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Independence Day VP9.9 [VP 9.x Desktop]


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#121 WWE

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Posted 29 August 2014 - 12:41 PM

Tolle Arbeit danke dir für diesen Pinball 


30041117ij.jpg


#122 Nealtron

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Posted 06 September 2014 - 02:53 AM

Check the downloads section for a HUGELY UPDATED Independence Day.

This is by far the largest update this game has ever received, and I highly recommend this version over any previous releases.

 

Changes in v2.2 Include:

 

*3D LIGHTS Below Slingshot Plastics
*16:9 Format
*ADJUSTED COLOR/LIGHTING for Numerous Playfield Objects
*ALIEN TOY = Larger
*ALIEN Open/Close Animation (4 frames vs. 1)
*ALIEN EYES Fully Animated (Looks Much Better)
*ALIEN OPEN LIGHTS (Creature Inside Alien) Now Properly Controlled by ROM, Not a Timer (Thanks JPSalas for the scripting advice!)
*Angled VUK
*BALL No Longer Gets STUCK on Far Left Ramp
*BALLS NO LONGER LOST During "Multiball"
*Better BUMPER Performance (Improved Transition Between Bumpers)
*BETTER LIGHTING/CONTRAST on Bottom Plastics
*Better Looking TRANSPARENT RAMPS
*Better SLINGSHOT Performance
*FADING LIGHTS for Launch Zone
*FADING LIGHTS for "Eye Lights" (Underneath Flippers)
*Fixed ALIEN TRIGGER (Now Works Every Time)
*Fixed SLINGSHOT COLOR
*Fully Updated Physics
*LARGER FLASHERS
*New BACKDROP Image
*Uses 6 LIGHTS INSTEAD OF 2 for Release Destroyers/ Attackers (Displays Properly)
 
...And much more.
 
The FS version has also been updated and will be uploaded once I figure out why some strange horizontal lines have appeared. Look for that updated release very soon.
Now to finish up Who Dunnit...

Edited by Nealtron, 06 September 2014 - 03:05 AM.

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#123 GCS

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Posted 06 September 2014 - 09:33 AM

Great job! Any chance for a v2.2 in 4:3 format?

 



#124 Vinthar

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Posted 06 September 2014 - 01:29 PM

Cool!

Thanx a lot! :)



#125 bolt

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Posted 06 September 2014 - 09:45 PM

Wow, what for a great update for this table. Thank you very much.

Locks very good but I think the alienship is a little too big for the Flippercase.

 

Have a nice sunday

 

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#126 freneticamnesic

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Posted 06 September 2014 - 09:49 PM

 

Check the downloads section for a HUGELY UPDATED Independence Day.

This is by far the largest update this game has ever received, and I highly recommend this version over any previous releases.

 

Changes in v2.2 Include:

 

*3D LIGHTS Below Slingshot Plastics
*16:9 Format
*ADJUSTED COLOR/LIGHTING for Numerous Playfield Objects
*ALIEN TOY = Larger
*ALIEN Open/Close Animation (4 frames vs. 1)
*ALIEN EYES Fully Animated (Looks Much Better)
*ALIEN OPEN LIGHTS (Creature Inside Alien) Now Properly Controlled by ROM, Not a Timer (Thanks JPSalas for the scripting advice!)
*Angled VUK
*BALL No Longer Gets STUCK on Far Left Ramp
*BALLS NO LONGER LOST During "Multiball"
*Better BUMPER Performance (Improved Transition Between Bumpers)
*BETTER LIGHTING/CONTRAST on Bottom Plastics
*Better Looking TRANSPARENT RAMPS
*Better SLINGSHOT Performance
*FADING LIGHTS for Launch Zone
*FADING LIGHTS for "Eye Lights" (Underneath Flippers)
*Fixed ALIEN TRIGGER (Now Works Every Time)
*Fixed SLINGSHOT COLOR
*Fully Updated Physics
*LARGER FLASHERS
*New BACKDROP Image
*Uses 6 LIGHTS INSTEAD OF 2 for Release Destroyers/ Attackers (Displays Properly)
 
...And much more.
 
The FS version has also been updated and will be uploaded once I figure out why some strange horizontal lines have appeared. Look for that updated release very soon.
Now to finish up Who Dunnit...

 

 

horizontal lines sound like two ramps and/or walls at the same height. Simply adjust one of the ramps where the lines appear to be .1 unit higher and you're good



#127 Nealtron

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Posted 06 September 2014 - 11:51 PM

Great job! Any chance for a v2.2 in 4:3 format?

 

 

If it were as simple as adjusting the X/Y ratios to convert this table back to 4:3, then I would absolutely do it! However, it's much more complicated than that with this table. And since I added the 3D lights under the slingshots, (bumper lights below the playfield), the old ratios won't display correctly. Additionally, I'm one of the last designers who still thinks EM Reels are pretty cool, hah, so there would have to be a lot of adjustments made. And since all of the new monitors and laptops are being made 16:9, I just can't justify spending the time to convert the new table back. Sorry, but if you are able to edit VP9 tables and can do some basic things in photoshop I'm sure you could do it for your own collection. But I really want to get back to my WIPs and had no intentions of spending so much time updating this old table of mine.

 

Wow, what for a great update for this table. Thank you very much.

Locks very good but I think the alienship is a little too big for the Flippercase.

 

Have a nice sunday

 

bolt

 

I'm not really sure what a Flippercase is, but I made the ship a little oversized on purpose, and it's actually less out of proportion than previous releases. However, if you wish to make it smaller, it would only take a few minutes to make the adjustments to the table. Just change the height of 2 EM reels and 1 wall to your liking.

 

 

horizontal lines sound like two ramps and/or walls at the same height. Simply adjust one of the ramps where the lines appear to be .1 unit higher and you're good

 

Thanks for the advice freneticamnesic, but this visual anomoly for the FS version only appears in VP9.9, not in any of the previous versions. In one case, I changed the color of the wall sides for one of the plastics, and then suddenly all of the sides of that plastic had horizontal lines. Very strange. I'm sure I'll get it figured out though. I'll take a look at it later tonight. All in all, the FS version is looking much better now than it did in the previous release.


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#128 RipleYYY

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Posted 27 October 2014 - 04:23 PM

i still got the ball stuck on the left ramp...

and another bug, tanx to my son who knows really well this table : the switch right there on the ramp just before ball stuck is not working,its trigger23, its on the ramp18, and must be on the ramp160

 

;)

 

edit : i'm talking about the FS version (updated or not by you !?)

will check the DT...


Edited by RipleYYY, 27 October 2014 - 04:25 PM.

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Tanx to (alphabetical order) : BLACK, CUTTER, DESTRUK, EALA, JP, JOE ENTROPY, KINSEY, KRISTIAN, LOSERMAN, LUVTHATAPEX, RANDY, SCAPINO, SHIVA, STRANGELEO (hope i did not forget someone... )


#129 Nealtron

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Posted 27 October 2014 - 06:21 PM

i still got the ball stuck on the left ramp...

and another bug, tanx to my son who knows really well this table : the switch right there on the ramp just before ball stuck is not working,its trigger23, its on the ramp18, and must be on the ramp160

 

;)

 

edit : i'm talking about the FS version (updated or not by you !?)

will check the DT...

 

Thanks for pointing this out. I'll look into the "ball stuck" situation again. I can't simulate it, so it's hard to pinpoint the cause. I'll get the switch fixed too.

 

Look for an update to this table within the next few weeks- I'll be adding alpha flasher effects as well as addressing these issues.


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#130 RipleYYY

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Posted 28 October 2014 - 08:36 AM

nop, its as it in our community, "working" together to tweak tables the best we can ;)

 

btw, dont worry about the ramp/stuck, as again, seems i'm the only one !? i corrected it myself...

 

and about the trigger23, its OK on the DT version


Aliens 2, Area 51, Asterix, Bally Tribute, ET, Evel Knievel, Frontier, Galaxian, Inspector Gadget, Lilo & Stitch, Looney Tunes, Lost World, Mata Hari, Night Mission, Power Play, Rayman, Rolling Stones 2, Stalker, Santa Odyssey, Tempest, Timon & Pumbaa, Williams Tribute, World Cup 2002, Zombie

Tanx to (alphabetical order) : BLACK, CUTTER, DESTRUK, EALA, JP, JOE ENTROPY, KINSEY, KRISTIAN, LOSERMAN, LUVTHATAPEX, RANDY, SCAPINO, SHIVA, STRANGELEO (hope i did not forget someone... )


#131 sjorge

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Posted 28 October 2014 - 09:28 AM

nop, its as it in our community, "working" together to tweak tables the best we can ;)

 

btw, dont worry about the ramp/stuck, as again, seems i'm the only one !? i corrected it myself...

 

and about the trigger23, its OK on the DT version

I got the ball stuck/ramp problem too. I only happens on the updated 9.9 table, the old one is fine.

 

edit: It's the FS version


Edited by sjorge, 28 October 2014 - 09:45 AM.


#132 kruge99

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Posted 28 October 2014 - 10:26 AM

I had the ball get stuck on the left ramp of the desktop version as well.  I'll try to duplicate the problem and take a screenshot.


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#133 kruge99

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Posted 28 October 2014 - 12:56 PM

The first time I had the ball get stuck, I was using version 9.9.0.a of VP.

 

While testing with the new VP9.9.1 just posted by Toxie, the first time I made the ramp shot, the ball made it through, but the second time the ball got stuck here.  Nudging makes the ball move, but I was unable to get it unstuck.  With enough nudging the table eventually will tilt.  Here's a closeup of the ball stuck on the ramp, maybe it's getting hung up on the ramp below?

 

ball-stuck_t.png

 

(click on the thumbnail to see a larger version)

 

 

Best Regards,

Todd.


Edited by kruge99, 28 October 2014 - 12:57 PM.

[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
Posted Image

#134 Nealtron

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Posted 28 October 2014 - 08:30 PM

The first time I had the ball get stuck, I was using version 9.9.0.a of VP.

 

While testing with the new VP9.9.1 just posted by Toxie, the first time I made the ramp shot, the ball made it through, but the second time the ball got stuck here.  Nudging makes the ball move, but I was unable to get it unstuck.  With enough nudging the table eventually will tilt.  Here's a closeup of the ball stuck on the ramp, maybe it's getting hung up on the ramp below?

 

ball-stuck_t.png

 

(click on the thumbnail to see a larger version)

 

 

Best Regards,

Todd.

 

Ah, I see. It looks like it's hitting the ramp lip. I'll get it fixed. Perhaps the ramp lip has a physical wall I'm not aware. Strange how some users can get this to happen consistently, yet I couldn't even simulate it with kickers dropping the ball of there at 0 speed.

 

I feel silly making so many updates to this table, but it's my first, so I'm still learning. It'll give me an excuse to add the alpha flashers though, and they certainly made WD look more fantastic.


nop, its as it in our community, "working" together to tweak tables the best we can ;)

 

btw, dont worry about the ramp/stuck, as again, seems i'm the only one !? i corrected it myself...

 

and about the trigger23, its OK on the DT version

 

Let me know what you did to fix it.


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#135 Nealtron

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Posted 10 November 2014 - 08:17 AM

Alright. So I'm aware the ball still gets stuck in this release for some of you.

It's an easy fix: Just select "Ramp15" - (part of the far left ramp entrance) and change the PHYSICAL WALLS for the left and right to 50 & 50. That will keep the ball from catching on the ramp above.

I'll be releasing a final update with new plastics graphics, GI, a darker feel, alpha flashers, and primitives for fading bumper lights soon (incorporating this fix), but this will get things working for you in the meantime.

 

If you're unsure how to do this: Open the table; Click "Edit"-> "Select Element"-> Highlight "Ramp15", Click "OK"-> Click on "Physics"-> And modify the "Physical Wall" Settings to 50/50 respectively.


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#136 bolt

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Posted 10 November 2014 - 09:49 AM

Thank you Nealtron.


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#137 sjorge

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Posted 10 November 2014 - 11:56 AM

Thank you, Nealtron. Works perfect now.



#138 Bloodyhellfire

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Posted 17 January 2015 - 02:38 PM

error: object doesn't support this property or method in visual pinball 9.9.0 no matter what i do after this 

change to script. such a shame looks much better but had to go back to the old one

 

'Set Controller= CreateObject("VPinMAME.Controller")

Set Controller = CreateObject("UltraVP.BackglassServ")



#139 Bloodyhellfire

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Posted 17 January 2015 - 03:37 PM

Also when i run this table as i have direct draw disabled the DMD appears Very small and resizing it is not an option as this produces a large black border around the DMD. Granted my problem nobody elses but none of these probs occur 

with version (1.3). if anyone can help with some script changes this would be very much appreciated. Great table though wish i could use it     :wimper:



#140 Bloodyhellfire

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Posted 19 January 2015 - 01:17 AM

 

error: object doesn't support this property or method in visual pinball 9.9.0 no matter what i do after this 

change to script. such a shame looks much better but had to go back to the old one

 

'Set Controller= CreateObject("VPinMAME.Controller")

Set Controller = CreateObject("UltraVP.BackglassServ")

 

does anyone know why i cant run Ultravp on Independence Day FS (2.2) PLEASE  :unsure:

by the way i am using hyperpin but can still launch uvp from all other tables


Edited by Bloodyhellfire, 19 January 2015 - 01:27 AM.