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VR Room The Addams Family (Bally 1992) [VR Room VPX]

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#1 3rdaxis

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Posted 05 May 2021 - 01:59 PM

Posted Image


File Name: VR Room The Addams Family (Bally 1992)

File Submitter: 3rdaxis

File Submitted: 05 May 2021

File Category: Visual Pinball VR

Author(s): Sliderpoint G5k 3rdaxis Dark BorgDog BilboX
Manufacturer: Bally
Year: 1992
Permission to MOD?: No


The Addams Family VR for VPX.  
Thanks to Dark, BilboX, and 3rdAxis for models.
Thanks to BorgDog for Thing hand and fading GI script help.
Press F6 for table menu to enable extra toys/lights/etc.
Use the End key to open/close coindoor. Flipper buttons flip the manual pages.
Service buttons work as normal.
 
PROVIDED STRICTLY FOR PERSONAL USE AND NOT FOR COMMERCIAL SALE OR DISTRIBUTION. PLEASE DO NOT MASS RE-DISTRIBUTE TABLES OR ROMS. Any unauthorized distribution may result in legal action taken against the party(s) in question.


Click here to download this file



#2 studlygoorite

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Posted 07 May 2021 - 06:02 PM

Hi and thanks again for the update. I am having an issue where I have zero ball rolling sounds (this version and last). I have adjusted (from 2000 to 50) Vol = Csng(BallVel(ball) ^2 / 50) and tried bumping the rolling sounds in sound manager to no avail. Is there a rolling timer that needs to be enabled somewhere or some setting I may have missed? 



#3 studlygoorite

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Posted 10 May 2021 - 10:27 PM

Just found this in the script after trying a couple different things but it's a little over my head :)   "What you need to add to your table

'**
' a timer called RollingTimer. With a fast interval, like 10
' one collision sound, in this script is called fx_collide
' as many sound files as max number of balls, with names ending with 0, 1, 2, 3, etc
' for ex. as used in this script: fx_ballrolling0, fx_ballrolling1, fx_ballrolling2, fx_ballrolling3, etc
 
I wouldn't mind fixing this soon if there is a fix as it's the VR Table of the Week Competition Table at the VR Pinball Group Discord :) or maybe it's like the real table where you can hardly hear the ball rolling?? 

Edited by studlygoorite, 10 May 2021 - 10:29 PM.


#4 wiesshund

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Posted 11 May 2021 - 01:45 AM

 

Just found this in the script after trying a couple different things but it's a little over my head :)   "What you need to add to your table

'**
' a timer called RollingTimer. With a fast interval, like 10
' one collision sound, in this script is called fx_collide
' as many sound files as max number of balls, with names ending with 0, 1, 2, 3, etc
' for ex. as used in this script: fx_ballrolling0, fx_ballrolling1, fx_ballrolling2, fx_ballrolling3, etc
 
I wouldn't mind fixing this soon if there is a fix as it's the VR Table of the Week Competition Table at the VR Pinball Group Discord :) or maybe it's like the real table where you can hardly hear the ball rolling?? 

 

 

Table probably has rolling sounds

 

Look in the table script for 

fx_ballrolling

assuming the rolling sounds contain that in their name?

 

You will probably find a rolling routine already there

there are several different variations but you will probably find one of them, pretty sure he didnt leave it out, since you mention trying to turn them up

 

Vol = Csng(BallVel(ball) ^2 / 50

 

where ever that is in the script, look at the sub it is in

it is probably named sub something_timer()

and the table will have a timer of that name

 

But again, i doubt he left the timer out

a table like addams family, the rolling sounds would be subtle

It isnt some old worn EM with loud rolling

 

So it is possible the wav sounds themselves are subtle

 

If you want a really loud table even though it should not be, extract the rolling sounds

load them all up in audacity, and normalize them to 0dB
then export them back out

 

then reimport them back into the table, and probably undo any volume adjustments you tried to make because they will probably be hideously 

loud if you dont.

 

Modern tables are not loud when the ball is rolling compared to old tables.
Better surfaces

 

And the comments you posted
Those come in every blank table script


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#5 studlygoorite

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Posted 11 May 2021 - 05:41 AM

Thanks for the feedback, I see all the code in the script and I had already tried importing ball rolling sounds from Jaws that are plenty loud and they didn't do a thing, also adjusted all ball rolling sounds in the sound manager to 1 on top of making the adjustment in my original post and there are still zero ball rolling sounds. Do you think the file gain is really that low or would this be the last thing to check if the table actually has rolling sounds? I'll look for the timer tomorrow when I boot my cab up, I guess it's still possible 3rdaxis didn't want the rolling sounds enabled. Appreciate the reply



#6 wiesshund

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Posted 11 May 2021 - 06:03 AM

Thanks for the feedback, I see all the code in the script and I had already tried importing ball rolling sounds from Jaws that are plenty loud and they didn't do a thing, also adjusted all ball rolling sounds in the sound manager to 1 on top of making the adjustment in my original post and there are still zero ball rolling sounds. Do you think the file gain is really that low or would this be the last thing to check if the table actually has rolling sounds? I'll look for the timer tomorrow when I boot my cab up, I guess it's still possible 3rdaxis didn't want the rolling sounds enabled. Appreciate the reply

 

well, my 1st question is

Do the rolling sounds play in the sound manager?

Do they actually have any appreciable volume?

 

Is the table timer that runs them active? (enabled)

 

The non VR addams family table has rolling sounds, so i imagine this one does too

but they are very faint, you dont really hear them much, unless you crank the volume and the table isnt really quiet
long enough to hear them with out blowing your ears up


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#7 studlygoorite

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Posted 11 May 2021 - 04:39 PM

 

Thanks for the feedback, I see all the code in the script and I had already tried importing ball rolling sounds from Jaws that are plenty loud and they didn't do a thing, also adjusted all ball rolling sounds in the sound manager to 1 on top of making the adjustment in my original post and there are still zero ball rolling sounds. Do you think the file gain is really that low or would this be the last thing to check if the table actually has rolling sounds? I'll look for the timer tomorrow when I boot my cab up, I guess it's still possible 3rdaxis didn't want the rolling sounds enabled. Appreciate the reply

 

well, my 1st question is

Do the rolling sounds play in the sound manager?

Do they actually have any appreciable volume?

 

Is the table timer that runs them active? (enabled)

 

The non VR addams family table has rolling sounds, so i imagine this one does too

but they are very faint, you dont really hear them much, unless you crank the volume and the table isnt really quiet
long enough to hear them with out blowing your ears up

 

Yes the rolling sounds play "loud" in the sound manager. I'm not sure where to look to see if the timer is active/enabled. I can't add a pic or the .txt file or even a copy of the OneDrive link. Can you figure it out from this copy and paste? 

 

' *********************************************************************
'                      Supporting Ball & Sound Functions
' *********************************************************************
 
Function AudioFade(tableobj) ' Fades between front and back of the table (for surround systems or 2x2 speakers, etc), depending on the Y position on the table. "table1" is the name of the table
Dim tmp
    tmp = tableobj.y * 2 / table1.height-1
    If tmp > 0 Then
AudioFade = Csng(tmp ^10)
    Else
        AudioFade = Csng(-((- tmp) ^10) )
    End If
End Function
 
Function AudioPan(tableobj) ' Calculates the pan for a tableobj based on the X position on the table. "table1" is the name of the table
    Dim tmp
    tmp = tableobj.x * 2 / table1.width-1
    If tmp > 0 Then
        AudioPan = Csng(tmp ^10)
    Else
        AudioPan = Csng(-((- tmp) ^10) )
    End If
End Function
 
Function Vol(ball) ' Calculates the Volume of the sound based on the ball speed
    Vol = Csng(BallVel(ball) ^2 / 1000)
End Function
 
Function Pan(ball) ' Calculates the pan for a ball based on the X position on the table. "table1" is the name of the table
    Dim tmp
    tmp = ball.x * 2 / table1.width-1
    If tmp > 0 Then
        Pan = Csng(tmp ^10)
    Else
        Pan = Csng(-((- tmp) ^10) )
    End If
End Function
 
Function Pitch(ball) ' Calculates the pitch of the sound based on the ball speed
    Pitch = BallVel(ball) * 20
End Function
 
Function BallVel(ball) 'Calculates the ball speed
    BallVel = INT(SQR((ball.VelX ^2) + (ball.VelY ^2) ) )
End Function
 
Sub PlaySoundAt(soundname, tableobj)
    PlaySound soundname, 1, 1, AudioPan(tableobj), 0,0,0, 1, AudioFade(tableobj)
End Sub
 
 
'*****************************************
'  JP's Rolling Sounds  + Sliderpoint's Ball Shadows
'*****************************************
Dim BallShadow, ShadowTrigger
BallShadow = Array (BallShadow1,BallShadow2,BallShadow3,BallShadow4)
ShadowTrigger = Array (ShadowTrigger0, ShadowTrigger1, ShadowTrigger2, ShadowTrigger3, ShadowTrigger4, ShadowTrigger5, ShadowTrigger6, ShadowTrigger7, ShadowTrigger8, ShadowTrigger9, ShadowTrigger10)', ShadowTrigger11, ShadowTrigger12)
 
Const tnob = 4 ' total number of balls
ReDim rolling(tnob)
InitRolling
 
Sub InitRolling
    Dim i
    For i = 0 to tnob
        rolling(i) = False
    Next
End Sub
 
Sub RollingTimer
    Dim BOT, b, a, o, h, sa  ' a=adjacent o=opposite h=hypotenuse sa= shadow angle
    BOT = GetBalls
    ' hide shadow + stop ballrolling sounds of deleted balls + stop ballrolling sounds
    If UBound(BOT)<(tnob-1) Then
        For b = (UBound(BOT) + 1) to (tnob-1)
            BallShadow(b).visible = 0
rolling(b) = False
StopSound("fx_ballrolling" & b)
        Next
    End If
    ' exit the Sub if no balls on the table
    If UBound(BOT) = -1 Then Exit Sub
' render the shadow for each ball
For b = 0 to UBound(BOT)
a = ShadowTrigger(SeeShad).X - BOT(b).X
o = ShadowTrigger(SeeShad).Y - BOT(b).Y
sa = atn(o/a)
If sa < 0 then sa=sa+PI
sa = Int(sa/(PI/180))
If a<0 then a = a*(-1)
If o>0 then sa = sa+180
h = Sqr((a*a)+(o*o))
BallShadow(b).RotZ = sa
BallShadow(b).Size_x = (2362/h)*6  'set at max possible hypotenuse length for table, seems good but can be played with
ballShadow(b).Y = BOT(b).Y
BallShadow(b).X = BOT(b).X
'Play sound for each ball
If BallVel(BOT(b) ) > 1 AND BOT(b).z < 35 Then
rolling(b) = True
PlaySound("fx_ballrolling" & b), -1, Vol(BOT(b) ), Pan(BOT(b) ), 0, Pitch(BOT(b) ), 1, 0, AudioFade(BOT(b) )
Else
If rolling(b) = True Then
StopSound("fx_ballrolling" & b)
rolling(b) = False
End If
                                If Ballshadows = 1 Then
'only show shadows in trigger areas
If BOT(b).Z > 15 AND SeeShad > 0 Then
BallShadow(b).visible = 1
Else
BallShadow(b).visible = 0
End If
                         Else
                                 BallShadow(b).visible = 0
                         End If
End If
  Next
End Sub

Edited by studlygoorite, 11 May 2021 - 04:42 PM.


#8 wiesshund

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Posted 11 May 2021 - 09:22 PM

well one of 2 things

 

Either a timer must be running that calls

 

Sub RollingTimer

 

OR

 

you need to add a timer to the table

Name it RollingTimer give it an interval of say 20?

 

then edit that sub to read

 

Sub RollingTimer_Timer()


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#9 studlygoorite

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Posted 12 May 2021 - 01:25 AM

Add a timer :) My knowledge ends at installing a table, adjusting the POV and tinkering with some sound files and thanking the developer for my new found toy. I have a funny feeling 3rdaxis is watching me thinking, this is the way it's supposed to be, leave it alone. ;)  Thanks again, just played a few and the table is great without any rolling sounds.



#10 wiesshund

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Posted 12 May 2021 - 02:37 AM

Add a timer :) My knowledge ends at installing a table, adjusting the POV and tinkering with some sound files and thanking the developer for my new found toy. I have a funny feeling 3rdaxis is watching me thinking, this is the way it's supposed to be, leave it alone. ;)  Thanks again, just played a few and the table is great without any rolling sounds.

 

open table in edit mode

 

look on left for little stopwatch icon

click it

now click someplace on table (timers are not visible in game so dont worry about seeing it)

 

now on right side in the options panel (click options button if you dont see it)

name your timer RollingTimer, make sure enabled is checked, set interval to like 20

 

Yay done with that part

 

Now in script just go to the line Sub RollingTimer

now just modify that line to read

 

Sub RollingTimer_Timer()

 

that's it

 

now launch table and test it

 

if it works as intended, save


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#11 studlygoorite

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Posted 10 August 2021 - 03:35 PM

 

Add a timer :) My knowledge ends at installing a table, adjusting the POV and tinkering with some sound files and thanking the developer for my new found toy. I have a funny feeling 3rdaxis is watching me thinking, this is the way it's supposed to be, leave it alone. ;)  Thanks again, just played a few and the table is great without any rolling sounds.

 

open table in edit mode

 

look on left for little stopwatch icon

click it

now click someplace on table (timers are not visible in game so dont worry about seeing it)

 

now on right side in the options panel (click options button if you dont see it)

name your timer RollingTimer, make sure enabled is checked, set interval to like 20

 

Yay done with that part

 

Now in script just go to the line Sub RollingTimer

now just modify that line to read

 

Sub RollingTimer_Timer()

 

that's it

 

now launch table and test it

 

if it works as intended, save

 

I never did thank you for this info...so thank you. I did keep the instructions but never got around to trying it, that said, with 3rdaxis's update 2.3 I now have ball rolling sounds :)



#12 ItchyRobot

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Posted 10 September 2021 - 11:31 PM

This looks great! Do you have any recommended view settings (F6) for Desktop users?



#13 wiesshund

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Posted 10 September 2021 - 11:49 PM

This looks great! Do you have any recommended view settings (F6) for Desktop users?

 

You could try this?

 

8ece7YD.png

 

N8Fd74e.png


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