Version 1.40.x

rehtroboi40

New member
Oct 20, 2012
1,668
0
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.

I have not seen this before (season 4 is all I have to base this on, as I purchased the other three seasons passes.)

You are certainly entitled to your opinion, but the evidence points to Steam on this one IMO. I believe it was wrong of me to speculate that it was FarSight's fault. When I make mistakes on here, I try to correct them. I'm a retro-gamer, not perfect.
 

Biff

New member
Sep 18, 2012
1,175
0
This is what you see when you select "Buy Safecracker".
It says Starship Troopers.

bug.jpg


Remember when you could buy TPA for only a few cents in Russia?
Farsight forgot to set the russian price / or thought that Steam would do this automatically.

So yeah, I think Valve is not the one to blame here.
 

StarDust4Ever

New member
Jun 30, 2013
496
0
This is what you see when you select "Buy Safecracker".
It says Starship Troopers.

bug.jpg


Remember when you could buy TPA for only a few cents in Russia?
Farsight forgot to set the russian price / or thought that Steam would do this automatically.

So yeah, I think Valve is not the one to blame here.
Sooo, Starship Troopers is all but confirmed as a future table pack. Season 5, table #1, perhaps? Cool!

Ignore this. I am an idiot. :rolleyes:
 
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Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
Version 1.40.7 Bugs:

Safe Cracker:
  • Music is looping too early in the board game at a point where the main part of this music is never played. It should play through naturally and loop where necessary (first video). The other shows the incorrect looping, and thus causes the ROM to slow down. https://youtu.be/3SnLlZyLJ7I?t=2m16s https://www.youtube.com/watch?v=SquuVflCATs
  • L16, "$" (6 spaces after the Roof entrance), shares L15, "?" light directly above it. FIXED

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: 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 (a build up effect) 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
  • Champion Pub: Broken when you begin a game.
  • 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
  • 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:

frostyarcade

New member
Apr 15, 2015
53
0
my setup is in a cab so I do not use a mouse. Ran into an issue with both dx9 & 11 since the latest update. When selecting a table it used to start the cursor out on "Start", but now for whatever reason i have to move the direction arrows left or right to select "Start". Before I could hit enter, then enter again and go straight into play. Seems like a small issue but annoying! Hoping it's a simple fix!
 

Robert Misner

New member
Oct 4, 2014
610
0
i suspect thats due to the new button for assault the vault which has become the default start location if you have credits on safecracker
 

frostyarcade

New member
Apr 15, 2015
53
0
This was with any of the other tables. And it's the tables "attract mode" page with "back", "start", "game setup" etc selections. After selecting a table, the selector defaulted on the middle start button on that page.
 

mpad

New member
Jan 26, 2014
1,398
0
Please please do something so we can directly launch dx11 directly. Make a dedicated steam game or sth. Who needs the dx9 files anyway.
The game is great now, but every time I start it it takes four klicks and alt enter pressing... And actual reading of dialogue boxes. Not a great starting experience.
 

hitman12

New member
Jun 11, 2014
46
0
Just launch the game directly from installation folder,You have there 2 exe files DX9 and DX11,make desktop shortcut of the DX11 exe and voila :D
steam>steamapps>common>PinballArcade
I launch TPA that way,using Steam app only to update TPA to the latest version.
 

Robert Misner

New member
Oct 4, 2014
610
0
hitman12 you know that actually works..before clicking on the pinballarcadedx11.exe would launch the wrong version..now its working!
very nice

edit: check that..no it doesn't unless you renamed the dx11 pinballarcade.exe

bummer
 
Last edited:

Metalzoic

New member
Jun 8, 2012
907
0
Just launch the game directly from installation folder,You have there 2 exe files DX9 and DX11,make desktop shortcut of the DX11 exe and voila :D
steam>steamapps>common>PinballArcade
I launch TPA that way,using Steam app only to update TPA to the latest version.

Doesn't work unless you rename it. Launching the PinballArcade11.exe will actually launch the DX9 version.
Although I have read that it does work with the pirated version.
 

Metalzoic

New member
Jun 8, 2012
907
0
Confirmed. Still need to alt+enter 3 times to get it to fullscreen at the correct ratio for 1080p.

So what causes this problem for you guys?
I run TPA fullscreen, 1080p all settings to max on a 16:9 monitor and it works exactly as it should. No stretching, no borders, no hitting alt at all.
 

Metalzoic

New member
Jun 8, 2012
907
0
my setup is in a cab so I do not use a mouse. Ran into an issue with both dx9 & 11 since the latest update. When selecting a table it used to start the cursor out on "Start", but now for whatever reason i have to move the direction arrows left or right to select "Start". Before I could hit enter, then enter again and go straight into play. Seems like a small issue but annoying! Hoping it's a simple fix!

I have mine also in a cab and all the tables still start out with the "cursor" on the Start button. Just like it always has.

However I haven't earned any magic tokens in Safecracker yet to see if that's the issue. Have you earned any magic tokens/credits in Safecracker like he mentioned?
 

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