makmak Posted April 17, 2024 Posted April 17, 2024 hopefully he teamed up with VPW to finish it and we get a surprise one day? Too sad if it would get lost...
guipaes Posted July 11, 2024 Posted July 11, 2024 Any news on this? I'm a software engineer and I can collaborate with the project.
GraveD Posted May 17, 2025 Posted May 17, 2025 (edited) Very cool. I was playing this last night. Any update? Unfortunately I don't have a skill set to help with graphics Edited May 17, 2025 by GraveD
MrRalfinger Posted February 13 Posted February 13 Earth to (pinball) llyrric plz come in Any updates? Are you still working on this? Thank you!
Precise Posted February 13 Posted February 13 13 hours ago, MrRalfinger said: Earth to (pinball) llyrric plz come in Any updates? Are you still working on this? Thank you! Peace, He hasn't logged in to this website since July of 2025.
llyrric Posted May 23 Author Posted May 23 So, I have worked on this on and off over the last couple of years(I have too many hobbies, and too many projects between them). I'm not sure I'll ever get it where I want it to be. There are still things to do and if anyone can help with these things, or point me to someone who can, I'd appreciate it. Ramps, I tried to use the blender ramp tutorial a year ago and could not get the ramps to work. If anyone is good at this, they kind of look like crap now just using the VPX ramps with a transparent material. Also still need the table mesh done probably(there is really only the one hole on the table in the scoop the ball can go into). Any physics experts? I sometimes put a hard shot up the middle of the table(through the right loop(Hoth) and it will jump through the walls to the back of the table. I have looked at all the elements and cannot for the life of me figure out why it is doing this. Physics part 2- I added nFozzy by following a tutorial a while back, but I don't think the ball is behaving correctly off the targets in particular. Not sure if I have messed something up. Other random things I need to update: I have not really messed with VPX since the update to 10.8. Is there stuff that needs to be added? It looks like a lot of VR and lighting changes maybe? If anyone wants to test out the current BETA version(it is playable), you can grab the table and PUPPack here: https://drive.google.com/drive/folders/1-Wi4e1py9TytuDyJiRMiYLWRdpQ4XXCl?usp=sharing If you have anything to note that I didn't add a as a known issue or if you know how to fix any of these, feel free to leave a comment. Rules questions -How many tie targets are lit at once? Does it depend on the current table multiplier? Do they switch when hit or on a timer? -During TF Assault with 12X mult TF shots were scoring 300Ks to 700Ks, look like the value progressively went up, would be nice to know exactly how the TF shot scoring works - Do the roving force target skill shot stay on even after you hit other items on the table, and only stops when you hit a force target? So you could be playing for a minute and the skill shot is still available? -There are so many differing rules online- Is this the most recent set of rules?https://tiltforums.com/t/star-wars-stern-rulesheet/2812 -The goal of Victory Multiball is to complete 6 major shots for big points, and to collect medals (bronze - silver - gold). Medals determine the points scored at the start of Jedi Multiball, which can potentially be a very high-scoring collect. Anyone know how many points you get roughly per medal? -Do tie fighters destroyed during TF assault count towards your TF total -If you have multiple planet modes lit(i.e. Hoth and Endor) and you hit Endor(left ramp) for example. If you choose to play just the Hoth mode(say the Hoth video mode for example), which planet mode light does it turn off after you have completed the Hoth video sub mode, Endor light or Hoth light? A bunch of issues and things to work on: CODE Hoth Vid mode doesn't show score during video Add (line 5107) changing BG function based on mode selected before playing video Optional option to skip LS duel or let it end on drain Add shaker as optional effect for some stuff(option at top of script), think this will be done in the DOF spreadsheet - Ad option to run TF MB with missions modes(need to test) Lock it down so you can never switch to cockpit while path selection All final battle vids for each world should be full screen on DMD? Is Death star final battle supposed to be on a timer in the beginning? It tries to run death star final world twice, once when you beat it and once after victory MB starts Autosize all the instruction text Hide instructions during extra ball video; I think this only shows when you have multiple balls on the table hyperspace hurryup still has score labels on Add always on white GI lighting kit as optional High score tells you all the things you got high score on inside the same graphic that you enter your name fix mission select scene to animate like its supposed to https://www.youtube.com/watch?v=RwhlseGGfk0&t=5422s&ab_channel=DEADFLIP @ 1:34:59 -The tie fighter hurryup triggered the same time as the missions selection and covered it up. I think mission selection needs to be a priority over the other dmd screens that can be shown It required two shots through the right mini loop to start hoth mode after hoth mode was lit. Also, I started hoth video mode after shooting the right loop shot and hoth remained lit after i finished the video mode. -sometimes getting the ball that jumps through the top loop? -Tie fighter multiball and hyperspace multiball should both be able to start during a planet final mission multiball -Hyperspace hurryup shows the M Flacon flying before switching to hyperspace hurryup screen -Add this screen accessible if you hold flipper for long time. On path to jedi MB(shows dafter drain after bonus) the ones you haven’t completed are dimmed black -For the start of tie fighter hurryup, the mflacon zooms in mid bottom centered then then the TF come sin from above and stoops centered above the falcon and then they both go left and the main screen graphics pop up https://www.youtube.com/watch?v=RwhlseGGfk0&t=5422s (47:10) -For premium version, death star opens at https://www.youtube.com/watch?v=RwhlseGGfk0&t=5422s (49:20) LSabre mode graphics at https://www.youtube.com/watch?v=RwhlseGGfk0&t=5422s (51:05) --LS duel lights are different, almost all the table lights go off -Add the green animated gifs on the xwing console (https://www.youtube.com/watch?v=RwhlseGGfk0&t=5422s) 55:14 -what video plays when you beat boba fett? -The hyperspace hurryup mode lit blinks fast and color changing like the TF assault light when thw TF target is ready -When it shows the video mode score, all the lights on the table go out., , and restart when the ball is released from the magnet -When we do the big flashy lights effects, we need to turn off all the table GI lights -Death star prop green light grows intensity during the match sequence as the death star fires in the video -Playing as Han, I have both endor and hoth modes lit ready to start a mission. I hit the left ramp and started the hoth video mode. When I was finished with that mode, the endor mode light went off, and hoth mode light remained lit. However, shooting the right mini loop did not start a mission even thought the hoth mode light was lit and flashing. -Hyperspace hurryup goes away way too fast Table items -Fix ramps -Fix hole or slope in death star loop that keeps jumping the ball. -Check flipper dimensions with stern flipper dimensions in VPW table. -check posts and sleeves and slings Lighting effects During modes the GI lights blink
Precise Posted May 28 Posted May 28 Peace, Welcome back @llyrric. I'll be sure to download the beta and give it a run.
Cliffy Posted May 28 Posted May 28 Amazing amount of work you put into this already. Wow! GREAT pup pack, wonderfully interactive pup dmd. Obviously lots of work left to do but man you've already made it very playable. Good show!
UltraMagnus Posted May 28 Posted May 28 Wow this is truly amazing I can't believe How in depth and amazing this pup is. I mean to me it shoots amazing, I can even deal with the ramps being translucent. Of course I wish DOF worked but maybe one somebody can complete it. I do have one question though that sort of makes it unplayable for me and I realize this is not a release but even just for testing purposes is there a way to turn off the debug information?
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