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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 - 161 through 180 (of 198 total)
    • Author
      Posts
    • #87357
      nFozzy
      Participant
      @nfozzy

      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
      Adjusted DT spider angle to be less distorted, adjusted SSFS (on the playfield) spider to be more playable
      Added Sweep target scripting on spell targets

      6 users thanked author for this post.
      #87367
      Ben Logan2
      Participant
      @benlogan2
      Member

      Thanks for the quick and thorough update to your recent update!

      #87368
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      Thank you for an update on the already great update :good:

      #87481
      RYSr (Rich)
      Participant
      @rysr
      Member

      Figured I’d try this 1.42 version and see if it fixed the script error ” line:1 Object not a collection” that I also got with the 1.4 version.  Still have error.

      Earlier 1.3 version table works fine.

      Checked that VBS files are only in the Scripts directory. have correct SAM.vbs version, latest Vpinmame and VPX betas. Table won’t start so I can’t get a crash log.

      I have it loaded on my desktop and my CAB both have the same error. All other tables working fine.

      I have PinUpPlayer and Freezy’s color DLL’s running, do not run DOF.

      I can just keep using version 1.3, but I hate it when I can’t get to the bottom of a problem.

      Any ideas? What does this script error point to?

      #87489
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      @rysr : And you’re 100% sure you don’t have some *.vbs files laying around ? I guess because you can run 1.3 there is indications that it is not the problem. But, still, I would make sure. Because if he has used something that needs new updated script – it could actually explain the problem too.

      You really should try to fix this because I came back here to say that I’m super impressed by these new updates.

      It has always been a great table. But these new updates are great. It is super impressive to change the Gi lights via the flippers and see the reflections on the flippers themselves changes accordingly. Even trapping a ball, they reflect correctly. Wow. So much details I almost forget to play. :wacko:

      Thank you very much nFozzy !! :rose:   :heart:

      1 user thanked author for this post.
      #87494
      nFozzy
      Participant
      @nfozzy

      I can reproduce it with an old core.vbs. Your core.vbs is probably outdated.

      Alternatively you could search for this line and delete or comment it out:

      If TiltObjects then vpmnudge.solgameon aEnabled

      1 user thanked author for this post.
      #87496
      HauntFreaks
      Moderator
      @hauntfreaks
      vipContributorMember

      noticed the ball is dribbling out of the spiderhole not being kicked out…

      #87500
      nFozzy
      Participant
      @nfozzy

      If you mess with the bsspider settings can you get it to work? If you get it working post the settings here. These are the relevant settings for adjusting the kickout:

      bsSpider.InitKick sw36, 202, 40 ‘Kicker object, Angle, Strength
      bsSpider.KickZ = 95 ‘z angle

      To test it you should be able to paste these lines in the debugger and just throw balls at the spider hole. The script will deal with excess balls and catch any balls that fall off the table.

      #87501
      RYSr (Rich)
      Participant
      @rysr
      Member

      I can reproduce it with an old core.vbs. Your core.vbs is probably outdated.

      Alternatively you could search for this line and delete or comment it out:

      If TiltObjects then vpmnudge.solgameon aEnabled



      @nFozzy

      Thank you for help with this,

      I commented it out:

      If TiltObjects then vpmnudge.solgameon aEnabled

      And the table works now! :yahoo:

      I did a file search for any .vbs files in the Virtual Pinball working directories as well as the VPMame directories, as well as any windows search paths I have setup and I only have VBS files in the Scripts folder. I copied them directly from the VPX_5_rev3434 download. Core VBS is dated 3/24/18 and 130kb size.

      I don’t understand the code in the line you had me comment out, but I do have a physical tiltbob in my cabinet and have over written the nudgePludIn.vbs with MJr’s version. Could that have anything to do with this issue?

      Thank you so much for you reply and help with this, not to mention this wonderful table.

      #87503
      HauntFreaks
      Moderator
      @hauntfreaks
      vipContributorMember

      look like if i set the sw36a/b to legacy with a .9 accuracy   its working perfect

      I also was looking at the GI flashers… now this is maybe just my personal preference….   but if i set all the GI flash like below…. it makes it more like the lighting is under the plastics… again this might just me…
      skateball_uv
      temp2

      Attachments:
      #87507
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      The nudge plugin got updated in 10.5 some revisions back. If you recently have renamed it, you should be ok. I doubt you have a tilt bob in the other computer so this sounds a bit strange.

      Just rename the mjr once again to be sure. Or, compare them eg. here https://www.diffchecker.com/

      #87512
      RYSr (Rich)
      Participant
      @rysr
      Member

      The nudge plugin got updated in 10.5 some revisions back. If you recently have renamed it, you should be ok. I doubt you have a tilt bob in the other computer so this sounds a bit strange.



      @Thalamus

      Your right my nudge plugin.vbs was older, I didn’t realize MJr updated his VBS file. I tried the table without the line remarked out with the newer version of MJr’s vbs file and it works, that was the problem. I guess there was a thread I didn’t keep up on that mentioned the update.. :whistle:

      Boy this was a real head scratcher, thanks Thalamus and nFozzy

      The reason I had the issue on both computers is because I tried MJr’s vbs on the PC to see if it effected the table jumping on my desktop setup and left it there..

      How nFozzy figured out that line would fix it is beyond me, TwlightZone territory. Core.vbs was not the problem..

      #87524
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      Oh well. The reason I knew about it is that I had troubles using nFozzy fastflip on the start wars table DjRobX was part of making over on the Italian site. In the end he, being the smart guy among us, understood how to fix it and I made sure that Toxie updated it for the next release. So, not so magic – magic :-)

      #87569
      nFozzy
      Participant
      @nfozzy

      Okay new small update.

      The LED skull mod can now be toggled in-game by pressing the right flipper while the left magnasave is held down. I’ll think of a less awkward way of doing this later.

      Version 1.43 –
      Better error warnings and workarounds for some of the reported script errors
      Cleaned up the hole scripts (hopefully this fixes the issues you were having, Hauntfreaks)
      Adjusted the GI and  fixed a few incorrect reflections
      Instruction / Scorecard and skull LED mod preferences now save on exit
      Fixed some issues when running the prototype rom

      2 users thanked author for this post.
      #87583
      RYSr (Rich)
      Participant
      @rysr
      Member

      Oh well. The reason I knew about it is that I had troubles using nFozzy fastflip on the start wars table DjRobX was part of making over on the Italian site. In the end he, being the smart guy among us, understood how to fix it and I made sure that Toxie updated it for the next release. So, not so magic – magic :-)

      I get a F11 reading of .2ms for the left flipper on this table, is Fast flips code being used in this table? I thought FastFlips was just for SAM tables?…

      #87586
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      The non techical story behind it is that nFozzy made script changes which has been updated in 10.5 where quite a lot of the older tables can bypass pinmame flippers. You have to change useSolenoids = 1 to useSolenoids = 2 in the table script to get it to work. So, then DjRobX used the idea to implement it for Stern tables, but that is done by clever pinmame hacking.

      These threads holds more meat to the bone info.

      http://www.vpforums.org/index.php?showtopic=38651&p=387761

      http://vpuniverse.com/forums/topic/3461-sambuild31-beta-thread/?do=findComment&comment=39484

       

      1 user thanked author for this post.
      #87590
      rothbauerw
      Moderator
      @rothbauerw
      ModeratorContributorMembervip

      Change log indicates a FastFlips hack was implemented with version 1.4.

      Current Project: Perpetual updates of VPX physics.

      #88076
      Draifet
      Participant
      @draifet
      Member

      I tried to wait for a “final” release with the updated ramp visuals and the rest of the TODO list done, but couldn’t resist. Thanks for this updates, an already super nice table getting better.

      A minor issue I found, the snake skull is not visible behind the ramp, u need to change the Prim_LeftRampTOY -> Deep Bias: -160 and it appear again.

      The BumperFlashers are clipping a little with the ramp too, u can move them with the BumperCaps primitive a little to the right without gameplay issues I think.

      #88142
      Vinthar
      Participant
      @vinthar

      Wonderful table. After upgrading to latest ver B2S stopped working and I have some net framework error. Anyone can tell me how to fix this, or can someone share better b2s – the one I am using is from 2013 and I can’t find newer one…

      I tryed to downgrade:

      1.42 – the same net framework error

      1.411 – works ok.

      #99180
      arconovum
      Participant
      @nicholaschristopher
      MemberContributor

      If you fire up Scared Stiff today Sept 24th, the first thing you will see is a birthday greeting to a (‘Linsay’- i think) on the DMD , it went by too fast so I did not get to see it at all well, and it will only occur once, so backup your nvram file if you want to see it again.

      Ok it will occur multiple times maybe every 30 min intervals:

      Attachments:
    Viewing 20 posts - 161 through 180 (of 198 total)
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