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Johnny Mnemonic VP916 Night MOD [VP 9.x Cabinet FS MOD]


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#1 teppotee

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Posted 19 October 2013 - 11:11 PM

Posted Image


File Name: Johnny Mnemonic VP916 Night MOD

File Submitter: teppotee

File Submitted: 18 Oct 2013

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

Author(s): Pacdude
bmiki71
teppotee (Night MOD)
Manufacturer: Williams
Year: 1995
Permission to MOD?: Yes, without approval


Thanks to bmiki75 for allowing me to release this MOD!
 
What has been updated:
- New GI (with 4 fading steps)
- Flasher effects (check the sidewall reflection from the blue flashers... I think it works very well!)
- B2B collisions
- BMPR physics
- Flipper tap code
- New flasher domes from JP
+ probably a lot of other stuff that I just don't remember anymore :)
 
Thanks to
bmiki75 for the FS version that this MOD is based on!
jimmyfingers for the original BMPR and flipper tap scripts
 
And here's the thanks section from bmiki75's table so that nobody is forgotten:
PacDude for his marvellous first version.
wtiger for playfield picture.
mwong168 for testing.
DedRok_V for feedback.
JPsalas for sounds & textures.
 
NOTE! there is some kind of timing bug with the rom... sometimes the ball is ejected to the shooter lane (after cyberlock) already during video mode for example. After this it takes a while before the ball is found again and the game continues. This is not a showstopper but something that I noticed. I have no idea if this was present in the previous version or not (or how to possibly fix it).
 
Please use VP916 for the best results.


Click here to download this file



#2 Fulltilt

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Posted 20 October 2013 - 01:58 AM

Woah .. someone has been very busy!

 This is awesome, thank you very much :D


42" VirtuaPin Cab

| AMD FX8150 CPU | ASUS Crosshair Formula IV Motherboard | 8gig Crucial Ballistix DDR3 1600 | EVGA Geforce GTX 1070 |

| 42" Commercial Grade 1080p LCD Playfield Monitor | Corsair RM750 PSU | Flipper Fidelity 2.1 Sound System |

| AOC LED 27" Monitor(Backglass) | Samsung 128gig SSD - Win7 |


#3 LoadedWeapon

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Posted 20 October 2013 - 03:30 AM

Man 2 in 1 night... it's like x-mas! Thank you for all your work!  :otvclap:



#4 stevegooner123

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Posted 20 October 2013 - 07:41 AM

Thanks teppotee you have been busy! Love these night mods with new gi & flasher effects.

#5 gogo69

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Posted 20 October 2013 - 09:17 AM

thank you the table looks killer !!

 

somethng i can not fiure out :

like in the old version when i open the table with latest VP build

everything looks perfect

starting the table i see this on the right slingshot :

http://www.bilder-up...-1367910158.jpg

when i exit and return to the editor i suddenly have it in the editor too

http://www.bilder-up...-1367910131.jpg

 

(picture taken from old table but it is still the same for me here with the new release)

 

do you have that too ???


Edited by gogo69, 20 October 2013 - 09:19 AM.

my cab : click!


#6 bolt

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Posted 20 October 2013 - 01:46 PM

Three night Mods on one day. Take a break teppotee.

 

 

Have a nice and relaxing Sonday.

 

bolt


Posted Image

#7 Abcdefg

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Posted 20 October 2013 - 02:12 PM

Looks great, sounds great.. just the physics is so different... I have my difficulties with these kind of tables. Visually stunning though :)



#8 gogo69

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Posted 21 October 2013 - 03:54 PM

anyone experiencing this weird visual glitch i posted  ?!?


my cab : click!


#9 zeenon

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Posted 21 October 2013 - 04:03 PM

anyone experiencing this weird visual glitch i posted  ?!?

 

 

Yep, I see the same thing.

 

Z



#10 Herweh

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Posted 21 October 2013 - 04:23 PM

anyone experiencing this weird visual glitch i posted  ?!?

 

This is an issue with control points of ramps and the "Alpha Ramp Accuracy" slider at the video options. Move this slider a bit to the left and it will be gone. Or find the "bad" control point (here it is at "Ramp358") and unset the smooth property of this point. Not easy to explain which one it is but it's always the first control point of a rounding.

 

Teppo, move the slider at your dev PC to the very right position. I have done this during "Safe Cracker" development to find all "renegade" control points.

Great mods BTW, I love your and Aaron's mods!!!

 

EDIT: Here is a screenshot of one of these control points. I have removed a lot stuff around to get a better view.

jm.png


Edited by Herweh, 21 October 2013 - 04:27 PM.

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#11 teppotee

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Posted 21 October 2013 - 04:36 PM

Thanks Herweh for the detailed answer. I just noticed these issues and opened my PC to see what's going on. My guess would have been also the alpha ramp control points but I didn't know that setting the slider all the way to the right might cause this (though it was the other way round).

 

So I learned something new today!



#12 bawouait1

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Posted 21 October 2013 - 04:46 PM

as for the version of bmiki75 the right ramp does not count the passage of the ball ???



#13 Xendo

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Posted 21 October 2013 - 07:30 PM

Nice looking build. Is anyone having an issue with being able to select the Cyberspace Award matrix?  The DMD says to use the flippers to move and launch to drop the ball, but neither seem to be working.



#14 zeenon

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Posted 21 October 2013 - 11:00 PM

Nice looking build. Is anyone having an issue with being able to select the Cyberspace Award matrix?  The DMD says to use the flippers to move and launch to drop the ball, but neither seem to be working.

 

Hmmmm, working on my setup. Magnasave buttons move the hand up/down, and your normal flippers move L/R (launch drops the ball).

 

Not it front of my cab, but is it possible you are not using standard key codes, and they keys are hard coded in the script?

 

Z



#15 bawouait1

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Posted 24 October 2013 - 04:10 PM

No idea ??



#16 Xendo

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Posted 24 October 2013 - 05:14 PM

 

Nice looking build. Is anyone having an issue with being able to select the Cyberspace Award matrix?  The DMD says to use the flippers to move and launch to drop the ball, but neither seem to be working.

 

Hmmmm, working on my setup. Magnasave buttons move the hand up/down, and your normal flippers move L/R (launch drops the ball).

 

Not it front of my cab, but is it possible you are not using standard key codes, and they keys are hard coded in the script?

 

Z

 

Thanks for the info.  I had to delete my nv file for this table.  Once I did that it started working.



#17 teppotee

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Posted 26 October 2013 - 11:06 AM

I tried to look at the "right ramp" problem and can't get it solved... there are switches 54 and 55 on that ramp (sw_54, sw_55 triggers). Those are enabled and have _hit and _unhit events in the script. But events are never triggered. I tried changing "hit height" etc. parameters but without success. Hopefully someone with more VP knowledge could check why those triggers aren't functioning. I'm out of ideas...



#18 Herweh

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Posted 26 October 2013 - 11:16 AM

I always got this effect when I'm selecting the wrong ramp as the "surface" of a switch. Haven't tested it but it looks like "Ramp339" is a bit above "RightRampEnter" and so the ball is running over "Ramp339". Change the surface property of "sw_54" and I expect it will work. And I expect something similar at "sw_55".


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#19 teppotee

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Posted 26 October 2013 - 11:33 AM

Thanks! That seemed to do the trick. Just uploaded fixed 1.1 version. Report back if there are still problems. After a (very) quick test it seemed to work ok! 



#20 primojac

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Posted 26 October 2013 - 02:33 PM

All reason has JP!!!!, I am tired of these " modifications " that don't serve for anything!!!!, serious better than zero empicen!!!, the right card, the left card, doesn't work the central roulette, because non arrglas what works bad, instead of modifying, I tell it to you with all the respect of the world, and pardon for my English!!!, I use a translator!!!