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shiva

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shiva last won the day on August 1 2014

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  1. After 3 years, a update to Star Trek xse. Version 1.3, this features updates to the flippers (version 2) new physics and game play, and some special additions including a new lens and bulb effect with ball interaction, better backglass etc This uses BAM, and was done with the 2.5 exe. The xml file is included, it is the 2.5 xml with a "few" modifications, mostly to set up better more natural shots, and a couple weirder settings that seemed to work better. Hope everyone enjoys playing it as much as I enjoyed doing it. Any comments on the new things, as well as bug reports are appreciated, as I like to fine tune things and work out any kinks in the newer stuff. Please read this entire thread, the readme, and the actual FP manual first. Available here. Now up at Pinball Nirvana and pinsimDB. Download link pinsimDB (Active Now) Pinball Nirvana (Active now) http://vpuniverse.com/forums/files/file/4250-star-trek-xse-v13-oct-2016/ (pending approval) Version 1.2 - August 16, 2013 Version 1.3 - Oct 28, 2016 - Table/build/graphics/modifications by blue - Script/sounds By Popotte 25/01/2008 - Custom models by francisco666 and Polygame - Thanks to BC57 for the pics and his kindness - Thanks to Minh Tan for splash screen image - Thanks to all the other authors for their versions of this bally classic. - Available at Pinsimdb.com, as well as Pinball Nirvana and VPUniverse *** Keys *** You can toggle (by the toggle HUD key) the HUD reel. Access to the dip switches menu by the Special2Key.(set as the ' key by default) for adjustments (amount of balls/liberal-conservative settings etc) Speed up the bonus count by pressing both flippers *** Instructions *** This new version was made specifically for use with Better Arcade Mode (BAM) and uses SlamTilits 2.5 xml file as a base. If you do not use BAM, It may work fine as a standalone exe, but hit is recommended to use the FP 2.5. exe. Other physics exe may not work as intended. Please read the Manual included with FP about adjusting plungers/kickers etc if you should have any problems if you use a different FP exe. The object was to ignore trying to get FP to have perfect physics (which is impossible, we have been trying for 6 years) but instead just concentrate on getting FP to play as fun as possible. Though every effort, and trick in the book, was used, it's still FP after all, and well, you can't turn crap into gold. You can download BAM here: Better Arcade Mode If you are new to Future Pinball, or have any problems, a help file is here: How to use Future Pinball If you do not have BAM installed with Future Pinball (real easy actually) then there is a great help file here at: Step-By-Step Instructions for Installation of BAM *** Rules *** * making b-a-l-l-y scores and advances lit values * all targets down scores 5,000 points. 1st time lites 2x bonus. 2st time lites 3x bonus. 3rd and each additional time scores special. * top roll-over buttons and bottom ball return lanes score and advance hyper space values. * outlanes special - lites when bally special is lit. * ball thru outlane when lit for special scores 1 replay. * ball thru warp speed lane scores bonus. * maximum 1 extra ball per ball in play. * tilt penalty - ball in play. *** Version 1.3 *** - Released Oct 2016 - Intended for use with Better Arcade Mode (BAM). Best non-Bam exe: Slamtilts 2.5 physics. BAM XML physics file uses 2.5 physics with modifications. - Version 2 of my flipper technique, for far better range and speed. Slight modifications to this as opposed to Playboy, with a more center based setup. This uses triggers as well, so the small hidden flippers will only work when the ball is over the trigger. This prevents "mishits" and interference with ball movement - Modified physics, better speed with coils, far more bounce and more polished gameplay. Outlanes more closed, flippers closer together for longer play. game still plays like the Bitch it actually is in real life. - New 3 stage variable slingshot effect - New Lens lighting and halo effect, with ball interaction - New basic bulb lighting effect with ball interaction at certain spots - Fixed some known "fp" problems with gates etc, layout changes and massaging to prevent drains except.... Try not to hit the center target unless you have to. Standard Bally drain shot, Paragon does the same. I modified it a bit so it doesn't drain as much, but it still does. - Modified the pf image, fixed the dirty edges around lens lights. Recolored some things - Backglass now has better lighting, no pinhole light effect. Also I moved some lights around for better effect, and added lights for player display/tilt/credits etc *** Changes (version 1.2) *** ( Please go to this thread for full changes: http://www.gopinball.com/forum/viewt...=Star+trek+xse ) -New graphics, made to give the table a lighter appearance that the original. main images replaced, new images redone and recolored. -New models used - New Double lighting affect on the plastics. (Found on Layer 1) - Layout modified based on new play field and plastics. - Modified shaped physics were adjusted, and added to. - Heavy flipper effect, using a wall to add a more stable surface to the flipper, and change the angle that the ball will hit the flipper. - Heavy Drop Targets - Hyperspace rule changed for the upper loop, there is now a timer that prevents scoring hyperspace twice in one shot if you go through the top loop - User Key Change - Holding both Flippers keys down will now cause the bonus countdown to greatly speed up, as the stock Bally settings were very slow. - Lots of changes for presentation of the table, and polish, including minor script changes.
  2. Version 1.3.0

    103 downloads

    After 3 years, a update to Star Trek xse. Version 1.3, this features updates to the flippers (version 2) new physics and game play, and some special additions including a new lens and bulb effect with ball interaction, better backglass etc This uses BAM, and was done with the 2.5 exe. The xml file is included, it is the 2.5 xml with a "few" modifications, mostly to set up better more natural shots, and a couple weirder settings that seemed to work better. Hope everyone enjoys playing it as much as I enjoyed doing it. Any comments on the new things, as well as bug reports are appreciated, as I like to fine tune things and work out any kinks in the newer stuff. Please read this entire thread, the readme, and the actual FP manual first. It should be at Pinsimdb shortly, but it's a little goofy sometimes. Awaiting admin approval there, in the meanwhile, you can grab it at Pinball Nirvana as well. Download link http://www.pinsimdb.org/pinball/table-1737-star_trek_xse http://www.pinballnirvana.com/forums/downloads.php?do=file&id=5127 Version 1.2 - August 16, 2013 Version 1.3 - Oct 28, 2016 - Table/build/graphics/modifications by blue - Script/sounds By Popotte 25/01/2008 - Custom models by francisco666 and Polygame - Thanks to BC57 for the pics and his kindness - Thanks to Minh Tan for splash screen image - Thanks to all the other authors for their versions of this bally classic. - Available at Pinsimdb.com, as well as Pinball Nirvana and VPUniverse *** Keys *** You can toggle (by the toggle HUD key) the HUD reel. Access to the dip switches menu by the Special2Key.(set as the ' key by default) for adjustments (amount of balls/liberal-conservative settings etc) Speed up the bonus count by pressing both flippers *** Instructions *** This new version was made specifically for use with Better Arcade Mode (BAM) and uses SlamTilits 2.5 xml file as a base. If you do not use BAM, It may work fine as a standalone exe, but hit is recommended to use the FP 2.5. exe. Other physics exe may not work as intended. Please read the Manual included with FP about adjusting plungers/kickers etc if you should have any problems if you use a different FP exe. The object was to ignore trying to get FP to have perfect physics (which is impossible, we have been trying for 6 years) but instead just concentrate on getting FP to play as fun as possible. Though every effort, and trick in the book, was used, it's still FP after all, and well, you can't turn crap into gold. You can download BAM here: http://ravarcade.pl/?en_download,16 If you are new to Future Pinball, or have any problems, a help file is here: http://gopinball.com/forum/viewtopic.php?f=84&t=6054 If you do not have BAM installed with Future Pinball (real easy actually) then there is a great help file here at: http://www.gopinball.com/forum/viewtopic.php?f=86&t=5544 *** Rules *** * making b-a-l-l-y scores and advances lit values * all targets down scores 5,000 points. 1st time lites 2x bonus. 2st time lites 3x bonus. 3rd and each additional time scores special. * top roll-over buttons and bottom ball return lanes score and advance hyper space values. * outlanes special - lites when bally special is lit. * ball thru outlane when lit for special scores 1 replay. * ball thru warp speed lane scores bonus. * maximum 1 extra ball per ball in play. * tilt penalty - ball in play. *** Version 1.3 *** - Released Oct 2016 - Intended for use with Better Arcade Mode (BAM). Best non-Bam exe: Slamtilts 2.5 physics. BAM XML physics file uses 2.5 physics with modifications. - Version 2 of my flipper technique, for far better range and speed. Slight modifications to this as opposed to Playboy, with a more center based setup. This uses triggers as well, so the small hidden flippers will only work when the ball is over the trigger. This prevents "mishits" and interference with ball movement - Modified physics, better speed with coils, far more bounce and more polished gameplay. Outlanes more closed, flippers closer together for longer play. game still plays like the Bitch it actually is in real life. - New 3 stage variable slingshot effect - New Lens lighting and halo effect, with ball interaction - New basic bulb lighting effect with ball interaction at certain spots - Fixed some known "fp" problems with gates etc, layout changes and massaging to prevent drains except.... Try not to hit the center target unless you have to. Standard Bally drain shot, Paragon does the same. I modified it a bit so it doesn't drain as much, but it still does. - Modified the pf image, fixed the dirty edges around lens lights. Recolored some things - Backglass now has better lighting, no pinhole light effect. Also I moved some lights around for better effect, and added lights for player display/tilt/credits etc *** Changes (version 1.2) *** ( Please go to this thread for full changes: http://www.gopinball.com/forum/viewtopic.php?f=2&t=4022&hilit=Star+trek+xse ) -New graphics, made to give the table a lighter appearance that the original. main images replaced, new images redone and recolored. -New models used - New Double lighting affect on the plastics. (Found on Layer 1) - Layout modified based on new play field and plastics. - Modified shaped physics were adjusted, and added to. - Heavy flipper effect, using a wall to add a more stable surface to the flipper, and change the angle that the ball will hit the flipper. - Heavy Drop Targets - Hyperspace rule changed for the upper loop, there is now a timer that prevents scoring hyperspace twice in one shot if you go through the top loop - User Key Change - Holding both Flippers keys down will now cause the bonus countdown to greatly speed up, as the stock Bally settings were very slow. - Lots of changes for presentation of the table, and polish, including minor script changes.
  3. Trigon Xse (Wip)

    That is what I decided, and it is not worth my time to have to spend months of extra time. It doesn't really matter to me which program is better, I only choose the one that I know I can use, same as everyone else would.
  4. Trigon Xse (Wip)

    no 9.9.2 Simple reasons really. It's far to complex for me, with way more things to learn, and even less information than what I would need, and most of it is just gobbygook now, I'm not a rocket scientist.There are a lot more steps needed, and the material system itself would add even more time with it's extra steps and more testing. I have to create not just the graphics and the materials, but remake the entire table from scratch. A large part of the script would have to be rewritten as well on top of it, due to all the changes within vpx, as it does nothing but give me massive errors now, and Trigon has the largest script ever made as it is, not including the thousands of extra lines that may be needed on top of that. This is all on top of 6 years of doing nothing but forgetting everything I learned before. It's hard to justify the enormous amount of time and extra work for a non-VPINMAME table, and I decided it just isn't worth all that extra time to me, when I'm far more comfortable with using vp9. it's a lot closer to what I am use to, I can get the game out far faster, and it still will be a far superior version than the original. If I was ever to do a vpx game, and had that time to do it, I would do a design that was far simpler, there is no way I want to do anything complex for a first table with vpx, especially when it's the most insanely complex game ever done for straight VP.
  5. Trigon Xse (Wip)

    I can't wait either, I wish I would hurry up and finish it After this is done, maybe I should write out somethings about what I have discovered when everyone just follows one persons way and not experiment. I just made that mistake, and wasted 3 weeks and wiped out a lot of work. In my defense though, it's been at least 6 years since I really did anything, so I have completely forgotten everything, and also learn all the new things in VP since then. Add to that the lack of proper information or info that is scattered all over the place, it makes it rather difficult. I spent days looking at information and how to's, saw everyone use the exact same method, so I did it that way, only to watch a huge load on the table that dropped to 20 FPS on a pretty decent computer. To make matters worse, the key thing that I really needed to know I only just found mentioned offhand in a thread about something completely different. I woke up the kid swearing at the computer soon as I saw it. As soon as I wiped out all that work, and tested the table, I gained over 200 FPS instantly, even not switching the graphics. Instead of every 10 objects, I now have just one at a fraction of the load. I also used Eala's post with ramps for hidden locations, removing those right now and replacing a couple with primitives that may be viewable, I just gained about 25 frames per second. Just replacing more with other ways I will gain even more. (At the moment, I am now averaging over 600 FPS at full bore, which is very important to keep as high as possible for multiball, or if I want to add a active ball system or advanced physics down the road) It doesn't mean my way is any better, it requires patience, it's just the way that works best for this table. I wanted those dynamic effects, and there is always a trade off no matter what I use. But, as the expression goes, there is more than one way to skin a cat after all. I don't know how successful this idea is, that's what a alpha release will solve. I guess I will find out if other devs see it, and steal the idea for their own tables. BTW, you can also make perfectly round rubbers with one ramp object, you don't need 10. The trade off is the shadowing, and it has depth bias problems, but it's pretty easy to do.
  6. Trigon Xse (Wip)

    A while back I mentioned I was going to rebuild/redo Trigon and the very first video is now up and running, featuring the work as it stands right now. This table is roughly 50% complete, a lot of things are missing, or needs to be worked on (like plastics, new lens system etc) This demonstrates the table as it stands right now, but several new things I have created just for this release, featuring a new dynamic playfield and lighting system. It's really hard to describe, but the video should give you a real good idea of what I have done. Note that the PF itself isn't finished, it still needs to be darkened and lit with the table yet, that is down the road The video shows the attract mode, is running the original script, and is fully playable. It also shows the FPS counter, so you can see the amount of stress that is on the cpu, especially during the "extreme" rapidly blinking portions. The recording software takes a large amount of the FPS, the actual average FPS on a i core 7 with 8 gigs and GTX960 is 525 FPS with a 25 - 40 fps drop when everything is flashing rapidly. Please note that there is still a lot of optimization yet to be done for both the table objects and modification of the script to reduce the load. The more I save, the more I can use later on... This table is completely rebuilt with new layout and graphics, and is running under the old script. The dynamic systems are switchable On and Off, and also adjustable with the light intensity. This is roughly medium settings. Here is the roadmap for the rest of the build pretty much in the order I will be doing it: 1. script work and fix all the timing issues and other things due to all the changes within VP. 2. Continue work on the pf art, set the lens locations 3. custom light lens system 4. custom physics system 5. Finish the pf with remaining artwork, line work, ornaments and text, add more lighting and shadows to lighting system 6. Finish the small scale graphics 7. plastics artwork 8. Replace the text based display system with a better one 9. New audio work 10. Add a menu system 11. change and expand the rules 12. add some more stuff, anything else I think of while doing the table. sorry, forgot to turn the sound back on... You can view the video right here: https://youtu.be/bxibnNu1oUc Also included is the raw/unlit playfield art, also at 50% completion. As you can tell, a lot has changed since the last time I showed it, but I never could leave anything alone. The WIP thread can be found here: http://www.pinballnirvana.com/forums/showthread.php?t=12991
  7. Could someone upload the latest version here please? From the sounds of it, it's close to being finished as a beta, and since I finally got a different graphics card NVidia I can actually use vp now, or at least play. Did the magnification bug get fixed?
  8. Why don't you guys just not call it Visual Pinball and find a new name? All of the changes have broken everything, even basic script commands in place since day 1. Just remove vpt support completely, since it is just as fast to build a new version from scratch rather than spend all those hours changing thousands of objects because of Materials. (Couldn't someone just write some code that would automatically assign a generic default material through the exe if the material is blank in the editor that at least lets us keep our color settings so we don't get a huge pink mass?) If everything is going to be completely changed, you might as well just go all the way, add all this new stuff without having to worry about older versions, which is a total mess anyway with incompatability, and at the very least, prevent a lot of confusion down the road When is a help file coming if you know?
  9. heh, I remember having a go with Randy about the slow down many years ago. He NEVER fixed bugs, too into adding new stuff and do the fun bits only. If i remember, Black had fixed it with the "other" version of VP7, but that never came into being, though it did turn into the basis for FP. Fixing that alone would chop a bit of time off design. As to the complexity, I'm sure there will be manuals, because it's very hard to figure out what the hell some of this stuff actual is or does. Maybe add tool tip rollovers as well over some of the stuff in the editor to explain what it does. Lot of grunt work but sure helps people without having to dig through forums and manuals just to get a brief idea.
  10. toxie, don't get me wrong, I'm very happy that we all get new versions and updates, not just with VP but FP and Unit3d. Just my intial impressions, but after years of not using VP at all, and being far more use to FP now to whitewood designs. It's just the amount of extra steps that VP does compared to FP just to layout a table, but I am sure things will get far better as the beta stage goes on. If there is one thing I really would like to see, is that bloody bug where the editor slows down with each magnification closer to a object, and you lose the image attached to a object and it gets black. Annoyed me for 14 years and makes fine control point detail a very painful and extremely slow process.
  11. Well, I would say at the very least that the new table should be rethought. It is very tough to modify, and I can't see many people having the patience to do so, and it does need to be modified even as is. Really buggy, I noticed that the rubbers if you delete them all of them delete, a couple bad crashes, and the actual design the spacing is not correct between the left and right sides. It's also the stock size, so it would be better to use a standard arcade size (I used Bally SS sizes) but even changing the table size was a bit fustrating. It's just too complex for what it is suppose to do, and it is actually easier and faster to just delete the entire table and rebuild from scratch, which does defeat the entire purpose. Of course it's real slow going for me, there have been so many changes, even to basic script commands, that I am getting lost and overwhelmed by it. I sure noticed all my favorite bugs that I have know for 12 years are still there, like how my table slows down in speed with each magnification. It really is slow going building a table, but as this beta cycle goes on, a lot of things will be hammered out hopefully.
  12. Well.... Startshake error, and just a mass of grey instead of the table. No materials at all, and this was pre-beta? Geez. Thanks anyway Tim, but completely unuseable.
  13. Awesome, thanks tim, I will grab it when I get home, just wanted a reference table to see what VPx can do. I will give it a decent shot, but to be honest, I'm more sadden by this release than anything. Don't get me wrong, it's a huge improvement, but, it's gotten so high end that fewer and fewer people would be able to understand it all. I knew I was in trouble reading just the description the author posted in the downloads and I couldn't even figure out half of what he was talking about, so completely over my head. Speaking of which, I personally think the tutorial table would be far better for people to learn on rather than thenew table, as the code is way above most peoples head to understand. Despite it's age, it still is a complete scoring and logic engine, so if anyone wants to convert it over, just get in touch with me. I think it would be a good community project here, and though basic, it was full featured and heavily commented so people new to vp could at least have a fighting chance.
  14. either or, would appreicate it. Having a example fully working and balanced would be helpful to see exactly what this new version can do. Most of my tables are pretty old now, so lots of errors etc because of the changes to even the basic scripting commands, let alone play balance etc.
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