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    • Author: bord
    • Version: 1.0.3
    • Views: 6557
    • File size: 50.43 MB
    • Downloads: 3243
    • File Author: bord
    • IPDB link:: https://www.ipdb.org/machine.cgi?id=310
    • Updated: January 28, 2019
    • Categories:
  • A 1980 classic. A brutal game introducing upper playfields and magna save buttons. Innovative, antagonistic, and ruthless. I started working on this when The Loafer and The Hunter shared some great plastic scans. All other graphics were cobbled together by me off and on over the last half year.

    Credits:

    Plastic scans from The Loafer/The Hunter Basic script, backdrop settings from JP Salas Advanced script from Scottacus Insert fading technique courtesy of Flupper Testing: The Loafer, Arconovum, Scottacus, Borgdog Tweaks and fixes: Draifet

    10.5 required

    Saved in 10.6 so save it in 10.5 if the message bothers you

    1.0 Initial release

    1.0.1 Quick fix for a ball stuck issue some were seeing

    1.0.2

    ·Wall79 modified to avoid clipping with the ball seen over the primitive at the left wall of the ramp. ·VUK tagged as static ·Magnasave insert lights changed to red ·Ball shadow oppacity lowered at 75% ·Added ball scratches decal ·User customizations options changed ·More blueish inserts, images and vpx lights ·Fade speed for all the insert lights changed to up speed 0,5 and down to 2,5 ·Added a new spinneroff image

    1.0.3

    ·Additional insert lighting tweaks by Draifet

    • This topic has 77 replies, 5 voices, and was last updated 1 month ago by bord.
    Currently, there are 0 users and 0 guests visiting this topic.
    Viewing 18 posts - 61 through 78 (of 78 total)
    • Author
      Posts
    • #112808
      wrd1972
      Participant
      @wrd1972
      MembervipContributor

      This table is an absolute blast to play. Thanks for the update.

      Had a killer game going yesterday and heard the “fire alarm” bell sound. Not sure what achievement that was, but I never heard it before. Was it for a free game? Also I reached some achievement where it where it knocked maybe 4 or 5 times. Just experienced stuff I had not before. This game just never gets old.

       

      Ironically, I just added a real Fire-alarm bell to my real Funhouse, that goes off every time the knocker does. Really cool effect and is sure to be a big hit at the Pin show in early March.

      My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

      40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

      #112819
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      Oh. That bell sound is definitely “original”. I remember it really well, but, can’t for the life of me remember why it rings right now.

      #112823
      bord
      Participant
      @bord
      MembervipContributor

      Thanks! Black Knight never had a knocker, so the bell was for replays. @wrd1972, I would guess you got grand champion and were awarded multiple replays. Strange to hear that it was a knocker sound in that case. I must have missed something in the script.

      I love bells in games. Adding it to your Funhouse is a great idea.

      #125867
      STAT
      Participant
      @stefanaustria
      MemberContributor

      bord, or someone, do you know, which Font is using for the Words on BG like “Game Over” ?

      #125874
      bord
      Participant
      @bord
      MembervipContributor

      I had a really nice font match for the script lettering but I don’t remember the name. I may still have it on my work computer. I’ll check Monday for you.

      #125897
      STAT
      Participant
      @stefanaustria
      MemberContributor

      Maybe it isn’t a Font, but only a designed “Image”, whatever … thank you i.a. …

      #154674
      STAT
      Participant
      @stefanaustria
      MemberContributor

      Bord, I checked some Videos, I think the Bumper Light is a bit too bright, what do you think?

      How can I make it more to “red”, I tried something with Lights 36, but didn’t get it…

      #154675
      bord
      Participant
      @bord
      MembervipContributor

      Hey @stefanaustria, try lowering the “disable lighting” number or raising the “disable light from below” number on the mesh “bumpercap”. That should do the trick. Let me know if you find a number you think looks better and I’ll take a look.

      If you need to change the color you’ll have to adjust the “bumpcapon” image.

      #154683
      JR
      Participant
      @jfr1
      Member

      ..really cautious to chime in here but I’m seeing what @stefanaustria is.

      #154684
      bord
      Participant
      @bord
      MembervipContributor

      ..really cautious to chime in here but I’m seeing what @stefanaustria is.

      Oh no, do I have a reputation for responding poorly to critique?

      True confessions: I hate hate hate building bumpers for VP. Hands down my least favorite part of every project. It is the last thing I do because I can’t stand it. They look the least realistic, there are too many overlapping parts to do a simple projected render, there are multiple lighting states to script, the built in bumper skirt animations look preposterous, bumper physics are less realistic than any other part of vp physics (assuming you’re not using kickers anymore)… Bah.

      @jfr1, if this project was being built by me today I wouldn’t have used a VP light at all, just the rendered texture. On the mesh “bumpercap” change “Disable Light from Below” to 1. It seems to me that it retains proper density that way. Report back and I can update the file if you think it is a good change.

      #154692
      JR
      Participant
      @jfr1
      Member

      Ha! Pretty sure you don’t have that reputation. Very much the opposite.

      But until I upgrade my system and learn more, I’ll be hesitant to comment on how a table looks or plays. Because if something doesn’t look or play right….it’s usually something I’m doing wrong or a deficiency in my set-up.

      Will check out the bumpercap setting!

      #154693
      STAT
      Participant
      @stefanaustria
      MemberContributor

      FYI absolutely no critique, i only have seen some Vids, and in some, there is more red Shine, could be also more in “dark rooms”, different Machines (?), pers. Mod. maybe, can’t say … i only want to test different Views, thats all.

      Table and Backglass are perfect – thanks in every way to both again !

      Edit-Add: Fluppers BK 2000 Bumpers have the “red Shine”, but maybe thats not the “correct one” for BK … hm, or could it be ? …
      Oh well, my next Weekend will be a BK Weekend, you all did really a great Job, Flupper, bord, Blacksad – love both Tables :)

      #154708
      BorgDog
      Participant
      @borgdog
      MemberContributorvip

       

      Oh no, do I have a reputation for responding poorly to critique?

      True confessions: I hate hate hate building bumpers for VP. Hands down my least favorite part of every project. It is the last thing I do because I can’t stand it. They look the least realistic, there are too many overlapping parts to do a simple projected render, there are multiple lighting states to script, the built in bumper skirt animations look preposterous, bumper physics are less realistic than any other part of vp physics (assuming you’re not using kickers anymore)… Bah.

      @jfr1, if this project was being built by me today I wouldn’t have used a VP light at all, just the rendered texture. On the mesh “bumpercap” change “Disable Light from Below” to 1. It seems to me that it retains proper density that way. Report back and I can update the file if you think it is a good change.

      Hey now, I’m pretty sure I had a hand in the initial creation of those preposterous skirt animations with Roth’s help even! If I actually cared enough I might just be offended!

      Well, I will admit that like most things in video game pinball they are somewhat over-exaggerated, and unfortunately now that they are incorporated into VP it’s not so easy to adjust that animation. it doesn’t offend me nearly as much as the built in stand-up target animations that animate parts that don’t move and are much more visible :unsure:   yup, those and the skirts and lots of other things are going back to being primitives and manual animations for those that want to get closer to reality, almost like we are regressing.

      Of course the worst is the whole lighting situation, personally, and taking this even more off topic, I don’t feel any more effort should be expended on vpx, it’s time to take it to the next level. unfortunately I have no ability to actually contribute to that and I certainly appreciate all that mainly toxie and fuzzel put into making vp what it is, it just has too many legacy artifacts holding it back.

      I think that’s enough rant for this morning, time for more coffee.

      #154709
      bord
      Participant
      @bord
      MembervipContributor

      @borgdog, I owe you an apology then. I was on my little tantrum about bumpers and swung too wide with no constructive detail. The animations are fine and it was a good addition to the built-in VP elements. My gripe is that the animation plays so slowly it distracts me. I had no business ragging on your work without offering anything constructive. Thanks for understanding.

      I agree that VPX should be left as-is at this point. 10.6 is a remarkable accomplishment if you look back at 10.0. At this point the biggest limitation is that so much of a project’s build time is spent subverting VPX’s version of lighting and rendering. Probably best to stop refining something that can’t overcome those problems. Like you, no idea how to help make the next level stuff happen.

      I’m off for some coffee, too. I owe you one.

      #154710
      BorgDog
      Participant
      @borgdog
      MemberContributorvip

      @bord no worries man. :heart: like I say it would be nice if all those little details like animation speed, angle of effect etc were exposed so they could be adjusted to the table builders taste, but I imagine that would all become very cumbersome.

       

      #154795
      JR
      Participant
      @jfr1
      Member

      Had the day free and spent some time with this table.  The bumpercap adjustment did the trick @bord …although I also lowered the disable lighting in half as well.  I play in a very dark environment.   I’m no expert and wonder if these aren’t adjustments that can be done through the camera/light editor that I’ve yet to master.  Schreibi on his Hot Tip thread wisely pointed me away from messing with vp settings and to revisit monitor settings.  That was overdue advice.  But..it does seem that the later vp betas and then the update, brought some lighting issues to some tables.  Mentioned on bord’s Spanish Eyes thread.  But, I have BK looking pretty dang impressive on my end now.  I worked at a pub/restaurant in college that BK showed up in.  We would close up around 2AM….and play this until the sun came up.  I have two friends that worked/pinballed with me then and haven’t seen this.  Next time they are over…this is going to be something very special to show.     … also loaded up @blacksad ‘s bglass.  Wow.

       

      #160389
      jadflat
      Participant
      @jadflat

      I’m getting an error when running this table

      I’m using vpx 10.6, 2 screens plus pin2dmd

      bk

       

      EDIT:

      actually, it’s working now, thanks for the great table!

       

      • This reply was modified 1 month ago by jadflat.
      #160472
      bord
      Participant
      @bord
      MembervipContributor

      Glad you got it working. Enjoy the game!

    Viewing 18 posts - 61 through 78 (of 78 total)
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