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RobbyKingPin last won the day on March 24
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About RobbyKingPin

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Looks like every other version that came before have the same error. But why go into so much effort to move everything over? First of all it's a lot easier to just change the color in the script. On line 4510 we have the colors defined to each bumper. FlInitBumper 1, "yellow" FlInitBumper 2, "blue" FlInitBumper 3, "red" So by just swapping the colors on red and yellow in here would be done in mere seconds. You can even change it to something custom just by defining what color you desire it to be. Colors available are red, white, blue, orange, yellow, green, purple and blacklight. Sadly I couldn't find a way to create options for this so changing it in the script is the only way as far as I know . Second by moving all of this around you misconfigure the proper switch and lamp matrix attached to this bumper as definied inside the manual. This would make the light matrix animation backwards as well...
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@Scorpionking17 At first when I saw this glitch I was speechless, thought this was something completely new to me. But then I realized I had this weird thing happen to me once as well years ago. Tried everything, re-installed everything and still nothing happened. And then somebody told me to look deeper, sadly it has been too long for me to remember who gave that advice. The solution I got was found inside C/User/Name/AppData/Roaming/VPinballX/Vpinballx.ini. I ended up deleting that file as far as I remember and it did fix the issue but created some more inside the editor, so I should recommend making a backup before deleting that file
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Okay then if you were talking about them lower flippers wich are set at 3200 ( the lowest margin possible for this modern era) then this conversation should end here. Those need to be inside the margins as explained. So the problem here is that you created a ice skating ring with the friction, don't look at the slope and then lower them flippers with strengths that fit on a 80s era table. Feel free to keep them settings for yourself since it's open source. I'd rather accept that this game is tough as nails rather then bending things beyond the recommended settings
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I can copy some refferences to work with from my script ' Recommended Table Physics Settings ' | Gravity Constant | 0.97 | ' | Playfield Friction | 0.15-0.25 | ' | Playfield Elasticity | 0.25 | ' | Playfield Elasticity Falloff | 0 | ' | Playfield Scatter | 0 | ' | Default Element Scatter | 2 | So there is margin for the pf friction but 0.15 is the lowest we can get. As for the flipper strentgh it's much tidier 3200-3300 (3250) And the final thing is the playfield slope wich by default is set at 6 degrees. I honestly don't know how the default setup is on this table, might be a little higher wich would make the game faster as well. I did make this an option in the menu and it could be raised up till 6.5 Edit: And when that right ramp still doesn't feel good you can try to overwrite the physics settings as well. Please let me know if you can work with this with the margins given
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This game is notorious and loved for being one of the hardest tables ever created. Fits into the same category as The Simpsons Pinball Party and Lord of The Rings. I think I have given a proper balance and even getting to one of the mini wizard modes once. But it's definiltly a players game wich requires a very high skillset to get things done. I probably never will beat it but still I love the challenge it throws. I do believe these ramps are a bit tough but that may be because of the height. When I started on this mod it was a lot heigher and it didn't even fit inside a cab it was that heigh. I lowered every item by hand just to get it fit, but it still may be a bit off. Doing this true justice would need me to get acces to a proper scanned playfield and also acces to a real machine for measurements and then do everything from scratch. I fear that is a mission impossible. I do must say I follow the book 100% on my physics conversions. I don't want to implement suggestions that are beyond the margins that nFozzy recommends. No AI enhancements either unless it's for performance only and also not tempering with any of the codes inside the nFozzy sections. And for upscaling images when needed AI can be a great tool as well. The one exception that I sometimes am forced to use is overwriting physics settings on ramps, changing friction on that area when needed. This half loop on the left ramp is such an exception where it's set to 0 completely. And even with that said I am not happy that such a thing was even needed, but yeah it's the way it is... And when improvements get done over time it needs to be implemented in the VPW Example Tables or any of their released tables, done by one of the masters who definitly knows what to do. And yes that may sound like a strong opinion but that is how I roll. The settings are like a holy grail to me
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berducido started following RobbyKingPin
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My guess the solution lies inside the script. SlingshotSoundLevel is set to 0,5. Wich is half of maximum volume. I do must say these Stern tables have custom bumper and slingshot samples wich originally came from VPW's Rollercoaster Tycoon. I think the bumpers however are maxed out already so then the only way to amplify them is to extract the samples and put them inside a program like Audacity or something simular...
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Who knows one day I want to tackle that. But then I would not be the one to release it but rather Chokeee instead. In fact he was the one who raised the bar for me back when the first iteration of this mod was still in development. He added them 3d Flupper inserts on this and added the sidewall flashers as a cherry on top. However I am currently trying to wrap up this chapter wich I call "Final Act". I still have 2 more tables that need to get the same treatment as these all now have gotten, and I can tease that there will be a third new table to be added to the roster. The bad news for you guys is that I will have to require updates on VPinMame. Needed for the new PWM feature that wasn't even stable in the latest 3.7 beta release. The final act was planned to have 3 chapters and I now have completed chapter 2. Once it's over I'll be taking a step back, needed to get to the true final level of my development learning curve. That being VLM, the same toolkit that is being used by VPW
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It's not neccesary to add this but it will embed the external dmd in a frame that looks like a custom speakerpanel. I personally prefer this over any b2s dmd. Inside the ini file you must try to look for the [virtualdmd] section and copy/paste it below that. Then go to this location and copy over the frame you want and if you pick the second one rename it to 24 C:\vPinball\VisualPinball\VPinMAME\DMDext\textures\frames\24.png
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Sorry for the late response. I personally think you need to have the ini file with settings for VR put in the same folder as the table. With the new update I just posted I think this is a good time to try this out. This game can run on a phone so I am guessing this is not a performance issue, but rather a setting that needs to be changed. One available in the menu but also preset in that ini file for a decent starting point