Jump to content



Photo
* * * * * 1 votes

Medieval Madness_Redux_2.3.rar [Visual Pinball X]

Williams Medieval Madness VPX

  • Please log in to reply
235 replies to this topic

#161 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 14 February 2016 - 03:40 PM

Here are some corrections for the authors of this table:

 

added better samples for drain (ball trough), ball rolling (on playfield), metal rolling (wire ramps) and fx_solenoidon (solenoids)

adjusted the script for a louder ball rolling sound to be able to actually hear it: Vol = Csng(BallVel(ball)^2 / 500)

adjusted an inaccuracy on ramp4 and 5 and lowered top height of both to 225

replaced all gate sounds with "gate" instead of "fx_gate" - a gate never has this "tambourine" sound when hit. Some gates had no sound, added it.

added the PlaySound command in the script for the XSolCastle(Enabled) sub. Now you can actually hear the solenoid moving the castle

corrected the colors of the playfield - it was too blueish, mission castles should be grey

added other castle/tower textures (already done last time)

adjusted the flippers positions (also on playfield), physics (already done last time) and physics of the whole table

 

Still have to look at the bumpers, though. Take it or leave it.

 

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


Edited by ClarkKent, 14 February 2016 - 03:46 PM.


#162 DonRobby

DonRobby

    Robby King Pin

  • Members
  • PipPipPip
  • 83 posts

  • Flag: Netherlands

  • Favorite Pinball: Bride of Pinbot

Posted 14 February 2016 - 03:58 PM

Clark why do you change physics and gravity?

To be honest after just a quickie these physics feel more a step back wich doesn t please me and still makes me prefer the original 2.2 instead.

The ball keeps on changin direction like a curve ball so how do you want to control that?

Most other things are useful and should be considered implemented on the next update so you don t have to keep on making all the changes over and over again but the physics are definitly better on the original from Dozer.


Edited by DonRobby, 14 February 2016 - 03:59 PM.


#163 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 14 February 2016 - 04:21 PM

The physics are a matter of taste. I like it to be more a real pinball. Some like it if it's easier. Everbody should get what he wants...

#164 tttttwii

tttttwii

    Enthusiast

  • Platinum Supporter
  • 300 posts

  • Flag: Germany

  • Favorite Pinball: Attack from Mars

Posted 14 February 2016 - 04:43 PM

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

 

I had the same issue. Even with repeated nudging I could not get the ball out.



#165 jpreville

jpreville

    Hobbyist

  • Members
  • PipPip
  • 30 posts
  • Location:Waterford, MI

  • Flag: United States of America

  • Favorite Pinball: attack from mars

Posted 14 February 2016 - 06:29 PM

 

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'.

 

Hi Greeze,

 

Thank you very much for your suggestions. I initially unplugged the sensor. Table worked perfect. Then i went to the keys settings to find out that i hadn't turned on analog nudge at all. Got that all adjusted and it made a world of a difference on this table and all others.

 

Thanks again for replying..

 

John 

 



#166 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 14 February 2016 - 07:28 PM

 

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

 

I had the same issue. Even with repeated nudging I could not get the ball out.

 

In most cases this is a direct result of not setting friction at all or friction 0. Found a lot of places with friction 0 in that table. Friction 0,001 is better than 0. Mukuste himself said that friction 0 can cause weird behavior of the ball...



#167 STAT

STAT

    Pinball and Arcade Freak

  • VIP
  • 4,981 posts
  • Location:Wels - Austria

  • Flag: Austria

  • Favorite Pinball: Twilight Zone

Posted 14 February 2016 - 08:16 PM

What i have to change for this Friction ?



#168 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 14 February 2016 - 09:41 PM

What i have to change for this Friction ?

Just click on any object the ball touches or rolls on (like ramps or walls) and look at the physics. If the value is 0 than it's not ok.



#169 mssmison

mssmison

    Hobbyist

  • Members
  • PipPip
  • 30 posts

  • Flag: ---------

  • Favorite Pinball: bally

Posted 14 February 2016 - 10:30 PM

Hi ClarkKent,

 I'm interested to try your mods later,

 You should start a new thread for your mods like TomTower did. That way you can gather feedback regarding your version there and Dozer can get feedback on his version here.  



#170 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,327 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 15 February 2016 - 02:43 AM

This table still is using the VP9 "hack" for nudging, and that is not needed anymore in VP10. That needs to be removed.


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


#171 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 15 February 2016 - 03:58 AM

thanks everyone! love how everyone is been part of making it better and better!!



#172 Dozer316

Dozer316

    Dozer

  • VIP
  • 669 posts

  • Flag: Australia

  • Favorite Pinball: Cirqus Voltaire

Posted 15 February 2016 - 06:09 AM

The hang ball is very weird - still getting stuck between control points on the ramp at very rare times no matter what the properties of the ramp are set to.

 

Will continue to investigate.



#173 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 15 February 2016 - 07:02 AM

Hi ClarkKent,

 I'm interested to try your mods later,

 You should start a new thread for your mods like TomTower did. That way you can gather feedback regarding your version there and Dozer can get feedback on his version here.  

It's no mod. I'm pointing to some problems or improvements the authors can take over to the official version.



#174 STAT

STAT

    Pinball and Arcade Freak

  • VIP
  • 4,981 posts
  • Location:Wels - Austria

  • Flag: Austria

  • Favorite Pinball: Twilight Zone

Posted 15 February 2016 - 12:22 PM

Please ( to all ), dont change the Phys. everytime ;) ...



#175 Dozer316

Dozer316

    Dozer

  • VIP
  • 669 posts

  • Flag: Australia

  • Favorite Pinball: Cirqus Voltaire

Posted 15 February 2016 - 01:39 PM

2.3
 
Cautiously optimistic right ramp hang is fixed.(Made significant changes to right ramp geometry and physics).
Removed old nudge code noted by JP.
Made some small changes to switch position so right ramp make should only now be triggered when the ball is in the ramps "safe" zone. (This should fix the erroneous damsel award).
 
Bolt, I restored some of the old desktop lighting but it may not be as you remember because changed were made to the lights in cabinet mode.
I apologize, it's hard to get a good mix between modes unless you spend an ungodly amount of time re-positioning lights / flashers in the script.
 
Please everyone let me know if you get any right ramp ball hangs in the loop just before the wire ramp.


#176 STAT

STAT

    Pinball and Arcade Freak

  • VIP
  • 4,981 posts
  • Location:Wels - Austria

  • Flag: Austria

  • Favorite Pinball: Twilight Zone

Posted 15 February 2016 - 02:06 PM

Yeha ... thanks :)



#177 bolt

bolt

    VPF Veteran

  • VIP
  • 5,161 posts
  • Location:Kiel / Schleswig Holstein

  • Flag: Germany

  • Favorite Pinball: JP's Deadpool, Harlem Globetrotters, Spiderman and much more

Posted 15 February 2016 - 02:44 PM

Thank you for help with the flasher. Not perfect but much better as the old version.

 

regards

 

bolt


Posted Image

#178 DonRobby

DonRobby

    Robby King Pin

  • Members
  • PipPipPip
  • 83 posts

  • Flag: Netherlands

  • Favorite Pinball: Bride of Pinbot

Posted 15 February 2016 - 03:19 PM

I think ClarkKent should become oficially part of this project because of the many changes he made and for the fact he was a original developer on this project back in the VP9 days.

But he needs to let go of that unrealistic physics settings with too high gravity and too low of a slope for a solid state machine.  

My guess is this is the only reason why all his work is being ignored until this day.

Nobody likes those physics except himself wich indeed is a matter of taste but when looking at that slope and seeing it being only 6 doesn t convince me being realistic at all...

6,5 is the lowest setting for a solid state machine and 6 is more like a EM machine, that s realistic and nothing less is acceptable to be considered real.

I feel the need to say that people should stay away from the gravity being soo close to the default 1 setting since this is a custom designed engine wich means there is no real default like on a profesionally made engine like Unity 3d.

On such software like that I would recommend never to touch gravity unless you want physics from the moon but that s not valid in this case where only a handfull of amateur developers try to improve their software.

The ball on ClarkKent's version reacts like it s on a cart at Todd Tuckey's workshop without the legs attached making unwanted curveball effects leading too often to drain the ball because you can t predict it s movement correctly.

Since this many man already worked on this I think all of you together will make this the best Visual pinball table ever made.

Also that way Dozer can have his desired break from the project if he wants and continue for an update on the Cirqus Voltaire.

 

Having said all of that I think you all are getting real close to a perfect product and because this is such a high rated game I think all of you should keep on going until it s really perfect.

I m going to test out this new version now and hope that at least the ball issue finally is solved.



#179 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 15 February 2016 - 04:22 PM

Clark can you update the latest version 2.3 with the fixes/changes? but without touching the physics please. Danke.



#180 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 15 February 2016 - 06:08 PM

Clark can you update the latest version 2.3 with the fixes/changes? but without touching the physics please. Danke.

https://www.dropbox....10 2.3.rar?dl=0

 

But with my physics settings.

 

If you watch the PAPA videos you will see that my physics almost match the real machine. The ball is bouncy, harder to catch, but rolls slower over the playfield. In the official release the ball feels like a stone on the flippers.


I think ClarkKent should become oficially part of this project because of the many changes he made and for the fact he was a original developer on this project back in the VP9 days.

But he needs to let go of that unrealistic physics settings with too high gravity and too low of a slope for a solid state machine.  

My guess is this is the only reason why all his work is being ignored until this day.

Nobody likes those physics except himself wich indeed is a matter of taste but when looking at that slope and seeing it being only 6 doesn t convince me being realistic at all...

6,5 is the lowest setting for a solid state machine and 6 is more like a EM machine, that s realistic and nothing less is acceptable to be considered real.

I feel the need to say that people should stay away from the gravity being soo close to the default 1 setting since this is a custom designed engine wich means there is no real default like on a profesionally made engine like Unity 3d.

On such software like that I would recommend never to touch gravity unless you want physics from the moon but that s not valid in this case where only a handfull of amateur developers try to improve their software.

The ball on ClarkKent's version reacts like it s on a cart at Todd Tuckey's workshop without the legs attached making unwanted curveball effects leading too often to drain the ball because you can t predict it s movement correctly.

Since this many man already worked on this I think all of you together will make this the best Visual pinball table ever made.

Also that way Dozer can have his desired break from the project if he wants and continue for an update on the Cirqus Voltaire.

 

Having said all of that I think you all are getting real close to a perfect product and because this is such a high rated game I think all of you should keep on going until it s really perfect.

I m going to test out this new version now and hope that at least the ball issue finally is solved.

You are not right. The default slope on a 90's pinball machine is 6.2 (maybe on tournament the slope is up to 7). My setting is 6.5 with a difficulty of 0.5. The ball rolls slow, much slower than on many releases for VP. I own some machines so I know how it should be. Which tables do you own that you can tell that my settings are not right?

 

If you are looking at tables from great authors like JP (AFM, TOTAN, etc) or Knorr (DM, DH), my settings are almost the same.

 

But if you do not like the physics, just edit the flippers and the table slope - that should be done in no time.


Edited by ClarkKent, 15 February 2016 - 06:21 PM.






Also tagged with one or more of these keywords: Williams, Medieval, Madness, VPX