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Creature from the Black Lagoon (CFTBL)


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#1 rob046

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Posted 27 June 2012 - 12:02 AM

Creature from the Black Lagoon (CFTBL)



Version: 1.6
Category: VP/VPinMAME 9.x - MOD Tables

Author(s): Unclewilly, rob046 (Mod)

Description:
CFTBL Mod for VP912. Desktop. 4:3.
Select 'Backdrop_WS' in backdrop for widescreen's, and set...
16:10 monitor set x-scale to .942
16:9 monitor set x-scale to .848

v1.6 - Physics adjustments. I slightly tweaked JF's flipper routine, now drop catches should be easier, & things like post passing should be even better than before. Rubber may seem to have more bounce also, but hopefully no more than a real CFTBL with white rubbers.
- Couple other minor physics tweaks
- Flipper rubber sounds added.
- Black posts lightened

v1.5.3 - koadic had a new idea with his plunger system & wanted to try it out here. It involves his new find with making alpha ramps like they aren't there when not being used, which basically means better performance without any visual hit, hopefully. Also on the bowl a couple of the decal alpha's (2 of the 3) are disabled/hidden at all times, freeing up a few fps. If anybody has issues from this, please report it. Seems good to me though.

v1.5 - Fixed some slight lamp glitches & made changes to bowl textures & lamps. Thanks koadic & thewool for help & suggestions on this. Also the bowl now only uses 3 alpha ramps instead of 20+, this will help performance & it looks almost as good as before so I think it is worth it.

- Also to help performance, koadic came up with this nice plunger system. Same idea as before with the alplha ramps, but using gates instead. With these enchancements you guys not using full alpha slider can likely bump it up a notch or 2.
- F in FILM is fixed

v1.4 - I spent time with jimmyfingers flipper routine that helps with soft taps, liked it & implemented it here with hopes it would play well with my physics preferences & no momentum system. It seemed to & I noticed multiple benefits from it, a couple things I won't even mention here but see if you can find them! The way I have my flipper settings, its easier to do a drop catch with the flippers, & flipper/bounce passes are a bit easier to pull off & usually behave like they would in real life (flipper, post, flipper, over). The code is untouched, so any differences here are due to my flipper & physics settings.
So anyhow, big thanks to him. Its just a little chunk of code but makes a big difference & lucky it doesn't seem like much is sacrificed to achieve this. Very nice. I'd love to see this bit of code built right into VP, at least as an option we can enable/disable or adjust.

Post passes actually worked well in previous releases, so now I guess they are just toned down a bit with smaller chance of getting too much steam behind the ball. Requires a less quick key tap to pull off, I guess I should say, which is nice.
- New default transparent ball image but the older options still available as well as couple extra shades of the new one.
- TILT more sensitive
- a few other very minor tweaks

v1.3 - Made outlane posts metal only (like real CFTBL) & added metal hit sound. Game might now be tougher. Also slightly adjusted all 4 outlane adjustable posts to factory (middle).
- added 3 missing gate sounds
- couple other very minor tweaks

v1.2 - Set all alpha ramps to non-collidable, then created new invisible ramps for contact with the ball. This should help ramp & bowl physics work the same on all systems regardless of alpha setting.
- Found another ramp to set to alpha, now the lamp behind it can be seen when on.
- Frequency of "sneak-in" shot is adjusted, should happen less easily.

Thanks to UW for letting me mod this, he made an amazing table here, this is just a mod. One of the more notable changes & the main reason I wanted to share this was for all the desktop users, who don't have an alpha ramp version of this game since alpha ramps didn't exist when UW made this table. Due to the alpha's, this table eats more resources. However, considering that this table has more clear plastic on it than any other table, I did need to spend a good deal of time using tricks & optimizing to free up performance everywhere I could without sacrificing much, if any, quality.

Some things I did even decreased performance further, & so I'm actually quite happy with how much I was able to optimize it. Its still a resource hog, but really not any worse than a number of other tables out there, which again considering the amount of clear plastic, I'm happy with that. The other good thing is that for those who do have an issue with performance, turning down the alpha slider should help quite a bit without losing much visual quality.

Throughout the table there are some smaller tweaks & changes that I won't get into here, I'll focus on the more notable changes. Physics as well. Without going into boring detail, throughout the table most things related to physics have likely been at least a little tweaked. Yet I should note that I think UW does a good job with his physics & I like them. All I'm doing here is tweaking things based on my personal experiences with real CFTBL & also watching numerous videos. I put a lot of time into these sorts of details, so if I'm gonna tweak somebody else's table in these ways I make certain I'm happy with it.

I re-did parts of the creature ramp. Adjusted marquee placement, & all new mini bulbs along the ramp which are now white, & there is some new placement of bulbs (color & placement same as a factory CFTBL).
Also changed bumper cap & skirt colors to match the factory CFTBL, & tweaked metal rods & bumper body just a little. Physics slightly adjusted there as well. Noticed a neat little trick with the bumpers as well to help display them properly through alpha ramps set to solid. I also removed the "flash when hit" from the bumpers (factory CFTBL).

Rebuilt much of the bowl, to help alpha textures display cleanly wile also freeing up some performance. Bowl physics also adjusted. A well maintained real CFTBL will register a good 4 switch hits in the bowl, & now this VP version should as well. Also, bowl now uses standard white chaser lamps like factory CFTBL.

Added a new backdrop image & new view settings for a less angled view of the table. Now all PAID lamps are visible. I kept this table at 4:3 ratio since that is compatible for all users & doesn't involve a widescreen workaround hack, but this can be changed (see above). & about the backdrop, an important note. Due to my not setting all clear plastics to true alpha I did have to work around some things to fix the problems this can sometimes cause. Such as a glitch with the black rail walls. In short, a black area is needed in the backdrop image to act as the rail walls. When switching to widescreen of course this stretches the backdrop image, & so if you do switch to WS, use 'Backdrop_WS' as the backdrop image. It also looks better when you do this as that backdrop is more properly proportioned for WS.

Also in regards to the backdrop, while I suppose the table is technically angle independent & even more so in this Mod since the plunger reel is gone, I would definitely advise against changing the view or angle because, as mentioned, the backdrop had to be made for the view angle as it is. Also there are a couple other areas that may not appear as intended if you change view.

Added JP's alpha plunger. The previous desktop version used a reel, & the latest FS version I saw didn't have any plunger at all, so I figured this would be a nice addition. Plunger strength increased with some variation added, & pullback is slower to help with skill shot aiming.

OK, I think that pretty much covers the more notable changes. There is a new ball image I found that I gave png transparency to that I like, so I added it, but the original is still in there. I also toned down the rubber hit sound & made so that it only plays on a slightly harder hit. I did add rules here from the instruction card, & included a text file with this zip that has both that & more detailed instructions. I recommend reading that to really learn the game.

View File

Submitted by rob046, on Jun 26 2012, 08:02 PM

Edited by rob046, 09 July 2012 - 01:17 AM.


#2 Arcade4

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Posted 27 June 2012 - 12:10 AM

Thanks. Just grabbed it for my PC. smile.gif

#3 Aaron James

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Posted 27 June 2012 - 12:39 AM

Is there a full screen version???

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#4 Pinhead22

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Posted 27 June 2012 - 12:46 AM

Awesome!! One of my favorite tables. Great job on the mod!

#5 rob046

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Posted 27 June 2012 - 01:47 AM

Just did a super small update. Found an alpha ramp that wasn't needed & deleted it (Ramp12 if you don't want to redownload). It does free up about 1 fps for me, which doesn't sound like much but on this table every little bit counts.

#6 maceman

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Posted 27 June 2012 - 02:23 AM

Thanx very much for your work here Rob!!

Thanx again to UW as well for his initial work!

Cheers,
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#7 rob046

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Posted 27 June 2012 - 03:00 AM

QUOTE (Aaron James @ Jun 26 2012, 08:39 PM) <{POST_SNAPBACK}>
Is there a full screen version???


I thought about it, but do keep in mind that you guys already have another alpha mod of this table, & for that reason I became uncertain if I should. The main reason I did this was because desktop users didn't have an alpha version. & between that & the changes I made with the desktop version backdrop & view settings... of course the FS version of this wouldn't feature as many changes as the desktop version, so hopefully UW would be OK with it. Hopefully doing a 2nd FS alpha mod of this table won't be an issue, if not I'll share it, & I already have one almost all ready to go.

Well, regardless I did want to let this desktop version out there for a couple days & if there are any bugs or issues I'll take care of those first, then do the FS if I'm gonna do it. I do think every version of every table should have both FS & desktop versions released, when applicable. Far as I know all desktop authors release in FS even though its tricker converting to FS with a desktop setup than it is FS to desktop, yet lately there seems to be a number of FS tables for FS only & I'm not sure why they don't get converted for desktop, cuz not doing this will really mess things up not just now but even more as time goes on.

Edited by rob046, 27 June 2012 - 03:05 AM.


#8 JAM0

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Posted 27 June 2012 - 08:18 AM

Great Job Rob! Beautiful visuals and plays great. The only thing I would mention is that the snack-bar shot seems quite difficult to hit (maybe I'm not used to it yet). I only hit it once in 4 games, but like I said maybe I don't have it dialed in yet.

No performance issues at all here.

I would love an FS release of this if UW is OK with it.

#9 JAM0

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Posted 27 June 2012 - 11:03 AM

OK am able to hit the snack-bar hole better now.

However noticed that the kiss skill-shot registers less than 50% of the time. It should register something every time when max-plunging the ball. When it doesn't register, the PAID skill-shot remains lit -- this proves that it registered nothing and didn't just register the lowest value.

Thanks again for a great job!

#10 bolt

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Posted 27 June 2012 - 02:36 PM

Thank you rob046 for this great mod.
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#11 JAM0

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Posted 27 June 2012 - 06:04 PM

Ball got stuck on ramp. This was my first shot to this ramp during multiball so I don't know if it is intermittent or not. Attached File  cf.JPG   379.49KB   87 downloads

#12 CPSNine

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Posted 27 June 2012 - 08:08 PM

QUOTE (JAM0 @ Jun 27 2012, 02:04 PM) <{POST_SNAPBACK}>
Ball got stuck on ramp. This was my first shot to this ramp during multiball so I don't know if it is intermittent or not. Attached File  cf.JPG   379.49KB   87 downloads


This issue of the ball stuck on the ramlp during multiball has been discussed a lot on the support thread for "Creature form the Black Lagoon FS Alpha Mod" released by MRCMRC a couple of mounth back.
It is supposed to be fixed on the FS version but it never worked for me so I can not play this table otvwimper.gif sad.gif otvwimper.gif sad.gif

I was hoping this version would not have the issue so it could be converted to FS.



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#13 Lynny

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Posted 27 June 2012 - 08:20 PM

QUOTE (rob046 @ Jun 26 2012, 07:02 PM) <{POST_SNAPBACK}>
Creature from the Black Lagoon (CFTBL)



Version: 1.1.1 Mod VP912
Category: VP/VPinMAME 9.x - MOD Tables

Author(s): Unclewilly, rob046 (Mod)
Submitted by rob046, on Jun 26 2012, 08:02 PM





Thanks Rob, It looks great. I absolutely love this table.. I'm a sucker for the drive-in theme.. smile.gif


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Lynny

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#14 JAM0

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Posted 27 June 2012 - 09:50 PM

QUOTE (CPSNine @ Jun 27 2012, 08:08 PM) <{POST_SNAPBACK}>
QUOTE (JAM0 @ Jun 27 2012, 02:04 PM) <{POST_SNAPBACK}>
Ball got stuck on ramp. This was my first shot to this ramp during multiball so I don't know if it is intermittent or not. Attached File  cf.JPG   379.49KB   87 downloads


This issue of the ball stuck on the ramlp during multiball has been discussed a lot on the support thread for "Creature form the Black Lagoon FS Alpha Mod" released by MRCMRC a couple of mounth back.
It is supposed to be fixed on the FS version but it never worked for me so I can not play this table otvwimper.gif sad.gif otvwimper.gif sad.gif

I was hoping this version would not have the issue so it could be converted to FS.

Must be a matter of adjusting the height of the ramp so gravity does the job of moving the ball along

#15 rob046

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Posted 27 June 2012 - 10:06 PM

Hmm. I played A TON of games & never had that ball get stuck like that! WTF? I'm starting to wonder if physics really can differ from machine to machine. I can likely help improve this though. & I actually did use the same fix that was on the FS version. So not sure how its getting stuck.

I actually solved another ramp issue that I think was present in both UW's & the alpha mod, which was the ball falling into that ramp every now & then on a slower shot. So that isn't an issue anymore.

Snack bar shot. I think that shot is plenty easy to hit, so not sure what to tell you there.

Am looking into the skill shot.

Yeah there is a trigger on top of the creature ramp that gives the ball a nice boost when its going slow. Thus it really shouldn't get stuck like that. But I suppose on a shot that barely makes it up that ramp could get stuck, apparently.

Edited by rob046, 27 June 2012 - 10:02 PM.


#16 rob046

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Posted 27 June 2012 - 10:23 PM

Guys, I seriously can't reproduce this problem of the ball getting stuck on creature ramp!

I even set up a kicker, for testing, to create a ball at the top of that ramp, with just a kick strength of 1... & still once it hits the trigger (sw64) I get enough juice every time to make it all the way around easy.

This is bizarre. I'd almost like to see video of this happening, just so I can put eyes on the problem, & it might tell us if indeed physics can vary from system to system. I do have a very beefy system. 4.5ghz i7, GTX 680. So I'm wondering if some of you are running at a lower fps, less smooth, & this is causing the ball to not move as easily as it should? I really don't know.

But for those with problems, maybe try setting in the code, in the script for sw64, set the activeball velocity to maybe 45 instead of 35? IDK.
Can I get some testers for this? I got something I can try here, but I'd rather not share it publicly unless I know it fixes something.

Cuz another thing I'm wondering is if that switch just isn't activating for you guys to propel the ball. I did notice that while that trigger is set to surface on ramp1762, it actually sits over top mostly on 1763. So I wonder if this could cause a problem for some people? Not me, so its still odd. & again this is the same fix that is on the alpha mod.

Are you guys with problems seeing the ball propel? Once the creature ramp is open, right as the ball makes that sharp turn to head down the ramp, you should see the ball pick up a little speed.

Edited by rob046, 27 June 2012 - 10:28 PM.


#17 Shooby Doo

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Posted 27 June 2012 - 10:43 PM

Thanks a lot for modding this Rob! It looks and plays great. And much thanks to Uncle Willy for the original and allowing Rob to mod it. biggrin.gif

#18 JAM0

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Posted 27 June 2012 - 10:44 PM

@Rob It seemed to me like it just died, like there was friction on it. It just died like a dead fish and was no where near making it around.

Edited by JAM0, 27 June 2012 - 10:46 PM.


#19 rob046

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Posted 27 June 2012 - 11:03 PM

That is just weird. Like I said I've played likely over 100 games at this point & never had such a thing happen.
So it just dies right on the spot in the screenshot? I'd kinda like to know what spot it seems to be hanging up at, but this is tough since I can't make the problem happen myself. Does everybody have this problem & am I the odd man out?
You sure this doesn't happen on other versions? Cuz UW's original as well as the alpha mod both have this same setup. Ramp heights are the same as on this version, & that trigger is there as well on both of those to propel the ball, just like on this mod.

I have 1 thing you can try & it might be a longshot, & if it doesn't help them I'm really at a loss. Select ramp1762, 1763, 1764, & 1765. Set friction on those to 0. If this somehow fixes it for you, that is good, but we might have a bigger problem on our hands as a community if things like friction settings don't behave the same for each user.

Btw, I looked at the skill shot. It behaves exactly as it should. Read the rules txt I included, it explains how that skill shot works.

EDIT: Now I'm reading CPSNine's post above, & he says he does also have this issue on the alpha mod as well, even though it has been fixed for everybody else, or so we all thought. So I'm guessing that you, JAM0, as well likely have that problem regardless of which version you play?
& I assume this is obvious, but are you certain you haven't messed with any settings on the table? No FS conversion or anything else?

Edited by rob046, 27 June 2012 - 11:08 PM.


#20 unclewilly

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Posted 27 June 2012 - 11:19 PM

put another trigger where the ball is stopping
on the hit eventfor that trigger have something like this
if activeball velocity <40 then activeball velocity =40

i dont have the exact syntax as i am at work but if you look at the other switch you can see the syntax

40 is just a number i pulled out of the air that would require some testing

if its dieing in one spot make sure it is not hanging up on something like a wall used for the lights in that area of the ramp. also make sure the ramp boarder/lip is narked non collidable

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