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Download Judge Dredd FS MOD DX9 BETA BETA2
9 Votes
Judge Dredd Judge Dredd
This BETA release of Judge Dredd is based on Lord Hiryus unfinished version of the table. A lot of components have also been taken from bmiki75's version. So this is a combination of those 2 versions with a lot more added on top. Anyway the main thanks should go to these 2 guys for the original builds and letting me release this MOD.
I'm calling t this still BETA for now as I don't have time to test / work on it for few coming weeks. And since I thought that a lot of you might want to try this over the weekend.... so here it is
New features:
New flasher effects
New flasher based 8-step GI (with adjustable PF luminosity)
New lighting
Lot of graphical tweaks (alpha ramps, textures etc.)
BMPR lite physics and overall physics adjustments
Flipper tap code
Lot of sounds added
New captive ball scripting
etc. etc.
Big thanks to JP for his awesome new flashers scripts. Really really nice stuff!
And of course thanks to jimmyfingers for his BMPR (lite) and flipper tap code scripting. I really don't enjoy many tables anymore without these additions!
Also thanks to anyone that has helped along the way with this and other mods and for any resources that I may have borrowed from other tables. Too many to keep count anymore...
NOTE! I have used DX9 test version 13 for building and testing. I guess this should work ok with the official 9.2.1 version as well but I haven't tested. So I'm not guaranteeing compatibility.
Please remember that this is a BETA release and although I have played many games without problems -> there might be some that I haven't noticed.
Few options in the script
For PF lighting (defines the brightness of the playfield when GI is on -> adjust to select more day/night version):
Const PFMaxGI =120' value between 0-255 -> 0 darkest and 255 brightest
Const LargePursuitFLashers = 1 ' 1 uses larger halos around pursuit flashers. 0 turns off
As default
Left Magnasave = Left fire button
Right Magnasave = Super Game button.
Change in the keydown section of the script if needed.
Expected rom name: jd_l7
Few known "issues":
- Globe in the middle of deadworld lock is not rotating. "Artistic" decision -> a good quality non rotating globe is better IMHO than bad resolution rotating images
- GI is not divided to correct areas at the moment (it has basically only 1 GI area). I might fix this later but it works really well this way too.
- Hopefully one day the deadworld can be made out of primitives for smooth movement but in this version it's still walls and ramps.
I think that's all... at least all I can remember for now. Have fun!!!
-Teppo-
I'm calling t this still BETA for now as I don't have time to test / work on it for few coming weeks. And since I thought that a lot of you might want to try this over the weekend.... so here it is
New features:
New flasher effects
New flasher based 8-step GI (with adjustable PF luminosity)
New lighting
Lot of graphical tweaks (alpha ramps, textures etc.)
BMPR lite physics and overall physics adjustments
Flipper tap code
Lot of sounds added
New captive ball scripting
etc. etc.
Big thanks to JP for his awesome new flashers scripts. Really really nice stuff!
And of course thanks to jimmyfingers for his BMPR (lite) and flipper tap code scripting. I really don't enjoy many tables anymore without these additions!
Also thanks to anyone that has helped along the way with this and other mods and for any resources that I may have borrowed from other tables. Too many to keep count anymore...
NOTE! I have used DX9 test version 13 for building and testing. I guess this should work ok with the official 9.2.1 version as well but I haven't tested. So I'm not guaranteeing compatibility.
Please remember that this is a BETA release and although I have played many games without problems -> there might be some that I haven't noticed.
Few options in the script
For PF lighting (defines the brightness of the playfield when GI is on -> adjust to select more day/night version):
Const PFMaxGI =120' value between 0-255 -> 0 darkest and 255 brightest
Const LargePursuitFLashers = 1 ' 1 uses larger halos around pursuit flashers. 0 turns off
As default
Left Magnasave = Left fire button
Right Magnasave = Super Game button.
Change in the keydown section of the script if needed.
Expected rom name: jd_l7
Few known "issues":
- Globe in the middle of deadworld lock is not rotating. "Artistic" decision -> a good quality non rotating globe is better IMHO than bad resolution rotating images
- GI is not divided to correct areas at the moment (it has basically only 1 GI area). I might fix this later but it works really well this way too.
- Hopefully one day the deadworld can be made out of primitives for smooth movement but in this version it's still walls and ramps.
I think that's all... at least all I can remember for now. Have fun!!!
-Teppo-
What's New in Version BETA2 (See full changelog)
- - Fixed black lines on PF (adjusted pfGI height)
- - Fixed missing buy-in key (2)
- - Added invisible walls to try to prevent ball getting to Apron
- - Removed debug textbox from backdrop (visible wuth official vp 9.2.1 version)
Need some help with this one: I am trying to load it in VP 9.2 (9.9.1 won't work). I am assuming I have the correct ROM because I loaded all the ones I could find. But I keep getting this error:
Line: 183 Object doesn't support this property or method: 'X.alpha' Does anyone have any clues how I can overcome this? This looks like it would be the best table I could have so far if I can getting working. Your help is appreciated. Thanks.
I get this issue when I start "coin door open interlock disabled"
Is there some way to fix this without plugging in a keyboard or something?
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