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Creature from the Black Lagoon (CFTBL)


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#41 JAM0

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Posted 29 June 2012 - 08:33 PM

QUOTE (rob046 @ Jun 29 2012, 07:24 PM) <{POST_SNAPBACK}>
Oh, well maybe that won't matter cuz he will get to try this FS out probably sometime today, shortly.

Great!

#42 Arcade4

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Posted 29 June 2012 - 08:57 PM

QUOTE (JAM0 @ Jun 29 2012, 03:33 PM) <{POST_SNAPBACK}>
QUOTE (rob046 @ Jun 29 2012, 07:24 PM) <{POST_SNAPBACK}>
Oh, well maybe that won't matter cuz he will get to try this FS out probably sometime today, shortly.

Great!


Wow, a FS version will be great.
I hardly ever play on my desktop anymore.

#43 CPSNine

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Posted 30 June 2012 - 02:12 AM

QUOTE (JAM0 @ Jun 29 2012, 03:54 AM) <{POST_SNAPBACK}>
QUOTE (CPSNine @ Jun 29 2012, 01:33 AM) <{POST_SNAPBACK}>
QUOTE (rob046 @ Jun 28 2012, 03:15 PM) <{POST_SNAPBACK}>
Great news!
This also means that this should definitely be worth releasing as a FS version.

...


Would love to see a FS version of your mod.
I love this table and I never got the previous FS mod to work in my cab.

I suggest moving your alpha slider all the way to the right and trying the previous version in your cab again. Rob alluded to the fact that alpha slider position is the cause of the variance of ramp behavior between users. Since I had mine to the left and had problems, I am assuming that right is right.

In any case I am happy to hear Rob is putting out an FS version, which should guarantee that the ramps work for everyone.


Thanks for the tip but my cab is a bit marginal on power for some tables, and as the Alpha slider is a global setting I would not want to mess other tables just for one.
I will wait for Rob's FS version and try it out. Unfortunately it will have to wait as I will be away for 3 weeks...

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#44 JAM0

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Posted 30 June 2012 - 08:33 AM

QUOTE (rob046 @ Jun 29 2012, 07:24 PM) <{POST_SNAPBACK}>
Since I don't have any type of FS setup to test on, I'm just doing the basic conversion & hoping it looks & plays OK for FS users. Obviously it is tougher for those with only desktop setups to convert to FS than it is the other way around. But it should be good I think.

I will be happy to do testing on the FS Rob, either when it comes out or prior to release (PM me). But I agree with you that the basic conversion will probably be fantastic given what the desktop table is like.

#45 clyde

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Posted 30 June 2012 - 01:50 PM

Thanks Rob for this desktop version, you did an excellent job on it! Here's an extra backdrop if anyone want's to try it out.





#46 JAM0

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Posted 30 June 2012 - 07:14 PM

BTW Rob, I agree that the removal of the outlane rubbers and movement of the posts on the update doesn't make too hard. I spent some time with it today and scored just as well as with the previous version. I also agree that the updated version has a better 'feel' overall.

#47 rob046

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Posted 30 June 2012 - 07:52 PM

QUOTE (clyde @ Jun 30 2012, 09:50 AM) <{POST_SNAPBACK}>
Thanks Rob for this desktop version, you did an excellent job on it! Here's an extra backdrop if anyone want's to try it out.





I originally did the backdrop almost exactly like that. However, I just don't think that kind of gameroom backdrop works as well when a table has a view like this one, just IMHO for my eyes. It would work better here if the floor went higher up the screen, but then you couldn't really put in the backglass image.
So I figured I'd do it the way I did where I could also fit in the DMD/speaker artwork as well. You usually don't get to see that in desktop tables.
Of course people should use whatever works for them. I might of included that kind of backdrop as an extra but I already put 2 of them in there & the file size is already near 30mb. I should of thought to post it here but yours works just as well.

@JAM0. Thanks, If I got anything I'm unsure of I might have you test, but just a couple more things to do & things seem ok. Of course I can always do a quick update if anything is screwy.

Edited by rob046, 30 June 2012 - 08:20 PM.


#48 rob046

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Posted 02 July 2012 - 03:15 AM

Update! Guys let me know if you agree with me that this is better (or at the very least not worse). FS coming shortly.

v1.4 - I spent time with jimmyfingers flipper routine that helps with soft taps, liked it & implemented it here with hopes it would play well with my physics preferences & no momentum system. It seemed to & I noticed multiple benefits from it, a couple things I won't even mention here but see if you can find them! The way I have my flipper settings, its easier to do a drop catch with the flippers, & flipper/bounce passes are a bit easier to pull off & usually behave like they would in real life (flipper, post, flipper, over). The code is untouched, so any differences here are due to my flipper & physics settings.
So anyhow, big thanks to him. Its just a little chunk of code but makes a big difference & lucky it doesn't seem like much is sacrificed to achieve this. Very nice. I'd love to see this bit of code built right into VP, at least as an option we can enable/disable or adjust.

Post passes actually worked well in previous releases, so now I guess they are just toned down a bit with smaller chance of getting too much steam behind the ball. Requires a less quick key tap to pull off, I guess I should say, which is nice.
- New default transparent ball image but the older options still available as well as couple extra shades of the new one.
- TILT more sensitive
- a few other very minor tweaks

#49 Arcade4

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Posted 02 July 2012 - 04:18 AM

QUOTE (rob046 @ Jul 1 2012, 10:15 PM) <{POST_SNAPBACK}>
Update! Guys let me know if you agree with me that this is better (or at the very least not worse). FS coming shortly.

v1.4 - I spent time with jimmyfingers flipper routine that helps with soft taps, liked it & implemented it here with hopes it would play well with my physics preferences & no momentum system. It seemed to & I noticed multiple benefits from it, a couple things I won't even mention here but see if you can find them! The way I have my flipper settings, its easier to do a drop catch with the flippers, & flipper/bounce passes are a bit easier to pull off & usually behave like they would in real life (flipper, post, flipper, over). The code is untouched, so any differences here are due to my flipper & physics settings.
So anyhow, big thanks to him. Its just a little chunk of code but makes a big difference & lucky it doesn't seem like much is sacrificed to achieve this. Very nice. I'd love to see this bit of code built right into VP, at least as an option we can enable/disable or adjust.

Post passes actually worked well in previous releases, so now I guess they are just toned down a bit with smaller chance of getting too much steam behind the ball. Requires a less quick key tap to pull off, I guess I should say, which is nice.
- New default transparent ball image but the older options still available as well as couple extra shades of the new one.
- TILT more sensitive
- a few other very minor tweaks


I was able to backhand the right ramp off the right flipper which has never happened to me before. (maybe I just never played the previous version enough).
This is nice because it is possible on the real machine to do this.


#50 rob046

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Posted 02 July 2012 - 07:16 AM

QUOTE (Arcade4 @ Jul 2 2012, 12:18 AM) <{POST_SNAPBACK}>
QUOTE (rob046 @ Jul 1 2012, 10:15 PM) <{POST_SNAPBACK}>
Update! Guys let me know if you agree with me that this is better (or at the very least not worse). FS coming shortly.

v1.4 - I spent time with jimmyfingers flipper routine that helps with soft taps, liked it & implemented it here with hopes it would play well with my physics preferences & no momentum system. It seemed to & I noticed multiple benefits from it, a couple things I won't even mention here but see if you can find them! The way I have my flipper settings, its easier to do a drop catch with the flippers, & flipper/bounce passes are a bit easier to pull off & usually behave like they would in real life (flipper, post, flipper, over). The code is untouched, so any differences here are due to my flipper & physics settings.
So anyhow, big thanks to him. Its just a little chunk of code but makes a big difference & lucky it doesn't seem like much is sacrificed to achieve this. Very nice. I'd love to see this bit of code built right into VP, at least as an option we can enable/disable or adjust.

Post passes actually worked well in previous releases, so now I guess they are just toned down a bit with smaller chance of getting too much steam behind the ball. Requires a less quick key tap to pull off, I guess I should say, which is nice.
- New default transparent ball image but the older options still available as well as couple extra shades of the new one.
- TILT more sensitive
- a few other very minor tweaks


I was able to backhand the right ramp off the right flipper which has never happened to me before. (maybe I just never played the previous version enough).
This is nice because it is possible on the real machine to do this.


On all versions of this mod you could do that. Anything prior to this mod I really don't remember, but one thing I do like to make sure are accurate on tables I mess with are those backhand shots. Its nice because VP never used to be able to do these properly. Actually, in this 1.4 version, if anything the backhand shots could be just a tiny bit tougher due to the flipper routine added. It does seem to have a slight effect on those but everything still feels pretty good to me. jimmy's routine mainly helps with the tap pass stuff, bounce passes, & backhands that are on the fly. Helps tone all that stuff down.

#51 JohnnyDoe

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Posted 02 July 2012 - 07:21 AM

I would love to play me some of that full screen creature of yours.
Thanks for your hard work. This is one of my favorites of all time.

#52 bolt

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Posted 02 July 2012 - 08:31 AM

Thank you for the new update rob.
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#53 Decidetto

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Posted 02 July 2012 - 10:54 AM

Wow, you really seem to have put a lot of time and effort into this mod! cool.gif
Downloading right now!

Edited by Decidetto, 02 July 2012 - 10:55 AM.

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#54 JAM0

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Posted 02 July 2012 - 11:41 AM

Thanks for the update Rob; played a quick couple of games and worked great!

Edit: These flippers work great. I almost never run into the "too-weak" problem. Plenty of up-side and almost no downside. Still need more play to fully confirm but very happy so far.

Edited by JAM0, 02 July 2012 - 05:04 PM.


#55 rob046

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Posted 02 July 2012 - 07:33 PM

QUOTE (JohnnyDoe @ Jul 2 2012, 03:21 AM) <{POST_SNAPBACK}>
I would love to play me some of that full screen creature of yours.
Thanks for your hard work. This is one of my favorites of all time.


Not mine. Its UW's table he let me mod, so it is still his table regardless of what I do to it. FS users aren't getting as many improvements since you guys already had a newer version with alpha ramps, plus some of what I did simply doesn't apply to FS users. But its definitely still worth grabbing for some of the fixes & updates. Since I guess things seem OK with this desktop release I might go ahead & try to release a FS today, & hopefully I'm good on the updates for a while.

Edited by rob046, 02 July 2012 - 07:34 PM.


#56 The Loafer

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Posted 02 July 2012 - 07:37 PM

Well, as a new FS user of late, I can tell you your work will be appreciated. smile.gif

#57 RipleYYY

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Posted 02 July 2012 - 09:33 PM

my computer is too slow for the mod version, as the 1st release from UW was running perfect (except the ramp bug of course) wink.gif

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#58 rob046

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Posted 02 July 2012 - 10:02 PM

QUOTE (RipleYYY @ Jul 2 2012, 05:33 PM) <{POST_SNAPBACK}>
my computer is too slow for the mod version, as the 1st release from UW was running perfect (except the ramp bug of course) wink.gif


Are you talking about my mod? Or the previous alpha mod for FS users? Because my mod, despite the additions, does run smoother than the alpha mod because I spent a good deal of time optimizing where I could. Now it really doesn't run any rougher than some other tables, which is very good considering the amount of clear plastic (alpha) is used on this table.

So with my mod here, give it a shot, then of course lower the alpha slider if you need to. If you still struggle with it, then maybe I can tell you how to fix the UW original version.

Edited by rob046, 02 July 2012 - 10:02 PM.


#59 RipleYYY

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Posted 03 July 2012 - 06:40 AM

you right Rob, my fault...

was thinking of my pincab settings, and than on the desktop the alpha ramp was still on "max"
just reduced to "min", and it runs perfect wink.gif

Aliens 2, Area 51, Asterix, Bally Tribute, ET, Evel Knievel, Frontier, Galaxian, Inspector Gadget, Lilo & Stitch, Looney Tunes, Lost World, Mata Hari, Night Mission, Power Play, Rayman, Rolling Stones 2, Stalker, Santa Odyssey, Tempest, Timon & Pumbaa, Williams Tribute, World Cup 2002, Zombie

Tanx to (alphabetical order) : BLACK, CUTTER, DESTRUK, EALA, JP, JOE ENTROPY, KINSEY, KRISTIAN, LOSERMAN, LUVTHATAPEX, RANDY, SCAPINO, SHIVA, STRANGELEO (hope i did not forget someone... )


#60 Arcade4

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Posted 03 July 2012 - 10:24 PM

How is the FS version coming along?