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VP10 table testing - available right here!


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#1481 mattfl

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Posted 23 July 2015 - 04:32 PM

Sorry to keep shitting up the thread but I figured it out. I had not unblocked all the files in the xdmd folder, everything is working fine except the coin/start key but I'll figure that out later. Thanks everyone!



#1482 gStAv

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Posted 23 July 2015 - 04:39 PM

test with the '4' key for coins. Think the only thing you get is the sound for credit with the '5' key.

Then the '1' start should work :D


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#1483 mattfl

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Posted 23 July 2015 - 05:41 PM

test with the '4' key for coins. Think the only thing you get is the sound for credit with the '5' key.

Then the '1' start should work :D

 

Ya I kinda figured it out, hitting 5 does actually give me a coin and 1 does start the game. Although my actual cabinet buttons, which are mapped to other keys don't work. Not a huge deal right now.



#1484 Trinity

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Posted 23 July 2015 - 09:21 PM

here's a new original table to try out: Berzerk by myself :D I tried to throw together a table that was an homage to the classic early solid state games i've been playing a lot lately and i think it turned out. The gameplay is completely done/functional. I am going to do some graphical improvements on the table (there are a few lights that are misaligned) and i want to really improve my GI chops. The art was modified/adapted from various resources including a scanned atari instruction manual that I found (that's what made me choose that theme). Let me know what you think and if you have any graphical suggestions. I plan to be releasing a b2s version of the table as soon as i get some feedback and wrap up the coding of the table itself. All feedback is welcomed!

 

berzerk7-20-15_t.png

https://www.dropbox.... beta1.vpx?dl=0

 

-Lodger

I really like this table. Nice design. I like all the different types of targets. Looks like you wanted a little of everything. I like it!  I have it loaded up in my cab awaiting the backglass. Thank you.



#1485 lodger

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Posted 24 July 2015 - 01:51 AM

Update to Berzerk Beta 1.02

 

Updated version with B2s support (change b2son to 0 to turn off b2s).

- GI is now updated

-Update to rules to balance gameplay (addition of timed spinner charges)- in my opinion, gameplay is fast, has good flow and a lot of excitement!

-added additional text to table

-Backglass complete and included in zip (will be updated to include backglass lighting and animation)

 

I would still like to improve some graphical stuff, but this will be a wip as we move towards a final version of vp10! Future updates will include animating rubbers and further expansion of GI :)

 

Thanks to everyone for the feedback- I'm really enjoying playing this one and hope others are too!

berzerkbeta_t.png

https://www.dropbox....a 1.02.rar?dl=0


Edited by lodger, 24 July 2015 - 01:52 AM.

berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#1486 The Loafer

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Posted 24 July 2015 - 02:13 AM

hearing balls in play:  I think that depends on the environment and volume of table.  For sure in the heat of the action, I don't hear Tron or Stern Star Trek's ball rolling except on very rare occasions BUT if I bring the volume down (cause the wife is cooking in the kitchen upstairs and its driving her nuts eheh), then yeah I can hear them more for sure, and other table sounds become more prevalent as well.

 

I guess this is just logic but IMHO, felt the need to spew it out :)


okkkk updated first post with lots of new tables. Well done everyone concerned!

 

note:  I added a small blerb about the "object detail level" slider so that if people seem to have issues with ball stuck, they should try raising the slider first to see if it alleviates the issue.  In saying that, not sure if it was mentioned but the authors can FORCE this option on via the "table options" section by moving the slider to the right and adding a checkmark in the "overwrite global settings".  Am I reading that right?  Anyway forcing isn't always the best but if you know your table has very complex ramps, not a bad idea to consider this.


ohhhh forgot to add Uncle Willy's Bride of Pinbot beta, my apologies!


Edited by The Loafer, 24 July 2015 - 02:09 AM.


#1487 randr

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Posted 24 July 2015 - 02:29 AM

About time this thread is properly updated! Thanks loaf. Crazy how many tables their is already. Thanks authors/dev's

Edited by randr, 24 July 2015 - 02:30 AM.

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#1488 The Loafer

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Posted 24 July 2015 - 02:31 AM

Hey why do you think I got that nickname? :)


Edited by The Loafer, 24 July 2015 - 02:31 AM.


#1489 Les73gTx

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Posted 24 July 2015 - 07:19 AM

Hey randr , I was able to grab HD And Hercules and they both look great . HD plays good except the balls in the drain lake to merge with each other and when that happens the FPS slows way down to around 25 FPS.
On Hercules I can't get the ball to drain it just rolls back and forth in the drain area. I tried to play with the editor and nothing helped. I was never able to get past the first ball.
HD is really cool and fun.
Good work and thanks.

Sent from my SAMSUNG-SM-G870A using Tapatalk

les73gtx___atomicpin-pc.png
                                                                      


#1490 randr

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Posted 24 July 2015 - 12:24 PM

Is a bug in collision I think for Humpty? And Hercules has a huge ball(size 90 where normal is 50) so maybe a vp10 bug? I've ask fuzzle to look at it hope it's a simple thing to fix
Is a bug in collision I think for Humpty? And Hercules has a huge ball(size 90 where normal is 50) so maybe a vp10 bug? I've ask fuzzle to look at it hope it's a simple thing to fix

randr___pinball.png                         


#1491 hmueck

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Posted 24 July 2015 - 01:22 PM

The ball merging bug should've been fixed already?! Which version are you using Les73gTx?
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1492 Les73gTx

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Posted 24 July 2015 - 03:18 PM

2112 and the latest vbs and pinmame

Sent from my SAMSUNG-SM-G870A using Tapatalk
Just installed VP 10 a week ago

Sent from my SAMSUNG-SM-G870A using Tapatalk

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#1493 Dozer316

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Posted 24 July 2015 - 06:04 PM

Here is a vp10 version of Torpedo Alley by Data East. I built this quickly over the course of a couple of days as an old friend who owned this years ago is visiting this weekend and I wanted to get a more complete looking version running for him to play. It borrows heavily from the older version on the site so uses ramp images for the caves etc. It will not look great in desktop mode but doesn't look too bad in full screen mode. The light inserts are a bit rough too so be warned :).

Anyway, here it is, have fun.

https://mega.nz/#!eIxhlCoZ!c0vQ5_ncFfCPA1x69CwL4LhwOc9HoV5jjA1Oz7t0w1s

#1494 randr

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Posted 24 July 2015 - 11:45 PM

Uploaded temp kicker fix build of Hercules please try it and see if ball now drains. Not happy with it as ball is smaller but should "work" until bug in kicker physics is fixed in vp10.

randr___pinball.png                         


#1495 hauntfreaks

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Posted 25 July 2015 - 06:22 AM

Uploaded temp kicker fix build of Hercules please try it and see if ball now drains. Not happy with it as ball is smaller but should "work" until bug in kicker physics is fixed in vp10.

 

the way I fixed this when it first happened was to make the kicker radius 110 and the accuracy 0.9..... no ball size change and has worked ever since


Edited by hauntfreaks, 25 July 2015 - 06:25 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1496 freneticamnesic

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Posted 25 July 2015 - 10:24 AM

A mild update to TFTC to address a few concerns people have had. It shouldn't be too bright for people who want to crank up the nightday slider, it will scale the intensity of the GI 

I tweaked the center kicker hole a bit as well and made some changes to hopefully prevent the occasional lost ball

link here



#1497 randr

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Posted 25 July 2015 - 12:24 PM

Uploaded temp kicker fix build of Hercules please try it and see if ball now drains. Not happy with it as ball is smaller but should "work" until bug in kicker physics is fixed in vp10.

 
the way I fixed this when it first happened was to make the kicker radius 110 and the accuracy 0.9..... no ball size change and has worked ever since

Must be a math thing on kickers :( lol

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#1498 Guus

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Posted 25 July 2015 - 10:07 PM

A mild update to TFTC to address a few concerns people have had. It shouldn't be too bright for people who want to crank up the nightday slider, it will scale the intensity of the GI 

I tweaked the center kicker hole a bit as well and made some changes to hopefully prevent the occasional lost ball

link here

 

I had a crash on: "Line 1032". After a few games playing.

 

Besides that, the table has FPS drops(for 1 second ~2fps and then restores) sometimes, especially with multiball but also sometimes without multiball.

 

Great table, besides these 2 bugs :) very nice lighting effects and gameplay. Thanks.



#1499 BigBoss

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Posted 26 July 2015 - 12:12 AM

That video of Metallica had to be with the glass off. My games don't sound anything like that with the glass on

#1500 goesta

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Posted 26 July 2015 - 03:31 AM

Hey Fren,

Also got a 1032 script error and i think the kicker light is not working.

Love your tables, had fun testing and it  plays great!! A big kiss ;)