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Jokerz! (Night Mod)_VP916_FS_v1.3 [VP 9.x Cabinet FS MOD]

Jokerz Jokerz! Night Mod

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#41 chinzman93

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Posted 06 July 2013 - 06:13 PM

@AJ.....Looking forward to the FH Mod. That should be pretty wicked!



#42 jaquintd

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Posted 06 July 2013 - 06:14 PM

Could this be related to JP's Fastbreak table were he said that the flashers would be much brighter in 9.15 than the latest 9.16 builds. I did notice quite a difference on that table. Looking forward to putting this on the cab tonight. Either way it looks great!

Yes, totally, I think this is what is happening... we need to experiment with 9.16 and alpha slider in the prefs.

 

in 9.15, the flashers are too bright and washed out no matter how the slider is set.



#43 Arcade4

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Posted 07 July 2013 - 12:43 AM

You need to dl the new backglass server 1.25, then download the new db2s version of jokerz and riverboat gambler by r-dub. Then it will work perfect.

 

Finally got a chance to put the backglass server 1.25 on and downloaded r-dubs backglass.

I have registered the .dll file and it reports that  all is ok.

However, now the cards on the backglass do not even spin. And oddly enough,as I press my flipper buttons, it will rotate the lights behind the three cards that are supposed to spin.

I have tried deleting the NvRam file again, but no luck.

All the other parts of the backglass work fine. It is just the cards that do not work. They just stay on the straight flush all the time.

 EDIT... Got it to work. :)

 

 

Could this be related to JP's Fastbreak table were he said that the flashers would be much brighter in 9.15 than the latest 9.16 builds. I did notice quite a difference on that table. Looking forward to putting this on the cab tonight. Either way it looks great!

Yes, totally, I think this is what is happening... we need to experiment with 9.16 and alpha slider in the prefs.

 

in 9.15, the flashers are too bright and washed out no matter how the slider is set.

 

 

I have my alpha slider all the way to the right and am using VP 608 beta and the flashers are still too bright.


Edited by Arcade4, 07 July 2013 - 02:01 AM.


#44 Aaron James

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Posted 07 July 2013 - 12:54 AM

edit coming in 5 minutes....


vpsig.jpg


#45 ICPjuggla

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Posted 07 July 2013 - 01:00 AM

That makes no seance to me moving the alpha slider to get the lights to look better.. Some of us b/c of performance need the slider all the way to the left to play tables flawless.

I'm thinking it has to do more with the transparency of the texture or textures used.

Just my thoughts as I have yet to play the table on my cab..

Edited by ICPjuggla, 07 July 2013 - 01:00 AM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#46 Aaron James

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Posted 07 July 2013 - 01:00 AM

UPDATED TO VERSION 1.1

 

What's New in Version 1.1 

  • I reworked all the flashers on the table.
  • -mainly the 2 yellow/orange on the middle ramp using for the full intensity the softer glow image, and then making 2 softer images.
  • -the other flashers i rotated them a little to give them "more life" and "randomness".
  • *If The Wool can improve upon this, I will upload version 1.3
  • I have left the previous version up just in case.

Edited by Aaron James, 07 July 2013 - 01:05 AM.

vpsig.jpg


#47 ICPjuggla

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Posted 07 July 2013 - 01:18 AM

Aaron I'm assuming you changed the textures.. It looks great over here with the alpha slider all the way to the left.. good job and nice mod

Edited by ICPjuggla, 07 July 2013 - 02:00 AM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#48 Aaron James

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Posted 07 July 2013 - 01:29 AM

Yea, I did change the textures, but if The Wool can make any improvement I'll definitely upload a newer version. He's really good at doing that stuff. Lemme know what you guys think of the new flashers. Hopefully you like, if not ill go back to the drawing board, lmao.

vpsig.jpg


#49 Arcade4

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Posted 07 July 2013 - 02:00 AM

Just tried the new version.

The flashers are much better now. Thanks a million.

Now I can still see the middle pop bumper when the flashers go off.

 

Also I finally got the directdb2s backglass to work.

I think when I copied and pasted r-dubs version to my tables folder something went wrong.

I just re-installed it and everything is perfect now. :)



#50 Aaron James

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Posted 07 July 2013 - 02:06 AM

Awesome, I'm happy to hear it. Yea, it's such a joy to see those nice crisp looking cards spinning around and landing in the correct position. Thanks for the comments.

vpsig.jpg


#51 Newer

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Posted 07 July 2013 - 12:57 PM

There is no DMD anymore, how can i displaying the DMD back?



#52 Aaron James

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Posted 07 July 2013 - 03:31 PM

Have you tried changing the controller in the script from 3 to 1?
It's at the very top of the script.
You can choose 1,2, or 3
1 is normal
2 is uvp
3 is db2s

Also, try changing your db2s settings by right clicking on the db2s backglass during the game.

Also, do you have controller hidden =1 ? Or 0?

Edited by Aaron James, 07 July 2013 - 03:32 PM.

vpsig.jpg


#53 biomii

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Posted 07 July 2013 - 07:22 PM

Don't like this mod very much.

The flashers are way too bright and just look like a simple sunburst overlay; there isn't any interaction with surroundings.

Doesn't look realistic to me.



#54 Aaron James

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Posted 07 July 2013 - 07:35 PM

Sorry to hear that. Maybe you could contribute to the project and improve what it is you don't like. Are you willing to help?

vpsig.jpg


#55 ClarkKent

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Posted 07 July 2013 - 08:03 PM

I do not understand the harsh criticism. I installed the mod as new standard table on my HyperPin cab. It simply looks great! The only thing that should be improved would be the ramp in the middle (looks weird when illuminated; would certainly the best to use primitives). I'm not sure about the cards on the extra playfield as they do not look like the ones on the real table but if there is no other possibility then leave it (but I would try original positioning but transparent cards - if this is possible at all).

 

I like the mod very much! :)



#56 Aaron James

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Posted 07 July 2013 - 08:10 PM

I redid that entire top pf. No matter what I did, I couldn't get the 10,j,q,k,a picture to become transparent or half transparent to see the b e t lights beneath them. Hey Clark Kent, you're pretty good at altering images, wanna give it a try? Maybe you have an ace up your sleeve? Lmao

vpsig.jpg


#57 ClarkKent

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Posted 07 July 2013 - 09:22 PM

I'm no wizard but let me have your data and I'll have a look at it... :)



#58 Arcade4

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Posted 07 July 2013 - 09:29 PM

Don't like this mod very much.

The flashers are way too bright and just look like a simple sunburst overlay; there isn't any interaction with surroundings.

Doesn't look realistic to me.

 

Did you download the new version 1.1 that has the flashers toned down?

I am fine with the way they look in this version.



#59 bolt

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Posted 07 July 2013 - 09:49 PM

Hi Aaron, your Night Mod is very good.

 

Here is my first 4:3 version and the settings.

 

settings.jpg

 

Jokerz.png


Edited by bolt, 08 July 2013 - 07:49 PM.

Posted Image

#60 Aaron James

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Posted 07 July 2013 - 11:19 PM

@ClarkKent & any others, I have included 2 images i've toyed around with. Both have been made .png transparent

Attached Files


vpsig.jpg