lost ball, behind the world. occurred during multiball, I could not see how it happened
Edited by jawdax, 24 August 2015 - 09:00 PM.
Posted 24 August 2015 - 09:49 PM
Wow! Judge Dredd for VPX is just great!
It would be really cool if you could merge this version with teppotee's beta version (http://www.vpforums....l=+judge +dredd). The lighting is just stunning there...
Careful man, some people don't like the idea of "suggesting" something.
I'm surprised what some people ask for... pointing out and issue or and error, is one thing... personal mods seem like something the requester should be doing themselves.... I will use myself as an example... I like my tables to have a have a certain look and level of lighting... so on 90% of all tables I download I mod the lighting VP and VPX... but this is my personal preference... I couldn't see "suggesting" someone do something just because its how I like it to be... but then this is just my opinion...
Posted 25 August 2015 - 12:15 AM
Judge Dredd VP10 - Test.
This was a challenging table to do. The original game uses incredibly tight timings on the planet, crane arm, magnet pickup, magnet release and trough logic. 30 or 50 milliseconds out on certain events would confuse the game and extra balls would be shot out, premature end of balls etc. This table uses a manual trough as both vpmballstack and the newer vpmtrough routines have timing that confused the game. I'm hoping after some testing, I've got it pretty well dialed in although time will tell.
It is important though to note that there is a bug in L1 that becomes activated if the game is set to freeplay. The bug results in a never ending multiball loop that is activated randomly at times. Leave the game on coin play to prevent this.
Dozer.
Cheers Dozer,
I used to have a JD pin with the custom L1 ROM and planet mod and I modded my sons as well. Both had the problem with the opto timing dropping the ball off the crane that would cause an extra ball to load, then you would have 2 ball kick up in the shooter lane on the next ball. It was so aggravating I took the mods out. I could adjust the planet position so it was just about right but still acted up occasionally.
What I didn't know was that the occasional never ending multi-ball was caused by having the game on free-play, That used to drive me nuts as well, I thought it was going into supergame.
Just downloaded the table , it will be nice to play it without the problems I had with the real one...
Thanks for the table!!
Rich
Posted 25 August 2015 - 02:43 AM
Thanks Dozer grest work.
lost ball, behind the world. occurred during multiball, I could not see how it happened
That's a bummer
- I thought I'd solved that but it appears not. I only had it happen once during testing and put a tall wall block there and didn't see it happen again.
If anyone has this happen and catches exactly how the ball ends up in there let me know and I'll fix the entry point.
I can just add walls around it but I'd just be guessing.
Glad it seems to be working quite well for everyone and thanks for the compliments.
Edited by Dozer316, 25 August 2015 - 02:48 AM.
Posted 25 August 2015 - 03:00 AM
Wow! Judge Dredd for VPX is just great!
It would be really cool if you could merge this version with teppotee's beta version (http://www.vpforums....l=+judge +dredd). The lighting is just stunning there...
Careful man, some people don't like the idea of "suggesting" something.
I'm surprised what some people ask for... pointing out and issue or and error, is one thing... personal mods seem like something the requester should be doing themselves.... I will use myself as an example... I like my tables to have a have a certain look and level of lighting... so on 90% of all tables I download I mod the lighting VP and VPX... but this is my personal preference... I couldn't see "suggesting" someone do something just because its how I like it to be... but then this is just my opinion...
Judge Dredd VP10 - Test.
Thanks to everyone who contributed content to the previous versions of this table and also the 3d modellers who created the primitives used.
Currently the game uses a primitive for the crane from another table so it's not completely visually accurate, if this gets created in the future either by me (if I devote the time to getting my head around blender) or someone who knows what they're doing I'll update accordingly.
This was a challenging table to do. The original game uses incredibly tight timings on the planet, crane arm, magnet pickup, magnet release and trough logic. 30 or 50 milliseconds out on certain events would confuse the game and extra balls would be shot out, premature end of balls etc. This table uses a manual trough as both vpmballstack and the newer vpmtrough routines have timing that confused the game. I'm hoping after some testing, I've got it pretty well dialed in although time will tell.
GAME NOTES: (PLEASE READ THIS).
DELETE YOUR CURRENT jd_l1.nv or jd_l7.nv (NVRAM) files before loading this new version of the game.
This version will work with both the released to public L7 Rom version of the game and the originally intended L1 Rom which includes the 3 ball deadworld lockup that the original designers intended the game to ship with. By default, the game is configured for the L1 Rom.
L1 ROM - http://www.vpforums....s&showfile=1193
I would recommend playing with this version as I personally think it's the better of the two and seeing all 3 balls orbit the planet (I think) is one of the coolest lock mechs created for pinball.
There is no difference in content between L1 and L7 (only code to handle the deadworld mech.) It is important though to note that there is a bug in L1 that becomes activated if the game is set to freeplay. The bug results in a never ending multiball loop that is activated randomly at times. Leave the game on coin play to prevent this.
This game will test your CPU setup and GPU - On an I7 @4ghz with a Geforce GTX 970 I am getting 230 FPS but during 6 ball multiball, there can be some stutters from time to time as troughs are filled, flashers are flashing and the dead world mech is unloading and loading balls. It should be a good table to test your rig with.
Anyway, here's the link, report any problems and I'll get to them as soon as I can.
https://mega.nz/#!ic...8xMenxgC5wHOfUw
Dozer.
Posted 25 August 2015 - 03:19 AM
Yeah don't get me wrong, I love VP9 flasher lighting too.
Teppo's flashers looked very nice on the VP9 version of Judge Dredd but with VP10 you can use normal lights for flashers and they have a built in fade routine so are very
easy to implement.
It's cool though, I'm gonna release an update with old school ramp image flashers.

Posted 25 August 2015 - 03:29 AM
Lol that's some proper sheilas right there on the ramps. All about mixing the old skool flasher with new lighting, even if it's just for the "glare". Was looking forward to playing this one, just need to find a bit more time. Cheers
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 25 August 2015 - 03:32 AM
Yeah don't get me wrong, I love VP9 flasher lighting too.
Teppo's flashers looked very nice on the VP9 version of Judge Dredd but with VP10 you can use normal lights for flashers and they have a built in fade routine so are very
easy to implement.
It's cool though, I'm gonna release an update with old school ramp image flashers.
Posted 25 August 2015 - 05:55 AM
Here is a small update that hopefully prevents the ball hang up on that top plastic.
If it ends up on top of that plastic (not sure how it's getting there) then it should just roll off under the ramps near
the top VUK now.
https://mega.nz/#!PM...tDMktznHOolEq4Q
Posted 25 August 2015 - 06:28 AM
Check the glass height, it seems to be set to something like 400 by default and I have seen that it allows the ball to go into some strange places. Lowering the glass to around 80 to 90 helps on most tables but your arm might be a bit taller than that ...Here is a small update that hopefully prevents the ball hang up on that top plastic.
If it ends up on top of that plastic (not sure how it's getting there) then it should just roll off under the ramps near
the top VUK now.
https://mega.nz/#!PM...tDMktznHOolEq4Q
Posted 25 August 2015 - 12:13 PM
Talking about physics issues..
I've been playing with Gemini this week-end, and tried to import the physics set from Tommy VPX.
Here is the results.
After that, I've tried Gemini once more with its original physics and could not reproduce the issue.
With VPX, I've found always found that the ball was reacting a bit weird when rolling next to wires (accelerating or slowing down too fast), and this video can maybe help to understand the problem... I have no idea if this is caused by my nudge device, or by a deeper problem with VPX, but I thought I should share and ask for your opinions.