| | [ARCHIVÉ] Tables VPX Version 3 | |
|
+40MatthGyver leevuth ktmboy bip-bip-72 Shadow_SHD ninuzzu jawah arngrim ced khomodo Magicaurel jeyspeed Thundera razorbaxx garath spud63 Craps peskopat miket37 kwak ocbbomb gech bobbanico Nevendaar antifake13 vulbas idm tigrouh00h00 AnthozoA Sharkky grozby88 Alextaz43 darklvador fcdrik CoD PHILI50 malcom1970 TheMrJihell marco.flip chucky87 44 participants | |
Auteur | Message |
---|
ced
Messages : 7015 Département : 14
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 11:02 | |
| pinball magic merci shadow | |
| | | Shadow_SHD Admin
Messages : 15739 Département : 33
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 12:00 | |
| J'oubliais, juste une petit info pour Pinball Magic : pour avoir DOF fonctionnel, il suffit d'ouvrir le script de la table et le remplacer par le script d'Arngrim Edit : - fcdrik a écrit:
-
Medieval Madness VPX Merlin Mod
[Vous devez être inscrit et connecté pour voir ce lien]
J'aime beaucoup cette version, la physique est excellente (Tom Tower & Ninuzzu inside ) ++
Dernière édition par shadow_shd le Dim 4 Sep 2016 - 9:37, édité 1 fois (Raison : Messages successifs fusionnés) | |
| | | vulbas
Messages : 3629 Département : villebon sur yvette
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 12:10 | |
| C'est quoi cette histoire de boule magique. ? Je sens que ça ne va pas me plaire ça ! C'est desactivable ? | |
| | | gech
Messages : 1379 Département : 29
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 12:22 | |
| Non ca va ne va pas te plaire.. Regarde sur la capture entre les troll et le château.. un super sorcier à la fx2.. (Moi j'aime bien ) | |
| | | arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 13:39 | |
| ben reste sur l'ancienne table sinon | |
| | | jeyspeed
Messages : 250 Département : Belgique Hainaut
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 16:08 | |
| le script DOF d'Arngrim n'est plus dispo pour Pinball MAgic
Est il possible de le ré uploader ?
ou faire un copier/ coller ici ?
merci beaucoup !!! | |
| | | Shadow_SHD Admin
Messages : 15739 Département : 33
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 16:19 | |
| C'est en cours Voilà Jeyspeed - Code:
-
'************ Pinball Magic '************ '************ unclewilly Option Explicit Randomize
On Error Resume Next ExecuteGlobal GetTextFile("controller.vbs") If Err Then MsgBox "You need the controller.vbs in order to run this table, available in the vp10 package" On Error Goto 0
'RomNames cGameName = "pmv112"
Dim VarHidden, UseVPMDMD Dim DNSlider
If Table1.ShowDT = true then UseVPMDMD = true VarHidden = 1 else UseVPMDMD = False VarHidden = 0 end if
DNSlider = (Table1.NightDay)
Sub LightAdjust Dim gg for each gg in GI:gg.intensity= gg.intensity-(DNSlider * .095):Next for each gg in GI2:gg.intensity= gg.intensity-(DNSlider * .50):Next End Sub
'**************************** '''''Captive Ball Init Kicker3.createball:kicker3.kick 0, 0 Kicker4.createsizedball 30
kicker4.kick 350, 10 Sub Kicker4_Hit ActiveBall.image = "whiteballtrans" Kicker4.enabled = 0 kicker4.kick 350, 10 End Sub Dim MBall
'****************************
LoadVPM "01560000", "capcom.VBS", 3.26
Dim cGameName
Const UseSolenoids = 1 Const UseLamps = 0 Const UseSync = 1 Const HandleMech = 0
'Standard Sounds Const SSolenoidOn = "Solenoid" Const SSolenoidOff = "" Const SCoin = "coin"
'Table Init
Sub Table1_Init vpmInit Me With Controller .GameName = cGameName If Err Then MsgBox "Can't start Game " & cGameName & vbNewLine & Err.Description:Exit Sub .SplashInfoLine = "Pinball Magic" & vbNewLine & "by unclewilly vp9" .HandleKeyboard = 0 .ShowTitle = 0 .ShowDMDOnly = 1 .ShowFrame = 0 .HandleMechanics = 0 .Hidden = VarHidden On Error Resume Next .Run GetPlayerHWnd If Err Then MsgBox Err.Description On Error Goto 0 End With
'Nudging vpmNudge.TiltSwitch=14 vpmNudge.Sensitivity=1 vpmNudge.TiltObj=Array(Bumper1b,LeftSlingshot,RightSlingshot) WandDiv.IsDropped=1:WandDiv1.IsDropped=0 Kickback.PullBack '**Main Timer init PinMAMETimer.Enabled = 1 LightAdjust
End Sub
Sub Table1_Paused:Controller.Pause = 1:End Sub Sub Table1_unPaused:Controller.Pause = 0:End Sub Sub Table1_Exit:Controller.Stop:End Sub
'*****Keys Sub Table1_KeyDown(ByVal keycode)
If keycode = plungerkey then plunger.PullBack:PlaySound "plungerpull",0,1,0.25,0.25 If Keycode = RightFlipperKey then SolRFlipper 1 If Keycode = LeftFlipperKey then SolLFlipper 1 If keycode = LeftTiltKey Then Nudge 90, 4 If keycode = RightTiltKey Then Nudge 270, 4 If keycode = CenterTiltKey Then Nudge 0, 5 If vpmKeyDown(keycode) Then Exit Sub If keycode = 30 then TestKick.CreateBall:TestKick.Kick 180, 10:LightAdjust
End Sub
Sub Table1_KeyUp(ByVal keycode)
If keycode = plungerkey then plunger.Fire:PlaySound "plunger",0,1,0.25,0.25 If Keycode = RightFlipperKey then SolRFlipper 0 If Keycode = LeftFlipperKey then SolLFlipper 0 If vpmKeyUp(keycode) Then Exit Sub
End Sub
'Solenoids SolCallback(1)="SolTrunk" SolCallback(2)="SolGenie" SolCallback(5)="SolKB" SolCallback(6)="SolTroughOut" SolCallback(7)="SolTroughIn"
SolCallback(11)="SolStageDoors" SolCallback(12)="SolStageKicker" SolCallback(13)="SolStageDiverter" SolCallback(14)="SolWandDiverter" SolCallback(17)="SolWand" SolCallback(18)="SolElevator" SolCallback(19)="DropReset" SolCallback(20)="SolMag"
SolCallback(26)="SetLamp 176," SolCallback(27)="SetLamp 177," SolCallback(28)="SetLamp 178," SolCallback(29)="SetLamp 179," SolCallback(30)="SetLamp 180," SolCallback(31)="SetLamp 181," SolCallback(32)="SetLamp 182," '************** ' Solenoid Subs '************** Sub SolKB(enabled) If enabled Then Kickback.Fire Else Kickback.Pullback end If End Sub '*****Trunk Lock TrunkWall1.IsDropped = 1:TrunkWall2.IsDropped = 1 Sub SolTrunk(enabled) If enabled Then TrunkDoorP.TransY = -100 TrunkDoor.IsDropped = 1 TrunkDoor.TimerEnabled = 1 Else
End If End Sub
Sub TrunkDoor_Timer TrunkDoorP.TransY = 0 TrunkDoor.IsDropped = 0 TrunkDoor.TimerEnabled = 0 End Sub
Sub Sw25_hit() Controller.Switch(25) = 1 End Sub
Sub Sw25_Unhit() Controller.Switch(25) = 0 End Sub
Sub Sw26_hit() TrunkWall2.IsDropped = 0 Controller.Switch(26) = 1 End Sub
Sub Sw26_Unhit() TrunkWall2.IsDropped = 1 Controller.Switch(26) = 0 End Sub
Sub Sw27_hit() TrunkWall1.IsDropped = 0 Controller.Switch(27) = 1 End Sub
Sub Sw27_Unhit() TrunkWall1.IsDropped = 1 Controller.Switch(27) = 0 End Sub '***********Wand Dim WandPos,WandDir WandPos = 42:WandDir = -1 HandP.ObjRotZ = WandPos WandP.ObjRotZ = WandPos WandR.ObjRotZ = WandPos Controller.Switch(67)=1:Controller.Switch(68)=0 CriticDiv.IsDropped = 1 TrunkDiv.IsDropped = 0 Sub SolWand(enabled) If Enabled Then DOF 101, DOFOn WandT.Enabled = 1 Else WandT.enabled = 0 end if End Sub
Sub WandT_Timer WandPos = WandPos + WandDir If WandPos > 42 then WandPos = 42:WandDir = -1 If WandPos < -22 then WandPos = -22:WandDir = 1 If WandPos >38 then Controller.Switch(67)=1 CriticDiv.IsDropped = 1 TrunkDiv.IsDropped = 0 Else DOF 101, DOFOff Controller.Switch(67)=0 end If If WandPos < -18 then Controller.Switch(68)=1 CriticDiv.IsDropped = 0 TrunkDiv.IsDropped = 1 Else DOF 101, DOFOff Controller.Switch(68)=0 end If If WandPos > -18 and wandPos < 38 Then CriticDiv.IsDropped = 0 TrunkDiv.IsDropped = 0 end If HandP.ObjRotZ = WandPos WandP.ObjRotZ = WandPos WandR.ObjRotZ = WandPos End Sub Dim xx Sub SolMag(enabled) If enabled Then Ramp19.Collidable = False Wall71.TimerEnabled = 1 Else
End If End Sub Sub Wall71_Timer() Wall71.TimerEnabled = 0 Ramp19.Collidable = True End Sub '*******End Wand
Sub SolTroughOut(enabled) If enabled then BallRelease.Kick 45, 25 End Sub
Sub SolTroughIn(enabled) If enabled then Drain.Kick 135, 2 End Sub
Sub SolStageDiverter(enabled) If enabled then StageDiverter.IsDropped = 1 Else StageDiverter.IsDropped = 0 end if End Sub
Sub SolWandDiverter(enabled) If enabled then WandDiv.IsDropped=0:WandDiv1.IsDropped=1 WandDiv.TimerEnabled = 0 WandDiv.TimerEnabled = 1 End If End Sub
Sub WandDiv_Timer() WandDiv.IsDropped=1:WandDiv1.IsDropped=0 WandDiv.TimerEnabled = 0 End Sub
Sub sw60_hit()
End Sub Sub Stagein_Hit() vpmTimer.PulseSw 60 DoorOpen vpmTimer.AddTimer 1000,"SKick'" End Sub Dim MyBall, ELActive ElActive = 0 Sub Elevator_Hit() Set MyBall=ActiveBall Elevator.DestroyBall Set MyBall=Elevator.CreateBall vpmTimer.PulseSw 57 DoorOpen ElActive = 1 End Sub
Dim LBall, EDown Edown = 0 CreateLBall Sub CreateLBall() Set LBall=LevBall.CreateBall End Sub
Sub solElevator(enabled) If Enabled Then DOF 102, DOFOn EMotor.Enabled = 1 end If end Sub Dim EPos EPos = 100 Sub Emotor_Timer() If EDown = 0 Then Epos = Epos + 1 LBall.Z = EPos el.z = EPos/2 If EPos <= 300 and elactive = 1then MyBall.Z = EPos If EPos = 300 then :elevator.kick 90, 10: elactive = 0: DoorClose: DOF 104, DOFPulse : end if If Epos = 300 Then DOF 102, DOFOff EMotor.Enabled = 0 EDown = 1 Controller.Switch(58)=1 End If Controller.Switch(59)=0 else Epos = Epos - 1 LBall.Z = EPos If Epos = 100 Then DOF 102, DOFOff EMotor.Enabled = 0 EDown = 0 Controller.Switch(59)=1 End If Controller.Switch(58)=0 end if End Sub
Sub SolStageKicker(enabled) If Enabled then stagein.Kick 180, 25, 90 End Sub
Sub SKick() stagein.Kick 180, 50, 80 DOF 105, DOFPulse vpmTimer.AddTimer 1000,"DoorClose'" End Sub
Controller.Switch(62)=1:Controller.Switch(59)=1:Controller.Switch(58)= 0 Dim DoorDir DoorDir = 0 Sub SolStageDoors(enabled) If enabled then 'DoorOpen Else 'DoorClose' end if End Sub Dim DoorPos, DrOpn DoorPos = 0:DrOpn = 0 Sub DoorOpen() 'If DrOpn = 0 DOF 103, DOFOn DoorDir = 1:DoorT.Timerenabled = 1 Controller.Switch(62)=0:Controller.Switch(61)=0 End Sub
Sub DoorT_Timer() DoorPos = DoorPos + DoorDir If DoorPos > 40 or doorPos < 0 Then DoorT.TimerEnabled = 0:DOF 103, DOFOff'Exit Sub If DoorPos > 40 then DoorPos = 40 If DoorPos < 0 then DoorPos = 0 DoorPos = DoorPos + DoorDir DoorL.TransX = -DoorPos:DoorR.TransX = DoorPos End Sub Sub DoorClose() DOF 103, DOFOn DoorDir = -1:DoorT.Timerenabled = 1 Controller.Switch(62)=1:Controller.Switch(61)=1 End Sub '*********************************************** '************** ' Flipper Subs '************** SolCallback(sLRFlipper) = "SolRFlipper" SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled) If Enabled Then PlaySound SoundFX("fx_Flipperup",DOFContactors), 0, .67, -0.05, 0.05 LeftFlipper.RotateToEnd Else PlaySound SoundFX("fx_Flipperdown",DOFContactors), 0, 1, -0.05, 0.05 LeftFlipper.RotateToStart End If End Sub
Sub SolRFlipper(Enabled) If Enabled Then PlaySound SoundFX("fx_Flipperup",DOFContactors), 0, .67, 0.05, 0.05 RightFlipper.RotateToEnd Else PlaySound SoundFX("fx_Flipperdown",DOFContactors), 0, 1, 0.05, 0.05 RightFlipper.RotateToStart End If End Sub
'Kickers, drains, poppers '********Ball Trough 'Init sw1a.IsDropped = 1:sw2a.IsDropped = 1:sw3a.IsDropped = 1:sw4a.IsDropped = 1 Dim DrainCount DrainCount = 0 Drain.TimerEnabled = 1 Sub Drain_Timer() Drain.createball:Drain.Kick 135, 2 DrainCount = DrainCount + 1 If DrainCount = 4 then Drain.TimerEnabled = 0 'Drain.Enabled = 0: end if End Sub Sub BallRelease_Hit() sw1a.IsDropped = 0 Controller.Switch(74) = 1 End Sub Sub BallRelease_UnHit() sw1a.IsDropped = 1 Controller.Switch(74) = 0 End Sub
Sub sw1_Hit() sw2a.IsDropped = 0 Controller.Switch(74) = 1 End Sub Sub sw1_UnHit() sw2a.IsDropped = 1 Controller.Switch(74) = 0 End Sub
Sub sw2_Hit() sw3a.IsDropped = 0 Controller.Switch(75) = 1 End Sub Sub sw2_UnHit() sw3a.IsDropped = 1 Controller.Switch(75) = 0 End Sub
Sub sw3_Hit() sw4a.IsDropped = 0 Controller.Switch(76) = 1 End Sub Sub sw3_UnHit() sw4a.IsDropped = 1 Controller.Switch(76) = 0 End Sub
Sub sw4_Hit()
Controller.Switch(73) = 1 End Sub Sub sw4_UnHit()
Controller.Switch(73) = 0 End Sub
Sub sw52_Hit() Activeball.vely = 35 Controller.Switch(52) = 1 End Sub Sub sw52_UnHit() Controller.Switch(52) = 0 End Sub
Sub swHelp_Hit() Activeball.vely = 25 End Sub
Sub TroughHelp_Hit() TroughHelp.Kick 90, 10 End Sub
Sub SolGenie(enabled) 'GenieTrough sw28.kick 321, 55 PlaySound SoundFX("popper_ball",DOFContactors),0,1,-0.05,0.0 End Sub
'**********Sling Shot Animations ' Rstep and Lstep are the variables that increment the animation '**************** Dim RStep, Lstep, RStep1
Sub RightSlingShot_Slingshot vpmTimer.PulseSw 22 PlaySound SoundFX("left_slingshot",DOFContactors), 0, 1, 0.05, 0.05 RS.Visible = 0 RS1.Visible = 1 sling1.TransZ = -20 RStep = 0 RightSlingShot.TimerEnabled = 1
End Sub
Sub RightSlingShot_Timer Select Case RStep Case 3:RS1.Visible = 0:RS2.Visible = 1:sling1.TransZ = -10 Case 4:RS2.Visible = 0:RS.Visible = 1:sling1.TransZ = 0:RightSlingShot.TimerEnabled = 0 End Select RStep = RStep + 1 End Sub
Sub RightSlingShot1_Slingshot vpmTimer.PulseSw 46 PlaySound SoundFX("left_slingshot",DOFContactors), 0, 1, 0.05, 0.05 RtS.Visible = 0 RtS1.Visible = 1 sling3.TransZ = -20 RStep1 = 0 RightSlingShot1.TimerEnabled = 1
End Sub
Sub RightSlingShot1_Timer Select Case RStep1 Case 3:RtS1.Visible = 0:RtS2.Visible = 1:sling3.TransZ = -10 Case 4:RtS2.Visible = 0:RtS.Visible = 1:sling3.TransZ = 0:RightSlingShot1.TimerEnabled = 0 End Select RStep1 = RStep1 + 1 End Sub
Sub LeftSlingShot_Slingshot vpmTimer.PulseSw 19 PlaySound SoundFX("left_slingshot",DOFContactors),0,1,-0.05,0.05 LS.Visible = 0 LS1.Visible = 1 sling2.TransZ = -20 LStep = 0 LeftSlingShot.TimerEnabled = 1
End Sub
Sub LeftSlingShot_Timer Select Case LStep Case 3:LS1.Visible = 0:LS2.Visible = 1:sling2.TransZ = -10 Case 4:LS2.Visible = 0:LS.Visible = 1:sling2.TransZ = 0:LeftSlingShot.TimerEnabled = 0 End Select LStep = LStep + 1 End Sub
'AutomaticUpdates Sub UpdatesTimer_Timer() RollingUpdate End Sub
'************Bumper1
Sub Bumper1b_Hit() vpmTimer.PulseSw 69 PlaySound SoundFX("fx_bumper1",DOFContactors), 0, 1, 0.05, 0.05 End Sub
'**********Drop Targets Sub sw41_Hit() Controller.Switch(41) = 1 PlaySound SoundFX("target",DOFContactors), 0, 1, 0.05, 0.05 End Sub
Sub sw42_Hit() Controller.Switch(42) = 1 PlaySound SoundFX("target",DOFContactors), 0, 1, 0.05, 0.05 End Sub
Sub sw43_Hit() Controller.Switch(43) = 1 PlaySound SoundFX("target",DOFContactors), 0, 1, 0.05, 0.05 End Sub
Sub sw44_Hit() Controller.Switch(44) = 1 PlaySound SoundFX("target",DOFContactors), 0, 1, 0.05, 0.05 End Sub
Sub sw45_Hit() Controller.Switch(45) = 1 PlaySound SoundFX("target",DOFContactors), 0, 1, 0.05, 0.05 End Sub
Sub DropReset(enabled) If enabled then Controller.Switch(41) = 0 Controller.Switch(42) = 0 Controller.Switch(43) = 0 Controller.Switch(44) = 0 Controller.Switch(45) = 0 sw41.IsDropped = 0:sw42.IsDropped = 0:sw43.IsDropped = 0 sw44.IsDropped = 0:sw45.IsDropped = 0 PlaySound SoundFx("solenoid",DOFContactors), 0, 1, 0.05, 0.05 end if End Sub '****Gates Sub sw49_Hit() vpmTimer.PulseSw 49 End Sub '********Standup Targets Sub sw34_Hit() vpmTimer.PulseSw 34 PlaySound SoundFX("target",DOFContactors), 0, 1, 0.05, 0.05 End Sub
Sub sw31_Hit() vpmTimer.PulseSw 31 PlaySound SoundFX("target",DOFContactors),0,1,-0.05,0.05 End Sub
Sub sw65_Hit() vpmTimer.PulseSw 65 PlaySound SoundFX("target",DOFContactors),0,1,-0.05,0.05 End Sub
Sub sw70_Hit() vpmTimer.PulseSw 70 PlaySound SoundFX("target",DOFContactors),0,1,-0.05,0.05 End Sub
Sub sw71_Hit() vpmTimer.PulseSw 71 PlaySound SoundFX("target",DOFContactors),0,1,-0.05,0.05 End Sub
Sub sw72_Hit() vpmTimer.PulseSw 72 PlaySound SoundFX("target",DOFContactors),0,1,-0.05,0.05 End Sub
'********Rollovers Sub Sw17_hit() Controller.Switch(17) = 1 End Sub
Sub Sw17_Unhit() Controller.Switch(17) = 0 End Sub
Sub Sw18_hit() Controller.Switch(18) = 1 End Sub
Sub Sw18_Unhit() Controller.Switch(18) = 0 End Sub
Sub Sw23_hit() Controller.Switch(23) = 1 End Sub
Sub Sw23_Unhit() Controller.Switch(23) = 0 End Sub
Sub Sw24_hit() Controller.Switch(24) = 1 End Sub
Sub Sw24_Unhit() Controller.Switch(24) = 0 End Sub
Sub Sw33_hit() Controller.Switch(33) = 1 Kicker1.enabled = 1 End Sub
Sub Sw33_Unhit() Controller.Switch(33) = 0 End Sub
Sub Sw36_hit() Controller.Switch(36) = 1 End Sub
Sub Sw36_Unhit() Controller.Switch(36) = 0 End Sub
Sub Sw35_hit() Controller.Switch(35) = 1 End Sub
Sub Sw35_Unhit() Controller.Switch(35) = 0 End Sub
Sub Sw37_hit() Controller.Switch(37) = 1 End Sub
Sub Sw37_Unhit() Controller.Switch(37) = 0 End Sub Sub Sw38_hit() Controller.Switch(38) = 1 End Sub
Sub Sw38_Unhit() Controller.Switch(38) = 0 End Sub
Sub Sw40_hit() Controller.Switch(40) = 1 End Sub
Sub Sw40_Unhit() Controller.Switch(40) = 0 End Sub
'*******Genie Trough Sub Sw30_hit() Controller.Switch(30) = 1 End Sub
Sub Sw30_Unhit() Controller.Switch(30) = 0 End Sub
Sub Sw29_hit() Controller.Switch(29) = 1 End Sub
Sub Sw29_Unhit() Controller.Switch(29) = 0 End Sub
Sub Sw28_hit() Controller.Switch(28) = 1 End Sub
Sub Sw28_Unhit() Controller.Switch(28) = 0 End Sub '*****Spinner Sub Spinner_Spin() vpmTimer.PulseSw 66 PlaySound "fx_spinner",0,1,-0.05,0.05 End Sub
'*************************************************** ' JP's VP10 Fading Lamps & Flashers ' Based on PD's Fading Light System ' SetLamp 0 is Off ' SetLamp 1 is On ' fading for non opacity objects is 4 steps '***************************************************
Dim LampState(200), FadingLevel(200) Dim FlashSpeedUp(200), FlashSpeedDown(200), FlashMin(200), FlashMax(200), FlashLevel(200)
InitLamps() ' turn off the lights and flashers and reset them to the default parameters LampTimer.Interval = 10 'lamp fading speed LampTimer.Enabled = 1
' Lamp & Flasher Timers
Sub LampTimer_Timer() Dim chgLamp, num, chg, ii chgLamp = Controller.ChangedLamps If Not IsEmpty(chgLamp) Then For ii = 0 To UBound(chgLamp) LampState(chgLamp(ii, 0) ) = chgLamp(ii, 1) 'keep the real state in an array FadingLevel(chgLamp(ii, 0) ) = chgLamp(ii, 1) + 4 'actual fading step Next End If UpdateLamps End Sub
Sub UpdateLamps NFadeL 5, l5 NFadeL 6, l6 NFadeL 7, l7 NFadeL 8, l8 NFadeL 9, l9 NFadeLm 10, l10a NFadeLm 10, l10b NFadeLm 10, l10c NFadeLm 10, l10d NFadeL 10, l10 NFadeLm 11, l11a NFadeLm 11, l11b NFadeLm 11, l11c NFadeLm 11, l11d NFadeLm 11, l11e NFadeL 11, l11 NFadeL 12, l12 NFadeL 13, l13 NFadeL 14, l14 NFadeL 15, l15 NFadeL 16, l16 NFadeObjm 17, l17, "cbL1On", "cbL1" ', "cbL1A", "cbL1B" Flashm 17, l17F1 Flashm 17, l17F2 Flash 17, l17F NFadeObjm 18, l18, "LLOn", "LL" ', "LLA", "LLB" Flash 18, l18F NFadeLm 19, l19e NFadeLm 19, l19d NFadeLm 19, l19c NFadeLm 19, l19b NFadeLm 19, l19a NFadeL 19, l19 NFadeObjm 20, L20P, "LRampPlOn", "LRampPl" NFadeLm 20, L20 Flash 20, L20f NFadeObjm 21, l21, "LsOn", "Ls" ', "LsA", "LsB" Flash 21, l21F NFadeObjm 22, l22, "LshOn", "Lsh" ', "LshA", "LshB" Flash 22, l22F NFadeObjm 23, l23, "TAOn", "TA" ', "TAA", "TAB Flash 23, l23F NFadeObjm 24, l24, "LEOn", "LE" ', "LEA", "LEB" Flash 24, l24F Flashm 25, l25a Flash 25, l25 Flashm 26, l26a Flash 26, l26 Flashm 27, l27a Flash 27, l27
Flashm 30, l30a Flash 30, l30 Flashm 31, l31a Flash 31, l31 Flashm 32, l32a Flash 32, l32 NFadeLm 33, l33 Flash 33, l33F NFadeLm 34, l34 Flash 34, l34F NFadeLm 35, l35 Flash 35, l35F NFadeL 36, l36 ' NFadeL 37, l37 ' NFadeL 38, l38 NFadeLm 39, l39a NFadeLm 39, l39 Flash 39, l39F NFadeL 40, l40 NFadeLm 41, l41 Flash 41, l41F NFadeLm 42, l42 Flash 42, l42F NFadeLm 43, l43 Flash 43, l43F NFadeL 44, l44 NFadeL 45, l45 ' NFadeL 46, l46 NFadeLm 47, l47 NFadeLm 47, l47a Flash 47, l47F NFadeLm 48, l48a NFadeLm 48, l48b NFadeLm 48, l48 Flash 48, l48F NFadeLm 49, l49 Flash 49, l49F NFadeLm 50, l50 Flash 50, l50F NFadeLm 51, l51 Flash 51, l51F NFadeL 52, l52 NFadeLm 53, l53 Flash 53, l53F NFadeL 54, l54 NFadeLm 55, l55b NFadeLm 55, l55A NFadeL 55, l55 NFadeLm 56, l56 NFadeLm 56, l56a NFadeLm 56, l56b NFadeLm 56, l56c NFadeL 56, l56d NFadeLm 57, l57 NFadeLm 57, l57a NFadeLm 57, l57b Flash 57, l57F NFadeLm 58, l58 Flash 58, l58F NFadeLm 59, l59 NFadeLm 59, l59a NFadeLm 59, l59b NFadeLm 59, l59c Flash 59, l59F NFadeL 60, l60 NFadeLm 61, l61 Flash 61, l61F NFadeLm 62, l62 NFadeLm 62, l62a Flash 62, l62F NFadeL 63, l63 NFadeLm 64, l64 NFadeLm 64, l64a NFadeLm 64, l64b NFadeLm 64, l64c NFadeLm 64, l64e NFadeL 64, l64d ' NFadeL 65, l65 ' NFadeL 66, l66 ' NFadeL 67, l67 ' NFadeL 68, l68 ' NFadeL 71, l71 ' NFadeL 72, l72 ' NFadeL 73, l73 ' NFadeL 74, l74 ' NFadeL 75, l75 NFadeL 76, l76 NFadeL 77, l77 NFadeL 78, l78 NFadeL 79, l79 NFadeLm 80, l80 NFadeLm 81, l81 Flash 81, l81F NFadeL 82, l82 ' NFadeL 83, l83 ' NFadeL 84, l84 NFadeL 85, l85 NFadeL 86, l86 NFadeObjm 87, L87P, "bulbcover1_redOn", "bulbcover1_red" NFadeL 87, l87l NFadeObjm 88, L88P, "bulbcover1_redOn", "bulbcover1_red" NFadeL 88, l88L NFadeL 89, l89 NFadeL 90, l90 NFadeL 91, l91 NFadeL 94, l94 NFadeL 95, l95 NFadeL 96, l96 NFadeObjm 97, L97P, "bulbcover1_greenOn", "bulbcover1_green" Flash 97, L97f NFadeObjm 98, L98P, "bulbcover1_whiteOn", "bulbcover1_white" Flash 98, L98f NFadeObjm 99, L99P, "bulbcover1_greenOn", "bulbcover1_green" Flash 99, L99f Flash 100, l100F NFadeL 103, l103 NFadeL 104, l104 NFadeL 109, l109 NFadeL 112, l112 NFadeL 121, l121 NFadeObjm 113, L113P, "bulbcover1_greenOn", "bulbcover1_green" Flash 113, L113f NFadeObjm 114, L114P, "TopFlasherWhiteA", "TopFlasherWhite" Flash 114, L114 NFadeObjm 115, L115P, "bulbcover1_blueOn", "bulbcover1_blue" Flash 115, L115f NFadeObjm 116, L116P, "bulbcover1_yellowOn", "bulbcover1_yellow" Flash 116, L116f NFadeObjm 117, L117P, "bulbcover1_redOn", "bulbcover1_red" Flash 117, L117f FadeObj 118, HandP, "hanwithringOn", "hanwithringA", "hanwithringB", "hanwithring" ' NFadeLm 116, f16b ' NFadeLm 116, f16 ' Flashm 116, f16a ' Flash 116, f16c ' NFadeLm 117, f17a ' NFadeLm 117, f17b ' Flashm 117, f17c ' Flashm 117, f17e ' Flashm 117, f17f ' Flash 117, f17d ' NFadeL 118, f18 ' NFadeLm 119, f19 ' Flashm 119, f19a ' Flash 119, f19b ' Flash 120, f20 ' NFadeLm 122, f22 ' NFadeL 123, f23 ' NFadeL 124, f24 ' NFadeL 125, f25 ' NFadeLm 126, f26 ' Flashm 126, f26a ' Flash 126, f26b ' NFadeLm 127, f27 ' Flashm 127, f27b ' Flashm 127, f27d ' Flash 127, f27a ' NFadeL 128, f28 ' NFadeL 130, sw27l NFadeLm 176, L176 Flash 176, L176f NFadeLm 177, L13 Flash 177, L177f NFadeObjm 178, L178P, "octadome_greenOn", "octadome_green" NFadeLm 178, L178L Flashm 178, L178f1 Flashm 178, L178f2 Flash 178, L178f NFadeObjm 179, L179P, "octadome_redOn", "octadome_red" NFadeLm 179, L179L Flashm 179, L179fa Flashm 179, L179fb Flash 179, L179f NFadeL 180, l180 NFadeLm 181, l181 NFadeLm 181, F181a FadeObj 181, F181, "FlasherTestOn", "FlasherTestA", "FlasherTestB", "FlasherTest" NFadeLm 182, L182 Flashm 182, L182fa Flash 182, L182f End Sub
Sub InitLamps() Dim x For x = 0 to 200 LampState(x) = 0 ' current light state, independent of the fading level. 0 is off and 1 is on FadingLevel(x) = 4 ' used to track the fading state FlashSpeedUp(x) = 0.5 ' faster speed when turning on the flasher FlashSpeedDown(x) = 0.35 ' slower speed when turning off the flasher FlashMax(x) = 1 ' the maximum value when on, usually 1 FlashMin(x) = 0 ' the minimum value when off, usually 0 FlashLevel(x) = 0 ' the intensity of the flashers, usually from 0 to 1 Next End Sub
Sub AllLampsOff Dim x For x = 0 to 200 SetLamp x, 0 Next End Sub
Sub SetLamp(nr, value) If value <> LampState(nr) Then LampState(nr) = abs(value) FadingLevel(nr) = abs(value) + 4 End If End Sub
' Lights: used for VP10 standard lights, the fading is handled by VP itself
Sub NFadeL(nr, object) Select Case FadingLevel(nr) Case 4:object.state = 0:FadingLevel(nr) = 0 Case 5:object.state = 1:FadingLevel(nr) = 1 End Select End Sub
Sub NFadeLm(nr, object) ' used for multiple lights Select Case FadingLevel(nr) Case 4:object.state = 0 Case 5:object.state = 1 End Select End Sub
'Lights, Ramps & Primitives used as 4 step fading lights 'a,b,c,d are the images used from on to off
Sub FadeObj(nr, object, a, b, c, d) Select Case FadingLevel(nr) Case 4:object.image = b:FadingLevel(nr) = 6 'fading to off... Case 5:object.image = a:FadingLevel(nr) = 1 'ON Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait Case 9:object.image = c:FadingLevel(nr) = FadingLevel(nr) + 1 'fading... Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait Case 13:object.image = d:FadingLevel(nr) = 0 'Off End Select End Sub
Sub FadeObjm(nr, object, a, b, c, d) Select Case FadingLevel(nr) Case 4:object.image = b Case 5:object.image = a Case 9:object.image = c Case 13:object.image = d End Select End Sub
Sub NFadeObj(nr, object, a, b) Select Case FadingLevel(nr) Case 4:object.image = b:FadingLevel(nr) = 0 'off Case 5:object.image = a:FadingLevel(nr) = 1 'on End Select End Sub
Sub NFadeObjm(nr, object, a, b) Select Case FadingLevel(nr) Case 4:object.image = b Case 5:object.image = a End Select End Sub
' Flasher objects
Sub Flash(nr, object) Select Case FadingLevel(nr) Case 4 'off FlashLevel(nr) = FlashLevel(nr) - FlashSpeedDown(nr) If FlashLevel(nr) < FlashMin(nr) Then FlashLevel(nr) = FlashMin(nr) FadingLevel(nr) = 0 'completely off End if Object.IntensityScale = FlashLevel(nr) Case 5 ' on FlashLevel(nr) = FlashLevel(nr) + FlashSpeedUp(nr) If FlashLevel(nr) > FlashMax(nr) Then FlashLevel(nr) = FlashMax(nr) FadingLevel(nr) = 1 'completely on End if Object.IntensityScale = FlashLevel(nr) End Select End Sub
Sub Flashm(nr, object) 'multiple flashers, it just sets the flashlevel Object.IntensityScale = FlashLevel(nr) End Sub
' Desktop Objects: Reels & texts (you may also use lights on the desktop)
' Reels
Sub FadeR(nr, object) Select Case FadingLevel(nr) Case 4:object.SetValue 1:FadingLevel(nr) = 6 'fading to off... Case 5:object.SetValue 0:FadingLevel(nr) = 1 'ON Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait Case 9:object.SetValue 2:FadingLevel(nr) = FadingLevel(nr) + 1 'fading... Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait Case 13:object.SetValue 3:FadingLevel(nr) = 0 'Off End Select End Sub
Sub FadeRm(nr, object) Select Case FadingLevel(nr) Case 4:object.SetValue 1 Case 5:object.SetValue 0 Case 9:object.SetValue 2 Case 3:object.SetValue 3 End Select End Sub
'Texts
Sub NFadeT(nr, object, message) Select Case FadingLevel(nr) Case 4:object.Text = "":FadingLevel(nr) = 0 Case 5:object.Text = message:FadingLevel(nr) = 1 End Select End Sub
Sub NFadeTm(nr, object, b) Select Case FadingLevel(nr) Case 4:object.Text = "" Case 5:object.Text = message End Select End Sub ' ********************************************************************* ' Supporting Ball & Sound Functions ' *********************************************************************
Function Vol(ball) ' Calculates the Volume of the sound based on the ball speed Vol = Csng(BallVel(ball) ^2 / 2000) End Function
Function Pan(ball) ' Calculates the pan for a ball based on the X position on the table. "table1" is the name of the table Dim tmp tmp = ball.x * 2 / table1.width-1 If tmp > 0 Then Pan = Csng(tmp ^10) Else Pan = Csng(-((- tmp) ^10) ) End If End Function
Function Pitch(ball) ' Calculates the pitch of the sound based on the ball speed Pitch = BallVel(ball) * 20 End Function
Function BallVel(ball) 'Calculates the ball speed BallVel = INT(SQR((ball.VelX ^2) + (ball.VelY ^2) ) ) End Function
'********************** ' Ball Collision Sound '**********************
Sub OnBallBallCollision(ball1, ball2, velocity) PlaySound("fx_collide"), 0, Csng(velocity) ^2 / 2000, Pan(ball1), 0, Pitch(ball1), 0, 0 End Sub
'***************************************** ' JP's VP10 Rolling Sounds '*****************************************
Const tnob = 10 ' total number of balls ReDim rolling(tnob) InitRolling
Sub InitRolling Dim i For i = 0 to tnob rolling(i) = False Next End Sub
Sub RollingUpdate() Dim BOT, b BOT = GetBalls
' stop the sound of deleted balls For b = UBound(BOT) + 1 to tnob rolling(b) = False StopSound("fx_ballrolling" & b) Next
' exit the sub if no balls on the table If UBound(BOT) = -1 Then Exit Sub
' play the rolling sound for each ball For b = 0 to UBound(BOT) If BallVel(BOT(b) ) > 1 AND BOT(b).z < 130 Then rolling(b) = True PlaySound("fx_ballrolling" & b), -1, Vol(BOT(b) ), Pan(BOT(b) ), 0, Pitch(BOT(b) ), 1, 0 Else If rolling(b) = True Then StopSound("fx_ballrolling" & b) rolling(b) = False End If End If Next End Sub
Sub Pins_Hit (idx) PlaySound "pinhit_low", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0 End Sub
Sub Targets_Hit (idx) PlaySound "target", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0 End Sub
Sub Metals_Thin_Hit (idx) PlaySound "metalhit_thin", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End Sub
Sub Metals_Medium_Hit (idx) PlaySound "metalhit_medium", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End Sub
Sub Metals2_Hit (idx) PlaySound "metalhit2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End Sub
Sub Gates_Hit (idx) PlaySound "gate4", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End Sub
Sub Rubbers_Hit(idx) dim finalspeed finalspeed=SQR(activeball.velx * activeball.velx + activeball.vely * activeball.vely) If finalspeed > 20 then PlaySound "fx_rubber2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End if If finalspeed >= 6 AND finalspeed <= 20 then RandomSoundRubber() End If End Sub
Sub Posts_Hit(idx) dim finalspeed finalspeed=SQR(activeball.velx * activeball.velx + activeball.vely * activeball.vely) If finalspeed > 16 then PlaySound "fx_rubber2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End if If finalspeed >= 6 AND finalspeed <= 16 then RandomSoundRubber() End If End Sub
Sub RandomSoundRubber() Select Case Int(Rnd*3)+1 Case 1 : PlaySound "rubber_hit_1", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 Case 2 : PlaySound "rubber_hit_2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 Case 3 : PlaySound "rubber_hit_3", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End Select End Sub
Sub LeftFlipper_Collide(parm) RandomSoundFlipper() End Sub
Sub RightFlipper_Collide(parm) RandomSoundFlipper() End Sub
Sub RandomSoundFlipper() Select Case Int(Rnd*3)+1 Case 1 : PlaySound "flip_hit_1", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 Case 2 : PlaySound "flip_hit_2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 Case 3 : PlaySound "flip_hit_3", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0 End Select End Sub
'***************************************************************************** '* * '* CORK SCREW SKILL SHOT CODE * '* BY RASCAL * '* * '***************************************************************************** Dim posangle,storevely,ball Sub Kicker1_Hit()
storevely = ActiveBall.vely 'Grab Y velosity at the start of the loop If storevely > -8 then Kicker1.Kick 180, 10:Exit Sub Kicker1.DestroyBall 'Destroy the current ball
Set ball = Kicker1.CreateBall 'Create a new object of the ball with a handle
ball.z = 200 'Set the height of the ball while still in the kicker to match the ball destroyed (add 25 units more because half the ball is in the kicker) posangle = 100 'Set the starting angle, which is the radian value which is equal to half the radius of the loop (loop is a radius of 200) Kicker1.TimerEnabled = True 'Start the timer Kicker1.TimerInterval = 80 + storevely 'Set the interval to the timer with adjusted speed to try and match the speed of the real ball before it was destroyed using the stored vely value End Sub
Sub Kicker1_Timer() ball.z = ball.z + (95 * cos(posangle)) 'Formula for plotting the Z position of the ball to make a curve or circle (the 100 is half the distance or center of the loop) ball.y = ball.y + (95 * sin(posangle)) 'Formula for plotting the Y position of the ball to make a curve or circle (the 100 is half the distance or center of the loop) ball.x = ball.x - 50 'Subtract from the ball X position accordingly to make the ball cork screw to the left (adjust the number though tests, so the ball made it to the left ramp) If posangle = 359 then posangle = -1 'Set the position angle to -1 when the position angle would reach 360 degrees and next line will make it 0 posangle = posangle + 1 'Increment the position angle by 1 If (Int(ball.z) >= 360 and (storevely > -20)) or Int(ball.z) <= 210 then 'If the ball is slow and reaches the top of the loop, or the ball is completing the loop then do the following Kicker1.TimerEnabled = False 'Stop the timer Kicker1.Kick 0, 0 'Kick the ball with 0 force, if this is the magic speed then the ball drops into the hat. Magic speed is between -9 and -10 If Int(ball.z) <= 210 then ball.vely = storevely+ -10 'If ball is completing the loop add the Y volisity back to the ball minus some energy spent making the loop (guessed 4) Kicker1.enabled = 0 End If End Sub
Sub Kicker2_Hit() Kicker2.Kick 333, 30 End Sub
Sub trigger2_UnHit() 'ActiveBall.Velz = -10 End Sub
Le lien d'Arngrim génère trop de trafic et a été désactivé La rançon du succès Arngrim, tu m'autorises à en mettre une copie sur Mega ?? ++ | |
| | | jeyspeed
Messages : 250 Département : Belgique Hainaut
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 16:25 | |
| merci !!!
Bizarre, la table MM avec le mod Merlin lag énormément chez moi, c'est la seule. | |
| | | arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 16:40 | |
| wow j'ai réussi a mettre a genoux dropbox, Arngrim plus fort que vpf avec ces liens illégaux ça m'étonnerait qu'un simple copier coller suffise pour une nouvelle version de la table, faut que je regarde la nouvelle version | |
| | | Shadow_SHD Admin
Messages : 15739 Département : 33
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 18:11 | |
| | |
| | | vulbas
Messages : 3629 Département : villebon sur yvette
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 19:06 | |
| | |
| | | Shadow_SHD Admin
Messages : 15739 Département : 33
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Jeu 2 Juin 2016 - 19:24 | |
| Je trouve que ce n'est pas très gênant. Une photo en gros plan du mod : [Vous devez être inscrit et connecté pour voir cette image]En tout cas pour ma part ça n'enlève en rien au plaisir de jeu ++ | |
| | | ced
Messages : 7015 Département : 14
| | | | arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Ven 3 Juin 2016 - 18:40 | |
| ok j'ai pas trouvé de version de pinball magic plus récente que celle j'ai moddée alors voilà le script a maj avecla dernière, wip 4 [Vous devez être inscrit et connecté pour voir ce lien] | |
| | | Shadow_SHD Admin
Messages : 15739 Département : 33
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Ven 3 Juin 2016 - 18:50 | |
| Merci Arngrim, je mets à jour le topic ++ | |
| | | fcdrik
Messages : 284 Département : 35
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 8:04 | |
| Twilight Zone (Bally 1993)[Vous devez être inscrit et connecté pour voir ce lien]
- Author: [Vous devez être inscrit et connecté pour voir cette image]ninuzzu
- Version: 2.0
- File size: 53.91 MB
- File Author: ninuzzu
- Updated: Jun 7, 2016
Changelog : - new trough, lock, magnets code - real subway -added sidewalls -tweaked the flippers a bit The Walking Dead (Stern 2014) BETA[Vous devez être inscrit et connecté pour voir ce lien]
- Author: [Vous devez être inscrit et connecté pour voir cette image]freneticamnesic
- Version: 060716a BETA
- File size: 94.31 MB
- Updated: Jun 7, 2016
Changelog : - Fixed extra ball not registering Terminator 2 Judgment Day Hanibal's Chrome Edition 2.0[Vous devez être inscrit et connecté pour voir ce lien]Last Updated: Yesterday, 10:25 PM File Size: 78.49MB Created by: Many + Hanibal Version 2.0 - Sound updates for the complete playfield | |
| | | leevuth
Messages : 3733 Département : Yvelines
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 8:52 | |
| | |
| | | Shadow_SHD Admin
Messages : 15739 Département : 33
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 10:20 | |
| - Mises à jour Terminator 2 Chrome Edition, The Walking Dead et Twilight Zone Merci à toi FCDrik ++ | |
| | | ktmboy
Messages : 577 Département : Nord-Valenciennes
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 10:34 | |
| J'espere qu'il a ajusté un peu la physique et resserré un peu ce couloir de gauche sur la Walking Dead | |
| | | AnthozoA
Messages : 745 Département : REUNION 974
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 13:19 | |
| Je viens de DL The Walking Dead, impossible de l'ouvrir sous VPX, la table se lance, le BG apparait, puis la table et là tout se ferme... J'ai bien pris la ROM et la nvram Un petit conseil pour m'aider? | |
| | | bobbanico
Messages : 231 Département : 34
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 13:27 | |
| - AnthozoA a écrit:
- Je viens de DL The Walking Dead, impossible de l'ouvrir sous VPX, la table se lance, le BG apparait, puis la table et là tout se ferme...
J'ai bien pris la ROM et la nvram Un petit conseil pour m'aider? Hello, Oui, essaie dans la config video VPX textures a 2048 ou 1024, ca devrait etre ok. | |
| | | AnthozoA
Messages : 745 Département : REUNION 974
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 13:48 | |
| Merci c'est bien ça en 2048 ça passe! Par contre je ne vois pas trop la différence sur les tables entre Unlimited et 2048? Dans l'absolue je suppose que Unlimited c'est mieux, mais mieux en quoi? | |
| | | bobbanico
Messages : 231 Département : 34
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 13:56 | |
| Je ne sais pas non plus, c'est la taille de la memoire de la carte graph pour les textures. visiblement il les downscale pour les stocker dans 1giga qd tu mets 1024, apres je ne vois pas la diff non plus J'ai laissé comme ca, dans tous les cas ca ne peut qu'otpimiser le reste pour plus de fps egalement selon moi. | |
| | | razorbaxx Ancien du staff
Messages : 3874 Département : 14 caen (argences)
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 21:50 | |
| mouais... je viens de testé la TWD je suis obligé de passé en 1024 en texture et en plus y a quelque lague je vais attendre encore un peu et resté sur la pm5 que je trouve meilleur pour le moment | |
| | | arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
| Sujet: Re: [ARCHIVÉ] Tables VPX Version 3 Mer 8 Juin 2016 - 22:13 | |
| combien de gigas ta carte razor, 1?
et toi anthozoa, 2? | |
| | | | [ARCHIVÉ] Tables VPX Version 3 | |
|
Sujets similaires | |
|
| Permission de ce forum: | Vous ne pouvez pas répondre aux sujets dans ce forum
| |
| |
| |