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Firepower (Williams 1980) [Visual Pinball X]

VPX Williams Firepower

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#101 g5k

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Posted 17 December 2018 - 06:56 AM

Open video options in vpx and it is in the checkboxes. Deselect alternate vertex processing and select reflect dynamic elements

#102 thewool

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Posted 17 December 2018 - 04:43 PM

Sweet version of a stone cold classic! Thanks for sharing!!

 

Quick question, are the insert lights supposed to on/off rather than fading? Still getting used to VPX and the various options/settings...

 

Cheers! :shooters:



#103 3rdaxis

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Posted 17 December 2018 - 04:46 PM

Sweet version of a stone cold classic! Thanks for sharing!!

 

Quick question, are the insert lights supposed to on/off rather than fading? Still getting used to VPX and the various options/settings...

 

Cheers! :shooters:

They could be It's just my personal preference and in reality close to the behavior of LED's which have no discernible fade that I can see..   :bar2:


Edited by 3rdaxis, 18 December 2018 - 12:51 PM.


#104 wrd1972

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Posted 20 December 2018 - 08:14 PM

giphy.gif

 

Well as usual, i am late to the party. Just been busy restoring real pins.

 

So I just downloaded the latest Firepower. Holy Shit...this is a seriously awesome table in every single way. The visual details, the lighting, game-play is just off the charts here. Many thanks 3rdAxis for this incredible recreation! This is probably my favorite early 80's table, and it will get played a lot here. The bar is pretty damn high, after seeing this. :love39:

 

But I have a request, if you are able to find the time. Might you be willing to add an additional option, to replace the 6 spot targets, with dop targets. I think Williams had initially wanted to add drops, but they were cost-reduced out due because of the crazy expensive addition, of the speech functions. Seems I remember hearing that some of these drop-target machines, actually made it to the field. It would just be an awesome addition, to an already awesome table.

 

Really excited to see what you have on the horizon!


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#105 Outhere

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Posted 20 December 2018 - 09:02 PM

I like

http://pinball.flipp...werdroptargets/

https://youtu.be/p4QenLJTdpw


Edited by Outhere, 20 December 2018 - 09:03 PM.


#106 3rdaxis

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Posted 20 December 2018 - 09:32 PM

wrd1972-

 

lol, Glad you like it brother. It definitely exceeded my expectations as well.

I did a drop target mod on my last Firepower restoration and it was really fun. Was interesting to see the actual pin marks for locating the drop target assembly's underneath the playfield from the factory that were there the whole time. 

As far as doing it on the VPX version, maybe after a get a bit further with TOM. There is a list of other things I will be including in the next update so stay tuned;)


Edited by 3rdaxis, 21 December 2018 - 03:13 AM.


#107 BobAlbright

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Posted 20 December 2018 - 10:11 PM

Any thoughts of doing Firepower 2..?

"and in the end , the love you take is equal to the love you make"


#108 3rdaxis

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Posted 20 December 2018 - 10:16 PM

Any thoughts of doing Firepower 2..?

Only if I had access to a real machine. 



#109 wrd1972

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Posted 21 December 2018 - 03:38 AM

Might have found a bug. But not sure if its the table, or something else.

 

The current DB2S I am using. The ball indicator is not working right. It stays on ball one, for every ball. Tried a different DB2S...same thing. Anyone else seeing this? Any idea what is causing it?


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#110 3rdaxis

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Posted 21 December 2018 - 05:34 AM

Might have found a bug. But not sure if its the table, or something else.

 

The current DB2S I am using. The ball indicator is not working right. It stays on ball one, for every ball. Tried a different DB2S...same thing. Anyone else seeing this? Any idea what is causing it?

Best to ask Slydog43, I don't have a pincab here to test it out. It does work on his machine and this is the first I've heard of that issue if that's any help. 


Edited by 3rdaxis, 21 December 2018 - 06:51 AM.


#111 sasa12345

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Posted 21 December 2018 - 09:00 AM

I like this version with these targets(6 spot targets) because I did this version and played

The more these versions came out, the proposal is not bad, but the number of players with old targets is bigger

I would not change anything :tup:



#112 kds70

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Posted 21 December 2018 - 10:15 AM

Top Score ? It´s a very difficult / hard table ... my top score is 350.000. Mostly the game is finished between 60.000 and 200.000 :boxing: :shutup1:


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VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40″ Iiyama X4071UHSU, backglass: 32″ LG, Pin"2"DMD, Pincontrol1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 siemens contactors, knocker, shaker, gear, rgb flasher, PC: Intel i5 [email protected], 8 GB Ram, Zotac GTX 1070 Mini, Win10
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#113 STAT

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Posted 21 December 2018 - 11:08 AM

giphy.gif


LOL ... but yeah, that's right for this Table :tup:



#114 BobAlbright

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Posted 21 December 2018 - 11:53 AM

Not sure if anyone noticed that the apron says it’s a 5 ball game. I changed it accordingly

"and in the end , the love you take is equal to the love you make"


#115 3rdaxis

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Posted 21 December 2018 - 02:54 PM

Not sure if anyone noticed that the apron says it’s a 5 ball game. I changed it accordingly

Both factory cards are wrong actually. My bad. Here are the right ones: https://drive.google...iew?usp=sharing


Edited by 3rdaxis, 21 December 2018 - 08:56 PM.


#116 STAT

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Posted 22 December 2018 - 11:49 AM

Might have found a bug. But not sure if its the table, or something else.
 
The current DB2S I am using. The ball indicator is not working right. It stays on ball one, for every ball. Tried a different DB2S...same thing. Anyone else seeing this? Any idea what is causing it?

Best to ask Slydog43, I don't have a pincab here to test it out. It does work on his machine and this is the first I've heard of that issue if that's any help.


Guys, there isn't any Issue, Ball-in-Play is by LED and ok - and on the Right Side Light 1 to 4 is for "how many Players are in".
Should be ok with every B2S, but i using this one: https://www.vpforums...&showfile=12735

Attached File  FP_BG_BIP.JPG   44.89KB   10 downloads

Edited by STAT, 22 December 2018 - 11:50 AM.


#117 The Loafer

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Posted 09 January 2019 - 07:01 AM

After a crazy last month, I've finally had the time to REALLY dig into this table.  Some history, back in the early 80's, my two favorite pins were Superman and Firepower.  Although I don't think I'll ever own a superman, I did own a decent firepower for 7 years, though I sold it two years ago. I still miss it but as the pin is over 35 years old, I don't miss the repairs LOL

 

So I've got to say obviously yes, you guys did an incredible job on the aesthetics as she looks fantastic. What's even more impressive is the playability, which I couldn't really recommend too many changes!  I'm a big believer that a pinball machine from that era should PUNISH you for missed shots and the outlanes should be EVIL.  From the games I've played tonight I'd say "SUCCESS" in that department. 

 

If I'm going to try and nickpick, I'd say the following is a personal (can't stress that enough) list of stuff that doesn't feel right.  These are just my thoughts and shouldn't be considered as errors in the table, based on my own experiences

 

1 - my firepower was also an uber fast machine but IMHO I didn't achieve 20+ glass hits per game :).  Aside from my own, all other firepowers I've played tended to be players that played a little slower so it's possible this is common but I don't recall that even back in the day.  recommendation:  I wish there was a way to randomise the amount of hits possible  so that not almost every hard shot hits the glass.  Doing so would in actually highlight the effect more as it wouldn't be so common throughout a game

 

2 - The shield light in my own firepower, as well as those I can see on youtube was more orangy, same color as the "same player shoot again" light (I think the coloring is from the insert color, not the bulb right?  Been a while).  I acknowledge this may mean I need to run that THX thing, perhaps you have made it that color but my pincab isn't calibrated properly.

 

3 - the lighting of the 10/30/50K bonus lights is definitely darker in all firepower tables I've played, leaning towards the red.  Although it's not as I remember them, I'm not complaining I allow for artist interpretation ;).  In saying that if there's a way to change it, options are always good

 

4 - The skewed E letter and the right outlane. I like the touch of originality as anyone who's played real pins (especially old ones) know of the repairs done on sunken inserts and often times not everything is lined up.  In saying that, I would say some day if you are revisiting the table, it would be cool to add a proper aligned insert as an option because apparently I'm more OCD than I thought, it's really sticking out too much eheh.  Actually seeing it seriously, your pin has a realistic look to it and if you are restoring a firepower to give it a similar look, it's something you'd consider fixing, right?  ;).  At the end of the day, it's not a "must fix", I get what you were going for and this really seems to be an OCD thing LOL

 

5 - not a realistic thing but as someone else said in the download comments, the dynamic background is not working for me.  Note that I just downloaded version 1.01 and have changed nothing in the script, I just ran the table.  I've also ensured I'm using latest 10.6 beta and latest vpm.beta.. The script already has this enabled as default

 

edit: If I mess with the camera view, I can see the stars moving AROUND the table but not over the playfield.  Perhaps I am misunderstanding I thought this was doing the stars moving on the playfield itself (I swear I thought I remembered a youtube video where you showed this? ).  If not, if it's for the backglass effect in desktop mode, than it's working as designed.

 

That's about it, love how it looks, love how it plays, love pretty much everything about it. Well done sirs!


Edited by The Loafer, 09 January 2019 - 07:33 AM.


#118 Thalamus

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Posted 09 January 2019 - 09:26 AM

@theloafer : I can relate. But, about lighting. This table was released pre the latest beta that you say you are running. I think you really should try a few different betas back to see if it maybe doesn't fit you better. Especially the latest release changed the lighting on this table - for me, significantly. I think it looked better before.


Edited by Thalamus, 09 January 2019 - 09:27 AM.

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#119 3rdaxis

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Posted 09 January 2019 - 12:20 PM

Loafer-

 

Fantastic fantastic. Thank you for all of this feedback can't thank you enough. Like I tell my colleagues it is often difficult to see things for what they are when you've been starring at them for so long and feedback is critical to offset this.

Happened when I gave G5K the table back to him after I initially did the insert lights, I was WAY off. Couldn't see it. 

 

We are in the middle of working on release V1.0.2 and will take into consideration everything you have noted here. Absolutely. And it will be released in under the latest 3590 beta. 

 

Starting from the top:

 

1: The glass hit.

This one we have gone back and forth many times. I too have owned several Firepowers as well as the one next to the machine we are creating the VPX version we can religiously hit the glass every single time so what to do...

Sure, i could simply put an addition table option to turn it on or off but maybe instead have an option for "frequency" Say Glass Hit 0-3. 0 being never and 3 being the most often? Or something like that (Slydog's going to love that one lol) 

 

2,3,4: Inserts.

This too me and G5K have gone back and forth a few times and it's very subjective as far as color and intensity. The playfield image we are using is an old, beat up, and very "faded" playfield. The inserts are all de-saturated most likely from being exposed to the Sun so it is what it is. Can I put an option to correct this? IDK, i'll think about it. Being there is already an option for the insert being LED or not maybe i can work into this existing option.  

 

As far as having an option for the crooked "E" lol the three of us will have to put it to a vote. :)

 

5:Dynamic background

Yes you are correct, this is for DTMode only. I used to have it inside the playfield but with this new image it would take an immense amount of work and maybe one day we will do it again. 

 

Thanks again for this feedback as I've said to everyone before NEVER be afraid to express any and all opinions as they are more valuable then you know. 


Edited by 3rdaxis, 09 January 2019 - 12:41 PM.


#120 BorgDog

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Posted 09 January 2019 - 01:54 PM

So I was curious on how the glass hit was being done as I've thought of adding it to some of my tables as the old gottliebs will hit the glass off drop targets with hard hits, so if I understand what I'm looking at right:

 

you have a primitive "Glass" that is collideable (and weirdly above the height of the side rails if visible)

your target hits check if vely>16 and if so impart a velz of 17, which then has the ball hit the glass

glass hit randomly selects which sound effect to play

some time after the glass hit it plays a ball bounce of the ball hitting the table

 

do I have that right?

 

I haven't played with looking at the values of vely, but instead of a straight velz of 17 being applied how about a random small range of velz, sometimes resulting in glass hits others not?  that could even be tied into the vely to weight it so faster vely would have a higher probability of hitting the glass

 

just thinking out loud.  enjoy the table much and am keeping my eyes out for a real one to buy at the moment too.







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