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Hmmm, not that cool to be the author of the original table (“Mousin Around”) and to get no single thanks or credit.
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Well. Maybe it’s just time I got back into the code. I’ve been putting it off for the last couple of weeks.
Probably I would have to ask Wildman, are there any needed bugfixes, improvements, wishes, suggestions for the directB2S stuff? Something you guys can point me to?You need to login in order to like this post: click here
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FYI, guys: The LUT init issue found by @skitso and the trapped ball under Frank found by @kds70 are addressed in this update version 1.0.1 too.
And another FYI: It‘s worth to check out the script options at the beginning of the table script, especially the ‚AnimateFranksHead‘ option. We have added a few modes to let Frank move his head, from no movement over randomly moving around to watching the nearest ball (very funny during a multiball) or looking at a triggered switch or a fired solenoid. The current default is that one @dark mentioned earlier, taken from some YouTube videos, moving the head around in some kind of a repeating pattern.
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I missed a lot tables the last weeks. This one too, nearly. Once again, Bord and Roth quality, awesome. Thanks so much, guys.
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Had 2 times a 6 ball without issues yet. But after one time it was missing a ball – it was hidden in frankensteins housing:
Wow, amazing. Will have a look into this and the wrong starting LUT pretty soon.
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Looks like the table has digested the leap from Blender to VPX very, very, veeeeeery well. Now here we are in VPX.
@schreibi34 is doing an amazing job. For me this is high level art and a pure pleasure to see all parts coming together.I have added a fourth mode how the head of Frank is moving. It’s inspired by an older version of the table (don’t know who coded it, Unclewilly or Shoopity) and was mentioned by Dark. And what I found out it was inspired by youtube videos of the table.
We are still working on GI, inserts’ illumination, physics and a bit more.
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I‘ve replaced a 100 GB SSD with a 500 GB one. 100 was way to less, 500 is perfect for me. I have around 600 tables on my cab, a few of them with PUP packs. PUP takes a lot storage space, but it‘s a lot fun too.
BTW: The SSD changing process from 100 to 500 was supereasy.
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Here: Its on the download preview as well so not just on my rig.
No stars, these are switches like in the original table ‚Laser War‘.
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Your work is just awesome, too.
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For the LED problem: We have seen this too. This is cause we overwrite a few of the standard ROM messages. Unfortunately there’s sometimes a bit of a wild mix-up. I‘m working on a fix for this problem but right now no luck. Looks like someday I‘ll have to jump back into backglass server development and improve some of that old stuff
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For all guys who think this is ‚just‘ a graphical mod of ‚Laser War‘: Yes, it is an awesome graphical mod BUT IT IS A LOT MORE.
Mussinger have had some great ideas to extend the ROM based ruleset. So we have:
– a 15-second ball save
– 7 additional targets to start a change-track-mode for the background music
– an extended multiball mode called ‚Eddie madness‘
– some very cool surprises like ‚Fear of the Dark‘
– maybe 40 female and male voice samples, triggered by special events during gameplay
– a very cool background music rotation mode: Just throw your music files into the ‚music‘ folder, name them like ‚Iron Maiden – …‘ and they will be included in the music rotation
– a few hidden surprises and I‘m sure Mussinger will tell you something about in a few days
– and a lot more.
Have fun and enjoy!
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Write all issues here please, we are reading everything. Thanks a lot.
Just one thing for explanation: The multiball starts with a 2-ball-multiball. When you lock these two balls, you get a third ball autoplunged and a few seconds later the 3-ball-multiball starts. So the female voice ‚ball 1 locked‘ is intended during the 2-ball-multiball.
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Hello –
Really looking forward to playing this, but keep getting this error…..any thoughts?
Thanks in advance!
Looks like you haven‘t installed UltraDMD. Install it or open the script of the table and look at the top of the script (maybe around line 40 or 50) for the variable ‚ActivateUltraDMD‘ and set this variable to ‚0‘ (to deactivate UltraDMD).
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Would love to get a PM too. Thx.
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This is simply stunning, @dark.
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Wow, @Dark, unbelievable. I’m looking so much forward seeing the guy animated.
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Great download speed here, too. Was able to download without any issue or delay. Great job.
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To calm you guys down a bit :-), here is the current state of what I have done:
… BUT …
The good news are:
- Table is nearly fully playable, script is working fine
- You do not see tons of VP objects as all the objects are set to invisible and will visually be ‘replaced’ by Schreibis awesome Blender work. What you see here, especially Frank, are just a few meshes without any texture info
- Saucers and scoops are working fine
- Ramps are not visible but are fully modeled in VP
- I have already played the 6-ball-multiball during play testing and it was a lot fun
- Frank is already throwing the ball like in the original table
- Frank’s head remains calm or, if you want to, is moving around or, third option, is following the nearest ball
- …
Right now there are no final Blender elements in the current VPX build: Schreibi is doing his Blender magic in Blender and I am doing my table build and script voodoo stuff in VPX. I’m very curious how it works when we bring both sides together. I’m superexcited :-).
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Sorry, guys, unfortunately I created two ‚Laser War‘ topics during the upload. Please use the other thread for your comments. Thanks a lot!
Please use this thread: https://vpinball.com/forums/topic/laser-war-data-east-1997-2/
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Same here. It’s slow I am told it’s routing and nothing I can do until it’s fixed(somewhere in kintucky) I’ve asked several people in different areas and they have 30 second downloads and that is normal but not for my location sad to say
Thx for the info, @randr. Of course this is no offense, just to inform you. I love what you are doing for the community, for free.
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