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Cirqus Voltaire (Platinum Edition)_VP9.2_v1.6 [VP 9.x Cabinet FS MOD]

cirqus voltaire aaron james teppotee rosve jpsalas koadic platinum edition

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#61 Pinhead45

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Posted 03 September 2013 - 07:37 PM

I was having the same problem myself, the B2S wasn't loading giving me a line 0 error, but the table loads fine. I tried what aaron said to do above, it didn't work, then I tried rosve's version which does work for me. If you change the launchbackglass line from what is here in Aaron's table (look below)

 

'********************************************************************************************
  LaunchBackGlass "Cirqus_Voltaire_Night_Mod_[aaron_james]_VP916_2.1_FS_B2S", false    'True=Launch bg ,  False=Don't launch bg.
 ' SetB2SData 5,1 'ENABLE BALLY LOGO ON DMD SCREEN FOR 3 SCREEN CABS
'********************************************************************************************
 
to this, using what Rosve's table script says
'********************************************************************************************
  LaunchBackGlass "CirqusVoltaire_FS_B2S", true    'True=Launch bg ,  False=Don't launch bg.
 ' SetB2SData 5,1 'ENABLE BALLY LOGO ON DMD SCREEN FOR 3 SCREEN CABS
'********************************************************************************************
 
It works!!


#62 Aaron James

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Posted 15 November 2013 - 03:57 AM

VERSION 3.0 HAS BEEN UPLOADED. 
My friend Teppotee has gotten in on the action...
 
----------------------------------------------------------------
 
v3.0
Aaron James:
Reworked physics, layback settings (like Funhouse Night Mod--makes Voltaire's head look better imo), plunger physics, alpha ramp flasher textures, boom balloon.
 
Teppotee:
1) User configurable GI on / off colors from the script:
 
'******************************
' SET alpha GI colors
'******************************
 
GION_alphaGIcolor = 1 ' 0=OFF, 1=WHITE, 2=GREEN, 3 = RED, 4 = blue, 5 = orange
GIOFF_alphaGIcolor = 0 ' 0=OFF, 1=WHITE, 2=GREEN, 3 = RED, 4 = blue, 5 = orange
 
** I set the default to On = WHITE, and Off = GREEN. ---it's my favorite (AJ)
 
2) BMPR physics scripting that can be switched on / off from the script:
THIS IS NOT BMPR READY : ALL THE TABLE / SLOPE / FLIPPER SETTINGS WOULD NEED TO BE CHANGED AS WELL / DO AT OWN RISK. You may want to reference other JimmyFingers mods to get a good idea of what the overall settings would be. Of course, each tables settings would vary.

'* Turn BMPR physics ON / OFF (Thanks to jimmyfingers for the original BMPR scripting)
Const useBMPR = 1
 
Ramp light has also new lighting effect (another ramp on top with additional alpha BI property). Makes the glow look a bit nicer.
 
Different alpha GI colors can also be tested on-the-fly. 
v = key changes GI ON color
c = key changes GI OFF color
 
For permanent change you need to edit the value from the script but this makes it easier to see how different colors look. If these cause mapping problems with some setups -> just comment out keys 46 / 46 from the keydown section of the script.
 
Flipper tap code (by jimmyfingers) has also been added.
 
He also changed the plunger scripting so it doesn't give an occasional error.

Attached Files


Edited by Aaron James, 15 November 2013 - 06:48 AM.

vpsig.jpg


#63 Fulltilt

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Posted 15 November 2013 - 04:04 AM

Wow! This is great, thanks guys for the update :D

 Also must say I really enjoy the option to enable the BMPR mod as it is a must for me, great work on this JF


Edited by Fulltilt, 15 November 2013 - 04:32 AM.

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#64 LoadedWeapon

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Posted 15 November 2013 - 04:58 AM

Very nice! thanks guys...  :love39:  :otvclap:



#65 Aaron James

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Posted 15 November 2013 - 05:13 AM

Btw,  included in the download are the different colored menagerie ball images from the original JP release. 

To change the color of the ball, go to table images manager in the VP editor, highlight the green ball image, and re-import the new image (ball color) you'd like.  :-D

*you can match the ball color with new GI. 


vpsig.jpg


#66 Dozer316

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Posted 15 November 2013 - 05:29 AM

Awesome guys, thanks a million.

 

My wife said you can all go f@8k yourselves :)

 

Dozer.



#67 Aaron James

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Posted 15 November 2013 - 05:38 AM

I haven't been on your wife's good side in a long time! Lmfao

 

haha, enjoy the table


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#68 jimmyfingers

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Posted 15 November 2013 - 06:27 AM

"2) BMPR physics readiness" - no, it isn’t.

 

It's one thing to copy the BMPR routine into a table and add an enabling option, which is already way to minimalist for the table to actually benefit from it (or not detriment the table without it on), but to now purport the table as having BMPR physics readiness is going too far, simply false, and / or you truly don't know or care what to do to make it so. For starters, the friction is way too low at .0005 (should be at least .0035), the slope too high at 6 (should be no higher than 5.1 or 5.2), and the rubbers set with incorrect physics settings yielding too little bounce and with no collection groups / dampening routines associated with them (that part on the collections groups for the rubbers, and different groups for different types, is just the tip of the iceberg in what takes more time to do things "right" in a real BMPR implementation). I can also see Aaron's one-size-fits-all flipper settings which vary greatly from the flipper settings I have used for BMPR tables (with or without the flipper dampening routine in play - BSD). In these recent night mod so called "BMPR" tables, you keep copying the dampening routine in, yet in all of them you never call it from any routine or _hit events, be it from a single object or collection of objects, the latter being a key part of getting the objects to start to behave differently.

 

You just cannot have a "real" BMPR table / implementation without the other physics aspects adjusted and the overall feel blended nor have it be able to be turned off or on with a single option, regardless of whether or not you change the flippers elasticity as a throw-in to your current constBMPR routine processing. I could provide some ideas and assistance on how possibly to make some sort of ”BMPR lite" - a name I would strongly recommend as you move forward in any direction - where a scripted option is still used and some benefits of the routine facilitated with more table parameters being altered as part of the related option routine (.slopemin / .slopemax, etc.).  However, you would still need to do more with table objects / auxiliary routine processing and it would be a waste of effort for me to even try if you’re not actually willing to spend some time listening and then, most importantly, doing (both already seemingly in question from my previous efforts and demonstrations, especially with the dozens of hours I spent for Teppo on the Tommy MOD in hopes and as openly discussed in PMs for him to learn by it). If you're just not willing to spend the time to implement it correctly then please stop using it and saying that your tables have "BMPR" because they don't and you're greatly diminishing it's value in releasing it in this fashion (when you just use my base routine and fail to do the other items to match the table with it).

 

Aaron James, you said you wanted to do the BMPR "justice" in a previous topic, this is the wrong direction and not at all consistent with that sentiment (i.e. turning it into a trivial on / off switch and now claiming the table is BMPR ready).



#69 Aaron James

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Posted 15 November 2013 - 06:43 AM

I shouldn't have said "bmpr ready"....your right, it's not by a long shot.
My settings and bmpr settings are radically different, so I completely get where you're coming from.

By having the option to turn the bmpr on/off is just a helpful option in the script if someone wanted to take upon themselves to tweak all of the settings to what most bmpr tables are set at. Most people are not good with scripting, so I just wanted to make it easier for someone who did want to play around with bmpr settings, they wouldn't have to worry about trying to get all the scripting correct. :-)

I will retract my bmpr readiness comment by just stating the option is there in the script if someone wants to play with it.
Bmpr is above my head, but it's fun from time to time to mess around with it.
Thank you for your routines, they've been a good contribution to this community!

Best regards,
Aaron James

vpsig.jpg


#70 teppotee

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Posted 15 November 2013 - 07:29 AM

Yeah Jimmy, I know these are not on par with your BMPR implementations. That's why I nowadays add the option in the script to turn them on/off if needed. And usually leave them to OFF position by default. This way people can turn it ON if they want to use it the way it is. Personally I enjoy it even in this form. It adds to the weight of the ball and overall feeling EVEN if all the dampening routines are not used (I have used them in some tables and others I just haven't had the time/interest to go them through in detail).

 

Still I believe that it's a good idea to have the option in there...  I really appreciate what you have done and I understand that you're a bit protective about the BMPR implementation so that it don't get a bad name because of bad implementation... I just don't feel that it's that bad in these tables. I know you spend even hundreds of hours on a table to perfect every aspect of the physics. That's just not possible for me.

 

So I hope I can still keep these options in the future releases as well of i. If you prefer that I don't use it anymore then I can leave it out and just add it for my personal use. I just think it's a shame because many people seem to like the option even with my less-than-perfect-way of implementing it :)



#71 bolt

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Posted 15 November 2013 - 09:36 AM

Great update, thank you guys.

 

 

regards

 

Andreas


Posted Image

#72 BobAlbright

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Posted 15 November 2013 - 03:08 PM

Agreed---great update--thanks to all involved. Not sure if it's new or if I just never saw it before, but I found the "history" of cirqus and Voltaire  very interesting when it displays in the DMD. Love the new lighting---and it's on my top 10 favs list!


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#73 numiah

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Posted 15 November 2013 - 03:43 PM

You really went to town on this one :) Thanks !


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#74 Aaron James

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Posted 15 November 2013 - 04:16 PM

Stop the press! Lol

Update 3.1 coming soon; my friend Koadic is getting in the mix ;-)


vpsig.jpg


#75 LoadedWeapon

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Posted 15 November 2013 - 05:00 PM

Awesome guess I will wait to update the cab.. I love all these new updates!

#76 BOOTS

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Posted 16 November 2013 - 02:33 PM

wow,i just played this last night and it really plays great.Awesome job  :D



#77 Aaron James

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Posted 16 November 2013 - 08:48 PM

I'll give you guys a hint of what Koadic is working on to get working " just a lil bit better ".

If this is successful, this will be a huge improvement for this recreation.

 

*pic courtesy of Koadic :

 


...among other things that will be better  :dblthumb:

Attached Files


vpsig.jpg


#78 fuzzel

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Posted 16 November 2013 - 11:15 PM

YES! iI like minimalistic tables :D Looks really nice.

#79 Aaron James

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Posted 16 November 2013 - 11:28 PM

YES! iI like minimalistic tables :D Looks really nice.

...and the script is very easy to read and a lot shorter on this one too...lol


vpsig.jpg


#80 Dozer316

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Posted 17 November 2013 - 01:22 AM

A primitive Ringmaster? - please say it's so!







Also tagged with one or more of these keywords: cirqus, voltaire, aaron, james, teppotee, rosve, jpsalas, koadic, platinum edition