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The Addams Family VP91X 2.0
Started By
melon
, May 01 2010 12:11 PM
187 replies to this topic
#124
Posted 09 May 2010 - 02:31 AM
The same game worked for you July 31st of last year, so what has changed since then?
http://www.vpforums....i...ost&p=17417
Guess you could run the visual pinmame setup, and uninstall and reinstall it again - that'd probably fix it - be sure to remove all registry entries when it's uninstalled.
http://www.vpforums....i...ost&p=17417
Guess you could run the visual pinmame setup, and uninstall and reinstall it again - that'd probably fix it - be sure to remove all registry entries when it's uninstalled.
Build a fire, vipers love the heat.
#126
Posted 09 May 2010 - 08:14 PM
Hi Melon,
i played your fabulous pinball now very often. If I do not hit the ball with the left small flipper, the ball drops on the small metal rail and then jump to the left out in most cases. This problem I never had with the real Addams Family table. Is it possible to modify this a little?

Is the slingshot force with 8 not a little to hard?
6 is a good value.
Your table gives me a lot of fun, but your version is a lot heavier than PacDudes version.
My score today is 230.010.310.
i played your fabulous pinball now very often. If I do not hit the ball with the left small flipper, the ball drops on the small metal rail and then jump to the left out in most cases. This problem I never had with the real Addams Family table. Is it possible to modify this a little?

Is the slingshot force with 8 not a little to hard?
6 is a good value.
Your table gives me a lot of fun, but your version is a lot heavier than PacDudes version.
My score today is 230.010.310.
#127
Posted 09 May 2010 - 09:59 PM
If you are using the last version (1.02) select the 2 walls you can see in the image (called GuiaMeta1 and GuiaMetal2) and change the elasticity from 0.2 to something lower, like 0.1 and the ball won't bounce:

In the first version tha elasticity was 0.1, but somebody (I don't remember who was) suggeested that the ball should bounce a little, so I increased the elasticity a little.

In the first version tha elasticity was 0.1, but somebody (I don't remember who was) suggeested that the ball should bounce a little, so I increased the elasticity a little.
#129
Posted 03 August 2010 - 02:00 PM
Well, Im a lil'bit outdated rigth now, but just couldn't keep playing this table without thanking you!.
I believe it can be improved, as anything can.... but It ROCKS man!.
I know what a pain can be to get a code working right and can't imagine what would be to get such a table work the way this one does.
Thanks for this great release.
I believe it can be improved, as anything can.... but It ROCKS man!.
I know what a pain can be to get a code working right and can't imagine what would be to get such a table work the way this one does.
Thanks for this great release.
#130
Posted 17 August 2010 - 12:35 AM
Great game...one of my favorites. I am having a small issue that I hope someone can help me with. I was having the ball freeze on the screen while playing for only a second or so occasionally. I thought maybe my PC processor was having a hard time keeping up so I upgraded my PC to a 3.0Ghz quad core processor with 8 mg of ram and a 9800gtx video card thinking that would solve the problem. It didn't, the ball still freezes on the screen momentarily every minute or so. I'm sure there is a setting somewhere that I am missing but I can't find it. Any suggestions on how to fix the problem?
#131
Posted 17 August 2010 - 04:24 PM
QUOTE (gnr_rules @ Aug 16 2010, 06:35 PM) <{POST_SNAPBACK}>
Great game...one of my favorites. I am having a small issue that I hope someone can help me with. I was having the ball freeze on the screen while playing for only a second or so occasionally. I thought maybe my PC processor was having a hard time keeping up so I upgraded my PC to a 3.0Ghz quad core processor with 8 mg of ram and a 9800gtx video card thinking that would solve the problem. It didn't, the ball still freezes on the screen momentarily every minute or so. I'm sure there is a setting somewhere that I am missing but I can't find it. Any suggestions on how to fix the problem?
If you re using a UVP try it without it, Also make sure your screen resolution and bit matches in both windows and VP. Another thing you can try is turning off the AntiAliasing in pinmame as well as shrinking the size of the dmd or resolution if your dmd is on a separate screen. As long as your 9800gtx has 1GB of memory you should be fine there. Also make sure you are running the recommended drivers 185.xx I think it is, you can double check in these forums.
#132
Posted 01 November 2011 - 09:32 PM
Updated to version 2.0:
Revision 2 (1 - November - 2011)
Massive Update.
Updated to VP91X: Transparent ramps, transparent plastics. New Screws, nuts, pegs... New metal and wood textures, new flashers, new sounds, new physics, added missing sensor (sensor 58 at the end of the ramp) and lots of little adjustments I just can't remember!
Enjoy
FS version is coming...
Revision 2 (1 - November - 2011)
Massive Update.
Updated to VP91X: Transparent ramps, transparent plastics. New Screws, nuts, pegs... New metal and wood textures, new flashers, new sounds, new physics, added missing sensor (sensor 58 at the end of the ramp) and lots of little adjustments I just can't remember!
Enjoy
FS version is coming...
#135
Posted 01 November 2011 - 10:23 PM
Hello melon - woohoo it's here, cheers for the update!!
I've just had a few games on the new table and it plays great, plenty of improvments and tweaks. The table quality is lifted by the addition of alpha ramps and other cosmetic upgrades. It plays really well and the physics feel smooth and just right
The only thing I was slightly gutted at the quality of the PF. I think it's the same 1024x1024 image you used before which gives quite a lot of pixelation, more apparent on the text and lower Pf images. The same goes for the slingshot and other lower plastics. Are there any plans to up the resolution of these images for the FS version? (fingers crossed!)
All in all - good work that man and thanks for sharing!!
I've just had a few games on the new table and it plays great, plenty of improvments and tweaks. The table quality is lifted by the addition of alpha ramps and other cosmetic upgrades. It plays really well and the physics feel smooth and just right
The only thing I was slightly gutted at the quality of the PF. I think it's the same 1024x1024 image you used before which gives quite a lot of pixelation, more apparent on the text and lower Pf images. The same goes for the slingshot and other lower plastics. Are there any plans to up the resolution of these images for the FS version? (fingers crossed!)
All in all - good work that man and thanks for sharing!!
#136
Posted 01 November 2011 - 11:08 PM
Actually that might be the issue... and I hope I'm not teaching my Granny how to suck eggs here 
I saw your post in another thread saying that you are using HD images for your tables but that be VP must be distorting them somehow. I noticed the same pixelation that is in TAF can also be seen in Cyclone, which also uses PF images of 1024x1024. It seems that a lot of other table authors are using images with approximately double the vertical width such as 1024x2048 to get the full vertical resolution.
By using a 1024x1024 image VP is stretching the image vertically so you are losing a lot (roughly half) of the detail which explains why the text close to the apron is illegible and other images are not so good. That might explain why Noah made the comment about the Cyclone PF. The same goes for your 'plasticos' images, also 1024x1024 which explains the slingshot quality.
Maybe you could try using PF images with a res of something like 1024x2048 (if you still have the source files) to see if that would make a difference. It's just a suggestion old pal
Cheers again for your efforts and the update!
I saw your post in another thread saying that you are using HD images for your tables but that be VP must be distorting them somehow. I noticed the same pixelation that is in TAF can also be seen in Cyclone, which also uses PF images of 1024x1024. It seems that a lot of other table authors are using images with approximately double the vertical width such as 1024x2048 to get the full vertical resolution.
By using a 1024x1024 image VP is stretching the image vertically so you are losing a lot (roughly half) of the detail which explains why the text close to the apron is illegible and other images are not so good. That might explain why Noah made the comment about the Cyclone PF. The same goes for your 'plasticos' images, also 1024x1024 which explains the slingshot quality.
Maybe you could try using PF images with a res of something like 1024x2048 (if you still have the source files) to see if that would make a difference. It's just a suggestion old pal
Edited by thewool, 02 November 2011 - 02:23 PM.
#140
Posted 02 November 2011 - 07:29 AM
QUOTE (thewool @ Nov 2 2011, 12:08 AM) <{POST_SNAPBACK}>
Actually that might be the issue... and I hope I'm not teaching my Granny how to suck eggs here 
I saw your post in another thread saying that you are using HD images for your tables but that be VP must be distorting them somehow. I noticed the same pixelation that is in TAF can also be seen in Comet, which also uses PF images of 1024x1024. It seems that a lot of other table authors are using images with approximately double the vertical width such as 1024x2048 to get the full vertical resolution.
By using a 1024x1024 image VP is stretching the image vertically so you are losing a lot (roughly half) of the detail which explains why the text close to the apron is illegible and other images are not so good. That might explain why Noah made the comment about the Comet PF. The same goes for your 'plasticos' images, also 1024x1024 which explains the slingshot quality.
Maybe you could try using PF images with a res of something like 1024x2048 (if you still have the source files) to see if that would make a difference. It's just a suggestion old pal
Cheers again for your efforts and the update!
I saw your post in another thread saying that you are using HD images for your tables but that be VP must be distorting them somehow. I noticed the same pixelation that is in TAF can also be seen in Comet, which also uses PF images of 1024x1024. It seems that a lot of other table authors are using images with approximately double the vertical width such as 1024x2048 to get the full vertical resolution.
By using a 1024x1024 image VP is stretching the image vertically so you are losing a lot (roughly half) of the detail which explains why the text close to the apron is illegible and other images are not so good. That might explain why Noah made the comment about the Comet PF. The same goes for your 'plasticos' images, also 1024x1024 which explains the slingshot quality.
Maybe you could try using PF images with a res of something like 1024x2048 (if you still have the source files) to see if that would make a difference. It's just a suggestion old pal
The idea is releasing a FSHD version. For the 4:3 version those 1024x1024 textures make everybody able to play the game (there are people with the HW Rendering off).
Anyway, I have good images as you can see:

Maybe I can upload a Hi res pack and some instructions on how to change those textures.



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