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Terminator 2: Judgment Day VP9 v1.1RC


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#181 Big Red Husker

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Posted 09 April 2010 - 03:25 PM

QUOTE (Shockman @ Apr 8 2010, 11:49 PM) <{POST_SNAPBACK}>
The DMD shows you when to shoot? I did not know that, and I played one a few times. Ground Control in Portland Or. use to have one. Cool arcade, hundreds of vintage arcade games and many of pinballs. I don't ever remember looking at the DMD when the gun was moving. I played one on the coast too. I saw one in a window once at an arcade down south, but I could not get in because it was kids hour or something like that, and no adults were allowed. But none of the kids were playing any of the pins.

Just out of curiosity, if it can be synced to the DMD, why is this one not?

STTNG has a laser site mod available. It has probably been used on a few of these as well. That would be workable in VP, It's not a visible beam in most environments, but projects a spot. You have to adjust it for the lead, or make those adjustments your self.

I'll let you get back to the update now.


Ok question what is DMD and i would definatly be interested in that laser site mod until the final release

"Courage; Generosity; Fairness; Honor; In these are the true awards of manly sport." "Not the victory but the action; Not the goal but the game; In the deed the glory."

#182 realitybytes

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Posted 09 April 2010 - 03:47 PM

im not sure anymore how the gun lined up on the real machine, but i find the shot fairly consistent when using the DMD(dot matrix display) to aim on your table, once u learn a few positions to aim.

Edited by realitybytes, 09 April 2010 - 03:48 PM.


#183 billyrjse

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Posted 10 April 2010 - 03:35 AM

I don't know if it's just with me... but I'm thinking the ball is a bit faster in this release. Especially closer the flippers and when the ball bounces in the slingshots. BTW, when the ball hits the slingshots so... outlane is almost certain. Although the flipper settings are perfect (in my opinion). I'm thinking that RC1.1 is much more difficult. What do you think?

Greetings! smile.gif

Big Thanks to my friend Hassanchop for this very nice dmd.

#184 realitybytes

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Posted 10 April 2010 - 10:45 AM

hi again^^ i think the difficulty is realistic its a bugger, i must admit i like to turn on the droptarget autofire, also adds an extra tactical element to the play when balls are locked in the skull.

I have adjusted the left flipper up the playfield slightly seemed allitle off and changed the start angle to 122 just for the left flipper, improves the right ramp shot imo.
i moved the centre pin down the playfield also, 7.13 in this video promo from Williams it shows this well http://www.youtube.c...feature=related
and at 4.08 for 1-2sec u can see a good flipper position example if u pause and play quickly.

hope u dont mind me posting so much about your table, I love it and allways will even though it treats me like a dog smile.gif

oops sry should i not be moving locked items?

Edited by realitybytes, 11 April 2010 - 04:42 PM.


#185 Marton

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Posted 10 April 2010 - 08:28 PM

QUOTE (UncleReamus @ Apr 8 2010, 03:32 PM) <{POST_SNAPBACK}>
I'll try and take a look at some pics of that area, although I'm pretty sure I didn't miss any posts. Perhaps making the black posts a bit thicker like yellow ones would do the trick. BTW, you are talking about the 'passage' between the center red targets and the right ramp, correct?

Yes, that passage.

QUOTE
2) The left standup target from the center bank: on the real game, the ball touches its back a little when slowly coming down from the left, so the ball touches the bottom post or the lower white target and goes SDTM or almost SDTM smile.gif
I guess you are talking about the gun/skillshot bank. If so, I could swear that this has happened in our table. Does your smiley mean we got that right? tongue.gif

No, I'm talking about the three target bank in the middle. When the ball rolls slowly from the left, it touches the back of the left target, so it bounces and do as described.

QUOTE
3) The cannon should stop for a brief moment (about a second) when it is on the lowest end, before turning back. On new games, you could shoot the lower target when it stopped at the bottom. With the years passing by, it usually misadjusts and it goes lower than the lowest target, so you could shoot the post, and sometimes the wall of the left passage and totally miss the targets. Stopping it on the angle to shoot the lowest target would be ok here.
I'll have to talk to Noah about how to do that, don't know if it is possible to just adjust the script to create a delay there or if we would need to adjust the reel. Although now that I think about it I believe you are 100% correct about this.

Thanks for considering it!

QUOTE
4) I agree as someone pointed out already: the motor sound is too loud. You can barely hear it on the game (when the glass is on smile.gif)
Maybe we'll dampen it a little bit, I guess it couldn't hurt.

Great!

QUOTE
I'm splitting hairs here, anyway. I think I'm too obsessive smile.gif
Me too! LOL, just kidding Marton. wink.gif Thanks for the good feedback, glad you're enjoying the table!

Thanks to you and NF for such good releases! smile.gif

#186 Big Red Husker

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Posted 12 April 2010 - 04:05 AM

I like the motor sound it was barely audible in the v8 version.

Anyway is there some way to get the cracking sound when you get a free game? I know it's freeplay but I love the sound of a free game yahoo.gif

Oh and Noah Ive probably put 12 hours of playtime in the last 3 days LOVE LOVE LOVE IT.

Multiball, Jackpot, Super jackpot are much easier to hit targets now than the older version won't need that laser mod after all.

I have noticed one thing now after extensive playtesting that I didn't pick up at first. The left and right chase loops,is it just me or are these extremly harder to hit. For the left loop it seems as the front pin of the cannon targets is just a milimeter to far down on the playfield.

Try aiming for this - you can hardly ever get a clean shot without it hitting the pin. I mean it will go up the loop but not without bouncing side to side a short ways and the ball looses speed. right isn't nearly as hard but still a bit more difficult that what it should be.
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#187 Noah Fentz

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Posted 12 April 2010 - 04:06 AM

ohmy.gif

Did we forget a knocker sound?!

We sure did...

Go to the Table tab and open the sound manager.

Import the attached sound.

Attached Files


IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#188 bolt

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Posted 12 April 2010 - 06:32 AM

Thanks Noah.



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#189 ChainZaw

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Posted 21 April 2010 - 01:02 PM

I've been playing this table for years up until 2 months ago when it broke down and took it away from my local bar, and i can say this plays like the real deal, if Noah and Reamus make the lil adjusments needed we will have the best table VP 9 has to offer.

 


#190 Shockman

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Posted 21 April 2010 - 01:16 PM

QUOTE (ChainZaw @ Apr 21 2010, 08:02 AM) <{POST_SNAPBACK}>
I've been playing this table for years up until 2 months ago when it broke down and took it away from my local bar, and i can say this plays like the real deal, if Noah and Reamus make the lil adjusments needed we will have the best table VP 9 has to offer.


I agree. I think it probably already is. And here they are talking about starting all over on it!


#191 lettuce

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Posted 03 May 2010 - 06:07 PM

Is working still be carried out on bring this table to Full screen Noah and team? Or will you be releasing the final version of this table in 4:3 and then do the FS version? Does this table have alot of reels?

#192 Noah Fentz

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Posted 03 May 2010 - 06:10 PM

Yes, the table is loaded with reels as it is now.

We intend to rework the images before making the effort at an FS version.

For those of you who convert their own FS versions, I used bumpers to block for the flashers and for the cellar lights. You won't have the same lighting effects, but you can have a playable FS version until we're finished.

Hang in there, lettuce, it WILL happen.

wink.gif

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#193 janux

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Posted 03 August 2010 - 02:10 PM

OMG!... this table is freaking awesome!.
Loved the feel, the lights, the realistic way it works... and, of course, those bouncy flippers just blew my mind!!.
I just can't stop playing it... Im speechless.

Thanks you guys for this release!!

#194 Flying Dutchman

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Posted 03 August 2010 - 03:07 PM

What about the FS version? Already released? wink.gif

Cheers,
FD.

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#195 studmuff

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Posted 03 August 2010 - 06:20 PM

QUOTE (Flying Dutchman @ Aug 3 2010, 10:07 AM) <{POST_SNAPBACK}>
What about the FS version? Already released? wink.gif

Cheers,
FD.

I think was a combo of UncleRemus & Noah version and el-timbo's version that Unclewilly did if I remember correctly.

Edited by studmuff, 03 August 2010 - 06:20 PM.


#196 Ceto

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Posted 07 November 2010 - 03:41 PM

QUOTE (Noah Fentz @ May 3 2010, 07:10 PM) <{POST_SNAPBACK}>
We intend to rework the images

That would be awesome, i love this table!
Thank you guys!

#197 mjones1153

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Posted 25 November 2010 - 12:58 AM

I love this table. As others have said the flipper action is awesome. I really feel like I'm playing the real game. Thank you so much for making this table - it rocks! If I had one table to play visual pinball with it would be this one. BTW if you get green artifacts on this table - download the latest Visual Pinball 9.0.8 and it will clear it up.

I only wish I could lean over the right side of the 2D screen and see down the barrel of the cannon smile.gif

Thanks Again smile.gif

P.S. I feel a very strong urge to make a cab now -> for T2.



#198 strangeleo72

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Posted 02 February 2011 - 04:18 PM

Any News of T2 and Whirldwind in VP 9.10 for Cabinets??? in FS???

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(thanks Grizz for the DMD)

#199 Sabbat

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Posted 06 February 2011 - 05:07 PM

after playing the FS tnp mod, i'm having trouble getting the dmd to go back to rol=0

what is diff that i have to enter on this one?
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#200 DeltaHorse

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Posted 14 February 2012 - 03:38 PM

Great table. I just tried it yesterday. Really, as a pinball newbie in terms of emulation, I cannot believe my luck. Well done sir!

One question though, the backbox is located in the upper left of the screen and I'd like to get it in the middle like it's meant to be. Can I change that myself and how?

Sorry, but here's a newbie. And I did do some searching, but found no definitive answer.