Version 1.39.x

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
Released patch for Red and Ted's Roadshow

Version 1.39.9
- New cmdline parameter "skipwhatsnew" (with this parameter, the whats new should never show)
- Fixed leaderboards not scrolling to other tables.
- Fixed minor issue where flippers would stay up in flyby if you quit while they were up.
- Credits fixed
- Fixed backgrounds in the table select screen that showed another background behind them.
- Translations for RoadShow protips and instructions.
- Tournaments - There is a PC tournament right now.

Version 1.39.8
- Fixed table of the month. Now Cactus Canyon
- Fixed typo in instructions
- Fixed DX9 lighting for flippers on RoadShow

Version 1.39.7
- Added Red and Ted's Roadshow
- Fixed GI on Party Zone (DX11)
- Fixed Ripleys bug where getting large bonus ends game before it's actually over
- Rumble no longer stays on when turning off while it's active (Both Roadshow and Earthshaker)
- Fixed framerate not being locked in table select. Caused issues when streaming on steam.
- Fixed some textures on Creature
- Xenon audio fixes
- Fixed custom ball purchase list (can now purchase TAF balls)
 
Last edited:

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
Version 1.39.7 Bugs:

RoadShow:
  • Both plunger rollovers need lowered.
  • Left loop shot can reject at times.
  • A wall is going through the right ramp. Table Exploration.

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.
  • 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: Monster Bonus digits need to be brightened.
  • High Speed: "Getaway", "Ramp Bonus", and "Bonus X" lights 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 it.
  • 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: Bonus count is a bit off-sync. Sounds are supposed to align with the different bonus sections on the DMD. Refer to videos on the internet.
  • Addams Family: Cousin It's bonus tune now is lower-pitched, and Mamushka's bonus tune is higher-pitched.
  • 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. 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.
 

crazywolf

New member
Jul 9, 2013
46
0
I have the same problem since last releases, when i start dx11 in full screen mode (1920x1080) the visible resolution is much smaller.
On the new Table in DX 9 it looks like the lightning is wrong with the right flipper. In DX11 all Flippers are dark. I dont know whats the right lightning.

Flippers.jpg
 
Last edited:

MontanaFrank

New member
Dec 19, 2012
677
0
This is the first time that Steam has not automatically updated to the new version of TPA. I am still on version 1.38. I can't remember or figure out what to do to update it manually May I please have some help?

Edit: I have found help in another section of this forum.
 
Last edited:

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
This is the first time that Steam has not automatically updated to the new version of TPA. I am still on version 1.38. I can't remember or figure out what to do to update it manually May I please have some help?

Are you still set to the public beta?

If so, right click Pinball Arcade in steam and go to properties, then beta's tab, then choose opt out of betas.
 

Locksley

New member
Jan 2, 2015
384
0
Mmm. Opt out of beta if you are using that.
Restart Steam app.
Still not updating? Right click on game, properties, the tab 'updates' - check it is set to auto updating.
Also in options, you can go to the tab 'local files' and verify cache - the last button.
Restart computer see if Steam updates.

That's the advice I can give - maybe someone else has better advice to give :)
 

switch3flip

Member
Jan 30, 2013
944
0
Did any table other than RoadShow and Xenon get the advanced flipper physics treatment?

Maybe Big Shot. They mentioned in android beta that they have updated the physics on it but I don't know if they've updated the table for us yet. I tried the android version but don't think it's been updated but I'm at work so can't check on pc version at the moment.
 

Metalzoic

New member
Jun 8, 2012
907
0
Thanks for the update, but it still doesn't launch the DX11 version from the .exe without renaming it.
The New Table nag-screen is still pops up randomly breaking scripting through a dedicated cabinet front-end. At first I thought this was fixed, but it just happened 6 tables in a row.
 

mpad

New member
Jan 26, 2014
1,398
0
Mike: About the new 3.0 physics, could you please state if any tables got those with the current release?
or will such news be named in the newsletter / your version history?
I hope you plan to explicitly name those tables, because otherwise a lot of people will be seeing things (including myself).
 

Locksley

New member
Jan 2, 2015
384
0
Mike: About the new 3.0 physics, could you please state if any tables got those with the current release?<snip>
Looks like Big Shot got it. I could not do a live catch but some flipper juggling went fine since they got that new 'fall' time so it is not 'on/off' anymore.

MOOOAAARRR!
:cool:
 

Xanija

Moderator
Staff member
May 29, 2013
1,348
0
Another fix was applied in this version:

- Extended the number of possible menu items when selecting the buy custom balls menu. You can actually see the Addams Family ball set even if you have not bought any other ball set before.

Thanks for that, bought this ball pack right away. UnfortunatelyI have an issue with the "Baby What" ball in DX11:



Looks perfectly fine in DX9:

 

otto4711

New member
Nov 6, 2013
71
0
not 100% sure if this is a bug
but on road show
i have to enter my name every time i play after i booted the machine
even if i have not achieved enough points to score a new highscore.

seems the rom is either asking for a daily highscore
(its the only pinball machine from pa which is doing this, there is another table (dont know which one) who said u set a new daily highscore, but its not asking for your name if u did not reach the normal highscore list)
or its a bug and the rom cannot find the highscores saved in the ram.

the highscore table and leaderboard are working correct.
 
Last edited:

MontanaFrank

New member
Dec 19, 2012
677
0
Are you still set to the public beta?

If so, right click Pinball Arcade in steam and go to properties, then beta's tab, then choose opt out of betas.

Thanks Mike. I did an uninstall and reinstall of Steam and TPA and the problem was corrected. Thanks for your quick reply yesterday.
 

mpad

New member
Jan 26, 2014
1,398
0
[MENTION=36]Mike[/MENTION]: is it possible to add the function of launching tables directly via command line? Or do you
a) don't want to do it
b) can't do it because of some weird steam DRM restrictions

It really would make life easy for us cab owners...
 

rehtroboi40

New member
Oct 20, 2012
1,668
0
not 100% sure if this is a bug
but on road show
i have to enter my name every time i play after i booted the machine
even if i have not achieved enough points to score a new highscore.

seems the rom is either asking for a daily highscore
(its the only pinball machine from pa which is doing this, there is another table (dont know which one) who said u set a new daily highscore, but its not asking for your name if u did not reach the normal highscore list)
or its a bug and the rom cannot find the highscores saved in the ram.

the highscore table and leaderboard are working correct.

No Good Gofers, another Lawlor table, is the other one which posts "Today's high score". I don't remember if Scared Stiff does as well-it's been a while.
 

nudnick

New member
Apr 8, 2014
276
0
Maybe Big Shot. They mentioned in android beta that they have updated the physics on it but I don't know if they've updated the table for us yet. I tried the android version but don't think it's been updated but I'm at work so can't check on pc version at the moment.

I can confirm that big shot has it on PC as I have done flipper stop ...
 

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