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Posted

Big Brave (Gottlieb 1974) v4.1


Big Brave (Gottlieb 1974) v4.1
this was a Loserman table from many many years ago, I've been updating this table every couple years as techniques change, and this is the latest greatest version to date
this reason this table is special to me is that I owned the machine when i was a kid, jammed into my little bedroom, remember tinkering with it, playing with no glass just because i could ..... just great memories

PLEASE SEE CHANGELOG FOR DETAILS

 

I don't ask or beg for donations... if you feel overwhelmingly compelled to do so, PLEASE donate to the charity of your own choice... this is a hobby NOT a business


 

  • 1 year later...
Posted (edited)

I think there's something at the top of the table that shouldn't be there. I darkened the table with the day night slider since there wasn't a lut adjustment during game play and this white object became visible. You can see it when the table is viewed without any adjustment to the day night slider but when it's changed this object is very noticeable. Just thought i'd let you know.

 

Thank you.

 

Edited by GordonJames
Posted
14 hours ago, GordonJames said:

I think there's something at the top of the table that shouldn't be there. I darkened the table with the day night slider since there wasn't a lut adjustment during game play and this white object became visible. You can see it when the table is viewed without any adjustment to the day night slider but when it's changed this object is very noticeable. Just thought i'd let you know.

 

Thank you.

Screenshot 2023-12-07 074009.png

@hauntfreaks @TastyWasps Great update overall, however I also see the same anomaly as above, looks like a reflection of some VR component? Also, somehow DOF got broken during this update, it worked fine on the previous version. Basically either no solenoids are triggered (i.e. flippers) or incorrect solenoids are being triggered. 

Posted
16 hours ago, GordonJames said:

I think there's something at the top of the table that shouldn't be there. I darkened the table with the day night slider since there wasn't a lut adjustment during game play and this white object became visible. You can see it when the table is viewed without any adjustment to the day night slider but when it's changed this object is very noticeable. Just thought i'd let you know.

 

Thank you.

 

 

1 hour ago, robertms said:

@hauntfreaks @TastyWasps Great update overall, however I also see the same anomaly as above, looks like a reflection of some VR component? Also, somehow DOF got broken during this update, it worked fine on the previous version. Basically either no solenoids are triggered (i.e. flippers) or incorrect solenoids are being triggered. 


this table was saved in 10.8 beta 7 so maybe that is the issue??  with the glare? I tested the slider at many levels and I cant replicate the issue
as for the DOF.... I need more people to chime in , if there having the same issue

image.png.7a4ed309c7fff71f98f58012bef116fa.png

  • Content Provider
Posted
On 12/7/2023 at 11:27 PM, robertms said:

@hauntfreaks @TastyWasps Great update overall, however I also see the same anomaly as above, looks like a reflection of some VR component? Also, somehow DOF got broken during this update, it worked fine on the previous version. Basically either no solenoids are triggered (i.e. flippers) or incorrect solenoids are being triggered. 

Can you tell us which version of VPX you are using as it is difficult to replicate this glare issue.

Posted
31 minutes ago, TastyWasps said:

Can you tell us which version of VPX you are using as it is difficult to replicate this glare issue.

 

I used the official 10.8 beta 7 (also tried some newer builds). If you turn off reflections in VPX video settings the effect disappears, so I'm thinking it's a VR component reflection. About the DOF issue, did you by chance modify any of the DOF calls from the previous version, maybe a copy/paste error?

Posted
19 hours ago, robertms said:

 

I used the official 10.8 beta 7 (also tried some newer builds). If you turn off reflections in VPX video settings the effect disappears, so I'm thinking it's a VR component reflection. About the DOF issue, did you by chance modify any of the DOF calls from the previous version, maybe a copy/paste error?

 can you guys try this
image.png.962bb4533f2541bd8bce9ec7c267991a.png

Posted
4 hours ago, hauntfreaks said:

 can you guys try this

 

@hauntfreaks that Jumping_Jack fix didn't work for Big Brave.

 

I compared the new script with the previous version and made the following changes to make DOF work in 4.0:

 

393  PlaySound SoundFXDOF("FlipperUp",101,DOFOn,DOFContactors)   'uncommented
401  PlaySound SoundFXDOF("FlipperUp",102,DOFOn,DOFContactors)   'uncommented
608  PlaySound SoundFXDOF("FlipperDown",101,DOFOff,DOFContactors)   'uncommented
618  PlaySound SoundFXDOF("FlipperDown",102,DOFOff,DOFContactors)   'uncommented
761  DOF 105, DOFPulse   'changed  107 to 105
779  DOF 106, DOFPulse   'changed  109 to 106

 

This fixes the basic DOF functionality. Not sure why some of these changes were made in the new version, I'm assuming something to do with Fleep implementation, hopefully @TastyWasps can chime in.

  • Content Provider
Posted
11 minutes ago, robertms said:

 

@hauntfreaks that Jumping_Jack fix didn't work for Big Brave.

 

I compared the new script with the previous version and made the following changes to make DOF work in 4.0:

 

393  PlaySound SoundFXDOF("FlipperUp",101,DOFOn,DOFContactors)   'uncommented
401  PlaySound SoundFXDOF("FlipperUp",102,DOFOn,DOFContactors)   'uncommented
608  PlaySound SoundFXDOF("FlipperDown",101,DOFOff,DOFContactors)   'uncommented
618  PlaySound SoundFXDOF("FlipperDown",102,DOFOff,DOFContactors)   'uncommented
761  DOF 105, DOFPulse   'changed  107 to 105
779  DOF 106, DOFPulse   'changed  109 to 106

 

This fixes the basic DOF functionality. Not sure why some of these changes were made in the new version, I'm assuming something to do with Fleep implementation, hopefully @TastyWasps can chime in.

I only scripted the VR stuff on Big Brave v4.0.  The physics and sounds were already scripted so I didn't even look at 'em.

I think the issue here is with v3.0 of Big Brave which had those DOF lines commented out already. @robertmsYou may have been using Loserman's original version of Big Brave as that may not have had the DOF issues.

It's no matter as this is an easy fix and was simply not detected in the previous version of the table.image.thumb.png.8e59f2fce1b39345b53c11a707d4b6db.png

Posted

For the reflection issue on playfield. It shows up for me by default in the last several beta builds. But, if you f12 and do the pov change from Legacy to Window it goes away.

Posted

That reflection issue is now resolved in the latest update you put up. Table looks great and after a little adjustment of the day/night slider it's perfect on my end. I didn't have to change the ball out either, bonus. Everything looks marvelous. Gonna give this beauty a thorough play now. Thanks!!!

  • 3 weeks later...
Posted

The DOF for the flippers was not working for me, even with the above elements uncommented.  This is how I fixed it:-

 

 With respect of the DOF for the flippers:

 

Go to around line 396 and comment out:-

 

	If keycode = LeftFlipperKey and InProgress=true and TableTilted=false Then
		'LeftFlipper.RotateToEnd
		VR_CabFlipperLeft.X = VR_CabFlipperLeft.X + 10
		FlipperActivate LeftFlipper, LFPress
		SolLFlipper True
		PlaySoundAtLevelStaticLoop "buzzL", 1, LeftFlipper
		PlaySound SoundFXDOF("FlipperUp",101,DOFOn,DOFContactors)
	End If

	If keycode = RightFlipperKey  and InProgress=true and TableTilted=false Then
		'RightFlipper.RotateToEnd
		VR_CabFlipperRight.X = VR_CabFlipperRight.X - 10
		FlipperActivate RightFlipper, RFPress
		SolRFlipper True
		PlaySound SoundFXDOF("FlipperUp",102,DOFOn,DOFContactors)
		PlaySoundAtLevelStaticLoop "buzz", 1, RightFlipper
	End If

 

Then underneath that,  insert the following immediately below:-

 

	If keycode = LeftFlipperKey and InProgress=true and TableTilted=false Then
		LeftFlipper.RotateToEnd
		PlaySound "FlipperUp"
		DOF 101, 1
		PlaySound "buzzL",-1
		VR_CabFlipperLeft.X = VR_CabFlipperLeft.X + 10
	End If

 
	If keycode = RightFlipperKey  and InProgress=true and TableTilted=false Then
		RightFlipper.RotateToEnd
		PlaySound "FlipperUp"
		DOF 102, 1
		PlaySound "buzz",-1
		VR_CabFlipperRight.X = VR_CabFlipperRight.X - 10
	End If

 

Then go to around line 629 (my numbers will be off, as I've edited this a bit) and also comment out:-

 

	If keycode = LeftFlipperKey and InProgress=true and TableTilted=false Then
		'LeftFlipper.RotateToStart
		VR_CabFlipperLeft.X = VR_CabFlipperLeft.X - 10
		FlipperDeActivate LeftFlipper, LFPress
		SolLFlipper False
		PlaySound SoundFXDOF("FlipperDown",101,DOFOff,DOFContactors)
		StopSound "buzzL"
	End If
    
	If keycode = RightFlipperKey and InProgress=true and TableTilted=false Then
		'RightFlipper.RotateToStart
		VR_CabFlipperRight.X = VR_CabFlipperRight.X + 10
		FlipperDeActivate RightFlipper, RFPress
		SolRFlipper False
        StopSound "buzz"
		PlaySound SoundFXDOF("FlipperDown",102,DOFOff,DOFContactors)
	End If

 

Then underneath that, insert the following (make sure it is above the "End Sub"):-

 

	If keycode = LeftFlipperKey  and InProgress=true and TableTilted=false Then
		LeftFlipper.RotateToStart
		PlaySound "FlipperDown"
		DOF 101, 0
		StopSound "buzzL"
		VR_CabFlipperLeft.X = VR_CabFlipperLeft.X -10
	End If
    
	If keycode = RightFlipperKey  and InProgress=true and TableTilted=false Then
		RightFlipper.RotateToStart
		PlaySound "FlipperDown"
		DOF 102, 0
		StopSound "buzz"
		VR_CabFlipperRight.X = VR_CabFlipperRight.X +10
	End If

 

Save the table and you should have working DOF for your flippers.

 

Hope this helps

  • 11 months later...

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