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Terminator 2: Judgment Day VP9 v1.1RC


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#161 njamont

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Posted 07 April 2010 - 10:33 AM

Dude pinball did not plaine out in that period

it had awesome released like MM and CV


lettuce:

for you to change the rom the table uses open the script and search for the old rom name:

t2_l8 replace this with the new rom name and save it !

#162 grapper

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Posted 07 April 2010 - 11:18 AM

QUOTE (Johanpsu @ Apr 7 2010, 12:25 PM) <{POST_SNAPBACK}>
Very very nicley done table your T2, no talk about. Avesome.
But T2 might be why Pinball just plained out from 1992,
such an boring table IMHO really. So overrated.
But it would be awesome if you guys could do a mod for Gronis
T3, T3 is way more fun pinball. Ask Groni for permission and
invite him to your next party and chake a little smile.gif

Have to disagree with this. Although T2 is not my favorite table, the tables released in 90-99 are just in a class of their own IMO.

Sorry for a lil OT - looking forward to getting home and trying the updated version tonight!

Edited by grapper, 07 April 2010 - 11:32 AM.


#163 TheMcD

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Posted 07 April 2010 - 11:22 AM

QUOTE (Johanpsu @ Apr 7 2010, 12:25 PM) <{POST_SNAPBACK}>
Very very nicley done table your T2, no talk about. Avesome.
But T2 might be why Pinball just plained out from 1992,
such an boring table IMHO really. So overrated.
But it would be awesome if you guys could do a mod for Gronis
T3, T3 is way more fun pinball. Ask Groni for permission and
invite him to your next party and chake a little smile.gif


T3 more fun - ironic statement, considering that T3 pretty much carbon-copied T2.

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#164 rehab

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Posted 07 April 2010 - 11:41 AM

QUOTE (Johanpsu @ Apr 7 2010, 11:25 AM) <{POST_SNAPBACK}>
Very very nicley done table your T2, no talk about. Avesome.
But T2 might be why Pinball just plained out from 1992,
such an boring table IMHO really. So overrated.
But it would be awesome if you guys could do a mod for Gronis
T3, T3 is way more fun pinball. Ask Groni for permission and
invite him to your next party and chake a little smile.gif


Ok. that is one weird comment in the release thread of the authors....

#165 Mr. Pacman

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Posted 07 April 2010 - 11:54 AM

QUOTE (TheMcD @ Apr 7 2010, 11:22 AM) <{POST_SNAPBACK}>
QUOTE (Johanpsu @ Apr 7 2010, 12:25 PM) <{POST_SNAPBACK}>
Very very nicley done table your T2, no talk about. Avesome.
But T2 might be why Pinball just plained out from 1992,
such an boring table IMHO really. So overrated.
But it would be awesome if you guys could do a mod for Gronis
T3, T3 is way more fun pinball. Ask Groni for permission and
invite him to your next party and chake a little smile.gif


T3 more fun - ironic statement, considering that T3 pretty much carbon-copied T2.

The McD


I agree....and i don't think that they are boring...they are relatively easy, but not boring...think of so many people who still love to play EM tables...Every table has its charm!

#166 realitybytes

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Posted 07 April 2010 - 05:31 PM

Thx for the Update great table, boring it sertainly isnt.

#167 Noah Fentz

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Posted 07 April 2010 - 07:00 PM

QUOTE (rehab @ Apr 7 2010, 07:41 AM) <{POST_SNAPBACK}>
Ok. that is one weird comment in the release thread of the authors....


You pick that one as the 'weird' comment in this topic? I think this topic has seen it all!

laugh.gif

T2 was in a laundromat I used to frequent a few years back. (Yes, I went to a laundromat, and it sucked!)

Anyhoo...

It was the most difficult, unforgiving table I could remember up to that point. Hardly a boring or dull moment. I like difficult tables, and it probably shows in our recreations.

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#168 slam23

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Posted 07 April 2010 - 11:03 PM

Hi Noah,

I'm with you on that one, that was one hard to play table back in the days. I played T2 in my college days, right about when it was out, and it thoroughly kicked my *ss on more than one occasion! Insane speed and lots of SDTM drains, that little pin between the flippers was no luxury.
Just curious, have things been patched up between you and Groni? Hope you'll work it out somehow but I guess this goes with the territory of internet forums and clashes between creative people.
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#169 Noah Fentz

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Posted 08 April 2010 - 05:45 AM

I am unaware there even is an issue between GRONI and I. Certainly not on my end.

I've PM'ed him, to which I have not received response. What more can I say or do?


I'm really glad everyone is enjoying this table, and I am eager to update it with the new resources!

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#170 Marton

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Posted 08 April 2010 - 07:07 AM

I played some games. This table is EXCELLENT!!!!
The updated flippers act MUCH more accurately on the updated version (the bounce back on the first version was like for an 80's Bally/Stern game)
The little details I see:

1) There is something with center passage... It seems too wide. I find it easy to shoot a ball through it to the pop bumpers. On the real game it was hard as hell. It was uncommon to send the ball there with the flippers. It happened more with the left slingshot as it shoots the ball at a different angle. Maybe a post is missing. The ball should make a little left-right bounce when going down from it. I think they designed it this way to slow the ball down.
Maybe you could make the rubbers a bit more thick in the area to solve it.
2) The left standup target from the center bank: on the real game, the ball touches its back a little when slowly coming down from the left, so the ball touches the bottom post or the lower white target and goes SDTM or almost SDTM smile.gif
3) The cannon should stop for a brief moment (about a second) when it is on the lowest end, before turning back. On new games, you could shoot the lower target when it stopped at the bottom. With the years passing by, it usually misadjusts and it goes lower than the lowest target, so you could shoot the post, and sometimes the wall of the left passage and totally miss the targets. Stopping it on the angle to shoot the lowest target would be ok here.
4) I agree as someone pointed out already: the motor sound is too loud. You can barely hear it on the game (when the glass is on smile.gif)
I'm splitting hairs here, anyway. I think I'm too obsessive smile.gif

About the debate with Groni, he had a point with his statements, but you addressed them all in the update. Flippers are perfect as they are now.
I don't know why he got so upset as to leave the forums. I think he over reacted.

Keep it up guys, this is GREAT!!!!

Edited by Marton, 08 April 2010 - 07:11 AM.


#171 UncleReamus

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Posted 08 April 2010 - 05:32 PM

QUOTE
1) There is something with center passage... It seems too wide. I find it easy to shoot a ball through it to the pop bumpers. On the real game it was hard as hell. It was uncommon to send the ball there with the flippers. It happened more with the left slingshot as it shoots the ball at a different angle. Maybe a post is missing. The ball should make a little left-right bounce when going down from it. I think they designed it this way to slow the ball down.
Maybe you could make the rubbers a bit more thick in the area to solve it.

I'll try and take a look at some pics of that area, although I'm pretty sure I didn't miss any posts. Perhaps making the black posts a bit thicker like yellow ones would do the trick. BTW, you are talking about the 'passage' between the center red targets and the right ramp, correct?

QUOTE
2) The left standup target from the center bank: on the real game, the ball touches its back a little when slowly coming down from the left, so the ball touches the bottom post or the lower white target and goes SDTM or almost SDTM smile.gif

I guess you are talking about the gun/skillshot bank. If so, I could swear that this has happened in our table. Does your smiley mean we got that right? tongue.gif

QUOTE
3) The cannon should stop for a brief moment (about a second) when it is on the lowest end, before turning back. On new games, you could shoot the lower target when it stopped at the bottom. With the years passing by, it usually misadjusts and it goes lower than the lowest target, so you could shoot the post, and sometimes the wall of the left passage and totally miss the targets. Stopping it on the angle to shoot the lowest target would be ok here.

I'll have to talk to Noah about how to do that, don't know if it is possible to just adjust the script to create a delay there or if we would need to adjust the reel. Although now that I think about it I believe you are 100% correct about this.

QUOTE
4) I agree as someone pointed out already: the motor sound is too loud. You can barely hear it on the game (when the glass is on smile.gif)

Maybe we'll dampen it a little bit, I guess it couldn't hurt.

QUOTE
I'm splitting hairs here, anyway. I think I'm too obsessive smile.gif

Me too! LOL, just kidding Marton. wink.gif Thanks for the good feedback, glad you're enjoying the table!

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#172 Mr. Pacman

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Posted 08 April 2010 - 08:36 PM

UncleReamus, i was watching your signature and played with whirlwind again today...Those light effects/animations are so "alive"!!! Its really an amazing reproduction!

Do you have any plans on updating the physics settings in your other (older) tables like whirlwind or they are already adjusted fine? I'm asking because i feel that the ball is much slower and lighter in whirlwind compared to the ball in T2 1.1...i don't know how the ball moves in a real whirlwind, so don't take my opinion as a fact...

#173 UncleReamus

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Posted 08 April 2010 - 08:41 PM

QUOTE (Mr. Pacman @ Apr 8 2010, 01:36 PM) <{POST_SNAPBACK}>
UncleReamus, i was watching your signature and played with whirlwind again today...Those light effects/animations are so "alive"!!! Its really an amazing reproduction!

Do you have any plans on updating the physics settings in your other (older) tables like whirlwind or they are already adjusted fine? I'm asking because i feel that the ball is much slower and lighter in whirlwind compared to the ball in T2 1.1...i don't know how the ball moves in a real whirlwind, so don't take my opinion as a fact...

Thanks! Noah and I plan to re-release all of our tables with these physics settings. In fact, I was just tinkering with HSII a bit earlier today, but we have a few tables in the works that we want to release before we work on updates. The different slope and gravity values kind of mess up the strength of some of the other shots and kickers, so we need to make several adjustments to get proper play. We'll eventually get to it smile.gif

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#174 Mr. Pacman

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Posted 08 April 2010 - 08:49 PM

Nice! I can't wait to try them! Thank you both for sharing your work!

#175 Big Red Husker

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Posted 09 April 2010 - 02:57 AM

Noah - I don't know what this means to you coming from someone new to the forums but I want to give you my utmost props and congratulations. Your new T2 table is outstanding, I love it, If I could stick quarters in my computer I don't think I would know the difference.

I would pay you personally if I could think of anything that needs improved on but I can't.

I know pacdude made the old vp8 t2 table and I still play that. about a year ago I made this post about it http://www.vpforums....i...aded&start= im still looking for the older script for the cannon cheat. I tried the advice in that thread to listen and it never worked consistantly.

See in real life - for multiball, jackpot and super jackpot to fire the cannon and hit the targets I would stand off to the side of the machine and aim down the cannon sights looking at the target, much like shooting a real gun. I realise there is no way to do that here.

Now in your vp9 table, when arnie says "fire at will" - if your target is the middle one - I have found if you wait until the very last L in will and i do mean almost when he is done saying it that usually hits on target. If the target is not the middle I try to adjust accordingly with some success and some not so much.

I don't know how it would be possible to make the cannon to target shot easier. I know the t3 table has that secondary view of the cannon when activated. I don't know if something like that would be possible but if it was. as i said before I would gladly pay you to add it.


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#176 destruk

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Posted 09 April 2010 - 04:06 AM

Hey Big Red Husker! You registered on the forums today just to post that, so I'm sure it means a lot. Keep flipping buddy! wink.gif

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#177 Noah Fentz

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Posted 09 April 2010 - 04:24 AM

First, let me say thanks for the nice words, but don't forget UncleReamus!

Secondly, in the true release (this is a release candidate for the reasons stated in the file details), the gun will be calibrated to the DMD, at least on my machine. I'm not sure if the calibration will be consistent from machine to machine, but the DMD will show you when to fire. It will make the gun a lot better for gameplay.

Also, check your PM's.






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#178 Shockman

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Posted 09 April 2010 - 04:49 AM

The DMD shows you when to shoot? I did not know that, and I played one a few times. Ground Control in Portland Or. use to have one. Cool arcade, hundreds of vintage arcade games and many of pinballs. I don't ever remember looking at the DMD when the gun was moving. I played one on the coast too. I saw one in a window once at an arcade down south, but I could not get in because it was kids hour or something like that, and no adults were allowed. But none of the kids were playing any of the pins.

Just out of curiosity, if it can be synced to the DMD, why is this one not?

STTNG has a laser site mod available. It has probably been used on a few of these as well. That would be workable in VP, It's not a visible beam in most environments, but projects a spot. You have to adjust it for the lead, or make those adjustments your self.

I'll let you get back to the update now.

#179 Noah Fentz

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Posted 09 April 2010 - 04:59 AM

Yeah, the DMD shows precisely when to shoot for the center, and you can break it down from there.

The DMD and gun were more or less calibrated in an earlier WIP, but as things change, so, too, does the accuracy of other features. I never could quite get the gun right after the physics changes.

BIG thanks to destruk for the gun, by the way, he scripted it perfectly! (Sorry forgot to mention that, as the 'RC' details are somewhat lacking). It currently uses a formula. In the final version I'll actually take the time to set up the gun to shoot at the proper angle for each gun position.

And, YES, the pause at the end will be added, Marton. wink.gif

Being an RC, there's a few things that aren't going to be 100%. The final is going to be a while in coming with light66's MAJOR graphical contribution to this project, so I can't say when...

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#180 lettuce

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Posted 09 April 2010 - 10:11 AM

QUOTE (Noah Fentz @ Apr 9 2010, 04:59 AM) <{POST_SNAPBACK}>
Yeah, the DMD shows precisely when to shoot for the center, and you can break it down from there.

The DMD and gun were more or less calibrated in an earlier WIP, but as things change, so, too, does the accuracy of other features. I never could quite get the gun right after the physics changes.

BIG thanks to destruk for the gun, by the way, he scripted it perfectly! (Sorry forgot to mention that, as the 'RC' details are somewhat lacking). It currently uses a formula. In the final version I'll actually take the time to set up the gun to shoot at the proper angle for each gun position.

And, YES, the pause at the end will be added, Marton. wink.gif

Being an RC, there's a few things that aren't going to be 100%. The final is going to be a while in coming with light66's MAJOR graphical contribution to this project, so I can't say when...



Be a nice 2010 xmas day present Noah. By the way hows your cab coming along?