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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

    Currently, there are 0 users and 0 guests visiting this topic.
    Viewing 20 posts - 141 through 160 (of 198 total)
    • Author
      Posts
    • #86980
      Ben Logan2
      Participant
      @benlogan2
      Member

      The hits keep coming! Sounds like a great update, nfozzy. Can’t wait for the weekend. Thanks!

      :)

      #86981
      DJRobX
      Moderator
      @djrobx
      MemberModerator

      I’m not having the DOF null reference exception issue, but I know @NailBuster ran into a similar problem getting a crash in his PUP plugin earlier today with Scared Stiff also.    Said it was as if the B2S plugin system wasn’t calling the init or something.

      I see you leveraged the SAM fast flips stuff for this.  Nice!

      1 user thanked author for this post.
      #86994
      Pinbolt
      Participant
      @pinbolt
      Member

      Thank you for the update.

      #86995
      Lovehammer
      Participant
      @lovehammer

      That’s interesting. I get the same error on Whodunnit, and absolutely every other table works fine.

      Could the issue be with the BS2 backglass file? Thought of trying a different one,  but could not find any others out there.

      #86997
      whitewater
      Participant
      @whitewater

      Thanks for this update, i really love this table ;) :-)

      #87001
      Skitso
      Participant
      @skitso
      Member

      I think I prefer the field of view settings of 1.31. Too bad they are not combatible with the new version. I also find the old sound mix better (more mechanical noise!) Or am I just being paranoid? :)

      #87022
      RYSr (Rich)
      Participant
      @rysr
      Member

      [/quote]

      Getting an error on line 1 ” object is not a collection” on new 1.4 version of table

      Running latest 10.5 beta

      Is anyone else getting this? Could this be a DOF thing?

      I don’t use DOF. I tried re-downloading table, deleted nvram, run it on 10.4 and 10.5, updated to the latest SAM r4515, and try running without a Db2s, still the same error!

      The last versions  ss 1.03 and 1.31 run, but 1.4 doesn’t :scratch:   all other tables running fine. Surprised no one else having this problem.

      #87055
      nFozzy
      Participant
      @nfozzy

      Small update :-) based on feedback

      Version 1.41

      Split apart the script-based volume adjustment into two variables, SoundLevelMult and SoundLevelMultCoils
      Fixed a bug with ball shadows
      Tweaked flasher caps
      Zoomed in the DT perspective, and the FS perspective a little
      Some tweaks to Floating Scores
      Split Frog target collisions. A direct hit will rebound much less..
      Set many objects to use static rendering.

      2 users thanked author for this post.
      #87056
      HauntFreaks
      Moderator
      @hauntfreaks
      vipContributorMember

      always awesome to see a new update for this…. is there a setting to controller the GI brightness??

      #87058
      jimmyfingers
      Participant
      @jimmyfingers

      The 1.41 version uploaded here, as of the time writing this, is exactly the same as the 1.4 version.  Noticed no new static elements using F11 and ultimately did a HEX compare on the two files.  Dowloaded both again independently (i.e. not choosing the whole package /  previous versions) and same finding.  File size and time stamp are the same as well.

       

      #87061
      NailBuster
      Moderator
      @nailbuster
      ModeratorMember

      That’s interesting. I get the same error on Whodunnit, and absolutely every other table works fine.

      Could the issue be with the BS2 backglass file? Thought of trying a different one, but could not find any others out there.

      I found a possible script change that you can try and see if it fixes your stuff…

      pupb2s was not working because b2s events were sent prior to rom init…  so to get it to working for PuP:   (the error message was exactly like your screencap)

      In table script “table_init()” there’s a start line InitWheel that’s called before “with controller”.  just move that line after the “end with” (controller block a few lines down).

      so try it out and see if it solves your issue….I’m not sure it has any  affect on the wheel but will need to test more.

      #87062
      nFozzy
      Participant
      @nfozzy

      The 1.41 version uploaded here, as of the time writing this, is exactly the same as the 1.4 version. Noticed no new static elements using F11 and ultimately did a HEX compare on the two files. Dowloaded both again independently (i.e. not choosing the whole package / previous versions) and same finding. File size and time stamp are the same as well.

      Whoops good catch… Should the correct file now

      #87149
      vanlocke
      Participant
      @vanlocke

      Hi, when launching the table (1.4 or 1.411) I have this message:

      script error

      line 1

      type incompatible: ‘nullfonction’

      so it doesn’t start. I had not problem with previous versions.

      Running latest 10.5 beta , DT user, no DOF.

      #87152
      zubial
      Participant
      @zubial

      Hello, I have the same problem as @vanlocke . I am under VPX 10.5

      #87170
      NailBuster
      Moderator
      @nailbuster
      ModeratorMember

      In general…id guess many strange errors after updating to 10.5 vpx scripts are caused by having old versions of vbs script files in your table folder.   Vpx will use those before the script folder ones.

      I had a null error on launch but solved with removing the table vbs files…

       

      #87188
      vanlocke
      Participant
      @vanlocke

      You’re right @NailBuster, there were some old .vbs in my tables folder, never paid attention before. After cleaning those, error is solved. Thanks!

      Nice update nFozzy! table plays VERY well.

      #87190
      zubial
      Participant
      @zubial

      Problem solved, thanks @NailBuster

      #87206
      Lovehammer
      Participant
      @lovehammer

      Thanks for the suggestion Nailbuster. Have taken my cab to bits to finally paint it, will try your suggestion when it is back in business.

       

      #87263
      Mark70
      Participant
      @mark70
      Member

      Thanks for the update!
      As Feedback, I had some performance issues with this table in the past, but with the new update it runs super smooth like silk. :good:

      #87320
      Lovehammer
      Participant
      @lovehammer

      @ Nailbuster.

      Turned out to be an issue with my DOF after all. I discovered this, ran it, and oooh,  flashy flashy on Scared Stiff.

      Thanks for taking an interest. Cab is freshly painted, lights are go, deep joy.

      Cheers.

    Viewing 20 posts - 141 through 160 (of 198 total)
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