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Tales of the Arabian Nights VP91x 3.2


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#141 Siggy

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Posted 21 September 2011 - 08:03 AM

QUOTE (jpsalas @ Sep 11 2011, 06:03 PM) <{POST_SNAPBACK}>
Just delete the nvram. It is is the nvram file where the rom settings are saved. If you play the table several times and you never hit that magnet, then then rom believes there is something wrong and you get the warning.

(the nvram file is the file in the NVRAM folder with the same name as the ROM)

JP


HI JpSalas,
First .. i really say THANK YOU!!! for all of your effort in this project,
second... after seen your beautifuls tables
party zone, theatre of magic ,bad cats,fun house, arabian nights ,
cirqus voltaire (useless to say that all of these tables are really amazing) etc etc...
and fortunately You have done plenty wink.gif
Without your effort and also of other artist here our dreams about pinball was only now in mind.
I have a request...(when you want and you have time of corse wink.gif or maybe you already planning about them)
taxi , hurricane , fish tales .... these table are already available but in lowres and forced to fullscreen nothing to do compared to the other table that I mentioned before in hi-res and full screen.
Hope to see these tables in future but
I know that I'll see others magicians tables from You too.
Keep up the good work and greetings. dblthumb.gif dblthumb.gif dblthumb.gif clapping.gif clapping.gif clapping.gif

#142 gStAv

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Posted 21 September 2011 - 08:20 AM

Welcome to the forums Siggy! biggrin.gif

The Fish Tales is done by melon for VP9 and could be downloaded here



Taxi is already created 2009 by JPSalas and you can find the VP9 version converted to FS at the HyperPin section of Hyper Spin Forums (here)



Check JPSalas WIP section of his own site here

Hurricane is on his list as you can see, wich is quite long!

You're welcome! dblthumb.gif

Edited by gStAv, 21 September 2011 - 08:24 AM.

3rs054-6.png


#143 Siggy

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Posted 21 September 2011 - 08:45 AM

QUOTE (gStAv @ Sep 21 2011, 09:20 AM) <{POST_SNAPBACK}>
Welcome to the forums Siggy! biggrin.gif

The Fish Tales is done by melon for VP9 and could be [url="http://www.vpforums....rch&cmd=search

Taxi is already created 2009 by JPSalas and you can find the VP9 version converted to FS at the HyperPin section of Hyper Spin Forums

Check JPSalas WIP section of his own site

Hurricane is on his list as you can see, wich is quite long!

You're welcome! dblthumb.gif


Thank You gStAv You really help me a lot to make my dream immediately satisfied smile.gif
hope that these 2 tables FISH TALES AND TAXI are in HI-RES.. smile.gif

Thank You again for your help wink.gif

#144 Mr. Pacman

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Posted 21 September 2011 - 05:40 PM

QUOTE (Mr. Pacman @ Sep 20 2011, 09:09 PM) <{POST_SNAPBACK}>
I'm looking for a difference between Firepower and TOTAN that makes TOTAN's flippers look normal when I use an Nvidia card and behind ball when i use the integrated graphics chip. Firepower and all the other non-JP tables look normal no matter what graphics chip I use.



Anyone on this? It's something specific with JP tables that other tables don't have it...I can't find any obvious difference though..something that can control graphics chip from inside the table...


UPDATE: I have probably found the solution! After many hours of trial and error, I found that if I set the flippers to "draw in back", then, they appear normally with the ball behind their graphics!! This setting is needed only with JP's tables for the integrated graphics chip I have (i7 2630qm). Now everything seems normal! I'm very happy!

UPDATE 2: Well, no, this wasn't a solution finally. mad.gif I have tried to do the same again and it doesn't work. Some times it works only when the flipper is down...it's unpredictable and I believe that it has to do with graphics around or above/under the flippers, rendering and maybe some special methods JP uses to make or to manipulate the flippers. It's insane... I have 2 graphics chips available and both of them have different kind of problems with VP:

Nvidia GT 540m with 2gb of memory:
Lags, ball stutters etc...

I have tried to untick antialiasing, I run the .exe as administrator, I tried to run it at 16bits....almost EVERYTHING that most of the people suggest. I bought this laptop with an nvidia and 2gb graphics memory just to be able to run VP (I could buy a much cheaper laptop with ATI radeon), and it was a mistake... thmbdn.gif


Integrated graphics (i7 2630qm):

It works almost as it should, except that nasty graphics issue with the flippers on JPs tables...


I'm thinking about quitting VP. I'm very frustrated with this situation. I hope I could do something to improve VP compatibility with modern gpus but I don't know much about programming. Basically it's a program built on an "ancient" code... I understand. Community work on it was phenomenal though...



Edited by Mr. Pacman, 22 September 2011 - 11:01 AM.


#145 jpsalas

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Posted 11 October 2012 - 06:31 PM

3.3 - October 2012
- flipper settings
- new playfield graphics by Grizz
- new transparent graphics
- new GI lights
- change genie's magnet not to stop the ball
- adjusted plunger and added missing switch in the script
- and some bug fixes and others fixes I've forgotten :)
The ball still can get stuck in the skillshot, but a nudge will free it.

Those are more or less the changes, plus all that I add to my newer updates: the ball collision sounds, the support for the motion plunger, higher resolution graphics ++

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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#146 FDSystems

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Posted 11 October 2012 - 07:18 PM

QUOTE (Mr. Pacman @ Sep 20 2011, 09:09 PM)
I'm looking for a difference between Firepower and TOTAN that makes TOTAN's flippers look normal when I use an Nvidia card and behind ball when i use the integrated graphics chip. Firepower and all the other non-JP tables look normal no matter what graphics chip I use.



Anyone on this? It's something specific with JP tables that other tables don't have it...I can't find any obvious difference though..something that can control graphics chip from inside the table...


UPDATE: I have probably found the solution! After many hours of trial and error, I found that if I set the flippers to "draw in back", then, they appear normally with the ball behind their graphics!! This setting is needed only with JP's tables for the integrated graphics chip I have (i7 2630qm). Now everything seems normal! I'm very happy!

UPDATE 2: Well, no, this wasn't a solution finally. style_emoticons/default/mad.gif I have tried to do the same again and it doesn't work. Some times it works only when the flipper is down...it's unpredictable and I believe that it has to do with graphics around or above/under the flippers, rendering and maybe some special methods JP uses to make or to manipulate the flippers. It's insane... I have 2 graphics chips available and both of them have different kind of problems with VP:

Nvidia GT 540m with 2gb of memory:
Lags, ball stutters etc...

I have tried to untick antialiasing, I run the .exe as administrator, I tried to run it at 16bits....almost EVERYTHING that most of the people suggest. I bought this laptop with an nvidia and 2gb graphics memory just to be able to run VP (I could buy a much cheaper laptop with ATI radeon), and it was a mistake... style_emoticons/default/thmbdn.gif


Integrated graphics (i7 2630qm):

It works almost as it should, except that nasty graphics issue with the flippers on JPs tables...


I'm thinking about quitting VP. I'm very frustrated with this situation. I hope I could do something to improve VP compatibility with modern gpus but I don't know much about programming. Basically it's a program built on an "ancient" code... I understand. Community work on it was phenomenal though...




Posted Image


What is the model of your laptop?
I have 2 of them with the same characteristics, & I manage to play almost all tables.
Maybe, hopefully I can help you, ................I know too well the frustration you're feeling :dblthumb:




Back to topic : Great update ! Thank you JP ! :otvclap: :otvclap: :otvclap:
Plays fine on the machine with the Nvidia GT540M.
Will test tonight on th other laptop with Radeon.
It should not make much difference, as VP does not use any of these graphic cards but instead the Intel onboard graphics ! :facepalm: :throw:

Edited by FDSystems, 11 October 2012 - 08:07 PM.

From Brasil. Updated version of 1234fd



#147 FDSystems

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Posted 12 October 2012 - 01:02 PM

This fantastic update got lost in the middle of "game adjustment's threads", (thanks ta2686 :dblthumb: ), & already disapeared from the front page.

Beside the :otvclap: :otvclap: :otvclap: , this update also deserves A BUMP! :dblthumb:

Edited by FDSystems, 12 October 2012 - 04:53 PM.

From Brasil. Updated version of 1234fd



#148 mach2

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Posted 12 October 2012 - 05:19 PM

finally classic is best :otvclap: great thanks JP

#149 Aaron James

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Posted 12 October 2012 - 09:09 PM

Simply amazing update.
My cab thanks you...... and so do I.

vpsig.jpg


#150 cmd

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Posted 13 October 2012 - 03:46 AM

Thanks for the update JP! It plays great! :otvclap:

One problem though. I would like to make the viewing angle like version 3.2, but when I change the settings I get a gap at the bottom of the playfield. Do you have any ideas?

I would attach an image, but it's been a few years and I can't figure out how to do it. :think:

Thanks!

cmd.

Edited by cmd, 13 October 2012 - 04:17 AM.


#151 jpsalas

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Posted 13 October 2012 - 06:56 AM

Te side walls are higher, so the same parameters than in the 3.2 won't work. Appart from the view angles, you may need to adjust the Xscale and Yscale, and also maybe lower the more the table increasing the Yoffset.

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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#152 cmd

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Posted 13 October 2012 - 08:38 PM

Thanks JP! The Yoffset was the main culprit. :tup:

cmd.

#153 mach2

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Posted 27 October 2012 - 09:16 AM

great, thanks for update jp,
"changed flippers to shoot better for the genie" :dblthumb:

#154 chepas

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Posted 08 November 2012 - 02:46 PM

This table is way to easy. Would of been here all day playing that game if I hadn't let the balls drain. :(

Bump maps are the new auto-tune :BDH:
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#155 Aaron James

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Posted 08 November 2012 - 03:26 PM

This table is way to easy. Would of been here all day playing that game if I hadn't let the balls drain. :(


If that's how you feel, then make it harder for yourself!!!
Make a huge space between the flippers by shortening the flipper length, and jack up the table slope.
There ya go... Now the table will be a bitch!
(The beauty of VP, you can change whatever you like)

Edited by Aaron James, 08 November 2012 - 03:28 PM.

vpsig.jpg


#156 hmueck

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Posted 08 November 2012 - 03:49 PM

This table is way to easy. Would of been here all day playing that game if I hadn't let the balls drain. :(


Maybe you're just too good? ;)
If you don't like the easy ROM settings, set them to hard. As any money loving operator would do. ;)
Also: what Aaron James said. Do some PAPA changes to the table. No post on the outlanes, shorter flippers, steeper slope,...
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#157 chepas

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Posted 08 November 2012 - 04:48 PM

Yeah , maybe just making the gap bigger will help the difficulty somewhat. Shooting the ramp is minimal effort, she flys up there so easy. Just feels like you could close your eyes, flip and still collect all and rescue the princess.

I'll try it on xp later see if it's different than the WIn7 game i played earlier.

I'd love to add the jimmy fingers physics and get a bit more weight in the ball but no help to get that script added?

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#158 Pike13

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Posted 19 January 2017 - 06:27 PM

I'm having issues with the correct plunger settings for getting my VirtuaPin plunger working with the Tales of the Arabian Nights VP912 FS Classic 3.4.0 table.

 

By default, it seems like plunger support is there in the table and it animates correctly but I'm having two (related?) issues:

 

1. The ball flies off the plunger making it very difficult to do a skill shot.  I've reduced the plunger strength from 180 to between 75-80 but can't seem to find that sweet spot where it seems to work - it is still either too powerful or not powerful enough.

 

2. There doesn't seem to be a lot of 'steps' when pulling back on the physical plunger and how far back the animated plunger goes.  Seems to be about 5 discrete images being shown based on how far back I'm pulling the plunger.  The animation isn't really the issue, it is the relation between physical and virtual.  Barely moving the physical plunger a millimeter will correspond to the animated plunger really moving.  I have tried DXTweak to 'mellow out' the plunger but I'm not sure what values I should be putting in for the min/max/center/dead space.  Any thoughts on DXTweak?

 

I did try the Plunger test table and that works just fine and is showing the range of expected values (0-25 if I remember correctly).

 

I've tried tweaking things a hundred different ways it seems (enabling the mechanical plunger, changing the mech strength, intervals, etc.) but no dice.

 

 



#159 DJRobX

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Posted 20 January 2017 - 07:20 AM

 

I'm having issues with the correct plunger settings for getting my VirtuaPin plunger working with the Tales of the Arabian Nights VP912 FS Classic 3.4.0 table.

 

 

 

Mechanical plungers are a bit of a nightmare in VP9.    The problem is that there are dozens of different ways that different table authors choose to implement plungers.   VPX, by comparison, my mechanical plunger "just works" the vast majority of time, and almost always works better than typically seen in VP9 (no slow animations and better ball control). 

 

Looking at this table, the animation tries to follow the plunger state, but the ball is actually launched with the plunger you see on the table in the VP editor    This is sort of good since it means that tweaks you do in the VP editor will have impact.   Sometimes it's completely script based.   

 

Try reducing the stroke length - it will reduce the overall strength (try maybe 120).   Also you can move the whole plunger object up or down a pixel or two.   It's invisible so it won't have a visual impact, but can have a huge impact on how the plunger itself works. 

 

If you really want to fix the slow animations, the best way to do it is to get rid of the current scripted plunger animation, and make the VP plunger visible.   Near the very end of the VP9 cycle they added what's called the "Modern plunger" which finally made the built in plunger acceptable looking (which is what the scripted "slow" animation is trying to work around).   It will move smoothly with the mechanical one.    If you search the forums for "modern plunger' you should find instructions.   You'll end up with a small taste of VP table building, but overall it's not too too hard.


Edited by DJRobX, 20 January 2017 - 07:26 AM.


#160 Pike13

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Posted 20 January 2017 - 08:41 PM

Thanks for response, I'll give those suggestions a try.  I did try to reduce the stroke length to a value that other tables had working but then it wasn't actually reaching to to where the ball was sitting - I didn't try to move the plunger control up a few pixels though and will give that a whirl.

 

I'll also look at the modern plunger subject.

 

Regarding VP9 vs. VPX - I guess the only reason I was going with VP9 was it seemed like that was the majority of supported tables were using.  I was given the impression that VPX is still sort of a work in progress and not quite there yet (this person was talking about the physics model not being quite right - although I'm not sure a person of my experience would notice something like that, I seem to enjoy a couple of the Pinball FX2 tables that I play and those don't quite strike me as being super realistic on how the ball moves around).