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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Fri Sep 06, 2019 3:14 pm 
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Joined: Thu Nov 10, 2011 11:33 pm
Posts: 7
GeorgeH wrote:
Mytmyke,

I'm not sure I will be able to fix this problem. I have moved the two pegs for the captive ball as close together as possible and still be able to hit it. I added an invisible wall in front of the captive ball. It might seem the wall will stop the ball in play from hitting the captive ball but the energy from the ball does pass through the wall and will move the captive ball. It may be a little more difficult to hit the target because the wall does reduce the energy transfer. If you don't mind, please give it a try:

https://www.dropbox.com/sh/knp63vd9z4sv ... yhlra?dl=0

George


After extensive play last night and today, I have had zero instances of the ball getting stuck! Even with several direct hits that would have gotten it stuck without the fix. If the fix makes it more difficult to move the captive ball into the target, it is not noticeable on my end. Thanks again!


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Fri Sep 06, 2019 3:46 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2589
Location: Arkansas, USA
Thanks for the report back!


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 5:14 am 
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Joined: Wed Sep 21, 2016 12:24 pm
Posts: 142
Hi all,

Can someone tell me how to have Day Light as default instead of Custom ?


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 7:37 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2886
Location: Ontario, Canada
Try special keys


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 9:51 am 
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Joined: Wed Sep 21, 2016 12:24 pm
Posts: 142
Gimli wrote:
Try special keys


Yes it work, but I would like it by default without using the key all the time and explain it to all people that play at home :)


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 2:04 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2589
Location: Arkansas, USA
DuMichAuch wrote:
Sorry for my late reply, Gorge. The Problem seems to be gone. But maybe I've missed your latest upload to your Dropbox.
Btw, I followed the latest Link you have posted, and found something interesting. You are realy working on CFTBL? Very nice, Dude...


I haven't change it since you downloaded it. I guess I will have to post a change.

I am working on CFTBL. It is in pretty dire need of an update. I planned on just adding dynamic flippers but discovered the frame rate nearly always drops to 30 fps when I play it on my gaming PC. No doubt it would cause a serious problem on a lower end CP. It has the same problem as JP, lots of execute and eval commands in the script. They are all are gone now in this version and frame rate is back up to 60 fps (with VSync checked). I added some of the other new BAM features too, like lighting (Special 1 key). It is the first time I have added dynamic flippers to Zed double flippers. Honestly, I have never been able to tell the difference between Zed and single flippers but the dynamic flippers work. What do you think of the flippers?

George


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 3:17 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2589
Location: Arkansas, USA
DuMichAuch wrote:
I've tried your CFTBL table, looks promising. The low framerate I have noticed too, but my hardware is rather old. Solution in my case, I've deactivated ReShade, and got 60 fps


There are a few changes needed yet but it is nearly done. There are a couple of things that Gimli needs to fix. What is "ReShade"?


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 3:18 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2589
Location: Arkansas, USA
Turk182 wrote:
Gimli wrote:
Try special keys


Yes it work, but I would like it by default without using the key all the time and explain it to all people that play at home :)


I set the lighting up so it saves your last setting change to the fpRam file. When you play the table the next time, it loads the last setting you used. ...So if you had the "Day" lighting mode selected during game play, it will load the "Day" mode the next time you play the table. I have tested this and it works on my PC. The only problem that can occur is if you delete the fpRam file for the table. Then it will revert back to the default mode.

George


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 4:25 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2589
Location: Arkansas, USA
Interesting. i might try it.


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 Post subject: Re: Jurassic Park, Rom and Slamt1lt Mods 1.4
 Post Posted: Wed Sep 11, 2019 5:26 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1902
Location: Argentina
Thanks for the updates George, ginally today I grab some time to play it. Great job :D

DuMichAuch wrote:
Gorge, ReShade is a free post-processing software. I used it to get a bit sharper and crisper image output to my screen.

https://reshade.me/component/content/fe ... Itemid=101


http://www.gopinball.com/forum/viewtopic.php?f=15&t=8622

I have tried to make it work and never can. Can you explain how?
:?:


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