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    Twilight Zone Skitso Detail Mod 1.5

    This table mod is based on Ninuzzu's table. (Thanks for letting me mod it!)

    Version 1.0:

    • Added playfield and plastics shadows
    • Added ball shadow
    • Added TV-shadows
    • Improved lighting with lots of small lamp tweaks for more polished look
    • Partly redrawn playfield with better insert light textures (mainly the door section)
    • Fixed and improved clock textures (both clock face and plastic cover)
    • Color corrected and added a slight noise texture to clear ramp star texture
    • Small tweaks and polish here and there

    Version 1.1:

    • Further improved lighting (upper table)
    • tiny texture tweaks
    • Script improvements (better ssf and modulated flashers, thanks Thalamus)

    Version 1.11

    • Fixed middle white dome flasher
    • improved top left flashers
    • improved lighting on magna-flip signs
    • improved lighting and materials on bumbers

    Version 1.2

    • Hopefully fixed gumball machine jam (Thanks Thalamus!)
    • Improved slot machine lighting
    • Improved small clock lighting
    • Improved pyramid lighting
    • Improved pyramid texture (shadow and blue light)
    • Few small shadow and flasher improvements

    Version 1.5

    • nFozzy has fixed the gumball machine once and for all! (The gumball machine rescripted to use the proper motor solenoid and not the fake kickout solenoid that it had before)
    • nFozzy also added clock sfx and other small script improvements
    • Improved slot machine shadow and lighting
    • Improved camera flashers

     

    -Baked shadows mean that you won't be wanting to disable any toys (as their shadows stay)

    -This mod is made in FS mode, so no promises it looks good in desktop mode.

    Original authors for this table are: Ninuzzu, coindropper, nFozzy, JPSalas, Tom Tower, Hauntfreaks, Flupper and Zany. Thanks and sorry if I missed some one.

    This topic contains 137 replies, has 24 voices, and was last updated by  Erzak 1 week ago.

    Viewing 20 posts - 101 through 120 (of 138 total)
    • Author
      Posts
    • #100377
       Skitso 
      Participant
      Member

      Thanks for stopping by nFozzy! :D

      #100378
       Skitso 
      Participant
      Member

      It seems that if you change sw56 to TriggerWireA from TriggerStar it works correctly. 

      Thanks for the sound fixes. About the gumball issue:

      Nope. It’s just rare… but still happens. I think we just need to wait for nFozzy to fix it.  :-)

      I’ve sent him the latest version of the table. Let’s see what happens.

      #100383
       Skitso 
      Participant
      Member

      Sorry for triple posting, but after further investigating the POV settings, it seems to be the layback value that messes with the table physics. Just changing that seems to affect the plunger sweet spot. (at least, haven’t tested other physics)

      #100442
       The Loafer 
      Participant
      Member

      Skitso:  So as promised I had some time today so as per your last post I’ve experimented with the plunger so with your layback setting of 40, I tested the plunger to see exactly where I would have to set it to plunge slowly into the hole.  I then adjusted the layback from the 40 to 55, loaded the table, started the game, pulled the plunger (I have a real plunger installed) at the same spot as before and… got the exact same result.  Tried it a couple of more times and I don’t find the physics any different.

       

      This isn’t to say you are imagining things, just that on my pc, everything seems to work the same with latest VP10.5 final, installed via the all-in-one that I think came from VPF.   The only thing upgraded from there is the latest VPM from VPUniverse.

       

      edit: it would be really cool if others could give this a try, Skitso has put a lot of time into this so would be cool for others to confirm this, if anything so that we can let the VP devs know they need to look for a bug in the layback/physics code.

      #100457
       chris 
      Participant

      when i start up the version 1.2 on vpinball 10 it just crashes, the previous versions are ok, is there something missing? :scratch:

      #100473
       Skitso 
      Participant
      Member

      @theloafer: Hmmm, that’s strange as I can replicate the issue easily. With layback set to 40, I need to pull the plunger down to the second white triangle to get the yellow skillshot, while setting the layback to 55, I need to pull it down to the third white triangle to get the same results.

      It actually doesn’t seem to change table physics though, as if I alter the table slope to compensate the layback 40 setting (to be able to pull the plunger as much as with layback se to 55) the table feels way too steep. So for me it actually seems to just alter the plunger, which is a complete non-issue to be frank, and isn’t tied to the original and real issue that is the gumball machine jam. For additional info, I’m using dualshock 4 controller. (I dont’t have a cabinet, just playing with my gaming PC and a 27″ 165hz gaming monitor in FS portrait mode).

      #100476
       Draifet 
      Participant
      Member

      I’m using my own FOV (I always do cause i have windows 10 on portrait mode), but I can’t see any differences on physics changing the layback of the table, I played more games and still no balls stuck on thee gumball machine. Wich option are u using on the script for the random powerball? I’m using the 7 = random gumball, have u tried to use a fixed position for it?

      #100480
       Skitso 
      Participant
      Member

      The default setting, 7 if I remember correctly…

      #100481
       Schreibi34 
      Participant
      Member

      @theloafer: Hmmm, that’s strange as I can replicate the issue easily. With layback set to 40, I need to pull the plunger down to the second white triangle to get the yellow skillshot, while setting the layback to 55, I need to pull it down to the third white triangle to get the same results.

      It actually doesn’t seem to change table physics though, as if I alter the table slope to compensate the layback 40 setting (to be able to pull the plunger as much as with layback se to 55) the table feels way too steep. So for me it actually seems to just alter the plunger, which is a complete non-issue to be frank, and isn’t tied to the original and real issue that is the gumball machine jam. For additional info, I’m using dualshock 4 controller. (I dont’t have a cabinet, just playing with my gaming PC and a 27″ 165hz gaming monitor in FS portrait mode).

      Just a thought:

      You are using the triangles to set the right strength for the plunger. The triangles are higher then the tip of the rod. Could it be a parallax problem with the higher layback value so you are actually pulling the plunger to the same spot but it just looks different?

      2 users thanked author for this post.
      #100487
       Skitso 
      Participant
      Member

      Just a thought:

      You are using the triangles to set the right strength for the plunger. The triangles are higher then the tip of the rod. Could it be a parallax problem with the higher layback value so you are actually pulling the plunger to the same spot but it just looks different?

      Now that you put it that way… it’s more than probable. :D Thanks, didn’t think of that!

      #100493
       The Loafer 
      Participant
      Member

      Groovy!  We can now lay that one down to rest :)

      1 user thanked author for this post.
      #100529
       blackvulcan3 
      Participant
      Member

      Lovely table, great work. I saw a mention from Thalamus early in the thread about SSF? Was this on the horizon?

       

      #100534
       Thalamus 
      Moderator
      ContributorMemberModerator

      @blackvulcan3 : Let’s see what happens when nFozzy returns the table. Table already has SSF. Looking closer, I see that there are some more stuff that could be done to improve, but, now isn’t the right time to try to add that :)

      #100536
       blackvulcan3 
      Participant
      Member

      No worries, thanks Thalamus. Really nice improvements to the table so far, excited to see the end result.

      #100740
       Skitso 
      Participant
      Member

      Version 1.5 released

      Changes:

      • nFozzy has fixed the gumball machine once and for all! (The gumball machine rescripted to use the proper motor solenoid and not the fake kickout solenoid that it had before)
      • nFozzy also added clock sfx and other small script improvements
      • Improved slot machine shadow and lighting
      • Improved camera flashers

      Thank you nFozzy for fixing the gumball machine. Finally one of my favorite tables is working as it should. :yahoo:

      7 users thanked author for this post.
      #100744
       The Loafer 
      Participant
      Member

      Yay!  Thanks nfozzy and skitso (and all others who worked hard trying to identify the issue!)

      #100745
       STAT 
      Participant
      MemberContributor

      Holy Guys :-)  … thanks, thank you nFozzy ! :good:
      Sorry, that is only the “Word” Thank you – could be some Beers for you today, for sure.
      Of Course, also thanks again Skitso, and ninuzzu again too :rose:

      #100749
       Schreibi34 
      Participant
      Member

      Thank god it’s over!

       

      Big thanks to Nfozzy!

      Also a big thanks to ninuzzu and Skitso for an excellent table!

      Additional thanks to the cast of the hilarious sitcom “Gumball – Tale of the triangles” Starring Schreibi34 as the “Senseless Hurler”!  :unsure:

      #100752
       Thalamus 
      Moderator
      ContributorMemberModerator

      HUGE thanks to you nFuzzy and of course to you to Skitso for continued improvements ! :rose:

      #100767
       Skitso 
      Participant
      Member

      I have re-uploaded the version 1.5. The table now also includes the original plastics textures and my new PF texture without baked shadows for preservation purposes. Some day VPX might support dynamic shadow system and for that reason it’s good to have the original textures around.

      The download file size is a bit larger, hope you guys don’t mind. If you’ve already downloaded 1.5, there’s no other reason to re-download it than to preserve the original textures for future community use. (Thanks Thalamus for the tip)

      2 users thanked author for this post.
    Viewing 20 posts - 101 through 120 (of 138 total)

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