Beta 1.30 (8)

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FlippyFloppy

FarSight Employee
Nov 13, 2013
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Beta 1.30 (8)

This is an old Build.

----- For Testers -----
• This build is to help determine if there are any performance issues with Android Devices.
************ This build is around 90mb in size as it is a rather demanding table.*************


----- Bug List -----
• Got to mist multiball, 2nd ball missing. (Known Issue)
• Auto plunge occurs after locking a ball for castle lock. (Known Issue)
• The entire cabinet texture is very low res. (Added to the database)
• The green flasher texture on the back wall looks low res and is stretched vertically. (Known Issue.)
• All of the apron textures are washed out and very low res. (Added to the database)
• The on and off states of the Dracula and Bat cutouts are not lined up correctly.(Known Issue)
• The coffin has a bad alpha flashing red. (Known issue)
• The screw on the right corner of the right slingshot plastic should not be there. (Added to the Database)
• The small rectangular metal plate with the two screws is missing from the front of the glass cover of the coffin just above the entrance to the coffin (Added to the database)
• There is a screw missing from the rock plastic on the right, two screws are missing from the metal plate at the entrance of the left ramp, a screw missing from the top of the gravestone just above Dracula's coffin, a screw missing from the orange texture on the upper right-hand corner of the playfield and other screws missing from various places.
(Added to the database)
• All plastic ramps need a bit more transparecy. (Known Issue)
• The flasher that lights up the coffin should also be seen through the opening on the front of the coffin. Both the flasher texture and the flasher effect are missing from this area. (Added to the database)
• The thin purple plastic just above the three spot targets in front of the castle on the left does not flash. It should flash at the same time as the plastic above the three spot targets in the middle of the playfield. (Added to the database)
• The ball randomly gets stuck behind the coffin at the entrance of the habitrail going to the cave when it's diverted towards it. (Known issue)
• The flasher effect is missing from the tunnel entrance just below the left ramp and inside Mansion. (Mansion Flasher)
• The square transparent plastic guard above the plunger lane where the metal part of the plunger lane ends is missing.(Confirmed by Consultant.)
• Entering Challenges then Tournaments results in tournament leaderboards displaying Challenge leaderboards. (Known issue)
• Home key is breaking flipper sounds and nudging.


----- End Tester Notes -----
• Diner: Ball is not aligned in the plunger
• Diner: EB score does not have any animation or knocker sound
• FP: Firepower sometimes does not end the game correctly after draining three balls.
• HRC plunger needs to be lowered.
• T2: During Multi-Ball, it is possible for the game to think it is in single ball play, therefore allowing single-ball play with more than one ball on the playfield simultaneously.
• Whirldwind: The Grand Champion High Score is also High Score #1
• Whirldwind: It is possible to lock the ball without lighting the Lock
• Tournament: After exiting challenges, entering the tournament and clicking on standings shows your challenge screen instead of table standing.
• Victory: Initial entry has a 2 second delay.(Confirmed)

----- What's New -----
• Diner: Left flipper tip collision might not be correct. (Working on.)
• CV: Judges are all the same in Cirques Voltair (Working on)

----- What's Fixed -----
• Mist multi-ball drops into the drain at the start of the game.
• The backbox textures around the DMD and the speaker textures are too dark or missing.
• The two lamps on the gravestone just above Dracula's coffin should be blue in both on and off states.
• All three pop bumpers are not lit and do not flash at the appropriate times.
• When two balls are locked, you can hear them constantly banging against each other.
• The red letters and barcode on the left outlane playfield texture look a bit low res.
• The two rods that hold up the right plastic ramp just above the right slingshot and the L-shaped metal bracket that secures the plastic ramp to the rods are missing.
 
Last edited:

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
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90Mb in Size? That is a very large build. Is this build using Mobile assets or PC assets?
 

PiN WiZ

Mod & Forum Superstar
Staff member
Feb 22, 2012
4,158
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One high priority issue to maybe tackle tomorrow is the launch button activating the nudge zone underneath it at the same time. When pressing the launch button, it should not activate the nudge zone directly beneath it...see Attack from Mars (or any other table with a launch button) for reference.

Also, is there any way you guys would consider removing the event camera that zooms in on the gargoyle lights on the back wall of the table when a ball is in the plunger lane. You can see them just fine from the plunger camera views (barring the top-down view) and is more of an annoyance than a need.
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
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One high priority issue to maybe tackle tomorrow is the launch button activating the nudge zone underneath it at the same time. When pressing the launch button, it should not activate the nudge zone directly beneath it...see Attack from Mars (or any other table with a launch button) for reference.

Also, is there any way you guys would consider removing the event camera that zooms in on the gargoyle lights on the back wall of the table when a ball is in the plunger lane. You can see them just fine from the plunger camera views (barring the top-down view) and is more of an annoyance than a need.
The lights are also well synchronized with the DMD as well. I tend not to look at the lights, and more at the DMD.

For me the zooming is redundant.
 

Indy99

Member
May 24, 2013
115
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I agree that the zooming in before plunge is annoying to me. Seems out of place since no other table does this. I was hoping it was something just in the first beta that was get to be addressed, but now that we are getting closer to launch it appears to be a decision. Also, at the end of my first game on this beta I heard loud clicking noise. Is this the balls banging together issue?
 

PiN WiZ

Mod & Forum Superstar
Staff member
Feb 22, 2012
4,158
1
The lights are also well synchronized with the DMD as well. I tend not to look at the lights, and more at the DMD.

For me the zooming is redundant.

Exactly...I also prefer looking at the DMD to gauge the skill shot as I'm sure most everyone else does as well.
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
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Ball Handling, specifically reloading the Mist ball at the end of a game, is suffering from a conflict with how the FarSight ROM state code clears all balls from the table and what the game ROM is expecting to happen at game end.

Currently, after a game where the Mist ball is dislodged ends, the match sequence completes and any remaining balls on the table are digitally cleared from state.

Normally, this wouldn't be a problem on games without locked or stored balls. However the issue is occurring when the game is trying to reload the Mist ball shortly before the Match end sequence, and when the FarSight code clears all balls from the playfield.

Essentially the ball is being ripped from the game just as the game is trying to reset the lock state, and the ROM gets really confused. I can see the launcher lane diverter ramp opening and closing non-stop until you exit the table and restart it.

This isn't an issue on ST:TNG because the sub-playfield captive ball pre-loading code is instantiated after the FarSight ROM state clears all balls from the table.
 

PiN WiZ

Mod & Forum Superstar
Staff member
Feb 22, 2012
4,158
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...and as I stated earlier on your Twitch feed, the flasher inside the coffin is still not modeled or hooked up. This is a major flasher on the table and hope to see it implemented before release on Friday.

Also, the ball speed is deadly fast dropping from the left habitrail onto the inlane that feeds the left flipper.
 
Last edited:

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
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...and as I stated earlier on your Twitch feed, the flasher inside the coffin is still not modeled or hooked up. This is a major flasher on the table and hope to see it implemented before release on Friday.

Also, the ball speed is deadly fast dropping from the left habitrail onto the inlane that feeds the left flipper.
I posted a video about the ball speed in a locked Android Beta thread. It is waaaay too fast at the moment.

I also question the left ramp traversing speed as well. It was pretty fast in a recently-shopped table, but to me the ball speed currently on a good shot to the left ramp is lightning fast compared to just fast.

Devs would need to play the table they have, set to the recommended table rake, with newly shopped flippers, to truly tune this to reality.
 

Bass Mummy

Member
Jul 26, 2012
282
0
Bug is still there where shake nudging breaks if you minimize the game and bring it back up. This also breaks flipper sound effects in the new build. I don't think it did that in the previous one.
 
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Michael DiFilippo

New member
Mar 26, 2012
350
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I just want to inform you guys that I reproduced the crash bug with the tilt meter on but it's not 100% reproducible. I'll keep testing stuff.

Also, I just experienced a plunge bug with BSD. I was pressing the button to release the ball on ball 2 or 3 and it just didn't register. I then tapped all over to get it to trigger.
 

kinggo

Active member
Feb 9, 2014
1,024
0
I posted a video about the ball speed in a locked Android Beta thread. It is waaaay too fast at the moment.

I also question the left ramp traversing speed as well. It was pretty fast in a recently-shopped table, but to me the ball speed currently on a good shot to the left ramp is lightning fast compared to just fast.

Devs would need to play the table they have, set to the recommended table rake, with newly shopped flippers, to truly tune this to reality.
+1
ball hits that plastic wall, drops to the table with zero speed and then ih those 3-4" speeds up like it is a jet driven. Even ricochets from targets are not that fast and the path is like 5x longer and the ball has some significant initial speed already. The same goes for the left habitrail.

And the same goes for the right habitrail on Diner. I was complaining about it on the first beta but it is still the same. Don't care much about HRC, but Diner and BSD are really great tables and this behaviour is killing them.

And what about those loops hiscore? Even if the number of scored loops are less then some game before, enter initals still pops up. And what's worse, it is slow, very slow and sometimes another games starts when that initial screen is still on and then there's nothing to be done except quiting the game with task manager.
 

superballs

Active member
Apr 12, 2012
2,653
2
Bug is still there where shake nudging breaks if you minimize the game and bring it back up. This also breaks flipper sound effects in the new build. I don't think it did that in the previous one.
The flipper sound issue was in the previous release. I couldn't always play with sound so I wasn't sure if it was related or not.
 

PiN WiZ

Mod & Forum Superstar
Staff member
Feb 22, 2012
4,158
1
[MENTION=4573]Scumble373[/MENTION] [MENTION=3799]FlippyFloppy[/MENTION]

Galaxy S4 running Android 4.4.2

Bram Stoker's Dracula

Pressing the launch button activates the nudge zone underneath it at the same time. When pressing the launch button, it should not activate the nudge zone directly beneath it...see Attack from Mars (or any other table with a launch button) for reference.

The ball has too much momentum when dropping down from the left habitrail onto the inlane that feeds the left flipper. The ball should slow down a bit when it drops down from the left habitrail onto the inlane.

• Pressing the Home or Power button on my device then returning to the game results in the "Up" flipper sound to become inaudible.

• Nudging is way too forgiving and needs to be adjusted.

• All three pop bumper caps (tops) should be transparent.

• The artwork on the left slingshot plastic just below the screw that secures the habitrail to the slingshot plastic needs to be cleaned up as there seems to be a patch of white that shouldn't be there.

• There's a weird flasher effect (that doesn't look right) at the base of the front of the coffin when the top of the coffin flashes. This can be seen when you're getting ready to launch a ball and Dracula says "Welcome to my home".

• The mist ball needs to shake a bit more (as it did in the previous builds) as it's being dragged across the playfield.

• When the Castle Lock lightning bolt cutout flashes slow, you can see quick flashes of purple when it should actually be quick bright flashes of orange. The Castle Lock lightning bolt cutout should flash the same way the 2X lightning bolt cutout flashes.

• When two balls are locked, you can hear them repeatedly banging against each other after your game has ended.


Suggestions

• Please consider removing the event camera that zooms in on the gargoyle lights on the back wall of the table when a ball is in the plunger lane. This feature seems very out of place and is unnecessary when most players prefer using the DMD to gauge the skill shot.

• Please implement a splash screen that displays info about The Addams Family kickstarter with a direct link to it.
 
Last edited:

Mad07

Member
Feb 13, 2013
363
2
My short finding :
* Launch ball & Nudge Zone(see above)
*The Highscore in the Hud is not correct, if the 3rd ball served
* during multiball (2balls) suddenly the flippers are not reacted, ball drained and I was in the 1st wave to shoot. the Werwolf
 
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