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Last Action Hero (Data East 1994)[Visual Pinball X]

Last Action Hero Javier VPX

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#121 javier1515

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Posted 24 October 2016 - 06:41 PM

1.05

the ball will not be stuck in the wire Ramp
edited the animation of the ball on the crane because it coincided with the same crane and added pin in the Crane. thanks Dark
flipper stength now 2.300
Added Switch 58
added switch in the spinner.
 
 
I forgot to update the image of the right slingshot.  :facepalm:
here it is for those who want to download the image only.
in future updates I'll add that image.

 

 

Attached File  plasticosVPX.jpg   206.95KB   12 downloads

 

 

Cheers, Javier..


Edited by javier1515, 24 October 2016 - 06:52 PM.

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#122 bolt

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Posted 24 October 2016 - 06:51 PM

Thank you Javier for the update.


Posted Image

#123 dark

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Posted 24 October 2016 - 07:01 PM

Thanks Javier.

 

I just tried this out and the Crane had some difficulty releasing the ball, it held onto it for quite a while before finally releasing it.

Visually the ball appears to sit a little low too. [edit] it looks okay in FS but appears a little low in DT.


Edited by dark, 24 October 2016 - 07:09 PM.


#124 RYSr

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Posted 24 October 2016 - 10:14 PM

Thank You Javier,

 

Playing great now! :db:

 

Now I just have to remember which modes activate the magnets. :tapping:



#125 bha19

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Posted 24 October 2016 - 10:51 PM

Which key does one use to activate "Smart Missile"?

 

Also great table.



#126 RYSr

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Posted 24 October 2016 - 10:53 PM

Which key does one use to activate "Smart Missile"?

 

Also great table.

 

 

 

Edit: I stand corrected, The ENTER key activates the Smart Missile.


Edited by RYSr, 26 October 2016 - 12:55 AM.


#127 Mark70

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Posted 25 October 2016 - 08:20 AM

Which key does one use to activate "Smart Missile"?

 

Also great table.

 

on my setup it's Enter (launch ball)


and thanks for the update all involved. Amazing Table.


Edited by Mark70, 25 October 2016 - 08:21 AM.


#128 bha19

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Posted 25 October 2016 - 11:34 PM

 

Which key does one use to activate "Smart Missile"?

 

Also great table.

 

on my setup it's Enter (launch ball)


and thanks for the update all involved. Amazing Table.

 

Thanks it is enter



#129 RYSr

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Posted 26 October 2016 - 01:03 AM

Javier,

 

I've found another issue.

The Magnets do not appear to be working.

 

The Eye lamp in the center of the ticket on the center of the playfield lights when the magnets are active.

 

During Multiball the eye is lit, but I don't see any effect from the 3 magnets under the center of the playfield.

 

This pin uses the same magnets and controller board as Guns & Roses and has the same pronounced effect on the ball.

 

I've been playing the heck out of the table and really enjoying playing it again.

 

Thanks

Rich



#130 ClarkKent

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Posted 26 October 2016 - 08:33 AM

A good friend (I tell his name later if he allows it) helped to improve the last version, he fixed A LOT of problems and added some interesting stuff.

RYSr, maybe you test this, too - he also fixed the magnets.

-increased crane animation duration (8 seconds)
-changed the ending angle of the crane, previously it was 128, now it's 136.
-new ball animation : now it uses the VP ball instead of the 3D mesh ball
provided by Dark.
-fixed and remapped all the solenoids callbacks (sol26 and sol32 are flashers,
they don't drive the magnets
-fixed the magnet solenoids: there are 3 magnets driven by Sol37,Sol38,Sol39
(these are not in the manual, I find them by myself)
-added the missing flashers (sol26 and sol32)
-added solenoid 22 (used when you hit sw48)
-added solenoid 4 (used in the crane animation)
-added missing flasher F7 (fired by sol32)
-fixed some DOF sound calls (fx_target,fx_diverter,fx_knocker)
-added relay clicking sound and color grade (to darken the whole table) to the
GI sub
-added ball animation for sw31,sw57,sw58 (ball entering the holes)
-removed some unused textures(plasticos_n, blueprint,some duplicates)

https://www.dropbox....o 1.06.rar?dl=0

Edited by ClarkKent, 26 October 2016 - 08:37 AM.


#131 RustyCardores

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Posted 26 October 2016 - 11:57 AM

This is sooooooooo good!  

 

I did get the ball stuck behind the crane a few times however. It was still on the ramp, but it didn't have the pace to continue. I couldn't nudge it either. I reduced the friction from .15 to .10 and it seems to play OK now. 

 

Also, the wire ramps are very loud (on my Poor Man's DOF at least)... if the ball heads up the vertical kicker and then down the wire, the volume is good. But if the ball get's there the other way, the wire makes about 3 times the sound.  Same loudness for the left wire ramp.  I fudged some code to reduce the volume here , so all good.... but just in case you want to look at it in future updates ;)

 

Thanks heaps for the efforts on this table.... it's gone straight to the top of my play list this week. :otvclap:

 

Did I mention that this is sooooooooo good! ? lol


Edited by RustyCardores, 26 October 2016 - 11:57 AM.

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#132 RYSr

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Posted 26 October 2016 - 12:01 PM

Thanks for the reply and the response Clark, and thank you to everyone involved (including the good Friend)! N or T?

I'll test the heck out of it today.. :db:

Rich


Edited by RYSr, 26 October 2016 - 12:43 PM.


#133 vampirolatino2

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Posted 26 October 2016 - 01:17 PM

This is sooooooooo good!  

 

I did get the ball stuck behind the crane a few times however. It was still on the ramp, but it didn't have the pace to continue. I couldn't nudge it either. I reduced the friction from .15 to .10 and it seems to play OK now. 

 

Also, the wire ramps are very loud (on my Poor Man's DOF at least)... if the ball heads up the vertical kicker and then down the wire, the volume is good. But if the ball get's there the other way, the wire makes about 3 times the sound.  Same loudness for the left wire ramp.  I fudged some code to reduce the volume here , so all good.... but just in case you want to look at it in future updates ;)

 

Thanks heaps for the efforts on this table.... it's gone straight to the top of my play list this week. :otvclap:

 

Did I mention that this is sooooooooo good! ? lol

 

You can always share your revisions. :)


Thanks to the team as always!



#134 ClarkKent

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Posted 26 October 2016 - 01:21 PM

Did somebody else get an error in line 632 while super crane (when two balls are already locked)?

 

The metal wire ramp sounds are great the way they are. I don't think they are too loud. I only hear absolutely no ball rolling...



#135 dark

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Posted 26 October 2016 - 01:24 PM

This table has received some nice attention and some great revisions.

 

However I'll say this again, the ramps will have less issues and the table will receive a performance boost if (invisible) VP ramps are implemented instead of using collision on the primitive mesh ramps (render prim ramps without collision).  It's my belief that prim collision should only be used as a last resort or in some special circumstances.


Did somebody else get an error in line 632 while super crane (when two balls are already locked)?

 

The metal wire ramp sounds are great the way they are. I don't think they are too loud. I only hear absolutely no ball rolling...

I think the metal ramp sounds are great too but I only seem to heart it on the one wire ramp and not the other (the other being when fed from the plastic ramp).



#136 ClarkKent

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Posted 26 October 2016 - 01:38 PM

You are certainly right but with the friction settings there are no more problems on the ramps (never had them again).

 

At the moment only the bug at Super Crane is annoying as the game exits...



#137 dark

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Posted 26 October 2016 - 01:57 PM

You are certainly right but with the friction settings there are no more problems on the ramps (never had them again).

 

At the moment only the bug at Super Crane is annoying as the game exits...

 

Well it's getting there, Javier said he would make VP ramps when he got time so it would seem you have just about everything else resolved.  So perhaps this will allow Javier the time to add in VP ramps sooner rather than later for the next official update/release.


Edited by dark, 26 October 2016 - 01:57 PM.


#138 javier1515

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Posted 26 October 2016 - 04:14 PM

Please do not upload files in the thread, so this more orderly and the whole community download the latest version of the table.
if someone has something to include either improvements to the table or whatever .. please send me the file and I gladly I will upload
 
I do not want to offend anyone, it's quite the opposite is to make this more orderly and neat thread.
 
 
in a moment I will upload the update of ninuzzu.  :love39:

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#139 ClarkKent

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Posted 26 October 2016 - 04:49 PM

Has the Super Crane crash been fixed, too?

#140 Mark70

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Posted 26 October 2016 - 04:52 PM

WOW - Thanks again for the update all involved!  This table is growing very fast and with really impressive improvements.

Last update was already awesome, and so is this one! Top notch table and already became a favourite one.


Edited by Mark70, 26 October 2016 - 05:23 PM.






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