Beta 22

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Indy99

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May 24, 2013
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I have also experienced the ball through the right flipper in BR on this latest build. Not sure how to reproduce it though.
 

jaredmorgs

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May 8, 2012
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Menu bug -
After entering initials for highscore, when you get to the second initial input for 'most ships sunk', if you repeatedly press the select button (in between the initial arrows) in the slight pause before the initials appear on dmd for the second time, another game starts with the 'enter initials' gui still showing.

I had a BT controller connected at the time, and it started a new game but with flippers & plunger working, but no nudge.
All touch screen inputs were disabled including the ability to exit the table.
I had to play past the autosave and allow all 3 balls to drain to get back to the main menu. The 'enter initials' gui disappeared after the countdown timer expired.

Frequency - had it happen twice now.

Artwork is awesome on this BTW, spent a happy 10mins just panning around the table exploration in pro menu. Nice work!

Yep, I can reproduce this 100% as well. This is on Beta 22b.
 

jaredmorgs

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May 8, 2012
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I have also experienced the ball through the right flipper in BR on this latest build. Not sure how to reproduce it though.

I'm getting the "ball thru flipper" glitch (also present in WhiteWater) on the right flipper.

Didn't see it in the first build and only had a hand full of games on the new one.

Yep, this is happening mostly when the ball exits the centre cannonball habitrail and is unloaded to the right flipper.

I tried to get a screen capture of it, but I can see some of the playfield artwork feintly through the right flipper when it is engaged.

It's subtle but clear on the Nexus 7 2013
 

jaredmorgs

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May 8, 2012
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Also, take note how the star rollovers behave in Fire Power now (they are animated!). Tuning for pop bumpers and the upper eject is great now.

And I forgot to mention that the wireform switch blades protruding through the playfield are also animated now.

They are hard to see because they are currently black, but in view 3 on this build, I was able to see them move.

Stuart mentioned that this animation will begin to roll into older tables as time progresses. Mike R managed to code it all just last week, so it is a new feature. Thanks Mike R for adding to the realism of the simulation.
 
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netizen

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Damn, you sure didn't make it easier, that's for sure! Everything is faster and harder. Only thing easier is the 3-way ricochet. And the whirlpool. The locker loop is almost, dare I say it, too hard. The ball is all over the place. And I'm sure not one to complain about difficulty. I love the challenging tables. Well maybe I'll get used to it :)

I agree the tuning on this build is like getting a brand new game.

The only bit I would "complain" about is one instance where the flipper bounce is ridiculous and makes play on the edge of difficulty that I suspect will be called out hard. When the ball is returned to the L Flipper from the Pirates Cove if you try and catch it on a raised flipper the ball will bounce up and over the slingshot and then roll over the top and into the out lane; this has happened 100% of the times that it has occurred for me with no deviation to the balls path. The previous build was exceptionally easy to trap in this situation, and this build dumps it straight into the outlane via an impossible bounce/roll. There needs to be some middle ground.
 

jaredmorgs

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May 8, 2012
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And I forgot to mention that the wireform switch blades protruding through the playfield are also animated now.

They are hard to see because they are currently black, but in view 3 on this build, I was able to see them move.

Stuart mentioned that this animation will begin to roll into older tables as time progresses. Mike R managed to code it all just last week, so it is a new feature. Thanks Mike R for adding to the realism of the simulation.

In a chat with Stuart Webster in #PinballArcadeFans, I've logged a request to make the wire switch actuators more silver in colour (currently black) so you can see them animate easier. This is a low priority (but easy) fix.
 

jaredmorgs

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eckless

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Just tried the new beta. Got the ricochet almost immediately. ☺ Noticed the wizard award for a special has been replaced by 32m double broadside (fair). Also the game just got really difficult. No more endlessly looping the Davey Jones locker ramp. Glad I got the other wizard modes already. ☺
 

jaredmorgs

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May 8, 2012
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Just tried the new beta. Got the ricochet almost immediately. ☺ Noticed the wizard award for a special has been replaced by 32m double broadside (fair). Also the game just got really difficult. No more endlessly looping the Davey Jones locker ramp. Glad I got the other wizard modes already. ☺

You mean, the game now represents the brutality of the real machine. The left ramp exit to the upper right flipper is a fast and horrid shot, and makes the cannon a prize worth striving for.

With this game, and Fish Tales being the benchmarks for speed and difficulty, Season 3 is going to be one of my favourites.
 
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jaredmorgs

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May 8, 2012
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Another interesting observation: did any of you notice that both Fish Tales and Black Rose had issues with bonus count orchestration when the betas were released.

Both use the same mainboard (WPC Fliptronic 2), so I wonder if there are some challenges with getting the "wiring" right with this particular main board?

The games that use this system also include CFTBL, TZ, and WW. I didn't notice ball end orchestration issues with these releases.

<speculation>Other unreleased games using this hardware include: Bram Stokers Dracula, Doctor Who, TAF Special Edition, The Getaway: HS2
;)
</speculation>
 
N

netizen

Guest
Here's a couple screens to show the difference between the old style of plunge view 1 and the new style of plunge view 1 that has been introduced with FT and BR.

As with the inconsistent camera views across tables having different plunge views on different tables makes for a bit of an inconsistent play experience when a player has to change the camera angle depending on which table they load, and whether they are at the plunge screen or the playfield.

Add the persistent bug where a player cannot change the camera scrolling/locked in the options menu while on the plunge screen and there's something going on with the camera/view that needs to be addressed/looked at.

Not only are the camera angles inconsistent table to table on one platform but they are inconsistent across platforms; that is where things get confusing to me.
 

jaredmorgs

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May 8, 2012
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I don't understand the disparity in view angles per table either, netizen. I don't understand why when creating the angles for each DLC, preset x/y/z angle ratios are pulled from the presets and applied to all view cameras?

This might be worthy of an explanation from the "camera guy" Ryan. Good fodder for the next podcast (we need more material...)

Are we missing something regarding the camera view settings? Is there some reason why the camera angles are set differently per table? Something to do with certain details on the table that are obscured when the camera axis from other builds are applied for a given camera view?
 

PiN WiZ

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Feb 22, 2012
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I don't understand the disparity in view angles per table either, netizen. I don't understand why when creating the angles for each DLC, preset x/y/z angle ratios are pulled from the presets and applied to all view cameras?

This might be worthy of an explanation from the "camera guy" Ryan. Good fodder for the next podcast (we need more material...)

Are we missing something regarding the camera view settings? Is there some reason why the camera angles are set differently per table? Something to do with certain details on the table that are obscured when the camera axis from other builds are applied for a given camera view?

The new plunger camera view is supposed to give the player a better view of the skill shot. The old plunger camera was pulled too far back and made it harder for the player to see what they were aiming for.
 

PiN WiZ

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Feb 22, 2012
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I found out how to reproduce the ball through the right flipper 100% of the time. When the ship fires the ball back to the flippers from the cannon, raise the right flipper just as the ball is passing over the rotating playfield cannon (not before) and the ball will pass through the right flipper every time. I'll test this on iOS as soon as I get home and pass this along so this issue is resolved before release.
 

Edan-Grossman

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Jan 19, 2013
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I found out how to reproduce the ball through the right flipper 100% of the time. When the ship fires the ball back to the flippers from the cannon, raise the right flipper just as the ball is passing over the rotating playfield cannon (not before) and the ball will pass through the right flipper every time. I'll test this on iOS as soon as I get home and pass this along so this issue is resolved before release.

I can confirm that this occurs on my 2013 Nexus 7.
 

Mad07

Member
Feb 13, 2013
363
2
When the ship fires the ball back to the flippers from the cannon, raise the right flipper just as the ball is passing over the rotating playfield cannon (not before) and the ball will pass through the right flipper every time.
I've seen this behaves just before and the first time on this table (beta 22b), but I could catch the ball: it was only to 50% through the flipper - very,very, very temporary on other table's too (to less to report this one)

On other hand 22b (only quick test in the underground train) :
* Sound now much, much better; Heh man, I can now understood the first voice/sentence "Come on board" , Polly is now also clear to understand - good work !
* Table is a little bit faster, the timining to shot run in the loop to collect the character must be a little bit earlier ;)

When the ball is returned to the L Flipper from the Pirates Cove if you try and catch it on a raised flipper the ball will bounce up and over the slingshot and then roll over the top and into the left out lane; this has happened 100%
I can agree - now it's not so easy anymore to catch and hold the ball on the L-Flipper - Multiball was just started - only hold the L-Flipper up - and run with the right one in a continuous loop to collect all needed char for the ships.

* the new Master goal (replacement) Score 32M broadside : German translation missing -> it's still in english, but to understand ;)
 
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danivempire

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Oct 26, 2013
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I just had the opportunity to try the update. Damn, when you release stuff, where i live it's usually really really REALLY late and i don't even try the game or else i would fall asleep at work ^^
Anyway, i can finally play it fine, with the previous release the crappy sound didn't give me the envy to play ^^
Now it sounds really good ^^
 
N

netizen

Guest
The new plunger camera view is supposed to give the player a better view of the skill shot. The old plunger camera was pulled too far back and made it harder for the player to see what they were aiming for.

Then why wasn't that camera angle used on Whirlwind; which has the exact same skillshot? I don't think anyone had difficulties seeing what to shoot at with camera angle 1 being pulled back the way it is :/
 
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