Version 1.40.x

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
New release on Steam adds Safe Cracker. Translations for instructions and pro tips will be patched in next week.

Version 1.40.9
- Can now set language for DX11 (it's in the General DX9 tab in the config tool)
- Fixed champion pub crash
- Art fixes for SafeCracker
- Can now view Assault on the Vault leaderboard
- Can now purchase season pro upgrades in app.

Version 1.40.7
- Fixed Backglass lamp 16 lighting up the one above it (15)
- Fixed errant GI bulb on JunkYard
- Fixed purchase bug

Version 1.40.6
- Added Safecracker.
- Instruction fixes for Red and Ted
- Fixed a draw order issue with lower playfield parts on Haunted House (DX11)
 
Last edited:

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
Version 1.40.6 Bugs:

Safe Cracker:
  • Music is looping too early in the board game. It should play through naturally and loop where necessary. https://youtu.be/3SnLlZyLJ7I?t=2m16s
  • L16, "$" (6 spaces after the Roof entrance), shares L15, "?" light directly above it.

Other Bugs (both versions are RED, issues highlighted in DX11 are TEAL):

  • Xenon: Bonus Completion light sequence isn't synced up with the sound.
  • 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, and TotAN. Are the sound files 11k instead of 44k?
  • Higher pitched sounds/music on other tables, listed here.
  • Lights Camera Action: Missing floodlights.
  • Lights Camera Action: Many light issues. See this video for details: https://www.youtube.com/watch?v=I7M67hV0lfk
  • Attack From Mars: GI on the left and right plastic pieces (texture swapping) has been carried over to DX11 from DX9.
  • Attack From Mars: Find a way to strengthen the Strobe light in DX11? (It really isn't a bug, but more of a feature. There are some videos of the light reaching further outwards in a really dark room, but it's really hard to replicate. Plus, there should be an option for that kind of thing.)
  • Haunted House: An upper playfield plastic is lit when the ball is in the lower playfield. Should be the other way around.
  • Haunted House: Bumpers need GI. Lighting should be called accordingly depending on where the ball is.
  • Haunted House: The first yellow light in the attic is too dim during play.
  • Haunted House: Brighter GI is needed; the game is too dark.
  • Haunted House: Game does not replicate the concept of two different flipper buttons. One pair controls the main playfield while the other pair controls the other two playfields.
  • Haunted House: The second Add bonus light in the Cellar looks lit even though it's not.
  • Haunted House: Collision issue on the tip of the Cellar's left flipper. The ball is phasing through that part of the flipper.
  • Haunted House: Textures missing (draw order issue). FIXED
  • ​Haunted House: Monster Bonus digits need to be brightened. See here: http://www.ipdb.org/images/1133/image-40.jpg
  • Haunted House: The two upperleft-most posts on the main playfield (above the three holes) need GI.
  • Haunted House: When the ball is in the lower playfield, some of the GI overflows onto the main playfield.
  • Haunted House: Missing GI in the lower right and middle-left (slingshot) part of the Cellar.
  • Haunted House: If possible, have GI bulbs illuminate the lower playfield, seen here: http://www.ipdb.org/images/1133/image-39.jpg http://www.ipdb.org/images/1133/image-40.jpg
  • Haunted House: A rubber is missing above the 2nd right flipper on the main playfield and below the gate leading to the flipper.
  • High Speed: "Getaway", "Ramp Bonus", "Bonus X", and lights "1" through "6" (these are without GI on) are dimmed.
  • High Speed: The spinner sound when 1,000 is lit is missing. Sound is present in DX9, though.
  • Creature: Overall GI lighting needs brightened.
  • Creature: As the ball travels along the right ramp, it touches the gate of the left ramp.
  • Centaur: Backglass isn't lit.
  • Earthshaker: GI activity needs tuning on features like Match Up (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 bit less power works for going on the Overpass.
  • Earthshaker: A red flasher on the right ramp is linked with Zone 9.
  • Earthshaker: The Left Roadsign bulb (Center Ramp) is too dim. The Mile 30 light is making this light activate.
  • Fish Tales: Captive ball lights are too dim. Surprisingly, the flashers are fine.
  • Fish Tales: Most of the GI belongs to the Lower Playfield, according to the Operator's Menu/Tests/General Illumination. This section needs reworked. See this video for details: https://www.youtube.com/watch?v=zw3ohZDaLP0
  • Black Knight 2000: Only the lower half of the backbox is lit.
  • Black Knight 2000: Each of the RANSOM letters are dim when lit. Backbox only.
  • Taxi: As the ball travels along the right habitrail, the ball can sometimes hit the leftmost Lola drop target and drop it.
  • Taxi: Light sequences and alphanumeric animations are 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.
  • White Water: No flashers on the backglass.
  • 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): https://www.youtube.com/watch?v=CzFvBmwIx5g
  • Whirlwind: Light effects around the lightning flashers remain on, once turned on. 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: The set of Super Door Values lights on the HUD should be similar to that of Earthshaker and Cyclone.
  • ​Whirlwind: Enter Initials music doesn't loop, Menu Music on or not.
  • Whirlwind: The same music mentioned above doesn't loop when a multiball mode is ready. Same with Enter Initials.
  • Whirlwind: 3,000 Spinner and the 100K spot target lights are dim.
  • Twilight Zone: Multiball startup light sequence is wrong, alongside claiming a Jackpot, both being off sync when compared to the actual machine. It should start out slow, then build up as the sounds do. Visual Pinball and some machines suffer from this as well. Here's how it should be: http://youtu.be/K5DY_Mr2n3U?t=5m49s
  • Twilight Zone: Brighter flashers and GI are needed, similar to that of Addams Family.
  • Twilight Zone: The "GUM" and "BALL" lights are tied in with two of the red flashers.
  • Twilight Zone: The "Lock 2" light is very dim. The left outlane EB light is tied in with Lock 2.
  • Twilight Zone: The green bulb (Left Spiral light) right next to the Powerfield is very dim. Not the white arrow marked Powerball.
  • Twilight Zone: The 2 red lights on the Powerfield are very dim and illegible.
  • Twilight Zone: Some 5 Mil lights, as well as the 3 left ramp arrow lights, Clock Millions light, and Power Payoff light, are dim.
  • Twilight Zone: Some of the GI are in the wrong places in DX11, including the backglass. Refer to the Operator Menu/Tests/General Illumination. (I'm not sure if this is an issue; I'll need to look at the GI myself on the actual machine.) 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. Here is how it should be: https://www.youtube.com/watch?v=K6KC8ciDfpQ
  • 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.
  • Twilight Zone: Starting a new game while "Game Over" is on the DMD immediately ends the new game.
  • Twilight Zone: A sound is missing during the opening Multiball sequence, interrupted by another. Listen here: https://www.youtube.com/watch?v=dJSljt9thtg
  • Twilight Zone: Metal ramp in the Lock shot is missing. This video shows that metal ramp when stripped of other playfield components: http://youtu.be/00LzUVAzJ8o?t=1m3s
  • Twilight Zone: Camera wall is missing. One link has a picture; the other is a video. http://www.ipdb.org/showpic.pl?id=2684&picno=37888&zoom=1 http://youtu.be/00LzUVAzJ8o?t=1m3s
  • Addams Family: Cousin It's bonus tune is lower-pitched. Listen here: http://youtu.be/FSDuME40j48
  • 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: The Bug counters need to be brightened. Should be similar to that of LCA.
  • Starship Troopers: The main theme music is getting cut off early. This video shows that there is more: https://www.youtube.com/watch?v=QoDUY4AIED4
  • Star Trek TNG: The 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. 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. See here: https://www.youtube.com/watch?v=ap6C4inCD7I
  • Black Knight: Locks need more tuning. A second ball locked where it's supposed to exit. https://www.youtube.com/watch?v=EBdo_V0AAb8
  • 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: The plunger switch needs lowered.
  • Black Rose: The 2K Jet light is tied in with the Combo light on the same shot. Likewise with the Combo light tying in with the 2K Jet light.
  • Black Rose: The 1K Jet light is tied in with the Jewel light on the same shot. Likewise with the Jewel light tying in with the 1K Jet light.
  • 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.
  • Cirqus Voltaire: Lights "R", "U", and "S" in Cirqus are tied in with the Juggler, Highwire Multiball, and Acrobats lights.
  • Gorgar: The upper left GI is not supposed to be on. It needs to flash when the ball touches the target in the magnet area.
  • Gorgar: A GI bulb a bit above the kicker is not lit.
  • Tales of the Arabian Nights: The left Shooting Star light is tied in with both Lightning Lamp lights.
  • Tales of the Arabian Nights: The left Lock light is tied in with the upper right lightning bolt light in the jets.
  • Tales of the Arabian Nights: The Wish 2 light is tied in with a flasher or GI bulb on the upper left playfield.
  • Tales of the Arabian Nights: The Wish 3 light is tied in with a flasher or GI bulb on the upper right playfield.
  • Tales of the Arabian Nights: The Bazaar flasher is almost non-existent.
  • Bram Stoker's Dracula: All 3 Coffin Lamps are missing. My guess is that they're tied in with the two Coffin Lock bulbs, but haven't seen it myself.
  • ​Genie: The three yellow plastics below the left ABCD lanes are missing GI.
  • Ripley's: No music plays at the Enter Initials interface. This happens when the Menu Music is turned off.
  • Tee'd Off: Light #62, "Spin Gopher Wheel", is dim.
  • Tee'd Off: Light #60, the Hole in One at the center shot, ties in with an arrow's light bulb on the same shot.
  • Tee'd Off: Light #24, the 1st Hole, is tied in with the Spin Gopher Wheel light.
  • Tee'd Off: The apron is too low; balls draining can be seen directly. Everything else on the apron should be adjusted accordingly.
  • Scared Stiff: Music is missing: https://www.youtube.com/watch?v=neEHzPWyJkE
  • Junk Yard: "Logo string", in the Operator Menu/Test/General Illumination, applies to a GI bulb on the upper part of the playfield. Fixed next build.
  • Theatre of Magic: Collision issue when a ball phased through the trunk and stuck behind a target. See here: https://www.youtube.com/watch?v=X9HaFbHKqCI
  • Shutyertrap's and other users' mentions listed.
 
Last edited:

L33

New member
Aug 20, 2014
418
0
Version 1.40.7

- Cab Support Now Available Via Steam

Well....I'm ever the optimist :) ...you just never know :)
 

Captain B. Zarre

New member
Apr 16, 2013
2,253
0
I noticed two more bugs related to the sound on Safecracker on the steam last night.

1. If an award is collected off of the ? space early in the game, the rapid fire sounds will lag behind a bit.
2. During sudden death or another mode with different music, if the Wheel Award is collected, the music continues playing over the Wheel Award jingle. (May happen on the actual table?)
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
I noticed two more bugs related to the sound on Safecracker on the stream last night.

1. If an award is collected off of the ? space early in the game, the rapid fire sounds will lag behind a bit.
2. During sudden death or another mode with different music, if the Wheel Award is collected, the music continues playing over the Wheel Award jingle. (May happen on the actual table?)
[MENTION=2355]Captain B. Zarre[/MENTION]

This is likely due to the bug in the music while in the board game: Music is looping too early in the board game. It should play through naturally and loop where necessary. https://youtu.be/3SnLlZyLJ7I?t=2m16s

You're probably referring to this:

 
Last edited:

Flipperdeflip

New member
Feb 17, 2015
175
0
This is likely due to the bug in the music while in the board game: Music is looping too early in the board game. It should play through naturally and loop where necessary.
That what you get when you don't emulate the sound system.
I understand that mobile devices aren't fast enough, but consoles and PCs surely are fast enough to have sound emulation.
 

suffocater

Member
Apr 4, 2015
174
0
Bugs with Safe Cracker:

got the highscore achievement with a score of abound 200k (first game, just looking around)
first assault on the vault, had 4,4M at the end, was not allowed to enter initials and score didn't recognize. Highest default score is 4M.
 

rehtroboi40

New member
Oct 20, 2012
1,668
0
Safe Cracker is, by far, THE worst table on TPA. $5 no longer gets you unlimited plays on the table, it gives you ONE...just ONE!

Guess FarSight just has to make up for the great PS4 table giveaway somehow!
 

rehtroboi40

New member
Oct 20, 2012
1,668
0

Purchased SC, played it, had to fix dinner (so I exited), then tried to start it up again, SC wants another $5. With this new update, paying $5 no longer gives you unlimited plays. Evidently you need to get the season pass or fork over $5 each time you want to play.

I wonder if FarSight will correct this bug as quickly as they've corrected the PS4 giveaway.
 

rehtroboi40

New member
Oct 20, 2012
1,668
0
Purchased SC, played it, had to fix dinner (so I exited), then tried to start it up again, SC wants another $5. With this new update, paying $5 no longer gives you unlimited plays. Evidently you need to get the season pass or fork over $5 each time you want to play.

I wonder if FarSight will correct this bug as quickly as they've corrected the PS4 giveaway.

It gets even better-just checked my receipt from Steam and it says I've purchased SST instead of SC!

I'd try it again (and spend $5 more as a result), but that might get me TAF. Oh wait, I already have it......
 

rehtroboi40

New member
Oct 20, 2012
1,668
0
Looks like I will hold off buying it now
$5 for one game.No thanks!

FarSight hasn't exactly been adept at allowing consumers to buy tables this week. From the fiasco of the PS4 free-table-gate, to the $5 purchase for a table you may already own, sadly this is now something I just shrug off and say "typical FarSight".
 

rehtroboi40

New member
Oct 20, 2012
1,668
0
Turns out Steam decided to call the individual purchases for "table 39-Safe Cracker", "table 34-Starship Troopers" instead. So if you want to buy SC individually, I hope you're prepared to play SST instead.
I apologize for suggesting that this SC fracas was FarSight's fault, and for supporting the PC version.
I don't apologize for making fun of the PS4 free-table mess.
 

Biff

New member
Sep 18, 2012
1,175
0
I apologize for suggesting that this SC fracas was FarSight's fault, and for supporting the PC version.

I still think it is Farsights fault or have you seen this before on the Steam platform?
Farsight mixed up table identity numbers or something like that.
 

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