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Medieval Madness_Redux_2.3.rar [Visual Pinball X]

Williams Medieval Madness VPX

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#141 bassgeige

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Posted 11 February 2016 - 10:46 PM

Regardless a maybe hidden potential this version is without any doubts already a very good version. Every bit more improvement is only one more tasty cream on an already extremely well done Medieval Madness! :)

 

:D



#142 Ben Logan

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Posted 12 February 2016 - 07:48 AM

The physics are really growing on me the more I play this table. So much fun, and amazingly beautiful to look at.

#143 Dozer316

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Posted 12 February 2016 - 07:54 AM

There will be another update over the weekend which addresses a couple more issues including the ball hang above - this really is the table that keeps on giving :)

 

I need a break from it so I'm going to look at Cirqus for a while and then come back to it.



#144 Tom Tower

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Posted 12 February 2016 - 08:12 AM

Incredible work guys!!! :D


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#145 thomasdouglasware

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Posted 12 February 2016 - 10:12 AM

Hi Dozer, love the table it looks great, unfortunately I've just seen your red warning on not changing the "layback,inclination & FOV" values. I've accidentally changed them whoops noob mistake! Please could you post what they should be, thanks

have you made an active backglass for this table I couldn't find one ?

One final noob question (sorry) could you advise on how to change the profanity rom (have children playing), I see people edit the script but I'm worried about messing it up , was wondering whether I could download a clean rom & rename it as the profanity one so the computer can find it?

Many thanks , Thomas

#146 PilzTom

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Posted 12 February 2016 - 11:13 AM

@Thomas:

 

You can use any db2s backglass made for MM. You just have to name the directb2s-file same as the vpx-file and set general db2s usage in controller.vbs.

 

Which rom is used is defined in lines 152-155 in the script:

Const cGameName = "mm_10" 'Williams official rom
'Const cGameName = "mm_109" 'free play only
'Const cGameName="mm_109b" 'unofficial
'Const cGameName="mm_109c" 'unofficial profanity rom

The lines with a "'" in front, are commented (displayed in green color in editor) and are not used. So simply 'activate' the line with the wanted rom by removing the comment marker. In the exyample above I use mm_10 rom. ...and comment all others, so that only obe of those lines is used.

Do not rename downloaded roms! - This will cause trouble. Just search this site for roms as named in the code lines above.


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#147 Dozer316

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Posted 12 February 2016 - 11:31 AM

Hi Dozer, love the table it looks great, unfortunately I've just seen your red warning on not changing the "layback,inclination & FOV" values. I've accidentally changed them whoops noob mistake! Please could you post what they should be, thanks

have you made an active backglass for this table I couldn't find one ?

One final noob question (sorry) could you advise on how to change the profanity rom (have children playing), I see people edit the script but I'm worried about messing it up , was wondering whether I could download a clean rom & rename it as the profanity one so the computer can find it?

Many thanks , Thomas

Hi there -

 

Inc = 20

FOV = 20

LB = 50



#148 ClarkKent

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Posted 12 February 2016 - 05:41 PM

As I adjusted many things, I decided to share my version. Maybe the authors have any interest in more realistic settings - it's absolutely free to use. If not then let it be. Not necessary to mention me anywhere.

 

I mainly adjusted the playfield and flipper settings (physics and positions). But there was also a misalignment of the flippers themselves. Also adjusted the physics of the inlane walls. And last but not least adjusted the view in full screen mode a little bit (pov, castle, textures). Bumpers are not optimal at the moment, there is still some kind of problem in that area (maybe an inaccuracy in design) - have to check this further.

 

It's still work in progress but all in all it should already play much like the real thing.

 

https://www.dropbox....10 2.2.rar?dl=0

 

(Updated to 2.2)


Edited by ClarkKent, 13 February 2016 - 04:06 PM.


#149 boiydiego

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Posted 12 February 2016 - 06:22 PM

Physics is better now. Nevertheless I would stick to mukustes proposals. I personally like slope 6.5 with difficulty 0.5, gravity 1, friction 0.06. But that's my personal preference.

The flippers are set to the wrong angle. At the moment you can stop almost every ball by just holding the flipper up. Would be an interesting mod for a real table! ;) 122/70 would feel much more realistic. And it's too long compared to real ones. In relation to the table size, 125 would fit better.

 

i noticed the flipper problem to :D 


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#150 Ben Logan

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Posted 12 February 2016 - 06:51 PM

As I adjusted many things, I decided to share my version. Maybe the authors have any interest in more realistic settings - it's absolutely free to use. If not then let it be. Not necessary to mention me anywhere.
 
I mainly adjusted the playfield and flipper settings (physics and positions). But there was also a misalignment of the flippers themselves. Also adjusted the physics of the inlane walls. And last but not least adjusted the view in full screen mode a little bit (pov, castle, textures). Bumpers are not optimal at the moment, there is still some kind of problem in that area (maybe an inaccuracy in design) - have to check this further.
 
It's still work in progress but all in all it should already play much like the real thing.
 
https://www.dropbox....ss 2.1.rar?dl=0


I'll give a try Clark. Thanks.

#151 bassgeige

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Posted 12 February 2016 - 09:09 PM

During the last game there was a message window with a line note (Line 2122) shown from visual pinball. Maybe it is useful.

 

Attached File  Line 2122.PNG   1.42MB   15 downloads



#152 Dozer316

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Posted 13 February 2016 - 01:55 AM

Cheers, I've fixed that issue - will upload an update shortly.



#153 ICPjuggla

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Posted 13 February 2016 - 03:01 AM

Great table guys...

Thank you :-)

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#154 Dozer316

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Posted 13 February 2016 - 05:35 AM

With any luck - the last version.

 

Couple more tweaks to bounce and geometry.
Added safeguard Z triggers to prevent ball getting stuck in trolls on some rare occasions.
Removed debug code from Extra Ball button.
Hopefully fixed the random script error on the right ramp shot as well as the stuck ball that happened there rarely.
Started polishing Voltaire.


Edited by Dozer316, 13 February 2016 - 05:44 AM.


#155 bolt

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Posted 13 February 2016 - 07:54 PM

Hi Dozer, thank you for all your work on MM. I play your table in the desktop view but  I miss the red and pink flasher. They are only small lamps in this version.

 

What have I done wrong?

 

regards

 

bolt


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#156 jpreville

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Posted 14 February 2016 - 12:17 AM

Question. Has anyone else have the problem where the ball gets stuck in the castle moat? when it happens the balls never comes out. The castles drawbridge goes up and down like the thing is trying to reset itself or something. 

 

I do have a zebs plunger kit with nudge. Was thinking possibly something to do with nudge being off or something.

 

Thanks

 

John



#157 PinballShawn

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Posted 14 February 2016 - 04:20 AM

This game plays fantastically. The physics are very nice and everything looks great! Plays 100% perfect on my cab.



#158 greeze

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Posted 14 February 2016 - 08:18 AM

Question. Has anyone else have the problem where the ball gets stuck in the castle moat? when it happens the balls never comes out. The castles drawbridge goes up and down like the thing is trying to reset itself or something. 

 

I do have a zebs plunger kit with nudge. Was thinking possibly something to do with nudge being off or something.

 

Thanks

 

John

 

You may need to look at the nudge settings as you're experiencing the same issue I had when I first started using VP10 tables. Unplug the nudge sensor and see if that helps. If so, you'll need to adjust with the nudge sensitivity in 'Keys'.


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#159 STAT

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Posted 14 February 2016 - 03:27 PM

Had a Little Issue now, Ball hangs on upper Place at right Ramp ... just once, after x Games ;)

 

Attached Files

  • Attached File  mm.jpg   251.29KB   13 downloads


#160 DonRobby

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Posted 14 February 2016 - 03:33 PM

I m sorry to say that the ball still gets stuck in the damsel tower.

It always stops right on top of the trigger so maybe consider a invisible weak kicker that will kick the ball back out.

I think you can throw in a extra variable that will activate if the trigger makes it set to 2 and resets that variable when you surely are in a safe zone ( under at the first trigger and all the way at the end of the ramp).

Also the damsel ramp will register more then once if the ball doesn t make it all the way up to the wire ramp and rolls back.

Then again that sugestion of using a extra variable would come in handy making sure the damsel tower only registers when the variable is set to 1.

I think this special type of ramp will need a little helping hand because no matter how much you try and change the shape it doesn t really help.

So you should improvise a little bit

It s too bad I don t know anything about this script language.

I mostly use javascript on Unity3d







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