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Terminator 2 - Chrome Edition FS (VP920) MOD [VP 9.x Cabinet FS]


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#201 gear323

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Posted 23 November 2011 - 05:58 PM

QUOTE (GRONI @ Nov 22 2011, 07:48 AM) <{POST_SNAPBACK}>
Yeah Man... Now it feels better..slighlty changes with a big effect.

Just a little Tip for one of the next Updates. Just place a Gate right beside the Left Outlane Kickback. If the Ball drain from the right flipper with much spin, the rolls up the left Apron and hits the kickback, and the balls
gets fired on the playfield again. If there is a gate in the way, this couldn´t happen. Just a small thing smile.gif

Now I will enjoy T2...See you next Year smile.gif



I can confirm100% to not do that. I have played the real T2 many, many times and the exact thing happens all the time just like it does in the VP version. The ball is supposed to go up the right apron and kick back into play when the ball gets there. No gate needed.

Thanks for the update Tipoto! dblthumb.gif

Edited by gear323, 23 November 2011 - 07:25 PM.


#202 settingsons

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Posted 23 November 2011 - 06:47 PM

After being away for a few days I finally managed to play this in a cabinet today and it is amazing! The realism is incredible - it looks almost too good smile.gif. The physics feel really good to me. I don't know much about the table making process but from what I have read about using reels you really have put a massive amount of work and effort into this table and it certainly shows. Thanks Tipoto! I going back to play it now smile.gif

Edited by settingsons, 23 November 2011 - 07:00 PM.


#203 numiah

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Posted 23 November 2011 - 08:19 PM

QUOTE (tipoto @ Nov 23 2011, 08:45 AM) <{POST_SNAPBACK}>
Does anybody having the gun issue with LEDWIZ could try this fix please?
http://dl.free.fr/hi2sCLjgI
Click onto "Télécharger ce fichier", which means Download this file.

Thanks and hopefully it will work!


I tried, but no change, still the same error at line1729.
Really weird.

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#204 Bluebook

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Posted 23 November 2011 - 08:23 PM

Simply stunning Tipoto! Many thanks, Let's keep Pinball alive FOREVER smile.gif

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#205 Zablon

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Posted 23 November 2011 - 08:32 PM

QUOTE (tipoto @ Nov 23 2011, 10:41 AM) <{POST_SNAPBACK}>
QUOTE (Zablon @ Nov 23 2011, 06:57 AM) <{POST_SNAPBACK}>
The gun had the same issue in the other version of T2. It never did line up with the DMD animation and you always had to eyeball it from the table and shoot above it.

As for the physics, honestly I do not think they are bad as everyone is making them out to be.

I'm not sure to understand (because my english)... So the others versions of T2 had the same issue but didn't crash the table?


I cannot speak for the crash, as I do not have the core.vbs controlling anything on the ledwiz. I am speaking only about the gun animation and how it relates to what you see on the DMD screen. In the real game (IIRC), when the crosshair is at the center of the target, the gun should be directly lined up with the lit up point.

On all VP versions I've played, the DMD/GUN animations do not correspond correctly to each other. You simply just look at the gun itself to determine when to fire.

Edited by Zablon, 23 November 2011 - 08:33 PM.


#206 Noah Fentz

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Posted 23 November 2011 - 10:27 PM

Hate to say it, but this is why I did not encourage changes to the core.vbs in previous discussions.

Unless it's something required for every VP user, the core.vbs should be left alone and add-ons requiring scripting should be external calls.




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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#207 firestormberlin

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Posted 23 November 2011 - 11:42 PM

Hello,
first i wonna say thank you to tipoto for this really wonderful creation.
I did not crash on my system and runs at about 480 to 490 fps / refreshps.
(xp sp3 nvidia GTX260)

But on some special events (for example skill shot hit - while saying direct hit,
when the replay animation runs and worst - during the whole payback time)
performance looks like 1 frame per second,
rest of the game is running with normal performance.
It looks like a movie with missing frames.

Anyone else encountered this ?

greeting from berlin

(yes i switched off the options in the script to improve performance)

#208 tipoto

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Posted 24 November 2011 - 07:58 AM

Here a new temporary version for those having the gun issue:
http://dl.free.fr/n2tLvQH7S
(Click onto "Télécharger ce fichier" which means Download this file)
This time I completely changed the way to communicate between VP and the ROM for the gun. I did it much simpler.

By the way, in the version 1.01 I noticed that I unintentionally disabled the CPU (the graphics):


It's fixed in this temporary version, but it will be fixed as well in the "official" 1.02 coming soon (once the gun issue is fixed).


#209 rcadefrk

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Posted 24 November 2011 - 08:26 AM

Ha ha, played this table a million times in vp8, vp9, & fp. This totally slipped by me, good catch. Must have been too caught up in all the perty grafx dblthumb.gif

#210 Baco

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Posted 24 November 2011 - 09:16 AM

QUOTE (tipoto @ Nov 24 2011, 09:58 AM) <{POST_SNAPBACK}>
Here a new temporary version for those having the gun issue:
http://dl.free.fr/n2tLvQH7S
(Click onto "Télécharger ce fichier" which means Download this file)
This time I completely changed the way to communicate between VP and the ROM for the gun. I did it much simpler.

By the way, in the version 1.01 I noticed that I unintentionally disabled the CPU (the graphics):


It's fixed in this temporary version, but it will be fixed as well in the "official" 1.02 coming soon (once the gun issue is fixed).


Morning.

In this version something different happens. It still doesn't animate the cannon, it doesn't autofire the ball when it times out (and launch button doesn't do anything). It goes into ball search after a bit, and then after a while it crashes, Line 1730: Subscript out of range.


#211 tipoto

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Posted 24 November 2011 - 09:29 AM

QUOTE (Baco @ Nov 24 2011, 01:16 AM) <{POST_SNAPBACK}>
Morning.

In this version something different happens. It still doesn't animate the cannon, it doesn't autofire the ball when it times out (and launch button doesn't do anything). It goes into ball search after a bit, and then after a while it crashes, Line 1730: Subscript out of range.

Thanks for test!

It's crazy!!! It must be something else than the gun.
I'll let you know when I have something new... Sorry

#212 Urgentemente

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Posted 24 November 2011 - 10:11 AM

Just wanted to add my thanks to everyone elses for a simply stunning version of this table.
T2 has to be my favourite table, I never really used to play Pinball in arcades before T2 (only video games).

Regretably I will probably have to send you the bill for fixing my neck in a few weeks time, as I don't have a rotatable monitor , and just *had* to try playing it with my head turned 90 degrees. smile.gif

Truly awesome work ! Worship.gif


#213 numiah

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Posted 24 November 2011 - 07:04 PM

QUOTE (tipoto @ Nov 24 2011, 08:58 AM) <{POST_SNAPBACK}>
Here a new temporary version for those having the gun issue:
http://dl.free.fr/n2tLvQH7S
(Click onto "Télécharger ce fichier" which means Download this file)
This time I completely changed the way to communicate between VP and the ROM for the gun. I did it much simpler.

By the way, in the version 1.01 I noticed that I unintentionally disabled the CPU (the graphics):


It's fixed in this temporary version, but it will be fixed as well in the "official" 1.02 coming soon (once the gun issue is fixed).


I tried test version 2 as well, but with the exact same results Baco is having.
I noticed the training mode is on in Test2 smile.gif

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#214 Worschtschinke

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Posted 24 November 2011 - 11:51 PM

QUOTE (Urgentemente @ Nov 24 2011, 11:11 AM) <{POST_SNAPBACK}>
Just wanted to add my thanks to everyone elses for a simply stunning version of this table.
T2 has to be my favourite table, I never really used to play Pinball in arcades before T2 (only video games).

Regretably I will probably have to send you the bill for fixing my neck in a few weeks time, as I don't have a rotatable monitor , and just *had* to try playing it with my head turned 90 degrees. smile.gif

Truly awesome work ! Worship.gif

Why does that Sound so familiar.... my cab needs two months so im rotating my head a too. I would recommend a widescreen tft with pivot function. It seems they are specially made for vp.

Edited by Worschtschinke, 24 November 2011 - 11:54 PM.


#215 tipoto

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Posted 26 November 2011 - 12:03 PM

Update 1.02:

- CPU light fixed
- Gun adjustment:
  • Slower
  • Matches with DMD animation when the target is on the center
  • Due to the changes, the Super Jackpot is harder to get
  • Angle shooting modified

It seems the table doesn't work properly with Ledwiz and crashes when the ball goes into the gun. --> ("Out of range" error message)

I don't have a cab and I don't have Ledwiz, so it's very difficult to fix this problem because I don't have direct feedback of what I am changing in the script.
Any help would be greatly appreciated from any person having Ledwiz system + some scripting knowledge.

Thanks!


#216 unclewilly

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Posted 26 November 2011 - 12:15 PM

i guess i should have asked this in the wipe thread.
what 3d program did you create the table in?

really love what you've done, just wish i had the know how to do a table in a 3d program

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#217 gear323

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Posted 26 November 2011 - 03:54 PM

Thanks for the update Tipoto!

As for the cannon matching up with the center of the Hunter in the DMD, In most of the T2s I have played, the DMD animation is just a little to the left of center when shooting the center Hunter ship target. Also when shooting the super jackpot, if you let the cannon go full range of motion down and the shoot the targets when the cannon is on the way back up, the second from the bottom target should be the one that lines up to be shot.

In the 1.0 version the 3rd from the bottom target would line up and in this 1.02 version the bottom target is now the one that lines up. In my opinion the 1.0 version cannon was a little too fast but the 1.02 version is just a little too slow. But either way, it's pretty darn close.

Well it's a mechanical motor with a resistor, they are all a little different but I figured I’d give you my opinion based on real T2 tables I have played.

Thanks again!






#218 lettuce

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Posted 26 November 2011 - 04:01 PM

Anyone have a backglass PNG for this table, i must have tried about 4 different backglass's and none of them display when in HyperSpin or the actual table??

#219 pixelmagic

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Posted 26 November 2011 - 04:27 PM

QUOTE (tipoto @ Nov 26 2011, 12:03 PM) <{POST_SNAPBACK}>
Update 1.02:

- CPU light fixed
- Gun adjustment:
  • Slower
  • Matches with DMD animation when the target is on the center
  • Due to the changes, the Super Jackpot is harder to get
  • Angle shooting modified

It seems the table doesn't work properly with Ledwiz and crashes when the ball goes into the gun. --> ("Out of range" error message)

I don't have a cab and I don't have Ledwiz, so it's very difficult to fix this problem because I don't have direct feedback of what I am changing in the script.
Any help would be greatly appreciated from any person having Ledwiz system + some scripting knowledge.

Thanks!


Let me be the first to report that the canon works here WITH ledwiz !!

Maybe it had something to do with the canon not working at all that made the combination with LEDwiz hang ?

This table is AWESOME in quality, you have set a new standard in virtual pinball what i am concerned !!

Oh yeah, AND you live in my favorite vacation country, so that makes it even better biggrin.gif

Thanks again !!
Pinbal project blog: click here
LED-Wiz utility: click here

#220 lettuce

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Posted 26 November 2011 - 04:31 PM

Yeah i dont have a problem with the canon or ledwiz here either