Chapter 10: finishing & cleaning up
Last chapter of this build, the nasty details when a table is almost finished. What I typically do at that point in time, I just run it on my cabinet in 4K resolution and play or just look at the table until I see something which looks off, is not done yet or I don't like. I write that down on a long to do list. After that I start fixing all of that. This was my list:
Add:
Done Flashers effects incl decal on ramps either normal or just reflection
Done Lights on top of cellar
Done Williams bats with shadow
Done Ball shadow
Done Rails with script option
Done Lut changer (test on backbox monitor)
Done Droptarget coding
Done Target movement when hit
Done Moving ramp scripting and shadow underneath ramp
Done Ramp divider scripting
Done Texture for plunger
Done white discs below flasher domes
Done Rotating wiregate add texture and flashing effect
Done DT background
Done Slingshot animations
Done Add more gi lamps for ball reflection
Fix:
Done Call changelut with default
Done Droptarget3 flasher when all flashing after cellar save multiball
Done Depth bias upper red bumper vs flasher
Done Trigger outline slingshot lane when gi is off
Done Gi lights for ball switch off when gi is off
Done Some flashers not working middle top white target and center lower playfield
Done Droptarget not triggered next to red bumpers
Done Ask fleep no sound when ball bumps on bats
Done Bottom left flasher pf image flash refine
Done Add fading flash prims bottom right flasher
Done Rotating Discs have side color, should be uniform
Done Bumper bulbs are too bright when bumper is off
Done Test for half GI off to make playfield transparent for half where GI is on (ball reflection)
Done White outline bumper discs
Done hApron cards dont react to GI
Done Flashers red effect on pf less bright
Done Shadows bats
Done GI red flasher right low on plastic
Done increase back wall flashers lighting strength
After all of that, I sent a version to the VPin Workshop crew for some testing. I gathered all their comments and went back to fixing things:
Sixtoe:
Fixed - the plunger pull is too fast to be able to hit the skill shot (using a keyboard)
Fixed - OK, yeah, I just changed my POV to overhead and it's nowhere near as bad, I think the problem is that with a desktop pov the white flasher lamps on the top of the table all overlap each other and just turn everything blinding white
Fixed - gi zones dark when starting , it's weird, maybe try setting it to both off on tableinit, maybe somethjing to do with the flasher cacheing?
Lumi:
Fixed - the drop targets are reversed
Apophis:
Fixed - Played a couple games while sitting on a conf call . It's awesome... and visually overwhelming at times. would you consider a user option for lowering the flash intensity? I know those are options in your dome code, but I have no idea what to set them to for a good balance that is a little less flashy. Maybe some good preset values could be provided? Just a thought
Pinstratsdan:
Fixed - I also can't do a skillshot as on other tables where the duration of you holding in the launch button determines how hard it launches. Here it just goes full power.
Fixed (added a second ball texture) - The ball is quite dark. It is not difficult to see per se, but you do need to concentrate quite a bit more. I can't remember which LUT setting I use, but it is not the default as I find that too dark.
Tomate:
Fixed - Slingshots animations are too slow imo
Fixed - It would make the plunger slower so that those of us who do not have a physical plunger can do the skillshot
Practicedummy:
Fixed (use flasher intensity settings) - One critique on the table is that the flasher just left of the leftmost red bumper is flashing in a way that blinds me from seeing the ball coming down the right side towards the upper right flipper. I constantly miss the ramp shot as a result. Now it may be because of my brightness/contrast settings (will mess with those soon), but just wanted to bring it up in case it may be a thing.
Rik:
Fixed - Out of me counting shots to the left ramp fromthe right flipper 4 out of 50. 22 rolled back down. I would ball control drop it above the flipper and shoot
I know how it works I owned the real one for 11 years. Its not a hard shot
I wasn't dropping it on the flipper. I was making it roll. I'm just trying to make it as close as possible to the real one. I should hit 6 out of 10 roughly
Rawd:
fixed - Flashers lights outside of table for vr fix
fixed - Bumpertops look wrong in VR
Also Rawd & 3rdaxis & leojreimroc implemented their VR room in the table. Fleep & Rothbauerw updated their sound & physics stuff as well and now I am ready for release...
so: ... Release!