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CV_DMD_Release_2.1.rar [Visual Pinball X]

Cirqus Voltaire Bally VPX

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#141 Dozer316

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Posted 26 March 2016 - 11:45 AM

Last video before it's released in a few days.

 

Assigned DMD color changer to the extra ball button to cycle through with the captive ball and the neon.

Added some chaos to the Boom Bumper when it comes up and when hit by a ball.

Added some ambient DMD light splash to the border surrounding it.

Added motor sound to Ringmaster movement.

 


Edited by Dozer316, 26 March 2016 - 11:47 AM.


#142 STAT

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Posted 26 March 2016 - 12:07 PM

OMG ... ! ... but one thing: can you add an Option for RM Sound = old / new ( for me, i think the old was/is better ),

maybe to become accustom to the new ...

 

Happy Easter and Eggs, Dozer


Edited by STAT, 26 March 2016 - 12:11 PM.


#143 Dozer316

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Posted 26 March 2016 - 12:18 PM

OMG ... ! ... but one thing: can you add an Option for RM Sound = old / new ( for me, i think the old was/is better ),

maybe to become accustom to the new ...

 

Happy Easter and Eggs, Dozer

 

Hey Stat - yeah I will put an option in there - it's very loud in the video too and sounds much better at half volume.

 

Happy Eggs to you too man :)



#144 Ben Logan

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Posted 26 March 2016 - 04:10 PM

WOW

#145 blashyrk

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Posted 26 March 2016 - 04:57 PM

Just when I thought it couldn't get any better! this looks incredible, great work Dozer :D



#146 ninuzzu

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Posted 26 March 2016 - 05:26 PM

Beautiful my friend


Videotutorials: plastic ramps in blender------>part1     part2


#147 Umpa

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Posted 26 March 2016 - 11:07 PM

Man this is incredible. Thank you! Happy Easter everyone.

#148 robertms

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Posted 26 March 2016 - 11:31 PM

Damn, gonna need fresh towels to wipe the drool off the playfield...


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#149 DonRobby

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Posted 27 March 2016 - 02:50 PM

It looks great, but I think the Ringmaster motor is way too loud.

You can t even hear the gear sound from the audioboard anymore.

It sounds like it s recorded straight beside it from a removed backglass wich you will never hear as loud as this. 

I hope you will tone that down a bit because too loud sounds will break the game's realism for sure and that would be a pity when you see this is becoming your best game yet.



#150 Dozer316

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Posted 27 March 2016 - 03:05 PM

 

OMG ... ! ... but one thing: can you add an Option for RM Sound = old / new ( for me, i think the old was/is better ),

maybe to become accustom to the new ...

 

Happy Easter and Eggs, Dozer

 

Hey Stat - yeah I will put an option in there - it's very loud in the video too and sounds much better at half volume.

 

Happy Eggs to you too man :)

 



#151 arngrim

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Posted 27 March 2016 - 06:18 PM

i got the table so i can start adding my change, it will be done during the week ;)



#152 Ben Logan

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Posted 27 March 2016 - 07:50 PM

Thanks, arngrim for bringing the LedWiz experience to my cab.

#153 Dozer316

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Posted 30 March 2016 - 04:17 AM

Update released - notes below.

 

Thank you for playing Cirqus Voltaire.
 

Please take some time to read the following technical addendum. It will help you get the most out of your new Cirqus Voltaire™ Virtual Pinball Game. :)

 

This table must be played with the newest VP10.1 beta and Visual Pinmame install.

 

VP10.1 Beta - http://www.vpforums....611#entry331007

Visual Pinmame 2.6 - http://www.vpforums....&showfile=11571 (Get SAM build from alternative sites).

 

You will also need to make sure you are using the latest configs from the online DOF tool to get force feedback and flashers - depending on how you do this you must make

sure you have an entry in your configs named cv_dmd

 

The archive contains both the table and a modified backglass re-authored to work with the new table - The backglass must maintain the same name as the table to load.

 

Important overview of the DMD.

 

In the script you will find an entry named Const IntegratedDMDType = 1 '0 = Off / 1 Normal / 2 Color.  (The options are explained below)

 

Const IntegratedDMDType = 0 this will render the DMD the old way (on top of the table) in front of the ramps. (does not support color switching).

 

Const IntegratedDMDType = 1 this will enabled the integrated DMD (as seen in videos) etc. and properly places the DMD behind the ramps.

Option 1 also supports single color switching which can be set in the script Const dmdcolor = 0 to load a particular color at table start or you can press the extra ball

button to cycle through a range of colors in real time.  Use this or the option below if you are a desktop user.

 

Const IntegratedDMDType = 2 this enables support for the 4 palette colorized DMD. If this is set to 2 you must enter the Visual Pinmame setup and select the corresponding rom

name and enable the "colorize" option.  With this option selected color switching with the extra ball button or via the dmdcolor= variable will have no effect.

 

If your setup contains a real DMD and you choose to use the new integrated software DMD instead of your real unit then simply disable the DMD in the visual pinmame setup for this one paricular rom.

 

There are a number of new variables in the script for certain new features - they are pretty self explanatory so experiment with the options until you find a setup that matches your preference.



#154 vampirolatino2

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Posted 30 March 2016 - 04:36 AM

Thanks a lot to everyone involved, specially Dozer for all the TIME he spend in this table!



#155 greeze

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Posted 30 March 2016 - 06:28 AM

Thanks a lot to everyone involved, specially Dozer for all the TIME he spend in this table!

This.  :love39:


Cabinet Build YouTube Channel: https://www.youtube....78ywgSq46UXFqjw

 


#156 RustyCardores

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Posted 30 March 2016 - 06:39 AM

WOW....

 

WOW...

 

& TRIPLE WOW!!!!

 

I can't thank you guys enough for your efforts on this one.

 

WOW!!!!!! ;)


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#157 robertms

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Posted 30 March 2016 - 06:57 AM

"Thank you for playing Cirqus Voltaire."


That's hysterical.

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#158 ClarkKent

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Posted 30 March 2016 - 07:32 AM

If I may note this: The ball bumps back too much at the ramp exits. Just a very little bumping back would be enough to have a very small delay of the ball falling down. And I think the Ringmaster should be 100 in height - at the moment it looks extremely squish in FS mode. Moreover with 100 height it does not happen that often that the ball sneaks into the lock when falling from his head.

#159 Dozer316

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Posted 30 March 2016 - 08:10 AM

If I may note this: The ball bumps back too much at the ramp exits. Just a very little bumping back would be enough to have a very small delay of the ball falling down. And I think the Ringmaster should be 100 in height - at the moment it looks extremely squish in FS mode. Moreover with 100 height it does not happen that often that the ball sneaks into the lock when falling from his head.

 

I agree, however those bounce backs are very hard to make work (with anything I could think up) using the current tech as the ball has to clear a gap when it bounces back off the endpoint.   This results in it moving too far back up the ramp at times (depending on velocity).  I tried another approach with timers which would turn on a fall through kicker after the ball had hit the end of the ramp and bounced back however at times the logic would get confused and balls would get stuck.


Edited by Dozer316, 30 March 2016 - 08:12 AM.


#160 hauntfreaks

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Posted 30 March 2016 - 08:15 AM

amazing... its all i can say...  :otvclap:


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