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  • Wrd says to me, would you like to do another Date East table, I just brought home a tmnt.  Before I thought about it I said YES.

     

    This was one I wanted to work on since I started building tables.  I had attempted to gather resources and even started a really sad playfield redraw.... but anyone that’s looked knows there are pretty much no good resources for tmnt.  So, Wrd stripped his table took around 500 pics for me over the course of the build.  I stitched together a playfield best I could and started a redraw.  (if anyone asks you to redraw a DE playfield, don't do it )  Table is a complete scratch build.  I did peak back at edizzle’s pm5 version to double check things here and there though.

     

    Once the table was built Wrd fine-tuned the position of everything.  It really does play great.

     

    --------------------

    As always check the top of the script for a bunch of options.  I left the playfield Oooze on by default because it’s worth it.  :P

    --------------------

     

    Credits/Thanks:

     

    Me: table build, playfield redraw, ramp decal redraws, ramps, lots of little primitives here and there.

    Wrd1972: COUNTLESS resource pics and answering of far too many silly questions.  Physics and table fine tuning.  Plastic scans.

    Roth:  Being a code wizard and for putting up with Wrd and me. (understatement of the century :P)

    Dark: Turtle Models!!!! and other small primitives here and there. (I did resize the turtle images to make the file size sorta reasonable)

    Flupper: Flasher Domes and Ramp Tutorial.

    Hauntfreaks: He made a pass and did the awesome things he does.

    themotherbrain: testing and feedback

    nFozzy: I'm using his new fading lights + a few tweaks by me.

    DJRobX: SSF code and thanks to RustyCardores for showing me the way, you can't go back!!  Ball drop tweaks by Roth and me.

    Last but not least the developers and other table authors.  This community is nothing without everyone doing their part!!!!!!

     

    Enjoy!!

     

    -cp

    Need 10.5

    1.1

    -File size reduced

    -Small bug fixes and tweaks

    Currently, there are 0 users and 0 guests visiting this topic.
    Viewing 20 posts - 41 through 60 (of 78 total)
    • Author
      Posts
    • #95059
      HauntFreaks
      Moderator
      vipContributorMember

      if any DT users are interested in another backdrop… I was playing around and made this
      download link below
      untitled1

      Attachments:
      3 users thanked author for this post.
      #95062
      Pinbolt
      Participant
      Member

      Thank you Hf, this looks super.

      #95063
      Pinbolt
      Participant
      Member

      Thank you for the update.

      #95067
      DarthMarino
      Participant

      I also made a backdrop based on the real backglass.

       

      TMNT

      1 user thanked author for this post.
      #95072
      Scottywic
      Participant

      She’s a real beaut, nice work. Thanks for all the hard work.

      A couple notes i saw playing 1.1
      – the turtles lights are off. When completing Donatello it will lite Raphael’s head in the center. So some of the light mappings are off.

      – the ball can fall behind the top left target bank. Happened a couple times for me on 10.5 It seems inbetween the capture ball and top hit target.

      That’s it, quality work. Physics are spot on from my experience and the lighting options are all super fun.

      #95078
      redrooster
      Participant
      Member

      Just came here to thank you for this one.  I know it’s a simple game, and it appears “true” pinheads don’t really like it, but I happen to really like the real version of this game.  It’s one I go to often at my local spot.  And I’m 38, which means the Turtles were a big part of my childhood, so there’s the nostalgia factor, too.

       

      Anyway, thanks for the beautiful VPX version!

      #95085
      RustyCardores
      Moderator
      MemberModerator

      Thanks for all the effort.  It’s an excellent table! ;)

      #95089
      Micronaut
      Participant
      Member

      awesome work, :good:

      thanks cyberpez and to all the team that has participated in this masterpiece, :bye:

      #95091
      blackvulcan3
      Participant
      Member

      Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.

      #95096
      freelunch
      Participant
      Member

      Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.

      The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.

      #95106
      Draifet
      Participant
      Member

      Thanks for the update!

      #95115
      Dark
      Participant
      vipMemberContributor

      Turned out nice but why you no use my 3D DE apron? :(

      3dcreation

      #95163
      blackvulcan3
      Participant
      Member

      blackvulcan3 wrote:
      Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.

      The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.

      thanks freelunch, so for the layperson, how should I correct that? Cheers. bv3

      #95176
      freelunch
      Participant
      Member

      blackvulcan3 wrote:

      Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.

      The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.

      thanks freelunch, so for the layperson, how should I correct that? Cheers. bv3

      On Visual Pinball’s top menu, Preferences > Video Options > Element Detail Level (bottom right) slide all the way to the right. This will allow physics to work as intended on all tables. This may impact performance, but if your frame rate becomes unacceptable after this, screenshot your video settings because there are other things you may turn off instead of changing Element Detail Level.

      #95188
      senseless
      Participant
      Member

      Wauw! Looking freaking awesome!! Thanks for this super duper release :).

      Running 10.5 final and latest beta sam but getting an error using solenoids=2 (fastflips). Do I need to do something additionally?

      I thought I’d turned it on by default? Or? sorry if not the Fastflips stuff is new to me.

      You did turn it on :). I’m just getting an error running fastflips and was wondering if I forgot something additionally. So currenlty I have to run with solenoids=1 to bypass the error.

       

      #95190
      nFozzy
      Participant

      Not sure what’s going on with the fastflips error. Something to do with calling tiltobjects to disable bumpers/slings, but I can’t reproduce it all the time.

      Try adding this line (anywhere below the loadVPM line) :

      vpmflips.TiltObjects = 0

      #95191
      Draifet
      Participant
      Member

      Probably not the same case, but yesterday I was playing a game, and on the next one the flippers stopped working for selenoid 2, I deleted the nvram and the problem was solved.

      #95200
      Mark70
      Participant
      Member

      Thanks a lot to all involved, I am looking forward to playing it tonight.

      --------------------------------------------------------------------------------------------------
      I am looking for T2 cabinet decals, please send pm for offers.
      --------------------------------------------------------------------------------------------------

      #95244
      senseless
      Participant
      Member

      I’m getting two errors running with solenoids=2:

      -VPMFlips not defined and GameonSolenoids not defined.

      Does anyone have a clue? Probably something obvious but am at a loss…

      #95250
      nFozzy
      Participant

      I’m getting two errors running with solenoids=2:

      -VPMFlips not defined and GameonSolenoids not defined.

      Does anyone have a clue? Probably something obvious but am at a loss…

      You either have outdated Core.vbs and de.vbs files or old versions of those scripts somewhere causing conflicts

      Get the 10.5 full release and clear scripts out of your table folder

      1 user thanked author for this post.
    Viewing 20 posts - 41 through 60 (of 78 total)
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