor is typed uppercase.
I check for when the ramp is collidable ,I added a light that is off when the ramp is not collidable and turned on when it is collidable.
I saw that with the light on (ramp collidable), the ball falls under.
When in the editor I changed the word "bridge" lowercase instead of uppercase (Bridge) , the ramp worked well.


Absolutely a fantastic table.

 

Thanks

 

Max
 

No good idea!
At first launch the table, to me the bridge never works.
I understood that the solenoid 37(SolBridge) does not send any pulses.
The Select Case of the "CastleGateTimer", does not start from Case 0.
When the solenoid 37 is activated the Select Case stops in step 1(Case 1) instead of step 4(Case 4).


I do not deserve the title of king of the bugs. :(

 

Max


Edited by kiwi, 28 April 2013 - 01:32 PM.