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  • Submitted: Mar 14 2016 04:35 PM
  • Last Updated: Jul 12 2017 07:17 PM
  • File Size: 91.02MB
  • Views: 56399
  • Downloads: 19,573
  • Author(s): Dozer316<br />Hanibal
  • Manufacturer: Bally
  • Year: 1997
  • IPDB Link:
  • Permission to MOD?: Yes, without approval

Previous Versions

  • 20 Feb 2017 Download Cirqus Voltaire Hanibals 4k Mod 3.5
  • 19 Feb 2017 Download Cirqus Voltaire Hanibals 4k Mod 3.3
  • 14 Jun 2016 Download Cirqus Voltaire Hanibals 4k Mod 3.0

Download Cirqus Voltaire Hanibals 4k Mod 3.6

* * * * * 40 Votes



Screenshots
In this Mod I have only modify some small thinks, because the table is really great.
The playfield was updated for my 4k monitor and some graphics a replaced with another versions.
- red disc graphics recreated
- bumper update with small red light at hit
- shoot again light changed
- playfield increase in resolution and glare
- yellow targets are more realistic
- red target get another texture 
- yellow flasher graphics updated
- small physic update
- movable auto plunger
- sound updates
- Ringmaster swinging sound
- Neon fluctuating lights
- New physic test script for more ball reality
- Neon global intensity adjustable by keys
- Ball now moving script for ringmaster magnet
- New ball rolling sound modification
 
I hope you like it.
 

What's New in Version 3.6 (See full changelog)

  • Version 3.6:
  • - New Flasher
  • - New Physic
  • and many more
  • Version 3.5:
  • Performance update
  • Version 3.3:
  • - Update light system
  • - Integrate Ball reflection lights for inserts
  • - Update physics
  • Version 3.0:
  • - Integrate real apron graphics
  • - Update sounds
  • - Update physics reality
  • Version 2.9:
  • - Update many sounds on playfield
  • - New ball rolling sound modification with auto ramp sound
  • - New ball moving script for the ringmaster magnet
  • Version 2.8:
  • - Neon global intensity can be changed by key "3" for brighter and key "4" for lower
  • Version 2.7:
  • - Neon fluctuating lights script added
  • - New physic test script added for more ball reality
  • Version 2.6:
  • - New Ringmaster swinging spring sound (works by nudging and ball hit)
  • - Improve plastic's look
  • - Improve lane lights
  • - Improve physics
  • - Improve big ball general image
  • Version 2.5:
  • - Update the lights on the bottom
  • - Update some graphics
  • - Add new sounds for the middle ramp, because they was quite
  • Version 2.4:
  • - Update to integrated DMD
  • - Update and add some sounds
  • - Ringmaster hit sound added
  • - Physic update
  • - Bumper update
  • - Add movable auto plunger
  • Version 2.1:
  • Thanks to the great Version from Dozer316 and the permission to Mod.


Screenshots

Screenshots


Photo
BonusMagnus
Sep 11 2016 12:43 PM

I have on my Pinball Cabinet a Analoge Plunger and when I plunge the Ball I dont See the Plunger going Down when I pull my Anlog Plunger also Down like normaly on other Tables too.

This is bad for aiming the skill shot on this Table, so I played around - I Set the Setting for 

 

Plunger1 to:

Enable Mechanical Plunger - Yes

Auto Plunger - Yes

Visible - Yes

 

Plunger1.jpg

 

and for Plunger2 to:

Enable Mechanical Plunger - Yes

Auto Plunger - No

Visible - Yes

 

Plunger2.jpg

 

To get to these settings you click on the left Side on the Arrow (the Icon right from Magnify), then you look for "Plunger1" and "Plunger2"

The list is so big, I needed to expand the VisualPinball10 Window to my second screen:

 

Plunger0.jpg

 

Now the Plunger in the game was moving like my Analog Plunger, but the auto-kickback doesn't work any more, so I played also in the source code a little bit around:

you must change the Code to this:

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

'**************
' Solenoid Subs
'**************
 
Sub SolRelease(Enabled)
    If Enabled And bsTrough.Balls > 0 Then
        vpmTimer.PulseSw 31
        bsTrough.ExitSol_On
        DOF 252,2
    End If
End Sub
 
Sub Auto_Plunger(Enabled)
    If Enabled Then
        Plunger1.Fire
        PlaySound "fx_Solenoid"
        DOF 253,2
Else 
        Plunger1.PullBack
    End If
End Sub
 
 
 '******
 'Auto Plunger add by Hanibal
 '******
 
Dim AP
Dim Zeit
 
Sub Auto_Plunger(Enabled)
if enabled then
AP = True
Plunger1.Fire
End if
End Sub
 
 
Sub PlungerPTimer_Timer()
if AP = True and Zeit < 50 then Plunger1.Pullback : Zeit = Zeit +10
if AP = False and Zeit > 0 then Plunger1.Fire : Zeit = 0
if Zeit >= 50 then AP = False : PlaySound "Plunger"
End Sub
 
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Plunger3.jpg
 
 
Now It works :)
Thank you hanibal2001 for your great Work on this table!
But It would be nice to change that in the next Version :)
 
Thanks

One of my Top 10 of all time.

Photo
Sinisterspatula
Oct 08 2016 03:56 AM

Hi I'm new here, I LOVE this table, one of my favorites.  I tweaked a few things about it and wanted to share.  To me it seemed like the flippers were taking too long to flip up.  I noticed the "Coil Ramp up" of both flippers was set to 5.0.  Other tables seem to set this much lower (0.8).  That makes the flippers much quicker to respond to button press.  Was it purposefully set that high?  Are they delayed on a real cirqus machine?  Also, when I played TPA version of this table, hits to the face of the ringmaster also count towards his goal (just like the yellow targets on either side of him), but on this version it's not.  I assume it's the same on a real machine to hit him in the face and have it count towards goal.  Also the RMHitWall object had the check marked on "Has Hit Event" under physics so I assume it was planned to do this originally but was maybe forgotten.  I added into my script the following to get that working:

Sub RMHitWall_Hit()
vpmTimer.PulseSw 38 'balls hitting ringmaster in the face should count toward goal.

End Sub

I get a script error - Line 3259 Object Required: 'B2SController'

anyone know how to fix this? Thanks

 

*Fixed* stupid me I had to register the B2Sbackglass server. Seems to be working fine now! Thanks!!

Photo
blackvulcan3
Jan 20 2017 11:05 AM

I am receiving an error Line 3259 Index was out of range. Must be non-negative and less than the size of collection. Parameter name:index.

 

My backglass server is registered & I have no DOF. Do I have to do something special with this table with DOF? 

Don't like it, lag-fest compared to previous table, the ball is a slide-show moving across the playfield.

Not sure what's up with version 3.3, but i get 140 fps on 3.0. I get around 60 with this table. Is vysnc being forced on somewhere in the script?

Photo
Nathan 1980
Feb 20 2017 05:15 PM

script error

Line: 3332

Photo
hanibal2001
Feb 20 2017 05:21 PM

I will check it what happens...

Photo
Nathan 1980
Feb 20 2017 05:34 PM

scipt error

line: 3332


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