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    Congo (Williams 1995)

    Based on JPSalas' VP9 table

     

    This Table requires the latest vpinmame beta and the latest VP10.2 Beta

     

    If the lower playfield isn't showing up, make sure 'Software Vertex Processing' is unchecked in your Video Options.

     

    Additional credits:

    Spotlight primitive by Dark Flasher images by LoadedWeapon

    Sound effects by Knorr and Clark Kent

    Congo VPX 1.2

    Consider this an apology for the buggy, rushed 1.1-

    -New flashers, GI, color correction, physics, and sounds.

    -Script overhauled, now uses the new "-1" timer for nearly all script updates. Make sure you have the latest beta of VP10.2 or you'll be in stutter city.

     

     

     

    Congo VPX 1.1

    Uses the new ModSolCallbacks (Advanced flasher effects). Requires latest beta of pinmame. Disconnected flippers from solenoid callbacks for much more responsive flipper behavior. Single-Screen FS support (top of script) Stiffer flippers script (top of script, enabled by default)) Corrected some issues with playfield scale. The areas around all 3 flippers have been redone, ramps are steeper -Changed the aspect ratio for a better fit on 16:9 monitors. The plunger was moved up a bit.

    Visual tweaks- -baked some light into the ramps -inserts are now brighter when the GI is off, rather than darker -Fixed some orange colored inserts that were being crushed into red Lower Playfield: Couple changes to hopefully prevent the ball from falling through the world -if the ball does fall through, it'll now respawn -LPF targets have been changed back to walls. Hopefully this fixes stuttering issues

    This topic contains 54 replies, has 27 voices, and was last updated by  nFozzy 4 months ago.

    Viewing 20 posts - 1 through 20 (of 55 total)
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    • #22983
       nFozzy 
      Participant

      Congo (Williams 1995) VP10

      Congo (Williams 1995)

      Based on JPSalas’ VP9 table

       

      This Table requires the latest vpinmame beta and the latest VP10.2 Beta

       

      If the lower playfield isn’t showing up, make sure ‘Software Vertex Processing’ is unchecked in your Video Options.

       

      Additional credits:

      Spotlight primitive by Dark
      Flasher images by LoadedWeapon

      Sound effects by Knorr and Clark Kent

      Like 17+

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      10 users thanked author for this post.
      #23026
       randr 
      Keymaster
      ModeratorMember

      Thanks! Fun table

      #23029
       STAT 
      Participant
      MemberContributor

      Another great VPX, thanks nFozzy :good:

      #23048
       Blashyrk 
      Participant

      Thanks nFozzy, Love me some congo :)

      #23072
       STAT 
      Participant
      MemberContributor

      Quick Fix, Line 88: .Hidden = 0


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      #23079
       jbg4208 
      Participant
      Member

      Sweet!! Thanks Fozzy!  :yahoo:

      #23080
       Pinbolt 
      Participant
      Member

      Thank you nFozzy, super table.

      #23081
       takut 
      Participant
      MemberContributor

      Great table, thanks for sharing :good:

      #39728
       nFozzy 
      Participant

      New update using DJrobX’s solenoid modulation emulation. You can find the beta version of pinmame with it enabled here

      Tons of other changes too, here’s a short list

      Uses the new ModSolCallbacks (Advanced flasher effects). Requires latest beta of pinmame.
      Disconnected flippers from solenoid callbacks for much more responsive flipper behavior.
      Single-Screen FS support (top of script)
      Stiffer flippers script (top of script, enabled by default))
      Corrected some issues with playfield scale. The areas around all 3 flippers have been redone, ramps are steeper
      -Changed the aspect ratio for a better fit on 16:9 monitors. The plunger was moved up a bit.

      Visual tweaks-
      -baked some light into the ramps
      -inserts are now brighter when the GI is off, rather than darker
      -Fixed some orange colored inserts that were being crushed into red
      Lower Playfield: Couple changes to hopefully prevent the ball from falling through the world
      -if the ball does fall through, it’ll now respawn
      -LPF targets have been changed back to walls. Hopefully this fixes stuttering issues


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      5 users thanked author for this post.
      #39729
       nFozzy 
      Participant

      FOR TABLE BUILDERS:
      Don’t copy my script, I experimented a lot with the flasher effects, and I left a lot of garbage in the script.
      Instead, I think each solenoid as it’s own sub is the simplest way to do this. I don’t recommend putting them through JP’s light routine because you’ll lose some updates – Congo updates the flasher routines really quickly.

      ‘SolCallback(17) = “Sol117”
      ‘SolCallback(18) = “Sol118”
      ‘SolCallback(19) = “Sol119”
      ‘SolCallback(20) = “Sol120”
      ‘SolCallback(21) = “Sol121”
      ‘SolCallback(22) = “Sol122”
      ‘SolCallback(23) = “Sol123”
      ‘SolCallback(24) = “Sol124”
      SolModCallBack(17) = “Sol117”
      SolModCallBack(18) = “Sol118”
      SolModCallBack(19) = “Sol119”
      SolModCallBack(20) = “Sol120”
      SolModCallBack(21) = “Sol121”
      SolModCallBack(22) = “Sol122”
      SolModCallBack(23) = “Sol123”
      SolModCallBack(24) = “Sol124”

      Then each sub like this, using Intensityscale and State (without adjusting the state, lights will flicker off rather than fade off)

      Sub Sol117(Value)
      Value = Value
      if value = 0 then
      F17.state=0
      F17a.state=0
      F17b.state=0
      else
      F17.state=1
      F17a.state=1
      F17b.state=1
      end if
      F17.Intensityscale=Value * 1/255
      F17a.Intensityscale=Value * 1/255
      F17b.Intensityscale=Value * 1/255
      End Sub

      #39731
       Drybonz 
      Participant
      Member

      Good Amy!  Good Good Amy!  lol

      Thanks Fozzy… I really like this table.    :good:

      #39737
       randr 
      Keymaster
      ModeratorMember

      Very cool. Interested in checking this out with the mods :good:

      #39738
       Ben Logan2 
      Participant
      Member

      Especially excited to try this table update  this evening because if the flipper mods. Thanks nFozzy.

       

      #39740
       RYSr (Rich) 
      Participant

      Thanks for the updated table!

      BTW: Don’t you mean to use the VPX10.2 beta, for this table

      Rich

      #39745
       doogie 
      Participant

      When I start a game in version 1.1 of this table, my left flipper solenoid continuously fires about once every second.

      #39746
       randr 
      Keymaster
      ModeratorMember

      I updated vpx beta version here you must use it and the scripts that are included

      #39750
       STAT 
      Participant
      MemberContributor

      Just work in 10.1 and Beta 10.2 for me … :scratch:  whatever … :yahoo:

      #39751
       nFozzy 
      Participant

      When I start a game in version 1.1 of this table, my left flipper solenoid continuously fires about once every second.

      Try this script, let me know if it fixes your issue

      http://pastebin.com/av1eZG80

      #39752
       Drybonz 
      Participant
      Member

      I just had a chance to play the new version… flippers are nice and snappy… I like the rigid flipper setting.  What is happening exactly when that is selected?… looks like the flipper settings stay the same… just curious.  The rigid flipper setting feels like the flipper is snapping to position with a more solid feel… not sure how to explain… subtle but nice.

      The ramps look good.  I like that the upper ramp cover is more transparent for visibility.  I noticed Amy clips through the upper ramp just a touch.  I moved her over about 8 clicks… that won’t hurt anything will it?

      Anyway, thanks again for the big update.  I’m sure I will be playing this one a bunch.

      *edit*  I keep finding a lot of nice little details that were improved from the old version.

       

      #39754
       nFozzy 
      Participant

      The hardflips thing is a simple hacky solution to the problem of flippers being too floppy at end of stroke.

      Two triggers sit around the flippers that increase the EOStorque of the flippers. When the triggers are hit, EOS power is increased so the flippers have more rigidness. Releasing the flipper resets them back to normal so all flipper tricks work. (Live catches should work the same, end of rotation movement seems hard-coded)

      Here’s the isolated script, needs two triggers around the flippers called TriggerLF and TriggerRF

      http://pastebin.com/wXKBArwR


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