Version 1.39.x

Biff

New member
Sep 18, 2012
1,175
0
Thanks Biff...Cactus Canyon too...
One last question dude. One table x month?
Cactus Canyon? I doubt that ... Mike Reitmeyer is an employee at Farsight ....
Sorry, I don't know how long it will take to implement "Physics 3.0" on all tables ...
 

killa7977

New member
Jun 12, 2015
4
0
Im sure that i've read here on a changelog that cactus canyon was updated too... mr Mike is that true? What about marking the physics updated table on the main game menù?
 

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
Im sure that i've read here on a changelog that cactus canyon was updated too... mr Mike is that true? What about marking the physics updated table on the main game menù?

Cactus Canyon I fixed a bug with the GI lighting. No physics change.
 

mpad

New member
Jan 26, 2014
1,398
0
Companies with some basic marketing skills would advertise the **** out of new features. FS just silently integrates them and then says:
hey didn't you notice our product got totally better half a year ago? Ah you didn't know so you didn't buy it? Your fault.
 

patricktamu

New member
May 29, 2015
8
0
Any chance of getting the 'Add Friend' button working? You can add people from the leaderboards, and they appear under the friends section when viewing leaderboard scores, but they disappear once you quit the game can come back. This seems to be a working feature, it just needs to save.
 

killa7977

New member
Jun 12, 2015
4
0
Companies with some basic marketing skills would advertise the **** out of new features. FS just silently integrates them and then says:
hey didn't you notice our product got totally better half a year ago? Ah you didn't know so you didn't buy it? Your fault.
Im with you man.... look... if i were farsight, i would let my consumers know that ive made such a big improvement on physics... not that they should come here and register, and search the forum, and then ask for it...... don't you think!?!?!?! Hell... advertise this change with a in game banner or something else... even on Steam dammit. Not many people read the changelog or fully undertand it. Im one of them.

Sorry for poor english, hope you get what i mean
 

mpad

New member
Jan 26, 2014
1,398
0
Yeah exactly. Maybe it came out wrong, but if do awesome changes to your product you should tell the world about it.
 

shutyertrap

Moderator
Staff member
Mar 14, 2012
7,334
0
I'm not saying you guys are wrong, far from it, but maybe starting a fresh post about how to promote The Pinball Arcade if it were up to you would be better than having the discussion get lost in this thread.
 

Crazy Newt

Member
Dec 2, 2012
351
12
Version 1.39.9 Bugs:

DX11/Other Bugs:

  • Xenon: Bonus Completion light sequence isn't synced up with the sound. Sound length is fine.
  • Muffled or abnormal music/sounds on Bride of Pin*Bot, Central Park, Cirqus Voltaire, Firepower, FunHouse, Genie, Gorgar, No Good Gofers, Ripley's, Scared Stiff, Theatre of Magic, TotAN. At the very least, have them sound like DX9.
  • Not to mention the higher pitched sounds/music on other tables, listed here.
  • Lights Camera Action: Missing floodlights in DX11.
  • Lights Camera Action: Many light issues on DX11. https://www.youtube.com/watch?v=I7M67hV0lfk
  • Attack From Mars: Side GI (texture swap) has been carried over to DX11 from DX9.
  • Attack From Mars: Find a way to strengthen the Strobe light in DX11?
  • Haunted House: An upper playfield plastic is lit when the ball is in the lower playfield in DX11. Should be the other way around.
  • Haunted House: Bumpers need GI on DX11.
  • Haunted House: The first yellow light in the attic is too dim during play.
  • Haunted House: Brighter GI is needed; the game is too dark on DX11.
  • Haunted House: Drop targets in the cellar are invisible on DX11.
  • ​Haunted House: Monster Bonus digits need to be brightened.
  • High Speed: "Getaway", "Ramp Bonus", "Bonus X", and lights "1" through "6" (these are without GI on) are dimmed in DX11.
  • High Speed: Missing 1K spinner sound in DX11. Sound is present in DX9, though.
  • Creature: Overall GI lighting needs brightened on DX11. Compare to the PS4.
  • Creature: As the ball travels along the right ramp, it touches the gate of the left ramp.
  • Centaur: Backglass isn't lit on DX11.
  • Earthshaker: GI activity needs tuning on features like Match Up in DX11 (light brightness is fine) https://www.youtube.com/watch?v=h3DLZKWmqGI
  • Earthshaker: Plunger is too powerful, hitting 100k on max plunge. I heard the ball rattle a bit on the spiral. A tad less works fine for going on the Overpass.
  • Earthshaker: A red flasher on the right ramp is linked with Zone 9 on DX11.
  • Earthshaker: Left Roadsign bulb (Center Ramp) is too dim on DX11. The Mile 30 light is making this light activate.
  • Fish Tales: Captive ball lights are too dim on DX11. Surprisingly, the flashers are fine.
  • Fish Tales: Most of the GI belongs to the Lower Playfield on DX11, according to the Operator's Menu/Tests/General Illumination. https://www.youtube.com/watch?v=zw3ohZDaLP0
  • Fish Tales: Some flashers, such as Caster's Club, Jackpot, Super Jackpot, the Reel, and the top left, are either very dim or non-existant.
  • Black Knight 2000: Only the lower half of the backbox is lit on DX11.
  • Black Knight 2000: RANSOM letters are dim on DX11.
  • Taxi: As the ball travels along the right habitrail, the leftmost Lola drop target can sometimes be dropped in the process.
  • Taxi: Light sequences and alphanumeric animations seem off-sync with the music. Compare the Million and the Jackpot sequences with their real-life counterparts.
  • Taxi: The Carry Passengers light coincides with the Million light in DX11.
  • White Water: Occasional ball hops at Bigfoot Bluff's diverter. http://youtu.be/9uFpTJeTld4
  • Champion Pub: Start Fight light sequence missing on both health bars (and other lights) on DX11: https://www.youtube.com/watch?v=CzFvBmwIx5g
  • Whirlwind: Light effects around the lightning flashers remain on in DX11. https://www.youtube.com/watch?v=wajnSB882p4
  • Whirlwind: Plunging and making the 3-Toll ramp, a bit less than full power. That ramp needs to feel more steep.
  • Whirlwind: Have the set of Super Door Values lights on the HUD to be like Earthshaker and Cyclone?
  • ​Whirlwind: Enter Initials music doesn't loop, Menu Music on or not.
  • Whirlwind: The same music mentioned above doesn't loop in DX11 when a multiball mode is ready. Same with Enter Initials.
  • Whirlwind: 3,000 Spinner and the 100K spot target lights are dim on DX11.
  • Twilight Zone: Wronged Multiball startup light sequence alongside claiming a Jackpot, both being off sync when compared to the actual machine (DX9 has this problem as well). I think it's a problem with emulation in general, since this issue is found on Visual Pinball and some actual machines as well. http://youtu.be/K5DY_Mr2n3U?t=5m49s
  • Twilight Zone: Brighter flashers and GI on DX11, similar to that of Addams Family?
  • Twilight Zone: The "GUM" and "BALL" lights are tied in with the flashers on DX11.
  • Twilight Zone: The "Lock 2" light is very dim on DX11. Could be why the left outlane EB light is tied with Lock 2.
  • Twilight Zone: The green bulb (Left Spiral light) right next to the Powerfield is very dim on DX11. Not the one marked Powerball.
  • Twilight Zone: The 2 red lights on the Powerfield are very dim and illegible on DX11.
  • Twilight Zone: Some 5 Mil lights, as well as the 3 left ramp arrow lights, Clock Millions light, and Power Payoff light, are dim on DX11.
  • Twilight Zone: Some of the GI are in the wrong places in DX11, including the backglass. Refer to the Operator Menu/Tests/General Illumination. http://youtu.be/3f5IlUL3vkU
  • Twilight Zone: Lost In the Zone music starts playing right after claiming the award, during "You have come to the end of your journey." No music should be playing from there until "Survival is everything" and further on. Music should then stop when the second fly-through plays after listing all events in the mode, with LITZ music starting shortly after. When LITZ ends, music should stop playing until the final totals begin to add up.
  • Twilight Zone: Music doesn't stop playing when a Powerball Payoff is collected, before starting Powerball Mania.
  • Twilight Zone: Music doesn't stop playing when Clock Chaos activates, during "Time is a one-way street...". The correct music plays afterward, though.
  • Twilight Zone: Greed music is missing in DX11.
  • Twilight Zone: Starting a new game while "Game Over" is on the DMD immediately ends the new game.
  • Twilight Zone: A sound is missing during the opening Mutliball sequence, interrupted by another: https://www.youtube.com/watch?v=dJSljt9thtg
  • Twilight Zone: Metal ramp in the Lock is missing. http://youtu.be/00LzUVAzJ8o?t=1m3s
  • Twilight Zone: Camera wall is missing. http://www.ipdb.org/showpic.pl?id=2684&picno=37888&zoom=1
  • Addams Family: Cousin It's bonus tune is lower-pitched. http://youtu.be/FSDuME40j48
  • Phantom of the Opera: Right habitrail interferes with the metal piece around the spinner. http://www.ipdb.org/showpic.pl?id=1777&picno=9468
  • Starship Troopers: Bug counters need to be brightened on DX11. They are lights, after all...
  • Starship Troopers: Main music is getting cut off early. https://www.youtube.com/watch?v=QoDUY4AIED4
  • Star Trek TNG: Delta ramp gate isn't aligned to the metal piece below the Lock/Super bulbs. http://www.ipdb.org/showpic.pl?id=2357&picno=13798
  • Pin*Bot: Red topper is missing. http://www.ipdb.org/showpic.pl?id=1796&picno=21840&zoom=1
  • Firepower: Skewed cabinet art. http://www.ipdb.org/showpic.pl?id=856&picno=44750&zoom=1
  • Black Hole: Tube at the Re-Entry is really faded on DX11. It's missing overall on DX9.
  • Class of 1812: The teeth and heart are supposed to be in the rhythm of the music during Multiball. https://www.youtube.com/watch?v=ap6C4inCD7I
  • Black Knight: Locks need more tuning. Just had a second ball locked where it's supposed to exit.
  • Black Knight: Sometimes the first lock doesn't register. A nudge can solve this problem. https://www.youtube.com/watch?v=EBdo_V0AAb8
  • Black Knight: Depending on how balls are positioned, a third lock up top can be denied.
  • Medieval Madness: Rare collision issue where the ball can sometimes hop off the right ramp and onto the habitrail.
  • Black Rose: Plunger switch needs lowered.
  • FunHouse: The right Gangway bulb is linked to another light.
  • Monster Bash: Music immediately stops after the Match sequence, if a high score is registered. This happens when the Menu Music is turned off.
  • Monster Bash: Rare collision issue where the ball can hop onto the habitrail from the right ramp.
  • Diner: Each of the red lights around the clock is missing in DX11.
  • Ripley's: No music plays at the Enter Initials interface. This happens when the Menu Music is turned off.
  • Dracula: No GI in the top left bumper on DX11. https://youtu.be/zw3ohZDaLP0
  • Junk Yard: Logo string, in the Operator Menu/Test/General Illumination, applies to a light on the upper part of the playfield on DX11. Logo on the backglass is fine.
  • Theatre of Magic: Had a collision issue when a ball phased through the trunk: https://www.youtube.com/watch?v=X9HaFbHKqCI
  • Shutyertrap's and other users' mentions listed.

I was wondering why my high score in Ripley's was disproportionately lower than most of the other tables. Then as I was enjoying a good run, thinking to myself, "this is fun, I should be able to raise my score quite a bit without any trouble". Then a ball mysteriously disappears during multiball play and I end up tilting in a futile attempt to recover it, and eventually just exit the game.

I decided to play some Starship Troopers, as I noticed that this is only one of 3 tables across all 4 seasons that I have not managed to get the wizard goals. I have a tough goal left, to be sure, but I should be able to knock this out in a couple of hours of playing. I'm doing good, and I am well on my way to achieving the wizard goal, thinking to myself, "this is fun, this table is great and I love the sci-fi theme, I will probably play this all night long even after I get this last wizard goal". Then a ball mysteriously disappears during multiball play and I end up tilting in a futile attempt to recover it, and eventually just exit the game.

Are these not bugs? I know others have complained of similar issues after searching around.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,678
33
I was wondering why my high score in Ripley's was disproportionately lower than most of the other tables. Then as I was enjoying a good run, thinking to myself, "this is fun, I should be able to raise my score quite a bit without any trouble". Then a ball mysteriously disappears during multiball play and I end up tilting in a futile attempt to recover it, and eventually just exit the game.

I decided to play some Starship Troopers, as I noticed that this is only one of 3 tables across all 4 seasons that I have not managed to get the wizard goals. I have a tough goal left, to be sure, but I should be able to knock this out in a couple of hours of playing. I'm doing good, and I am well on my way to achieving the wizard goal, thinking to myself, "this is fun, this table is great and I love the sci-fi theme, I will probably play this all night long even after I get this last wizard goal". Then a ball mysteriously disappears during multiball play and I end up tilting in a futile attempt to recover it, and eventually just exit the game.

Are these not bugs? I know others have complained of similar issues after searching around.

Hmmm...The only things I can think of are a ball getting stuck in a corner behind a wall (and thus unable to Call Attendant), or multiple balls have drained simultaneously during some sort of event that the game fails to register. I've encountered this before on a game of Ripley's, but now it seems that it's hard for me to reproduce. I may have to investigate this more if this occurs more often. But if it is a simuldraineous event, then it'd have to do with the ball trough system. If a ball gets stuck behind a wall, the Attendant should be able to replace it no problem.

Somehow I feel this is more prevalent in Sega/Stern tables than in others. I know Dracula has a similar issue on early ball ending from multiball, but it could be the ROM being buggy.
 
Last edited:

Crazy Newt

Member
Dec 2, 2012
351
12
Hmmm...The only things I can think of are a ball getting stuck in a corner behind a wall (and thus unable to Call Attendant), or multiple balls have drained simultaneously during some sort of event that the game fails to register. I've encountered this before on a game of Ripley's, but now it seems that it's hard for me to reproduce. I may have to investigate this more if this occurs more often. But if it is a simuldraineous event, then it'd have to do with the ball trough system. If a ball gets stuck behind a wall, the Attendant should be able to replace it no problem.

Somehow I feel this is more prevalent in Sega/Stern tables than in others. I know Dracula has a similar issue on early ball ending from multiball, but it could be the ROM being buggy.

Ok, I should be more constructive. I don't encounter this too often in Ripley's, but I do have this problem more frequently with ST. Once, after tilting, I was able to nudge away on the table until the ball finally dislodged itself and I could continue. If I can get this to repeat, I will try and find where the ball was stuck.
 

Metalzoic

New member
Jun 8, 2012
907
0
I've been playing Starship Troopers a ton the past two days and I haven't had this happen at all.

The table is great though. I like it so much it's now on my short list of pins I'd like to buy and have started looking around for a good one.

EDIT: I just realized in TPA it says it's a Stern table, but it's actually a SEGA machine. What's up with that?
 
Last edited:

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