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Haunted House VP912 v1.02 FS_Mod v6 [VP 9.x Cabinet FS MOD]


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#1 koadic

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Posted 11 June 2012 - 02:21 PM

Posted Image

File Name: Haunted House VP912 v1.02 FS_Mod v6
File Submitter: koadic
File Submitted: 11 Jun 2012
File Category: VP 9.x MOD Cabinet Tables (FULL SCREEN)
Author(s): jpsalas
rob046
koadic - layback mod, virtual ramp
Manufacturer: Gottlieb
Year: 1982
ROM: Link to ROM
Permission to MOD?: Yes, with approval

Haunted House VP912 v1.02 FS_Mod v6

Based on the Gottlieb table from 1982
Thanks:
- to JP, he's the man! for allowing me to upload my mod of his table
- also need to give a thanks to jimmyfingers, who's scripting with his momentum mod gave me a nudge in the right direction for coding my 'virtual' ramp...
And from the original table credits, can't forget:
- to inkochnito for the instruction cards.
- to bodydump for the 3 playfield redraws
- to kruge99 for the apron
- to rob046 for the physics adjustments, changes in the table, testing and more testing.

This is based off of v1.02 of JPSalas' recreation of Haunted House, and requires the B2BCollision.vbs file in your tables folder (available in table .zip file).
Changes made include the following:
- rebuilt the lower playfield to use a 'virtual' ramp to allow for a lower playfield
- lowered playfield from a height of 400 to 100 to achieve a better looking layback view
- made a few script changes including:
-- coding for virtual ramp
-- coded in MagnaSave buttons for lower and upper playfields (set UseMagnaSaves to true in top of table script)
-- coded in an alternate plunger, utilizing an Impulse Plunger, as I have experienced fewer tweaking issues when operating with an analog plunger (set UseImpulsePlunger to true in top of table script)

Main and Upper playfields have been more or less untouched, except for adjusting the height of the table.

Updates:
v2 - Small fix to resolve issue with ball getting stuck in the vertical up kicker as described HERE
v3 - fixed issue with ramp going to upper playfield where ball could drop through if moving slowly and adjusted some of the lower ramps to fix other ball drop issues.
v4 - reworked some of my custom script to make it easier to port to other tables; added option to disable the alpha ramps for the flippers (set ShowFlipperRamps to false at the top of the table script to disable the ramps, may help some ghosting issues)
v5 - changed ShowFlipperRamps to HideFlipperRamps and adjusted the associated code accordingly (just a personal preference), fixed an issue with the plunger animation, and fixed a bug with the trapdoor where when entering it from the left side, it might allow the ball to fall through regardless if it was lit.

Click here to download this file

#2 Slydog43

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Posted 11 June 2012 - 03:00 PM

wow main playfield flippers look better with this layback, thanks for the mod.

#3 koadic

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Posted 11 June 2012 - 03:08 PM

QUOTE (Slydog43 @ Jun 11 2012, 10:00 AM) <{POST_SNAPBACK}>
wow main playfield flippers look better with this layback, thanks for the mod.


Thanks, although it required some custom coding so I could lower the playfield to achieve it. biggrin.gif

What I am really interested in is if anyone experiences any issues with my 'virtual' ramp.

#4 kiwi

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Posted 11 June 2012 - 04:16 PM

The ball gets stuck in the hole.


Thanks

Max

#5 koadic

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Posted 11 June 2012 - 04:34 PM

QUOTE (kiwi @ Jun 11 2012, 11:16 AM) <{POST_SNAPBACK}>
The ball gets stuck in the hole.


Thanks

Max


Alright, I think I fixed it. In my testing, I always hit it hard enough to get into it properly, so I never ran across this issue, but it turns out if it is hit soft, it will get stuck...

Updated file with new version above...


#6 JAM0

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Posted 11 June 2012 - 05:46 PM

Very nice koadic -- love the layback. The action feels great on the lower level -- very solid. Nice creative work to figure all this out.

#7 thewool

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Posted 11 June 2012 - 06:08 PM

Hello Koadic, I just had a quick game on my laptop. Lovely little mod you did there smile.gif Really looks the business good.gif

Small issue, after about 5 minutes the ball dropped through the trap door rolled back over the lower pf apron (black triangle on the right looking at it), and got stuck.

#8 koadic

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Posted 11 June 2012 - 06:15 PM

QUOTE (thewool @ Jun 11 2012, 01:08 PM) <{POST_SNAPBACK}>
Hello Koadic, I just had a quick game on my laptop. Lovely little mod you did there smile.gif Really looks the business good.gif

Small issue, after about 5 minutes the ball dropped through the trap door rolled back over the lower pf apron (black triangle on the right looking at it), and got stuck.


Alright, I'll look into a bit later, as I worked last night and am about hit the sack.

#9 thewool

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Posted 11 June 2012 - 07:19 PM

No problem koadic, I appreciate your work.

I'll have a go at this on the cabinet and try and recreate the bug. It's a minor issue as the mod itself is really effective.

#10 JAM0

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Posted 11 June 2012 - 07:32 PM

I was having a great game and the ball rolled-up the ramp to the attic and just disappeared at the top of the ramp. Attached File  hh.JPG   99.04KB   72 downloads

#11 MostlyDecaf

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Posted 11 June 2012 - 08:12 PM

QUOTE (JAM0 @ Jun 11 2012, 03:32 PM) <{POST_SNAPBACK}>
I was having a great game and the ball rolled-up the ramp to the attic and just disappeared at the top of the ramp. Attached File  hh.JPG   99.04KB   72 downloads

Just a comment, I have had this happen on JPs original version 1.02. In my case, the ball slowly went up the ramp, when it reached the top right
corner of the ramp, the ball dropped behind the front wall of the the upper playfield, and got stuck. I have seen this many times before, on various tables,
and can't figure out how to prevent it. I have walls from 0 to above the glass, and still it happens. If someone can explain, I would appreciate it greatly.

Mostly Decaf

#12 htamas

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Posted 11 June 2012 - 09:53 PM

I also experienced the disappearing ball at the top of the ramp (with JPsalas' version of the table), so this problem is a carryover to this new version.

#13 thewool

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Posted 11 June 2012 - 10:26 PM

Had some more joyous games on my cabinet tonight...

Firstly I love mapping the extra flipper buttons to the magna saves, this is a really nice mod good.gif

The ball dropped through the trap door with no further issues. However, it did get near the bottom of the ramp (on the left I think) and dropped through and ended up under the pf off to the right.

Thanks again though koadic!

#14 koadic

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Posted 12 June 2012 - 01:32 AM

QUOTE (thewool @ Jun 11 2012, 01:08 PM) <{POST_SNAPBACK}>
Small issue, after about 5 minutes the ball dropped through the trap door rolled back over the lower pf apron (black triangle on the right looking at it), and got stuck.


Wasn't exactly able to replicate this, but I think I pinpointed the likely cause, so made the adjustment to hopefully keep it from happening again...

QUOTE (JAM0 @ Jun 11 2012, 02:32 PM) <{POST_SNAPBACK}>
I was having a great game and the ball rolled-up the ramp to the attic and just disappeared at the top of the ramp.


I was able to replicate this issue, and have fixed it biggrin.gif

QUOTE (thewool @ Jun 11 2012, 05:26 PM) <{POST_SNAPBACK}>
... However, it did get near the bottom of the ramp (on the left I think) and dropped through and ended up under the pf off to the right.


And I saw what was causing this, and fixed this also...

I also made some other small adjustments to the lower ramps to move the kickers closer to the ends of the ramps (as I had to add them with the rebuilt lower playfield so it would act appropriately) and reworked the v2 fix slightly...

Any futher issues, please let me know.
drinks.gif


Update: Table updated, download available above...


Note:
QUOTE (MostlyDecaf @ Jun 11 2012, 03:12 PM) <{POST_SNAPBACK}>
Just a comment, I have had this happen on JPs original version 1.02. In my case, the ball slowly went up the ramp, when it reached the top right
corner of the ramp, the ball dropped behind the front wall of the the upper playfield, and got stuck. I have seen this many times before, on various tables,
and can't figure out how to prevent it. I have walls from 0 to above the glass, and still it happens. If someone can explain, I would appreciate it greatly.

Mostly Decaf


To fix it on this table, I just raised the end of the ramp by 1 unit (Ramp1974 - the collidable one, not the one used for looks) and moved the control points for the wall (aka the floor of the upper playfield) further into the ramp to provide a bit of overlap. And now it doesn't fall through when I roll the ball over it as slow as I can when rolling it around with using my analog nudge controls.

Edited by koadic, 12 June 2012 - 04:24 AM.


#15 JAM0

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Posted 12 June 2012 - 07:11 AM

Thanks for the fixes Koadic smile.gif

#16 MostlyDecaf

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Posted 12 June 2012 - 01:08 PM

QUOTE (koadic @ Jun 11 2012, 09:32 PM) <{POST_SNAPBACK}>
QUOTE (thewool @ Jun 11 2012, 01:08 PM) <{POST_SNAPBACK}>
Small issue, after about 5 minutes the ball dropped through the trap door rolled back over the lower pf apron (black triangle on the right looking at it), and got stuck.


Wasn't exactly able to replicate this, but I think I pinpointed the likely cause, so made the adjustment to hopefully keep it from happening again...

QUOTE (JAM0 @ Jun 11 2012, 02:32 PM) <{POST_SNAPBACK}>
I was having a great game and the ball rolled-up the ramp to the attic and just disappeared at the top of the ramp.


I was able to replicate this issue, and have fixed it biggrin.gif

QUOTE (thewool @ Jun 11 2012, 05:26 PM) <{POST_SNAPBACK}>
... However, it did get near the bottom of the ramp (on the left I think) and dropped through and ended up under the pf off to the right.


And I saw what was causing this, and fixed this also...

I also made some other small adjustments to the lower ramps to move the kickers closer to the ends of the ramps (as I had to add them with the rebuilt lower playfield so it would act appropriately) and reworked the v2 fix slightly...

Any futher issues, please let me know.
drinks.gif


Update: Table updated, download available above...


Note:
QUOTE (MostlyDecaf @ Jun 11 2012, 03:12 PM) <{POST_SNAPBACK}>
Just a comment, I have had this happen on JPs original version 1.02. In my case, the ball slowly went up the ramp, when it reached the top right
corner of the ramp, the ball dropped behind the front wall of the the upper playfield, and got stuck. I have seen this many times before, on various tables,
and can't figure out how to prevent it. I have walls from 0 to above the glass, and still it happens. If someone can explain, I would appreciate it greatly.

Mostly Decaf


To fix it on this table, I just raised the end of the ramp by 1 unit (Ramp1974 - the collidable one, not the one used for looks) and moved the control points for the wall (aka the floor of the upper playfield) further into the ramp to provide a bit of overlap. And now it doesn't fall through when I roll the ball over it as slow as I can when rolling it around with using my analog nudge controls.

Thanks. otvclap.gif MD

#17 koadic

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Posted 13 June 2012 - 08:19 PM

For those of you that may be interested, I have added a new feature to the table, or should I say... added the ability to disable an original feature...

I have added a setting in the script, similar to my UseMagnaSaves and UseImpulsePlunger options, but this one is ShowFlipperRamps where you can disable the ramps placed on top of the flippers if you so desire, as it may help some of you with graphics issues. As with the other options, just open the script in the editor and change it from 'ShowFlipperRamps = true' to 'ShowFlipperRamps = false', then save the table.

I also messed around with the lower ramps some more, trying to get them more into line like the original table, so I adjusted the kicker strength some more, in addition to adding some gates to help with my adjusted virtual ramp script, as I am refining it for mulitball purposes so I can incorporate it into the Black Hole table.

#18 blur

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Posted 11 March 2013 - 12:11 AM

this is great table, i played it over weekend - flippers are great, lower playfield is great, gameplay is great

 

upper playfield is PITA - every time ball comes to left flipper i try to hit it with right button and vice verse cause it is in direction of right flippers. does any body know what button runs upper flippers on real game?

 

koadic do you plan to redo black hole same way you did this - with virtual ramp and layback and flipper images?


Edited by blur, 11 March 2013 - 12:12 AM.


#19 Zablon

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Posted 11 March 2013 - 12:24 AM

this is great table, i played it over weekend - flippers are great, lower playfield is great, gameplay is great

 

upper playfield is PITA - every time ball comes to left flipper i try to hit it with right button and vice verse cause it is in direction of right flippers. does any body know what button runs upper flippers on real game?

 

koadic do you plan to redo black hole same way you did this - with virtual ramp and layback and flipper images?

 

I own this game. Primary buttons run upper deck flippers and they activate same as the main playfield flippers. Even though the perceived layout is backwards, it is still left/right on buttons.There is a second set of buttons that run the lower deck flippers but they will only work when the ball is in the lower playfield.


Edited by Zablon, 11 March 2013 - 12:28 AM.


#20 blur

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Posted 11 March 2013 - 07:42 AM

Tnx!

I tried to change left and right flippers in script but you don't know what's worse - sometimes you hit wrong flippers because it is on wrong side and sometimes you hit wrong flipper because it's in wrong direction :) 

How do you deal with it on real pinball?


Edited by blur, 11 March 2013 - 08:27 AM.