Master List of Issues Within the PC Version

Pinballwiz45b

Well-known member
Aug 12, 2012
3,678
33
I use 960x720. My GPU isn't the greatest but it handles TPA DX11 at this resolution.

NICE. I see the issue now. Sent to FlippyFloppy.

EDIT: Tested on 1024x768, which is also 4:3 aspect ratio. Sounds like a problem with that.
 
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luxeder

New member
Nov 5, 2013
57
0
Banzai Run:
A ball sitting in the light kickback/instant rematch hole has no collision. Causes problems during multiball. Video.
It first happens at 0:55 mark.
 

FarSight_Matt

FarSight Employee
Jan 24, 2018
222
0
Banzai Run:
A ball sitting in the light kickback/instant rematch hole has no collision. Causes problems during multiball. Video.
It first happens at 0:55 mark.

There's supposed to be a collision there blocking any interaction when a ball is in there, might get bugged for some reason. Will check it out tomorrow, thanks for the video.
 
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Tripredacus

New member
Sep 9, 2012
101
0
It seems possible to get a ball stuck in the lock on No Good Gofers, to the point where it will do a ball reset (put another in shooter lane or out the eject hole into bumpers) but shooting another ball into the lock shot causes 2 balls to become stuck. For whatever this reason is, you shoot that shot and the ramp never goes back down. I've had it happen to both lock shots on one game. On multiplayer games, the stuck ball remains present and carries over to multiple players. Call Attendant will just take one ball out and put into shooter lane, but one is always stuck in there. I had this happen to me twice last time I played (within 2 weeks) and I had to exit the table and start over to fully reset and unstick the balls.

So I think the main issue I have for this post is that the Call Attendant option rarely seems to work properly, if at all. I have also seen it not even do anything, ala "ball not stuck" type message.
 

FarSight_Matt

FarSight Employee
Jan 24, 2018
222
0
Banzai Run, No Good Gofers, Monster Bash and Medieval Madness. Any others? And can you show me the locks they get stuck on, or describe them.
 

FarSight_Matt

FarSight Employee
Jan 24, 2018
222
0
1ISDr4A.jpg


Are these are the ones for Medieval Madness and Monster Bash? And obviously I know which one for Banzai, what about Gofers?
 
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Sonobe

New member
Feb 21, 2016
10
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Is it just here that happens or the Cirqus Voltaire's menagerie ball doesn't randomize it's colors anymore? The neon light still changes, but the ball is always red.
 

Snorzel

New member
Apr 25, 2014
1,353
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I checked myself in-game and it's fixed. I don't know what specs you're using, but something is causing yours to not work.

I can confirm this issue and posted pics on Steam, as wll as pics of the 'dark shadow' in the lower playfield on Haunted House
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,678
33
Oh. Yeah, I see it now. Apparently that's an issue from post-processing, set to OFF, on DX9 settings, under the Config Utility.

That's why I didn't see the issue when I had PP turned on. Good to know.

EDIT: Anyway, please let me know what specs you're using if I can't see the issue right away, both in 9 and 11. It helps me to help you and Farsight out.
 

Sonobe

New member
Feb 21, 2016
10
0
There you go:

Windows 10
Intel Core i7-6700HQ @ 2.60GHz
GeForce GTX 960M
RAM DDR3 8GB

Game config:
I always use DX11; 1920 x 1080; MSAA Samples 4; MSSA Quality 0; Anisotropy 16; Fullscreen.
 
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Sonobe

New member
Feb 21, 2016
10
0
The Fathom window in the select screen has the wrong music. It's playing the Tales of The Arabian Nights theme instead.
 

dave950lam

New member
Apr 20, 2012
838
0
Banzai Run, No Good Gofers, Monster Bash and Medieval Madness. Any others? And can you show me the locks they get stuck on, or describe them.

The top center saucer on Indy 500. It probably happens in the other saucers on the table, but they're hidden so you can see it happen there.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,678
33
UPDATE: Though no recent builds have been released, adding the following issues to the Master List:

Earthshaker:

All Coil Tests with 'C' are making the backglass flash, and 'A' solid.
Upper Playfield GI has nothing happening. Insert GI is making the Upper Playfield GI flash instead.
A/C Select is making the backglass flash.
Jackpot/Sun Flash is making the Lock light flash along with it (intentional????).
Lower Playfield GI has nothing happening. Jet Bumper Flash is making the Lower Playfield GI flash instead, sun included.
Is the Sun supposed to be solidly lit at all times?
Jet Bumper Flasher is missing.


Those issues above, I figured out in the Operator Menu, and help through the official manual at IPDB. I had a suspicion that these above were an issue within the Coil Test, since there was a similar problem fixed right before Banzai Run released to the public. There are other games that suffer lack of GI interaction (Bone Busters, for instance) but no manuals are available for download. Thanks, Gottlieb, for the help...not.


That being said, I'm considering creating a separate thread or post with all tables post WMS removal.
 
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Pinballwiz45b

Well-known member
Aug 12, 2012
3,678
33
UPDATE: Added several more, after using sources:

Black Knight 2000:

Blue Bolt flasher not flashing on the main playfield, as is done on DX9.
Center flasher on the backglass is on the head of the horse instead of the Black Knight himself.
Current Ramp Flasher (06C) needs to also be the Blue Bolt flasher for the main playfield portion.

Middle Drop Flasher doesn't exist.


Doctor Who (clarifications):

*Backbox head flasher missing on the backglass.
*Doctor 3 Flasher is missing on the backglass.
*A second Doctor 5 flasher is missing at the back portion of the playfield.
*REPAIR/Doctor 4 flashers are missing.
*The very upper right corner GI is strobing in the wrong direction, opposite the arrow that is pointing to the right. Playfield A's bulb is supposed to be at the arrow that is currently tied to C. B is fine.
*GI is not strobing underneath the ESCAPE target plastic. Playfield A bulb should be at the lowest spots, B further up, and C further up nearest to the TARDIS.
*GI under the right ramp doesn't have a strobing effect when compared to the rest. A should be the bulbs nearest the Video Mode lanes, B should be the bulbs in the center between the ramps and beside the Transmat target, and C bulb right in the middle.


Ghostbusters:

The RGB LED at the right ramp shot is making the Terror Dog target light beneath the ramp.

Pistol Poker:

7 Flashers are activating for the Spades instead of 3. The three are supposed to be the two nearest to the Spade targets and one on the backglass.
Only 1 Flasher is activating at the Clubs target. The other flasher is tied into the Spades.
The Blackjack Ramp is dim when it flashes. The actual flashers are tied into the Spades.


Sorcerer:

Flashers at the eyes are dim. NOT referring to the Demon Background lights.

Tales of the Arabian Nights (really needs a makeover though)

T.8. 40 (Lamp 58), the left Shooting Star light, flashes both Lightning Lamp lights. The official manual has an error regarding this.
T.8. 55 (Lamp 77), the Wish 2 light, is tied in with a flasher on the upper left playfield.
The upper left flasher mentioned above is supposed to tie in with the Start Tale flasher.
T.8. 56 (Lamp 78), the Wish 3 light, is tied in with a flasher on the upper right playfield.
The upper right flasher mentioned above is supposed to tie in with the Jet Flasher.

Skill shot model clipping through the spiral ramp.
Spiral ramp endpoint should be dipping where the ball drops down. As it stands, the ball moves slowly instead of quickly down if a ramp is successfully made.


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That being said, there was an update on the PC version before getting quickly pulled. My guess is that was a mistake and that the update may release soon.

Then again, maybe they were teasing us...?
 
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