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JP's Spider-Man VP91x v1.1.1
Started By
jpsalas
, Dec 05 2009 02:43 PM
125 replies to this topic
#61
Posted 07 December 2009 - 06:11 AM
What a fantastic table JPSalas, I'm a big fan of "interpretations" and since there is no VPM version of these recent Stern's, this is a great way to show off some of the imagination and talent of authors and imho, you did a great job with this version.
Some comments:
- Came across a bug where I had a multiball on ball 3 (3 ball multiball, not sure what triggered it, sorry), one of the balls drained and it said "game over" but the flippers still worked, "game over" did appear on the LED/DMD... except I still had a couple of balls in play. What's worse about this bug is I finally had a high score and I couldn't write it it because the game was still active. Anyway, I must also had an extra ball because once the last ball drained, one appeared in the plunger lane. This is the only time in about 4 games this happened (been away, hardly any time to play.
- I know why you used the MM's "multiball" sound clip but IMHO it completely takes me out of the game and IMHO it would be more consistent and sound better if someone were to tickle strangeleo while he yelled out "Multiballllllll" or something like that, as his voice is pretty good. It's no big deal, not a deal breaker, just wanted to point out my opinion in case someone agreed with it.
There was something else but I just pulled a 10 hour overtime shift on a Sunday, blech! so my mind is a little blurry, I'll try and remember and let you know tomorrow.
Again, great job JPSalas, well done!
Some comments:
- Came across a bug where I had a multiball on ball 3 (3 ball multiball, not sure what triggered it, sorry), one of the balls drained and it said "game over" but the flippers still worked, "game over" did appear on the LED/DMD... except I still had a couple of balls in play. What's worse about this bug is I finally had a high score and I couldn't write it it because the game was still active. Anyway, I must also had an extra ball because once the last ball drained, one appeared in the plunger lane. This is the only time in about 4 games this happened (been away, hardly any time to play.
- I know why you used the MM's "multiball" sound clip but IMHO it completely takes me out of the game and IMHO it would be more consistent and sound better if someone were to tickle strangeleo while he yelled out "Multiballllllll" or something like that, as his voice is pretty good. It's no big deal, not a deal breaker, just wanted to point out my opinion in case someone agreed with it.
There was something else but I just pulled a 10 hour overtime shift on a Sunday, blech! so my mind is a little blurry, I'll try and remember and let you know tomorrow.
Again, great job JPSalas, well done!
#62
Posted 07 December 2009 - 06:25 AM
Hi JP,
What program did you use for the English vocals? The Aussies and UK boys will back me up - its the same voice as in Pendulum's Track - 'Blood Sugar' and the voice used on the London Underground Speaker..
Pendulum - Blood Sugar
What program did you use for the English vocals? The Aussies and UK boys will back me up - its the same voice as in Pendulum's Track - 'Blood Sugar' and the voice used on the London Underground Speaker..
Pendulum - Blood Sugar
#63
Posted 07 December 2009 - 06:54 AM
@StevOz: Don't worry I like all suggestions
.
I made it free play only because it is an original, I also made it one player only, I didn't see a reason to add coins, but maybe the multiplayer option should have been nice. The backdrop is easy to change since nothing in it belongs to the table, anyway it was a quick job
.
I didn't implement any combos (like shooting the New Goblin target, like in the real table, and then hit something else) because the table had already too many things to do. But a sort of ramp combos should be nice. Just now the ramps are there to change the ball from one flipper to the other and to score some points and fight against Venom and scoring the Superjackpot. Also the ramps are used in one of the missions where you need to score 10 ramps to complete the mission.
Well, there plenty of new ideas for a new revision. But for the moment I'll leave it like it is.
@The Loafer: I thought I had fixed all the multiball errors, but I guess still there are some bugs in the script. I have tested the table and it seems ok, but maybe some combinations of multiballs can make the counter go wrong. A 3 multiball can be from Octopus or from the lock. Not easy to say what caused the error.
The multiball sound, yes maybe I'll ask strangeleo72 to make a multiball sound
But I still like the one from AFM 
About the script: yes it is huge! It is nearly too big for me to handle
I'm afraid if I add more modes to the table it will be too big for me. But I have learned a lot making this script. The script in DISARM-A-GEDDON was a complete mess, but it somehow worked. This script is much better and the one in the next original table will be better. I'm looking into the possiblity to use the core.vbs from vpm to simulate saucers and solenoids, but that's something for next year.
@rossicomputers: Nice! but you may rotate the dome flashers so they are horizontal to the table, they need to be rotated 9 or 10 degrees left or right. Then you need to increase the height of them about 10 or 15 units. The villains also need to be higher, then the table will look much better.
About the score display: it is 99% Blacks display driver he made for his Black Knight table. Imho it is very well written, even if I still don't understand it very well
In this Spider-Man table there is too much information to be displayed, so most of the time you haven't time to read it all.
JP
PS: I don't know which program strangeleo used to make the voices. I know he tried several programs.
I made it free play only because it is an original, I also made it one player only, I didn't see a reason to add coins, but maybe the multiplayer option should have been nice. The backdrop is easy to change since nothing in it belongs to the table, anyway it was a quick job
I didn't implement any combos (like shooting the New Goblin target, like in the real table, and then hit something else) because the table had already too many things to do. But a sort of ramp combos should be nice. Just now the ramps are there to change the ball from one flipper to the other and to score some points and fight against Venom and scoring the Superjackpot. Also the ramps are used in one of the missions where you need to score 10 ramps to complete the mission.
Well, there plenty of new ideas for a new revision. But for the moment I'll leave it like it is.
@The Loafer: I thought I had fixed all the multiball errors, but I guess still there are some bugs in the script. I have tested the table and it seems ok, but maybe some combinations of multiballs can make the counter go wrong. A 3 multiball can be from Octopus or from the lock. Not easy to say what caused the error.
The multiball sound, yes maybe I'll ask strangeleo72 to make a multiball sound
About the script: yes it is huge! It is nearly too big for me to handle
@rossicomputers: Nice! but you may rotate the dome flashers so they are horizontal to the table, they need to be rotated 9 or 10 degrees left or right. Then you need to increase the height of them about 10 or 15 units. The villains also need to be higher, then the table will look much better.
About the score display: it is 99% Blacks display driver he made for his Black Knight table. Imho it is very well written, even if I still don't understand it very well
JP
PS: I don't know which program strangeleo used to make the voices. I know he tried several programs.
#65
Posted 07 December 2009 - 03:46 PM
QUOTE (strangeleo72 @ Dec 5 2009, 04:12 PM) <{POST_SNAPBACK}>
Thanks JP!
I only was the last little push to finish this MARVEL Table!
You are the best!!! the incredible Stern Table with your own rules!!!!
I work in FS mode to upload soon!!! THANKS!!
I only was the last little push to finish this MARVEL Table!
You are the best!!! the incredible Stern Table with your own rules!!!!
I work in FS mode to upload soon!!! THANKS!!
Thanks JPSalas & StrangeLeo for this very nice Table!
Looking forward to the FS version as well!
How can I 'loosen' the DMD to be able to position it to a 2nd screen?
Also, now that it's not ROM controlled, how to add a Spiderman.uvp to gain 2nd monitor Backglass support?
In other words, where to put my: 'Set Controller = CreateObject("UltraVP.BackglassServ")' ?
Thanks!
Cheers,
FD.
'Flying Dutchman'
In need for a Backglass or 'Active Backglass / UVP' please 'click' on below and visit the complete revised website at:
In need for a Backglass or 'Active Backglass / UVP' please 'click' on below and visit the complete revised website at:
#66
Posted 07 December 2009 - 04:53 PM
My Friends...
Two Things!
ONE - The FS version sure tomorrow Upload the final version 1.02 with all the bugs corrects! (thanks JP)
TWO - The UVPServer not work in this table because there are NOT a ROM. The uvp call the rom to work!!
Only can show the backglass in the 2nd Monitor. I work all weekend and NOT SUCESSFULLY.
The version FS have a Single Display of 32 Digits (thanks Rossi for the IDEA!) in the up playfield... like C Voltaire.
see later!
PS: Thanks for the comments for the sounds and music!!
Two Things!
ONE - The FS version sure tomorrow Upload the final version 1.02 with all the bugs corrects! (thanks JP)
TWO - The UVPServer not work in this table because there are NOT a ROM. The uvp call the rom to work!!
Only can show the backglass in the 2nd Monitor. I work all weekend and NOT SUCESSFULLY.
The version FS have a Single Display of 32 Digits (thanks Rossi for the IDEA!) in the up playfield... like C Voltaire.
see later!
PS: Thanks for the comments for the sounds and music!!
Strangeleo Pinball Entusiast and Photographer!!!

(thanks Grizz for the DMD)

(thanks Grizz for the DMD)
#67
Posted 07 December 2009 - 04:54 PM
Well, FD, this table does not use a ROM, so there is no way you can add 'Set Controller = CreateObject("UltraVP.BackglassServ")'.
So there is no way you can put that display on the second monitor, the only thing you can do is to rotate it.
JP
So there is no way you can put that display on the second monitor, the only thing you can do is to rotate it.
JP
#68
Posted 07 December 2009 - 06:11 PM
QUOTE (strangeleo72 @ Dec 7 2009, 05:53 PM) <{POST_SNAPBACK}>
My Friends...
Two Things!
ONE - The FS version sure tomorrow Upload the final version 1.02 with all the bugs corrects! (thanks JP)
TWO - The UVPServer not work in this table because there are NOT a ROM. The uvp call the rom to work!!
Only can show the backglass in the 2nd Monitor. I work all weekend and NOT SUCESSFULLY.
The version FS have a Single Display of 32 Digits (thanks Rossi for the IDEA!) in the up playfield... like C Voltaire.
see later!
PS: Thanks for the comments for the sounds and music!!
Two Things!
ONE - The FS version sure tomorrow Upload the final version 1.02 with all the bugs corrects! (thanks JP)
TWO - The UVPServer not work in this table because there are NOT a ROM. The uvp call the rom to work!!
Only can show the backglass in the 2nd Monitor. I work all weekend and NOT SUCESSFULLY.
The version FS have a Single Display of 32 Digits (thanks Rossi for the IDEA!) in the up playfield... like C Voltaire.
see later!
PS: Thanks for the comments for the sounds and music!!
Thanks!
Cheers,
FD.
'Flying Dutchman'
In need for a Backglass or 'Active Backglass / UVP' please 'click' on below and visit the complete revised website at:
In need for a Backglass or 'Active Backglass / UVP' please 'click' on below and visit the complete revised website at:
#69
Posted 07 December 2009 - 07:31 PM
I have updated the table with the spell error fixed in the playfield and in the help file. No new features, I'll leave that for a later update (if I feel to add more things to it). So, this will be the last version for a while.
Greetings
JP
Greetings
JP
#70
Posted 07 December 2009 - 07:47 PM
Thanks JP!
One question. I am playing this table on my eeepc (900Mhz) and it plays pretty good. Only before I can start a new ball there is a lot of delay.
I don't notice this on my faster desktop, but you might have a suggestion to speed up the process. Maybe I can comment some scripting code that isn't vital for scoring or gameplay?
Anyway, still enjoying the table a lot. Next to the usual JP graphics and great gameplay, sound effects and voice are excellent in this game!
One question. I am playing this table on my eeepc (900Mhz) and it plays pretty good. Only before I can start a new ball there is a lot of delay.
I don't notice this on my faster desktop, but you might have a suggestion to speed up the process. Maybe I can comment some scripting code that isn't vital for scoring or gameplay?
Anyway, still enjoying the table a lot. Next to the usual JP graphics and great gameplay, sound effects and voice are excellent in this game!
Edited by TedB, 07 December 2009 - 07:48 PM.
#71
Posted 07 December 2009 - 07:55 PM
My friends!!
Here the version of Stern Spiderman in Original Mod and Rules of JP Salas (GENIOUS!!!)
I proud of help in his proyect with the sounds and music again thanks JP!
Here the version in FS!!!
ITS NO AN ANNOUCEMENT only upload the files (with the JP Permision)
The Zip contain
Wheel (thanks Chispamaster) - Playfield - Backglass - Tables and Rules/Help .exe

and the file
http://rapidshare.co...man_FS_1.02.rar
NOTE if someone can upload this file to vpforums page for me... thanks!!)
Megaupload
http://www.megaupload.com/?d=V34HGE1C
Here the version of Stern Spiderman in Original Mod and Rules of JP Salas (GENIOUS!!!)
I proud of help in his proyect with the sounds and music again thanks JP!
Here the version in FS!!!
ITS NO AN ANNOUCEMENT only upload the files (with the JP Permision)
The Zip contain
Wheel (thanks Chispamaster) - Playfield - Backglass - Tables and Rules/Help .exe

and the file
http://rapidshare.co...man_FS_1.02.rar
NOTE if someone can upload this file to vpforums page for me... thanks!!)
Megaupload
http://www.megaupload.com/?d=V34HGE1C
Edited by strangeleo72, 07 December 2009 - 08:40 PM.
Strangeleo Pinball Entusiast and Photographer!!!

(thanks Grizz for the DMD)

(thanks Grizz for the DMD)
#72
Posted 07 December 2009 - 07:59 PM
I would, but I keep getting this...
RS is too busy at the moment.
QUOTE
This file can only be downloaded by becoming a Premium member
RS is too busy at the moment.

My Photobucket Resources
Whether You Believe You Can, Or You Can't, You Are Right." - Henry Ford
The future of pinball lives, it just needs to be nurtured!
If you're here to stab me in the back, you're going to have to get in line.
#74
Posted 07 December 2009 - 08:40 PM
Noah..
Megaupload link
http://www.megaupload.com/?d=V34HGE1C
this is a PACK complete!
Jp Upload the Table HERE in Download Sector
Megaupload link
http://www.megaupload.com/?d=V34HGE1C
this is a PACK complete!
Jp Upload the Table HERE in Download Sector
Edited by strangeleo72, 07 December 2009 - 08:57 PM.
Strangeleo Pinball Entusiast and Photographer!!!

(thanks Grizz for the DMD)

(thanks Grizz for the DMD)
#75
Posted 08 December 2009 - 10:13 PM
JPS: That's it, when you mentioned several multiballs, that was what I was forgetting. I had somehow stacked a couple of different multiball modes and I noticed at one point I had 4 balls on the table at one time and I *think* I may have had 5! Anyway, hope that helps but if not, this is still a great table and I don't think anyone else is reporting this problem so it might have been one of those "one time" bugs.
#76
Posted 08 December 2009 - 10:22 PM
Just a small factoid about this game - the real one for Stern, Steve Ritchie had wanted the goblin toy to be synced with the green target lights. So he was intended to move depending on which light was lit/hit like a metronome. The final release version of the real machine simply has him on a spring where he shakes a bit when the ball hits any of the targets.
Build a fire, vipers love the heat.
#77
Posted 11 December 2009 - 06:48 AM
I just tried this baby out. VP 9 is all buggy for me, so I can't see any of the images on the table (or the lights for that matter, since they are images.) However, I changed all the lights to "No image" and now I see a bunch of yellow lights, which is a lot better than what I had before. Now all I gotta do is just color the lights somewhat close to the real game, and I'll have a table almost good as new!
That aside, I must say, I am very impressed! This table reminds me a LOT of my Banjo-Kazooie table. I LOVE how you can start anythign at anytime and stack everything. I also love that you can get lots of balls going if you stack right. This is probably my favorite original of all time, next to Doom II and Road to El Dorado.
You structured the game just like I would have, it's almost as if I'm playing an original that I made that actually got some tender loving care and then poured on 5,000,000 tons of awesomeness!
That aside, I must say, I am very impressed! This table reminds me a LOT of my Banjo-Kazooie table. I LOVE how you can start anythign at anytime and stack everything. I also love that you can get lots of balls going if you stack right. This is probably my favorite original of all time, next to Doom II and Road to El Dorado.
Edited by Theguyoverthere, 11 December 2009 - 06:51 AM.
#80
Posted 11 December 2009 - 08:44 AM
I only run at 1.35 ghz and a 32 MB card...there are registry keys to force SF Mode....it happened to me except the whole table was pixelated....unchecking the box didn't do it for me. I think Groni made registry keys to force it into SF Mode....give them a try it was the only thing that worked for me....
Here try these....
[attachment=2379:Reg_Keys.rar]
QUOTE (Theguyoverthere @ Dec 11 2009, 03:12 AM) <{POST_SNAPBACK}>
Yeah, I did that. It was the only thing that made the table load at all without errors. The side effect is the image problem, an dI don't think I can fix it without getting a better computer...
Here try these....
[attachment=2379:Reg_Keys.rar]
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