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Yet another Cactus Canyon


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#41 sliderpoint

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Posted 03 October 2014 - 03:41 PM

Yes, the green pop bumpers. I totally get the "having to learn" thing... -Mike

Edited by sliderpoint, 03 October 2014 - 03:42 PM.


#42 Practicedummy

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Posted 03 October 2014 - 09:48 PM

Can't wait for this. The pinball arcade version is nearly unplayable. >:


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#43 Shoopity

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Posted 24 October 2014 - 05:22 PM

OK, I've uploaded the newest version (remember, check the link in the first post).  I haven't been keeping a change-log what-so-ever, so I don't even remember what changes since the last update.  Off the top of my head:

  • Add some rubbers
  • Made the rubbers black (the reference pics I have show them as black, is that normal?)
  • Added Train Tracks
  • Re-did the textures on the ramps using Cycles in Blender and an environmental map
  • Re-did the Rock/Mountain/Mine because it apparently actually tilts instead of moves up and down
  • Finally added in Bart and his hat
  • Hat moves up/down in the same way the bear mug does (it's tied to the Z of a separate pinball that fires upwards so it's physically accurate)
  • Lane Guides at the top bumper area (that also light up with GI lighting)

Still lots to be done; lots of nuts/bolts/screws.  Probably some rubbers left.  Some lane guides here and there.  I'm probably going to release the table with the crappy mine mesh/texture, and the crappy train mesh/texture because I think they look "good enough" (although, I still need to make a lit-up mine texture).  Also, Bart's hat is just some cowboy hat mesh I found on-line and then hand textured, and Bart is just a crappily textured capsule mesh.  Point is, I know all the meshes and textures need lots of work, but I think they're good enough for a release.  Anyone is more than welcome to provide better resources.



#44 bolt

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Posted 24 October 2014 - 06:08 PM

Thank you for the new test beta. 


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#45 Shoopity

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Posted 24 October 2014 - 06:13 PM

As always, I need feedback, don't worry about being harsh.  I've been staring at this table for months, it's easy to miss stuff.



#46 Shadowsclassic

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Posted 24 October 2014 - 08:08 PM

OKay, honest opinion here, since you asked. Please don't take anything the wrong way. :)

Table looks and plays really good.  I hit the gunfight targets 2 for 2 that pretty darn good for me on Pysmod5 tables.  Over all the physics feel pretty good to me.  Table looks really good with only two exceptions the Outlaw and the gold mine look a little odd, everything else looks great.  The outlaw is kinda mashed looking, lacking 3D detail sort of and the gold mine looks unfinished (maybe it is?) Certainly coming along though, can't wait to see the finished table.



#47 Shoopity

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Posted 24 October 2014 - 09:04 PM

Oh definitely.  The mesh is OK for the gold mine, but the texture is crap.  I need more reference photos (I wouldn't dream of asking for a 3D scan of it); I can only find, like, 2 or 3 and only one of them is straight on (no straight top down or anything).  Bart (not the hat) is just a simple capsule shape with a front-on picture wrapped around a portion of it.  Again, I'm lacking reference photos, but more importantly, I'm lacking in skills to create a decent mesh or even hand-make a texture.

 

I'm hoping to get Zany or Dark in on this when (if?) their plates start clearing up.



#48 dark

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Posted 24 October 2014 - 09:46 PM

My 3D/VP "schedule" is like this:

- Finish up Jpark

- Finish models for JPark Lost World

- Hook models for Javier (said I'd do these a while ago already)

-Finish Party Zone captain some where in between these.

 

Then I can maybe start pointing attention towards CC models since it's been on my to-do list for a while regardless, however I've promised UncleWilly to make his table's needs a priority when ever they come up since I appreciate his good work and he's been very helpful to me.  I've derailed him from his Pinball Magic WIP with the JPark project so I know he still needs some 3D ramps and maybe some odds and ends done for that, so that may have to take priority.

 

A few other things I'd like to do, but I'm not sure when.....

-Scared Stiff/Elvira Goblins

-Freddy Kruger

-Sopranos toys

-Funhouse rudy

-Simpsons Homer head (TSPP)

-Big Bang Bar toys


Edited by dark, 24 October 2014 - 09:46 PM.


#49 thewool

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Posted 24 October 2014 - 10:08 PM

Sounds like good progress Shoopity, will download when I get back home and provide feedback. Thanks for the beta!

Quick thread derail, but dark would it be easy to model the leapers from Scared Stiff? I always thought they would look cool as primitives bouncing up and down, combined with the 'glass hit' sound. Cheers.

#50 dark

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Posted 24 October 2014 - 10:45 PM

@thewool: easy enough if I could get some decent resource photos for them, as it is I only have a hand full of 'okay' photos.  Would be nice if someone who owned the table could come forward and volunteer some pics.



#51 The Loafer

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Posted 25 October 2014 - 01:53 PM

I forgot about this. New mancave project is keeping me a bit busy but I must make time to test tins out! ;). Thanks for your work on this Shoopity.

#52 foxtrotxray

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Posted 07 November 2014 - 03:48 PM

Shoopity -
This table is fantastic. Gameplay is spot on, and hell - even the viewing angle is great. (I'm not a midget or a giant!)

I've played it a lot in the last handful of days, and was able to get the ball stuck in several places. I have screenshots, if they'll help -

1. At start of multiball, somehow occasionally a ball will fall out of the 'cyclone' (skill shot funnel) and fall under the Skill Shot ramp (that leads TO the skill shot funnel) instead of on the right ramp to the flipper. This is most common ball hang-up, and again only happens on multiball startup, where the two balls in the funnel 'push' each other out.

2. Somehow, and I'm not sure how yet, a ball will jump the plastic coming out of the mine, and get lodged under the left ramp. Again, this has only happened during multiball.

3. This may have been a fluke, but one time, while playing, the autofire plunger stopped working. This, in itself, wasn't an issue. However, what happenes after is: If the ball isn't cleared out of the plunger lane, the second ball being served (while ball-saver is active) won't make it past the gate, and falls back INTO the eject hole. It's then stuck - any balls trying to be served after that don't make it out, and eventually the game thinks balls are out on the playfield when they're stuck in the outhole. Really strange. :D

Other than those little hangups, this table's entirely playable - even without a backdrop/backglass and apron!

--M.

Edited by foxtrotxray, 07 November 2014 - 03:48 PM.


#53 Nealtron

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Posted 07 November 2014 - 08:25 PM

This is a great table! Looking forward to your release! Awesome work so far


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#54 parabolic

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Posted 16 January 2015 - 10:12 PM

Any news on this?


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#55 Shoopity

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Posted 16 January 2015 - 10:47 PM

I got a little burned out on it.  It's not dead, but it's at the stage of developing that I don't seem to have much patience for.  Now it needs all the little things that make it an awesome table; all the nuts and bolts, better graphics for certain things (like the metal wall for the orbit, or the ramp skirts), the little things.  Also there are some tweaks that need to happen apparently; I personally have never had an issue with the launch funnel but others do.  I just don't feel like doing all those little things, or figuring out how, when something does act bad, ensure that the table doesn't become un-playable by it.

 

For example, currently the ball coming out of the mine, it's literally jumping over the wall; I could just have it drop on the outside of the wall.  Especially with all the toys and plastics there, it's not like you actually it being kicked up and over.  The funnel though... I don't know how to "fix" it, but I suppose I could add a wall or ramp under it so it does fall out in the wrong place it'll still roll onto the playfield.

 

I also got side-tracked with my own desire to add primitives to Scared Stiff (since there's a FP release of, I just moved all the models into VP).  Then I got all the resources to America's Most Haunted and I've been working on that.

 

If anyone wants to help, please don't hesitate, even if it's just suggestions on things to add/change, but especially if someone wants to do graphical work.  Some things reached my limit of ability (like I simply lack the training, skill, and outright talent to make a good model/texture for the mine topper, or bart, or the train).  When I started this, Dark was desperately wanting projects so he could get some practice; he quickly became the go-to person for models.  Now he's become inundated with stuff and I think he's less needing side projects in general.


Edited by Shoopity, 16 January 2015 - 10:49 PM.