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Download STTNG_VP990_HD_GI_MOD_1.3_Physmod_FOM.zip 1.3
12 Votes
STTNG Williams Steve Richie Widebody SuperPin FOM
Howdy,
This is the FOM - Physics Mod 5 version of Star Trek the Next Generation. (STTNG)
This table was originally created by JPSalas, modded 1st by teppotee, PM5 by ClarkKent and I added the flasher object lighting component.
First off many thanks to JP for the original table, the VP dev team for the continued work on making VP a greater program each
revision.
Many thanks to LoadedWeapon for some of the alpha sprites used in this mod, JP Salas for his flasher subroutines and any member
of the forum who has contributed assets and code to this table in it's initial and modded revisions. If I have missed a credit, please let me know
and I'll update this description.
This table must be played with Physics Mod 5.
Graphics and controller options at the top of the script are described below.
Const B2Son = 1 (Enabled the directb2s controller system)
Graphics options - adjust to taste.
Const FullPFFlashers = 1 ' Full length PF flasher ambiance.
Const Sidewalls = 1 'Light Flares on Cabinet Sidewalls
Const Wireforms = 1 ' Light Flares on Wireforms and Habitrails
Const InsertFlares = 1 'Light flares around Lamp Inserts.
Const InsertAmbients = 1 'Light flares cast from Lamp Inserts.
Const Flasher_Fullbrights = 1 'Intense origin point for rear flashers.
Const Top_Glass_Texture = 0 'Full length glass texture over whole playfield.
Please submit feedback and reports in the associated forum.
Have fun!
Dozer.
This is the FOM - Physics Mod 5 version of Star Trek the Next Generation. (STTNG)
This table was originally created by JPSalas, modded 1st by teppotee, PM5 by ClarkKent and I added the flasher object lighting component.
First off many thanks to JP for the original table, the VP dev team for the continued work on making VP a greater program each
revision.
Many thanks to LoadedWeapon for some of the alpha sprites used in this mod, JP Salas for his flasher subroutines and any member
of the forum who has contributed assets and code to this table in it's initial and modded revisions. If I have missed a credit, please let me know
and I'll update this description.
This table must be played with Physics Mod 5.
Graphics and controller options at the top of the script are described below.
Const B2Son = 1 (Enabled the directb2s controller system)
Graphics options - adjust to taste.
Const FullPFFlashers = 1 ' Full length PF flasher ambiance.
Const Sidewalls = 1 'Light Flares on Cabinet Sidewalls
Const Wireforms = 1 ' Light Flares on Wireforms and Habitrails
Const InsertFlares = 1 'Light flares around Lamp Inserts.
Const InsertAmbients = 1 'Light flares cast from Lamp Inserts.
Const Flasher_Fullbrights = 1 'Intense origin point for rear flashers.
Const Top_Glass_Texture = 0 'Full length glass texture over whole playfield.
Please submit feedback and reports in the associated forum.
Have fun!
Dozer.
What's New in Version 1.3 (See full changelog)
- Fixed Shield GI Routine to reflect shield strength.
- No other changes.
@ arielote.... play it a few times and do an f3 to reset the rom.... this worked for me...
I realy enjoy this table! sssoooo fun!! keep up the great work!! thanks!
Only remark I have is that when the ball get launched, it sometimes (very rare) wont reach fully to te top(inside the spaceship where you lock the balls).
Would give 6 stars if possible ![]()
Gameplay demo:
I also had the Problem with the not turned Probes, first i used the _g7 Rom (German), then i tried with _x7 = now all run fine !
Can anyone please help?
Trying to run this table and get the following errors each time:
- can't load VpinMAME, ActiveX component can't create object
- vpinmame v01560000 required
- wpc.vbs v3.26 or higher required
- line 102 : object required "controller"
- line 1: object required "controller"
I've tried using VP_physmod5.exe and a fresh VPinball991 full install. Visual PinMAME 2.5 is installed and I even tried the 2.5 Cabinet version also but still no luck :*(
This is the only table I can't load and I've played a lot and all the others work perfectly.
Can anyone please offer some advice on what to try next?
Big thanks in advance.
Cant understand it, i played "Weeks" with the _L7 Rom and had Sounds !
Now, they are away ... only VP Sounds.
Tryed _x7 Rom, Sound ok ... back to _l7 or _g7 ... nothing ... ( Volume at 30-31, of course )
This Problem turned me to "delete" all my DMD Reg Keys ... wahh ![]()
And with _x7, the Probes dont turn ... ! back to _x ... Probes turn ... crazy
Also there is a _s7 Rom here, but the DMD Show me X7 ...
Deleted nvram as suggested but no luck.
I don't have the physmod 5 version installed,
maybe that's why the ball can't leave the plunger lane ?
I've played other tables made for physmod 5 without problem.
Hopefully someone can help me.
------------------------------------------------
So I tried Physmod 5, now I can play it,
but the flippers lag.
So now I'm using vp 990 and imported the physics of the JP version,
like suggested by user "Toxie".
Now the lag is gone.
A phenomenal stunning experience! :-)
Simply the ultimate version of the best pinball table ever. Plays so smoothly thanks to Physmod5 and looks absolutely stunning with all those flashing lights. Now I kind of want my money back for the TPA pro TNG version I bought, but that's another story. ;-)
I'm rating this warp 9.999 out of 10. Engage!
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wooooow, plays amazing and looks very very beautiful. incredible work! thank you!