here are a few VPX tables playing on my cab.... yeah i know, i'm far from going to be a PAPA champ.... ![]()
Posted 13 March 2015 - 10:12 AM
Beta8 in sig. (skipped 7) sets the ball size to 51. The only issue with 53 was the plunger area where it don't really belong anyway. It's big enough with 51 though.
Don't panic if you don't like the color/graphics mod. It is experimental and the original graphics are in the manager still.
Not much other than that and a few lights that are rendered free in the off state.
Shockman as a token of my gratitude I made this for you. https://drive.google...iew?usp=sharing
Did a quick search and didn't found a Wheel Art.
Thanks!
Posted 13 March 2015 - 01:09 PM
Sorry guys,
I forgot to inform you: you have to use the latest VP exe for the Buck Rogers, otherwise you'll get a the script error.
Hey, not your bad. I thought I had the latest. I was a step behind. The beta updates are coming fast. Thank you for building such a great table!
Posted 13 March 2015 - 01:50 PM
Beta8 in sig. (skipped 7) sets the ball size to 51. The only issue with 53 was the plunger area where it don't really belong anyway. It's big enough with 51 though.
Don't panic if you don't like the color/graphics mod. It is experimental and the original graphics are in the manager still.
Not much other than that and a few lights that are rendered free in the off state.
Shockman as a token of my gratitude I made this for you. https://drive.google...iew?usp=sharing
Did a quick search and didn't found a Wheel Art.
Thanks!
Thanks. It looks very nice. I don't use any wheels though so I don't know how to use it. Do I put it into the image manager, Or include it outside of the program with the download?
Posted 13 March 2015 - 02:30 PM
Hi,
don`t know why, but this work for me, re-download solved the Problems for
both tables Motu and Evil Dead (Nothing changed).
Great work looks awesome !
But I have no music and no DMD, just a few sounds hitting the slingshosts and so...
On your youtube video is with music and dmd.
Is there something missing ?
Thank you very much !
Jochen
My English is realy bad ... I know ;-)
Have you tried to re-download? The link should stay the same as I update.
Both tables have been saved with a basic script, so they should be download & play in that state for anyone.
Is there something missing ?
Yes quite a bit, you just have the VP table, you're not missing anything.
I have made an app now that can load these tables via a gui and replaces script depending on whether you want to run a BASIC or FULL script. It's also doubling up as a PinballX launcher for P-ROC which accepts arguments.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 13 March 2015 - 06:51 PM
Beta8 in sig. (skipped 7) sets the ball size to 51. The only issue with 53 was the plunger area where it don't really belong anyway. It's big enough with 51 though.
Don't panic if you don't like the color/graphics mod. It is experimental and the original graphics are in the manager still.
Not much other than that and a few lights that are rendered free in the off state.
Shockman as a token of my gratitude I made this for you. https://drive.google...iew?usp=sharing
Did a quick search and didn't found a Wheel Art.
Thanks!
Thanks. It looks very nice. I don't use any wheels though so I don't know how to use it. Do I put it into the image manager, Or include it outside of the program with the download?
If you use a front end program like PinbalX or Hyperpin, you put it in the respective Wheel Art folder. ![]()
Posted 13 March 2015 - 08:08 PM
I made this low poly wc94 football some while ago! ![]()
http://www.vpforums....s&showfile=9937
Posted 13 March 2015 - 08:14 PM
That's probably what KieferSkunk is looking for.
In this thread http://www.vpforums....817#entry301218
Edited by Shockman, 13 March 2015 - 08:15 PM.
Posted 13 March 2015 - 10:32 PM
Thanks guys for all the feedback regarding BR.
I'll tell you the truth: I can draw playfields and plastics (even I don't like it that much), I can write scripts, I'm good in finding errors, but I'm lost when I have to align physic settings. Sometimes I really have no idea what I'm doing, this is then more or less a try-and-error procedure.
![]()
I just uploaded a new version here -> http://www.goertz-od...BR_VP10_WIP.vpx
- Aligned flipper settings
- aligned elasticity of rubber elements
- replaced vari target walls with one primitive
It's interesting: I tried the vari target solution via a primitive some time ago (I think it was under VP9.2.1). I had timing problems which prevented me from using a primitive as a vari-target (the position of the primitive was updated when the ball has already gone through it). So I used the "old" solution via walls. Yesterday I tried the primitive solution once more under VP10. I can swear I used the same code under 9.2.1, this time everything seems okay ... Anyhow, I'm glad to strip down the playfield by replacing 21 walls by one primitive (and it looks also much better). ![]()
The scaling problem still exists, you have to align the scaling once more, Sorry
BTW:
I'll upload another version of Vector today
I've started converting Truck Stop
Edited by Sindbad, 13 March 2015 - 10:33 PM.
Posted 13 March 2015 - 10:46 PM
So here's the link to the updated Vector -> http://www.goertz-od...or_VP10_WIP.vpx
- Added impulse plunger
- Fixed flying ball at upper end of middle ramp
The test team gave the ramp in the middle of the playfield the name "Rocket Ramp". Sometimes when the ball went the ramp up very fast, the ball lost contact to the playfield at the end of the ramp and flew over the plastics. I've added - let's say - an invisible roof at the end of the ramp, so this happens no more.
Edit:
I forgot: same here, you have to align the scaling, Sorry.
Edited by Sindbad, 13 March 2015 - 10:47 PM.
Posted 14 March 2015 - 02:08 AM
Hi,
don`t know why, but this work for me, re-download solved the Problems for
both tables Motu and Evil Dead (Nothing changed).
Great work looks awesome !
But I have no music and no DMD, just a few sounds hitting the slingshosts and so...
On your youtube video is with music and dmd.
Is there something missing ?
Thank you very much !
Jochen
My English is realy bad ... I know ;-)
Have you tried to re-download? The link should stay the same as I update.
Both tables have been saved with a basic script, so they should be download & play in that state for anyone.
Is there something missing ?
Yes quite a bit, you just have the VP table, you're not missing anything.
I have made an app now that can load these tables via a gui and replaces script depending on whether you want to run a BASIC or FULL script. It's also doubling up as a PinballX launcher for P-ROC which accepts arguments.
Re-downloaded and all the errors are gone and the table now plays. This table has the potential to be a major creep factor. I don't see me playing this alone late at night in my dimly lit game room.
Posted 14 March 2015 - 03:41 AM
...
Anyhow, I'm glad to strip down the playfield by replacing 21 walls by one primitive (and it looks also much better).
...
I hear ya. The two lower drop targets banks in mmpac had 32 walls, almost all which were drop walls, removed, leaving 8 to show the primitives what to do. The top bank, 12 out of 15 deleted. Each rubber band holding post had all of their 10 to 12 walls, half being drop walls, removed. The pop bumpers, 11 walls each, deleted. I was even able to delete 3 flippers from the table. Every other object on the table had at least one drop wall to brighten it removed. Then there was the big drop walls on the floor for lighting that are history.
Posted 14 March 2015 - 05:09 AM
Thanks for the video's hauntfreaks.
I have not even tried VP 10 on my cabinet yet. I'm just playing them on my PC at the moment.
Do you have to convert the tables to run full screen on the cabinet or can you just use the checkbox for cabinets and it is all done automatically?
It has been great watching this project grow so fast.
Posted 14 March 2015 - 05:37 AM
Buck Rodgers has really been whipped into shape. I really like this kind of game, but the sounds irk me after a while on a real on, so I will compliment yours by saying it is very realistic in that respect too. Seems a bit fast for the era, and I don't dislike that. I did up the table friction a bit though.
Vector is nothing short of awesome and inspiring, or is that awe inspiring? No, I think it is awesome and inspiring.
You do know that a joystick set up with VPs' own keys setting function will not work the plungers? I wonder if a plunger device on a cabinet will. I hope they implement some fix before release that will allow mech and non mech plungers to both work as well as we can get one or the other now.
I would like to get a ball holder above the plunger, but the mech plunger needs to hit the ball and the non mech plungers needs to not, impulse plunger or not, unless the non zero park position with a mech plunger is sacrificed to appease the non mech gods. It's a minor issue, but a minor issue that would make a DT and a FS build work better than a duel (that is spelt right) mode build.
Posted 14 March 2015 - 09:20 AM
Re-downloaded and all the errors are gone and the table now plays. This table has the potential to be a major creep factor. I don't see me playing this alone late at night in my dimly lit game room.
Haha, that wasn't my intention and personally don't think it's creepy at all in this day & age. Nice to know the lighting is helping towards that feel.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 14 March 2015 - 10:06 AM
snip-snip-snip
You do know that a joystick set up with VPs' own keys setting function will not work the plungers?
snip-snip-snip
Hmmm... I'm afraid I don't understand. What do you mean? A plunger doesn't work with keys and joystick? Or do you mean the issue with the park position?
Edited by Sindbad, 14 March 2015 - 10:07 AM.
Posted 14 March 2015 - 08:32 PM
cController = 0 which means "Read controller setting from the Visual Pinball\User\cController.txt file. Users can create the cController.txt file and put in desired default controller (1, 2, 3 or 4) and all tables with cController = 0 would launch with the desired controller. If you want to over-ride the default controller, just open the script and set it to 1,2,3 or 4 and then the value in cController.txt would be ignored.
http://www.vpforums....showtopic=30210
I guess now that VP10 tables can support both Desktop and Cabinet tables in same release, this should probably be updated to check if the the Desktop mode is enabled...
Edited by gtxjoe, 14 March 2015 - 08:34 PM.
Posted 14 March 2015 - 09:01 PM
evilantal,
you can select the controller via the config dialog - simply press F6. If you choose the first entry "read from cController.txt" then the controller setting is read from the "Visual Pinball\User\cController.txt" file. All other entries don't use this method and ignore any existing "Visual Pinball\User\cController.txt" file.
Edit:
I forgot: in DT mode, there is no controller selection possible in the config dialog, PinMame is selected automatically.
Edited by Sindbad, 14 March 2015 - 09:04 PM.