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Wylte

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  1. ROM volume. Control the mechanical sounds from the script, and the game sounds by opening the coin door (End key) and adjusting the volume (8 & 9 keys). Don't turn the rom volume to max or you'll get distortion; go up to the 20's and then turn the mechanical sounds down until you're happy.
  2. Nothing changed in the ramps or flipper power, just the rubbers on the flippers. @iaakki and @rothbauerw improved on the code for better (more realistic) bounce and spin behavior on the flippers and integrated it more smoothly into the live catch code. It's possibly easier to control the ball now, which is why you played better
  3. Use the Magnasave keys (default L+R ctrl) to switch LUTs (color).
  4. Yup, that's VPX for you. Inclination changes where the scene is rendered from, so you can de-polygon by decreasing the z-offset (zooming out). The backglass here having "physical" objects in it means that the threshold for when the rendering engine is "within" the geometry is higher (z distance) than most tables.
  5. (You should at least thank him in the description of your upload, now that you know who drew the original wheel that you modified)
  6. Cabinet Mode is working as intended in the release build, rails are hidden. If you mean hiding the walls/sideblades...? Not possible. ...or maybe you mean stretching the tables to the sides of your screen? x-scale in Backglass->Camera options or F6 "Interactive" PoV edit mode.
  7. Cabinet Mode is working as intended in the release build, rails are hidden. If you mean hiding the walls/sideblades...? Not possible.
  8. You place the Zeppelin folder in \Visual Pinball\Music\ and it'll play. The songs should just be named "1.mp3" etc. Pinball Emporium shouldn't be any different, but I don't use (or recommend) it.
  9. It looks like the table script is good, it's just the backglass that was never finished. Unfortunately @loserman76 has passed, but if someone who is good with the B2S designer were to finish it then they could contact the admins to update the file.
  10. Just to check - are you using the latest (November) shaders for VPinballX_GL? https://drive.google.com/file/d/1xAmu3voUE0rdo_u4VPC-1Gn6NvIttY2Y/view?usp=sharing
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