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Explanation of these script errors when coverting 8.x tables to 9.x
Started By
xzotic
, Feb 21 2009 09:59 AM
16 replies to this topic
#1
Posted 21 February 2009 - 09:59 AM
Many of the 8.x tables will run with 9.x. Sure a few tweaks are needed for the size of the ball etc, but at least they run.
Some other tables however fail to start. I'd really to like to resolve these script errors when running under 9.x. So if anyone can shed any light on what changed in v9.x for these scripts not to work and what can be done to resolve the errors then that would be great.
8.x problem tables and their exact script error messages when attempting to run under 9.x include:
1. Medieval Madness
DMD appears - table doesn't show - instead get the following error:
Line:0 Object required: 'mSlingBump(...)'
2. Flintstones
DMD appears - table doesn't show - instead get the following error:
Line: 124 Object doesn't support this property or method: 'Table1.Slope'
3. Playboy
Line: 302 124 Object doesn't support this property or method: 'Playboyse.Slope'
Some other tables however fail to start. I'd really to like to resolve these script errors when running under 9.x. So if anyone can shed any light on what changed in v9.x for these scripts not to work and what can be done to resolve the errors then that would be great.
8.x problem tables and their exact script error messages when attempting to run under 9.x include:
1. Medieval Madness
DMD appears - table doesn't show - instead get the following error:
Line:0 Object required: 'mSlingBump(...)'
2. Flintstones
DMD appears - table doesn't show - instead get the following error:
Line: 124 Object doesn't support this property or method: 'Table1.Slope'
3. Playboy
Line: 302 124 Object doesn't support this property or method: 'Playboyse.Slope'
#3
Posted 21 February 2009 - 10:08 AM
Excellent thanks TheMcD..I should have searched a bit more!
Still looking for an answer for the first one....
Still looking for an answer for the first one....
#4
Posted 21 February 2009 - 10:13 AM
I think there were some changes in the Slingshot directory, that might explain the slingbump error. Maybe has something to do with the physics change?
The McD
The McD
VPF's resident pinball music fanatic.
The McD's Pinball Music Emporium: YouTube /// MediaFire (old tracks) /// Mega (new tracks)
#5
Posted 21 February 2009 - 08:51 PM
QUOTE (TheMcD @ Feb 21 2009, 10:13 AM) <{POST_SNAPBACK}>
I think there were some changes in the Slingshot directory, that might explain the slingbump error. Maybe has something to do with the physics change?
The McD
The McD
For number 1- only walls with slingshots, and bumpers, can be in a tilt array. Some tables had flippers specified there as well or lights or timers or other stuff that isn't valid. The problem line is vpmnudge.tiltobj=Array( )
Just ensure if the line exists, you only have slingshot or bumper objects listed.
Code is here
CODE
Public Property Let TiltObj(aSlingBump)
Dim ii
If vpmVPVer >= 61 Then vpmSetArray mSlingBump, aSlingBump : Exit Property
ReDim mForce(vpmSetArray(mSlingBump, aSlingBump))
For ii = 0 To UBound(mForce)
If TypeName(mSlingBump(ii)) = "Bumper" Then mForce(ii) = mSlingBump(ii).Force Else mForce(ii) = mSlingBump(ii).SlingshotStrength
Next
End Property
Dim ii
If vpmVPVer >= 61 Then vpmSetArray mSlingBump, aSlingBump : Exit Property
ReDim mForce(vpmSetArray(mSlingBump, aSlingBump))
For ii = 0 To UBound(mForce)
If TypeName(mSlingBump(ii)) = "Bumper" Then mForce(ii) = mSlingBump(ii).Force Else mForce(ii) = mSlingBump(ii).SlingshotStrength
Next
End Property
The reason this worked the way it was with vp7/8/etc was because any error'd value would be ignored.
Build a fire, vipers love the heat.
#6
Posted 22 February 2009 - 04:20 AM
Thanks heaps Destruk - I'll work through the code and make the changes.
Cheers
Cheers
#7
Posted 22 February 2009 - 04:50 AM
I was wondering about this error as well. In the case of MM, here is the tilt array:
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
and I checked that each of those is really a bumper, and the slingshots are walls with slingshots. So I am still wondering. Its the JP_5.11 version of MM.
If I removed the bumpers from that line, it works.
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
and I checked that each of those is really a bumper, and the slingshots are walls with slingshots. So I am still wondering. Its the JP_5.11 version of MM.
If I removed the bumpers from that line, it works.
Edited by SunWizard, 22 February 2009 - 04:55 AM.
#8
Posted 22 February 2009 - 05:22 AM
I did the same and the table now fires up. However the DMD sound is being played with multiple echos (around three) and the whole table stutters and plays slow (I assume from the echoing sound issue).
Do you have the same problem?
Do you have the same problem?
#9
Posted 22 February 2009 - 05:51 AM
Well, the most viable reason JP's medieval madness fails is because Bumper1, Bumper2, and Bumper3 are objects, as well as some kind of variable name. Scripting rules aren't ignored for this stuff. See the bumper subroutines.
Build a fire, vipers love the heat.
#10
Posted 22 February 2009 - 04:27 PM
QUOTE (xzotic @ Feb 21 2009, 10:22 PM) <{POST_SNAPBACK}>
I did the same and the table now fires up. However the DMD sound is being played with multiple echos (around three) and the whole table stutters and plays slow (I assume from the echoing sound issue).
Do you have the same problem?
Do you have the same problem?
No I have no trouble with the sound. The table plays fine until a ball goes up the ramp and gets stuck behind the dragon when it hits the overlapping ramp. Then it gets very slow.
#11
Posted 23 February 2009 - 10:24 AM
QUOTE (SunWizard @ Feb 23 2009, 01:27 AM) <{POST_SNAPBACK}>
No I have no trouble with the sound. The table plays fine until a ball goes up the ramp and gets stuck behind the dragon when it hits the overlapping ramp. Then it gets very slow.
Ok, I rebooted and the sound problem went away. Strange because I loaded another table which was fine and then went back to it and had the same sound issue. Anyway the reboot worked and it now behaves the same as yours (ie: Works fine, but gets stuck behind the top ramp and then goes very slow)....
#12
Posted 23 February 2009 - 01:50 PM
Ok, it was an easy fix...Just raise the overlapping ramp by 25 and also the table glass height by the same amount and its all sweet. I LOVE playing this in 16:9 format - you can actually see whats going on up the top - stuff I've never really seen before....It's great...
Game play seems 99% - Just one issue with the catapult - Seems to throw the ball out which then immediately drops backwards down the playfield and drains. Have to look a little closer at that. Otherwise it's great in this format and with vp 9.x physics....awesome.
Thanks again for (both) your help!
ps: This was a much easier 16:9 conversion - seems that each table varies wildly depending how they implemented special features..
Game play seems 99% - Just one issue with the catapult - Seems to throw the ball out which then immediately drops backwards down the playfield and drains. Have to look a little closer at that. Otherwise it's great in this format and with vp 9.x physics....awesome.
Thanks again for (both) your help!
ps: This was a much easier 16:9 conversion - seems that each table varies wildly depending how they implemented special features..
#13
Posted 23 February 2009 - 02:51 PM
I used bsCat.KickZ =1' was 20
to make the catapult work again. Here are the other changes I did and MM is working great:
Catapult shot the ball in the wrong place, should go to ramp to left inlane, it had a bad Z angle.
Fixed bumper1, 2, 3 which were variables and bumpers causing an error.
Spinner on the left side of castle didn't spin.
Fixed drop from rails to inlanes.
Fixed ramps where they collided.
Made ramp 50% transparent like the real ones are.
Made dragon smaller like real one, so it doesn't cover the bumpers as much.
You should get the spinner on the castle working, its needed for some features, move it out in front of the castle.
to make the catapult work again. Here are the other changes I did and MM is working great:
Catapult shot the ball in the wrong place, should go to ramp to left inlane, it had a bad Z angle.
Fixed bumper1, 2, 3 which were variables and bumpers causing an error.
Spinner on the left side of castle didn't spin.
Fixed drop from rails to inlanes.
Fixed ramps where they collided.
Made ramp 50% transparent like the real ones are.
Made dragon smaller like real one, so it doesn't cover the bumpers as much.
You should get the spinner on the castle working, its needed for some features, move it out in front of the castle.
#14
Posted 26 February 2009 - 09:55 AM
Hi SunWizard,
after rising the right ramp that the ball does not get stuck on the left ramp and rising the glass I am nearly not able to shoot up the right ramp any more.
The ball returns about half the way.
In my opinion it is too steep now.
Before the modifiaction it was MUCH easier to shoot the ramp.
How did you solve the problem?
cu
seeker
after rising the right ramp that the ball does not get stuck on the left ramp and rising the glass I am nearly not able to shoot up the right ramp any more.
The ball returns about half the way.
In my opinion it is too steep now.
Before the modifiaction it was MUCH easier to shoot the ramp.
How did you solve the problem?
cu
seeker
Edited by seeker, 26 February 2009 - 09:56 AM.
#15
Posted 26 February 2009 - 02:43 PM
The top 2 rails on the right ramp return you need to uncheck the collidable box, the ball hits them and gets stuck and they are for visual only. I didn't raise the right ramp, I lowered other ones, I can't tell you exactly which since it was a trial and error process with many changes to get it right.
#17
Posted 27 February 2009 - 09:26 PM
QUOTE (xzotic @ Feb 23 2009, 04:24 AM) <{POST_SNAPBACK}>
Ok, I rebooted and the sound problem went away. Strange because I loaded another table which was fine and then went back to it and had the same sound issue. Anyway the reboot worked and it now behaves the same as yours (ie: Works fine, but gets stuck behind the top ramp and then goes very slow)....
VPM does not fully unload when you go back to the editor you need to quit vp to fully unload vpm. Edit you need to do that to play other tables some times playing the same one works better but some times vpm does get messed up and you need to quit and reopen vp to fix it.
Edited by Joe, 27 February 2009 - 09:27 PM.


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