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Cactus Canyon (High Noon MOD) FS [VP 9.x Cabinet FS]

lord hiryu canyon cactus cactus canyon

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#41 Sheltemke

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Posted 24 October 2012 - 04:13 AM

...had a chance to load this into the cab this evening. Looks and plays fantastic!! Excellent job so far. Looking forward to the rollovers and such added!!
Take your time, your doing just fine!
Cheers,
Maceman

ps. my 10 year old son is a big critic. If i leave him at the table and come back and he is still playing the same game, it means he likes it and it is good! He was playing this for a long while!


Thank you mate :)

#42 Arcade4

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Posted 24 October 2012 - 04:57 AM

Just played this one tonight.
Thanks for the graphics overhaul as this was my most complained about tables in the looks department.
This table deserved better and got it. :)

#43 Sheltemke

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Posted 24 October 2012 - 06:59 AM

Just played this one tonight.
Thanks for the graphics overhaul as this was my most complained about tables in the looks department.
This table deserved better and got it. :)


Thank you for your nice words :)

This table deserved better and got it. :)


Well let's say its almost got it :) Still needs some "little" improvements, working on it.

Edited by Sheltemke, 24 October 2012 - 07:00 AM.


#44 MRCMRC

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Posted 24 October 2012 - 08:10 AM

Thanks for the update. Looks great.

Trying it tonight!

#45 Sheltemke

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Posted 24 October 2012 - 08:15 AM

Thanks for the update. Looks great.

Trying it tonight!


No mate, it is i who thank you..This never happen without your work.

Edited by Sheltemke, 24 October 2012 - 08:15 AM.


#46 Sheltemke

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Posted 24 October 2012 - 07:54 PM

Okay that's just ....(no word) (18+)




I totally amazed about his skills...would be nice for ask him to do one/two video mode for alternate version...dreams, nice dreams :)

Edit: Okay so this guy is epthegeek from this forum as i see...i totally impressed :)

Edited by Sheltemke, 24 October 2012 - 08:19 PM.


#47 Sheltemke

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Posted 26 October 2012 - 08:47 AM

Had a little time yesterday night for working on it, here is the progress:

-Added the rollover switches to playfields(thx thewool to warn me)
-Changed GI lights, now it looks a little better
-Added the missing decal on tube ramp's side at the bottom of plunger(this is Jpsalas's job thank you mate)
-Fixed some light

The playfield a little darker(just a little, it looks better now, shows more from lights).
Still needs a few change: metal graphics, finetune the physics(and some test), maybe adding plastic texture to top of droptargets(thx thewool the tip), and make better looking beer frames with correct size/direction(thx Jpsalas for information about that), and maybe i forgot 1 thing or 2 but my changelist at home not :).

Lets says about physics some word: This is an interesting part of this table, becouse i want the flippers to stay strong becouse the droptargets...For example the left flipper must hit the left target with a nice aimed shoot, and this needs strong flipper. However i think lot of you guys's first touch is to changing physics with own tastes haha, but i will try to make it as good as i can.

I hope i will release the 1.05 soon in some days, we will see. :)

Still looking for good shot(s) about that plastic at #35 comment. :/

#48 Sheltemke

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Posted 26 October 2012 - 09:45 PM

Here we go.
1.05 changelog:

-Changed train
-Changed physics
-Added missing decal on horn rampside (it's Jpsalas's work, thank you so much!)
-Added missing rollover switches (thank you thewool for info)
-Beer animation fixed/changed (Thank you Jpsalas for information!)
-Drop target top texture added
-More graphic work on playfield, plastics, decals
About flaps at the start or ramps, i decided to let them black, it looks better :)

Have fun
Sheltemke

#49 Aaron James

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Posted 26 October 2012 - 09:59 PM

Okay that's just ....(no word) (18+)


http://www.youtube.com/watch?v=wrdt2_RbUf0

I totally amazed about his skills...would be nice for ask him to do one/two video mode for alternate version...dreams, nice dreams :)

Edit: Okay so this guy is epthegeek from this forum as i see...i totally impressed :)


Has he made this ROM available anywhere for VP users?
I'm impressed as well.

vpsig.jpg


#50 Sheltemke

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Posted 26 October 2012 - 10:22 PM

I don't know :) Needs to ask him.

About 1.05 this is my last update i think (at least now, however a nightmod would be nice later). Graphically i think i added what i can, it must be looks "ok" now in a cabinet.

If someone make me a video (on youtube or somewhere) how it looks in a cabinet while someone plays it i would be happy and show to my family :) Hehe.

More than 400 people downloaded this mod...this is still unbelievable for me.. :)

#51 Arcade4

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Posted 26 October 2012 - 10:57 PM

Downloading 1.05 now.
Thanks for the updates.
It will be nice to be able to better see what lights are lit on the table. It was a bit bright in the previous release.
I appreciate all the hard work.

#52 MRCMRC

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Posted 03 November 2012 - 12:51 PM

Just enjoying this great update.

Found a couple of minor bugs:

- Right filpper end radius should be set to 13 instead of 11 in order to match left flipper (sorry, this bug was already in the original MOD)
- CCRampas2Nuevas transparency should be set to black on Image Manager. This should remove the black borders on the left and central ramp stickers. EDIT: that worked on the original mod, but in your redraw makes part of the guns become transparent. So a different colour for transparency is needed.

Thanks for the fantastic MOD.

Edited by MRCMRC, 03 November 2012 - 02:03 PM.


#53 epthegeek

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Posted 03 November 2012 - 01:17 PM



Edit: Okay so this guy is epthegeek from this forum as i see...i totally impressed :)


Has he made this ROM available anywhere for VP users?
I'm impressed as well.


Heh hey, that IS my project. "Cactus Canyon Continued" -- it's not a ROM though. It's a P-ROC project to re-create and extend Cactus Canyon.

I should point out that the Polly Dies animation can be turned off in the options ;)

Tons of info about the project here: http://soldmy.org/pin/ccc

It's possible to run P-ROC games through Visual Pinball with some adjustments -- but you have to register a different DLL to switch back and forth between pinmame and P-ROC games, so it might be too annoying to really do regularly.

Awesome job on the CC update for VP, by the way, Sheltemke!

#54 koadic

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Posted 03 November 2012 - 01:32 PM

It's possible to run P-ROC games through Visual Pinball with some adjustments -- but you have to register a different DLL to switch back and forth between pinmame and P-ROC games, so it might be too annoying to really do regularly.


I believe it was updated so they could both exist concurrently... http://www.vpforums....s&showfile=5389

#55 The Loafer

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Posted 03 November 2012 - 01:34 PM

Well, that's not a bad thing :)

#56 Sheltemke

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Posted 03 November 2012 - 02:06 PM

Just enjoying this great update.

Found a couple of minor bugs:

- Right filpper end radius should be set to 13 instead of 11 in order to match left flipper (sorry, this bug was already in the original MOD)
- CCRampas2Nuevas transparency should be set to black on Image Manager. This should remove the black borders on the left and central ramp stickers.

Thanks for the fantastic MOD.


Thank you for the kind words.
- "Right filpper end radius should be set to 13 instead of 11 in order to match left flipper (sorry, this bug was already in the original MOD)" <- i see that but not just this the difference, the Oblique correction is 3 -> 3,5. I thought this is different becouse this must be. Thx for info.
- "CCRampas2Nuevas transparency should be set to black on Image Manager. This should remove the black borders on the left and central ramp stickers." <- Hmm didnt see that. However if you set transparency to 0 0 0 black it remove the black borders but the looks of the decals on ramp is buggy after that. other settings(like 7 7 7) not removing the borders. Any idea to fix that?

Awesome job on the CC update for VP, by the way, Sheltemke!


Thank you mate, you had amazing pictures for me, that's why i could do this. Don't you have a rabbit plastic picture? or two? :)

#57 epthegeek

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Posted 03 November 2012 - 02:32 PM

Thank you mate, you had amazing pictures for me, that's why i could do this. Don't you have a rabbit plastic picture? or two? :)


I could dig it out of the game and snap some shots of it -- but you can't even see it in the game, can you?


It's possible to run P-ROC games through Visual Pinball with some adjustments -- but you have to register a different DLL to switch back and forth between pinmame and P-ROC games, so it might be too annoying to really do regularly.


I believe it was updated so they could both exist concurrently... http://www.vpforums....s&showfile=5389


Well I'll be dipped. I guess I need to look at it again then. It'd be cool if the VP community could play my version.

#58 Sheltemke

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Posted 03 November 2012 - 02:32 PM


Thank you mate, you had amazing pictures for me, that's why i could do this. Don't you have a rabbit plastic picture? or two? :)


I could dig it out of the game and snap some shots of it -- but you can't even see it in the game, can you?


Well a part of it seenable. But if its big job to dig out your machine not worth it, don't do it only if its just a little work, now that i know those black borders are bugs, i want to fix those, thats the main thing now to fix. So waiting for ideas :tapping:

Edited by Sheltemke, 03 November 2012 - 02:35 PM.


#59 MRCMRC

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Posted 03 November 2012 - 02:45 PM

Thank you for the kind words.
- "Right filpper end radius should be set to 13 instead of 11 in order to match left flipper (sorry, this bug was already in the original MOD)" <- i see that but not just this the difference, the Oblique correction is 3 -> 3,5. I thought this is different becouse this must be. Thx for info.


Maybe the oblique correction was set different intentionally (I don't remember) in order to achieve more easily the side ramps and so, but the different size of the flippers was just a mistake, for sure.

- "CCRampas2Nuevas transparency should be set to black on Image Manager. This should remove the black borders on the left and central ramp stickers." <- Hmm didnt see that. However if you set transparency to 0 0 0 black it remove the black borders but the looks of the decals on ramp is buggy after that. other settings(like 7 7 7) not removing the borders. Any idea to fix that?


Just edited my post, because I also noticed that. I have edited the PNG file to fill with green (instead of black) the areas of the ramp decals (leaving untouched - black - the guns area), and I have set the transparency to green (0 255 0) on Image Editor. This works for me. Hope it helps.

#60 epthegeek

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Posted 03 November 2012 - 03:44 PM



Thank you mate, you had amazing pictures for me, that's why i could do this. Don't you have a rabbit plastic picture? or two? :)


I could dig it out of the game and snap some shots of it -- but you can't even see it in the game, can you?


Well a part of it seenable. But if its big job to dig out your machine not worth it, don't do it only if its just a little work, now that i know those black borders are bugs, i want to fix those, thats the main thing now to fix. So waiting for ideas :tapping:


Just checked this out -- that plastic isn't in my game. At all. And frankly, I can't see how it would even fit where you've got it. The giant eject scoop thing goes right through there. The mine should cover that whole view - more like this: http://christopherhu...bum381/DSC00065


Maybe it was included on the original plastics print, but the mech was modified after the fact and now gets in the way?

Edit: I looked again, and I guess it would fit under all the metal guide bits, but I just don't have one :(

Edited by epthegeek, 03 November 2012 - 03:47 PM.






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