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  • Submitted: Aug 15 2016 01:06 AM
  • Last Updated: Aug 15 2016 01:06 AM
  • File Size: 13.64MB
  • Views: 18630
  • Downloads: 3,338
  • Author(s): Kees (original table)
    Loserman76 (b2s coding and b2s creation)
  • Manufacturer: Bally
  • Year: 1964
  • IPDB Link:
  • Permission to MOD?: Yes, with approval

Download 2 in 1 (Bally 1964) b2s MOD b2s mod

* * * * - 16 Votes



Screenshots
With Kees' permission I present the B2S mod for 2 in 1. This is another tough one as I could not find adequate sources for the lights on the actual backglass, so these are really all just guesses. If someone has a good image of either the mask or the backbox without the backglass in place, that would help immensely.
 
As with Kees' tables, if you want to play cabinet version, go to the backdrop section in the VPX editor and move everything off the table space
 
 
Enjoy!

What's New in Version b2s mod (See full changelog)

  • update of Kees' table to include B2S


Screenshots

Screenshots


Thanks for this

How to disable the backdrop in cabinet mode?

error Set Controller = CreateObject("B2S.Server") https://prnt.sc/uo0ka9

Photo
LoveAdelicEyes
Oct 18 2020 08:08 AM

i still get junk on my playfield any help removing it would be most appreciated :)

i still get junk on my playfield any help removing it would be most appreciated :)

go to backglass and move everything off to the right or left. I also made the table fit the screen for cabinet mode. I have this all done and could share with kees and LM76 permission. looks as best as I can make it for a cabinet.

Thanks.  Table is a lot of fun.   Love the older tables.

I downloaded this table to test B2S, I'm a newb, and 2 in 1 was first on the list in the search.

 

I didn't read the questions above by Peter and LoveAdell about the artifacts of the preB2S reels and high score and other info left on the original table before I had already modded the table's script to hide most of the elements if B2Son was true.  And also, I played around with the background file to added the high score to the backglass too.  (To add the high score, I just made a reel for Player5 and then in the script of the table, I wrote the high score to Player 5.  Then I added an illumination that said "high score".)

 

My apologies to kess or loserman if I broke any protocol.  But, below is what I added between 109 (B2SOn=True) and 110 (if B2SOn then)

 

Please see the notes in the code for hiding the decal that has the credits on it, and for the two places (I think) where hisctxt is set where you need to write to the Player 5 score if you want to add a High Score reel to the .directb2s file.

 

Thanks for the great work to set it up!  Jon

	B2SOn=True
	if B2SOn then
		reel1.visible = False
		reel2.visible = False
		reel3.visible = False
		reel4.visible = False
		plno1.visible = False
		plno2.visible = False
		m0.visible = False
		m1.visible = False
		m2.visible = False
		m3.visible = False
		m4.visible = False
		m5.visible = False
		m6.visible = False
		m7.visible = False
		m8.visible = False
		m9.visible = False
		tilttext.visible = False
'		credit.visible = False '<- This is nonsense that I tried before I figured out credit was the variable and the control's display was the actual text.  tilt vs. tilttext is the same.
		credittxt.visible = False
		gamov.visible = False
'		hisc.visible = False '<- This is nonsense that I tried before I figured out hisc was the variable and the control's display was the actual text.
		hisctxt.visible = False  'Added Player 5 to the B2S Backglass.  Everywhere hisctxt.text is set, you should also place 
											'		If B2SOn Then
											'			Controller.B2SSetScorePlayer5 hisc
											'		end if
		bip1.visible = False
		bip2.visible = False
		bip3.visible = False
		bip4.visible = False
		bip5.visible = False
		TextBox1.visible = False
		TextBox2.visible = False
		TextBox3.visible = False
		TextBox4.visible = False
'		Decal.x = 0 '30 
'Appears there is no way to set the Decal parameters programatically.  
'So, you have to go to the backglass and set the height and width to 0.  They are originally 30
'		Decal.y = 0 '30
	end if
	if B2SOn then

This is how to remove the scoring on the playfield in cabinet mode. (1) You need to get into the table editor so however you do it skip to part 2, reading on... I go into my table menu and double click on the table I want to edit. when it loads up I push Q on the keyboard for quit. the editor box is now in front of you on the screen. (2) in the editor box in the top left corner you should see a button or tab that has a picture of the pinball table on it, click that. You now see the grey shaded table within another box, this is your viewpoint on screen of this table. Do you see all the other colored boxes, red, yellow, blue, black? Take your curser over each piece of artifact and left click (for me) to drag off the outer non grey shaded box. Do this over and over till everything is gone. At the same time you can resize the table by clicking the camara tab which is in the far right side of the editor box, if you wish to do so, I changed the 1.15 to 1.1 on the X aspect to center the table to my liking. Now click on the edit tab that is above the pinball icon tab you clicked earlier and SAVE AS... whatever you like, I use the table name and an A or 1. Reload that A or 1 table and check your work, you should see that everything is now gone provided you dragged every box off that grey shaded table, it also doesn't matter where you drag it to, up, down, left, right just as long as everything is gone and only the grey shaded table remains within its outlined box. I hope this makes sense to everyone that reads this so you can enjoy this classic table in cabinet mode without all the artifact on it.

 

Enjoy and GAME ON! 

Thanks!

I can not see the texures un the playfield


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