Black Knight 2000 Beta

Status
Not open for further replies.

PiN WiZ

Mod & Forum Superstar
Staff member
Feb 22, 2012
4,158
1
Aonther bug:
happen iif the last ball in the game:
the ball stuck on tbe bridge, nudge does not help, call attendant.... in the meantime nudge again, the ball roll into tbe look) That's all: no way out from here, no new ball served, (or the cam does not switch to the plugger) attendant isn't call because ball not missed. Tilt doesn't help, too. Only chance it to close the table via menu and lost all points, Char for Ransom etc...

You seem to be testing the old beta build. Download the latest beta build here : http://androidfiles.pinballarcade.com/beta/AndroidPinballActivity23b.apk
 
Last edited:

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
3
Hmm, seeing some occasional collision mesh/object passthrough issues in 23b.

I did a strong shot up the lock ramp, and the ball travelled along an invisible habitrail to the launch ball VUK. The ball appeared to be going behind the back of the playfield, so I guess the game thought "hmm, must've been a shot to the VUK: I'll put it there". Real tricky to replicate this, but I think a bit of "cannon testing" should uncover this one pretty quickly. I think it is exiting on the 2nd turn of the lock ramp if that helps.

The Right Saucer still lets balls pass through it to the Launch Ball VUK. Happened once only in about an hour's play.
 

Mad07

Member
Feb 13, 2013
363
2
You seem to be testing the old beta build. Download the latest beta build here
THX,
I've just found the link also in the Challange thread ;) I'll try the vers B if I'm at home in the evening
 

Ryan Routon

FarSight Employee
Feb 24, 2012
1,394
0
Is it not the same as the original Black knight? I actually didn't change anything with the controller code this time around.

Dear Ryan

What is the button mapping for the Magna-save on Moga Pocket

Love

jaredmorgs

:p
 

Ryan Routon

FarSight Employee
Feb 24, 2012
1,394
0
So this wasn't happening to anyone in the previous beta? Just passed it along to see if it is a tuning or collision issue.

Hmm, seeing some occasional collision mesh/object passthrough issues in 23b.

I did a strong shot up the lock ramp, and the ball travelled along an invisible habitrail to the launch ball VUK. The ball appeared to be going behind the back of the playfield, so I guess the game thought "hmm, must've been a shot to the VUK: I'll put it there". Real tricky to replicate this, but I think a bit of "cannon testing" should uncover this one pretty quickly. I think it is exiting on the 2nd turn of the lock ramp if that helps.

The Right Saucer still lets balls pass through it to the Launch Ball VUK. Happened once only in about an hour's play.
 

Baron Rubik

New member
Mar 21, 2013
1,852
1
Is it not the same as the original Black knight? I actually didn't change anything with the controller code this time around.

It is the same as BK.
If using shoulder buttons - It's on the right trigger.
If using triggers - It's on the right shoulder button.
 

Mad07

Member
Feb 13, 2013
363
2
Short feedback to 23b:
* Small Hud now Ok
* no ball hanger at all, till this moment
* only 1 time wrong cam (on table - should be on plugger-but if I make the move to pull the plugger back, the cam switch to the plugger)

I'm wrong or is the table now a little bit faster? :D
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
3
Is it not the same as the original Black knight? I actually didn't change anything with the controller code this time around.

Remember that I'm using a Moga Pocket. I don't have the extra set of shoulder buttons.

On a Moga Pocket, the magna-save buttons would need to be mapped to X and B for independent control.

X is currently the view lock, so its function would likely need to be moved to Y, which is currently unusued.

Or if it is easier, map both magnasave buttons to activate to the A button (if you can separate button mappings per controller type - which I"m pretty sure you can in the API).

The A button is currently the Launch Ball button. Because the magnasave buttons' position are affected by the "button position" option in the menu, I am guessing they are somehow linked.
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
3
So this wasn't happening to anyone in the previous beta? Just passed it along to see if it is a tuning or collision issue.

I did see some reports from other users that a hard, direct shot to the saucer in 23a did result in the ball going up to the ball launch VUK.

The lock ramp issue is the first time I've seen the issue, however I find this ramp tricky to hit so I'm not constantly slamming away at it.
 

Ryan Routon

FarSight Employee
Feb 24, 2012
1,394
0
oh so it never worked?

Remember that I'm using a Moga Pocket. I don't have the extra set of shoulder buttons.

On a Moga Pocket, the magna-save buttons would need to be mapped to X and B for independent control.

X is currently the view lock, so its function would likely need to be moved to Y, which is currently unusued.

Or if it is easier, map both magnasave buttons to activate to the A button (if you can separate button mappings per controller type - which I"m pretty sure you can in the API).

The A button is currently the Launch Ball button. Because the magnasave buttons' position are affected by the "button position" option in the menu, I am guessing they are somehow linked.
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
3
oh so it never worked?

Nope, never did.

That was expected though. You were flying blind with Moga Pocket, so I was just glad for flipper, tilt and launch ball plunger capability.

Black Night was hardly even on my radar as a table, so not having the control for the two magna save buttons didn't worry me.

But BK2K is great, and I'm finding that I'm missing opportunities without the magna save buttons available.
 
Last edited:

Mad07

Member
Feb 13, 2013
363
2
seen under multiplayer
(maybe the app was running somewhere)
* After a 2ball multiball (one ball was lost) the cam still stay in MultiballMode, this means no zoom anymore for this ball on the 2nd level (till he drained)
* at every 2ball Multiball, where the ball must be kick in via plugger, the cam does not switch to the plugger
* same if the player received an Extraball
* this problem moved to the next player, which continue at next one.
* It repair itself (all above) after StandUpAndFight (3 ball Multiball)
** My meaning:eek:nly at ransom, the balls shoot in automatically and the cam should stay in the playfield
*The volume for the Hurry Up Bonus was degrees (lower) :( It was nice with a greater sound, if the Bonus was earned
 

xAzatothx

New member
Sep 22, 2012
824
0
first beta seemed easier. Question. Is there anything stopping people from installing the old APK file or not upgrading and getting higher scores using older versions?

or do the leaderboards only accept scores from latest released version of each table? (hoping this is the case).
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
3
If there is a new version of the REZ file pushed to the CDN, the game detects that and blocks you from playing until you update.

This condition only exists in the released version on Google Play, or in the Beta when Ryan sets the New REZ flag in the build.
 

1moreastronaut

New member
Aug 22, 2013
32
0
On a somewhat related note, is anyone having difficulty with the original Black Knight's score display on this beta? I was running through the Williams challenge and when I got to BK, the score on the HUD sat at zero the whole time...twice. It's the same outside Challenge mode.

bk.png
 
Last edited:
N

netizen

Guest
Was there ever any answer on why the plunge camera views have been changed on mobile, but not any other platform? Plunge view 1 is a close up of the plunge assembly, plunge cam 2 is a close up of the plunge hash marks, and plunge cam 3 is an angled view of the table. Plunge cam 1 used to be a step back, straight on view of the entire table, but with enough angle that you could see the plunger in the lane as you drew it back. I personally found plunge cam 1 to be the most effective because if the camera ever got stuck on the plunge cam during gameplay you still had a full view of the playfield, this is no longer available. Why?

The lingering issue of the camera locked/scrolling not being able to be changed from the options menu while on the plunge screen has expanded to now include being able to change the playfield camera angle while the table is doing the camera flyover; you can change it both at the top camera button and change the locked/scrolling setting in the options menu if you pause fast enough. Will this be addressed or is this going to persist to make multi player games painful; especially when the secondary player views are not saved after the app has been closed.

Also there are still the broken pro modes for CBW and Tee'd Off, any news on these being worked on?
 
Last edited:

Shaneus

New member
Mar 26, 2012
1,221
0
The ROM is emulated, the sound board is not. FarSight extracts the audio files directly from the chip so the samples are all authentic. It's been this way since the beginning.
Out of my depth in the Android area, but I'd love for them to get sound emulation implemented for at least a few platforms eventually. Means that we'd have *much* smaller tables and infinitely better sounds. I have a video game music player that seems to handle itself pretty well... plays Genesis music fine, which has essentially the same music synthesizer used in the vast majority of Williams SS games.

Anyway, sorry for the OT post!
 
N

netizen

Guest
Out of my depth in the Android area, but I'd love for them to get sound emulation implemented for at least a few platforms eventually. Means that we'd have *much* smaller tables and infinitely better sounds. I have a video game music player that seems to handle itself pretty well... plays Genesis music fine, which has essentially the same music synthesizer used in the vast majority of Williams SS games.

Anyway, sorry for the OT post!

Yeah, but does it handle the music emulation, the physics emulation, the control board and cpu emulation all at the same time? This is what TPA is doing minus the sound rom emulation in realtime. Audio processing can be extremely processor intensive, and with the load on mobile devices and low end PCs already it is unlikely that it will be added to the program anytime soon given the number of threads present already; unless there is a break through in the way fs manages their emulation, AFAIK.
 

Mad07

Member
Feb 13, 2013
363
2
hmmm, today the beta B works as expected.... The problems from yesterday wasn't reproducable. What does I spent is., that the ROM doesn't like an interruption : also not e. g. open the task and change the brightness in between. Then some unexpected things could be happen......

Does I have a wish free?
I want the higher volume for e. g. Reached the Hurry up Bonus back :sly:
 

Kratos3

New member
Sep 22, 2013
2,352
1
I have had issues with it when interrupted as well. A couple times the app crashed shortly after coming back.
 
Status
Not open for further replies.

Members online

Members online

Top