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Haunted House VP915 FS [VP 9.x Cabinet FS]


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#41 jpsalas

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Posted 03 June 2012 - 06:09 PM

QUOTE (legtod2 @ Jun 3 2012, 03:13 PM) <{POST_SNAPBACK}>
When i launch the table all of the flippers images (open and close images) are visible. So what i see is a fan image arround the flippers making it un playable. Is there a graphics change, or software fix for this.

Running a dual core cpu and gtx 220 windows xp



Turn on hardware rendering. Quit VP and run the table again.

These are my tables, sorted by date, all them playable with VPX 7 or newer:

vp.jpg

After 18 years making tables, it is time to take a rest and let new authors do their thing.

I guess at last I'll play some more pinball :). But I'm sure I'll make some table updates from time to time :)


#42 tamoore

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Posted 03 June 2012 - 06:25 PM

QUOTE (preetsei @ May 31 2012, 10:30 AM) <{POST_SNAPBACK}>
This is great! Thank you for creating it!!

Is there any way to configure this table to use 2 sets of flipper buttons, like the original table?



I was thinking about modding the table for my own use with 2 sets of flipper buttons. Haven't looked at the script yet to see how hard it would be....
I am, therefore I run.

#43 jpsalas

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Posted 05 June 2012 - 02:48 AM

1.02 Updated 5 June 2012
- changed nudging to the more normal VP9 way
- fixed plunger scoring error
- tried to fix the ball disappearing when entering the lower playfield.

These are my tables, sorted by date, all them playable with VPX 7 or newer:

vp.jpg

After 18 years making tables, it is time to take a rest and let new authors do their thing.

I guess at last I'll play some more pinball :). But I'm sure I'll make some table updates from time to time :)


#44 RipleYYY

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Posted 05 June 2012 - 07:39 AM

tanx wink.gif

Aliens 2, Area 51, Asterix, Bally Tribute, ET, Evel Knievel, Frontier, Galaxian, Inspector Gadget, Lilo & Stitch, Looney Tunes, Lost World, Mata Hari, Night Mission, Power Play, Rayman, Rolling Stones 2, Stalker, Santa Odyssey, Tempest, Timon & Pumbaa, Williams Tribute, World Cup 2002, Zombie

Tanx to (alphabetical order) : BLACK, CUTTER, DESTRUK, EALA, JP, JOE ENTROPY, KINSEY, KRISTIAN, LOSERMAN, LUVTHATAPEX, RANDY, SCAPINO, SHIVA, STRANGELEO (hope i did not forget someone... )


#45 JAM0

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Posted 05 June 2012 - 07:51 AM

Thanks JP. Like the nudging better

#46 bent98

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Posted 05 June 2012 - 12:19 PM

The digits ont the lower playfield scoring looks messed up

#47 tamoore

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Posted 05 June 2012 - 12:33 PM

QUOTE (bent98 @ Jun 5 2012, 08:19 AM) <{POST_SNAPBACK}>
The digits ont the lower playfield scoring looks messed up


Are you using the UVP?

A solution to the problem is in this thread.
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#48 bent98

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Posted 05 June 2012 - 08:01 PM

QUOTE (tamoore @ Jun 5 2012, 01:33 PM) <{POST_SNAPBACK}>
QUOTE (bent98 @ Jun 5 2012, 08:19 AM) <{POST_SNAPBACK}>
The digits ont the lower playfield scoring looks messed up


Are you using the UVP?

A solution to the problem is in this thread.



cool i see it

Thanks

#49 oldskoolgamer

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Posted 06 June 2012 - 12:18 AM

Thank you sir! biggrin.gif
 Posted Image  Posted Image Posted ImagePosted Image Posted Image Posted ImagePosted ImagePosted Image

#50 koadic

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Posted 09 June 2012 - 05:17 PM

Hey JP, don't know if you would be interested, but I was messing around with the table and was able to come up with a solution where I could drop the main playfield down to a height of only 100 as opposed to 400, thereby allowing for a much better layback view for FS users. The lower playfield is at the same slope as the rest of the table, but I have a scripting solution that fakes a reversed slope to the point it behaves just like if it was on a ramp.

The idea to try something like this had come to me awhile back when I wanted to try and make a custom head to head table with a triggered slope change, but always ran into issues with the scripting until I read about jimmyfingers' momentum mod and figured out what I was doing wrong.

If you're interested, I'll be happy to send you a copy of the modified table so you can look at it. And if not, no biggie, as I really only did it for myself to see if I could smile.gif

10-30-60 Layback settings


10-30-80 Layback settings


#51 htamas

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Posted 09 June 2012 - 06:07 PM

That is great. Looks much better IMO. It fixes the view of the lower playfield so the tip of the flippers is not covered and the targets' visibility is improved too.

#52 Dazz

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Posted 10 June 2012 - 02:15 AM

QUOTE (koadic @ Jun 9 2012, 12:17 PM) <{POST_SNAPBACK}>
Hey JP, don't know if you would be interested, but I was messing around with the table and was able to come up with a solution where I could drop the main playfield down to a height of only 100 as opposed to 400, thereby allowing for a much better layback view for FS users. The lower playfield is at the same slope as the rest of the table, but I have a scripting solution that fakes a reversed slope to the point it behaves just like if it was on a ramp.

The idea to try something like this had come to me awhile back when I wanted to try and make a custom head to head table with a triggered slope change, but always ran into issues with the scripting until I read about jimmyfingers' momentum mod and figured out what I was doing wrong.

If you're interested, I'll be happy to send you a copy of the modified table so you can look at it. And if not, no biggie, as I really only did it for myself to see if I could smile.gif

10-30-60 Layback settings


10-30-80 Layback settings
I really like the 10-30-60 view.

Posted Image

#53 maceman

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Posted 10 June 2012 - 03:04 AM

koadic, can you pm me a copy please smile.gif

Looks very nice!!

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#54 jpsalas

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Posted 10 June 2012 - 06:47 AM

I think the best, koadic, is that you upload the table as a MOD, sicne I have not much time to check the table just now. This way other people will be checking it.

These are my tables, sorted by date, all them playable with VPX 7 or newer:

vp.jpg

After 18 years making tables, it is time to take a rest and let new authors do their thing.

I guess at last I'll play some more pinball :). But I'm sure I'll make some table updates from time to time :)


#55 koadic

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Posted 10 June 2012 - 09:12 AM

QUOTE (jpsalas @ Jun 10 2012, 01:47 AM) <{POST_SNAPBACK}>
I think the best, koadic, is that you upload the table as a MOD, sicne I have not much time to check the table just now. This way other people will be checking it.


Ok then, when I get home from work, I'll see about getting it cleaned up a little script wise and get it uploaded. Are the changes in 1.02 mainly script changes? as I used 1.01 to build my mod...

Also, was looking into setting it up to use the magna save buttons for the upper and lower flippers like on the actual cab, and am curious if there was a way to disable the buttons when the table isn't actually running.

#56 jpsalas

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Posted 10 June 2012 - 11:55 AM

1.02 has a few extra walls to prevent the ball from jumping from the under ramps and some script changes.
To use the Magnasave buttons you'll need to check Controller.Lamp(17) if it is on the it is possible to use the flippers, if the lamp is off then they don't work.

These are my tables, sorted by date, all them playable with VPX 7 or newer:

vp.jpg

After 18 years making tables, it is time to take a rest and let new authors do their thing.

I guess at last I'll play some more pinball :). But I'm sure I'll make some table updates from time to time :)


#57 koadic

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Posted 10 June 2012 - 12:25 PM

QUOTE (jpsalas @ Jun 10 2012, 06:55 AM) <{POST_SNAPBACK}>
1.02 has a few extra walls to prevent the ball from jumping from the under ramps and some script changes.
To use the Magnasave buttons you'll need to check Controller.Lamp(17) if it is on the it is possible to use the flippers, if the lamp is off then they don't work.


I don't think there will be any issues with the lower ramps as I had to throw a kicker on each one of them to get the ball to the lower playfield correctly since I basically rebuilt it...

As far as the flippers, I had seen that when I looked through the script, what I was wondering about is if there was a way to keep them from working until the game has started and then kill them when the game has finished, since I put the control for the upper and lower flippers in the keyup and keydown subs, they work when the game hasn't started yet, the upper ones work when the lower light is off, and the lower ones work when the light is on... I could probably figure out a way eventually, but thought I would ask and save some time. All in all it doesn't effect the functionality, but for the sake of completeness I wanted it how it 'should' be. I even looked in the Sys80.vbs, and it only specifies a swLRFlip and swLLFlip, unlike some of the other scripts like Williams that has the swURFlip and swULFlip as well.

#58 jpsalas

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Posted 10 June 2012 - 12:33 PM

The flippers are activated by solenoids. In a vpinmame table they are not in keyup/keydown subs. You may leave the normal flippers like they are in the table and then add the magnasave buttons to the keyup/keydown, but made them call a sub in which you'll check for the Controller.Lamp(17). If this lamp is on, then the flippers are enabled so the buttons should work when the button is pressed, if the lamp is off then the buttons shouldn't work.

These are my tables, sorted by date, all them playable with VPX 7 or newer:

vp.jpg

After 18 years making tables, it is time to take a rest and let new authors do their thing.

I guess at last I'll play some more pinball :). But I'm sure I'll make some table updates from time to time :)


#59 Flying Dutchman

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Posted 16 June 2012 - 09:17 AM

One of the BEST ever recreated!

Thanks JPSalas! smile.gif

Cheers,
FD.

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#60 g00se

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Posted 16 June 2012 - 05:31 PM

QUOTE (Flying Dutchman @ Jun 16 2012, 02:17 AM) <{POST_SNAPBACK}>
One of the BEST ever recreated!

Thanks JPSalas! smile.gif

Cheers,
FD.



+10

Thanks JPSalas!!! Very Very Fun!!