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    This table requires the latest pinmame beta and the latest VP10.4 Beta Notes: You can change the GI in-game by hitting the Right magnasave while holding down the left magnasave The dancing boogiemen feature must be toggled on in the ROM. It's Feature Adjustment 32. STUTTERING ON OLDER VIDEO CARDS: please consider utilizing 'max texture dimensions' in the video options -this table utilizes an 8K(!) Playfield and may overload your ram as a result!

     

    This one has a huge list of credits:

    Original VP10 table by Shoopity with elements from Dozer316's mod of JPSalas's table

    Revived by Hauntfreaks with scripting by nFozzy and additional work by ICPJuggla and Arngrim. Flupper1 greatfully provided the ramp textures.  Some resources from LoadedWeapon, and sounds from Knorr. Hopefully I didn't leave anyone out :P Huge thanks  to everyone involved.

    Version 1.43 - Better error warnings and workarounds for some of the reported script errors Cleaned up the hole scripts Adjusted the GI and fixed a few incorrect reflections Instruction / Scorecard and LED skull mod now saves on exit Fixed some issues when running the prototype rom

    Version 1.42 Cleaned up initialization scripting to hopefully reduce errors Reworked GI, uses the proper rom-controlled strings again (1.3 had all GI merged together) - Has a couple new GI flavors to try, Saves GI colors on exit to VPReg.stg Fixed some sidewall reflections and updated masks for the new cab mesh Adjsted DT spider angle to be less distorted, adjusted SSFS spider to be more playable Added Sweep target scripting on spell targets

     

    Version 1.4 Added a Fastflips hack. Works by switching seamlessly between Rom and Direct-Controlled flippers. Flash caps have been redesigned to play better with vp10.5's screen-space reflections Ramp collision meshes have been improved for accuracy -also the upper sling area. New physics featuring a redesigned Polarity flipper script (Can be disabled at the top of the script) Optional floating text scores (See options) New cabinet mesh with siderails, speaker panel, and backglass (nonfunctional atm, no FSS) Cleaned up the script with a few improvements along the way - - Better ball rolling SFX script - Boogieman animations have been improved a bit - Added a keyboard nudge script

     

    Version 1.31 Replaced a few light images with better quality ones soundFX pass with new gain (LVL function should work better now) Added animated scorecard (Press R in-game to bring up the rules)

     

    Version 1.3 Changelog by nFozzy Optimization New GI in 4 flavors: Soft White, Cool White, White, and Colorized New Boogiemen New sounds, (please use the 10.4 beta!) new physics Added (limited) Support for pre-production roms with the kickback -The aux light board isn't emulated properly, so crate and deadhead LEDs are not working atm. -these roms have very early code and therefore simplified game rules. Bugfixed Single Screen Fullscreen support

    Version 1.2

    Rescripted and redone flash lamps, some other visual fixes and physics fixes, and a few new sound effects from Knorr and Clark Kent. Fixed a script error and the sticky drain.

    Script updates now use "-1" timers, make sure you have the latest VP10.2 beta

     

    Version 1.1

    This update comes courtesy of Clark Kent, who provided a better playfield scan and new physics. Thanks

    -New 4K playfield image and inserts. A few other visual additions and tweaks

    -New physics from Clark Kent

    -Updated the script with the latest DOF settings. If you get DOF errors, please get the latest controller.vbs

    -Reduced script latency a bit

    This topic contains 185 replies, has 65 voices, and was last updated by  arconovum 4 months, 3 weeks ago.

    Viewing 6 posts - 181 through 186 (of 186 total)
    • Author
      Posts
    • #99184
       Drybonz 
      Participant
      Member

      Apparently that is the artist, Greg Freres’, daughter… I read that the machine has several birthday wishes on various days.

      #99186
       CarnyPriest 
      Participant
      Member
      #109665
       Siggi 
      Participant

      Hallo nFozzy, i have send you a file on vpforums.

      Please take a look.

      Siggi

      #114437
       StevOz 
      Participant
      • Great recreation, thank you boys.

      I know I’m a bit late to the party but it’s never too late for a bit of Elvira.

      My desktop pov…mmm, can’t get attachments to work via phone?

       

       

      #114918
       Joker00058 
      Participant

      A great table. I have been playing 1.43 and only had one odd thing happen. If the ball is not hit with enough force to make it up the right side ramp it will fall through the surface of the ramp and land on the playfield above the deadheads instead of rolling back down the ramp.

      #114962
       arconovum 
      Participant
      MemberContributor

      A great table. I have been playing 1.43 and only had one odd thing happen. If the ball is not hit with enough force to make it up the right side ramp it will fall through the surface of the ramp and land on the playfield above the deadheads instead of rolling back down the ramp.

      Its supposed to do that, see opening of right side ramp above dead heads.

      Clipboard-1

       

    Viewing 6 posts - 181 through 186 (of 186 total)

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