Jump to content



Photo
* * * * * 2 votes

WIP The Web (Pro Pinball)

WIP The Web

  • Please log in to reply
62 replies to this topic

#41 Carny_Priest

Carny_Priest

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,257 posts
  • Location:Austin, TX

  • Flag: United States of America

  • Favorite Pinball: EATPM

Posted 19 December 2015 - 10:08 PM

Jeeii! Great news!

Is position of the DMD to external monitor/RGB-DMD going to be possible too?


The XDMD library that underlies UltraDMD supports PinDMD2, etc. Haven't tested myself yet, but I think, yes. It should work.

#42 nodz509

nodz509

    Enthusiast

  • Members
  • PipPipPip
  • 81 posts
  • Location:eastern washington (inland northwest)

  • Flag: United States of America

  • Favorite Pinball: whirlwind,taf,TZ,wizoz,acdc monster bash, flintstomes, and likie 60 others

Posted 20 December 2015 - 02:58 AM

i cant get ultradmd to register to save my life on win10 i followed fren's instructions that he posted along with the AMH vp10 table and i tried both  UltraDMD.exe /i   and also tried from an admin command prompt C:WINDOWSMicrosoft.NETFrameworkv2.0.50727RegASM UltraDMD.exe and that command doesnt work for me either. I downloaded the framework service packs or whatever and they wont even run to install them on win10 i click on them and even try as admin and what not and nothing ever happens, i even hunted down different setups for different NETframeworks that were for x64 instead of the 32 bit ones, neither do anything....any ideas?  the xdmd demo animation runs and i can see the animation but i cant register ultradmd to do anything and when i try running it from windows or a command prompt its an instant error.....frustrating as i really want to play AMH and now this one as well i would love to get to play in VP as the original is alittle bit rough,  funny how bad it looks to me these days cause i remember back when the web was released i thought that table just looked frickin amazing!



#43 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 20 December 2015 - 03:58 PM

Hi,

 

I just made it to the Ultimate Showdown and recorded the session. Now I have all the footage I need for this final mode. The rest of the table is already complete. Zany is working on the small red airships.

They will be included in the final version.

 

Regards

Michael



#44 Pinballwiz45b

Pinballwiz45b

    Enthusiast

  • Members
  • PipPipPip
  • 101 posts

  • Flag: United States of America

  • Favorite Pinball: Banzai Run

Posted 22 December 2015 - 02:34 AM

On the real version? If so, this is just going to seal the deal even more, since the switches can actually be counted. And there's no direct way for the rest of us to see how the Showdown goes on any media source (Youtube, for example).

 

By the way:

 

http://images.akamai...5F9EF2154F9837/


It has to warm up...SO IT CAN KILL YOU!

Twitch: Pinballwiz45b

http://www.youtube.c...r/pinballwiz45b


#45 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 22 December 2015 - 07:03 AM

Hi Pinballwiz,

 

yes, with the real game. Now I have the Ultimate Showdown with the callouts and the animations in. Only the failure callouts still have to be recorded. The table is feature complete now and I will add some more testing.

I have no clue about the Ultimate Showdown music, as I recorded the session without CD sound for the callout capture.

 

At the moment I have the following CD tracks not assigned:

- The Web 14   (14 sec) some countdown

- The Web 19   (2:43 min) probably US phase 1

- The Web 21   (36 sec)

- The Web 22   (14 sec) some countdown
- The Web 23   (30 sec) as Combomania (Track 1) but shorter

 

Maybe I will try to count the switch hits, at the moment I go for 150 hits in phase 1.

 

Michael


Edited by mfuegemann, 22 December 2015 - 07:07 AM.


#46 Pinballwiz45b

Pinballwiz45b

    Enthusiast

  • Members
  • PipPipPip
  • 101 posts

  • Flag: United States of America

  • Favorite Pinball: Banzai Run

Posted 22 December 2015 - 04:20 PM

Hmmm. Access to the music that still needs deciphering would be appreciated. The music that I have on my Playstation disc isn't the same as what your CD has, track number-wise. Though, I still can try to make out what you're talking about.

 

What was your final Showdown total, minus 1 billion and divided by X million (where X is the number of Spheres)? Should help out a bit more. Also, keep an eye on the display; one animation is some progress in the first phase.

 

The Web 14 and 22 have the same thing. Debating between these two:

 

 

 

The Web 19: It's not just phase one. It's the entire Showdown music.

 

The Web 21: Could be this? 

 

 

The Web 23: Unless I'm forgetting something (like a Secret Mania), I'm not sure why there's a shorter version of Combo Mania.


Edited by Pinballwiz45b, 22 December 2015 - 09:12 PM.

It has to warm up...SO IT CAN KILL YOU!

Twitch: Pinballwiz45b

http://www.youtube.c...r/pinballwiz45b


#47 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 23 December 2015 - 10:36 AM

Just a new teaser image. I will prepare the download files tonight. Zany completed the models and so the table is almost complete. After the first release I will do some more fine tuning and testing.

Arngrim said that he would like to implement the DOF code as well.

For the music files, I did notice too, that the numbering on my CD and the availiable tracks at Youtube differ a bit. Maybe the numbering is depending on the platform version, the game was made for.

 

On the Apron I added some red lights to indicate the Showdown Spheres collected during normal gameplay and the remaining Reserve Balls during Ultimate Showdown.

This is an addition to the original table and I will add an option to hide it together with some other mods I will implement later.

 

Michael

Attached Files


Edited by mfuegemann, 23 December 2015 - 10:40 AM.


#48 tttttwii

tttttwii

    Enthusiast

  • Platinum Supporter
  • 300 posts

  • Flag: Germany

  • Favorite Pinball: Attack from Mars

Posted 23 December 2015 - 11:54 AM

Do you also prepare a B2S backglass for the table?



#49 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 23 December 2015 - 02:16 PM

Hi tttttwii,

 

I can do one with the backglass of the game, although it is not that great. It will be a static one at the moment. Lights may be added later.

 

Michael



#50 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 30 December 2015 - 09:27 AM

Hi,

 

I have started a VPX port of the current table, just to find out what has to be done. The hardest part will be the adjustment of the upper left flipper, as there are no more speed settings. The rest is straight forward (and boring) replacement of animated objects, material settings and code adjustments.

 

I will complete the port after I finished the VP9 version 1.0, with most of the errors, that have been reported, fixed.

 

Michael


Edited by mfuegemann, 30 December 2015 - 09:28 AM.


#51 STAT

STAT

    Pinball and Arcade Freak

  • VIP
  • 4,980 posts
  • Location:Wels - Austria

  • Flag: Austria

  • Favorite Pinball: Twilight Zone

Posted 30 December 2015 - 11:16 AM

A ProPinball and - now a VPX of that ... :drinks:



#52 Knorr

Knorr

    Enthusiast

  • Platinum Supporter
  • 221 posts
  • Location:Amstetten

  • Flag: Austria

  • Favorite Pinball: Dirty Harry

Posted 30 December 2015 - 11:26 AM

Hi,
 
I have started a VPX port of the current table, just to find out what has to be done. The hardest part will be the adjustment of the upper left flipper, as there are no more speed settings. The rest is straight forward (and boring) replacement of animated objects, material settings and code adjustments.
 
I will complete the port after I finished the VP9 version 1.0, with most of the errors, that have been reported, fixed.
 
Michael

I wish i have such a skill level to feel bored :)

#53 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 04 January 2016 - 07:56 PM

I have fixed most of the issues reported by Pinballwiz45b and some more, I found in addition. The Ultimate Showdown is now recorded with CD music and I will adapt the tracks that are played.

Some more animations, including the Cow Jackpot, will be added too.



#54 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 04 January 2016 - 10:13 PM

aaah, please send me the table because i started to dof the published one ;)



#55 Pinballwiz45b

Pinballwiz45b

    Enthusiast

  • Members
  • PipPipPip
  • 101 posts

  • Flag: United States of America

  • Favorite Pinball: Banzai Run

Posted 06 January 2016 - 11:56 PM

Original list:

  • Many animations are not in yet. Are they going to be included in later builds?
  • If you get a High Score, play the Fast Frenzy music instead.
  • If you have the 2nd ball Docked, have the Main Play music play the one in the Attract Mode instead.
  • Video Mode is too slow. Should keep speeding up every time you collect one of those Energy objects.
  • Ball Save time for Space Station Frenzy is too short.
  • Space Station Frenzy: The red inlane needs to be turned off. Can't lock balls for the next Space Station Frenzy  ;)
  • Space Station Frenzy: Any event lights other than the Jackpot (or extra ball) at the center scoop need to be turned off. They should be returned to their normal states when multiball ends.
  • Lighting Super Jets: Should be hitting that rollover first, followed by a Jet bumper hit. Also: the ball is going through the area when that shot is made.
  • Explosion: Should play the animation with the sound first. When that finishes, the award should follow.
  • Combos: The first combo voice clip should be reversed.
  • Combo Mania: Subsequent Combos give compliments, such as "Outstanding!", "Superb!", "Nice one!", etc.
  • I'll have to check the ruling on Super Launcher. Is it 5 shots to the Upper Ramp for completion?
  • Reactor Core's timer should be on 50.
  • Docking balls: The ball orbiting the planet should be the first animation when it goes on the ramp. Actually Docking a ball starts a new animation, showing the dock in progress.
  • After Video Mode ends, go directly to Lock (options/Lock/Fast Frenzy if all balls are locked) if it is lit.
  • Every side ramp shot increases the Jackpot by 1 million, no matter what. It doesn't disable at any time, even during Space Station Frenzy.

Looking back at the Ultimate Showdown displays, I noticed 8 "barriers" blocking the enemy. The first four are definitely for Phase One. Likewise for Phase Two.

 

Some new ones that will be added later on: (INCOMPLETE LIST; will edit as we go)

  • Super Launcher: Failing to destroy the incoming ship should display the ship firing. This does nothing.
  • Super Launcher: No destruction of ship seen. Score for the ship should be displayed for a few seconds as well.
  • Space Station Frenzy: Display the Jackpot amount (multiplied depending on situation) during the missile animation?
  • Locks should always be available during single ball play.
  • Ramp returns should be a lot faster. Balls should not stop when transferring from one habitrail to another.

Edited by Pinballwiz45b, 07 January 2016 - 09:38 PM.

It has to warm up...SO IT CAN KILL YOU!

Twitch: Pinballwiz45b

http://www.youtube.c...r/pinballwiz45b


#56 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 07 January 2016 - 10:02 AM

Hi Pinballwiz,

 

the two Super Launcher features should be in already. The Space Station Jackpot animations (missile and Jackpot animation) have been implemented, I will add the Jackpot score display.

The Mission durations are set to match the legth of the sound files, so I will keep them as they are.

 

Michael



#57 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 09 January 2016 - 11:40 PM

Hi,

 

the desktop version 1.0 is online. I fixed the majority of the found issues so far and added some more animations. The description includes now the string "The_Web", as a normal search for "The Web" produced no results.

For the ramp return speed: I will not change the table physics. I am quite happy with the overall result and do not want to mess things up by increasing the slope or gravity. In the PC game also the loop transit (below the space ship) is too fast and I do not want to replicate this either.

Next things are the B2S backglass effects for the FS version and after this the VPX port.

 

Regards

Michael



#58 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 14 January 2016 - 06:30 AM

Hi,

 

Arngrim has implemented the DOF calls into the FS version and I have prepared a new B2S backglass with controlled lights and flashers. I will upload the FS package 1.1 before the weekend.

 

Michael



#59 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 14 January 2016 - 04:34 PM

Hi,

 

I just uploaded the new FS version. There are some things to be aware of:

- Please replace the music files, as the file names have been changed for proper BGout output

- Also replace the folder "The Web.UltraDMD", as I have added quite a lot of new animations

- The B2S activation has been changed to the new controller file, so no more "B2S = True" parameter has to be set

 

Michael



#60 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 23 September 2017 - 10:56 PM

Hi,

 

finally the VPX build is running stable. I am quite happy with the current state and ball behaviour. Here is a screenshot of the WIP.

While reworking the table, I fixed an error with a variable declaration that leads to "controller.vbs not found" and added a file check for all the images, UltraDMD is using - avoiding a crash without warning, if one file is missing.

 

Regards

Michael

Attached Files


Edited by mfuegemann, 23 September 2017 - 11:00 PM.






Also tagged with one or more of these keywords: WIP, The Web