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Fathom vp9.12
Started By
unclewilly
, Jan 03 2011 07:41 AM
50 replies to this topic
#21
Posted 04 January 2011 - 12:47 AM
Thanks for the update UW
#22
Posted 04 January 2011 - 02:47 AM
Finally! A table by the great UncleWilly accepted by my laptop!
I had to disable HR Render, & DirectDraw in VP Man, otherwise I´d get the "cannot create,,,,,,,",
But I can actually PLAY it & ENJOY it!
Thank you VERY much.
Thank you Grizz!
Edited by 1234fd, 04 January 2011 - 02:50 AM.
From Brasil. Updated version of 1234fd
#24
Posted 13 January 2011 - 09:31 PM
QUOTE (unclewilly @ Jan 2 2011, 11:41 PM) <{POST_SNAPBACK}>
Fathom vp9

Version: 1.01
Category: VPinMAME 9.x Recreations
Author(s): unclewilly, textures: grizz
Description:
Fathom vp9
Fathom Bally 1980
vp9
Built and scripted by unclewilly
Textures: Grizz & unclewilly
Thanks to pacdude and scapino for there versions, figuring out the lightnumbers and the solenoids.
Thanks to pacdude for the options script
Hope you enjoy it.
Low Res Brighter Textures: <a href="http://dl.dropbox.com/u/1251891/DayTextures43.zip" target="_blank">http://dl.dropbox.com/u/1251891/DayTextures43.zip</a>
The brighter textures are just a bit brighter, as if i would have made them any brighter i would have had to redo all the lighting.
Enjoy
View File
Submitted by unclewilly, on Jan 3 2011, 07:41 AM
Version: 1.01
Category: VPinMAME 9.x Recreations
Author(s): unclewilly, textures: grizz
Description:
Fathom vp9
Fathom Bally 1980
vp9
Built and scripted by unclewilly
Textures: Grizz & unclewilly
Thanks to pacdude and scapino for there versions, figuring out the lightnumbers and the solenoids.
Thanks to pacdude for the options script
Hope you enjoy it.
Low Res Brighter Textures: <a href="http://dl.dropbox.com/u/1251891/DayTextures43.zip" target="_blank">http://dl.dropbox.com/u/1251891/DayTextures43.zip</a>
The brighter textures are just a bit brighter, as if i would have made them any brighter i would have had to redo all the lighting.
Enjoy
View File
Submitted by unclewilly, on Jan 3 2011, 07:41 AM
vp9FS.
UW,
alot of upper and lower rubber and peg bumpers are flat, have no bounce or in vp terms "elasticity" i guess.
the ball will contact the rubber bumper then just roll off.
no bounce.
i think elastic default was 0.3
changed it to 0.5, 1, then 2.
no change.
the rubber bumpers are still flat when the ball contacts then rolls off.
no bounce.
same with pinball pool vp9FS.
rubber bumpers and rubber pegs are flat.
no bounce or elasticity.
changed elatisticity to 1 and 2.
no change.
wasup here?
#25
Posted 13 January 2011 - 10:22 PM
ill look into it, mass updates will happen at the time of the next vp release, hopefully soon
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#26
Posted 13 January 2011 - 10:27 PM
QUOTE (chas @ Jan 13 2011, 02:31 PM) <{POST_SNAPBACK}>
same with pinball pool vp9FS.
rubber bumpers and rubber pegs are flat.
no bounce or elasticity.
changed elatisticity to 1 and 2.
no change.
wasup here?
rubber bumpers and rubber pegs are flat.
no bounce or elasticity.
changed elatisticity to 1 and 2.
no change.
wasup here?
I noticed that as well Chas. I think that the ball might be hitting the ramp, or plastic rather than the wall that it is supposed to hit. I am going to try to increase the radius of that wall by a hair.
#27
Posted 13 January 2011 - 10:30 PM
let me know rawd. maybe i made the ramps that make up the rubber collidable by mistake
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#28
Posted 13 January 2011 - 10:41 PM
QUOTE (unclewilly @ Jan 13 2011, 03:30 PM) <{POST_SNAPBACK}>
let me know rawd. maybe i made the ramps that make up the rubber collidable by mistake
Your ramps are not collidable, but I think the ball may be hitting the actual post, instead of the wall? I am confused though, as it shouldn't be doing that.. the wall looks like it should get hit first.
I will look into it a bit more and get back to you.
#29
Posted 13 January 2011 - 11:30 PM
QUOTE (Rawd @ Jan 13 2011, 02:27 PM) <{POST_SNAPBACK}>
QUOTE (chas @ Jan 13 2011, 02:31 PM) <{POST_SNAPBACK}>
same with pinball pool vp9FS.
rubber bumpers and rubber pegs are flat.
no bounce or elasticity.
changed elatisticity to 1 and 2.
no change.
wasup here?
rubber bumpers and rubber pegs are flat.
no bounce or elasticity.
changed elatisticity to 1 and 2.
no change.
wasup here?
I noticed that as well Chas. I think that the ball might be hitting the ramp, or plastic rather than the wall that it is supposed to hit. I am going to try to increase the radius of that wall by a hair.
gentlemen,
just trying to help smooth things out.
played a lot of real pb way back.
there are bugs.
these are just examples.
dl jp matahari, lost world, 8ball deluxe, Scarpino-matahari and avro arrow redux FS.
avro arrow redux FS and Fly HighFS is real bad.--- same table just different makers or authors.
all upper round cap EM bumper slingstrength on 0.
no change.
still whipping the ball wild.
never met a real table do this.
these tables did not work well when it comes to toning the the upper round cap bumpers slingstrength.
alot of tables do not work well in the editor.
the tables that did seem to work better are the ones with force in PHYSICS.
alot of tables EM walls, rubber bumpers and pegs are to strong.
cannot tone it down in strength or elastic with settings on 0.
had better success with the lower playfield for the EM bumpers above the flippers, flipper changes and slope to slow it down.
bugs with most **vp9 EM bumpers and EM wall bumpers especially in the upper playfield.
stiil problems with **all rubber bumpers and rubber pegs.
too much rebound.
the editor does not work for strength and elastcity to tone down the rebound or bounce of the rubber bumpers and rubber pegs.
the editor does not work for the upper round cap EM bumpers for slingstrength on a lot of tables.
default could be 1, 8, 0.
cut to 4 then 0.
no changes.
the authors have the tables playing way too fast.
EM bumper, EMwall, rubber bumpers and pegs slingstrength/elastic to strong.
never played a real pb table with any EM bumpers and rubber bumpers kicking the ball wild.
would not mind if the editor could fix it.
nothing is wrong with my pc.
its not real fast.
need to turn off sounds and samples in F1 in JP ElvisFS or bad stutter thing.
turn off sounds/samples in F1 plays fine.
i dunno what the problem is.
you created it.
alot of my vp8 conversions to FS in 905 worked fine.
changes to EM bumpers, EMwalls and slingstrength seem to work.
Edited by chas, 14 January 2011 - 01:02 AM.
#30
Posted 23 January 2011 - 09:25 PM
sorry for the late bug report....shooting targets 123 in sequence is suppose to spot the lit bonus to 5x but only lights it to 3x, If 3x is already lit i'm not sure if it just goes to 4x yet or not.
Also the M in fathom on the backdrop seems to want to light sometimes and sometimes not.
Also the M in fathom on the backdrop seems to want to light sometimes and sometimes not.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link
#31
Posted 31 January 2011 - 07:47 PM
hey freddie, i'm working on this in the update. the fathom on the backglass is controlled by some of the playfield lights so depending on how fast they are going depends on if it lights fully to the m or not. I based it on the way scapino did it in his fathom.
Now i'm looking into the 1 2 3 targets. so you are saying when hit in sequence they are not advancing the 3 4 5 x lights?
I'm starting some testing right now.
Let me know.
Oh and the bounce is back in the round pegs. much more life like.
Chas:
As for bumper force and rubber strength. It is very varried on a real table as well with many contributing factors.
For example. On my real black pyramid when i first bought it. Old rubbers, very worn solenoids in the bumpers and flippers. Bumpers fired very soft as well as the flippers and there was little to no bounce on the rubbers. After replacing the solenoids on the bumpers, flippers, and slings. the ball is fired fairly hard. On a nice solid hit to the slings the ball will sometimes travel half way up the table or further. And with all new rubbers a solid hit to say the upper sling peg will sometimes bounce the ball up to the center target.
So really it's all a matter of preference. I try to set things so it is like a brand new machine. The other thing that vp can't take into account is ball spin which has a great effect on the physics of the ball.
Now i'm looking into the 1 2 3 targets. so you are saying when hit in sequence they are not advancing the 3 4 5 x lights?
I'm starting some testing right now.
Let me know.
Oh and the bounce is back in the round pegs. much more life like.
Chas:
As for bumper force and rubber strength. It is very varried on a real table as well with many contributing factors.
For example. On my real black pyramid when i first bought it. Old rubbers, very worn solenoids in the bumpers and flippers. Bumpers fired very soft as well as the flippers and there was little to no bounce on the rubbers. After replacing the solenoids on the bumpers, flippers, and slings. the ball is fired fairly hard. On a nice solid hit to the slings the ball will sometimes travel half way up the table or further. And with all new rubbers a solid hit to say the upper sling peg will sometimes bounce the ball up to the center target.
So really it's all a matter of preference. I try to set things so it is like a brand new machine. The other thing that vp can't take into account is ball spin which has a great effect on the physics of the ball.
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#32
Posted 31 January 2011 - 08:40 PM
Ok after some testing on my version as well as scapino's and pacdudes. i think it is functioning fine. The 123 targets don't lite the 3 4 5 x, the rap and left targets do. the 1 2 3 targets light the extra ball light
The table functions identical to pacdudes and scapino's as far as i can tell.
here is the ic
The table functions identical to pacdudes and scapino's as far as i can tell.
here is the ic
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#33
Posted 31 January 2011 - 08:41 PM
QUOTE (unclewilly @ Jan 31 2011, 11:47 AM) <{POST_SNAPBACK}>
hey freddie, i'm working on this in the update. the fathom on the backglass is controlled by some of the playfield lights so depending on how fast they are going depends on if it lights fully to the m or not. I based it on the way scapino did it in his fathom.
Now i'm looking into the 1 2 3 targets. so you are saying when hit in sequence they are not advancing the 3 4 5 x lights?
I'm starting some testing right now.
Let me know.
Now i'm looking into the 1 2 3 targets. so you are saying when hit in sequence they are not advancing the 3 4 5 x lights?
I'm starting some testing right now.
Let me know.
Sweet dude, thanks for working on it.
Well i'm not too sure the 123 targets are advancing it by 1x when hit in sequence but i believe it is suppose to advance it all the way to 5x from what the playfield says.
"1-2-3 in sequence adv. lit bonus 5x"
So I am assuming that this means it will go automatically up to 5x if hit in sequence instead of just 1x at a time. I'm guessing this because of the way its worded, if i'm wrong though, sorry.
edit: i think that instruction card is just wrong dude because the PF itself says "1-2-3 in sequence adv. lit bonus 5x"
Edited by Sabbat Moon, 31 January 2011 - 08:43 PM.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link
#34
Posted 31 January 2011 - 10:55 PM
it says it in the manual as well. not sure, i checked an owners website also and he says the same thing
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#35
Posted 31 January 2011 - 11:01 PM
Actually, you might want to verify that with a real machine UW -
Switched lamps video from Youtube --
GI Lamps video from Youtube -
I didn't think the FATHOM letters in the backglass ever cycled like that on any fathom I've seen - without owner intervention/modification.
Boot up sequence/attract mode shows the backbox lamps are all on except for the High Score to Date lamp -
Switched lamps video from Youtube --
GI Lamps video from Youtube -
I didn't think the FATHOM letters in the backglass ever cycled like that on any fathom I've seen - without owner intervention/modification.
Boot up sequence/attract mode shows the backbox lamps are all on except for the High Score to Date lamp -
QUOTE (unclewilly @ Jan 31 2011, 12:47 PM) <{POST_SNAPBACK}>
hey freddie, i'm working on this in the update. the fathom on the backglass is controlled by some of the playfield lights so depending on how fast they are going depends on if it lights fully to the m or not. I based it on the way scapino did it in his fathom.
Edited by destruk, 31 January 2011 - 11:03 PM.
Build a fire, vipers love the heat.
#36
Posted 01 February 2011 - 01:31 AM
QUOTE (unclewilly @ Jan 31 2011, 02:55 PM) <{POST_SNAPBACK}>
it says it in the manual as well. not sure, i checked an owners website also and he says the same thing
Yeah I dunno man, it just got me confused from reading the playfield. Maybe i'm completely wrong
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link
#37
Posted 01 February 2011 - 02:09 AM
I thought the same thing Freddie. It really doesn't make sence. Check the pacdude and scapinos versions. Make sure I'm right. I just don't see anything with the code that I'd wrong. Wait till you see the alpha version
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#39
Posted 01 February 2011 - 03:22 AM
Even though I'm not a huge fan of the dark "pinball at night" tables I've been seeing lately, I've been enjoying this one. Challenging table that laughs at my feeble attempts to play it worth a damn lol.
Thanks for working on it.
I'm not sure how relevant this is, but on the 1-2-3 targets, I wonder if when Fathom was first being made they'd decided to go with the "Adv lit bonus 5x," when the playfield art was done. Then somewhere down the line a decision was made to actually have it light the extra ball instead after they'd already committed to the playfield art, possibly right before the machine was to go into production, and Bally could not or would not redo the playfield to show the change.
I'm not that familiar with the design/manufacturing process but it somehow makes sense to me. Just a thought anyway.
Thanks for working on it.
I'm not sure how relevant this is, but on the 1-2-3 targets, I wonder if when Fathom was first being made they'd decided to go with the "Adv lit bonus 5x," when the playfield art was done. Then somewhere down the line a decision was made to actually have it light the extra ball instead after they'd already committed to the playfield art, possibly right before the machine was to go into production, and Bally could not or would not redo the playfield to show the change.
I'm not that familiar with the design/manufacturing process but it somehow makes sense to me. Just a thought anyway.
-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."
#40
Posted 06 February 2011 - 03:36 PM
was coming here to notice the "rubber" prob, but i read its already done... its really anoying especially to the upper part of the slingshots, the ball fall right on it, than didnt bounce at all as it's glued, and than fall slowly in the inner outlanes without nothing you cand do
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