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Submitter
SUPPORT TOPIC File Information
- Submitted: Jul 09 2013 09:24 PM
- Last Updated: Apr 02 2014 06:11 PM
- File Size: 103.7MB
- Views: 14147
- Downloads: 3,543
-
Author(s):
JimmyFingers
Fuzzel
Lord Hiryu - Manufacturer: Bally
- Year: 1981
-
IPDB Link:
- ROM: Link to ROM
- Media Pack: Link to Media Pack
- Permission to MOD?: Yes, with approval
Previous Versions
Download Centaur_(Bally)_(1981)_VP921_FS_v2.1 (JimmyFingers - Fuzzel) 2.1
19 Votes
Centaur
This is a complete rework of the old 1.2 version. A big thank you to JimmyFingers who did the majority of changes to this table.
That was changed:
- Implemented and tuned new BMPR routine which uses an updated formula for a better / smoother momentum curve, higher table friction settings (for better ball weight appearance), and new corresponding BMPR parameters
- Implemented additional custom physics routines for dampening, positional slingshot strength, flipper tap code, and a new / experimental one for “X” cushioning / ball jumping for the ORBS targets as well as the soft targets behind them
- Adjusted size of the ball accordingly to compensate for wide build dimensions
- Added a variety of sounds and sound processing (speed based) routines
- Created new alpha full sized fading GI plastics with transparent edges / sections
- Created new individual alpha ramp fading GI bulb Halos for incandescent and LED based lights (for PF lighting but at height to affect interaction / lighting on the ball) and choice can be selected via script options
- Created Chamber section GI Halos for independent control / coding
- Created new bumper fading GI images for 3D meshes
- Added back metal and back wall GI interaction / images
- Created basic PF GI for when all GI lights / independent sections off or on
- Updated GI scripting for above components and corrected sections to be authentic (Chamber and slings isolated from rest of GI)
- Created and coded new individual lamp halos for added lighting effects on most table lamps / light inserts (can be disabled in script)
- Added Bonus rollover lights reflections in back metal
- Re-scripted / architected captured ball in chamber so now it is totally natural and does not jerkily land back into kicker position (removed original / extra coding and is now simply a ball trapped in that area that can be collided with as would be on a real table)
- Fixed Orbs Release target magnet area, modified operation to be better timed with that of a real machine, and incorporated animations for the sub-PF ball launch / metal door (some tricks to make ball appear hidden / look like it comes up from beneath the table)
- Added code for allowing simultaneous / two target hits on ORBS and Sequence drop targets
- Modified images / added metal textures to all posts and gate housings (some were previously just solid colours / no images mapped)
- Adjusted some images for lighting aspects
- Adjusted behaviour of Outlane pegs for ball save / nudging based on some previous feedback by Mukuste
- A complete new set of 3D meshes
This version needs the latest official VP 9.2.1 or the latest VP 9 DX9 beta version.
That was changed:
- Implemented and tuned new BMPR routine which uses an updated formula for a better / smoother momentum curve, higher table friction settings (for better ball weight appearance), and new corresponding BMPR parameters
- Implemented additional custom physics routines for dampening, positional slingshot strength, flipper tap code, and a new / experimental one for “X” cushioning / ball jumping for the ORBS targets as well as the soft targets behind them
- Adjusted size of the ball accordingly to compensate for wide build dimensions
- Added a variety of sounds and sound processing (speed based) routines
- Created new alpha full sized fading GI plastics with transparent edges / sections
- Created new individual alpha ramp fading GI bulb Halos for incandescent and LED based lights (for PF lighting but at height to affect interaction / lighting on the ball) and choice can be selected via script options
- Created Chamber section GI Halos for independent control / coding
- Created new bumper fading GI images for 3D meshes
- Added back metal and back wall GI interaction / images
- Created basic PF GI for when all GI lights / independent sections off or on
- Updated GI scripting for above components and corrected sections to be authentic (Chamber and slings isolated from rest of GI)
- Created and coded new individual lamp halos for added lighting effects on most table lamps / light inserts (can be disabled in script)
- Added Bonus rollover lights reflections in back metal
- Re-scripted / architected captured ball in chamber so now it is totally natural and does not jerkily land back into kicker position (removed original / extra coding and is now simply a ball trapped in that area that can be collided with as would be on a real table)
- Fixed Orbs Release target magnet area, modified operation to be better timed with that of a real machine, and incorporated animations for the sub-PF ball launch / metal door (some tricks to make ball appear hidden / look like it comes up from beneath the table)
- Added code for allowing simultaneous / two target hits on ORBS and Sequence drop targets
- Modified images / added metal textures to all posts and gate housings (some were previously just solid colours / no images mapped)
- Adjusted some images for lighting aspects
- Adjusted behaviour of Outlane pegs for ball save / nudging based on some previous feedback by Mukuste
- A complete new set of 3D meshes
This version needs the latest official VP 9.2.1 or the latest VP 9 DX9 beta version.
What's New in Version 2.1 (See full changelog)
- - Dipswitch menu fixed (thx R-DuB)
- - Desktop backdrop settings added to the table info
will the voice reverb be included with this soon?
Centaur doesn't feel right without the voice echoing like in the real thing.
Awesome work though.
Great Table!!!
Well done
thanxs
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Dark,
the B2S is here
http://www.vpforums....s&showfile=7680
this table looks great!