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Creature from the Black Lagoon FSHD Mod [VP 9.x Cabinet FS]

graphical mod cftbl lagoon rob046 thewool unclewilly sheltemke

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#1 Sheltemke

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Posted 01 June 2013 - 01:19 PM

Posted Image

File Name: Creature from the Black Lagoon FSHD Mod
File Submitter: Sheltemke
File Submitted: 01 Jun 2013
File Category: VP 9.x Cabinet Tables (FULL SCREEN)
Author(s): unclewilly
rob046
thewool
sheltemke
Manufacturer: Williams
Year: 1992
Permission to MOD?: Unspecified

Let's start with the most important thing. This is not my job, it's a cooperated job with rob046/thewool! So the credit are to them too! I only did the graphical jobs(except flashers), they do the amazing mod with fixes and many many changes.
 
Here comes some thanks:
 
Unclewilly: For making the fantastic table.
Rob046/Thewool: For making mod, and updating, fixing constantly.
Francisco666: For those nice resources
Jpsalas: For allowing me to use the resources from his tables(ramp border texture, ball etc. etc.)

The table saved in Visual pinball rev 581 so you maybe need at least VP915 or newer version.

Click here to download this file

#2 gogo69

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Posted 01 June 2013 - 02:11 PM

wow ! table is looking fabulous ! crisp grafix everywhere ! amazing job ! thank you :otvclap:

the creature animation is the bomb !!! although i am not sure when exactly the crature appears , just saw it once :)

oooh yeah ! just found the girl and the creature is showing - too cool !!


Edited by gogo69, 01 June 2013 - 03:07 PM.

my cab : click!


#3 thewool

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Posted 01 June 2013 - 02:58 PM

Sweet work on the textures Sheltemke!

 

Not sure what happened to my bits.... there are some frame of animation missing from the creature hologram. Also the start movie flashers can hardly be seen (the left is nigh on invisible). I can fix these problems if you want?

 

The full screen settings are crying out for some inc/FOV/layback settings

 

Good work! Cheers!!  :drinks:

 

Rob - when you can tear yourself away from ST  :) please post up a B2B version of the script! Am also intersted to see how the new code is applied.


Edited by thewool, 01 June 2013 - 03:01 PM.


#4 LoadedWeapon

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Posted 01 June 2013 - 03:13 PM

Looks great! I can't wait to get home so I can try it out..

#5 Sheltemke

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Posted 01 June 2013 - 03:13 PM

Sweet work on the textures Sheltemke!

 

Not sure what happened to my bits.... there are some frame of animation missing from the creature hologram. Also the start movie flashers can hardly be seen (the left is nigh on invisible). I can fix these problems if you want?

 

The full screen settings are crying out for some inc/FOV/layback settings

 

Good work! Cheers!!  :drinks:

 

Rob - when you can tear yourself away from ST  :) please post up a B2B version of the script! Am also intersted to see how the new code is applied.

 

Sure fix those mate :) Just i think the table is fully playable now, so i dont wanted people wait(i promised i release at weekend and becouse of a missing frame or a missing b2b sound in multiball must not a thing what delay the release :) ).

Let's speak about little fixes:

-Start movie flashers is ok for me but if you want to change it lighter it's ok sure do it:) the left one is under a ramp don't forget it thewool thats why different than the right one! It have to be different.

-Creature animation: sometimes when the full animation done, the creature disappear some second and come back...i remembered this is how works on real machine too but if you think some frame missing i happy if you fix it(very nice now too so not a big thing if its "fixed" or not i think).

 

About b2b multiball sound, yes i wont release 1.01 (or rob04) until it's not added.

 

Thank you for polishing thewool :)


Edited by Sheltemke, 01 June 2013 - 03:15 PM.


#6 numiah

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Posted 01 June 2013 - 03:37 PM

Always been a fun table to play.

Great work from all involved !

 

Shame I never got the speech sounding crisp. It's always crackly. Might be a ROM thing I guess. (same as Party Zone)


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#7 Darkmeteor

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Posted 01 June 2013 - 03:40 PM

Awesome, thanks and great job guys.



#8 htamas

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Posted 01 June 2013 - 04:23 PM

Very nice job on the graphics, they are really crisp and the table looks very good. Thanks to all involved.

 

I noticed that the K-I-S-S sequence doesn't work like it used to on the original version. It doesn't start at K but randomly at further letters, so it happened to me several times that hitting the target first will immediately give me the KISS animation or starts at "I don't know" or "How about a kiss?" instead of "Slide over, baby". Wonder what happened here, but this should be fixed if possible.

 

Edit: I tried to test this a few more times and I'm not sure what the right behavior here is. It was a long time ago when I last palyed the real table... but since the letters are spelling K-I-S-S before the player shoots the ball then stop at the first hit, it's possible that the current way is the correct one (i.e. starting at a letter other than "K"). Can someone who knows the real table confirm this? I don't remember this happening on the earlier VP version, and played a few games again, but it always started at "K" for me whereas this new version doesn't. Hm...

 

The full screen settings are crying out for some inc/FOV/layback settings

 

My current settings are 3 / 25 / 70 / 270 / 1.255 / 2.17 / -346 / 165

Please post if anyone figures out better ones, let's try to find the best settings for this beautiful table.

 

Edit: Actually, the above settings will make the whirlpool and other round objects look less "circular". Decreasing Y scale to 2 will help, but then less screen area is used on the sides.


Edited by htamas, 01 June 2013 - 04:35 PM.


#9 bolt

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Posted 01 June 2013 - 05:13 PM

Thank you Sheltemke, Unclewilly, Thewool, Francisco666 and Jpsalas for this fantastic MOD.


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#10 rob046

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Posted 01 June 2013 - 05:54 PM

Very nice job on the graphics, they are really crisp and the table looks very good. Thanks to all involved.

 

I noticed that the K-I-S-S sequence doesn't work like it used to on the original version. It doesn't start at K but randomly at further letters, so it happened to me several times that hitting the target first will immediately give me the KISS animation or starts at "I don't know" or "How about a kiss?" instead of "Slide over, baby". Wonder what happened here, but this should be fixed if possible.

 

Edit: I tried to test this a few more times and I'm not sure what the right behavior here is. It was a long time ago when I last palyed the real table... but since the letters are spelling K-I-S-S before the player shoots the ball then stop at the first hit, it's possible that the current way is the correct one (i.e. starting at a letter other than "K"). Can someone who knows the real table confirm this? I don't remember this happening on the earlier VP version, and played a few games again, but it always started at "K" for me whereas this new version doesn't. Hm...

 

The full screen settings are crying out for some inc/FOV/layback settings

 

My current settings are 3 / 25 / 70 / 270 / 1.255 / 2.17 / -346 / 165

Please post if anyone figures out better ones, let's try to find the best settings for this beautiful table.

 

Edit: Actually, the above settings will make the whirlpool and other round objects look less "circular". Decreasing Y scale to 2 will help, but then less screen area is used on the sides.

 

KISS can start at any letter at the start of each ball, or at least have the option to go for that.  On CFTBL you have 2 skill shot options to start a game.  You can try to make the flashing lane in PAID, or you can plunge the ball full strength as those KISS lamps cycle, & you get awarded however many KISS lamps were lit at the time you cross the trigger in the upper left of the game.  So this is more of a timing skill shot.  You can actually complete KISS with just 1 skill shot, I do believe.  You can read more about the skill shots in the rule sheets.

 

As for layback settings, I remember trying them back when I first did this mod, & I tried them again the other day.  Layback seems to introduce odd glitches & misalignments.  I have no idea why, never really had this problem when adding layback to other tables, but I'm also not a FS expert as I only play in desktop & never personally use layback.  So, I just kept UW's settings.  If anybody has any ideas or wants to look at this, please do.  Just keep an eye out for strange things happening.

 

As for any other tweaks or additions, I still have yet to check out this version of the mod but I'm on desktop so I'll have to take this version, get it converted, then check it out.  Yes will hopefully get B2B added too.  I may have some time today for all this.



#11 htamas

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Posted 01 June 2013 - 06:57 PM

Thanks for the detailed explanation regarding KISS, Rob. I was wrong then thinking that it always should start at K.

 

As for layback, I also noticed some graphics oddities with my above settings. Seems like the table needs some more inclination.

So my current settings are now 6 / 25 / 70 / 270 / 1.283 / 2 / -346 / 200. Still tinkering with this, but I'm not aware of graphics problems so far (which certainly doesn't mean there aren't any :))



#12 rob046

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Posted 01 June 2013 - 09:39 PM

Tried adding B2B code with ball rolling routine too.  Can't seem to get it error free.

I have a feeling that this is the piece of code (this is the original code) that is giving me trouble on what I need to do with it.  Maybe because destroyball & createball are called back to back in the same call... Plus maybe I'm a little rusty as its been a while since I last added B2B to a table.

 

  Sub TopRightPopper(enabled)
     If enabled then
         If sw34.enabled then
             PlaySound "Solenoid"
         else
             Playsound "ballrelease"
             sw34.DestroyBall
             sw34a.CreateBall
             sw34a.Kick 22, 50
             PlaySound "Rail"
             sw34.enabled=1
             Controller.Switch(34) = 0
         end if
     end if
  End Sub


Edited by rob046, 01 June 2013 - 09:40 PM.


#13 unclewilly

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Posted 01 June 2013 - 09:45 PM

Which b2b are you adding, the older version or the newer one. You would need a clear ball Id with the destroyball as well as a create ball Id in an unhit sub for the other kicker

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#14 rob046

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Posted 01 June 2013 - 10:27 PM

Which b2b are you adding, the older version or the newer one. You would need a clear ball Id with the destroyball as well as a create ball Id in an unhit sub for the other kicker

 

I'm using the newer one.

I already tried it like this...

 

  Sub TopRightPopper(enabled)
     If enabled then
         If sw34.enabled then
             PlaySound "Solenoid"
         else
             Playsound "ballrelease"

             ClearBallID
             sw34.DestroyBall
             vpmcreateball sw34a
             sw34a.Kick 22, 50
             PlaySound "Rail"
             sw34.enabled=1
             Controller.Switch(34) = 0
         end if
     end if
  End Sub

 

Figured that would work.  If it is correct then maybe my problem is elsewhere.



#15 Shadowsclassic

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Posted 01 June 2013 - 10:40 PM

Anyone else having problems getting this to run with dB2S?

I get Vpinmame 01550000required

wpc.vbs ver. 3.26 or higher required

Line 0 cannot create active x component

 

Running the previous release it works just fine and this version runs just fine with UVP.

I'm running Visual Pinball rev. 582 and have everything updated to the best of my ability.  Could be this new table with all it's amazing graphics is just pushing my system over the edge, but none of the other tables of late has done this. Any thoughts?



#16 darquayle

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Posted 01 June 2013 - 11:22 PM

I had some initial problems as well.  I changed my b2s backglass to "start this background in exe mode" and now everything works great.



#17 unclewilly

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Posted 01 June 2013 - 11:54 PM

I haven't used the new b2b as of yet. Does the vpmcreateball add the ball Id If it does then the issue is probably somewhere else

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#18 rob046

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Posted 02 June 2013 - 12:09 AM

I haven't used the new b2b as of yet. Does the vpmcreateball add the ball Id If it does then the issue is probably somewhere else

 

Yes the new B2B eliminates the need for the old CreateBallID calls.  With B2B in general I always screw up or forget a line somewhere at first, so I'll just go over it all again later.



#19 Shadowsclassic

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Posted 02 June 2013 - 01:42 AM

I had some initial problems as well.  I changed my b2s backglass to "start this background in exe mode" and now everything works great.

 

Well, I had mine set to default at load EXE but I loaded the backglass in the older creature table and physically set it, but when I load the new table I get the same thing.  I'll have to run in UVP mode for now.



#20 htamas

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Posted 02 June 2013 - 03:27 AM

Weird that you have problems with the dB2S.

I had no issue at all, only thing I had to change was setting the controller like in any other table and the dB2S worked just fine. I didn't even have to maintain the XML for it because it recognized the dB2S by the file name.







Also tagged with one or more of these keywords: graphical mod, cftbl, lagoon, rob046, thewool, unclewilly, sheltemke