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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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#61 darquayle

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Posted 08 July 2013 - 02:07 AM

The 1.1 update is great.  I thought the previous version was excellent as well, but I do like the toned down flashers.  Great job!



#62 biomii

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Posted 08 July 2013 - 06:25 AM

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?

I am willing, but I know my limitations.

Load up, for example, T2-chrome and run a flasher test; that's the kind of flashers I like.

I think yours look cheap and unrealistic regardless of my own artistic skills.

I guess it's a matter of taste.



#63 teppotee

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Posted 08 July 2013 - 07:52 AM

Thanks Aaron for your recent Night MOD's! I have really enjoyed them and they have replaced the default versions in my cab. Nice work!

 

About the flashers... VP doesn't have any real time lighting so these alpha ramp flashers are closest to what you can get. I think they look very good and add a lot to the visuals. The other option is to draw all lighting effects manually which is the case with T2 but that table is very unique in many ways so comparison is useless.

 

Personally I think it's very rude to call someone's work (that you get for free) "cheap and unrealistic" especially when the flasher method used is pretty much the current standard in making flashers with VP. And most people really like those. So yeah... it's a matter of taste but if you can't provide a better solution it's pointless to complain about it. If you don't like it -> don't play it. 



#64 biomii

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Posted 08 July 2013 - 08:57 AM

Using alpha ramp flashers this way only emphazise the shortcomings of VP.

These color-blobs immediately kill the illusion of playing a real pinball for me.

If drawing lighting effects manually is too labor-intensive, a subtile color change of just the flasher-dome would be much more realistic.

 

Making a night MOD on a system that doesn't support real time lightning is difficult, and I don't think this MOD is an improvement.

 

I think the price of the software or the artistic skills of the critic are irrelevant arguments.

In fact, if that's the best you can come up with it only proves my point.


Edited by biomii, 08 July 2013 - 09:03 AM.


#65 thewool

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Posted 08 July 2013 - 03:01 PM

For those who are not opposed to using alpha flashers, what about this balance, this is with them all 'on':

 

Also added a ramp flasher.

 

flashv2.jpg

Edited by thewool, 08 July 2013 - 03:08 PM.


#66 maceman

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Posted 08 July 2013 - 03:51 PM

I understand what Biomii is saying, and I don't think he is trying to attack the author.... The point is that in his opinion, what we are doing to try to make it look more realistic just isn't cutting the cake(to him).

I agree that this may be a limitation in VP, but I still think you need the in-between processes to find a better result. In this case perhaps VP cannot currently provide more to help in this regard, but exploiting the limitations is a good thing. What we then do is send the suggestions of these findings to the dev team in hopes they can be implemented. In the meantime, we enjoy the work of others who continue to move forward in helping, regardless of limitations! Way to go AJ!

 

Recently, I have been finding myself playing lots of 8 Bit programming type gaming, so I am not one to argue with aesthetic looks or functioning. I am quite enjoying playing 'Bruce Lee' on the Atari 800. Nothing but barebones fun!!!!

:) :)

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#67 Aaron James

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Posted 08 July 2013 - 04:58 PM

Thanks The Wool for this upcoming updated version 1.2. I will update tonite when I get home. 1.1 was just an experimental quick fix til The Wool got his experienced hands back on this project. In 1.2, the flashers won't "rotate". I hope everyone enjoys it.

vpsig.jpg


#68 bolt

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Posted 08 July 2013 - 06:56 PM

Hi Aaron, if you want that the yellow Jackpot lamps (05,1, 1,5 ...) are light, change this values.

 

Delete all "i" in FadeRi ...

 

     FadeRi 57, l57   
     FadeRi 58, l58
     FadeRi 59, l59
     FadeRi 60, l60
     FadeRi 61, l61
     FadeRi 62, l62
     FadeRi 63, l63
     FadeRi 64, l64

 

works good in my 4:3 version. Thank you gordon for help.

 

regards

 

bolt

 

Jackpot.jpg


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

Posted Image

#69 Aaron James

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Posted 08 July 2013 - 11:24 PM

Updated to Version 1.2 ---> Thanks "The Wool" 

What's New in Version 1.2 
  • The Wool reworked the textures/flashers. They look alot better and also added a small alpha ramp flasher under the middle ramp instead of the boxy white light underneath like before. This one has a soft yellow glow.

vpsig.jpg


#70 Arcade4

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Posted 08 July 2013 - 11:35 PM

Downloading now.

Thanks for the update.



#71 Slydog43

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Posted 09 July 2013 - 12:07 AM

Loving ver 1.2, Flashers look great to me.  I noticed on at least 1.1 and 1.2 (not sure about 1.0) when I start a game, the right flipper makes the table turn a little red.  It does go away after hitting a few targets (not sure which ones though).  Just a little weird looking.  Great gameplay!  Thanks  (Can't wait for an updated funhouse as that is one of my all time favorites).



#72 Aaron James

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Posted 09 July 2013 - 12:36 AM

Loving ver 1.2, Flashers look great to me.  I noticed on at least 1.1 and 1.2 (not sure about 1.0) when I start a game, the right flipper makes the table turn a little red.  It does go away after hitting a few targets (not sure which ones though).  Just a little weird looking.  Great gameplay!  Thanks  (Can't wait for an updated funhouse as that is one of my all time favorites).

Hmmm, all the times I've played it I've never noticed anything like that.
I'll look out for it. :-)
Yea, funhouse is coming a long.
Koadic redid the apron with 2 alpha ramp plungers for both left and right plungers.
He also redid Rudy's entire head using gates instead of walls. It looks great and uses less system resources.
So far, I can't get the pf images changed how I want them.
Ideally, I'd like to get The Wool to do alpha ramp flashers again too.

vpsig.jpg


#73 Slydog43

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Posted 09 July 2013 - 01:14 AM

OMG, sounds great.  Your doing awesome work! Thanks   (anything I can do to help with the right flipper thing (screen shots, etc.  I fugured you didn't have this problem on your end, sh-t)


Edited by Slydog43, 09 July 2013 - 01:15 AM.


#74 Arcade4

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Posted 09 July 2013 - 02:49 AM

Wow.

Funhouse already looks fantastic.

Can't wait to see what you guys come up with.



#75 Aaron James

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Posted 09 July 2013 - 03:12 AM

Yea funhouse is a long way from being done, and i still need to ask JP for permission to mod.

vpsig.jpg


#76 Arcade4

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Posted 09 July 2013 - 03:21 AM

I tried to watch for the playfield images turning red with the right flipper, but it does not seem to happen on mine.



#77 thewool

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Posted 09 July 2013 - 07:14 AM

... if anyone is sitting on a nice Funhouse playfield scan, this is the time to come forward  :good:



#78 gogo69

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Posted 10 July 2013 - 05:56 AM

anyone knows why this is happening ?

680bbd-1373435625.jpg

 

and another question :  the ball shadow is pretty much flickering all the time... is there a method to change it to one of the ball shadows JP used in this later tables ?

anyhow ! i am giggling like the jokers playing this table :) !!!! thank you !!!!


Edited by gogo69, 10 July 2013 - 04:04 PM.

my cab : click!


#79 Aaron James

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Posted 10 July 2013 - 03:06 PM

Hmmm I don't know. I wonder if the GI is causing that? Does anyone else maybe have an answer?

vpsig.jpg


#80 gogo69

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Posted 11 July 2013 - 07:28 AM

spotted this error on other tables too but in all the other cases the logos on the flippers had to be bottom: 0  - than the error was gone

but in this case it's something different ...


Edited by gogo69, 11 July 2013 - 05:48 PM.

my cab : click!