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Help with Scared Stiff


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#121 Drybonz

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Posted 25 June 2016 - 05:40 AM

Yours looks a lot less red than mine, HF.



#122 hauntfreaks

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Posted 25 June 2016 - 05:42 AM

I think that video was right before the flashers were added....


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#123 Drybonz

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Posted 25 June 2016 - 05:42 AM

I think that video was right before the flashers were added....

 

Ah ok... I got it.



#124 nFozzy

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Posted 17 July 2016 - 10:42 AM

lsrsk.jpg

 

https://www.dropbox....a 7-18.vpx?dl=0

New ramps, advanced flasher effects. Flipper scripts, and lots of other changes too.

 

Getting the flashers scripted took forever. I'm just glad to finally make some progress there, it's really important for this particular table

.

A few notes:

- I tried to get the spider to work in both DT and FS. DT mode is choppy, there's instructions for how to improve it at the top of the script. WIP..

-Some of the light sequences are a bit glitchy, still working on them (especially the 'pop' one, check the top of the script to disable it)

 

edit: quick hotfix, fixed a freaky intensity bug


Edited by nFozzy, 18 July 2016 - 04:39 AM.


#125 Drybonz

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Posted 17 July 2016 - 12:00 PM

Thanks for the update, Fozzy... the "pulsing" lights on the flashers and rollovers looks really awesome.



#126 jesperpark

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Posted 17 July 2016 - 08:54 PM

Was just hoping for this table to see some continuing work. Thanks for the update

#127 DKong

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Posted 17 July 2016 - 10:20 PM

This table is looking and playing so great.  It looks close to completion.  

 

I noticed a few wire rollovers did not register every so often.  Also at one point, the ball seemed to freeze in the middle of the playfield, then dissapear and reappear at the left flipper in an instant.  This ball freeze/reappear only happened once and I have not been able to duplicate it since.

 

Overall, this is a real fun version of an awesome table.  I love the collaboration and can't wait to play the finished version!

 

Thanks to everyone involved!



#128 hauntfreaks

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Posted 17 July 2016 - 10:51 PM

are the sounds updated (rubers, metal, rolling. hits) ?


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#129 nFozzy

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Posted 17 July 2016 - 10:57 PM

The regular hit sounds are the same. I change the sounds for the holes and a few solenoids, and added some triggers for ramp sounds.



#130 Ben Logan

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Posted 18 July 2016 - 12:43 AM

Scary good stuff, nFozzy!

#131 TNT2

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Posted 18 July 2016 - 01:03 AM

Great work nFozzy!



#132 ScottyVH

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Posted 18 July 2016 - 02:45 AM

Just gave the new rev a play... looking AWESOME!  I didn't notice anything that could be improved.  The lighting is less Red, which is noticeable and looks great.


test5.gif


#133 rothbauerw

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Posted 18 July 2016 - 04:17 AM

I agree, this table is looking and playing great!  Great progress.

 

One question, on the real machine, don't the leapers spin some as well as pop-up?



#134 nFozzy

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Posted 18 July 2016 - 04:39 AM

For sure, I haven't touched the leaper script yet but I want to add that.

 

Quick update:

https://www.dropbox....a 7-18.vpx?dl=0

 

-Flupper1 made new textures for the ramps. Thanks Flupper!

-Brightened the inside of the crate a little

-The spider should work perfectly now, let me know if it doesn't.

-Rescripted the bonus sequence, it should be much more reliable.



#135 Ben Logan

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Posted 18 July 2016 - 05:17 AM

Awesome, guys! You and Flupper make an amazing duo, nFozzy. I played you guys' BK2K for hours today. Thanks so much for the fun. Flupper has a real gift for making ramps look real.

Edited by Ben Logan, 18 July 2016 - 05:17 AM.


#136 hauntfreaks

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Posted 18 July 2016 - 05:33 AM

ramps look sweet.... 

 

question what is the the black layer on the PF for??.... to hide something??


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#137 hauntfreaks

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Posted 18 July 2016 - 07:09 AM

the more i look at it... I think the black is there to hide the wood under the ramps

this pic is using the original PF scan and a shadow layer where all the ramps and ellement are

this intern tints the wood like a natural obstruction 

 

Attached File  test.rar   2.74MB   5 downloads  <---VPX temp file with shadow image/layer that can be copied and pasted into SS

 

post-73849-0-15760100-1468825663.png

Attached Files


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#138 wrd1972

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Posted 18 July 2016 - 12:58 PM

Once small comment with the three pop bumper animations in the "lab". The drop rings are moving down and up a bit slow. Can these be sped up a bit to look more realistic?


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#139 nFozzy

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Posted 09 August 2016 - 11:57 PM

qkydq.jpg

 

https://www.dropbox....ta 8-9.vpx?dl=0

 

10.2 beta is recommended

 

- Advanced flasher sequences are more reliable, and there's more of them.

- Flashers can now use the proper flasher objects

- Disabled the flipper returnspeed script by default, replaced 'hard flips' flipper script with a much simpler version,

- Leapers now rotate as they jump up and down

- Curbed the advanced GI effects. GI effects should look better and have a bit less flicker.

- Basic color correction

 

Know bugs:

Can be buggy when flashers change blinkpatterns while already on. Sometimes they desync from the light, or sometimes they get stuck on for a second.

 

Still to-do

The look of the flashers need tuning

script optimizations
The bonus 'pop' sequence is glitchy and needs to be rescripted
Single-screen FS support



#140 wrd1972

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Posted 10 August 2016 - 12:45 AM

Fozzy,

Thanks for the work on this table. Its one of my favorites. It has re-playabilty meaning it never gets old.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.