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VP10 table testing - available right here!


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#1401 sliderpoint

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Posted 19 July 2015 - 05:39 PM

seems like both DT and FS mode is kinda desktop. Did some quick settings for my cab. 

 

 

Sorry, My cab runs portrait mode.  

 

 

Nice one, Mike. I played a few games. As I shot the ball in the hole under the right plastic (below white flasher, on the very right), the ball was not kicked out. The ball appears and drops down again and the table is in a loop. Please adjust.

 

 

Hey twi,  It sounds like you are saying that the kicker doesn't have enough power to kick the ball back onto the table.  I'm not experiencing that issue.   I would guess you have some kind of nudging device (joystick) that is affecting the table slope during play?  If so, can  you disable that to try the table.  If that is the case, this is probably affecting all your tables, just in different ways.

 

Is anyone else having that issue?

 

-Mike



#1402 Dozer316

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Posted 19 July 2015 - 06:14 PM

Kicks out fine for me.

#1403 atarian

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Posted 19 July 2015 - 09:25 PM

Kicks out fine for me.

TX Sector - Awesome table Dozer - it is very similar to Robowar in terms of sounds, which is one of my favourites. A fine era for sure.

Whilst playing with the tables specific FPS quite oddly if I set it to VSync = 1, the balls get stuck on launch. Set to say to 120 and it is fine.

Edited by atarian, 19 July 2015 - 09:26 PM.


#1404 RYSr

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Posted 19 July 2015 - 11:24 PM

 

Nice one, Mike. I played a few games. As I shot the ball in the hole under the right plastic (below white flasher, on the very right), the ball was not kicked out.

The ball appears and drops down again and the table is in a loop.

Please adjust.

 

 

 

I had the same problem on my desktop PC with an older GT9600GSO card that I have to keep the object detail down for performance issues with VPX tables. However I find myself having to notch it up more and more with newer table releases.

 

Last night I had to move it up to half way to keep the ball from bouncing back in the launch ball rail on TX-Sector.

 

So when this ball kick issue happened on TAF I decided to try moving the object detail up another notch and that fixed the kickout problem. What was strange is that I had to save and unload the table and then load it back up to get the new setting to take effect. I'm running the latest 2112 version.

 

Strange how the object detail is causing problems on ball rails and now kickers. I never seen this behavior in VP9.

 

Mike, The table is very nice!

 

Rich


Edited by RYSr, 19 July 2015 - 11:30 PM.


#1405 sliderpoint

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Posted 19 July 2015 - 11:38 PM

Ah Ha!  That sheds a lot of light on the issue.  It's not the kicker itself.  I use an actual subway system.  The scoop that the ball goes down and back up is one(or two actually) of the new ramps with the height adjustable points.  The less detail there is the less "smooth" they are and the ball will not travel smoothly down and back up from under the playfield (raised wall).   

 

Thanks for the insight Rysr!

 

-Mike



#1406 freneticamnesic

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Posted 20 July 2015 - 01:05 AM

Why is anyone using object detail level less than max? This has long been a cause of consternation, it shouldn't even be an option. When building a table, we shouldn't worry about whether this is not going to play at all when someone comes along and sets their object detail level less than what I have......... frankly I don't worry about it, set your object detail to max and be done with it. If I make a smooth ramp that the ball travels along without issue, and you come in with an object detail level less than what I have, you start getting hard angles on the ramp. If you turn it all the way down, maybe you get a 90° angle in the ramp - of course the ball isn't going to work on that. This option should go away.



#1407 The Loafer

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Posted 20 July 2015 - 01:31 AM

Fren, many members have the object detail less than full because previously in vp9, that provided better performance. I personally haven't tested if there is any difference on my setup in vp10 but vp9 with my previous Gpu there was a big difference!

#1408 freneticamnesic

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Posted 20 July 2015 - 01:33 AM

It shouldn't be an option because it directly affects how the game functions.



#1409 randr

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Posted 20 July 2015 - 03:06 AM

I agree with frenetic. Computers are cheap time to move away from xp and low end video cards.

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#1410 The Loafer

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Posted 20 July 2015 - 04:29 AM

It shouldn't be an option because it directly affects how the game functions.


That is fine, but you asked and there is your answer. But consider that AAA games have detail levels and They have those because not everyone will have a good enough PC. Because physics are affected by that slider, I don't disagree maybe it should not exist as is but on the other hand, pc gaming devs do ensure their games tend to work on lower denominator PCs.

Not meant for Fren, just a general comment that is probably beyond the scope of this convo. I am not a dev so it's real easy for me to suggest something without understanding the full impact of that suggestion... but I think it's always in the best interest to ensure newcomers to our hobby have the easiest time possible integrating into it. Dealing with different versions of VP, add Vpm, what are the essential Files needed? front end? Etc. it's already very confusing for some. there are many options added in vpx and some like the way desktop/Fs is now handled directly alleviate confusion for new users (awesome), so maybe this slider option should be considered under that. If it causes more trouble than it is worth, maybe it should go but there is a cost to that if too many new users don't get good enough performance that they decide VP is not worth their time. We must remember that every current author was once a new user. Of course the flip side is if table building becomes too frustrating because of slider issues causing buggered tables that if causes authors to stop making tables, well that is not better either.

#1411 hmueck

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Posted 20 July 2015 - 04:37 AM

what use is a function that makes the table playable fps wise, but unplayable because of stuck balls?
do table authors have to make sure it works in all settings?
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1412 freneticamnesic

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Posted 20 July 2015 - 04:58 AM

What hardware do we consider not supported, then? This isn't VP9, we should start advancing not regressing



#1413 Trinity

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Posted 20 July 2015 - 05:37 AM

It is a mistake in my opinion to hold back advancements in order to create an atmosphere that is all inclusive. Everyone who uses a computer to game knows there is a time to upgrade or be left behind. It's inevitable. Let the natural order of things dictate that. I agree with fren, it would be good to move forward instead of standing still or holding on to past limitations. Just my 2 cents.



#1414 freneticamnesic

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Posted 20 July 2015 - 06:15 AM

hauntfreaks asked for a conversion of Tales From The Crypt, from the FP version created by francisco666. I used the script from JPSalas' table. I didn't do much work so this won't be a future release from me, but I thought it turned out pretty good looking and thought I'd share with everyone for the VPX beta test. I think it's got a good atmosphere, dark table and good GI... well, in my opinion

 

ClhL54G.jpg

 

here's the CORRECT link - again, all credit to francisco666 and JPSalas for their respect resources.


And bumper caps by zany - those caps always look great!

 

A fun note about this build - all ramps are primitives, I've been trying this more and more lately and seeing what I can get away with. Wire ramps were a big concern for me but so far it's been amazing. The scoop on this table is the most impressive (the 180 scoop that leads to the short ramp). I think it works great.


Edited by freneticamnesic, 20 July 2015 - 02:23 PM.


#1415 Talantyyr

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Posted 20 July 2015 - 06:55 AM

fren.... OMG ! 

 

That looks _AWESOME_ ! Can't wait to run to my cab and install TFTC! My wife loves the series, she'll flip out when i show her your version. Thx a lot for that!

 

Edit: The download link doesn't work, it just points to the screenshot.


Edited by Talantyyr, 20 July 2015 - 07:47 AM.

Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#1416 toxie

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Posted 20 July 2015 - 07:41 AM

@fren: thanks, but the link points to the pic..



#1417 sirknockie

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Posted 20 July 2015 - 08:23 AM

Hello,

 

got it working yesterday night !

AMH over Pinballx !

 

For those who maybe have the same error:

 

Error was: Loading Error:  when loading the gifs folder.

This Error occurs only when starting over pinballx.

Manualy starting over VPX ist no problem.

 

I don`t exactly know where was the Problem, but it have

to do with the rights on the Folder where the gifs are stored in.

 

My User is a local user on my cab and has read/write Permission to everything,

to the gif folder too. I check this more times !

But error has still exist.

 

Yesterday night i changed the Owner (old Owner was Administrators group, where my user belongs to)

to my local user directly and removed the Administrators group.

Not only the Rights --> Ownership !!

 

And now it works !!!

 

Thank you all who have tried to help me --> First of all Thank you Fren for this Table and your Support !!!

 

This ist a real great Forum !!

 

Sorry for my bad English !!

 

Greets

Jochen

 

PS: Glad that AMH is working now over pinballx --> gone Playing ;-)

 

 

 

 

 

 

you could open the script and fine the line that says "America's Most Haunted.UltraDMD" and remove the leading slash?

That's odd, PinballX must be handling this oddly, I haven't tried it on my cab yet with PinballX. I'll investigate this evening though

 

Hello,

 

hmm

 

changed Line 257: UltraDMD.SetProjectFolder curDir & "\America's Most Haunted.UltraDMD"

to

UltraDMD.SetProjectFolder curDir & "America's Most Haunted.UltraDMD"

 

Same Error Message

 

changed to

UltraDMD.SetProjectFolder curDir & "\AMH"

renamed Folder too to AMH

 

Same Error Message

 

changed to

UltraDMD.SetProjectFolder "C:\Games\VPT\Tables\AMH"

 

Same Errror Message

 

Starting manualy over VP10 rev2017 works great in all cases.

 

Seems that the Error Message dont came from the Line 257 !?

 

But where is the right Position for change ?

 

Thank you very much !

 

my solution

no change the script

move the table .vpx to gif folder and work fine

 

 

Hi,

Thx for this, but not working for me.

 

It makes no sense, where the table is.

 

I stored the table in different folders, in the gif folder i tried it at last,

but it makes no difference, the load error is always the same.

 

No change since the last time.

Starting the table in VPX rev. 2107 works fine, the tables plays fine too.

 

Launch over Pinballx is a Problem, i checked alls permissions, folder rights etc...

 

All Other Table works fine, but they are not loading other files (only b2s do, but this works).

 

Is there a oportunity to change the script, so there is no need to load the gif files ?

 

I did a test yesterday night and set the load path to c:\ where ist nothing von amh,

and i can start the table from vpx with no Problem. OK the DMD ist not working (files not found).

Starting the table over Pinballx same error occured and i cannot play, table ist not working !!!

 

I Think, the error comes not from the Ultradmd Loading, the path for the loading and the error,

must come from some elsewhere - other place in script or maybee from my pinballx config ?

 

I will post my config here !

 

Thx and please ignore my bad English !!!

 

Greets

Jochen

 



#1418 fuzzel

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Posted 20 July 2015 - 09:58 AM

Why is anyone using object detail level less than max? This has long been a cause of consternation, it shouldn't even be an option. When building a table, we shouldn't worry about whether this is not going to play at all when someone comes along and sets their object detail level less than what I have......... frankly I don't worry about it, set your object detail to max and be done with it. If I make a smooth ramp that the ball travels along without issue, and you come in with an object detail level less than what I have, you start getting hard angles on the ramp. If you turn it all the way down, maybe you get a 90° angle in the ramp - of course the ball isn't going to work on that. This option should go away.

We could fine tune the slider settings so that it won't create too strange unplayable ramps. Otherwise some users won't be able to play newer tables because they don't own hardware that is fast enough to play them. But that hardly depends how someone creates a table. If you use a lot of small transparent primitives you really need a fast gfx card playing those tables. But if you combine these meshes into a couple of higher poly meshes it could run better on low end hardware as well. But you need to learn to use a 3D editor to create such things.

#1419 boiydiego

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Posted 20 July 2015 - 10:32 AM

so no version from amh will come out for non ultradmd users ?


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#1420 arngrim

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Posted 20 July 2015 - 11:43 AM

ultradmd is not hardware, just install it ;)