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Pink Floyd (DOFLinx) Cabinet [Future Pinball]

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#1 MajorFrenchy

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Posted 07 May 2020 - 01:18 PM

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File Name: Pink Floyd (DOFLinx) Cabinet

File Submitter: MajorFrenchy

File Submitted: 04 May 2020

File Category: Future Pinball

Author(s): Major Frenchy
Francisco666
SLAMT1LT
Nitronimbus
Manufacturer: Original
Year: 2020
Permission to MOD?: Unspecified


This is a New Mod and the focus was to enable force feedback by coding it with DOFLInx. 
The table is loaded with cool effects and the Groundshaker effect is something like you never experienced before. 
 
This table is Designed to work with DOFLINX. See the info section.  Pinball cabinet users will probably want to move the Heads Up Display (HUD) to a location above the backbox to prevent it from being displayed.
 
Video Preview: https://youtu.be/xdtxqpqhpY0
 
PLEASE NOTE:
 
THIS TABLE WILL NOT RUN WITHOUT THE LATEST BAM and DOFLINX
This Table Requires BAM FILE VERSION 1.4-265. Download the latest BAM V1.4-258  and replace the BAM.dll file in the BAM folder.
I have included the BAM file needed, or just wait until the next BAM release.
 
DOFLinx: https://www.vpforums...showtopic=35852
BAM: https://www.ravarcade.pl/


Click here to download this file



#2 darthwhat

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Posted 18 May 2020 - 03:07 PM

Hey MajorFenchy,

Love the table but I messed something up trying to adjust the table view. Now the table is just a all black screen. backglass still works etc. How can I reset the table view settings so it shows again?

 

Edit never mind I references a another table's parameters and got it showing agian


Edited by darthwhat, 18 May 2020 - 03:18 PM.


#3 LunatechFringe

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Posted 01 November 2021 - 07:53 AM

This is a great table, but there's a few quirks.  I'm curious if anyone knows how to fix them.

 

1)  Releasing the plunger with a full pull will only allow the ball to drop in the second hole at the top left of the playfield.  The ball never makes it to the center hole, and the table already has max physics on the plunger.

 

2)  Does anyone know how to fix the script so the game can end properly after the fifth ball drains?  It seems to play music that indicates the game is over, but none of the prompts come up, and a new game cannot be started.

 

Thanks!



#4 GeorgeH

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Posted 01 November 2021 - 11:42 AM

This is a great table, but there's a few quirks.  I'm curious if anyone knows how to fix them.

 

1)  Releasing the plunger with a full pull will only allow the ball to drop in the second hole at the top left of the playfield.  The ball never makes it to the center hole, and the table already has max physics on the plunger.

 

2)  Does anyone know how to fix the script so the game can end properly after the fifth ball drains?  It seems to play music that indicates the game is over, but none of the prompts come up, and a new game cannot be started.

 

Thanks!

 

You can increase the value of the force in the XML for plunger.  The XML is probably in the script; open it it and search for XML.  It would take someone with some coding expertise to fix item 2.  



#5 wiesshund

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Posted 01 November 2021 - 07:49 PM

This is a great table, but there's a few quirks.  I'm curious if anyone knows how to fix them.

 

1)  Releasing the plunger with a full pull will only allow the ball to drop in the second hole at the top left of the playfield.  The ball never makes it to the center hole, and the table already has max physics on the plunger.

 

2)  Does anyone know how to fix the script so the game can end properly after the fifth ball drains?  It seems to play music that indicates the game is over, but none of the prompts come up, and a new game cannot be started.

 

Thanks!

 

I have this table but can not replicate either of your issues, and i play this table a lot too

Have you looked at your plunger calibration itself?

Is your FP/BAM install up to date?
 


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#6 LunatechFringe

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Posted 01 November 2021 - 11:02 PM

 

This is a great table, but there's a few quirks.  I'm curious if anyone knows how to fix them.

 

1)  Releasing the plunger with a full pull will only allow the ball to drop in the second hole at the top left of the playfield.  The ball never makes it to the center hole, and the table already has max physics on the plunger.

 

2)  Does anyone know how to fix the script so the game can end properly after the fifth ball drains?  It seems to play music that indicates the game is over, but none of the prompts come up, and a new game cannot be started.

 

Thanks!

 

You can increase the value of the force in the XML for plunger.  The XML is probably in the script; open it it and search for XML.  It would take someone with some coding expertise to fix item 2.  

 

 

I've noticed the following section in the script is completely commented out.  I'm unable to find another reference to the plunger that makes sense regarding force.  I'm using a Zeb's plunger, but I get the same results holding down my launch button (which is separate from the launch button on my plunger when it's pushed in).
 

' George H, Slamt!lt, Nitronimbus
'=============================== PHYSICS XML ===========================
'<?xml version="1.0" encoding="utf-8"?>
'<document>
'  <!—Custom Physics  -->
'  <physics fps="296" threaded="1"></physics>
'  <ball newtonDamping="0" mass="130" gravity="6200" damping="0.65"></ball>
'  <flipper releaseOmega="18" rotationSpeedChart="{0.0,100.0}[0.0,100.0]" newtonDamping="1" mass="20150" omega="43" moeMethod="0" 
'           leftXoff="0" leftYoff="0" leftZoff="0" 
'           rightXoff="0" rightYoff="0" rightZoff="0"></flipper>
'  <bumper impulse="150.0" impulseRandomness="0" vectorRandomness="6"></bumper>
'  <autoplunger mass="20000.0" force="60000.0"></autoplunger>
'  <diverter mass="10000.0" omega="33.0"></diverter>
'  <gate mass="5.0" gravity="2500.0" damping="0.25"></gate>
'  <kicker impulse="1000.0" vukImpulse="1400.0" impulseRandomness="2" vectorRandomness="1"></kicker>
'  <plunger mass="2000.0" force="60000.0"></plunger>
'  <slingshot impulse="645.0" impulseRandomness="15" vectorRandomness="3"></slingshot>
'  <spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
'  <spinner mass="60.0" gravity="100.0" angularDamp="0.25" angularAccel="5.25" 
'           spinDampLoose="0.55" spinBackLoose="1.70"
'           spinDampNorm="0.75" spinBackNorm="1.80"
'           spinDampTight="0.95" spinBackTight="1.90"></spinner>
'  <emkicker mass="10000.0" omega="80.0"></emkicker>
'  <varitarget mass="500.0" damping="0.9" tension="3.0" return="15.0"></varitarget>
'  <magnet impulse="10.0" impulseRandomness="2"></magnet>
'  <nudge impulse="240.0" impulseRandomness="25.0" warningLevel="300" leftAngle="60" upAngle="0" rightAngle="320"
'    vectorRandomness="5" visualDistance="3" waitPeriod="300" maxBallVelocity="500.0"></nudge>
'  <defaultMat softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.02"></defaultMat>
'  <playfieldMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.02"></playfieldMat>
'  <metalMat softnessCoef="0.01" elasticCoef="0.15" staticFriction="0.02" kineticFriction="0.02"></metalMat>
'  <woodMat softnessCoef="0.03" elasticCoef="0.15" staticFriction="0.03" kineticFriction="0.02"></woodMat>
'  <plasticMat softnessCoef="0.02" elasticCoef="0.2" staticFriction="0.02" kineticFriction="0.01"></plasticMat>
'  <rubberHardMat softnessCoef="0.08" elasticCoef="0.50" staticFriction="0.04" kineticFriction="0.055"></rubberHardMat>
'  <rubberIntMat softnessCoef="0.1" elasticCoef="0.72" staticFriction="0.05" kineticFriction="0.065"></rubberIntMat>
'  <rubberSoftMat softnessCoef="0.12" elasticCoef="0.83" staticFriction="0.06" kineticFriction="0.075"></rubberSoftMat>
'  <gateMat softnessCoef="0.05" elasticCoef="0.65" staticFriction="0" kineticFriction="0"></gateMat>
'  <kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.8" kineticFriction="0.8"></kickerMat>
'  <rampMat softnessCoef="0.01" elasticCoef="0.01" staticFriction="0.01" kineticFriction="0.01"></rampMat>
'  <plungerMat softnessCoef="0.04" elasticCoef="0.55" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
'  <spindiskMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="1.5" kineticFriction="2"></spindiskMat>
'</document>
'=============================== PHYSICS XML ===========================

 

This is a great table, but there's a few quirks.  I'm curious if anyone knows how to fix them.

 

1)  Releasing the plunger with a full pull will only allow the ball to drop in the second hole at the top left of the playfield.  The ball never makes it to the center hole, and the table already has max physics on the plunger.

 

2)  Does anyone know how to fix the script so the game can end properly after the fifth ball drains?  It seems to play music that indicates the game is over, but none of the prompts come up, and a new game cannot be started.

 

Thanks!

 

I have this table but can not replicate either of your issues, and i play this table a lot too

Have you looked at your plunger calibration itself?

Is your FP/BAM install up to date?
 

 

 

My Zeb's Plunger is working fine with other tables.  I even downloaded the table again last night from here to see if I would have different results, but the ball never makes it to the top of that spiral point.  I can tell you that the shaker works properly, though!   :dblthumb:

 

My FP / BAM is up-to-date, and I check for BAM updates regularly.  It's the only table I have that doesn't end the game properly.



#7 wiesshund

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Posted 02 November 2021 - 12:24 AM

Try turning up plunger gain in FP?


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#8 LunatechFringe

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Posted 02 November 2021 - 12:46 AM

Try turning up plunger gain in FP?

 

I checked the plunger in the table, and the slider is all the way to the right (it was already like that).



#9 wiesshund

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Posted 02 November 2021 - 10:28 AM

 

Try turning up plunger gain in FP?

 

I checked the plunger in the table, and the slider is all the way to the right (it was already like that).

 

Weird, i wish i knew what else to suggest

 

What version of table is it?
Will check against mine


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#10 NitroNimbus

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Posted 02 November 2021 - 02:46 PM

Hi I am NitroNimbus and I created the Pink Floyd version of this table.

I don't use this one because I have an updated version and don't have DOFLinx in my cabinet, but I downloaded this one to test it.

Works without issue for me.

That being said the plunger at max alone would never make it up the spiral this is not the issue, I put kickers in the spiral to help get the ball to the top.

I am guessing for some reason your ball is not hitting these kickers. Maybe try decreasing the plunger strength so these can be hit and not passed over.

The game also ends perfectly!

Instead of using the standard FP enter high score I coded it directly into the DMD, like ROM based VPX tables.

I am guessing you don't use or can see the DMD. When the game is over just hit enter/plunger 4-5 times and wait, it will record your score and the table will start again. 

Hope this helped, cheers!



#11 GeorgeH

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Posted 02 November 2021 - 02:53 PM

 

 

This is a great table, but there's a few quirks.  I'm curious if anyone knows how to fix them.

 

1)  Releasing the plunger with a full pull will only allow the ball to drop in the second hole at the top left of the playfield.  The ball never makes it to the center hole, and the table already has max physics on the plunger.

 

2)  Does anyone know how to fix the script so the game can end properly after the fifth ball drains?  It seems to play music that indicates the game is over, but none of the prompts come up, and a new game cannot be started.

 

Thanks!

 

You can increase the value of the force in the XML for plunger.  The XML is probably in the script; open it it and search for XML.  It would take someone with some coding expertise to fix item 2.  

 

 

I've noticed the following section in the script is completely commented out.  I'm unable to find another reference to the plunger that makes sense regarding force.  I'm using a Zeb's plunger, but I get the same results holding down my launch button (which is separate from the launch button on my plunger when it's pushed in).
 

' George H, Slamt!lt, Nitronimbus
'=============================== PHYSICS XML ===========================
'<?xml version="1.0" encoding="utf-8"?>
'<document>
'  <!—Custom Physics  -->
'  <physics fps="296" threaded="1"></physics>
'  <ball newtonDamping="0" mass="130" gravity="6200" damping="0.65"></ball>
'  <flipper releaseOmega="18" rotationSpeedChart="{0.0,100.0}[0.0,100.0]" newtonDamping="1" mass="20150" omega="43" moeMethod="0" 
'           leftXoff="0" leftYoff="0" leftZoff="0" 
'           rightXoff="0" rightYoff="0" rightZoff="0"></flipper>
'  <bumper impulse="150.0" impulseRandomness="0" vectorRandomness="6"></bumper>
'  <autoplunger mass="20000.0" force="60000.0"></autoplunger>
'  <diverter mass="10000.0" omega="33.0"></diverter>
'  <gate mass="5.0" gravity="2500.0" damping="0.25"></gate>
'  <kicker impulse="1000.0" vukImpulse="1400.0" impulseRandomness="2" vectorRandomness="1"></kicker>
'  <plunger mass="2000.0" force="60000.0"></plunger>
'  <slingshot impulse="645.0" impulseRandomness="15" vectorRandomness="3"></slingshot>
'  <spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
'  <spinner mass="60.0" gravity="100.0" angularDamp="0.25" angularAccel="5.25" 
'           spinDampLoose="0.55" spinBackLoose="1.70"
'           spinDampNorm="0.75" spinBackNorm="1.80"
'           spinDampTight="0.95" spinBackTight="1.90"></spinner>
'  <emkicker mass="10000.0" omega="80.0"></emkicker>
'  <varitarget mass="500.0" damping="0.9" tension="3.0" return="15.0"></varitarget>
'  <magnet impulse="10.0" impulseRandomness="2"></magnet>
'  <nudge impulse="240.0" impulseRandomness="25.0" warningLevel="300" leftAngle="60" upAngle="0" rightAngle="320"
'    vectorRandomness="5" visualDistance="3" waitPeriod="300" maxBallVelocity="500.0"></nudge>
'  <defaultMat softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.02"></defaultMat>
'  <playfieldMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.02"></playfieldMat>
'  <metalMat softnessCoef="0.01" elasticCoef="0.15" staticFriction="0.02" kineticFriction="0.02"></metalMat>
'  <woodMat softnessCoef="0.03" elasticCoef="0.15" staticFriction="0.03" kineticFriction="0.02"></woodMat>
'  <plasticMat softnessCoef="0.02" elasticCoef="0.2" staticFriction="0.02" kineticFriction="0.01"></plasticMat>
'  <rubberHardMat softnessCoef="0.08" elasticCoef="0.50" staticFriction="0.04" kineticFriction="0.055"></rubberHardMat>
'  <rubberIntMat softnessCoef="0.1" elasticCoef="0.72" staticFriction="0.05" kineticFriction="0.065"></rubberIntMat>
'  <rubberSoftMat softnessCoef="0.12" elasticCoef="0.83" staticFriction="0.06" kineticFriction="0.075"></rubberSoftMat>
'  <gateMat softnessCoef="0.05" elasticCoef="0.65" staticFriction="0" kineticFriction="0"></gateMat>
'  <kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.8" kineticFriction="0.8"></kickerMat>
'  <rampMat softnessCoef="0.01" elasticCoef="0.01" staticFriction="0.01" kineticFriction="0.01"></rampMat>
'  <plungerMat softnessCoef="0.04" elasticCoef="0.55" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
'  <spindiskMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="1.5" kineticFriction="2"></spindiskMat>
'</document>
'=============================== PHYSICS XML ===========================

 

This is a great table, but there's a few quirks.  I'm curious if anyone knows how to fix them.

 

1)  Releasing the plunger with a full pull will only allow the ball to drop in the second hole at the top left of the playfield.  The ball never makes it to the center hole, and the table already has max physics on the plunger.

 

2)  Does anyone know how to fix the script so the game can end properly after the fifth ball drains?  It seems to play music that indicates the game is over, but none of the prompts come up, and a new game cannot be started.

 

Thanks!

 

I have this table but can not replicate either of your issues, and i play this table a lot too

Have you looked at your plunger calibration itself?

Is your FP/BAM install up to date?
 

 

 

My Zeb's Plunger is working fine with other tables.  I even downloaded the table again last night from here to see if I would have different results, but the ball never makes it to the top of that spiral point.  I can tell you that the shaker works properly, though!   :dblthumb:

 

My FP / BAM is up-to-date, and I check for BAM updates regularly.  It's the only table I have that doesn't end the game properly.

 

 

To answer your question, the XML is added to the FP script as comments but BAM still recognizes it and it works.  ...But you should follow NitroNimbus's advice.  



#12 LunatechFringe

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Posted 02 November 2021 - 10:03 PM

@wiesshund - The table was originally downloaded as Pink Floyd (DOFLINX) Cabinet 2.3 on another one of the official sites, but I also tried the version posted here.  It has the same timestamp.
 

@Craig12334 - I love this table!  I can make the first two holes on the spiral, but not the last one.  I'll try experimenting with the plunger strength slider.

 

I have a two-screen setup.  I can see the score and ball count on my second (backbox) screen, but it just ends with "Ball 5" displayed.  I definitely cannot see anything else, so this appears to be my problem.  Is there a way to get it to display correctly?

 

Thanks for sharing a workaround.  I'll try these suggestions tonight.



#13 NitroNimbus

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Posted 02 November 2021 - 10:55 PM

Mate glad you love the table.

Yes there is an easy fix for a 2 screen setup.

Open the translite/backglass editor and delete the HUD DMD.

From the bottom display menu add a DMD and place it where you like on the backglass.

This new DMD will automatically be called DispDmd1 and this is correct.

The DMD will now be seen on the backglass, cheers!



#14 LunatechFringe

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Posted 03 November 2021 - 12:23 AM

Mate glad you love the table.

Yes there is an easy fix for a 2 screen setup.

Open the translite/backglass editor and delete the HUD DMD.

From the bottom display menu add a DMD and place it where you like on the backglass.

This new DMD will automatically be called DispDmd1 and this is correct.

The DMD will now be seen on the backglass, cheers!

 

I'm almost there!

PLUNGER
Decreasing plunger strength did not fix it, so I set it back to full strength.  I tried changing force for autoplunger / plunger to 80000 from 60000 under Physics XML, but that did not make a difference.  It's not a show-stopper, but it would be nice to make full use of the table.  I'm not sure what else to do.

 

DMD / GAME OVER

I can see where I can enter my initials now, so that is fixed.  Thanks!
Once I enter my initials and save the high score, any credits I had reset to 0.  Even if I enter more coins, I can no longer start the game.  I have to exit out of the table and get back into it via PinUP Popper.

 

If there's a newer version of the table, I'd be curious to try it, even if the DOFLinx support is not available.  Is it a release version, or is it something being fine-tuned?


Edited by LunatechFringe, 03 November 2021 - 12:25 AM.


#15 NitroNimbus

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Posted 03 November 2021 - 01:10 AM

Mate you are having some odd experiences.

I don't know what to do about the plunger fix, I can't replicate it so I can't fix it.

Yes the credit reset to "0" but if I put more credits in it starts again for me no problems.

 

Try this:

In the script just under the Sub EndOfGame()  you will find NvCredits = 0 you can just delete this line and hopefully this will fix your issue.

Yes there is version MOD 2.2 that can be found here. http://www.pinsimdb....4705-pink_floyd

It was a long time ago so I am not certain if I fixed it, but if you get an error on this MOD 2.2 table find Incrementarjackot() in the script and delete it.

 

I am always updating and modding tables, there is about 65 of them here.

https://pinballnirvana.com/forums/

Started posting here excursively a while ago but only tend to do the lesser know tables and leave the big name tables to the experts.

Recently I have lost all interest in posting any of my updated or modded tables anymore, cheers!



#16 wiesshund

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Posted 03 November 2021 - 02:05 AM

 

 

 

I'm almost there!

PLUNGER
Decreasing plunger strength did not fix it, so I set it back to full strength.  I tried changing force for autoplunger / plunger to 80000 from 60000 under Physics XML, but that did not make a difference.  It's not a show-stopper, but it would be nice to make full use of the table.  I'm not sure what else to do.

 

\

 

set a key as plunger
now try shooting the ball with the key after the plunger has pulled full back

Any difference?

I can tell you that the issue is not with the table itself


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#17 LunatechFringe

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Posted 03 November 2021 - 05:22 AM

Mate you are having some odd experiences.

I don't know what to do about the plunger fix, I can't replicate it so I can't fix it.

Yes the credit reset to "0" but if I put more credits in it starts again for me no problems.

 

Try this:

In the script just under the Sub EndOfGame()  you will find NvCredits = 0 you can just delete this line and hopefully this will fix your issue.

Yes there is version MOD 2.2 that can be found here. http://www.pinsimdb....4705-pink_floyd

It was a long time ago so I am not certain if I fixed it, but if you get an error on this MOD 2.2 table find Incrementarjackot() in the script and delete it.

 

I am always updating and modding tables, there is about 65 of them here.

https://pinballnirvana.com/forums/

Started posting here excursively a while ago but only tend to do the lesser know tables and leave the big name tables to the experts.

Recently I have lost all interest in posting any of my updated or modded tables anymore, cheers!

 

It's fixed now, and it was my mistake.  Earlier this week, I mistakenly commented the following (bolded) line out.  Once I removed the single quote, it functioned correctly (as shown below).  Thanks for your help and your patience, as well as the links (PinSimDB is where I initially downloaded the DOFLinx version of the table).  I know someone else had a problem with ending the game, so at least we have it documented here in regards to the DMD.

 

Sub EndOfGame()
EndGame()
 
I initially commented out NvCredits = 0, and that fixed the credit reset issue at the end of the game.  However, the credits were not recognized after closing and reopening BAM, so I set it back to the original setting.

@wiesshund:  I'll check to see if the plunger issue is related to DOFLinx, specifically my plunger release point. I tested holding down Enter on my keyboard for a few seconds, but it didn't send the ball to the last of the three holes.

Edited by LunatechFringe, 03 November 2021 - 06:14 AM.


#18 wiesshund

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Posted 03 November 2021 - 05:42 AM

Odd, i do not have DOFlinx but i have the DOFlinx table
and just the DOFlinx.vbs so the table thinks all is kosher and runs

but have no plunger issues, plus the kickers he is using should help the ball up

unless the velocity is so trivial that they dont kick in? 


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#19 LunatechFringe

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Posted 05 November 2021 - 01:36 AM

Odd, i do not have DOFlinx but i have the DOFlinx table
and just the DOFlinx.vbs so the table thinks all is kosher and runs

but have no plunger issues, plus the kickers he is using should help the ball up

unless the velocity is so trivial that they dont kick in? 

 

I couldn't figure it out, even ruling out DOFLinx.  I tried adding another kicker, but I can never get to that last hole.  I've tried using the launch button, as well as holding down the launch button or pulling back the plunger for different periods of time.

 

The table is ending properly for me now, and that's all that really matters.







Also tagged with one or more of these keywords: future pinball, doflinx