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SUPPORT TOPIC File Information

  • Submitted: Apr 10 2020 06:50 PM
  • Last Updated: Jun 01 2021 06:29 PM
  • File Size: 663.46MB
  • Views: 48818
  • Downloads: 9,296
  • Author(s): jpsalas (Designer of original Pokemon Pinball)
    Art by wpilot (Mark Paulik - Marcade MODs)
  • Manufacturer: Original
  • Year: 2021
  • IPDB Link:
  • Permission to MOD?: Yes, without approval

Previous Versions

  • 22 May 2020 Download Blade Runner 2049 1.3
  • 27 Apr 2020 Download Blade Runner 2049 1.2.2
  • 24 Apr 2020 Download Blade Runner 2049 1.2.1

Download Blade Runner 2049 2.0

* * * * * 65 Votes
Blade Runner Blade Runner 2049 Deckard VPX Joi Officer K Sci-Fi science fiction Replicant Denis Villeneuve



Screenshots
BLADE RUNNER 2049 v2.0 (2021)
[a Marcade MOD of JP's Pokemon Pinball]
***************************************************
Many special thanks to JP for making the original Pokemon Pinball and all the people who contribute to this forum!

Blade Runner 2049 v2.0 marks a major upgrade from previous versions. I originally produced this table mod when I was very new at doing anything with VPX. So I wanted to do a revisit of this table and upgrade major elements that I wasn't fully happy with in my original design. 

The Upgrades are as follows:
• All new 3D assets and revisions to previous 3D assets.
• Complete overhaul of lighting and adjustment to visuals
• Animated Vid screens througout the cityscape.
• Polish and fix to some of the Audio
• Complete overhaul of the DMD for better readability.
• Apron now includes score field to house the DMD (additional no score Apron provided)
• Added some of JP's new 3.0 Physics settings for better ball control
• Fixed various issues with elements in the table build that weren't properly aligned

As with all my MOD designs: I have a single screen table so I prefer to have the DMD display on the Playfield or on the Apron.
I have provided an additional NO SCORE Apron/Plastics setup for those that want to move the DMD to another area.
This will require some knowledge of how to make adjustments in Visual Pinball. 
Select the Apron in VPX and under options change the image to: "BR2049_plastics_noScore.png"
The DMD was designed by JP for his Pokemon table so I'm not sure how to get the DMD to display in various second screen or Dedicated DMD screen setups. Look to the forums for assistance in this matter as I am unfortunately unable to assist with any DMD configurations.

I created this update to celebrate surpassing 4k downloads with this table. I had no idea the table would reach that many players when I designed it.
Thanks to all who work and support VP and VPForums.

Cheers!
Mark (wpilot)
 

What's New in Version 2.0 (See full changelog)

  • v2.0 Complete table upgrade with all new 3D objects and lighting. Other visual perks. JP's
  • Physics 3.0 upgrade Sound Upgrades
  • v1.3 Visual Upgrade with a new 3d model of the spinner (and the drone that detached from the roof) some adjustments to the spinner police lights
  • v1.2.2 Some further lighting refinements to the whole table. Redesign of the Apron which includes a fun new addition to K's Blaster :)
  • Adjusted some scripting slightly.
  • *******************************
  • v1.2.1 Further tweaks to the side panel art to better match with the rest of the table and reduce stretching of the images. Some color changes to the metal screws around table to fit with the plastics art. Some further tweaking to sound. Found one other Pokemon reference in the scripting where it referred to "CATCH" which I changed to "HUNT"
  • *******************************
  • v1.2 Adjustments to table lighting. Art changes to the 4 ball styles. Audio changes to music and FX to make it a little better balanced. Added side panels with city scenes. Back wall art has been modified. I changed some of the Script where "Hatching" and "Pokemon" were referenced.
  • Updated all art to the DMD to improve image quality. Small adjustments to the flashers.
  • *********************************************
  • v1.1 Fixed an issue with the ball not making it thru the right ramp. Ball size corrected in Code.
  • Initial build based off of Pokemon Pinball v2.1.0
  • Contains new art and sound and 3D assets.




Can someone in plain simple English describe how to move the dmd , there seems to be a lot of half answers, not everyone is an expert on here, there is a lot of people asking for this, and i cant see a solution from anyone that is guides clear and concise 

 

For example where is the basic script to copy to add flex dmd function to any script

How do we enable flex in a script

 

 

Try this link.  I don't know how yet either but I think there is a Github location with the included scripts.

 

https://www.vpforums...showtopic=43569

any chance for a non-FB to get this update,pls? thx!

 

Since the Author will not support the SSF version of this table,you'll find the table and all the support ( only for the SSF users update) here: https://m.facebook.c...59296381589229/

Great update of this table!!!

I don't know if Wpilot , the author, is aware of people using SSF (exciters and bass pucks) for table sounds.


I'm aware of it. But I don't have the ability to test and support it. The best I can do for my builds are test and manage them on my own machine which has limitations. Unfortunately there are just too many additional software and hardware features out there to test properly. But I'll happily let others here fix and share their setups if they like.
fair enough. I am enjoying the table! Thanks
I managed to get hold of the obscure SSF version and I must say that the original of wpilot is my preferred one for SSF. This table is better without the realistic ball rolling sounds (they break the futuristic concept of this table imo). The unofficial SSF version also transfers too many table sounds to the backglass.
The surround Sound Feedback works best on this table with as many of the sounds possible kept to the table, not the backglass. There are some sounds however that need to go to the backglass, mostly the bottom ones (Pikachu etc...) on the table sound manager list as they are longer sound samples with overpowered rumble.

For those of you who want the DMD moved from the table apron to your PinDMD3
Replace line 1595 with this:

'FlexDMD*************************************************************************************
Dim FlexDMD
Dim DMDScene

Sub DMD_Init() 'default/startup values
    Set FlexDMD = CreateObject("FlexDMD.FlexDMD")
    If Not FlexDMD is Nothing Then
        FlexDMD.TableFile = Table1.Filename & ".vpx"
        FlexDMD.RenderMode = 2
        FlexDMD.Width = 128
        FlexDMD.Height = 36
        FlexDMD.Clear = True
        FlexDMD.GameName = cGameName
        FlexDMD.Run = True
        Set DMDScene = FlexDMD.NewGroup("Scene")
        DMDScene.AddActor FlexDMD.NewImage("Back", "VPX.bkempty")
        DMDScene.GetImage("Back").SetSize FlexDMD.Width, FlexDMD.Height
        DigitsBack(0).Visible = False
        For i = 0 to 35
            DMDScene.AddActor FlexDMD.NewImage("Dig" & i, "VPX.dempty&dmd=2")
            Digits(i).Visible = False
        Next
        For i = 0 to 19 ' Bottom
            DMDScene.GetImage("Dig" & i).SetBounds 4 + i * 6, 3 + 16 + 2, 8, 8
        Next
        For i = 20 to 35 ' Top
            DMDScene.GetImage("Dig" & i).SetBounds (i - 20) * 8, 3, 8, 16
        Next
        FlexDMD.LockRenderThread
        FlexDMD.Stage.AddActor DMDScene
        FlexDMD.UnlockRenderThread
    End If
'End Sub
'FlexDMD*************************************************************************************
'Sub DMD_Init() 'default/startup values



Then replace the whole "Update DMD" section with this:

'**************
' Update DMD
'**************

Sub DMDUpdate(id)
    Dim digit, value
    If Not FlexDMD is Nothing Then FlexDMD.LockRenderThread
    Select Case id
        Case 0 'top text line
            For digit = 20 to 35
                DMDDisplayChar mid(dLine(0), digit-19, 1), digit
            Next
        Case 1 'bottom text line
            For digit = 0 to 19
                DMDDisplayChar mid(dLine(1), digit + 1, 1), digit
            Next
        Case 2 ' back image - back animations
            If dLine(2) = "" OR dLine(2) = " " Then dLine(2) = "bkempty"
            DigitsBack(0).ImageA = dLine(2)
            If Not FlexDMD is Nothing Then DMDScene.GetImage("Back").Bitmap = FlexDMD.NewImage("", "VPX." & dLine(2) & "&dmd=2").Bitmap
    End Select
    If Not FlexDMD is Nothing Then FlexDMD.UnlockRenderThread
End Sub

Sub DMDDisplayChar(achar, adigit)
    If achar = "" Then achar = " "
    achar = ASC(achar)
    Digits(adigit).ImageA = Chars(achar)
    If Not FlexDMD is Nothing Then DMDScene.GetImage("Dig" & adigit).Bitmap = FlexDMD.NewImage("", "VPX." & Chars(achar) & "&dmd=2").Bitmap
End Sub

Wow. Looks like this update brought the downloads past the 5k mark (assuming the same blokes that downloaded before are probably downloading the update, but still)
Glad everyone is enjoying this one!

I saw how the side panels were poking holes in the sides and needed to be fixed. I must've missed that because I set my backgrounds to all black and only play from a top down view.
I will try to provide a fix and upload a new version in the near future.

My ball is a pokeball. How do I change it to just a regular silver ball?

Also after playing for a while i got an error on line 1906 - FlexDMD object required or something like that. I did make the script changes suggested by Roadblock to move the DMD to my 3rd screen (which worked great) - not sure if those script changes are related to this error. Anyone else experience this?

Also after playing for a while i got an error on line 1906 - FlexDMD object required or something like that. I did make the script changes suggested by Roadblock to move the DMD to my 3rd screen (which worked great) - not sure if those script changes are related to this error. Anyone else experience this?

 

Yes, I'm getting the same error.  The game just locks up after starting unless I comment out line 1906.  And with that line commented out I'm not getting the background dmd images.  The error is saying that something in that line is not defined. 

 

Update:  I solved the problem by changing line 1906 to :

 

If Not FlexDMD is Nothing Then DMDScene.GetImage("Back").Bitmap = FlexDMD.NewImage("", "VPX." & dLine(2)).Bitmap


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