(Topic ID: 226036)

#Where's the code? Ghostbusters Code Wish List, CODE UPDATE RELEASED!

By PanzerFreak

5 years ago


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  • Latest reply 3 years ago by skquinn
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“Are you happy with the code support Ghostbusters has received?”

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#1351 4 years ago

Tobins Spirit guide also grants +10% which they might forget to change. Remember Tobins can be juiced for +60% will pf multipliers running which is way more scary to me than the Skill shot thing.

Anybody confirm PKE shot is collecting on the Pro version? Saw some video of PKE running (not stacked with anything) and had a decent amount built up. Hit the right ramp (not once, but twice) to collect and zero value collected both times, or is it broken.

#1352 4 years ago
Quoted from Bond_Gadget_007:

Tobins Spirit guide also grants +10% which they might forget to change. Remember Tobins can be juiced for +60% will pf multipliers running which is way more scary to me than the Skill shot thing.
Anybody confirm PKE shot is collecting on the Pro version? Saw some video of PKE running (not stacked with anything) and had a decent amount built up. Hit the right ramp (not once, but twice) to collect and zero value collected both times, or is it broken.

The machine in the stream probably needs the PKE ramp switch adjusted. I've seen that switch not register pretty frequently if not adjusted.

#1353 4 years ago

I have created a list with bugs in 1.16 I would like to share.

Ghostbusters Bug report 1.16 PRO-Model
1. Add a alert sound for timers running out(Left captive balls)
2. Music within „AYAG Victory laps“ is to dim. Can barely be heard due to the „louder“ sounds effects.
3. Music is not properly stopped at the end of „AYAG“ victory laps. Plays during bonus count.
4. Left orbit skill shot cheat does still work. If you plunge the ball soft so it just rolls over the loop switch but doesn´t make it trough the gate behind Marshmallow-Man and then rolls back again over the loop switch. The skill shot is then still being awarded. ONLY if skill shot doesnt start a scene.
5. Add a sound effect for hurry-up time out for „light playfield multipliers“ at the captive balls.
6. Add a sound effect for „light playfield multipliers“ awarded from captive balls.
7. Extra ball light show shouldn´t play during multiballs. Even if it has a blow off. Balls are lost to easily.
8. Spook Central hurry-up still starts to early if you blow off the start sequence.
9. Add a flasher lightshow during Loopin supers. So the playfield is not so empty and dark.
Use the two red mars dome flashers at the ramp, they actually dont do much in the game. What about leting them each alternate double flash the whole time?
10. „light playfield multipliers“ being awarded incorrect from the captive balls.
If either „light storage facility“ or „light super jackpot“ timer has been started. And during either of those timers the „light playfield multipliers“ timer is being started via a ramp shot. If then „light storage facility“ or „light super jackpot“ timer times out and the balls are being reset, „light playfield multipliers“ is awarded when they shouldn´t be.
11. There are some lights missing at the start animation of Storage Facility multiball.
Library Lock Arrow(red)
Super Jackpot arrow(red)
Spinner Flasher(red)
Stay Puft(red)
12. During the swipe attract mode lamp effect and Bonus count. Some of the lights stay lit, when they should not be. Gear standup target light, depending on which were lit during gameplay.
13. Use the middle Ghost ladder 20,40,60,80,100 during „WARTBY“ to indicate how much ghosts have been collected.
14. Speed up the blink frequency of the right arrow light. When the „River of Slime“ timer runs out.
15. Gear target, Captive ball(left and middle) and River of Slime timers are not properly held if ball is sitting in left scoop, left up-post or subway. For example the ball is being held at the subway to indicate 10 Ghosts collected Storage Facility is lit. The timers can run out.
16. Rework multiball ball save feature. If balls are being kicked out at the left or right scoop. A ballsaver activates for a few seconds and saves drained balls. It´s possible to save multiple balls during one ballsave timer.
-Limit the amount of balls being saved to 1 ball per save.
-Limit the amount of ball saves started via scoops during multiball to 3 or make it adjustable.
17. God mode Adjustments.
-If Game mode is set to God mode, add an adjustment to disable this after a power cycle.
-Add an adjustment for starting God mode via key combination. Both flippers then start. So it can be played on location. Also would be nice to add a display advertisement lets say "Are you a God? Hold both flipperbuttons and press start. To proof you really are!"
18. „light playfield multipliers“ are being awarded via the captive balls, without shooting the captive ball around the loop. Just hitting the ball slightly is enough? Is this on purpose or an issue?
19. Slimer slime is erasing River of Slime shots. If there were some River of Slime shots lit and you hit slimer. The purple slime gets exchanged by green slime? Is this on purpose? Or should both shots stay lit?
20. Slimer is not ending skill shot. If the ghost target is hit to start slimer at the beginning of the ball. Skill shot is still available for collecting. Shouldn´t it end the skill shot?
21. (PRO only) Right ramp registering two hits instead of one, if a ball is being shoot up the right ramp slowly. One of the 3 inline switches registers a hit, if the ball starts then rolling slowly back down the lower exit switch registers another hit.
22. Add a little Slimer multiball. If in Mainplay and ladders are ready to start a mission. Hit the Ghost target 4 times to spell Ghost (G always spelled) and start a little two ball multiball. Without add-a-balls.
23. Librarian mini mode should not be allowed to start during active scenes.
24. There are some lights missing at the extra ball awarded animation.
Stay Puft(Green)
Stay Puft(White)
25. Left captive balls award „light Storage Facility“ even when the final Storage Facility shot is already lit.
-“light Storage Facility“ timer also keeps running during SF multiball if “light Storage Facility“ timer has been started before SF Multiball start. “light Storage Facility“ can be awarded during multiball.
26. Pict-o-pops do award add time when there is nothing to add time.
27. If bonus is maxed at 20X and PKE lanes are completed again. Add an reward.
28. Rework Playfield multiplier rule. These are way to easy to get. So scores went through the roof to quick and easy.
29. Sometimes left captive balls start both „light Storage Facility“ and „light Super Jackpot“ timers at the same time. Also gives out both awards with the same shot.
30. After finishing WARTBY the ball should not be auto plunged at the start of AYAG.
31. The sound quality of some sounds is worse. For example the new speech calls at "Who brought the dog" might be an software issue?
32. Some of the new music and sound effects are played at different volumes.
33. Backbox lightning effects are sometimes reversed to the GI lamp effects. For example at the start of AYAG.
34. Ladder modes are not properly awarded. When the ball drains during grace period after mode timer has run out.
35. Left captive balls give out gear award when „light playfield multipliers“ is collected.
36. If god mode adjustment is changed to normal mode, while in god mode bonus count. You can keep playing a normal game on ball 2 with the score achieved in god mode.

#1354 4 years ago
Quoted from Midway-Man:

I have created a list with bugs in 1.16 I would like to share.

That's a lot of bugs!

Have you emailed them to Stern?

#1355 4 years ago
Quoted from Aussiepinwiz:

That's a lot of bugs!
Have you emailed them to Stern?

Yes I did. Just wanted to share them with all of you.

#1356 4 years ago

solid work, man! I‘m impressed. Hope they use it well at Stern!

#1357 4 years ago

What is the easiest way to light the playfield multipliers with the new code?

#1358 4 years ago

Noticed a couple of times that both flippers suddenly dies during gameplay.l guess this problem has beem reported before.Hopefully this will be fixed.

#1359 4 years ago
Quoted from Midway-Man:

I have created a list with bugs in 1.16 I would like to share.
Ghostbusters Bug report 1.16 PRO-Model
1. Add a alert sound for timers running out(Left captive balls)
2. Music within „AYAG Victory laps“ is to dim. Can barely be heard due to the „louder“ sounds effects.
3. Music is not properly stopped at the end of „AYAG“ victory laps. Plays during bonus count.
4. Left orbit skill shot cheat does still work. If you plunge the ball soft so it just rolls over the loop switch but doesn´t make it trough the gate behind Marshmallow-Man and then rolls back again over the loop switch. The skill shot is then still being awarded. ONLY if skill shot doesnt start a scene.
5. Add a sound effect for hurry-up time out for „light playfield multipliers“ at the captive balls.
6. Add a sound effect for „light playfield multipliers“ awarded from captive balls.
7. Extra ball light show shouldn´t play during multiballs. Even if it has a blow off. Balls are lost to easily.
8. Spook Central hurry-up still starts to early if you blow off the start sequence.
9. Add a flasher lightshow during Loopin supers. So the playfield is not so empty and dark.
Use the two red mars dome flashers at the ramp, they actually dont do much in the game. What about leting them each alternate double flash the whole time?
10. „light playfield multipliers“ being awarded incorrect from the captive balls.
If either „light storage facility“ or „light super jackpot“ timer has been started. And during either of those timers the „light playfield multipliers“ timer is being started via a ramp shot. If then „light storage facility“ or „light super jackpot“ timer times out and the balls are being reset, „light playfield multipliers“ is awarded when they shouldn´t be.
11. There are some lights missing at the start animation of Storage Facility multiball.
Library Lock Arrow(red)
Super Jackpot arrow(red)
Spinner Flasher(red)
Stay Puft(red)
12. During the swipe attract mode lamp effect and Bonus count. Some of the lights stay lit, when they should not be. Gear standup target light, depending on which were lit during gameplay.
13. Use the middle Ghost ladder 20,40,60,80,100 during „WARTBY“ to indicate how much ghosts have been collected.
14. Speed up the blink frequency of the right arrow light. When the „River of Slime“ timer runs out.
15. Gear target, Captive ball(left and middle) and River of Slime timers are not properly held if ball is sitting in left scoop, left up-post or subway. For example the ball is being held at the subway to indicate 10 Ghosts collected Storage Facility is lit. The timers can run out.
16. Rework multiball ball save feature. If balls are being kicked out at the left or right scoop. A ballsaver activates for a few seconds and saves drained balls. It´s possible to save multiple balls during one ballsave timer.
-Limit the amount of balls being saved to 1 ball per save.
-Limit the amount of ball saves started via scoops during multiball to 3 or make it adjustable.
17. God mode Adjustments.
-If Game mode is set to God mode, add an adjustment to disable this after a power cycle.
-Add an adjustment for starting God mode via key combination. Both flippers then start. So it can be played on location. Also would be nice to add a display advertisement lets say "Are you a God? Hold both flipperbuttons and press start. To proof you really are!"
18. „light playfield multipliers“ are being awarded via the captive balls, without shooting the captive ball around the loop. Just hitting the ball slightly is enough? Is this on purpose or an issue?
19. Slimer slime is erasing River of Slime shots. If there were some River of Slime shots lit and you hit slimer. The purple slime gets exchanged by green slime? Is this on purpose? Or should both shots stay lit?
20. Slimer is not ending skill shot. If the ghost target is hit to start slimer at the beginning of the ball. Skill shot is still available for collecting. Shouldn´t it end the skill shot?
21. (PRO only) Right ramp registering two hits instead of one, if a ball is being shoot up the right ramp slowly. One of the 3 inline switches registers a hit, if the ball starts then rolling slowly back down the lower exit switch registers another hit.
22. Add a little Slimer multiball. If in Mainplay and ladders are ready to start a mission. Hit the Ghost target 4 times to spell Ghost (G always spelled) and start a little two ball multiball. Without add-a-balls.
23. Librarian mini mode should not be allowed to start during active scenes.
24. There are some lights missing at the extra ball awarded animation.
Stay Puft(Green)
Stay Puft(White)
25. Left captive balls award „light Storage Facility“ even when the final Storage Facility shot is already lit.
-“light Storage Facility“ timer also keeps running during SF multiball if “light Storage Facility“ timer has been started before SF Multiball start. “light Storage Facility“ can be awarded during multiball.
26. Pict-o-pops do award add time when there is nothing to add time.
27. If bonus is maxed at 20X and PKE lanes are completed again. Add an reward.
28. Rework Playfield multiplier rule. These are way to easy to get. So scores went through the roof to quick and easy.
29. Sometimes left captive balls start both „light Storage Facility“ and „light Super Jackpot“ timers at the same time. Also gives out both awards with the same shot.
30. After finishing WARTBY the ball should not be auto plunged at the start of AYAG.
31. The sound quality of some sounds is worse. For example the new speech calls at "Who brought the dog" might be an software issue?
32. Some of the new music and sound effects are played at different volumes.
33. Backbox lightning effects are sometimes reversed to the GI lamp effects. For example at the start of AYAG.
34. Ladder modes are not properly awarded. When the ball drains during grace period after mode timer has run out.
35. Left captive balls give out gear award when „light playfield multipliers“ is collected.
36. If god mode adjustment is changed to normal mode, while in god mode bonus count. You can keep playing a normal game on ball 2 with the score achieved in god mode.

Well done! I havn‘t noticed all these bugs in the new code.

#1360 4 years ago
Quoted from gweempose:

What is the easiest way to light the playfield multipliers with the new code?

- Shoot the left ramp to collect Gear Award and start the Yellow Proton Targets flashing (not always available, but usually)
- Hit the Proton pack (any of the 3 yellow targets), before they stop flashing (it's timed)
--- the 2X will light - if the 2X is already lit/flashing, then the 3X will light

You then need to hit the 2X or 3X standup to start the 2X/3X respectively

#1361 4 years ago
Quoted from Midway-Man:

Yes I did. Just wanted to share them with all of you.

Please do it also in the tiltforum.com, Dwight is readying there.

#1362 4 years ago
Quoted from Eulenstein:

Well done! I havn‘t noticed all these bugs in the new code.

Yes, very well done. I did notice a few one those but didn't realize there were so many.

One thing that would be great is the ability to somehow enable or disable 'God Mode' without having to go into the settings.

#1363 4 years ago
Quoted from Eulenstein:

Well done! I havn‘t noticed all these bugs in the new code.

I love little details. So these bugs caught my attention. I doubt 1/3 of these will be fixed. Since some of them were already in 1.13.

#1364 4 years ago
Quoted from hesiro:

Please do it also in the tiltforum.com, Dwight is readying there.

Sorry I am not registered on tiltforum but if you want to share them, feel free to post is on there.

Quoted from pipes:

Yes, very well done. I did notice a few one those but didn't realize there were so many.
One thing that would be great is the ability to somehow enable or disable 'God Mode' without having to go into the settings.

Yes, it would be nice. I mentioned it at 17. in my list above. Hold both flippers to start a god mode timer. Like competition mode is also started.

#1365 4 years ago
Quoted from Midway-Man:

I have created a list with bugs in 1.16 I would like to share.
Ghostbusters Bug report 1.16 PRO-Model
1. Add a alert sound for timers running out(Left captive balls)
2. Music within „AYAG Victory laps“ is to dim. Can barely be heard due to the „louder“ sounds effects.
3. Music is not properly stopped at the end of „AYAG“ victory laps. Plays during bonus count.
4. Left orbit skill shot cheat does still work. If you plunge the ball soft so it just rolls over the loop switch but doesn´t make it trough the gate behind Marshmallow-Man and then rolls back again over the loop switch. The skill shot is then still being awarded. ONLY if skill shot doesnt start a scene.
5. Add a sound effect for hurry-up time out for „light playfield multipliers“ at the captive balls.
6. Add a sound effect for „light playfield multipliers“ awarded from captive balls.
7. Extra ball light show shouldn´t play during multiballs. Even if it has a blow off. Balls are lost to easily.
8. Spook Central hurry-up still starts to early if you blow off the start sequence.
9. Add a flasher lightshow during Loopin supers. So the playfield is not so empty and dark.
Use the two red mars dome flashers at the ramp, they actually dont do much in the game. What about leting them each alternate double flash the whole time?
10. „light playfield multipliers“ being awarded incorrect from the captive balls.
If either „light storage facility“ or „light super jackpot“ timer has been started. And during either of those timers the „light playfield multipliers“ timer is being started via a ramp shot. If then „light storage facility“ or „light super jackpot“ timer times out and the balls are being reset, „light playfield multipliers“ is awarded when they shouldn´t be.
11. There are some lights missing at the start animation of Storage Facility multiball.
Library Lock Arrow(red)
Super Jackpot arrow(red)
Spinner Flasher(red)
Stay Puft(red)
12. During the swipe attract mode lamp effect and Bonus count. Some of the lights stay lit, when they should not be. Gear standup target light, depending on which were lit during gameplay.
13. Use the middle Ghost ladder 20,40,60,80,100 during „WARTBY“ to indicate how much ghosts have been collected.
14. Speed up the blink frequency of the right arrow light. When the „River of Slime“ timer runs out.
15. Gear target, Captive ball(left and middle) and River of Slime timers are not properly held if ball is sitting in left scoop, left up-post or subway. For example the ball is being held at the subway to indicate 10 Ghosts collected Storage Facility is lit. The timers can run out.
16. Rework multiball ball save feature. If balls are being kicked out at the left or right scoop. A ballsaver activates for a few seconds and saves drained balls. It´s possible to save multiple balls during one ballsave timer.
-Limit the amount of balls being saved to 1 ball per save.
-Limit the amount of ball saves started via scoops during multiball to 3 or make it adjustable.
17. God mode Adjustments.
-If Game mode is set to God mode, add an adjustment to disable this after a power cycle.
-Add an adjustment for starting God mode via key combination. Both flippers then start. So it can be played on location. Also would be nice to add a display advertisement lets say "Are you a God? Hold both flipperbuttons and press start. To proof you really are!"
18. „light playfield multipliers“ are being awarded via the captive balls, without shooting the captive ball around the loop. Just hitting the ball slightly is enough? Is this on purpose or an issue?
19. Slimer slime is erasing River of Slime shots. If there were some River of Slime shots lit and you hit slimer. The purple slime gets exchanged by green slime? Is this on purpose? Or should both shots stay lit?
20. Slimer is not ending skill shot. If the ghost target is hit to start slimer at the beginning of the ball. Skill shot is still available for collecting. Shouldn´t it end the skill shot?
21. (PRO only) Right ramp registering two hits instead of one, if a ball is being shoot up the right ramp slowly. One of the 3 inline switches registers a hit, if the ball starts then rolling slowly back down the lower exit switch registers another hit.
22. Add a little Slimer multiball. If in Mainplay and ladders are ready to start a mission. Hit the Ghost target 4 times to spell Ghost (G always spelled) and start a little two ball multiball. Without add-a-balls.
23. Librarian mini mode should not be allowed to start during active scenes.
24. There are some lights missing at the extra ball awarded animation.
Stay Puft(Green)
Stay Puft(White)
25. Left captive balls award „light Storage Facility“ even when the final Storage Facility shot is already lit.
-“light Storage Facility“ timer also keeps running during SF multiball if “light Storage Facility“ timer has been started before SF Multiball start. “light Storage Facility“ can be awarded during multiball.
26. Pict-o-pops do award add time when there is nothing to add time.
27. If bonus is maxed at 20X and PKE lanes are completed again. Add an reward.
28. Rework Playfield multiplier rule. These are way to easy to get. So scores went through the roof to quick and easy.
29. Sometimes left captive balls start both „light Storage Facility“ and „light Super Jackpot“ timers at the same time. Also gives out both awards with the same shot.
30. After finishing WARTBY the ball should not be auto plunged at the start of AYAG.
31. The sound quality of some sounds is worse. For example the new speech calls at "Who brought the dog" might be an software issue?
32. Some of the new music and sound effects are played at different volumes.
33. Backbox lightning effects are sometimes reversed to the GI lamp effects. For example at the start of AYAG.
34. Ladder modes are not properly awarded. When the ball drains during grace period after mode timer has run out.
35. Left captive balls give out gear award when „light playfield multipliers“ is collected.
36. If god mode adjustment is changed to normal mode, while in god mode bonus count. You can keep playing a normal game on ball 2 with the score achieved in god mode.

Hey Stern, found your next beta tester...Well done

#1366 4 years ago
Quoted from Midway-Man:

I have created a list with bugs in 1.16 I would like to share.
Ghostbusters Bug report 1.16 PRO-Model
1. Add a alert sound for timers running out(Left captive balls)
2. Music within „AYAG Victory laps“ is to dim. Can barely be heard due to the „louder“ sounds effects.
3. Music is not properly stopped at the end of „AYAG“ victory laps. Plays during bonus count.
4. Left orbit skill shot cheat does still work. If you plunge the ball soft so it just rolls over the loop switch but doesn´t make it trough the gate behind Marshmallow-Man and then rolls back again over the loop switch. The skill shot is then still being awarded. ONLY if skill shot doesnt start a scene.
5. Add a sound effect for hurry-up time out for „light playfield multipliers“ at the captive balls.
6. Add a sound effect for „light playfield multipliers“ awarded from captive balls.
7. Extra ball light show shouldn´t play during multiballs. Even if it has a blow off. Balls are lost to easily.
8. Spook Central hurry-up still starts to early if you blow off the start sequence.
9. Add a flasher lightshow during Loopin supers. So the playfield is not so empty and dark.
Use the two red mars dome flashers at the ramp, they actually dont do much in the game. What about leting them each alternate double flash the whole time?
10. „light playfield multipliers“ being awarded incorrect from the captive balls.
If either „light storage facility“ or „light super jackpot“ timer has been started. And during either of those timers the „light playfield multipliers“ timer is being started via a ramp shot. If then „light storage facility“ or „light super jackpot“ timer times out and the balls are being reset, „light playfield multipliers“ is awarded when they shouldn´t be.
11. There are some lights missing at the start animation of Storage Facility multiball.
Library Lock Arrow(red)
Super Jackpot arrow(red)
Spinner Flasher(red)
Stay Puft(red)
12. During the swipe attract mode lamp effect and Bonus count. Some of the lights stay lit, when they should not be. Gear standup target light, depending on which were lit during gameplay.
13. Use the middle Ghost ladder 20,40,60,80,100 during „WARTBY“ to indicate how much ghosts have been collected.
14. Speed up the blink frequency of the right arrow light. When the „River of Slime“ timer runs out.
15. Gear target, Captive ball(left and middle) and River of Slime timers are not properly held if ball is sitting in left scoop, left up-post or subway. For example the ball is being held at the subway to indicate 10 Ghosts collected Storage Facility is lit. The timers can run out.
16. Rework multiball ball save feature. If balls are being kicked out at the left or right scoop. A ballsaver activates for a few seconds and saves drained balls. It´s possible to save multiple balls during one ballsave timer.
-Limit the amount of balls being saved to 1 ball per save.
-Limit the amount of ball saves started via scoops during multiball to 3 or make it adjustable.
17. God mode Adjustments.
-If Game mode is set to God mode, add an adjustment to disable this after a power cycle.
-Add an adjustment for starting God mode via key combination. Both flippers then start. So it can be played on location. Also would be nice to add a display advertisement lets say "Are you a God? Hold both flipperbuttons and press start. To proof you really are!"
18. „light playfield multipliers“ are being awarded via the captive balls, without shooting the captive ball around the loop. Just hitting the ball slightly is enough? Is this on purpose or an issue?
19. Slimer slime is erasing River of Slime shots. If there were some River of Slime shots lit and you hit slimer. The purple slime gets exchanged by green slime? Is this on purpose? Or should both shots stay lit?
20. Slimer is not ending skill shot. If the ghost target is hit to start slimer at the beginning of the ball. Skill shot is still available for collecting. Shouldn´t it end the skill shot?
21. (PRO only) Right ramp registering two hits instead of one, if a ball is being shoot up the right ramp slowly. One of the 3 inline switches registers a hit, if the ball starts then rolling slowly back down the lower exit switch registers another hit.
22. Add a little Slimer multiball. If in Mainplay and ladders are ready to start a mission. Hit the Ghost target 4 times to spell Ghost (G always spelled) and start a little two ball multiball. Without add-a-balls.
23. Librarian mini mode should not be allowed to start during active scenes.
24. There are some lights missing at the extra ball awarded animation.
Stay Puft(Green)
Stay Puft(White)
25. Left captive balls award „light Storage Facility“ even when the final Storage Facility shot is already lit.
-“light Storage Facility“ timer also keeps running during SF multiball if “light Storage Facility“ timer has been started before SF Multiball start. “light Storage Facility“ can be awarded during multiball.
26. Pict-o-pops do award add time when there is nothing to add time.
27. If bonus is maxed at 20X and PKE lanes are completed again. Add an reward.
28. Rework Playfield multiplier rule. These are way to easy to get. So scores went through the roof to quick and easy.
29. Sometimes left captive balls start both „light Storage Facility“ and „light Super Jackpot“ timers at the same time. Also gives out both awards with the same shot.
30. After finishing WARTBY the ball should not be auto plunged at the start of AYAG.
31. The sound quality of some sounds is worse. For example the new speech calls at "Who brought the dog" might be an software issue?
32. Some of the new music and sound effects are played at different volumes.
33. Backbox lightning effects are sometimes reversed to the GI lamp effects. For example at the start of AYAG.
34. Ladder modes are not properly awarded. When the ball drains during grace period after mode timer has run out.
35. Left captive balls give out gear award when „light playfield multipliers“ is collected.
36. If god mode adjustment is changed to normal mode, while in god mode bonus count. You can keep playing a normal game on ball 2 with the score achieved in god mode.

well done! i hope the amount of listed bugs wont degrade the validity
there are a few points i disagree on and on others i know its meant to be like it is.
any way, good job!

#1367 4 years ago

Add-A-Balls are being given out like candy during multiballs (especially in "We came We saw"). Slot Pops are awarding Balls quite often too. Think that's how Cryss Stevens scored 5 Billion in one multiball. Balls kept getting Added. Sometimes for doing nothing it seems w/o even collecting at the scoop?

#1368 4 years ago
Quoted from Bond_Gadget_007:

Add-A-Balls are being given out like candy during multiballs (especially in "We came We saw"). Slot Pops are awarding Balls quite often too. Think that's how Cryss Stevens scored 5 Billion in one multiball. Balls kept getting Added. Sometimes for doing nothing it seems w/o even collecting at the scoop?

Yeah. The add-a-balls during "We Came We Saw" are definitely a bit excessive.

#1369 4 years ago
Quoted from Bond_Gadget_007:

Add-A-Balls are being given out like candy during multiballs (especially in "We came We saw"). Slot Pops are awarding Balls quite often too. Think that's how Cryss Stevens scored 5 Billion in one multiball. Balls kept getting Added. Sometimes for doing nothing it seems w/o even collecting at the scoop?

Dwight said Pict-o-pops will award a max of one add-a-ball in version 1.17.

#1370 4 years ago

anyone noticed that in those opening phases (start looping, start pke frenzy, start WCWS) the Pict-o-pops awards increase drastically?
i am not sure if this is also the case during the multiballs. sometimes i get 3 awards in about 5 seconds with just one ball up there. you can test this, just dont shoot the left ramp when one of those modes is lit, instead shoot the orbit to the pops.

#1371 4 years ago

So for those of us with a Color dmd, can we upgrade to the new code without issues or do we need to wait for color dmd to update their roms to match this latest code?

#1372 4 years ago
Quoted from Utesichiban:

So for those of us with a Color dmd, can we upgrade to the new code without issues or do we need to wait for color dmd to update their roms to match this latest code?

I asked the same question... its fine just some parts are not colorized. For the most part you wont even notice.

#1373 4 years ago
Quoted from Utesichiban:

So for those of us with a Color dmd, can we upgrade to the new code without issues or do we need to wait for color dmd to update their roms to match this latest code?

You can upgrade no problem. Just the new or changed screens will be black and white. The vast majority of the game is already in color.

#1374 4 years ago
Quoted from Schwaggs:

You can upgrade no problem. Just the new or changed screens will be black and white. The vast majority of the game is already in color.

Thank you!

#1375 4 years ago

I actually don't remember if this changed with the update, but, I don't like that there's no sound effect for a credit registered. Curiously, there are effects for each coin drop, but not for the one that adds the credit. It almost makes it seem like that one didn't register.

#1376 4 years ago

Game code 1.17 :

LE/PREMIUM V1.17 - October 8th, 2019
====================================
New:
- Added a Full Credit sound

Fixes:
- River of Slime will no longer score inflated values from playfield
multipliers.
- Left captive ball Arrow will now show when pink slime is available
correctly.
- Collecting ghost during Storage Facility Multiball will no longer stop
minor rules when you cross the 60 or 80 ghost threshold until the
multiball is over.
- Super Jackpot value will now display correctly in the background
- If you start a game in God Mode then change the adjustment mid-game, the
Normal mode will not be in effect until the next game.
- Draining during the grace of a scene will now give you the proper credit for
the scene.
- God mode should now end correctly and not continue into normal play.

Tweaks:
- Skill shot
- Changed base skill shot award from 10% to 5% of your score
- Left Eject : changed award from "Light Tobin's Guide" to "Award Tobin's
Guide"
- Left Ramp : changed award from "Award Super Jackpot" to "Light Super
Jackpot"
- Right Orbit : changed award "10% of score" to "Award River of Slime"
- PKE will no longer be available on the right ramp if PKE is currently
ready.
- Tightened up exploits
- Improved coil power management
- Changed playfield multiplier 6X. It has an initially slightly longer timer
but then not be extendable.
- Spinner now activates the topper
- One Add A Ball or light add a ball from Picto pops per multiball
- Improved the Are You A God? messaging.

Moved to SYSTEM 2.35 -
- Updated to nodeboard firmware v0.52.0

- Added Standard Adjustment "MAX PLAYERS PER GAME". Values are 1 to 4,
with a default setting of 4. This can be used to limit the number
of players that can be added to a game.

#1377 4 years ago
Quoted from Peanuts:

New:
- Added a Full Credit sound

Yes, Stern's paying attention, thanks!

#1378 4 years ago
Quoted from Peanuts:

Spinner now activates the topper

I asked & emailed stern about this so many times!!!

Thanks Chaz & Code team for adding this, its bigger deal than most think.

I don't see any notes about the cabinet speaker (mini sub) bass adjustment

#1379 4 years ago
Quoted from ArcadiusMaximus:

Hey Stern, found your next beta tester...Well done

I offered my help. The response after posting my list was "Thanks for your time." Not very nice...

Todays 1.17 patch shows how much interest Stern has. So I guess it won't happen. It's done.

#1380 4 years ago
Quoted from Midway-Man:

I offered my help. The response after posting my list was "Thanks for your time." Not very nice...
Todays 1.17 patch shows how much interest Stern has. So I guess it won't happen. It's done.

They said the same thing to me, don't stop posting information Midway-Man, Stern team reads these post's, Stern reviews submissions.

They may have already had bug fixes in the works, and IMO its best to tackle them in small groups to avoid more issues. Also the current beta testers read this info and may relay and remind them of issues others experience outside of their sample size.

#1381 4 years ago

Blah, update not taking on my premium. Recognizes the stick, says it's updating, finishes in a few seconds and says to power cycle, at which point it still shows version 16. I'm using the same USB stick that worked fine for 16 update. Just removed the 16 file and copied over 17.

+/- Volume buttons are unresponsive when the USB is detected though which seems odd.

Anyone else have success?

#1382 4 years ago

Hhhm, tried again, just pressed + volume one time, even though there's no response on the display that might have been the right option, because pressing select then went into the update properly. In progress now. Yup, worked.

#1383 4 years ago

Awesome news! Stern has delivered big time with these past 2 updates

#1384 4 years ago

noticed an update but a shame that "god mode" can't be started via a flipper code on start for arcades and home to avoid opening the door.

but at least they fixed a few little things

#1385 4 years ago
Quoted from swinks:

noticed an update but a shame that "god mode" can't be started via a flipper code on start for arcades and home to avoid opening the door.
but at least they fixed a few little things

Agreed. I have my LE on location. Would be great to have that option as another paid option. Please make it so for pins on route.

#1386 4 years ago

Hi guys, I am trying to update a GB Pro to 1.17, I feel like I am following the instructions to a T, but it is failing. I have the code file on the root folder of a blank Fat32 usb drive. It is the pro version of the code for sure. It sees the update file, but fails every time at "10/10,352 kb". The bummer is that getting that far erased all settings and scores. I tried in both USB slots.

I'm sure I'm doing something wrong - excited to get this code going, any help appreciated! Thank you!

#1387 4 years ago

is this something new or is it just me? I just did the update and it worked and reads the new updated version at startup but it only took about two seconds to do the update and saved all of my previous settings, never had that happen before I don't believe

#1388 4 years ago
Quoted from yzfguy:

is this something new or is it just me? I just did the update and it worked and reads the new updated version at startup but it only took about two seconds to do the update and saved all of my previous settings, never had that happen before I don't believe

Scroll up and read my posts, might work for you too.

#1389 4 years ago
Quoted from HighVoltage:

Hhhm, tried again, just pressed + volume one time, even though there's no response on the display that might have been the right option, because pressing select then went into the update properly. In progress now. Yup, worked.

I had the same issue but no such luck with the volume button

#1390 4 years ago

Yeah, maybe it wasn't the button then, perhaps I just got lucky on one attempt.

#1391 4 years ago
Quoted from HighVoltage:

Scroll up and read my posts, might work for you too.

No, my update worked. I'm just surprised at how fast and that I didn't lose any settings.

#1392 4 years ago
Quoted from yzfguy:

No, my update worked. I'm just surprised at how fast and that I didn't lose any settings.

The update didn't work. It says it does but I've had that happen as well and it says updated in two seconds.

Didn't work believe me... Hence why settings haven't changed.

You need to try a different USB as it not reading properly.

#1393 4 years ago
Quoted from yzfguy:

No, my update worked. I'm just surprised at how fast and that I didn't lose any settings.

Exactly what it did for me the first few times.

You can verify that it didn't work: does it say 1.16 or 1.17 when you start up?

#1394 4 years ago
Quoted from HighVoltage:

Exactly what it did for me the first few times.
You can verify that it didn't work: does it say 1.16 or 1.17 when you start up?

It now says 1.17 at startup. Same usb I used last week. I was thinking maybe since it was just a little patch, there was a way it was super quick. It did the node test and said "passed"

#1395 4 years ago
Quoted from yzfguy:

It now says 1.17 at startup. Same usn I used last week. I was thinking maybe since it was just a little patch, there was a way it was super quick. It did the node test and said "passed"

Mine did the same. I believe it is updated.

#1396 4 years ago

I have the same issue. Same USB as last week. Tried another USB. It freezes for about 15 seconds when you hit update then it says it has completed. I remove the USB and reboot and it still says 1.16. This is on an LE machine.

Not sure what to try.

#1397 4 years ago

Anyone else having problems with the download failing before completing? Seems like Stern's server keep getting interrupted or something.

#1398 4 years ago
Quoted from focusmediagroup:

I have the same issue. Same USB as last week. Tried another USB. It freezes for about 15 seconds when you hit update then it says it has completed. I remove the USB and reboot and it still says 1.16. This is on an LE machine.
Not sure what to try.

I also have this problem.

#1399 4 years ago

I also found it strange that the same USB stick that was fine previously, now had that odd behavior. Could reformat the USB stick to start fresh and then try again.

The next step I was going to try before it succeeded for me, was to downgrade to the previous version and then upgrade from there directly to 1.17: wondering if something in 1.16 is more finicky about the USB stick?

#1400 4 years ago
Quoted from HighVoltage:

I also found it strange that the same USB stick I used previously was fine, and now gave that error. Other things to try:
Reformat the USB stick to start fresh and then try
The next step I was going to try before it succeeded for me, was to downgrade to the previous version and then upgrade from there directly to 1.17, wondering if something in 1.16 is more finicky about the USB stick?

I just tried it again after reformatting the disk and it still doesn't work.

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