- This topic has 153 replies, 1 voice, and was last updated 3 years, 10 months ago by
makmak.
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March 17, 2019 at 12:54 pm #118264
Thanks for the update. I have been enjoying the table so much this weekend. Thank you!!!
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March 19, 2019 at 12:36 pm #118625Skitso cannot be stopped!
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March 19, 2019 at 4:07 pm #118666Thanks for this table, to all who are diligently toiling away on it! The Shadow was one of those big movies that fell flat for one reason or another. Sort of like Last Action Hero, a mediocre movie makes for a pretty fun table sometimes lol Shes a beaut Clark… now to find a nickle plated pearl grip 1911 to go with it.. hmmm lol
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March 19, 2019 at 5:10 pm #118677I figured out how to make the GI lighting dynamic, so it felt so big improvement, I just had to release one more update. So here’s the…
Version 1.4
- Added dynamic GI lighting. Now playfield lamps dim when they should!
- Added one missing light at the back of the table
- Raised back loop wall a bit to let the lights be seen below it like in the real one
- Added few insert light reflections
- Fixed plastics around left ramp to be more authentic, added detail
Now it’s done. Now to decide what next…
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10 users thanked author for this post.
March 19, 2019 at 5:34 pm #118682Again guys. This is a great table from Alessio it is not that. But, you guys really elevated it from the previous version. Looking forward to see this one since – not often I’ve seen you Skitso saying. It’s done. That has to mean for something ?
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March 20, 2019 at 12:50 am #118790Thanks for all the updates, Skitso.
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March 20, 2019 at 2:38 am #118810Thank you and congratulations!! Job well done. Both of you.
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March 20, 2019 at 3:38 am #118814Is more or less: The Shadow 2.0
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March 20, 2019 at 12:52 pm #118854Hi Skitso,
Fantastic work here, starting from a good platform that was Alessio’s original. The only improvement I can think of is disabling the flippers when the ball enters the battlefield VUK and re-enabling when the ball exits the battlefield (either to the top or bottom). I made a mod of Alessio’s table by scraping some bits from the script from the VP9 version to achieve this and shared it with him. Unfortunately this was around the time that he stopped visiting the MB forums. I’d be happy to share the script with you, although it’s probably a bit of butcher job as I’m no VB coder.
Cheers
Rob
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March 20, 2019 at 12:57 pm #118855Thanks again Skitso—I see the latest version is using a different rom. Wondering why?
"And in the end, the love you take is equal to the love you make"
"And in the end, the love you take is equal to the love you make"
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March 20, 2019 at 1:05 pm #118856No particular reason. I think it’s a newer one..?
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March 20, 2019 at 1:07 pm #118858Hi Skitso,
Fantastic work here, starting from a good platform that was Alessio’s original. The only improvement I can think of is disabling the flippers when the ball enters the battlefield VUK and re-enabling when the ball exits the battlefield (either to the top or bottom). I made a mod of Alessio’s table by scraping some bits from the script from the VP9 version to achieve this and shared it with him. Unfortunately this was around the time that he stopped visiting the MB forums. I’d be happy to share the script with you, although it’s probably a bit of butcher job as I’m no VB coder.
Cheers
Rob
I’ll gladly take your script changes. Please PM me.
Sorry, Thalamus, it seems it’s not done after all.
EDIT: Actually no… the flippers are functioning during the battlefield in the real machine too, so no need for changes. Thanks anyways, Rob
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March 20, 2019 at 1:40 pm #118870Oh. I have a few things that could be added. But, they are only sound related. Like most of my script changes. If I don’t have access to the table itself it is kind of impossible to “fix” everything. And, I see that I left out some small things here and there. Then you have what I consider almost a revolution to VP from Roth/Cyberpez that adds something to almost all tables released til date. Ball skipping routine/sounds.
See, you’re not out of work, if you don’t want to
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March 20, 2019 at 2:33 pm #118881aaah finally the gi implementation thank you :)
for the occasion there is one update to reflect to the DOF, here is the updated script
now question, do i put the undercab change to the RGB Undercab Smart only or the RGB Undercab Complex and Complex MX?
jeez, this
On Cyan/S9 White/S10 White/S17 Yellow/S18 Blue/S21 Orange/S22 Orange/S23 Orange/S26 Orange/S27 Orange/S28 Orange
makes the action on the undercab to constantly do something even when there is almost nothing happening on the game… :)
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March 20, 2019 at 2:58 pm #118893If there is much action it sounds like it belongs to the Complex @arngrim.
I’ve found and improved some small things myself, so hold on guys and I’ll tell you when I’ve merge my and Arngrims changes into one :)
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March 20, 2019 at 3:50 pm #118923ok, that’s a way to see it, i will just improve the complex toys a bit
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March 20, 2019 at 3:50 pm #118924Ok. Changes are merged so you could pick up the changes and add them to the table. There is a slight improvement that you guys could beyond this and that is to add a second “solenoid” sample to the table manager – lets say “Solenoid2” – then change
.InitExitSnd SoundFX(“BallRelease”,DOFContactors), SoundFX(“Solenoid”,DOFContactors)
to
.InitExitSnd SoundFX(“BallRelease”,DOFContactors), SoundFX(“Solenoid2”,DOFContactors)
And move both those samples the very right front where the plunger is in the sound manager.
Table script update is of course same as Arngrim posted above.
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March 21, 2019 at 2:13 am #119042There was one little bug in the 1.4 release (wall clipped through a plastic). It’s now fixed. Please re-download the 1.4. Sorry for the inconvenience.
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March 21, 2019 at 3:52 am #119046Was script updated ?
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March 21, 2019 at 3:54 am #119047Uh nope.
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