File Name: Indiana Jones FS MOD 2.5 PHYSMOD5
File Submitter: teppotee
File Submitted: 18 Aug 2013
File Category: VP 9.x MOD Cabinet Tables (FULL SCREEN)
Author(s): Lord Hiryu - Original versionteppotee - MOD
ClarkKent - MOD
JPsalas - MOD
Rob046 - MOD
Fuzzel - MOD
Manufacturer: Williams
Year: 1993
Permission to MOD?: Yes, with approval
This is an update to Lord Hiryu's version of Indiana Jones and released with author's permission.
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NOTE! PHYSMOD5 version of VP required for new version 2.5!
http://www.vpforums....ic=27416&page=1
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Almost all aspects of the table have been reworked or updated:
- New GI and lighting (+adjustable additional alpha GI)
- New HD playfield
- New flasherdomes / effects
- Alpha ramp conversions
- Drop targets changed to primitives with better animation
- Idolhead reworked as a 3d primitive with better animation
- Ball lock reworked with better animation and visuals
- Center plane propeller reworked as primitive and smoother animation
- Complete physics overhaul
- New bumper flashers (can be turned off)
- New slingshot flashers (can be turned off)
- Missing sounds added
+ any other stuff I have already forgotten!
This has been a true community effort with a lot of people helping to make this the best version possible!
Thanks to:
Lord Hiryu - the biggest thanks goes of course to LH for creating the first version and letting us release this MOD!
Rob046 - Physics adjustments, alpha ramps and tweaking almost every aspect of the table!
ClarkKent - New HD playfield redraw with amazing detail + acting as a "project manager" ![]()
JP - primitive idol coding, captive ball bug fix,propeller primitives and ball lock rework. Really glad JP found the time to help us!
Fuzzel - converted FP 3D object and helped to implement it into the table
Jimmyfingers - flipper tap code and the enhanced ball rolling script
UncleWilly - primitive drop target code that I borrowed from BBB
Aaron James - Testing
teppotee - I did the lighting effects and visuals mainly and also primitive drop targets etc. Too much stuff to even remember!
+ HighInder00 for the 3d object in the FP version
Once again I hope I didn't forget anybody / anything. Let me know if I did!
TABLE OPTIONS:
You can change few visual things from the script with the following variables:
Const DisableSlingShotFlashers = 1
- with this setting you can enable/disable slingshot flasher effects. Default value is 1 so those are disabled. Set to 0 to enable.
Const DisableBumberFlashers = 0
- with this setting you can enable/disable bumber flasher effects. Even though the real table does not have these the default value is 0 so those are enabled. Set to 1 to disable for more authentic vibe.
Const AdditionalAlphaGI = 1
I have used alpha ramps to create additional lighting and halo effects on the PF.
0 = turn off. All additional lighting is turned off (may give a slight performace boost if needed)
1 = medium. This is the default value for the day version. Medium halo effects on the lower playfield
2 = high. More visible alpha lighting. This may be better for the upcoming night mod version. Or just try yourself which option you like ![]()
Options 1,2 enable some other light effects too like red halo around bumbers etc.
NOTE! Please use VP916 revision 628 or higher for the best performance! Extra thanks to Toxie and Fuzzel for the continuing VP development!
NOTE part II: The idol head keeps the balls locked for the next game by default. Set ROM adjustment A.2 number 28 from YES to NO to release the balls in the end.
Enjoy!
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