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Genesis (Gottlieb 1986) [Visual Pinball X]

VPX Genesis Gottlieb

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#1 nFozzy

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Posted 22 April 2016 - 04:47 PM

Posted Image


File Name: Genesis (Gottlieb 1986)

File Submitter: nFozzy

File Submitted: 19 Apr 2016

File Category: VPX/VPinMAME Recreations

Author(s): JPSalas - VP9 table
nFozzy - 3D assets and VPX conversion
Inkochnito - Dipswitch settings
Manufacturer: Gottlieb
Year: 1986
ROM: Link to ROM
Permission to MOD?: Yes, without approval


Genesis (Premier 1986)
 
From JPSalas's VP9 version

VERSION 1.1 REQUIRES THE VP10.1 BETA
 
Press F6 to open dipswitch menu
Press R to see the rules
 
If the lower playfield isn't showing up, make sure 'Software Vertex Processing' is unchecked in your Video Options.


Click here to download this file



#2 LoadedWeapon

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Posted 22 April 2016 - 04:56 PM

Nice I almost have a NM version of this finished for vp9.. can't wait to check it out. Thanks

#3 sifusun

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Posted 22 April 2016 - 06:28 PM

Looks nice, but I get an error:

 

Something like:   "script error... line 89.... not defined: ´cvpmsaucer´

 

Any ideas???

 

Best regards, sun



#4 nFozzy

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Posted 22 April 2016 - 08:15 PM

Looks nice, but I get an error:

 

Something like:   "script error... line 89.... not defined: ´cvpmsaucer´

 

Any ideas???

 

Best regards, sun

Not sure. Make sure your VP10 tables are separate from your VP9 ones, the VP10 tables folder shouldn't have any scripts in it



#5 BorgDog

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Posted 22 April 2016 - 09:06 PM

That's pretty cool with the rubber animation. I had to look up which you animated and throw balls at the them to notice it as when playing a game it happens so fast and I was watching the ball I never saw it :)  

 

Do the physics work pretty good off the primitive at that height, or does it not have the round shape physics like the rubber that causes issues and behaves like a wall except with the elasticity falloff property that walls don't have. makes it easier to have different values around the post vs between them too, as I see you have those set differently.

 

Looking at the left sling it looks like both lsling and the primitives are visible, can kind of tell on desktop view.. but not on right.. actually it looks like you don't have the primitives on the right or am I just not seeing it.

 

Nice table, look forward to playing it on my cab later.



#6 N3roflint

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Posted 22 April 2016 - 10:35 PM

When I try to open the table VPX crashes.



#7 nFozzy

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Posted 22 April 2016 - 10:40 PM

When I try to open the table VPX crashes.

When you open it in the editor, or when it starts playing? Any error message?



#8 N3roflint

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Posted 22 April 2016 - 10:45 PM

When I open it in the editor and there is no error messages. All tables are in their correct folders.

 

EDIT: I downloaded the file a second time to make sure the first one wasn't corrupt and I got the same results when trying to open the table.


Edited by N3roflint, 22 April 2016 - 10:50 PM.


#9 nFozzy

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Posted 23 April 2016 - 12:42 AM

Try this one

 

https://www.dropbox.....0-new.vpx?dl=0



#10 freneticamnesic

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Posted 23 April 2016 - 01:07 AM

Looks like a keeper sir!



#11 hauntfreaks

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Posted 23 April 2016 - 03:10 AM

foz plays great!!

 

@Tom Tower give these ramps your magic touch!!


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#12 N3roflint

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Posted 23 April 2016 - 03:40 AM

 

It's alive! That version works for me....thanks nFozzy what an amazing table. :otvclap: This really takes me back in time.



#13 arngrim

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Posted 23 April 2016 - 06:42 AM

thank you for the table :)

 

i have added some things for the dof, to align the table with the dof config, because the slings and bumpers needs E scripted event because they use shared switches, also added E to ramp pass to activate strobes, here's the update, i made it yesterday, before ffozzy fixes mentioned above

 

https://www.dropbox....6) 1.1.vpx?dl=0



#14 nFozzy

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Posted 23 April 2016 - 08:20 AM

thank you for the table :)

 

i have added some things for the dof, to align the table with the dof config, because the slings and bumpers needs E scripted event because they use shared switches, also added E to ramp pass to activate strobes, here's the update, i made it yesterday, before ffozzy fixes mentioned above

 

https://www.dropbox....6) 1.1.vpx?dl=0

Just script changes?



#15 arngrim

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Posted 23 April 2016 - 08:21 AM

yes

#16 hauntfreaks

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Posted 23 April 2016 - 09:25 AM

so I noticed something odd... I never had this happen in any other VPX table

 

i'm getting shutter when the ball travels across the playfield in window... its dosnt happen anywhere else

 

i made sure the primitives on the bottom level were set to toys.... it didn't help

so i tried setting those primes to static but they turned invisible.... so for laughs i played a game .... and it played fine... what is it with these primes vpx isnt liking...

 

any ideas??


Edited by hauntfreaks, 23 April 2016 - 09:34 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#17 nFozzy

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Posted 23 April 2016 - 10:11 AM

Do you get the same thing with Congo?



#18 sifusun

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Posted 23 April 2016 - 06:34 PM

I get an error:

 

Something like:   "script error... line 89.... not defined: ´cvpmsaucer´

 

I tried the other version from nFozzy  and the version from arngrim.... still the same result:    On my desktop PC: I launch the table from the editor, the DMD starts to showing the correct table and game infos, but I got the error about a "not defined ... cvpmsaucer"...

 

A lot of other tables are running fine, but this one, did not start fully... :console:



#19 hauntfreaks

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Posted 23 April 2016 - 06:55 PM

Do you get the same thing with Congo?

 

nope... congo is smooth as silk...

 

and its only around the lower level primes... 

 

i'm guess is because when the ball passes over the primes the ball has a hard time being rerendered... I tried setting the sync to 1, -1 and 2 none of these made any difference...

seems isolated to this table.... 


Edited by hauntfreaks, 23 April 2016 - 07:01 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#20 BorgDog

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Posted 23 April 2016 - 07:01 PM

what happens if you turn of the collidable on Primitive_Metropolis (I don't think it needs it does it?)







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