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VP physics overhaul


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#901 dyopp21

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Posted 14 October 2014 - 08:19 PM

I agree with Randr.  The best part about being a member of the virtual pinball club is, well... being a member of the virtual pinball club!  (First rule of virtual pinball club: you'll have to always work at it.  No freebies)  Besides, where would I get my daily entertainment if it weren't for you yahoos?  Facebook just sucks ass nowadays anyways.  Hang out here, it's much safer.


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#902 blashyrk

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Posted 14 October 2014 - 09:30 PM

Thanks a bunch for the Physmod tables :)



#903 Pinball999

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Posted 14 October 2014 - 09:59 PM

MM plays great. Thanks a lot!



#904 BigBoss

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Posted 14 October 2014 - 11:25 PM

I posted it in the other thread but you guys are welcome to the 200 or so tables I've converted here: http://pinballbulbs....es/physmod.html

#905 goesta

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Posted 15 October 2014 - 04:33 AM

Thank you ClarkKent!!!

 

First for this great MM Physmod, which plays great! Tried to mod this table myself, try and error - and gave up. This one is a joy to play! Thanks to you and your friend releasing your gems!!!

 

Second, totally unexpected, one of my favourite pins: T2. WOW, you have the feeling of the weight of the ball rolling arround on the playfield.

Cannot thank you both enough (and of course LW for his Nightmod version of MM)!

 

Greets Goesta



#906 Xendo

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Posted 15 October 2014 - 02:41 PM

I just got the best of the best Physmod tables I ever played: Attack from Mars! A friend of mine did this - and man - he did it right! :) Gameplay is incredible!!

 

https://www.dropbox....od.vpt.zip?dl=0

 

This version plays amazingly well. Is there a day version of this around?



#907 grunger106

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Posted 15 October 2014 - 03:12 PM

I've done 'Day Mods' for each of the tables that CK has posted 

Or more accurately swapped the playfield images back into this one from the original table the night mod was done from so not a mod at all

I'm not sure I'm allowed to post them though?



#908 mpad

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Posted 15 October 2014 - 05:52 PM

For myself anyways half the fun is keeping up with things. I would hate to see an auto updater for a couple reasons... First people that put all the work in these tables wouldn't get the credit they so deserve and 2nd would be a lot of people getting update but not contributing to these forums! How sad would that be?

OK, I get it. This is where this awesome community draws it's energy from.
I too love browsing around here on my mobile, but when I get home from my 12 h at work I just like to play and have no nerve for anything else.
I really would like to contribute sth. But for the same reason I have absolutely zero VP skills.
I know my way around pc hardware and built a cab in 24 H from scratch, but that's about it. So I will be a freebie until I retire I guess.
Blah...
Thanks again for all your great work to all the authors, modders, developers, and other contributors. I hope I find the time to check it out one day...

Edited by mpad, 15 October 2014 - 05:56 PM.


#909 blashyrk

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Posted 15 October 2014 - 07:09 PM

ClarkKent, if your friend wants to convert Congo to physmod5 I wouldn't mind ;) great job with Medieval Madness

#910 ClarkKent

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Posted 15 October 2014 - 07:17 PM

Let's see! The list is long...



#911 gigalula

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Posted 15 October 2014 - 07:59 PM

Yep...If you friend start doing request he will be good a full time job ;) hehehe   

Anyway send to him a big "Thank you" from me for what he did already it's really appreciate. :dblthumb:



#912 Traok3

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Posted 15 October 2014 - 08:09 PM

On the pm5 mod for MM I ran into a bug first run through .. The ball was stuck in the catapult and continually spitting balls into play... No one else had this happen ? And or know of a fix ?



#913 AaronShupp

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Posted 15 October 2014 - 08:38 PM

Also there is still a lot left from the Physmod(5) changes and even VP9.9 times that need additional clean up..

Then the materials also need to be simplified for easier artist control..

And the DMD needs to be wired up correctly..

And the postprocessing pipeline..

And.. .. ..   ;)

 

Fiwgxqb.gif

 

But I want it nooooowwww! :P

 

 

-----------------
Added in an edit:

Holy shit, I didn't realize until the post showed up just how much it looks like uhh... it appears that she, well...

/ nevermind. not even going anywhere close to there lol


Edited by AaronShupp, 15 October 2014 - 08:39 PM.


#914 jpsalas

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Posted 16 October 2014 - 01:56 AM

On the pm5 mod for MM I ran into a bug first run through .. The ball was stuck in the catapult and continually spitting balls into play... No one else had this happen ? And or know of a fix ?

Yes, I saw that bug. I have sent a fix to ClarkKent.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#915 dark

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Posted 16 October 2014 - 02:11 AM

I tried the physmod for AFM and it seemed nice initially but I had the ball get stuck at the top of the left ramp so I had to abort on that version.  :(



#916 goesta

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Posted 16 October 2014 - 03:30 AM

Thank you JPSalas,

Had this error too, but it was to much fun, so i ignored it ;-)



#917 hourglass

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Posted 16 October 2014 - 03:54 AM

I just tried out the PM5 version of MM.  It plays like pure beauty.  I scored way higher than I had on previous VP versions - got #2 in the score list on the factory ROM on the 2nd try.

 

That said, I did run into something odd.

 

At one point, I put three balls into the castle.  The first one said, "Ball 1 Locked."  The 2nd said, "Ball 2 Locked." But the 3rd one said, "Lock Lit."

 

When I put another ball into the castle, it gave me Castle Multiball, but it only put one ball onto the table.  When that ball drained, I had no balls and the DMD still showed "Castle Multiball."  After a few minutes, the castle shook a few times and it then spat out two balls from the catapult.  When the first of those drained, the flippers went dead and it calculated the bonus.

 

Then it served up my next ball.  And then the 2nd ball from the catapult drained.  And it served up another one into the plunger.  So I played ball 3 with free multiball, but I knew if I let one drain it was game over.  And it was, after the first one drained.

 

Ryan


Also,  If I try any ROM other than 109b it can't find the balls.

I press 1, it says, "Locating balls..."  and then it grinds and clunks and spits a ball from the catapult.  But I see one still in the catapult.

 

This goes on for as many times as I press 1.

 

Ryan



#918 hourglass

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Posted 16 October 2014 - 02:01 PM

Took a look around. It appears the catapult is set too low.  It has its bottom at 51, but the ball is 54 units high.  I raised it to 55 and haven't had any more balls stuck.  There's also a spot in the script where it dynamically gets set to 51.  I also changed that.

 

Ryan



#919 gtxjoe

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Posted 16 October 2014 - 03:00 PM

I've done 'Day Mods' for each of the tables that CK has posted 

Or more accurately swapped the playfield images back into this one from the original table the night mod was done from so not a mod at all

I'm not sure I'm allowed to post them though?

 

I think you would be okay with posting a beta link in this thread, just like everyone else is doing :)  



#920 evilantal

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Posted 16 October 2014 - 07:13 PM

If somebody is interested in this - here is a T2 CE DX9 Physmod:

 

https://www.dropbox....ysMod5.rar?dl=0

 

There are still some misaligned textures (mainly the slingshot plastics) and some at the canon (when it's moving) - maybe somebody can help to make this even more perfect?

 

Would you mind reupping this link ClarkKent?

I'd really like to try it out, but the file's no longer there :(