Who Dunnit Beta

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Baron Rubik

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Mar 21, 2013
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Anyone else having trouble cycling the inlane/outlane rollover lights?

Whilst paired to and playing with a controller on N7-2012....

I'm trying to get the extra ball from lighting all clues. So I'm attempting to use the taxi chase as the fastest method to get them.
I'm cradling a ball on the right flipper. If rollover lights are numbered 1 through 4 left to right, I cycle using L flip until 1 is lit (this in itself has sporadic problems, instead of cycling left it will occasionally alternate between 1 to 4, 4 to 1 despite Always pressing left.
Then another time it'll cycle as expected.

So cradling on right, lamp 1 lit, R flipper backhand up the right hand train/taxi ramp should move lit to 2 so that as ball comes around right left orbit it passes through the lit rollover... But this doesn't happen and the lit rollover moves somewhere random.
Approx 1 in 4 times it might work correctly.

Can't watch what is happening due to making the shot and it being too quick. Could do with recording this, but the bottom line is the rollover cycling isn't working as expected with a controller.

Anyone else getting this?
 

Baron Rubik

New member
Mar 21, 2013
1,852
1
Anyone else having trouble cycling the inlane/outlane rollover lights?

Whilst paired to and playing with a controller on N7-2012....

I'm trying to get the extra ball from lighting all clues. So I'm attempting to use the taxi chase as the fastest method to get them.
I'm cradling a ball on the right flipper. If rollover lights are numbered 1 through 4 left to right, I cycle using L flip until 1 is lit (this in itself has sporadic problems, instead of cycling left it will occasionally alternate between 1 to 4, 4 to 1 despite Always pressing left.
Then another time it'll cycle as expected.

So cradling on right, lamp 1 lit, R flipper backhand up the right hand train/taxi ramp should move lit to 2 so that as ball comes around right left orbit it passes through the lit rollover... But this doesn't happen and the lit rollover moves somewhere random.
Approx 1 in 4 times it might work correctly.

Can't watch what is happening due to making the shot and it being too quick. Could do with recording this, but the bottom line is the rollover cycling isn't working as expected with a controller.

Anyone else getting this?

This is reproducible on SGS4 using touch (no controller).

(inlane/outlane rollover lamps numbered 1 through 4, left to right)

If you cradle on the right flipper with lamp 1 lit. Back hand using right flipper to send ball up the right ramp. The lit lamp initially moves to pos 2, but occasionally switches back to pos1 roughly as it right to left orbits past the phone.
It doesn't do it consistently though occasionally working as expected.
 

PiN WiZ

Mod & Forum Superstar
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Feb 22, 2012
4,158
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This is reproducible on SGS4 using touch (no controller).

(inlane/outlane rollover lamps numbered 1 through 4, left to right)

If you cradle on the right flipper with lamp 1 lit. Back hand using right flipper to send ball up the right ramp. The lit lamp initially moves to pos 2, but occasionally switches back to pos1 roughly as it right to left orbits past the phone.
It doesn't do it consistently though occasionally working as expected.

Confirmed on both iPad 4 and Galaxy S4, so this bug is not platform/device specific. I will report this bug to Flippy so that he can add it to the tracker and have it looked into.
 

Baron Rubik

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Mar 21, 2013
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Confirmed on both iPad 4 and Galaxy S4, so this bug is not platform/device specific. I will report this bug to Flippy so that he can add it to the tracker and have it looked into.

You can replicate it also using 'ball control' in the pro menu.
It happens once per orbit, as the ball passes behind the phone in the orbit loop travelling right to left. But isn't consistent.
 

PiN WiZ

Mod & Forum Superstar
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Feb 22, 2012
4,158
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You can replicate it also using 'ball control' in the pro menu.
It happens once per orbit, as the ball passes behind the phone in the orbit loop travelling right to left. But isn't consistent.

I tried this bug 10 separate times on both the iPad 4 and Galaxy S4 (for a total of 20 times) and was able to reproduce it 100% of the time. I'll send Flippy the steps to reproduce this bug and give him notes on what the after effects are.
 

Baron Rubik

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Mar 21, 2013
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Another question - was just playing with plunging, and I don't think this seems right, but aren't sure due to not knowing the real table.

Start game.
Watch intro murder cutscene on the dmd.
View switches to plunge cam and dmd cycles automatically through TAXI (do not touch left flipper - leave it cycling).
Plunge for a skill shot (do not flip after plunging).
Whether the ball goes in the skill and gets ejected after lighting clue, or misses - do not flip and just allow the ball to drain.
It doesn't auto fire, but goes back to skill shot, and you can just repeat until all clues are lit.

I've no experience with the real table but this doesn't feel right - is It?
Apologies if it is.
 

PiN WiZ

Mod & Forum Superstar
Staff member
Feb 22, 2012
4,158
1
Another question - was just playing with plunging, and I don't think this seems right, but aren't sure due to not knowing the real table.

Start game.
Watch intro murder cutscene on the dmd.
View switches to plunge cam and dmd cycles automatically through TAXI (do not touch left flipper - leave it cycling).
Plunge for a skill shot (do not flip after plunging).
Whether the ball goes in the skill and gets ejected after lighting clue, or misses - do not flip and just allow the ball to drain.
It doesn't auto fire, but goes back to skill shot, and you can just repeat until all clues are lit.

I've no experience with the real table but this doesn't feel right - is It?
Apologies if it is.

I've never noticed this on the real table, but I may stop by Pinballz today or tomorrow and see if the real table exhibits this behavior.
 

Baron Rubik

New member
Mar 21, 2013
1,852
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I've never noticed this on the real table, but I may stop by Pinballz today or tomorrow and see if the real table exhibits this behavior.

Thanks PiN WiZ. It's not a natural way to play it, but it doesn't feel right.
I would have thought the auto-fire would re-launch in this scenario.
 

Mad07

Member
Feb 13, 2013
363
2
@flippyflipper

I mean this way (via msg I can not add a pic
yja2uheq.jpg
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
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The "lamp" under "Auto-Fire looks like a little bit dark on the right side




That's by design and is the way it looks on all production run WHO dunnit tables.

The reason for this from a technical standpoint is the flipper assembly baseplate (the metal plate that the flipper mechanics attach to) actually partly covers the Auto-Fire lens.

You get the *exact* lighting effect replicated in the TPA version. I actually love the way they have feathered the lighting effect on the right hand side. That would have taken some tweaking...
 

Baron Rubik

New member
Mar 21, 2013
1,852
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The reason for this from a technical standpoint is the flipper assembly baseplate (the metal plate that the flipper mechanics attach to) actually partly covers the Auto-Fire lens.

You get the *exact* lighting effect replicated in the TPA version. I actually love the way they have feathered the lighting effect on the right hand side. That would have taken some tweaking...

+1 - Little touches make a big difference to authenticity.
 
N

netizen

Guest
I have been experiencing some oddities with the taxi chase loop shot when it is lit. A hard shot will 2/5 times come back down the L loop and not complete the orbit.

Looking at the table with the table explore it looks like there is a pop-up post above the pop-bumpers :/ Under what circumstances is that post up/down?

Has anyone else seen that taxi chase loop shot being rejected at speed as if it hit a rubber object?
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
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To be honest - if 2 years into this and no one else is asking, I wouldn't bother if it ain't easy personally.
It's not a problem for me anymore as I can use a controller now.

Other developments like cloud save would benefit more.

Nice work this month BTW. Enjoying the new table. Thanks.

I echo Baron's prioritization suggestion regarding Google Play Games Cloud Save (and goal tracking/achievements if time permits) over multi-touch zones.

Controller Support really makes it a hard sell to use the touch screen any more.

Yet again, the quality of Season 3 tables continutes to delight me. Keep up the top work.
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
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I've been waiting for cloud save for two years now...

Unless you're from the future (15th May 2015) you can not have been waiting for this feature to appear in TPA Android for two years.

The inception of Google Play Games Framework was launched at Google I/O 2013 (15th - 17th May 2013). So FarSight could have only implemented cloud save as part of this service after the API was released to the public.

I'll interpret this comment as your *extreme and burning desire* to have cloud save implemented next as Ryan's down-time schedule permits.
 

jaredmorgs

Moderator
Staff member
May 8, 2012
4,334
3
I have been experiencing some oddities with the taxi chase loop shot when it is lit. A hard shot will 2/5 times come back down the L loop and not complete the orbit.

Looking at the table with the table explore it looks like there is a pop-up post above the pop-bumpers :/ Under what circumstances is that post up/down?

Has anyone else seen that taxi chase loop shot being rejected at speed as if it hit a rubber object?

Yep, there is a solenoid-controlled post that diverts the ball into the pop bumpers when Taxi Chase is not lit. Very useful for getting wild card awards and second chance awards.

See: http://pinball.org/rules/whodunnit.html#Nudge_Slots
 

Baron Rubik

New member
Mar 21, 2013
1,852
1
I have been experiencing some oddities with the taxi chase loop shot when it is lit. A hard shot will 2/5 times come back down the L loop and not complete the orbit.

Looking at the table with the table explore it looks like there is a pop-up post above the pop-bumpers :/ Under what circumstances is that post up/down?

Has anyone else seen that taxi chase loop shot being rejected at speed as if it hit a rubber object?

Are you on about this post here? (see clip below - circled 1)
y9ysy8e3.jpg


This and another identical post that I believe to be where circled 2, look like permanent posts on the playfield.
If you look at a stripped playfield...
vujugyje.jpg

The bumper cutouts can be grouped as circled in red, which leaves the 2 post mount holes circled in green.

Never seen a real one - so this is my personal speculation only.
 

Pinetwig

New member
Dec 23, 2013
170
0
Unless you're from the future (15th May 2015) you can not have been waiting for this feature to appear in TPA Android for two years.

The inception of Google Play Games Framework was launched at Google I/O 2013 (15th - 17th May 2013). So FarSight could have only implemented cloud save as part of this service after the API was released to the public.

I'll interpret this comment as your *extreme and burning desire* to have cloud save implemented next as Ryan's down-time schedule permits.

Well, I've been wanting some kinda of backup save thingy since the first day I downloaded TPA. Started playing on the phone, loved the game and upgraded to a bigger device and it took quite awhile to catch up and I don't wanna redo 22K HoFpoints on my next droid.

Actually never heard of GPG until just recently. Don't really care about goals or local scores, just wanna keep myself in the HOF top 20 :)
 

Ryan Routon

FarSight Employee
Feb 24, 2012
1,394
0
Alright guys here ya go:

http://androidfiles.pinballarcade.com/beta/AndroidPinballActivity_24d.apk

-BK2000 bug fixed.
-Added arrow keys to options screen, adjusted items left to make room.
-Fixed alpha issues on orange plastics(for high lods), and diverter ramp on the left (for both lods)
-Flasher has been added below phone.
-There were some texture changes for baked in lighting.
-There were some camera tweaks to better fit the table in and approved.
-Tuning file was adjusted to fix post passes, elasticity, general play.
-Sound bugs addressed ( I am told, please test)
-goal fixes in place.
-camera revert bug should be fixed.

Might be more, you guys will have to test but we are having to make a cut off for this build, but feel free to keep reporting. Enjoy!
 
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