Sujet: Re: [INFO] mustang new flipper Mar 24 Juin 2014 - 20:42
bip-bip-72 a écrit:
Pas sur vp en tout cas, fp je sais pas.
il tardera pas peut être qui sait
crazypinball
Messages : 1103 Département : 37
Sujet: Re: [INFO] mustang new flipper Mer 25 Juin 2014 - 10:05
et les gars vous ne rêvez pas un peu tout haut ???? C' est le tout dernier stern sorti, donc il va falloir prendre votre mal en patience !!! nous l' aurons mais pas avant 3 ans au minimum.
En attendant j' y ai joué, et il est très sympa mon meilleur score 170 millions ou j' en ai profité pour prendre le score du "grand champion", ainsi que la première place et la troisième.
Je revois ça note à la hausse, quand il l' avait dévoilé, je l' avais trouvé creux comme flipper mais finalement il est bien sympa !!
ou j' ai réussi à aller jusqu' à la première finale, il me reste à faire la super finale, mais là, ce n' est pas encore gagné
lololol
Messages : 4933 Département : KAPAX PLANETE
Sujet: Re: [INFO] mustang new flipper Mer 25 Juin 2014 - 11:12
crazypinball a écrit:
et les gars vous ne rêvez pas un peu tout haut ???? C' est le tout dernier stern sorti, donc il va falloir prendre votre mal en patience !!! nous l' aurons mais pas avant 3 ans au minimum.
En attendant j' y ai joué, et il est très sympa mon meilleur score 170 millions ou j' en ai profité pour prendre le score du "grand champion", ainsi que la première place et la troisième.
Je revois ça note à la hausse, quand il l' avait dévoilé, je l' avais trouvé creux comme flipper mais finalement il est bien sympa !!
ou j' ai réussi à aller jusqu' à la première finale, il me reste à faire la super finale, mais là, ce n' est pas encore gagné
salut pourquoi tu dit que on doit attendre mini 3ans? tu dit que tu as reussi a aller a la première final tu parles de quoi exactement dans le jeu ou champion de FRANCE de flipper? ca déroule ou ?
arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
Sujet: Re: [INFO] mustang new flipper Mer 25 Juin 2014 - 13:31
faudra attendre que mustang ne soit plus en production, et puis il sera dispo sur vpu.
Mais bon, honnetement, je n'accroche pas des masses, star trek et metallica sont BEAUCOUP mieux, au niveau des rules, du playfield et des rampes, enfin pour les rules, la dernière update 1.30 est vachement mieux et la liste des changements est énorme!
V1.30 - May 17, 2014 =======================
- added ramp diverter logic to Mustang Multiball (PRO). - added ramp diverter logic to races (PRO). - fixed speech not being heard at start of Drag Race Multiball. - Fixed Lamp Effect for gears multiball start (also for drag multiball start) - Added Sound Effect to shift mode complete - Added Sound Effect to rally race award. - Added ball search delay for Drift Intro. - fixed a problem with the race select screen becoming availble too soon after a scoop award. - Added drag race multiball start lamp effect. - Added logic to race shot lamp effects to follow the path of the ball on award shots. - added logic so allow speech calls to be heard later if the speech track is busy. - Police Pursuit will now reliably say "SE_VO_PP_708_GOT_EM" at the end of the race. - Removed forced speech priority from Stunt race Speech Effects. - Added grace period to super jackpot in gears multiball and drag race multiball. - Changed drag race multiball background DE to say "Drag race multiball" - Fixed speech conflict/timing in gears multiball start. - mustang letters are now available at the scoop (Pro/LE/Boss) versions. - Drag Race Multiball start speech now waits for the channel to be available before talking. - BOSS only - added Police Pursuit End animation artwork. - Removed profanity from the song "My Own Worst Enemy". - added BOSS info to version number. - Silverball Stampede MB Leg 3C - all shots and the pop bumpers blink. added Finale light show - Silverball Stampede - added explosions. - tool box now awards "more time" if upgrade scoring is running. - Brought down scoring in rally race slightly. - added BOSS dots to both drag race and road course modes - added Silverball Stampede Intro dots - addedBOSS assets - police pursuit (stakeout and chase). CAR WIPES 1969 BOSS 302 (Stunt) 1970 BOSS 429 (Road Course) 1971 BOSS 351 (Drag Race) 2011 BOSS 302 R (Police Pursuit) 2012 BOSS 302 (Rally) 2012 BOSS 302 S with spoiler (Drift) 2013 BOSS 302 (Silverball) - added BOSS art to Mustang Multiball - shots to the mid ramp now pause the roving shot during cruisin (LE/BOSS only). - added Mustang Letter Lit speech/criteria. Mustang Letters are now "lit/available" upon completing a race. - Silverball Stampede Leg 3B - Alien Invaders Leg 3C - Destroy the Mothership - Modified # caution drop target hits to get bowl bonus. - Modified shots/scoring for Caution drop target rule (LE/BOSS only). - Added new intro art to drift race. - Show Upgrade choreo when Nitrous upgrades (says "Hit the Nitrous Boost") - Say "Nitrous Boost" once per ball when Nitrous Boost is lit and hit. - added upgraded speech - added BOSS versions of police pursuit intro animations. intro police car hides behind billboard police car hides behind billboard; light turns from green to yellow police car hides behind billboard; light turns from yellow to red - Car lamps now advance during Mustang Multiball. - fixed Mustang Multiball Car name speech that didn't match car insert. - added police pursuit BOSS art. - changed Lamp names (BOSS only): 1969 BOSS 302 (TOP) 1969 BOSS 302 (BOT) - added BOSS art to cruisin - reordered BOSS speech in Mustang Multiball - Added BOSS stunt driver animations. - added caution lights to the attract mode (LE/BOSS only). - added slingshot sounds - added Mustang Letter speech - added upgrade scoring speech. - Spell Mustang display effect is now more CPU cycle friendly. - added Upgrade Ready Speech. - added Boss speech - Modified caution target rule to new specifications (LE/BOSS only). - Fixed bug "Aliens stole my match" - Adjusted the left right orientation of the cars in the background for road course so they change direction at better positions - Added drag race multiball start speech call and display effect to drag race mode - Fixed bug so that gears multiball bg music will start whether it's gears multiball or drag race multiball - Got rid of the D. in daisy diesel's portrait - Silverball Stampede leg 3B - aliens are moving forward and back. jackpot value is higher when they are hit closer to the bottom. road sprites added for mountains, corn fields, and desert - Added drop target starburst lamp effect. - added match speech & f/x - Silverball Stampede Leg 3 version 1 -- 6 aliens that stay in their lanes - Silverball Stampede Multiball added rules and display effects for Leg 1 and Leg 2. Collect balls at the end of the race and then kick out another ball. Compute jackpots based on how well the player did in the races. The default race jackpot value is computed by "race shared compute stampede race jackpot". - fixed gear shift (drop target) sound f/x priorities - added Shift Successful sound f/x - added "Spell Mustang" sound f/x. - added Tool Box lit/Award sound f/x. - added new (louder) gear shift target sounds. - left/right orbit control gate logic is now modular. - Added a blinking mustang car to the bg effect for road course so it's easier to spot your place in the race. - increased racer speed around the road course track. - Races: Races no longer automatically qualify for Drift just by starting them. Each race must now notify that the race is qualified for Drift. - added logic to get the ramp diverters activated if they had timed out due to switch inactivity, i.e. the player was cradling the ball. Now, once the ball is released from a cradle position, the diverters are re-activated if necessary. - 1.00 LE release Thursday, May 08, 2014 - added Mustang Multiball light shows. - added Mustang Multiball sound effects. - Mustang Multiball arrows are now Cyan (LE/BOSS). - added sounds/light to turntable diagnostic test (LE/BOSS). - Tools now awards add-a-ball for Mustang Multiball. - Now Drag Race button color is White (LE/BOSS). - removed unused adjustments. - Added jackpot call and sound effect to Caution target jackpots in drag race - Added stinger for gears multiball jackpot, also added code so it plays in different order(s) as well. - Added stinger for super skill shot. - Fixed text in mustang multiball ready Display Effect. - Fixed drag race always marking as completed. - Fixed plunge lamp effect priority conflict with drag race start lamp effect. - Race Select - reset idle timer when left flipper (next song) is pressed so that the playfield lights are suppressed longer (LE/BOSS). - Play SSI_VO_708_I_HAVE_A_20_ON_VEHICLE_MATCHING_DESCRIPTION only once - Fixed priority problem with Mustang multiball background DE. - Do not auto resume a race if mustang multiball is ready. - Removed a SFX from the caution award 1 list. - Added Mustang multiball ready background display effect. - Modified caution target rules to be only drop targets. Enabled sound fx to work properly in this state. - Fixed an issue where top lane sweeping and roving event lamps were displaying during other events where it was not allowing awards. - Added playfield lamp effect for mustang multiball ready. - Police Pursuit added more sound fx to race awards. Increased sound priority on award fx - cleanup for captive ball lamp effect. - Captive ball hurryup not available during upgrade modes, wizard modes, and Mustang multiball. - Added lamp effect for ball launch. Runs when race first starts or when action button is pressed to resume race after ball drain. - added a race select lightshow. - Added the continuation of the Caution target rules. - Modified Caution light and sound effects. - Added racer portrait art work that now has the racers name on it. - fixed a problem where daisy diesel wasn't speaking in the background of Road Course. - Fixed race select bug that occured depending on whether race select was started from ball start or from the scoop - Got rid of road race start lamp effect - fixed drag race lamp effect start to show pony/ford lanes, and mustang lamps - added new drop target sounds to caution rule - Fixed a race select issue where, upon selecting Police Pursuit, the ball would autolaunch all the way around the orbit. - Silverball Stampede Multiball Change Leg 1 to be "all shots lit - hit once to pass". - Modified sound effect for cruisin drop target. - Added a sound effect for the drop target hit. - added "PRESS ACTION BUTTON TO START" - instructions in Race Select (LE/BOSS) when a song is not selectable. - Upgrade Hurryup and Multiball use the default arrow color (yellow) for full playfield award sweeps. - weighted logic system is now used by races and Mustang Multiball and Mid Ramp diverter. - added difficuly setting and logic for advancing letters towards Mustang Multiball - Completing races now enables a letter to be collected (based upon difficult) for Mustang Multiball. - removed unused switches that were appearing in tech alert. - Fixed a bug where drag race was stay active if you drained all balls during drag race multiball - Add caution target functionality to drag race multiball (BOSS/LE) - Added/changed Daisy Diesel speech in game - Added new art for road race background cars. - RGB Action Button - blink the action button during race select (BOSS/LE). - RGB Race Arrows - fixed color of race award rgb effects. - Reset drop targets on start of stunt driver. - Added sound effects to both pro and prem version for Police Pursuit radio chatter. - Added radio chatter to police pursuit background. - Fixed caution target lamps not flashing during races. - Silverball Stampede Multiball - added new car art for the six main cars. mothership loop mothership destroyed small explosion large explosion bullet hit lane 1 laser loop lane 2 laser loop lane 3 laser loop lane 4 laser loop lane 5 laser loop lane 6 laser loop lane 1 laser loop v.2 lane 2 laser loop v.2 lane 3,4 laser loop v.2 lane 5 laser loop v.2 lane 6 laser loop v.2 lane 1 bullet lane 2-5 bullet lane 6 bullet - MUSTANG; Silverball elements mountain road loop start loop end rock left rock right
Tanner's drift car (lane 6), movie van (lane 5) straight drifts left (3-4 loops) straight drifts right (8-9 loops) returning to a straight position movie van
roads normal road loop cow left loop cow right loop corn start corn loop end cactus right cactus left
lane 1- Cruisin, convertible lane 2- Police Pursuit, cop car loop lane 2- Police Pursuit, speeder lane 3- Race Course, ufo loop lane 3- Race Course, Daisy Diesel loop car only lane 3- Race Course, professor no exhaust exhaust loop lane 4- Race Course, computer car lane 4- Race Course, old folks lane 4- Race Course, millionaire lane 5-Stunt, stunt car
- Removed Single Drop Targets from stunt (BOSS/LE). - Added new DE's and SE's to police pursuit. - added Gears multiball start choreo. - Cleaned up Mustang spellout animations. - addedPolice Pursuit dots intro edit BIGGER license plate new cop for mode background - Added shaker motor to rally/stunt/gears MB - Added new Sound Effects to rally/stunt. - Added 180 Hurryup to Tires upgrade. - Added Single drop targets to end of rally race if you have taken both shortcuts. - Fixed stunt driver take number not updating properly. - Added 3-D Mustang spellout animation fly in. - now instant info has a higher priority so it will show up over the Race Select foreground choreo. - added/reworked left ramp diverter logic to make diverting decision based on weighted rules, player override, and competition settings. - changed the name of all unused lamps to NOT USED - changed the wire color text of lamps 81 - 160 to ME_EMPTY/ME_EMPTY. - changed name of unused lamps to "NOT USED" (BOSS/LE). - changed wire color text to display nothing for lamps 81 thru 160, since they are not part of the physical lamp matrix. - new Guitar licks stingers, Rally race shot award stinger: - new Gattling gun Sound Effect. - added Cartoony splat/squish noise for hitting road kill - added Semi Truck horn (with a Doppler version preferably) - adjusted all the speech adding more attenuation constants for individual characters. - mustang letters now advance via the rotating mustang carousel (BOSS/LE only) - instant info now uses letter ids (Pro/LE/BOSS) - attract mode M-U-S-T-A-N-G lamps now use letter ids (Pro/LE/BOSS) - Added LE drop targets and subsequent rules to drift - removed problem speech calls. - Added DoTs for Stunt Driver part II - Single drop targets now raise if either the blinking or solid shot id is available. - Added code for tying single drops to races. - Added Mustang attract mode spellout - Gears multiball now uses mid ramp instead of upper ramp for super jackpot - Race Select Music -- if Race Select is active and the the interlock voltage display effect or the volume display effect are active, play the Race Select music OR the music of the currently selected race. - Added 3 top lane rules for upgrade tier awards. - Fixed super captive ball message args. - Fixed drift race translations - Added translations to game tables. - Fixed issue with shift mode start DE. - Added daisy diesel portrait to drag race background during her background speech - Added light show for drag race start - Added flasher lights to light show for drag race jackpot - Added light show for road race start. - Re-arranged the racer order for road race mode, so that racers with less to say are at the back of the line and racers with more to say are towards the front. - Added speech to the Road race intro display effect - Added some extra speech calls intro, and background to the road race mode for racers: Robot car, Alien, Mabel, Daisy Diesel, and millionaire - Fixed drag race gear so that it each player has their own gear, i.e. previously players' shared gears. - Adjusted drag race start DE to fit german and italian text properly. - Fixed tanner talking in shooter groove. - attract mode light show is now more efficient and uses less processes - Use ORANGE for Cruisin and MAGENTA for Drift (BOSS/LE). - added COLOR_PINK, COLOR_TURQUOISE, COLOR_LIGHT_BLUE, - added diagnostic for turntable. - added turntable/carousel motor class logic. - cleaned up warning message in gears_multiball - removed old turntable (test fixture) logic. - added test menu (BOSS/LE) - added/reordered (BOSS/LE) adjustments. - Fixed Dedicated switch # 7 display showing not used. Should be Fire button switch. (BOSS/LE) - Fixed Turn table flasher display shows BROWN should be ORANGE. (BOSS/LE) - Upgrade lamps - keep all upgrade lamps on while upgrade modes are ok to start. - added COLOR_DARK_VIOLET for Cruisin - Race Select suppress other playfield lights (N2O, upgrades, RPM, GEARS), during Race Select until race select is done talking and has been idle for 2 seconds. when race select is started from the scoop, do not play race music for new race selected until race select display effect is active. - Race Arrow colors (BOSS/LE) race arrows are default color during Bonus and white during Mustang Multiball. - Added support to LE and BOSS for changing the color of the race arrows. - added code to support RGB LED layers and RGB LED strings. - Fixed bug - when starting Drag Race from the scoop, ball search would occur during the Drag Race intro because it is very long. Fixed this by delaying ball search inside of the drag race start display effect. - Music for LE and BOSS Models: Added "What I Like About You", "Frankenstein", "I Just Want To Celebrate", "My Own Worst Enemy". - Music added - MUSTANG_MB_READY, DRIFTREADY, SILVERBALL_STAMPEDE_READY, plus Shooter Grooves. - Music bug fixes - drift ready music was playing during races. - HOOK_INTERLOCK_STATE_CHANGE - when coin door is opened and closed the music state is now updated correctly. - Added new artwork and sound effects for drift. - added drop target tests for both left and right drop targets. (BOSS/LE) - added stinger to road race. - Streamlined the race place DE for Road race, instead of two different screens that transition it is now only one screen with the text and animation on it. - Fixed a bug with the extended drag race start DE, it was cutting past the speech follow-up even when it plays in the scoop. - Added the same logic to demo race as drag race mode, made a proc to time when the bg speech should be called. - Added moving cars to background dots on Road race. They also show the players race position. - Added racer speech and racer portraits to road race background. - Removed some unused speech. - Cannot collect upgrades during drag race multiball. - Can collect upgrades during drag race single ball play. - added Music files Mustang Premium (BOSS) and LE. - removed old/unused upgrades logic. - Added shortcut DEs to rally race. - Added new SEs to rally race. Navigation, ball drain, good/bad shooting, shortcut. - Added new LEs to drag race and stunt driver for gears targets. - Added police siren flashers to police pursuit chase. - Added lamp effects to shared race award LE. - N2O boost now awarded immediately before race awards if both are lit. - Small change to LE gears multiball start - Added lamp effect for stunt driver drop target shot and race select
geoffrey8359
Messages : 776 Département : CARQUEIRANNE
Sujet: Re: [INFO] mustang new flipper Mer 25 Juin 2014 - 19:49
En effet c une tuerie moins bien que les autres c vrai je le veux bien pour chez moi quand même lol
bip-bip-72 Admin fondateur
Messages : 14930 Département : Sarthe
Sujet: Re: [INFO] mustang new flipper Mer 25 Juin 2014 - 20:30
Sujet: Re: [INFO] mustang new flipper Mer 25 Juin 2014 - 20:42
elle a son succès, enfin perso j'accroche pas trop, déjà acdc je suis pas fan, puis je trouve pas la table et les rules compétitifs, dans le genre metallica est 100 fois mieux
crazypinball
Messages : 1103 Département : 37
Sujet: Re: [INFO] mustang new flipper Jeu 26 Juin 2014 - 11:14
Bof Acdc, c' est un peu comme Rolling Stones, les gameplays sont pas terribles, il y a pas grand chose à faire et on reste sur notre faim !!!
Je pense que Acdc est meilleur que l' autre, moi j' utilise le flipper de base, celui qui est en exploitation, et en plus le canon, marche même pas (mega cgr 2 lions), il a jamais marché, c' est pour vous dire la conscience prof que le tech possède.
Après en avoir parlé, avec des membres de flippjuke, la version supérieure premium n' a rien à voir avec la version pro qui est destiné aux bars
crazypinball
Messages : 1103 Département : 37
Sujet: Re: [INFO] mustang new flipper Jeu 26 Juin 2014 - 11:20
Je vais regarder Arngrim quelle version, il y a sur le mustang !! le flip a été installé il y a 15 jours, mais quand je regarde les grandes lignes que tu as mises, il y a des fonctions que je n' ai pas vu, je vais donc vérifié...
Je comprends pas, encore leur façon de travailler, moi si je plaçais des machines, je ferai attention à mettre la dernière mise à jour, et je ferai les différents tests à la fois software et physiquement afin de voir si tout marche bien...Il faut par la suite qu' ils se plaignent que le marché des machines automatiques se cassent la gueule, ils en sont aussi responsable, de cet état de fait !!
arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
Sujet: Re: [INFO] mustang new flipper Jeu 26 Juin 2014 - 12:34
l'update a été dispo le 19 mai, et c'était dans ma release vpm le 20 mai
je ne serais vraiment pas surpris qu'il n'aie pas la dernière version, avant de le recevoir, la machine a du trainer dans un stock, et puis bon, je me demande meme si cette machine n'aura meme jamais la derniere version.
quand le flip démarre, tu vois le numéro de version.
Metallica est en 1.6, si tu as accès a un près de chez toi, je me demande bien quelle version ils ont.
Sinon updater un Stern, c'est facile (enfin ce que j'ai entendu), tu charges la rom sur un clé usb, et il y a un récepteur usb sur la bécane, quelque part dans le service menu, il devrait y avoir une option, update firmware
crazypinball
Messages : 1103 Département : 37
Sujet: Re: [INFO] mustang new flipper Jeu 26 Juin 2014 - 14:12
arngrim a écrit:
l'update a été dispo le 19 mai, et c'était dans ma release vpm le 20 mai
je ne serais vraiment pas surpris qu'il n'aie pas la dernière version, avant de le recevoir, la machine a du trainer dans un stock, et puis bon, je me demande meme si cette machine n'aura meme jamais la derniere version.
quand le flip démarre, tu vois le numéro de version.
Metallica est en 1.6, si tu as accès a un près de chez toi, je me demande bien quelle version ils ont.
Sinon updater un Stern, c'est facile (enfin ce que j'ai entendu), tu charges la rom sur un clé usb, et il y a un récepteur usb sur la bécane, quelque part dans le service menu, il devrait y avoir une option, update firmware
La simplicité de faire le upgradage des versions par le biais de clé usb a été rendu possible par stern, cela ne veut pas dire, que tous les exploitants sont sérieux. Si j' étais à leur place, je ferai un tableau de mon parc d' exploitation, et j' aurai toujours une clé avec mes mises à jours stern, que je pourrai utiliser lors des révisions, sav des tables. Mais pour simplifier l' incompétence, de certains, je rajouterai sur mes flippers une sortie wifi internet, avec une mise à jour systématique des tables, si mr stern, ce n' est pas le prix que cela coûte et cela permettrai d' avoir une mise à jour immédiate des flipps, à la grande joie des utilisateurs, qui ne seront plus à l' attente du bon vouloir de leur technicien
arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
Sujet: Re: [INFO] mustang new flipper Ven 27 Juin 2014 - 9:42
crazy, tu ne te rends pas compte de ce que tu dis, un pincab wifi, juste pour upgrader un firmware?
ça va couter combien en plus, problèmes de sécurité, et mises à jour?
maintenant que les télés dernières générations sont en wi-fi, y a jamais eu autant de facilités de prendre le contrôle des appareils, avec mon smartphone, je l'ai déjà fait avec mes voisins du dessous, qui emmerdent, en leur balancant des mp3 sur leur télé, j'ai eu aussi l'idée de streamer des vidéos pornos, mais j'ai pas osé
de toute façon, faudra quand meme ouvrir la coin door pour aller dans le service menu pour activer l'option mise a jour
crazypinball
Messages : 1103 Département : 37
Sujet: Re: [INFO] mustang new flipper Ven 27 Juin 2014 - 11:21
arngrim a écrit:
crazy, tu ne te rends pas compte de ce que tu dis, un pincab wifi, juste pour upgrader un firmware?
ça va couter combien en plus, problèmes de sécurité, et mises à jour?
maintenant que les télés dernières générations sont en wi-fi, y a jamais eu autant de facilités de prendre le contrôle des appareils, avec mon smartphone, je l'ai déjà fait avec mes voisins du dessous, qui emmerdent, en leur balancant des mp3 sur leur télé, j'ai eu aussi l'idée de streamer des vidéos pornos, mais j'ai pas osé
de toute façon, faudra quand meme ouvrir la coin door pour aller dans le service menu pour activer l'option mise a jour
avant d' avoir lu l' intégralité ton message, je me disais, c' est le moment de mettre un film de cul chez les voisins, et avoir une webcam, tu vois la tronche du couple, qui a invité Mamie et Mémé pour le petit repas dominicale !!!! et je vois que tu as eu la même idée !!!
crazypinball
Messages : 1103 Département : 37
Sujet: Re: [INFO] mustang new flipper Ven 27 Juin 2014 - 11:23
bon j' ai allumé et éteint le flipp hier c' est la version 1.20...le tech ne s' est pas foulé et n' a pas profité de faire une mise à jour de star trek.....puuuuffffffffffffffffffffffffffffffffffff
lololol
Messages : 4933 Département : KAPAX PLANETE
Sujet: Re: [INFO] mustang new flipper Ven 27 Juin 2014 - 17:37
crazypinball a écrit:
bon j' ai allumé et éteint le flipp hier c' est la version 1.20...le tech ne s' est pas foulé et n' a pas profité de faire une mise à jour de star trek.....puuuuffffffffffffffffffffffffffffffffffff
ma tv est en wifi et personne ne peut balancer quoi que ce soit si j'accepte pas ( message sur ecran faut appuyer sur le Ok de la télécommande) en plus c est exactement comme le wifi du pc il faut un code de sécurité .
newnew
Messages : 1364 Département : le mans
Sujet: Re: [INFO] mustang new flipper Ven 27 Juin 2014 - 18:11
lololol a écrit:
crazypinball a écrit:
bon j' ai allumé et éteint le flipp hier c' est la version 1.20...le tech ne s' est pas foulé et n' a pas profité de faire une mise à jour de star trek.....puuuuffffffffffffffffffffffffffffffffffff
ma tv est en wifi et personne ne peut balancer quoi que ce soit si j'accepte pas ( message sur ecran faut appuyer sur le Ok de la télécommande) en plus c est exactement comme le wifi du pc il faut un code de sécurité .
Oui mais sa tu peu le virer si tu veux, et en DLNA tu a aussi besoin d'accepter?
crazypinball
Messages : 1103 Département : 37
Sujet: Re: [INFO] mustang new flipper Ven 27 Juin 2014 - 18:45
lololol a écrit:
crazypinball a écrit:
bon j' ai allumé et éteint le flipp hier c' est la version 1.20...le tech ne s' est pas foulé et n' a pas profité de faire une mise à jour de star trek.....puuuuffffffffffffffffffffffffffffffffffff
ma tv est en wifi et personne ne peut balancer quoi que ce soit si j'accepte pas ( message sur ecran faut appuyer sur le Ok de la télécommande) en plus c est exactement comme le wifi du pc il faut un code de sécurité .
ahhhh c' est donc toi le voisin de Arngrim tu as eu peur ?? non non promis on te fera pas ça devant maman et mémé
J' ai re fait une partie hier, et j' ai réussi à faire la grande finale, mais finalement cela m' a pas apporté beaucoup de points j' ai fini la partie à 185 millions, mon ancien record, sans avoir joué la finale était de 170 millions. Seul bémol la version est 1.30, je ne sais plus à quelle version ils sont, mais je pense qu' il y a un retard sur les mises à jours
AH effectivement, mais je suis comme saint thomas, envoie moi la table, pour la rom, je peux m' en occuper afin de voir les grandes évolutions, qu' il y a pu avoir, entre 1.20 et la 1.4 ??? sourire
- fixed top lanes completion speech. - added more speech to Klingon Multiball. - new artwork added to Vengeance Multiball. - added Tilt speech. - added new Vengeance intro/bg/hit artwork. - warp chase lamps now cycle 2 times. - fixed missing super pops display animation. - Any Wizard mode ready (Kobayashi/Enterprise Amok/5 Year Mission) will forestall Vengeance Multiball/HurryUp/Battle from starting. - fixed a bug where the super skill shot was not starting properly. - Any hit to the drop target will now set valid playfield. - fixed a bug where launching the ball via the "punch it" button also fired a photon torpedo. - 3 in a row - give 2 awards when 2 rows are completed at the same time. - fixed super skill shot bug that scored left orbit mission awards as the ball traveled around the orbit from right to left - balls added into play during Vengeance Multiball will now loop around to the left flipper instead of going into the pops. - The light lock targets now set valid playfield when hit. - changed warp ramp scoring to match speech call out. - added new enterprise amok rule (now it's multiball). - combo (red arrow) lamps now blink in sync with the emblem lamps. - fixed a bug during Klingon Multiball that moved the klingon ship too fast during the double jackpot sequence. As a result, the grace period on a double jackpot shot is now longer. - changed Mission Emblem blink logic. - mystery can now restart enterprise amok (multiball). - added/fixed sounds for Five Year Mission. - Added Super pops animation. - Added timers to the background of Prime Directive III and Space Jump III. - Fixed "three in a column" display effect, background image moved from left to right side of display. - Fixed an issue where the center super skill shot wasn't registering when the center drop target was down. - Fixed an issue where on the bonus warp skill shot, you can get multiple skill shots in a row. - fixed left eject kickout lightshow. - fixed a problem where super ramps display effects were being killed. - cleaned up left eject kicking code. - display effect for 3-in-a-row -- moved animation to right side; show score text thru the whole effect. - Fixed an issue where the table of shots weren't being set correctly after being made. - new redemption/tickets display effect. - added damaged ships to Klingon Multiball. - new "Enterprise Amok" display effect. - added "Khan" artwork/speech to Vengeance scoring intro. - added new "Five Year Mission" display effect. - Fixed a speech issue where a speech call was being unnecessarily called twice. - Added new sound effects to Prime Directive III. - added display effects for Extra Ball is Lit, Extra Ball, and Shoot again. - Added new photon torpedo artwork. - Added display effect to klingon multiball super jackpot and super jackpot background. - Added display effect to super spinners. - Added display effect to intro of kobayashi maru. - added Enterprise Amok artwork. - added new Klingon MB artwork. - Added new artwork to special/replay/ticket/token/BUMPNWIN. - changed Victory Laps sound effect because the new vengeance victory laps tune needs a non-melodic stinger. - added display effect for 3-in-a-row. - added art for Extra ball Lit, Extra Ball, Shoot Again. - added Khan, Ritchie artwork. - added 5 year Mission artwork. - added Klingon chase artwork. - added damaged Klingon ships artwork for Klingon MB. - added Kobayashi Maru artwork. - added shields artwork. - added artwork for Special, Replay, Tickets(s), Token and Bump-N-Win. - added super spinner artwork. - added 3-in-a-row artwork. - added redemption tickets artwork. - added photon torpedoes artwork. - added new attract mode lamp sequence (Premium/LE only). - fixed a bug where Klingon Battle I music wasn't playing correctly. - added Victory Laps music to Vengeance Multiball (music will continue to play after draining down to 1 ball). - added Vengeance Victory tune assets. - added more sound f/x assets. - added color light shows (Premium only) to Kobayashi Maru Multiball. - extended duty cycle timeout on center magnet. - added combo shot light show. - fixed a bug where Vengeance awards were not being scored when extra ball was lit/awarded. - added ball locked light show. - added Klingon Multiball light shows. - fixed a Vengeance multiball bug where the mode would end while 2 balls were still in play. - fixed a Vengeance multiball bug where no balls were kicked into play. - decreased magnet firing time during diagnostics test. - added function to shake the Vengeance Ship. - Added/fixed artwork for Super Pops. - New artwork for Space Jump III. - Fixed a bug that caused award scores not to show properly. - Fire button is colored by the mission on Premium/LE. - Added rolling clouds animation to background of Destroy the Drill III. - Added esgrow shots to Destory the Drill II, and reset the esgrow and shots made if you don’t complete the mode in one sequence. - Fixed a bug where it was awarding a double jackpot on individual shots when you got to less then 3 shots away. - Reworked the background effect for Destroy the Drill III, the cursor now follows the divers and moves vertically like it can’t lock on, until it hits an already lit jackpot where it stays for a while and then moves on again. - Adjusted scoring for Nero II. - Changed the award you get for hitting 3 romulans in Nero II, instead of a triple jackpot it is a 500,000 bonus, for each 3 you hit quickly. - Reworked the background display effect and jackpots for Destroy the Drill III. Fixed final jackpot in Destroy the Drill III so it lines up with the changes made in background and jackpot. - Fixed a bug with the lit shots of Destroy the Drill III, where all double jackpots flash yellow when only one double is available. - Fixed a bug where the left eject was flashing blue/yellow before mode starts, so it now starts flashing on the center shot like it should. - Changed Destroy the Drill I jackpot so score looks like it flys up to divers, hovers there for a while and then passes them by. - Scores are correct and work with multiplier on Destroy the Drill I. - added captain's chair lamp logic. - added an adjustment to allow shot multipliers to be reset at the beginning of each ball. - fixed an audit with overlapping text. - Fixed the Prime Directive award screen so that the spears show more prominently. - fixed emblem light issues with wizard mode multiball. - fixed center lane light issues vengeance multiball. - completing the 3rd Vengeance Battle scores 5 million.
V1.30 - October 30, 2013 =======================
- Added new artwork for Prime Directive I, including jackpots and end sequence. - Code/rule for Space Jump III updated. - Fixed a problem in Space Jump III display effect where it would not pick an available crewman to draw. - added light f/x to Space Jump III. - added emblem color as parameter to lamp effects. - Consolidated lamp effects that do the same thing. - Changed all missions to use one of these: mission_emblem_on/off mission_shared_update_emblems - Added final and total awards to Klingon Battle I. - Added new sound effects. - Added enhanced final shot with appropriate multiplier and light. - mission emblem lamps can co-exist with Klingon Multiball emblem lamps. - center lock is not available during Vengeance Battle Ready. - Medium difficulty setting for advancing towards Klingon Multiball allows stacking of locks. - right 3 bank now gives 3 photon torpedoes. - Pressing the fire will consume only 1 photon torpedo. - photon torpedoes are now allowed during victory lamps of Vengeance Multiball. - defeating the Vengeance during Vengeance multiball is now worth 5 million points (and 10 million as a combo). - Added text and number of hits to go for red matter display effects. - Fixed Nero triple jackpot score as it was truncating. - Fixed Destroy the Drill II background display effect, it now shows the number of shots. - Nero I was showing the wrong Narada in the bg. - Fixed award for Nero I, when narada was hit it was shaking off screen. - Fixed small bug with Romulan attack animation moving during award. - Changed Nero II & Destroy the Drill II so that they let you select a different mode on ball drain. - Added new artwork for Prime Directive III background, jackpots and ending. - Added artwork and sound for Klingon Battle III. - Added all dots to Nero mode, and rules updated accordingly. - Removed Carol out of match effect and replaced with Gorn and Kirk and the cat girls. - Shortened bonus multiplier display effect. - Fixed a speech issue in Space Jump II. - Added artwork for Space Jump III. - combos now multiply mission/multiball/etc.. awards by 2X. - completing missions I, II, III awards a captains chair award of 3 in-a-row where a shot on the playfield is lit for 2X. - added animations and shots for Destroy the Drill III. - changed skill shot text. - added super skill shot sounds. - added sounds to super ramps. - tweaked super skill shot fonts & score award blink rate. - Added new graphics to Super Skill shot and Warp skill shot. - Modified Super skill shot to require the player to pass the left orbit before becoming validated as a skill shot. - Modified Super skill shot possible random shots. Removed right orbit. - added shot multiplier rule. - added additional point artwork (super pops and super spinners can now award up to 125K per hit/spin). - added a slingshot power adjustment. - changed kobayashi maru scoring. Now each KM award is based upon how well you did in the associated mission. - super pop scores are now based upon how well you did in the first 3 mission. - super spinner scores are now based upon how well you did in the first 3 missions. - super ramp scores are now based upon how well you did in the first 3 missions. - top lanes have memory from ball to ball. - changed vengeance hurryup to restart at a higher value after a shot is made. - fixed a bug where missions were not available after finishing wizard mode multiball. - Added Random super skill shot. - Fixed an issue where Super Skill Shot and Warp Skill shots weren't working properly. - Removed Top lane skill shot. - Fixed a display bug where an image was covering the outline of the time remaining in Save the Enterprise I. - Space Jump III will not light shots as double shots. - Altered rules for Prime Directive III and Space Jump III. - Added match game images. - Nero II is not time based. - Fixed plural/singular handling for all missions. - Mission total not displayed if score is 0. - If you tilt when a mission is in it's final shot, resume the mission with 1 second left so that the player has the opportunity to complete the mission successfully so they can be awarded captain's chair awards. - Fixed tilt bug that, when you tilt, any Tier I mission that has not been started is auto-completed, and captain's chair awards are given. - Completing 3-in-a-line in II and III missions will now give you awards. - added Kobayashi Maru Multiball. - added combo art - added art for Klingon Multiball jackpots. - added Klingon Multiball double jackpot art/rule. - added Klingon Multiball Super Jackpot rule. - fixed the shoot again display effect (was showing placeholder artwork). - added new warp ramp combo art. - mission multiball jackpot shots are now based upon how many mission shots were made during level 1 missions. - super ramps scores 2X on the warp ramps. - fixed top lanes sound effect. - Fixed a bug that didn't show the score in the background. - Added Klingon Battle III intro artwork. - Additional new artwork. - added stats to all Missions. - Added display effects and sounds to Space Jump II. - Prime Directive I - no longer says "good shot"; but if you make the final shot, it still says "great shot". - Start Mission light is turned off whenever ball is in left eject. This handles the case in which a mission is ended by hitting the left eject, which awards "start mission", which lights the "start mission" light. - added rules for Space Jump II & III. - Fixed a bug introduced in Kligon Battle I -- mission lights were not showing up during mission select. - Fixed an issue in combos where a maxed out combo extra ball didn't light extra ball correctly. - Prime Directive I now needs 5 shots to relight. - Added dot animations of Spock hanging from shuttle in volcano. - Added Destory the Drill art to game image. - Adjusted Destroy the Drill so that it is shot based instead of time based. - Added rules for Destory the Drill III. - Adjusted Bero II so that it is shot based instead of time based. - added instant info. - added locks lit, balls locked to instant info. - Vengeance awards now occur on the first opto hit. - added Jellyfish sounds to Nero mode. - added Vengeance Hurry-Up & Battle modes. - Fixed an issue with the auto adjust settings. Should be exhibiting correct behavior now. - Added Tilt warning speech. - Mission select now says the name of first mission. - Mission select - ignore input until other choreography is done and a little time has passed. - If balls_in_play>=2, start mission automatically instead of starting mission select. - Replaced "Welcome back, Spock" with "Welcome Aboard". - Added auto-adjust extra ball for warp ramp hits. - Added add a ball to warp ramp threshold of warp 9.9. - fixed combo speech. - fixed a bug where center kick back kicked at start of Vengeance battle. - combos called as first award (to allow warp speech). - removed computer speech from klingon jackpot. - fixed redemption display effect. - photon torpedoes not available during bonus. - Added/fixed artwork for Save The Enterprise III. - Added sound effects for Klingon Battle I. - Added dots and sound effects to Save The Enterprise III. - Added sound effects to Klingon Battle II. - Fixed an issue where the center shot wasn't registering properly in Save the Enterprise I.
V1.20 - September 23, 2013 =======================
- Say "Select a mission" only once per game. - Say it if player has been idle at Mission Select screen for 17 seconds (the length of the Star Trek Theme intro). - Removed "Please select a mission". - Admiral says "Prime Directive 2", "Prime Directive 3", etc. - fixed possible problem with bonus multiplier variable in the display effect for top lanes completed. - Fixed a problem in klingon III where it would not pick an available shot to light. - fixed some overlapping text. - added "Optional" text to Enterprise LEDs. - added sound fx to super spinner. - added sound fx to wizard modes. - Added speech to Klingon Battle II. - Added artwork to Klingon Battle II. - Fixed an issue where Warp Ramp values weren't resetting correctly in some cases. - Modified Warp Factor Voice to be Admiral voice instead of computer. - Added dot artwork to Nero II modes. - updated dot atrwork for Destroy the Drill I start (with new changes). - fixed mystery award Display effect text problem. - added explosion artwork. - added new vengeance hit artwork. - fix a bug where the extra ball was not being awarded when the drop target was up. - hooked up photon torpedoes to the vengeance advance/multiball rules. - center magnet now holds ball at start of vengeance multiball. - added a pops light show. - added victory laps to the vengeance multiball. - Added more dot artwork to Destroy the Drill II. - Added Start, and end dot artwork for Nero II - Added Warp Ramp scoring, text, rules, and sounds. - Added artwork for Prime Directive II Ending. - Eliminated artifacts from mode select music. - revised match music/fx. - added Enterprise firing artwork. - added Klingon ship artwork. - new mission sound f/x added. - Admiral with new COM signal processing. - Match music/fx corrected to Mono. - added More FX for Klingon battles. - main play music has been re-orchestrated and extended. - revised the select mission music. - Modified Pop bumpers to include scores and progress. - Added artwork for pop bumpers. - Modified pop scoring scoring. - Now hitting the drop target advances to Vengeance Multiball. - added bottom spot lights. - added/removed magnet logic to/from multiball rules. - mission select is not available at ball start if Vengeance battle is ready. - shorter ball save on Vengeance Multiball. - Added Nero III dot C assets. - Added Nero II dot assets. - Added Destroy the Drill II ending sequence dot assets. - Changed Nero II rule. - Changed Destroy the Drill II rule. - adjusted scores for Destroy the Drill II, III and Nero II, III modes. - New Dots added for Prime Directive and Space Jump. - added Vengeance Battle background display test. - Removed usage of SSI_VO_ST1_0268_NE_WELCOME_BACK_SPOCK when you start a new game right after finishing a game. - Mission Select is not available at the left eject if the next left eject lock will start Klingon Multiball. - Later missions do not relight “start mission” when completed. - "Away Mission" is lit does not start Select Mission if Klingon Multiball is ready to start. - added more Klingon artwork. - Added rules to Klingon Battle III. - Fixed an issue in Klingon Battle I where the bonus score would not be added in at the appropriate place. - Fixed an issue in Klingon Battle II where the timer wasn't being increased correctly. - Fixed an issue in Klingon Battle II where the bonus score wasn't being calculated correctly. - Admiral speaks the mission names in mission select. - Nero I - removed background ship noise. - Hitting both flippers starts mission and launches ball (if ball is in shooter lane). - removed computer saying Jackpot, Removed Checkov saying "Capt on the bridge" at beginning of game. - Added dot assets for Save the Enterprise III. - Added dot intro to Save the Entrprice III. - Fixed an issue where Klingon Battle I was scoring higher than expected. - Added rules to Klingon Battle II. - Modified scoring on Save the Enterprise and Klingon Battle. - Added display effects for red matter targets. - Added display effect for red matter targets completed. - Fixed an issue with some missions where the center drop target wasn't registering as a valid shot. - Added rules to Save the Enterprise III. - Modified scores for all the Save the Enterprise and Klingon Battle II modes.
V1.01 - September 10, 2013 =======================
- Removed the Admiral introduction speech at the start of the game. - Use only Computer voice for Prime Directive name callouts (removed Admiral). - Changed text "SAVE THE ENTERPRISE II" and "SAVE THE ENTERPRISE III" to "SAVE ENTERPRISE II" and "SAVE ENTERPRISE III" so they fit on screen. - Removed game start "MR_SULU_TAKE_US_OUT" VO as the opening speech calls should call you Captain. - added sound assets for Klingon modes. - AD, KL and CV levels have been adjusted bringing KL and AD up considerably and taking CV down just a tad. - New rendition of the Courage 1966 ST theme which is used for game over.