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Scared Stiff VP91x v1.4.4 [VP 9.x Desktop]


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#81 moondrummer78

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Posted 20 April 2011 - 05:10 AM

QUOTE (billyrjse @ Apr 19 2011, 11:16 PM) <{POST_SNAPBACK}>
JP, there are three holes on the ramp. If I remember your table only has the number 2 of the moondrummer78 pic below.

Grettings!




Thanks, Billyrjse! I should have done a better job pointing that out. I think JP thought I was talking about the "Secret Passage" (which is perfect, by the way!)

#82 billyrjse

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Posted 20 April 2011 - 12:10 PM

QUOTE (moondrummer78 @ Apr 20 2011, 02:10 AM) <{POST_SNAPBACK}>
QUOTE (billyrjse @ Apr 19 2011, 11:16 PM) <{POST_SNAPBACK}>
JP, there are three holes on the ramp. If I remember your table only has the number 2 of the moondrummer78 pic below.

Grettings!




Thanks, Billyrjse! I should have done a better job pointing that out. I think JP thought I was talking about the "Secret Passage" (which is perfect, by the way!)



hi.gif I want to thank you because you noticed this important detail that sometimes goes unnoticed. tup.gif But is good to remember that without a proper adjustment of the flippers and physics, this holes will not make much difference in gameplay.

Regards,
Billy



Big Thanks to my friend Hassanchop for this very nice dmd.

#83 moondrummer78

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Posted 20 April 2011 - 05:40 PM

[/quote]


hi.gif I want to thank you because you noticed this important detail that sometimes goes unnoticed. tup.gif But is good to remember that without a proper adjustment of the flippers and physics, this holes will not make much difference in gameplay.

Regards,
Billy
[/quote]

For this table I've changed the flipper settings to:

Speed 0.9
Strength 0.075
Elasticity 0.6

I kept the other numbers as they were. This makes them feel more like the table I played locally a few days ago. In general (and no offense here to JP) I find his flipper strenght to be much stronger than the real life tables. This makes gameplay insanely fast and a ton of fun! But, when I go to play the real table it screws me up, so I'm trying to get them similar in feel enough that playing VP at home is like practising for the real thing. Hopefully it'll save me some coins!

--Jake

#84 billyrjse

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Posted 21 April 2011 - 05:43 AM

[quote name='moondrummer78' date='Apr 20 2011, 02:40 PM' post='114000']


hi.gif I want to thank you because you noticed this important detail that sometimes goes unnoticed. tup.gif But is good to remember that without a proper adjustment of the flippers and physics, this holes will not make much difference in gameplay.

Regards,
Billy

For this table I've changed the flipper settings to:

Speed 0.9
Strength 0.075
Elasticity 0.6

I kept the other numbers as they were. This makes them feel more like the table I played locally a few days ago. In general (and no offense here to JP) I find his flipper strenght to be much stronger than the real life tables. This makes gameplay insanely fast and a ton of fun! But, when I go to play the real table it screws me up, so I'm trying to get them similar in feel enough that playing VP at home is like practising for the real thing. Hopefully it'll save me some coins!

--Jake



I love the JP's work and respect him (and no offense here to JP too), but I agree with you, Jake. Some JP tables has too strong flippers, too fast balls, inaccurate flippers shots and lacks of bounce on the walls, rubbers, pins, flippers, etc, etc. Not all tables are bad in physics, but a good amount cause JP is the factory to make tables smile.gif . I noticed that JP is trying to gradually adjusting the physics in his tables... This is really great.
To make a challenging table like a real pinball is the ball dont need to be fast as a lightning, but It must be unpredictable and have random movements like a real table (but can't out of the kicker and fall right into the spider hole. smile.gif It is as trick if in a favor to the player). I know we're talking about a simulator and not a real machine... bla, bla, bla... smile.gif Simulator has some flaws, I know, but the goal is to recreate a table as close as possible to the real. So why not physics? think.gif I know it's possible to adjust a table with good physics... many got (I will not name the names). When I did my original I lost so many time just to adjusting physics (elasticity and slingshot force of each wall, rubbers, flippers, bumpers, etc), several days only to set flippers... I know, is too many work and I do not think It's 100% but I tried to get close and I like the results for the first table smile.gif . I could even change myself the settings of the JP's tables, but what's the fun? smile.gif
Even if we cannot see a table in real life It's possible to adjust physics. There are zillions of youtube videos where we can get a comparison. I think I know well the physics of a real table because I have been fortunate to play in a pinball club with almost 100 pinball machines configured in Free Play. Once I spent an entire afternoon just playing Scared Stiff (one of my fav).... Who says that table is "too" easy is because they never played it in real. wink.gif
Sorry for my terrible english...

Another great Scared Stiff video I found....
http://www.youtube.c...feature=related

Greetings! smile.gif

Edited by billyrjse, 21 April 2011 - 04:03 PM.


Big Thanks to my friend Hassanchop for this very nice dmd.

#85 jpsalas

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Posted 15 July 2011 - 07:47 AM

I was thinking in updating this table with some alpha transparent flashers. But I'm not sure of the results. On one side I think they look a bit better, and on the other side they won't work for many of you, since they require hardware rendering on. So, I'm not sure if I should use those alpha ramps as flashers or not. I'll just add a link to the table in case of any of you want to try it. What I should like to know is if those flashers slow down the table and how it looks if you play with the hardware rendering off.

http://www.fileden.c...f_VP91x_1.4.zip

Greetings
JP

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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#86 thewool

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Posted 15 July 2011 - 08:17 AM

Morning JP, a sexy little update smile.gif

Just tried this on my laptop (i5 + ATI Mobility Radeon HD 5470 512MB) and it played well at a good resolution, got multiball ok with no stuttering. That SW37 seemed more random in this one as well, but I might be wrong.

Am happy to try a FS version as well if you are authoring one.

edit: HD rendering was enabled. Upped the resolution for a second play and got some minor stuttering but still very playable.

Edited by thewool, 15 July 2011 - 08:29 AM.


#87 hanzoverfist

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Posted 15 July 2011 - 08:19 PM

QUOTE (jpsalas @ Jul 15 2011, 08:47 AM) <{POST_SNAPBACK}>
I was thinking in updating this table with some alpha transparent flashers. But I'm not sure of the results. On one side I think they look a bit better, and on the other side they won't work for many of you, since they require hardware rendering on. So, I'm not sure if I should use those alpha ramps as flashers or not. I'll just add a link to the table in case of any of you want to try it. What I should like to know is if those flashers slow down the table and how it looks if you play with the hardware rendering off.

http://www.fileden.c...f_VP91x_1.4.zip

Greetings
JP



Works great for me, not to very little stuttering when multiball , alienware laptop vista 64x intel core 2 extreme , dual nvidia gtx 280M SLI.

ps looks really great.

space-invader-wheel1_t.png


#88 hanzoverfist

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Posted 15 July 2011 - 11:33 PM

script error line 824
Argument not optional: 'rescueball_out.kick'

this entire line was highlighted in yellow "rescueball_out.kick, 180,0" this occurred when I hit the ball up the left ramp but the velocity was not enough to get it up very far, it reached approximately 146, 320 in editor coords, and the game quit with that error.

space-invader-wheel1_t.png


#89 jpsalas

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Posted 16 July 2011 - 03:55 AM

yes, this line 824 is a fix for the ball falling though the left ramp, I guess there is a comma after the kick that shouldn't be there smile.gif, just change that part with rescueball_out.kick 180,0. I haven't tested that kicker yet, maybe I'll need to move that kicker a little so it looks like the ball just comes back from the ramp because the low speed of the ball and it didn't make it to the top.

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Next table? A tribute table to Stern's Foo Fighters


#90 lettuce

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Posted 16 July 2011 - 07:55 AM

Yeah JP please release this update with added flashers and what not to the FS version. Its always nice to have all the bells and whistles (extra effects) added to tables for people who have high spec systems. Did you notice that there has been a new stripped PF for this table released JP?, not sure if its better quality than the one used in this version already or not??

Any plans to added the extra flashers to the X-Files table you made, as you said you didnt add any of these effect when you released the table a while back, would be really good if these where added to this excellent table

take care

Edited by lettuce, 16 July 2011 - 08:01 AM.


#91 Michael Gallo

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Posted 16 July 2011 - 09:16 AM

The flashers are really sexy, though the "glow" texture could use a little bit more fade-out around the edges. I can definitely see the square outline where it ends.

Looking forward to the FS version. smile.gif

#92 jpsalas

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Posted 16 July 2011 - 12:46 PM

I I have updated and uploaded version 1.4 with new flashers using alpha ramps and a few changes in the settings (not many).
I have also tried to fix the ball disappearing under the left ramp.

About the glow in the texture: I have reduced it a little. I think to make a more real flasher will need much bigger images with much larger halos/stars to simulate the flash, but for this table it will do like it is (for now smile.gif)

Edited by jpsalas, 16 July 2011 - 12:49 PM.

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Next table? A tribute table to Stern's Foo Fighters


#93 bolt

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Posted 16 July 2011 - 01:13 PM

Thanks again for your great update support.
Posted Image

#94 ta2686

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Posted 16 July 2011 - 02:02 PM

Thanks again JP!
Need to set or reset replay levels on a particular table? These guides will help you:

For Non-DMD tables: Guide to reset replay levels on non-DMD tables

For DMD tables: Guide to set replay levels on DMD tables

Need to change the number of balls per game on a particular table? These guides will help you:

For Non-DMD tables: Guide to set number of balls per game on non-DMD tables

For DMD tables: Guide to set number of balls per game on DMD tables

Need to adjust the volume on DMD based tables? This guide will help you:

Guide to adjust volume on DMD tables

An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:

Excel Spreadsheet of VPM emulated tables

#95 cyberdman

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Posted 02 September 2011 - 08:51 PM

I suppose this is long after the fact, but I've only just begun getting back into the scene a little bit and of course I have to start out with one my personal favorites.

This is an absolutely excellent rendition of this table, looks gorgeous and plays great.

Two things I want to note:

One - is make sure you all enable dancing boogiemen in the rom options - mine was off by default, maybe yours isn't, but that makes those boogiemen on the slings move around.

Two - is it even possible to get the skill shot on this version? It seems the angle of where the trough meets the playfield is a little off or it's the plunger - I don't know. With the proper pull on the plunger you should get the skill shot and hit the ball in the hole to the left of the crate right by the dagger light. The dagger light will light up and Elvira will say "Man, I hate commercials!" and throw her dagger at her television. It seems everytime I plunge the ball it does a beeline direct center to bash the crate which isn't exactly completely accurate.

In any case, great work and this things plays great on my system. I was hoping for more fading lights and such, my system should handle that just fine. Either way I am really enjoying this. Great work.



#96 jpsalas

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Posted 03 September 2011 - 04:35 AM

Thanks for pointing that out. I was using the impulse plunger in my older versions, but in this VP912 version I changed to use a normal plunger, and it wasn't completely adjusted. I'll fix that and I'll make an update.

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Next table? A tribute table to Stern's Foo Fighters


#97 thewool

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Posted 03 September 2011 - 10:53 AM

Good day JP, would it be mega difficult to add the ball collision script to this table?

I've been really impressed to what a difference this makes on some tables. Thought it might be effective on SS as it's quite common to get a few balls rolling around.

Cheers dude, Wool.





#98 jpsalas

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Posted 03 September 2011 - 11:30 AM

Yes, I can add the script. No problem smile.gif. Normally I don't add it because there use to be too many sounds already in the table. Like in some tables I don't add the rubber sounds or the ball rolling sounds, because of the same reason.

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

 

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Next table? A tribute table to Stern's Foo Fighters


#99 thewool

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Posted 03 September 2011 - 11:54 AM

That would be ace JP! Thank you sir smile.gif Just thought it might be a nice addition to Elvira's orchestra.

I must admit, the balance of sound effects on your tables is spot on - Dracula being my favourite. All the little ambient effects add to the illusion of our sport!





#100 Arcade4

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Posted 03 September 2011 - 03:40 PM

QUOTE (thewool @ Sep 3 2011, 06:54 AM) <{POST_SNAPBACK}>
That would be ace JP! Thank you sir smile.gif Just thought it might be a nice addition to Elvira's orchestra.

I must admit, the balance of sound effects on your tables is spot on - Dracula being my favourite. All the little ambient effects add to the illusion of our sport!


This update is going to be great.
I often curse the skill shot on this table, and it is our favorite table to play here at my house.