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Attack_From_Mars_NIGHT MOD_VP920_v3.5_FS_3-WAY-GI [VP 9.x Cabinet FS MOD]

Attack From Mars night mod aaron james teppotee

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#41 LoadedWeapon

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Posted 29 July 2013 - 01:26 AM

Hell yea I love the new lights! Thank you :)


Edited by LoadedWeapon, 29 July 2013 - 01:27 AM.


#42 Aaron James

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Posted 29 July 2013 - 01:42 AM

It's a very interesting process to correctly change the flashers. JP Salas kindly explained this process to me one day.

All the true alpha ramp flasher boxes need to be "translated" let's say 1000, which moves them all over to the right side of the editor.

You do that for all the alpha ramp flashers on the screen.

Then you "translate" all the black refresh boxes over by let's say -1000, which moves them over to the left side of the screen. 

Now you can clearly see the table in the editor. Make whatever changes you need to...the reverse the process.

When you click on the alpha ramp flasher box, I click the box that says "additive bi" (my preference)

You then have to in sequential order place the alpha ramp flashers back one by one from top height....highest in number...to lowest in number.

If you don't, you'll get some nasty effects.

You do this by translating all the alpha ramps back -1000, then all the black refresh boxes 1000.

Everything *hopefully, when done right* will be back just the way it was :)

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#43 numiah

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Posted 29 July 2013 - 06:52 AM

lol, that sounds tedious.

All your efforts are really appreciated, this table looks like a dream !


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#44 numiah

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Posted 29 July 2013 - 09:14 AM

Okay, played a few games. Pure candy and no stutter at all.

However, the ball feels slow and sluggish imho. 

I have no comparison with the real table, but the 9.14 2.0.4 version from JP plays a lot faster. (on my cab that is)

Perhaps I could tweak some settings myself. I'll report back when I do.


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#45 Aaron James

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Posted 29 July 2013 - 05:52 PM

You can try changing the dampening speed to maybe 65 or 75, changing the contact friction to .0015 from .0025, and try changing table slope to 6.5-7.5 from the 6 I have it at.
That will definitely get the ball rollin'.
All the ones I've played the real one, these settings feel the most realistic to me.
But that's the great thing about VP, you can change the settings to how they feel the best for you!
One of the many advantages of VP :-)

Edited by Aaron James, 29 July 2013 - 05:53 PM.

vpsig.jpg


#46 bolt

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Posted 29 July 2013 - 06:59 PM

Great update, thank you Aaron.


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#47 numiah

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Posted 31 July 2013 - 08:12 AM

You can try changing the dampening speed to maybe 65 or 75, changing the contact friction to .0015 from .0025, and try changing table slope to 6.5-7.5 from the 6 I have it at.
That will definitely get the ball rollin'.
All the ones I've played the real one, these settings feel the most realistic to me.
But that's the great thing about VP, you can change the settings to how they feel the best for you!
One of the many advantages of VP :-)

I tried your settings and really like them.

She plays as smooth as silk.

Thanks for your support and efforts. I'm becoming a fan of your work.


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#48 Aaron James

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Posted 01 September 2013 - 11:54 PM

v2.2
Changed alpha ramp flashers
-checked off "normal 3D Stereo"
   (this was causing flashers to have nasty side effects and unnecessary ball stutter. I suggest turning on Region Optimization in video settings of VP editor).

vpsig.jpg


#49 RipleYYY

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Posted 04 September 2013 - 07:49 AM

all you're latest update posted day ago (afm, jokerz, ...) are working wrong to me, like there was a powerfull magnet on the right of the playfield, ball is diverted and glued on that right side ... !?

 

last vp916 used, and your previous tables version are just fine with it, than must not be a vp prob

strange if i'm the 1st one to post this


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#50 Aaron James

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Posted 04 September 2013 - 08:17 PM

**Thank you to Teppotee and JimmyFingers.

What's New in Version 3.0 (See full changelog)
  • Version 3.0
  • My friend Teppotee has added JimmyFingers' "Ball Movement Physics Routine (BMPR)" and "Flipper Dampening Routine" to this mod. He also made an optional GI lighting that the player can choose just by simply changing a number in the script. You can choose from White, Red, Green, or Off. Awesome job!!!!!!
  • I reworked plastics/playfield/lighting/ images again to compliment this above change.
  • Ramps are now matching red.
  • I made all center UFO images .png transparent from former .bmp images. This has reduced distortion around/near it.
  • Other minor things.
msg-52089-0-59645700-1378273618.png
'******************************
' SET alpha GI colors
'******************************
' For NORMAL operation set
' GION_alphaGIcolor = 1
' GIOFF_alphaGIcolor = 0
 
' Or try some green martian lighting:
' GIOn_alphaGIcolor = 2
' GIOFF_alphaGIcolor = 3
 
' Or Mars red:
' GIOn_alphaGIcolor = 3
' GIOFF_alphaGIcolor = 0
 
' or disable feature by setting both values to 0
 
GION_alphaGIcolor = 1 ' 0=OFF, 1=WHITE, 2=GREEN, 3 = RED )
GIOFF_alphaGIcolor = 3 ' 0=OFF, 1=WHITE, 2=GREEN, 3 = RED 
'********************************
 
Final Snapshot of the table :
coze.jpg

Edited by Aaron James, 04 September 2013 - 10:14 PM.

vpsig.jpg


#51 Slydog43

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Posted 04 September 2013 - 08:46 PM

awesome looking mod, thanks!



#52 fuzzel

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Posted 04 September 2013 - 09:05 PM

I keep it short: WOW!



#53 bolt

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Posted 04 September 2013 - 09:19 PM

Thank you for this great update. Looks awesome.


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#54 Aaron James

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Posted 04 September 2013 - 09:38 PM

With the new physics, the game play seems easy, but can be very tricky at times.
Out of countless games, only got ruler of universe once. ...35 billion final score, ok score, not my best. :-)
Strobe multiball is a frickin' awesome light show!!! JP Salas nailed that effect. Now with this mod, you have a sinister red or green look from the GI.

Edited by Aaron James, 04 September 2013 - 09:44 PM.

vpsig.jpg


#55 duffbeerman

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Posted 04 September 2013 - 09:48 PM

looks great aaron! is there any plans to do a non night mod version of this?



#56 DStruct

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Posted 04 September 2013 - 10:11 PM

This looks purely awesome. Not going to lie, I only have one night mod on the cab, but this is making me rethink this. I just like to play the cab with the lights on, and night mods tend to throw off the illusion.

Is anyone doing night mod-specific media packs?

#57 ICPjuggla

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Posted 04 September 2013 - 10:18 PM

Looks great bro. looking foreword to adding this one to my cab.. :-) thx AJ

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#58 Aaron James

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Posted 04 September 2013 - 10:26 PM

looks great aaron! is there any plans to do a non night mod version of this?

No.
JF is also working on an AFM GI BMPR, and I'm sure his will be a normal "day" version, and better than mine.

This looks purely awesome. Not going to lie, I only have one night mod on the cab, but this is making me rethink this. I just like to play the cab with the lights on, and night mods tend to throw off the illusion.
Is anyone doing night mod-specific media packs?

There is a table video and wheel logo already for this mod
I'm glad you're taking a chance on this one. :-)

Looks great bro. looking foreword to adding this one to my cab.. :-) thx AJ

Teppotee did some very cool stuff with this, and sometimes it just takes small things to make a big difference.
JimmyFingers' routines he created are simply stellar and he deserves much credit for his contributions.
.....as you are familiar with....many hours put into VP!

vpsig.jpg


#59 teppotee

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Posted 05 September 2013 - 05:31 AM

My part on this MOD started just as an experiment for my own use. I liked the results and sent PM to Aaron just to give it a try. In the end he liked it too and wanted to release the update so I'm glad to see people liking it!

 

I have been experimenting with the "additional alpha GI" lighting (with additive alpha-bi property) in my latest 3 MOD's already and I really wanted to see how this table would look with a more "alien" lighting. Like making a LED mod of a VP table.

 

I really like the possibilities that using this lighting technique brings. It's easy to implement and can be changed / turned off in the script which is always great for people who don't like it. So I will keep trying to make it even better in the future (and come up with some kind of default solution that would make implementing it even easier).

 

Just want to mention here as well that my implementation of jimmy's BMPR code is probably not in the same league as he's work. I take a simpler approach but I still hope you like it. I personally really like the added momentum / downwards acceleration that it brings. I think that part in VP's default physics is a bit lacking. So jf's work to change that just by scripting is just unbelievable. I can't wait to see what he can do to this table once he's version is completed!


Edited by teppotee, 05 September 2013 - 05:32 AM.


#60 teppotee

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Posted 05 September 2013 - 08:06 AM

Just noticed one thing on this release (in case you have problems triggering center nudge). I accidently sent Aaron a version of the table that has my custom cab nudging enabled.

 

I have a special setup (until Noah finally sends me the new plunger /nudge gadget) where I have 2 microswitches to trigger left / right nudge with a slightly moving lockdown bar. And if I push them both at the same time -> it triggers center nudge using a timer. So it's a specific setup for me and should always be commented out of public releases (just forgot to do/check it this time). I don't think center nudge works for anyone who uses digital nudging. I'm sure Aaron will upload a fixed version but in the meantime it can be fixed easily if it's a problem.

 

Check the KeyDown Sub in the script. It should be like below (so that the "MyNudgeTimer" part is commented out):

 

Sub table1_KeyDown(ByVal Keycode)
' If KeyCode=LeftTiltKey Then
'     if MyNudgeTimer.enabled = true Then 
' MyNudgeTimer.enabled = false:CenterNudge 0, 3, 30:PlaySound "fx_nudge_forward"
'    Else
'   NudgeDirection = "L":MyNudgeTimer.enabled = true
'    End If
'    Exit Sub
' End If
'
' If KeyCode=RightTiltKey Then
'    if MyNudgeTimer.enabled = true Then 
'   MyNudgeTimer.enabled = false:CenterNudge 0, 3, 30:PlaySound "fx_nudge_forward"
'    Else
'   NudgeDirection = "R":MyNudgeTimer.enabled = true
'    End If
'    Exit Sub
' End If
 
    If keycode = PlungerKey Then Controller.Switch(11) = 1
    If keycode = LeftTiltKey Then LeftNudge 90, 1.6, 20:PlaySound "fx_nudge_left"
    If keycode = RightTiltKey Then RightNudge 270, 1.6, 20:PlaySound "fx_nudge_right"
    If keycode = CenterTiltKey Then CenterNudge 0, 2.8, 30:PlaySound "fx_nudge_forward"
    If vpmKeyDown(keycode) Then Exit Sub

End Sub

 

Sorry about this!







Also tagged with one or more of these keywords: Attack From Mars, night mod, aaron, james, teppotee