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  • Submitted: Jan 29 2014 09:44 PM
  • Last Updated: Jun 09 2014 06:57 PM
  • File Size: 406.59MB
  • Views: 33705
  • Downloads: 6,490
  • Author(s): unclewilly
    randr
    shoopity
  • Manufacturer: Williams
  • Year: 1998
  • IPDB Link:
  • ROM: Link to ROM
  • Permission to MOD?: Yes, without approval

Previous Versions

  • 04 Jun 2014 Download Monster Bash FS PcKiller dition 2.4
  • 29 May 2014 Download Monster Bash FS PcKiller dition 2.2
  • 29 May 2014 Download Monster Bash FS PcKiller dition 2.2

Download Monster Bash FS PcKiller dition 2.6

* * * * * 36 Votes



Screenshots
Monster Bash FS Pc Killer edition
 
This is the high poly full model edition.
 
Changes from prior version
 
Complete rebuild of the table.
Bumpers, targets, rubbers, pegs, brackets, wire ramps, bulbs, and all toys are now 3d mesh primitives
 
Full 8 step fading gi using alpha ramps
 
ball momentum engine added with flipper tap code
 
alpha flashers added
 
special thanks to grizz for original playfield work
jimmy fingers for his excellent physics code
fuzzel and toxie for their continued work on vp and additional feature additions
 
DownDate and Update:
Reduced Texture sizes
Added DOF Option
Added Day Option which brightens the playfield 
Fixed Rolover lights blocking inserts
 
DownDate Ver. 1.9
Added the low poly models
Made some of the dynamic models static.
I get a 20 to 30 fps boost on this one
 
This is the best i can get the table fps
vsync set to auto will help smooth it out if the ball is choppy.
If you use the most recent revision of the vp9.21 beta you can set the vsync per table

What's New in Version 2.6 (See full changelog)

  • DownDate and Update:
  • Reduced Texture sizes
  • Added DOF Option
  • Added Day Option which brightens the playfield
  • Fixed Rolover lights blocking inserts
  • DownDate Ver. 1.9
  • Added the low poly models
  • Made some of the dynamic models static.
  • I get a 20 to 30 fps boost on this one
  • This is the best i can get the table fps
  • vsync set to auto will help smooth it out if the ball is choppy.
  • If you use the most recent revision of the vp9.21 beta you can set the vsync per table
  • v2.2 will only work with vp9.9
  • changed a bunch of lights.
  • added option to remove ball momentum and use original physics
  • raised everything on the table by about 60 or 100 vpunits. now all holes are really holes.
  • redid drac animation. it now has 1600 steps
  • redid frank and dropping target animations.
  • the creature is now a model which shakes with nudging and is lit with flasher object.
  • fixed full moom fever trigger not registering
  • a bunch of other stuff.
  • sorry i was so lazyy in uploading this, its been done for a month or so now
  • v2.03
  • fixed the error for options i removed from the table
  • 2.4
  • fixed scoup texture, scoup ball animation, and creature animation
  • Update V2.6
  • Butter smooth dracula animation thanks to shoopity
  • Fixed creature flasher some more
  • Added credit lights in the outlanes
  • Hopefully this will be it until vp10 update




Make sure you delete nvram for the table located in vpinmame\nvram\mb_106b.nv if targets or frank are stuck. will work fine after that but you may need to start table a few times afterwards

thanks

Hey unclewilly, great table thanks, but this version is so bad optimized that the table is unplayable for everyone. And your other so called "low poly" release is too bad looking. So... it would be a smart thing to make a normal version that looks good and plays good. A version between the two version. Now both versions suck. One looks great but plays like shit and one looks bad but plays good. Why not make one good version?? It must be doable. Still thanks for the great table, and I hope that you will release a proper version !

Photo
imagamejunky
Feb 13 2014 05:09 AM

WOW Guus

I believe the "Drac attack" sequence isn't working right...

 

-once I initiate Drac attack sequence I see a really nice new 3D looking dracula toy come out once, go back into his coffin and then doesn't come back out again.

In one instance I did see that I had "3 hits left on drac" although I couldn't see him and as far as I could tell it never bounced off an invisible drac, although I can't say for certain.  I'm going to try out the regular low poly version of the table to see if I get the same issue. 

WOW Guus

 

Sorry if my comment was a bit unfriendly. (now that I read it again, I think that it was unfriendly)

 

I still mean what I said but I should have expressed myself in friendlier way.

The table plays fine for me on my cab, although its not a full sized vp cab, the only VP table that gives me ball studder is Terminator 2 chrome addition.

I think this is one of the greatest updates I've seen in some time, love this table, though I'm sure there's still some room for tweaking its one of my faves for sure!

Okay I've now confirmed that the Drac Attack sequence has the same issue in both the low poly and high poly versions of the table.

I posted the issue in a previous post(above) but just to reiterate:

 

-Drac attack sequence starts, an awesome looking 3d model Drac toy comes out of his coffin and moves along the track, it goes back into coffin and doesn't come back out for the remainder of the sequence.  Although one time I did read on the DMD "3 hits left" for drac, I didn't see any instance where I seemed to hit an invisible dracula.

 

[edit] - after playing a bunch more, and paying closer attention, I did in fact see the ball rebound off an invisible dracula followed by the "blaaaahhh" sound drac makes when he gets hit.  So the sequence works, its just a graphical error (maybe not for all users but at least for me).

Awesome! Great Job!

 

With the latest DX9 TEST13 I'm getting an average 300fps. I'm running two AMD 6970s in Crossfire. I still get stutter during multi-ball, but it's not too bad. I couldn't even play it with the last VP9.2 build. Everyone should give this a try with the latest DX9, there's an incredible performance boost.

Many thanks for this table, it looks stunning! It plays great in the latest DX9 build and I'm getting ~60 fps on the high poly build (2.0) with my old Intel E8400 (dual core o/c to 4.0 GHz) and GTX560Ti. Thanks again!

Photo
BigGiantHead
May 16 2014 11:06 PM

Great table! Didn't kill my PC ;)

 

One thing I've learned on my VP journey is don't skimp on the PC hardware, as Tim "The Toolman" Taylor would say, MORE POWER!!!


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