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JP's Space Cadet[Visual Pinball X Original]

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#141 Epyxoid

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Posted 22 August 2024 - 02:59 PM

 

Hi, I am new to this, but I hope this is useful. Love the table! Thanks

I fixed a few wrong calls to sounds, e.g. I noticed the iconic blackhole and hyperspace sound missing.

Here the changes with the correct sound files names:

Sub BlackHole_Hit
    PlaySoundAt "sc_blackhole", BlackHole
 
Sub HyperSpaceHole_Hit
    PlaySoundAt "sc_14", HyperSpaceHole
 
There are more missing. e.g. the skillshot and leaving the Hyperspace.
There are some sc_1-17 sound files in the sound manager, some that never got called, and this is where I found e.g. the hyperspace sound.
 
Also the hyperspace kicker is too weak. Where do I learn to adjust this? (increasing some values did nothing)

 

 

I'm wondering about the missing sound effects as well. The only differences I can notice. Also, when the ball is coming back from the Hyperspace, in the original it shoots out while here only falls back out. It's slower, but I don't mind the differences if they're intentional. The missing sounds are odd to me though. Other then that, it's the perfect remake on its own. Amazing that I can witness such a breathtaking work!


Edited by Epyxoid, 22 August 2024 - 03:45 PM.


#142 hitman2304

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Posted 22 August 2024 - 03:17 PM

I also prefer original Hyperspace ball speed.



#143 jpsalas

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Posted 09 January 2025 - 09:10 AM

UPDATE

 

5.6.0 Updated 09.01.2025
 
From the hand of mesterial here comes an updated revision of the table a little closer to the original: Here are the changes in his own words:
- balance between all sounds and musics changed (for my SSF pincab)
- attract music changed (was a loop ending weirdly), and it now plays only once (the explosion is from previous ended game)
- added a startup sequence (not in the real table, but don't feel as empty this way)
- added most original sound effects back to their original locations (especially droptargets, targets, ball release)
- modified adding credits in play or in attract
- muted most voices (sorry...), replaced by their original sound effects, or replaced by a male character - talkie-walkie or not, to simulate the base talking to the ship
- detached most sounds from the DMD, so the sounds occur at the right moment, and not few seconds later when the busy DMD finally displays the text
- Medal droptargets behavior adjusted
- Engine ramp sound interaction: Reflex shot gets its proper sound effect when needed
- On Mission complete: bonus light now actually lit (with attached original sound when collected)
- On Upgrading rank, plays the upgrade sound after Mission complete sound
- Hyperspace ramp: every step gets its proper "increasing" sound effect when needed, Reflex shot sound having priority
- Hyperspace kicker: shoot fast, like the original
- Wormholes: lights modifications - keeps flashing longer, is flashing when about to kick (more like the real table)
- Multiball music changed to more joyful and less "aggressive"
- When multiball ends, plays the correct music - mu_mission if mission was triggered during multiball, and not only mu_main.
- Wormhole Multiball: introducing sequence, and blasting balls like the real table
- Maelstrom Multiball: introducing sequence (could be improved, it is "weak")
- Wormhole bug corrected: now getting right back into them shouldn't trigger a weird 2-ball multiball when also locking a ball
- Mission: getting a shot won't trigger a random sound and light effect (was a bit weird, but now a ding sound effect instead)
- Multiball re-deploy: when draining more than one ball at once, now shouldn't clog the auto-launch
- Ball saver: default is 10 seconds and only one save per ball (I'm not a funny guy x-D )
- The Central post light is now yellow
- The left and right kicker are slightly faster, and left kicker force increased to overcome random slowdowns
- DMD texts made a little more dynamic (mostly using blink)
- Hyperspace ramp arrow now lit during missions
 
A lot of changes in this update from the hand of mesterial. The changes, as you can see, are not only sound changes, making the table more closed to the original, but also DMD and gameplay changes, fixing some bugs relative to the original game.  
 
Enjoy!

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


#144 mesterial

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Posted 09 January 2025 - 02:04 PM

Oh no, I just noticed the right kicker made a weird slowdown as well... :tapping:

 

Here is how to fix, it's very easy:

 

Line 115, increase to:

	Const IMPowerSetting2 = 70 ' Plunger Power

Line 129, change the setting to:

        .InitImpulseP RightKicker, IMPowerSetting2, IMTime

:)


Edited by mesterial, 09 January 2025 - 03:02 PM.


#145 jpsalas

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Posted 09 January 2025 - 03:10 PM

UPDATE
 
5.6.1 Updated 09.01.2025
- missing fuel sound fixed
- bumping the kickers force up
 
I guess you all know about Murphy's law... :D

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 LeeBot64

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Posted 17 January 2025 - 07:28 AM

Hello I am very new to VPX and virtual pinball in general.
whenever I launch the ball and it reaches the top or if I let the game sit for a moment it crashes.
I have about 18 tables up and running without issue but would love to get this one going as well.
Currently I am getting this error.
 
 
Runtime error 
Line 2251
Asked to load a bitmap from a resource of type unknow
 
2251 notes if useflexdmd then dmdscene get image (dig & adigit) bitmap = flexdmd. newimage ( " " , VPX " Chars(achar) & "&dmd=2&add") Bitmap. 
 
sorry I tried to type all of this up as when the crash occurs I am unable to hilight and copy/paste
 
Any thoughts on what might be causing this. I updated both flex DMD and freezy to the newest versions just in case that helps.
 


#147 mesterial

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Posted 17 January 2025 - 08:15 AM

Any thoughts on what might be causing this. I updated both flex DMD and freezy to the newest versions just in case that helps.
 

 

 

Just to be sure, have you run FlexDMDUI.exe to check/install your configuration?



#148 jpsalas

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Posted 17 January 2025 - 12:05 PM

Any thoughts on what might be causing this. I updated both flex DMD and freezy to the newest versions just in case that helps.

 

 

 

Check if you have other error messages at the bottom of the script editor window. Sometimes there is another message first, which must be fixed first, and the second or third messages may not be real.


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


#149 LeeBot64

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Posted 17 January 2025 - 02:08 PM

 

Any thoughts on what might be causing this. I updated both flex DMD and freezy to the newest versions just in case that helps.

 

 

 

Check if you have other error messages at the bottom of the script editor window. Sometimes there is another message first, which must be fixed first, and the second or third messages may not be real.

 

I realized the screenshot I pulled was from after my reload so it didn't show the error hilighted in red so I took it again and linked here.
I went through the log and 2251 was the only line with an error reflecting. I did check my flexdmdui and even replaced it with the same updated versions just in case something had gone wrong with my inital install of it. 
As mentioned this is the only table I am having this issue with and even other tables that I use of yours don't reflect this issue.
I really appreciate your help.

https://imgur.com/1EfAQcO
 



#150 jpsalas

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Posted 17 January 2025 - 02:50 PM

Maybe the highscores has been corrupted, and it loads wrong characters, and the FlexDMD do not find the images.

 

Try starting the table, press D to open the debug window and write reseths and press Enter. Quit the table and run it again.


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


#151 LeeBot64

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Posted 17 January 2025 - 04:27 PM

Maybe the highscores has been corrupted, and it loads wrong characters, and the FlexDMD do not find the images.

 

Try starting the table, press D to open the debug window and write reseths and press Enter. Quit the table and run it again.

I gave that a shot and it doesn't appear to have effected anything
But I did notice that point of crash when letting it sit after having provided a credit and pressed play is when the first HS appears. 
The other point being when the ball hits any of the top and comes through one of the notches.

Just to make sure I did this right when typing in the debug and hitting enter should it provide some sort of confirmation? 
After typing in reseths and hitting enter it just takes me to the next line in the debug menu.
Should I see some sort of confirmation? 

In addition when looking at my flex.dmd log in my visual pinball folder I see two notes there.
 

 [1] 2025/01/17 10:23:03.195 ERROR | Embedded VPX ressource was not found: '' 
 [1] 2025/01/17 10:23:03.220 ERROR | Failed to resolve asset. [src='VPX.&dmd=2&add' base src=''] VPX. True 

Edited by LeeBot64, 17 January 2025 - 04:33 PM.


#152 jpsalas

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Posted 17 January 2025 - 06:21 PM

The reseths will simply write the default values to the save file. It doesn't give any message :)

 

The error you get happens when there are missing images for the DMD, and FlexDMD complains about it. But the table has been tested and there are no missing images. The only possibility is that there was some weird text in the saved highscores, and FlexDMD complained about it. But after a reseths, quitting VP and running the table again these wrong texts are replace with the default ones and FlexDMD should not complain. 

 

What I asked you to look at is not the log file, it is the script editor. When an error happens, the error line it is written in a window at the bottom of the script. Sometimes there are other errors, which are the real errors, and not the last one, which may not be an error at all, in this case the FLexDMD error. Check that there are no other errors there. When you get a script error the script editor opens and look at the bottom and check if there are other errors there.

 

If still fails, re-download the table, maybe something got corrupted in your table. 


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


#153 LeeBot64

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Posted 17 January 2025 - 07:32 PM

The reseths will simply write the default values to the save file. It doesn't give any message :)

 

The error you get happens when there are missing images for the DMD, and FlexDMD complains about it. But the table has been tested and there are no missing images. The only possibility is that there was some weird text in the saved highscores, and FlexDMD complained about it. But after a reseths, quitting VP and running the table again these wrong texts are replace with the default ones and FlexDMD should not complain. 

 

What I asked you to look at is not the log file, it is the script editor. When an error happens, the error line it is written in a window at the bottom of the script. Sometimes there are other errors, which are the real errors, and not the last one, which may not be an error at all, in this case the FLexDMD error. Check that there are no other errors there. When you get a script error the script editor opens and look at the bottom and check if there are other errors there.

 

If still fails, re-download the table, maybe something got corrupted in your table. 

Yes I looked at the script editor which is provided here https://imgur.com/1EfAQcO 
and that was the only line marked as an error. 
Unfortunately I even tried downloading the table again but the new file provides the same error. 
This is one of my most desired tables so I am determined to figure this out :D



#154 jpsalas

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Posted 17 January 2025 - 08:15 PM

I have provoked a FlexDMD error by deleting the image called d_title, and when the attract mode reaches the line to display the game's title then it crashes with an error. The error is not in that line, but the missing image.

 

Here it is a picture of the whole screen showing the error. What I want you to look at is the bottom of the script, circled in red, are there other messages there? or only one message? Don't look at the error window, since that error may be only the last error. Look at the bottom of the script and see if there are other errors. In my case there are just one error, because of the missing image.

 

screenshot_t.jpg

 

When debugging script errors, always look at the first error first, since many times the first error creates all kind of other errors, which are not real errors.


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


#155 LeeBot64

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Posted 17 January 2025 - 09:49 PM

I have provoked a FlexDMD error by deleting the image called d_title, and when the attract mode reaches the line to display the game's title then it crashes with an error. The error is not in that line, but the missing image.

 

Here it is a picture of the whole screen showing the error. What I want you to look at is the bottom of the script, circled in red, are there other messages there? or only one message? Don't look at the error window, since that error may be only the last error. Look at the bottom of the script and see if there are other errors. In my case there are just one error, because of the missing image.

 

screenshot_t.jpg

 

When debugging script errors, always look at the first error first, since many times the first error creates all kind of other errors, which are not real errors.


Here is what I am getting. I have tried scrolling in that area at the bootom you circled and there doesn't appear to be any other messages.

test.jpg



#156 jpsalas

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Posted 18 January 2025 - 01:50 AM

That error means a graphic is missing or FlexDMD is anable to use it, So, to be sure you are using the right versions of these programs, please download the latest versions of these programs:

 

VPX8 RC7: https://github.com/v...ase-win-x86.zip

 

FlexDMD 1.9.1: https://github.com/v...9.1/FlexDMD.zip

 

DMD extensions 2.3.0: https://github.com/f...-v2.3.0-x86.zip

 

Just unpack the VPX8 zip file to your VP folder and overwrite everything, not just the exe file, but all the scripts and dlls too.

Unpack the FlexDMD and dmd extensions to your vpinmame folder, and also overwrite everything. Run  FlexDMDUI.exe to unregister the old version and to register the new version.


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


#157 LeeBot64

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Posted 18 January 2025 - 02:18 AM

I have made a bit of a discovery. If I create a new folder and set up a brand new clean VPX install location and run the table it seems to work fine the first time.
However once it is loaded a second time it will begin crashing in the same manner. Hopefully this is helpful.


That error means a graphic is missing or FlexDMD is anable to use it, So, to be sure you are using the right versions of these programs, please download the latest versions of these programs:

 

VPX8 RC7: https://github.com/v...ase-win-x86.zip

 

FlexDMD 1.9.1: https://github.com/v...9.1/FlexDMD.zip

 

DMD extensions 2.3.0: https://github.com/f...-v2.3.0-x86.zip

 

Just unpack the VPX8 zip file to your VP folder and overwrite everything, not just the exe file, but all the scripts and dlls too.

Unpack the FlexDMD and dmd extensions to your vpinmame folder, and also overwrite everything. Run  FlexDMDUI.exe to unregister the old version and to register the new version.

Thanks, I will try this first



#158 LeeBot64

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Posted 18 January 2025 - 02:39 AM

I was finally able to get it working! I am not sure which one was bugging out but replacing them all did the trick. 
I want to thank you so much. Not only for making consistently great tables but also providing such help. You are amazing!



#159 jpsalas

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Posted 18 January 2025 - 02:52 AM

Good! :)


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


#160 jpsalas

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Posted 22 January 2025 - 10:13 AM

UPDATE

 

5.7.0 Updated 22,01,2025
 
Some more mesterial changes (this should be the final version :) )
 

* Rules bending and modifications

- Mission progression: should you miss only 1 spot on the progression lights, it is given for free   :) It doesn't happen often, but was a bit frustrating.

 

- When reaching Fleet Admiral, you can continue missions to complete the progression lights again. But once completed (as if you would rank up), you can activate Maelstrom Multiball very quickly, only by activating any mission and go into Hyperspace. Arrows and DMD will guide you. During the multiball, you can continue progressing missions. When the multiball is over, the progression is saved for you to continue, and have a chance getting the multiball again. This is to give a proper endgame to this pinball, and if you get to this point, honestly you deserve it! You can still activate Maelstrom Multiball the regular way also, as a (long) mission. 

 

- During Wormhole Multiball and Maelstrom Multiball, the Hyperspace progression is reset to 0 and disabled. Instead, going in Hyperspace will now grant you a Maelstrom Jackpot of 500000 points each time. This is to give a fun purpose to the multiball modes (along with progressing missions more easily). The ramp will light and show you nicely to get there.

 

- When getting all 3 medals completing the corresponding drop targets, you can now continue dropping those targets for a 5 seconds ballsaver each time they are completed.

 

- The Gravity Well will be disabled for few seconds when going into Hyperspace, so that the ball is not kicked back right into the center of it. Its power was adapted also.

 

* Look and feel

- Upgrading/downgrading the weapons or the engine will make the bumpers bump.

- Exiting the engine playfield has now a small delay before dropping to the table (on the Windows version of the original table, it was about 1 full second, it is too much though!).

- The progression lights will now show you're on a mission even if the progression is 0 (first mission of every rank).

- Maelstrom Multiball now has a nice intro and a lightshow.

- Music transitions should be smoother.

- The kickers should now behave correctly.

 

* Misc changes and fixes

- The autolaunch should not be clogged anymore.

DMD should be more responsive.

- The mission lights now behave like they should. Also, they can now be lit during a mission.

- Bugs in last version fixed (all missions can now be finished properly, some lights were tuned or corrected, etc.).


Edited by jpsalas, 22 January 2025 - 10:18 AM.

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






Also tagged with one or more of these keywords: space, cadet, 1995, cinematronics, maxis