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VP10 table testing - available right here!


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#2421 robertms

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Posted 03 December 2015 - 03:00 AM

Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ;)


Edited by robertms, 03 December 2015 - 03:00 AM.

Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#2422 hauntfreaks

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Posted 03 December 2015 - 03:11 AM

open the script,

go to line 142

   bslow.initsaucer kicker2,24,1,15

change the 15 to 30 to double the strength or pick a higher  number, depending on how strong you want it to be.

 

 

I found the posts were a bit close and the ball was being kicked on a slight angle and was bouncing off the rubbers and dropping back into the kicker lane.... opening them up a hair solved it for me and if you up the strength like Assassin made it even better... I never seen this table before.... its cool having odd tables like this... 

 

post-73849-0-53997900-1449112140.png


Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ;)

 

 I noticed the same thing... thanks   ;)

Attached Files


Edited by hauntfreaks, 03 December 2015 - 03:12 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2423 Ben Logan

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Posted 03 December 2015 - 04:52 AM

The latest black lit AFM table is awesome, guys! The flashy city scape is a really exciting mod. Makes a surprisingly big visual difference. You guys are crushing it!

:D

#2424 Ben Logan

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Posted 03 December 2015 - 05:24 AM


32A

Love the new Big Guns table. The VP10 lighting you implemented is killer. Especially in the upper right and left hand corners of the table - looks real and glowy. If you'll allow me to make a suggestion: Those long wire ramps are just calling out for some "rail sliding sounds." Could these be grabbed from another table? I can't think of one that implements this, but I know I played one recently.

Total winner of a table. Thanks so much for the gift!

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#2425 freneticamnesic

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Posted 03 December 2015 - 05:55 AM

Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ;)

where's his HDR image? I lost track



#2426 robertms

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Posted 03 December 2015 - 06:07 AM

Dozer, AFM is looking better and better with each revision, love the black light effects complemented by purple flashers, they really work in harmony with the rest of GI. Haunt your backwall idea was brilliant, it ties everything together and definitely kicks it up a notch. Dozer did a great job integrating it with the rest of the table. Up until now LW's color mods held their visual candy superiority but this latest VPX mod is an all new eye candy category altogether   :tup:


 

Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ;)

where's his HDR image? I lost track

 

Fren, he posted it here: http://www.vpforums....102#entry322229


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#2427 hauntfreaks

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Posted 03 December 2015 - 06:28 AM

 

Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ;)

where's his HDR image? I lost track

 

 

https://www.dropbox....images.rar?dl=0


Dozer, AFM is looking better and better with each revision, love the black light effects complemented by purple flashers, they really work in harmony with the rest of GI. Haunt your backwall idea was brilliant, it ties everything together and definitely kicks it up a notch. Dozer did a great job integrating it with the rest of the table. Up until now LW's color mods held their visual candy superiority but this latest VPX mod is an all new eye candy category altogether   :tup:


 

Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ;)

where's his HDR image? I lost track

 

Fren, he posted it here: http://www.vpforums....102#entry322229

 

when Dozer is back from holiday... I hope to see him implement this effect he talked about where each BL flashers will effect its general area or all on....

22849011473_8119d44140_o.gif


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2428 bolt

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Posted 03 December 2015 - 08:03 AM

Thank you 32assassin, works now.


Posted Image

#2429 robertms

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Posted 03 December 2015 - 08:21 AM

32assassin, thanks for sharing your Star Trek beta. The table plays well and looks really sharp especially with the day/night slider way down, brings back fun memories of smoky arcades from the 80's...


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#2430 gigalula

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Posted 03 December 2015 - 12:09 PM

Wow only fay days outside and so much nice stuff to try ;)

 

Thanks guys and kudo especially to Dozer, 32assassin, Devs, and all others involved to keep me busy like a kid in a big rom plenty of new toys   :lusty:  :dblthumb:



#2431 Dozer316

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Posted 03 December 2015 - 03:41 PM

Here is AFM (This is truly the last release for the remainder of the year or my wife is going to leave me special version 6)

 

Haunt provided some awesome images for the side and back walls and they just looked too cool not to have in the game.

 

These were tricky to implement because I have to turn the engines lighting off for the walls and primitives to get a really nice bright effect.  Because lighting is turned

off, the primitive or wall doesn't show the nice gradients in the new image so I had to do a couple of mods on the images to fade them to black.   Next year when I have a go

at fading them instead of turning them hard off or on I'll try a different technique to get them really bright while still having the primitives and walls lit.

 

The original inner cabinet flash effect that was in the previous version is disabled in this one but when I next look at this I'll see if Haunt is happy to create another set of backwall and

cabinet side images with red flash gradients on them for user who choose to not have the black light effect on.

 

All variables in the script are currently turned on - the BLWALL = 1 variable in the script turns on the black light effect for the side walls and rear wall now.

 

Many thanks to hauntfreaks for creating and sharing the images used in this version.

 

Have a safe holiday break anyone who is having one and I'll see you all in the New Year. - Dozer.

 

https://mega.nz/#!mN...q72Qn0E245jkCIY



#2432 STAT

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Posted 03 December 2015 - 04:14 PM

... and my wife kill me, if i download this now (click) ;)

 

Thanks Dozer, have a nice break !


Edited by STAT, 03 December 2015 - 04:15 PM.


#2433 vampirolatino2

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Posted 03 December 2015 - 06:10 PM

Happy Holidays! and thanks for all the great stuff. 2015 have been a great year for Virtual Pinball. (Hardware and software) Good and constant progress in using new ideas, better methods and applications.

 

Ho Ho Ho Ho! :friends:


Cheers to all developers!



#2434 grunger106

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Posted 03 December 2015 - 06:42 PM

Have a great holiday :)



#2435 Fulltilt

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Posted 03 December 2015 - 06:48 PM

Thanks Dozer

 Enjoy your Holiday :D

 

To all Devs and Table Authors, you are all awesome! Thank you for all you do


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#2436 bolt

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Posted 03 December 2015 - 07:07 PM

Thank you very much for the update . Happy Holiday Dozer .


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#2437 robertms

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Posted 03 December 2015 - 08:43 PM



Question on the AFM 4.  Everything looks fantastic. Love the blacklight and spinning effects on the saucers.

I do have a question about the bouncey behavior of the ball. Is anyone else experiencing this and can it be addressed with a change in the pf friction settings?

 

I too was experiencing the bouncy ball behavior on the latest AFM. Not sure if it's just my rig or personal taste but decided to tweak it to my liking. Clark posted his physics settings a few posts back but those produced too drastic a change for my taste. I am certainly no expert on the matter but through trial and error I came up with more neutral settings (IMHO) that result in added ball heft and more accurate aiming. Thought I'd share for others to try out, please feel free to comment good or bad, it's a learning process for us all.

 

afm_dozer_physics_t.png


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#2438 Getthat

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Posted 03 December 2015 - 08:47 PM

Thx a lot dozer!

 

Thx also to 32assassin


Edited by Getthat, 03 December 2015 - 08:48 PM.


#2439 hauntfreaks

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Posted 03 December 2015 - 08:52 PM

its like getting that one Christmas gift on Christmas eve

 

thanks Dozer it came out great!


 



Question on the AFM 4.  Everything looks fantastic. Love the blacklight and spinning effects on the saucers.

I do have a question about the bouncey behavior of the ball. Is anyone else experiencing this and can it be addressed with a change in the pf friction settings?

 

I too was experiencing the bouncy ball behavior on the latest AFM. Not sure if it's just my rig or personal taste but decided to tweak it to my liking. Clark posted his physics settings a few posts back but those produced too drastic a change for my taste. I am certainly no expert on the matter but through trial and error I came up with more neutral settings (IMHO) that result in added ball heft and more accurate aiming. Thought I'd share for others to try out, please feel free to comment good or bad, it's a learning process for us all.

 

afm_dozer_physics_t.png

 

 

if by bouncy you mean off the flippers when the ball comes down fast and hits them and rebounds .... turn the elasticity down to 40 on the flippers... then adjust from there to your personal taste... its what i did


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2440 Ben Logan

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Posted 03 December 2015 - 09:01 PM

32assassin, thanks for sharing your Star Trek beta. The table plays well and looks really sharp especially with the day/night slider way down, brings back fun memories of smoky arcades from the 80's...

 

Agreed. Excellent work. This table has a really unique feel. Everything feels kinda "chunky" in a good way. I've been having a blast going through all your recent VP10 updates, 32assassin.