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Judge Dredd FS MOD DX9 BETA [VP 9.x Cabinet FS MOD]

Judge Dredd Judge Dredd

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#81 gogo69

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Posted 05 April 2014 - 08:43 AM

thank you teppotee ! it wasn't a complain really just a report about an abnormality i encountered !

I enjoy this table very much ! looks and plays great !

i think when you can manage to make the "deadworld disc" to spin smoothly it will look like the real tabe :D

but you mentioned this in the credits already ;)

 

one thing i didn't understand

when locking balls ... shouldn't the balls be stuck on the dead world disc ?

like : lock ball 1 , 2 and 3 and then the crane should pull them off one by one @ multiball

 

i watched some youtubevideos found out that the balls are not locked on the disc

 

then I found this youtube video with a mod of the disc to make this cool idea work

 

quote from the video comments on youtube:

"The production version (usually L7) was changed to have the production dead-world ring, which does not keep the balls in the ring. The original idea (like you see here) was to lock the balls in the ring, but they feared the crane would sometimes miss unloading the balls, so they made the holes in the ring open so if that happens the ball always rolls off. What you see here is firmware version L1 which still has the ring lock."

 

i think this looks really awesome !


Edited by gogo69, 05 April 2014 - 09:01 AM.

my cab : click!


#82 BuckoBundy

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Posted 05 April 2014 - 09:25 AM

 

For the AAA problem - this code looks suspicious to me:

 

Sub JD_KeyDown(ByVal KeyCode) 'msgbox keycode

If KeyDownHandler(KeyCode) Then Exit Sub If KeyCode=PlungerKey Then Controller.Switch(12)=1
    If keycode = 3 Then Controller.Switch(31)  = False ' Buy-In Button     (2)
    If keycode = RightMagnaSave Then Controller.Switch(44) = False ' Super Game        (-)  
   If keycode = LeftMagnaSave Then Controller.Switch(11) = False ' Left Fire Button  (z)
  End Sub
 
Sub JD_KeyUp(ByVal KeyCode) If KeyUpHandler(KeyCode) Then Exit Sub If KeyCode=PlungerKey Then Controller.Switch(12)=0
    If keycode = 3 Then Controller.Switch(31)  = True ' Buy-In Button     (2)
    If keycode = RightMagnaSave Then Controller.Switch(44) = True ' Super Game        (-)  
   If keycode = LeftMagnaSave Then Controller.Switch(11) = True ' Left Fire Button  (z)
 End Sub
 
I think the "Trues" should be "False" and vice versa for the magna saves and key code 3.   Notice the plunger key has a "1" (which is the same as true).     It seems to be setting these buttons to "True" when you let go, and "False" when you push them down, leaving them in a "Stuck down" state until you push the button down again.   You won't see problems until you try pressing one of the magna saves or the buy in button. 

 

I can confirm that switching "True" to "False" and vice versa does solve the AAA problem.

 

Thanks!



#83 Nemo

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Posted 05 April 2014 - 12:08 PM

This is a GREAT looking and fun pin ! Thanks ! Never played this one irl, teppotee and all involved did

a super job, the lighting is soooo nicely done.......


Gone fishin', no really.......

My F14 Cab http://www.vpforums....showtopic=21820

My Coffee Table http://www.vpforums....topic=25407&hl=

My Jukebox WIP http://www.vpforums....topic=23825&hl=


#84 gogo69

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Posted 05 April 2014 - 02:24 PM

btw i tested the tabel with the L1 rom !

balls stay on the deadworld dish which is way cooler

and de crane lifts them off at multiball - works perfect

 

only something in the tablescript has to be changed because the table somehow does not know how many balls are in play then and ends the game , but there are still 2balls in play. but i guess this is a easy fix for someone who knows how to read the script :P


Edited by gogo69, 05 April 2014 - 02:31 PM.

my cab : click!


#85 MRZ999

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Posted 06 April 2014 - 10:13 AM

If graphic dont work for you. You MUST have the new .exe called VP9_DX9_test8a.exe to run this table!!! :)

 

Cheers!



#86 SPARKY70

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Posted 31 May 2014 - 03:55 AM

i know this is beta, so here is what i have noticed..

 

looking good, i had the same coin door error..

.Switch(22) = 1 'close coin door fixed it. thanks UW

 

also have the graphics glitch at the top.


i know this is beta, so here is what i have noticed..

 

looking good, i had the same coin door error..

.Switch(22) = 1 'close coin door fixed it. thanks UW

 

also had the graphics glitch at the top.

changed  X-scale to 1.4 and it went away.

, but i still get a graphic glitch on the crane.thanks/sparky


Edited by SPARKY70, 31 May 2014 - 04:03 AM.


#87 teppotee

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Posted 31 May 2014 - 06:16 AM

I had totally forgotten about this BETA :)

 

Need to check those at some point. My VP time has been almost non-existent for the past few months. I think I want make a physics MOD at the same time when I have time to work on this again.



#88 freneticamnesic

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Posted 31 May 2014 - 06:35 AM

Oh my god how did I miss this one, it looks beautiful teppotee, please finish it! And Physmod would be amazing..



#89 boiydiego

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Posted 31 May 2014 - 08:35 AM

waiting long for this


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#90 gogo69

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Posted 01 June 2014 - 02:59 PM

@teppotee: also test L1 rom ! it is so much cooler :D, but needs some script fixing to work


Edited by gogo69, 01 June 2014 - 03:00 PM.

my cab : click!


#91 mikeww1

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Posted 14 April 2015 - 04:11 PM

OK I found this great table and read through this thread.

When I start this table I get a white fence around my dmd.

 

That is the only table that shows that behaviour and I have no clou how to fix that.

 

Here is a screenshot of the DMD:

https://dl.dropboxus...ipper/Dredd.PNG

 

 

 



#92 kiwi

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Posted 14 April 2015 - 04:21 PM

OK I found this great table and read through this thread.

When I start this table I get a white fence around my dmd.

 

That is the only table that shows that behaviour and I have no clou how to fix that.

 

Here is a screenshot of the DMD:

https://dl.dropboxus...ipper/Dredd.PNG

 

 

 

You have to go in the scripts, and search for "ShowFrame".
With zero, instead of 1, the frame of the DMD disappears.

ShowFrame = 0

 

Max







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