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Scared Stiff VP91x v1.4.4FS


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#141 numiah

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Posted 10 September 2011 - 11:15 AM

I once again got the "object required" error during Monster Multiball @ version 1.4.3
When I drained the balls after that, the table was missing one ball and kept searching for it.

I wonder what could cause this error.

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#142 jpsalas

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Posted 10 September 2011 - 12:08 PM

I can take a look at it, but I think that I'm out of ideas. In theory it is quite easy to use.

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

 

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#143 numiah

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Posted 10 September 2011 - 02:16 PM

It's no biggie, but it's always sad when you get above 100 mill and need to restart the table smile.gif
Perhaps if more people have this issue, we could narrow it down a bit to make it easier to locate.

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#144 kiwi

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Posted 10 September 2011 - 04:22 PM

I changed the script line 1436
Dim currentball(3), ballStatus(3)

with
Dim currentball(4), ballStatus(4)

I tested the table and everything seems ok

Max

#145 jimmyfingers

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Posted 10 September 2011 - 04:51 PM

QUOTE (kiwi @ Sep 10 2011, 12:22 PM) <{POST_SNAPBACK}>
I changed the script line 1436
Dim currentball(3), ballStatus(3)

with
Dim currentball(4), ballStatus(4)

I tested the table and everything seems ok

Max

To be safe, on tables where I've added the B2B collision script / process, I've made this value one or two higher than the actual number of balls that could ever feasibly be in play / locked on the table. For this table, I would consider making it 5 for tnopb and, as always, match the Dim currentball(5), ballStatus(5) as sometimes there can be a timing thing between destroying a ball / ID and creating a new one.

I don't know this table that well, but it seems to that Monster Multi-ball is the test to see if the B2B is totally working but requires a ton of playing first or modifying the table to troubleshoot and get there quicker.

#146 jpsalas

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Posted 10 September 2011 - 06:12 PM

OK, last fix 1.4.4 for the ball collision is on its way up smile.gif
I hope this time is the last update. Anyway, it is the last update smile.gif it should work now smile.gif

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

 

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


#147 numiah

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Posted 10 September 2011 - 08:25 PM

Works a charm now !
I had two monsterballs and all went perfect.

Thank you so much for your support JP, and thanks to kiwi for pointing things out.

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#148 Arcade4

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Posted 10 September 2011 - 09:41 PM

QUOTE (numiah @ Sep 10 2011, 03:25 PM) <{POST_SNAPBACK}>
Works a charm now !
I had two monsterballs and all went perfect.

Thank you so much for your support JP, and thanks to kiwi for pointing things out.
re

Great news.
Guess I will be getting the last version now. smile.gif


#149 gStAv

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Posted 11 September 2011 - 07:53 AM

Thanks for your work JP! yahoo.gif

3rs054-6.png


#150 thewool

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Posted 15 September 2011 - 06:17 PM

I just wanted to add my thanks for the latest update JP smile.gif

It was me that suggested the ball sounds in the first place, sorry for causing you such a pain in the arse blush.gif

#151 Nick Warcholak

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Posted 15 September 2011 - 07:30 PM

QUOTE (thewool @ Sep 15 2011, 02:17 PM) <{POST_SNAPBACK}>
I just wanted to add my thanks for the latest update JP smile.gif

It was me that suggested the ball sounds in the first place, sorry for causing you such a pain in the arse blush.gif


It adds a lot to the immersion factor IMO. I, for one, am glad you suggested it.

#152 cdf12345

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Posted 24 September 2011 - 09:10 PM

QUOTE (jpsalas @ Sep 10 2011, 01:12 PM) <{POST_SNAPBACK}>
OK, last fix 1.4.4 for the ball collision is on its way up smile.gif
I hope this time is the last update. Anyway, it is the last update smile.gif it should work now smile.gif


I was playing the B2S Scared Stiff, and ran into this problem with a ball missing in monster multiball, and the author said he was using your latest code.
I'm not sure if you were able to track it down but this is what I posted over there in case it can help you out at all:


I ran into a problem in the monster multiball.

One of the 4 balls is getting stuck somewhere between the coffin lock and the coffin kickout. I was able to get to monster multiball twice, and it happened both times. Shooting the coffin lock would "unstick the ball". Both times it happened, I was down to 2 balls left in the multiball, the stuck ball and the ball I was juggling. When I shot the lock (left loop) one ball was released out of the coffin and the other ball came back down the left loop onto the playfield (it may have been stuck around the lock gate?).

I have not had this problem with earlier versions of JP's Scared Stiff, I know he's been updating his code lately, so this may have been fixed in one of his recent updates. So this bug has more to do with what version of his code you based your B2S conversion on than anything the B2S code is effecting, but I thought you should be aware, in case JP has updated the table script and it needs to be updated in your conversion.

Edited by cdf12345, 24 September 2011 - 09:11 PM.


#153 gStAv

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Posted 25 September 2011 - 08:59 AM

Hi!

I don't know if that's the case in this table.
But when an updated version of a table comes out and you want to easily add the B2S code to it.

You can do this by comparing the differencies of the code from the same versions of the table. The one with the B2S code with the table without it,

Then add these lines B2S code to the new table in the right place of the script.

Very easy!

I've played with the free app WinMerge, download here

Ass seen of a screen dump below you can compare the two scripts side by side (not vp in pic), and any differences is shown marked yellow, and you can also
sot them quick by the column in the left.



So an updated table would be a few minutes for anyone to "MOD" back to B2S if needed!

Cheers! give_rose.gif

Edited by gStAv, 25 September 2011 - 09:01 AM.

3rs054-6.png


#154 DedRok_V

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Posted 14 April 2012 - 11:53 AM

I still get the invisible ball bug, dont know what causes it,



but today the invisible square ball turned into a white square ball then coloured in the ramps white.
Normally the ramps will have some stretched ball images down them when it goes invisible.

This is the only table out of 300 I have that does it. The GI8 and normal B2S tables do it too. All the last few versions.




Using an i7 and 2 GTS250's on XP

Please help




Blueprint game : up to date list http://www.vpforums....s...st&p=147107

#155 DEFme

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Posted 29 August 2012 - 09:56 AM

Great table, but I'm having an issue with low audio. The flippers, bumpers, bullseye targets, and slingshots sounds play at perfect volume. My problem is that the DMD audio, game music, voice-overs these type of sounds play extremely quiet.
Is there a fix for this? Something I am doing incorrect?

In Visual Pinball --> Preferences --> Audio Options... both are at max volume.

Totally brand new to Virtual Pinball. Thanks for any help in advance.

#156 zocken23

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Posted 29 August 2012 - 10:36 AM

Try hitting 8,9 or 0 for in-game volume adjustment. if the dmd say "open coin door", try hitting end-key on your keyboard first.

#157 DEFme

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Posted 30 August 2012 - 01:03 AM

QUOTE (zocken23 @ Aug 29 2012, 05:36 AM) <{POST_SNAPBACK}>
Try hitting 8,9 or 0 for in-game volume adjustment. if the dmd say "open coin door", try hitting end-key on your keyboard first.

8 & 9 did it! Thank you very much, zocken23.
dblthumb.gif

#158 toolmaker

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Posted 15 March 2013 - 10:37 PM

Just had to share this...