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SUPPORT TOPIC File Information

  • Submitted: Jan 29 2014 09:44 PM
  • Last Updated: Jun 09 2014 06:57 PM
  • File Size: 406.59MB
  • Views: 33708
  • 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




Also had issues with frank drop targets working. Looked in nvram and the file was named mb_10.nv in mine took it out and fixed the issue. Very good job on the table on of my favorites.

Wow what a nice boost really much more kool and funny now... 2.1 was giving me struggling issue and now all is gone... Well done UW.... Thank you so much. :)

Pure candy!!!

Now I need to upgrade my PC definitely :)

no stutter @ all ! fantastic !!!!!!!!!!

quality of this table is amazing !

Photo
Nathan 1980
May 30 2014 05:21 PM

Thank's :)

Thanks to randr, unclewilly and all who invest time and talents to keep me entertained.  Love the new lights and more realistic scoop.  Smooth.  

Still my favourite table :otvclap:

 

Thanks unclewilly

version 2.3 looking top notch first table to load up when my friends are over, running at 120 fps on an intel i5 3570k gtx650 ti boost super clock 2gigs and 8 gig of ram on win 7 ultimate 64bit

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).

I'm still having this issue with 2.3....I guess I'm the only one? Woe is me.

 

Also I'd like to mention, this is one of my favourite tables and I think it's really cool that the Creature is a model and is effected by nudging/tilting, however I feel the lighting on the creature looked a fair bit better before(model)...maybe you're unable to achieve the same quality of lighting with a model (I'm not sure since I don't know anything about making tables)...but I just wanted to express that I thought it was perfect before despite not being effected by nudging. Win some lose some I guess.

 

Thanks UW for all your hard work.

wow v2.3 eliminated all ball stutter etc.

great great work :)

thanks


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