Got my invoice for 379 last night. Went with butter. Now begins the worst part of waiting knowing it is so close
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Got my invoice for 379 last night. Went with butter. Now begins the worst part of waiting knowing it is so close
Just had a weird bug on the latest code. I've had my game on most of the day idle and just went to start a game. Launched the ball and before it even reached the flippers it ended the ball (no ball save even if it was a switch issue). It then auto launched the next ball and spit out another and autolaunched that too. When the first ball drained (I wasn't going to save it since I was confused and my first ball was wasted) it ended the ball again. Ball 3 seemed to be normal. I didn't play it but it did ball save on the first drain. Started a 2nd game and all was fine.
My right flipper is significantly weaker than the left. The right has to be a perfect shot to make it up to the upper playfield but the left has no issue at all getting up there. Both are at 100% power. What would cause this? Is the coil potentially bad?
Took me an extra 3 months or maybe more. They pile up a certain number and then do a run of the cabs. So could be shorter if you are one of the last ones to reach the quota
I had a weird issue with Scooby-Doo mode. I would shoot the upper playfield with it activated and hold the flipper up. But before the ball even makes it down the flipper the flippers disengage.
Quoted from spooky_dj:Hi, All!
We have sent a patch out to some that have had issues for further testing. If you wish to send me log files, you can pop a USB stick into your game, go into the system settings, and you'll find an option to write logs to USB. It should dump the logs for your last several games to the USB. You can then email that file to [email protected].
I have gotten good feedback so far that should help track down this bug. A big thank you to everyone helping out! I should have another update ready to roll this evening. Apologies for the trouble, but thanks for your patience! Standby for another update later tonight.
Unfortunately did not fix my issues with the scooby character mode. Sent DJ details and logs. Hopefully that gets fixed. Am I the only one experiencing what seem to be bugs in this mode?
Quoted from spooky_dj:Hello again!!
Thanks for all the logs everybody!
We have another code update available. I have gotten several requests for access to the beta code for testing, so I'm going to make this code link public. All are welcome to try it, but be aware this is not an 'official' release, and likely still contain game-breaking bugs.
***DO NOT PUT THIS CODE ON LOCATION GAMES***
If you do find any bugs, you are encouraged to send a report and logs to [email protected]
https://spookypinball.s3.us-east-2.amazonaws.com/scooby/software_versions/v2023.10.28.23/v2023.10.28.23.scooby
Happy to report it seems like scooby character mode is fixed.
Quoted from Jigz:Do you use selective flippers for your upper flippers? I do, and when I started Scooby Malt Shop and made it to the upper PF, I could not even use my upper flippers on this 10/28 code.
Yes I use selective flipper for the upper playfield. What you're describing is pretty much what was happening to me before. Don't get why it's fixed for me and not you. That's weird. I did only play one game and my scooby mode wasn't much of anything. I did get to the upper playfield and was able to stay up there a bit and hit the red shot. drained before I could really do anything else.
Cat cables are all the same gauge. At least I have never seen a difference. Any cat 6 cable will work. It is used for serial communication only I believe
Just played the new code. During captain cutler villian mode the dive helmet quit registering. All the other targets worked bit helmet wouldn't register at all so was much harder to get oxygen
Quoted from spooky_dj:LOL, unfortunately not yet, however I did take the opportunity to sprinkle in some goodies:
spinner SFX play in ALL modes, instead of only base mode
Gratuitous Space Kook Laughter (clip is louder, and it plays on each spinner rip during space kook mode)
Tournament Mode setting actually shows up in service menu now (facepalm gif)
Qualified villain mode synchronizes between co-op players
Fixed the bug that crashed game when player drains on 7th villain
I'm afraid I'm still working on the non-movable skillshot, and 5-ball bugs though.
The code won't be public on the website just yet, still waiting on a little more feedback from playtesting. If nothing major pops up, perhaps we'll do another 'public beta' soon.
Did you look into the dive helmet not registering in captain cutler villian mode?
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