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Cosmic Gunfight VP91x WS-SS [VP 9.x Desktop]

Williams Cosmic Gunfight 1982

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#1 koadic

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Posted 30 October 2012 - 05:43 PM

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File Name: Cosmic Gunfight VP91x WS-SS
File Submitter: koadic
File Submitted: 30 Oct 2012
File Category: VPinMAME 9.x Recreations
Author(s): Koadic
OldSkoolGamer
ICPjuggla
JimmyFingers
Rob046
Manufacturer: Williams
Year: 1982
ROM: Link to ROM
Media Pack: Link to Media Pack
Permission to MOD?: Yes, with approval

Cosmic Gunfight WS/SS for VP9.12+
by Koadic, OldSkoolGamer, ICPjuggla, and JimmyFingers
Physics by Rob046

Thanks go to CaptainNeo and Plumb for the pf scan.
And another thanks to JimmyFingers for the new GI http://www.vpforums...._DIR#/smile.png

This was a 'from scratch' rebuild with only minimal code borrowed from previous version to get the backglass led display working. Both a white and yellow bumper cap is included in the table if you prefer to use one over the other, just select the bumpers (aBumperCaps collection) and choose the "Bumper_w" or "Bumper_y" image.

The original 'active' backglass in the v1.0 table has been replaced with an 'on' image of the backglass in order to create a convertible WS/SS version (SS = Standard Screen, aka 4:3). To convert this table to SS, change the backdrop image from 'Backglass-16-9' to 'Backglass-4-3' and adjust the X-Scale from 1 to 1.33. After doing so, the LEDs and lights will automatically adjust for the new backdrop so everything remains looking correct.

In addition, this table features an analog plunger setup that utilizes the impulse plunger and includes B2B collision coding with an addition to automatically disable it when it detects that you are running on 64bit XP.

The table includes all previous versions of the GI should you prefer, including the updated GI that rob046 did even though it was never released. To change GI, select the PFGI light and change the images from Pf_Off(jf) to Pf_Off and Pf_On(jf) to either Pf_On or _On( r ) (the 'r' denotes rob046's version), then select the collection aPlasticsOn and change the image to either Plastics_On or _On( r ) depending on your preference.

In v1.1.1, extra GI images have been removed from the main file to reduce size, but you can still download them from here: CGAltGI.zip

If you experience any issues, please let me know so they can be addressed.

Enjoy

Click here to download this file

#2 bolt

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Posted 30 October 2012 - 06:12 PM

Thank you for release.
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#3 serpiko

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Posted 30 October 2012 - 06:49 PM

thanks x 1000 for this table.
i love olds williams.
:otvclap:

ps: the knocker is HS.
please modify this in the script.
SolCallback(15) = "vpmSolSound Knocker,"

to

SolCallback(15) = "vpmSolSound ""Knocker"","

Edited by serpiko, 30 October 2012 - 08:54 PM.


#4 maceman

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Posted 30 October 2012 - 07:03 PM

This plays amazing!! Excellent job!!

Maceman
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hm_avatar.pngss_avatar.jpg MODS ys_avatar5.jpggenie_avatar.pngj2o_avatar.png

#5 oldskoolgamer

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Posted 30 October 2012 - 07:06 PM

Thanks we all worked hard on this pin :)
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#6 koadic

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Posted 30 October 2012 - 07:11 PM

I hope you all enjoy the extra work I put into the backdrop to make it more like a UVP or B2S backglass. The only downside is that it is more or less locked in at 1920x1080 if you want it to look correct, and other resolutions cause graphic anomolies. I will also be working on a 4:3 version for those with standard monitors, I just need to finish it. When done, I will upload it to this same topic as it will then allow you to download either the WS version or the SS version (SS = Standard Screen, or 4:3)

#7 Pin-Pete

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Posted 30 October 2012 - 07:26 PM

Thannks for release,koadic.Looks wonderful. :D

Greetings:Petri


#8 Pin-Pete

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Posted 30 October 2012 - 07:52 PM

Gott error message.Line 736 Typo error: 'osver'

Greetings:Petri


#9 koadic

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Posted 30 October 2012 - 07:58 PM

Well, maybe my method of determining the OS isn't foolproof... I am assuming maybe that you are running a different language of Windows? A quick way to bypass it is to open the script, go to the Table1_Init section, scroll down and comment out the 'CheckB2B' line. And then if you want to enable B2B Collision sounds, put a line in there somewhere that says B2BOn=1.

I may alter it and just put a section at the top where you can disable it manually instead of the automatic check.

#10 warlord

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Posted 30 October 2012 - 08:26 PM

Thank you guys for this nice recreation! :good:

#11 koadic

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Posted 30 October 2012 - 11:41 PM

Went ahead and fixed an issue with the analog plunger not being active at startup (until used via the 'enter' key), in addition to adding script at the top where you can manually enable/disable B2B if you should happen to get an error (by default it is still set to autodetect OS/x64).

Just above the Table_Init section, you can change B2BOn to 0 or 1 to manually turn off or on if you are having issues, otherwise it is set to 2 which will run the scripting to detect it automatically.

#12 kiwi

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Posted 31 October 2012 - 07:52 AM

Thanks guys, a nice 80's table.

My question: Ramps Flip.
If you take a look at the 3 plastic post of the right slingshot , you can see the ramps are not in the right place.
This happens when the ramps are reflected.
Easy problem to fix, just re-flip the ramps.
This is a VP bug ?

Max

#13 Mrhide

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Posted 31 October 2012 - 10:33 AM

sweet!! Thanks a lot !

indy.gif
 


#14 koadic

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Posted 31 October 2012 - 08:11 PM

Thanks guys, a nice 80's table.

My question: Ramps Flip.
If you take a look at the 3 plastic post of the right slingshot , you can see the ramps are not in the right place.
This happens when the ramps are reflected.
Easy problem to fix, just re-flip the ramps.
This is a VP bug ?

Max


Corrected and will be included in the next update, thanks

#15 bluemonkey519

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Posted 31 October 2012 - 11:21 PM

Great table! First time ever playing this one.

#16 Ezepov

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Posted 03 November 2012 - 01:07 PM

Thanks! Great job!
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#17 koadic

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Posted 10 November 2012 - 11:36 PM

Ok, updated this table to v1.1 with new GI by JimmyFingers. Some other changes (as listed in the changelog) are new plunger scripting to use the image switching technique and only 1 ramp, now with a 26 step plunger animation, new LED lights for the scoring, and a convertible blackglass that will automatically adjust when used with the 4:3 backglass image. With the new backglass, the old setup has been scraped as it wasn't flexible enough for any alteration on the user's end.

Also, I left the previous versions of the GI inside the table including the one Rob did for us even though that version was never released. If you prefer to use one of those instead, just change the PFGI light to PF_Off and either PF_On or On( r ), (the 'r' indicates the images rob added) and select the aPlasticsOn collection to set the plastics to either Plastics_On or On( r ).

#18 bolt

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Posted 11 November 2012 - 12:12 AM

Thank you for the update.
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#19 Shadowsclassic

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Posted 11 November 2012 - 02:28 AM

Nice, I like the game play and the new lighting is great, but isn't the table a little too dark before game starts? Maybe it has to be for the lighting to really contrast.

#20 jimmyfingers

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Posted 11 November 2012 - 03:02 AM

Yes, that is the case. If it were not the same darkness as the darkest areas on the lit PF, then it would actually go lighter in some spots with the lights off. The alternative is to lighten both the off and the base image for the GI (ON) but that would change the entire blending and pop of the GI levels as they stand. I think it looks really nice as is and do somewhat agree it's a bit dark at the beginning when hanging around waiting for the first game to start but in the grand scheme essentially the entire game play time is with the lights on so I'd rather use that level of darkness to get what we get here for the GI contrast.

Edited by jimmyfingers, 11 November 2012 - 04:33 AM.






Also tagged with one or more of these keywords: Williams, Cosmic, Gunfight, 1982