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Centaur_(Bally)_(1981)_VP921_FS_v2.1 (JimmyFingers - Fuzzel) [VP 9.x Cabinet FS]

Centaur

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#1 fuzzel

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Posted 09 July 2013 - 09:24 PM

Posted Image


File Name: Centaur_(Bally)_(1981)_VP921_FS_v2.1 (JimmyFingers - Fuzzel)

File Submitter: fuzzel

File Submitted: 09 Jul 2013

File Category: VP 9.x Cabinet Tables (FULL SCREEN)

Author(s): JimmyFingers
Fuzzel
Lord Hiryu
Manufacturer: Bally
Year: 1981
ROM: Link to ROM
Media Pack: Link to Media Pack
Permission to MOD?: Yes, with approval


This is a complete rework of the old 1.2 version. A big thank you to JimmyFingers who did the majority of changes to this table.
That was changed:
 
- Implemented and tuned new BMPR routine which uses an updated formula for a better / smoother momentum curve, higher table friction settings (for better ball weight appearance), and new corresponding BMPR parameters
- Implemented additional custom physics routines for dampening, positional slingshot strength, flipper tap code, and a new / experimental one for “X” cushioning / ball jumping for the ORBS targets as well as the soft targets behind them
- Adjusted size of the ball accordingly to compensate for wide build dimensions
- Added a variety of sounds and sound processing (speed based) routines
- Created new alpha full sized fading GI plastics with transparent edges / sections
- Created new individual alpha ramp fading GI bulb Halos for incandescent and LED based lights (for PF lighting but at height to affect interaction / lighting on the ball) and choice can be selected via script options
- Created Chamber section GI Halos for independent control / coding
- Created new bumper fading GI images for 3D meshes
- Added back metal and back wall GI interaction / images
- Created basic PF GI for when all GI lights / independent sections off or on
- Updated GI scripting for above components and corrected sections to be authentic (Chamber and slings isolated from rest of GI)
- Created and coded new individual lamp halos for added lighting effects on most table lamps / light inserts (can be disabled in script)
- Added Bonus rollover lights reflections in back metal
- Re-scripted / architected captured ball in chamber so now it is totally natural and does not jerkily land back into kicker position (removed original / extra coding and is now simply a ball trapped in that area that can be collided with as would be on a real table)
- Fixed Orbs Release target magnet area, modified operation to be better timed with that of a real machine, and incorporated animations for the sub-PF ball launch / metal door (some tricks to make ball appear hidden / look like it comes up from beneath the table)
- Added code for allowing simultaneous / two target hits on ORBS and Sequence drop targets
- Modified images / added metal textures to all posts and gate housings (some were previously just solid colours / no images mapped)
- Adjusted some images for lighting aspects
- Adjusted behaviour of Outlane pegs for ball save / nudging based on some previous feedback by Mukuste
- A complete new set of 3D meshes
 
This version needs the latest official VP 9.2.1 or the latest VP 9 DX9 beta version.


Click here to download this file



#2 Slydog43

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Posted 09 July 2013 - 09:53 PM

wow not only fixing up the VP code, but table releases, you the man!

 

bumper caps not looking right for me, any ideas  (VP 615, win7x64)

 

Untitled.png



#3 fuzzel

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Posted 09 July 2013 - 09:55 PM

This table only works well with VP 9.16 rev 608+.

Oh and a desktop version will follow in the next days ;)

Edited by fuzzel, 09 July 2013 - 09:57 PM.


#4 Slydog43

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Posted 09 July 2013 - 10:01 PM

I was using 615, now tried 617 and 608, but all looked the same



#5 fuzzel

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Posted 09 July 2013 - 10:15 PM

hmm perhaps this happens if you load/save the table with an older version of VP. Redownload the table and start it with newest Vp 9.16 version without loading it in VP 9.15.

#6 Slydog43

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Posted 09 July 2013 - 10:23 PM

like I said, your the man.  I guess I double clicked on the table the first time, which loaded it up in VP 9.15.  I did open it up with later version to change B2S and DMD, but it must have been that initial time.  Thanks looking and playing great! Love watching the drop target drop, its so smooooth


Edited by Slydog43, 09 July 2013 - 10:25 PM.


#7 bolt

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Posted 09 July 2013 - 10:55 PM

Amazing work fuzzel. Thank you for release and for the desktop info.


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#8 Aaron James

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Posted 10 July 2013 - 12:05 AM

Great release!

Downloading all the parts for it so I can play on my cab.

I'll give more feedback later...but in the meantime....THANKS SO MUCH!


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#9 Shadowsclassic

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Posted 10 July 2013 - 12:19 AM

wow not only fixing up the VP code, but table releases, you the man!

 

bumper caps not looking right for me, any ideas  (VP 615, win7x64)

 

Untitled.png

 

Slydog43, I had that problem a while back and it drove me nuts.  Someone helped me but I can't find the post. I think I had to toggle Hardware Device Rendering OFF then On again to get it straight.



#10 javier1515

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Posted 10 July 2013 - 12:21 AM

nice work man!!


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"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#11 Slydog43

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Posted 10 July 2013 - 01:17 AM

wow not only fixing up the VP code, but table releases, you the man!

 

bumper caps not looking right for me, any ideas  (VP 615, win7x64)

 

Untitled.png

 

Slydog43, I had that problem a while back and it drove me nuts.  Someone helped me but I can't find the post. I think I had to toggle Hardware Device Rendering OFF then On again to get it straight.

no it was actually loading up the table with a prior version of vp.



#12 chinzman93

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Posted 10 July 2013 - 03:34 AM

Wow! I will give this a go tomorrow night as soon as I get home. Would do it tonight, but it was golf night and...... :bar3:



#13 Arcade4

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Posted 10 July 2013 - 05:55 AM

I really like this table and this release looks fantastic.

Nice call outs and speech for an 80's table.



#14 RipleYYY

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Posted 10 July 2013 - 08:34 AM

good news ! :)

 

from what i remember some lights were not rights on the previous version, the 3 upper lanes & the in/outlanes

 

will check this version asap


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#15 hmueck

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Posted 10 July 2013 - 01:21 PM

Using VP r617: when i start a game, a ball is released in the shooter lane and another one is released from the kicker "release2". Doesnt't happen in LHs table. :)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#16 unclewilly

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Posted 10 July 2013 - 02:06 PM

Are those caps on layers. Also clik on the primitives and either send to back or send to front. One of those should fix the issue

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#17 fuzzel

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Posted 10 July 2013 - 02:23 PM

Using VP r617: when i start a game, a ball is released in the shooter lane and another one is released from the kicker "release2". Doesnt't happen in LHs table. :)

Yeah there seems to be an error in the dipswitch menu. Delete the centaur.nv file in the VPinMAME/nvram folder. start the table again press F6

and don't check the option "Any ORBS lites ON will come ON for next ball". That should work.



#18 hmueck

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Posted 10 July 2013 - 04:13 PM

Works perfect, thanks very much! :)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#19 bolt

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Posted 10 July 2013 - 04:37 PM

Targets and bumpers works perfect with VP v617. Thank you.


Edited by bolt, 10 July 2013 - 04:54 PM.

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#20 imagamejunky

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Posted 10 July 2013 - 06:45 PM

Fuzzel, once again, you tha man!

 

Anyone know how to get the ledwiz working with this?







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