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 Post subject: Re: Indiana Jones multiplayer test...
 Post Posted: Fri Feb 12, 2016 8:10 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1700
Location: Ontario, Canada
Ah interesting !
thanks George

It's hard to reach 2 billion in Indiana Jones,
so I might just add a 2.147 billion "ceiling" to the game so it won't crash

I guess above 2.000 billion, I could use AddScore(points/100) or something so it will be
impossible to reach the top and you will still be able to have different top high scores....hmmm interesting


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 Post subject: Re: Indiana Jones multiplayer test...
 Post Posted: Sun Feb 14, 2016 3:45 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1700
Location: Ontario, Canada
Getting very close to a release.
I used AddScore(points/100) for scores above 2 billion to prevent reaching the ceiling.....so high-scores will look proper. It is hard to get to 2 billion (without cheating by using Save Mode).

-Found a bunch of other things to tweak according to rules.
-Dmd stated "hit left ramp or centre hole" during multiball jackpot mode, but centre hole wasn't enabled for that yet....so I did that
-There was a random assignment happening during "ADD friend" that would cause a vicious loop ,if the code was being asked to add two friends simultaneously as would happen periodically and it caused a "stack overflow". So I tweaked that.
-George edited the apron to expose the table and ball in the ball lane better, so we'll include that
-starac prefers a replay award vs shootagain for match bonus at the end as he has a coin op cabinet. I prefer the shootagain as credits mean nothing to me.... So I will release with "Shootagain" but a
simple code swtich for those who want "Replay" award.
-skinooe has agreed to help with physics (so we'll see if zed phyics, has more to offer over 2.6 Physics of current table). We might release both version 2.6 and Zed and let people see which they prefer?


Still various bugs I am sure.....


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