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Gorgar (Williams 1979) [VPX] [Visual Pinball X]

Gorgar

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#1 fuzzel

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Posted 27 February 2016 - 09:36 PM

Posted Image


File Name: Gorgar (Williams 1979) [VPX]

File Submitter: fuzzel

File Submitted: 27 Feb 2016

File Category: VPX/VPinMAME Recreations

Author(s): fuzzel
Manufacturer: Williams
Year: 1979
ROM: Link to ROM
Permission to MOD?: Yes, without approval


Gorgar by Williams 1979.
 
Thanks must go to UncleWilly for his nice collection of hi-res images and to drummdav's VP9 version which I used for scripting this one. The rest of this one is a from scratch build.
This table is fully playable with VPX10.0 however there is a small bug in v10.0 when you try to check the drop status of drop targets. So you should use the latest VP10.1 beta build.


Click here to download this file



#2 N3roflint

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Posted 27 February 2016 - 09:40 PM

Thanks for this table Fuzzel, Unclewilly and drummdav. Looks fantastic.



#3 Ben Logan

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Posted 27 February 2016 - 10:09 PM

Great one, fuzzel. Physics feel nice and EM like, without being painfully slow (a la PinballArcade EMs, for example). And of course with UncleWilly's high res images, it looks fantastic. Beautiful lighting. Thanks for brightening our Saturday afternoon! 

 

:)



#4 bolt

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Posted 27 February 2016 - 10:19 PM

Thank you Fuzzel, Unclewilly and drummdav for this fantastic VP10 table.

For the desktop players: left flipper one and the right flipper two steps down and the ball jumps no more.


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#5 Slydog43

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Posted 27 February 2016 - 10:34 PM

if you put 

 
Sub Gorgar_Exit()
   Controller.Stop
End Sub
 
in the script, the table exits better if you use B2S (turns off my PinDMD3 also).
 
 
Thanks for a great recreation


#6 fuzzel

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Posted 27 February 2016 - 11:46 PM

Thanks guys!

 

the ball is "magnetized" by the gate ?? rev 2522 

 

corgar.jpg

? never got this situation. How do you get this?

 

 

 

if you put 

 
Sub Gorgar_Exit()
   Controller.Stop
End Sub
 
in the script, the table exits better if you use B2S (turns off my PinDMD3 also).
 
 
Thanks for a great recreation

 

I swear I had this in the script...will be in the next update ;)

 

Thank you Fuzzel, Unclewilly and drummdav for this fantastic VP10 table.

For the desktop players: left flipper one and the right flipper two steps down and the ball jumps no more.

Bolt what do you mean with "ball jumps no more" is this only a DT effect or also in FS?



#7 bolt

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Posted 27 February 2016 - 11:53 PM

Sorry fuzzel, when the ball runs from the left lane or right lane down over the flipper, the ball jumps a little.


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#8 fuzzel

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Posted 27 February 2016 - 11:59 PM

Sorry fuzzel, when the ball runs from the left lane or right lane down over the flipper, the ball jumps a little.

ah ok do you have some coordinates for the flippers so I can re-place them ?



#9 allknowing2012

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Posted 28 February 2016 - 12:20 AM

the ball is "magnetized" by the gate ?? rev 2522 

 

corgar.jpg

Check the friction on that boject make it atleast 0.1 or 0.2 (not zero)


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#10 N3roflint

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Posted 28 February 2016 - 12:42 AM

 

Sorry fuzzel, when the ball runs from the left lane or right lane down over the flipper, the ball jumps a little.

ah ok do you have some coordinates for the flippers so I can re-place them ?

 

 

For me there was a small bump when the ball hit the right flipper. I changed the X co-ordinate from 583.0492 to 590 and it fixed the problem. I left the left flipper alone as it I didn't notice any bump there.



#11 fripounet

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Posted 28 February 2016 - 03:56 AM

 

 

Check the friction on that boject make it atleast 0.1 or 0.2 (not zero)

 

 

 

Thanks guys!

 

 

? never got this situation. How do you get this?

 

 

a little better with 0,1
 
ball "magnetized" right portion of the table

 

 

 

     1080p


Edited by fripounet, 28 February 2016 - 04:02 AM.


#12 Dozer316

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Posted 28 February 2016 - 04:51 AM

Thanks Fuzzel, just a quick note, the bumper switches are not registering because there are two subs in the script for them and the one taking priority has no VPM pulse entries.  Based on the vp9 version of the table, the numbers should be 38/39/40 which seem to work ok.



#13 chepas

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Posted 28 February 2016 - 01:13 PM

Secretly waited for this one. :) danke


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#14 bolt

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Posted 28 February 2016 - 02:14 PM

Hi fuzzel, I used this values:

 

Left flipper-     X: 273,7099  / Y:1653,928

Right flipper-   X: 583,0492  / Y:1655,533

 

regards

bolt


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#15 allknowing2012

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Posted 28 February 2016 - 03:21 PM

 

 

 

Check the friction on that boject make it atleast 0.1 or 0.2 (not zero)

 

 

 

Thanks guys!

 

 

? never got this situation. How do you get this?

 

 

a little better with 0,1
 
ball "magnetized" right portion of the table

 

 

 

     1080p

 

And I thought it was just me .. I was going to post "Straight down the right exit" :-) I tried lowering the posts & rubbers as they are 32px up and should likely be 28-30. Didnt make that much difference though :-(


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#16 fripounet

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Posted 28 February 2016 - 06:54 PM

problem solved (ball "magnetized" )

analog button(pad) was activated

Edited by fripounet, 28 February 2016 - 06:55 PM.


#17 fuzzel

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Posted 28 February 2016 - 09:59 PM

Hi fuzzel, I used this values:

 

Left flipper-     X: 273,7099  / Y:1653,928

Right flipper-   X: 583,0492  / Y:1655,533

 

regards

bolt

Thank you Bolt! I updated the table but you also have to adjust the flipper angles to hit the kicker.

 

 

And I thought it was just me .. I was going to post "Straight down the right exit" :-) I tried lowering the posts & rubbers as they are 32px up and should likely be 28-30. Didnt make that much difference though :-(

 

Try version 1.1 please. I changed the positions of some posts and the rubbers a bit. I played just a few games and it seems to be better now.


Edited by fuzzel, 28 February 2016 - 09:59 PM.


#18 allknowing2012

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Posted 29 February 2016 - 12:57 AM

I still drain out the right - but hey that's me :-) dont worry about it.

 

Sound effects - bumps, rolling ball and such - are you able to hear them? I changed the vol function to up the volume so I could on my cab.


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#19 arngrim

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Posted 01 March 2016 - 07:21 PM

great table, i'm not a special fan of old tables but i love the physics on this one ;)

 

here is the 1.1 with controller.vbs, and soundfx for mute sounds for DOF users

 

Attached File  gorgar vpx.txt   16.25KB   7 downloads

 

i adjusted the way the flipper are handled, no need to use that

 

Sub Gorgar_KeyDown(ByVal KeyCode)
'If keycode = LeftFlipperKey Then
' PlaySound "fx_flipperup", 0, .67, -0.05, 0.05
'End If
    
'If keycode = RightFlipperKey Then
' PlaySound "fx_flipperup", 0, .67, 0.05, 0.05
'End If
 
If keycode = PlungerKey Then
Plunger.PullBack
PlaySound "plungerpull",0,1,0.25,0.25
End If
    If vpmKeyDown(KeyCode) Then Exit Sub 
End Sub
 
Sub Gorgar_KeyUp(ByVal KeyCode)
'If keycode = LeftFlipperKey Then
' PlaySound "fx_flipperdown", 0, 1, -0.05, 0.05
'End If
    
'If keycode = RightFlipperKey Then
' PlaySound "fx_flipperdown", 0, 1, 0.05, 0.05
'End If
If keycode = PlungerKey Then
Plunger.Fire
PlaySound "plunger",0,1,0.25,0.25
End If
    If vpmKeyUp(KeyCode) Then Exit Sub  
End Sub  

 

if that is in place, which trigger the flipper and sounds only when the sol are active ;)

 

SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
 
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_flipperup",DOFContactors):LeftFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_flipperdown",DOFContactors):LeftFlipper.RotateToStart
End If
End Sub
 
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_flipperup",DOFContactors):RightFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_flipperdown",DOFContactors):RightFlipper.RotateToStart
End If
End Sub

 



#20 fuzzel

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Posted 01 March 2016 - 08:03 PM

Thank you arngrim for the DOF update. New version 1.2 is up ;)







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