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Creature from the Black Lagoon (FS Mod)


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#1 rob046

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Posted 05 July 2012 - 07:32 AM

Creature from the Black Lagoon (CFTBL) (FS)



Version: 1.6.0
Category: VP 9.x MOD Cabinet Tables (FULL SCREEN)

Author(s): unclewilly, rob046 (mod)

Description:
CFTBL Mod for VP912, FS.
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 texture & lamps. Thanks kodiac & 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, kodiac 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

This is the FS version of the mod I made for desktop. Thanks to UW, this is his table & he let me tweak & update it for VP912. See desktop thread for detailed notes if interested, or table notes in the table.
http://www.vpforums.org/index.php?showtopic=20006

View File

Submitted by rob046, on Jul 5 2012, 03:32 AM

Edited by rob046, 11 July 2012 - 08:53 PM.


#2 rob046

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Posted 05 July 2012 - 07:43 AM

This FS version maybe isn't perfect. If I was a FS user I'd probably spend more time on it (maybe chaser lamps), but considering I wasn't even sure I'd release this for FS & the fact that I don't have any sort of FS setup, it should do. I did just want to get some version out there & if you guys want to mess with whatever view settings or other things that work best for you, then at least you have this to get you going. With this being a mod, between this & the desktop version I'd rather not invest much more time into it but if there is a simple thing or two that is needed, let me know.

Oh, & I was going to use maybe more elaborate view settings, but again with me not having a real FS setup I figured it would be best to play it safe & just use most of the settings UW uses on the original FS version. I actually tried adding layback, but when I did that back wall stopped working (stopped lighting up). Odd. So when something like that starts happening & I'm not a FS user, I'm just gonna play it safe & go with what works!

Edited by rob046, 05 July 2012 - 07:47 AM.


#3 JohnnyDoe

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Posted 05 July 2012 - 07:47 AM

I will definitely check this out when I come home from work tonight.
My crummy neighbours kept me up all night partying without inviting me so this made my day.

#4 thewool

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Posted 05 July 2012 - 08:49 AM

A big cheers for the FS upload Rob! drinks.gif

Thanks for all the effort on this mod and of course to Scott for the original build good.gif

Good job on the masking on the FILM lights, they are a lot cleaner... just on that F light issue the on/images are reversed. Should be set as:

l81, off-pfa, on-pfon
l81a, off-pf, on-pfb

Edited by thewool, 05 July 2012 - 08:49 AM.


#5 JAM0

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Posted 05 July 2012 - 09:16 AM

Thanks for releasing this FS Rob, it is much appreciated! Also thanks to UW for his hard work building this originally.

Edit: also thanks Thewool for the info on the F light which I just implemented. If any of the FS guys can get layback settings with out causing the back wall symptoms mentioned by Rob, that would be cool.

Edited by JAM0, 05 July 2012 - 09:23 AM.


#6 unclewilly

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Posted 05 July 2012 - 10:53 AM

the layback will not only mess up the back wall but also the signs with the lights on them.

since rob has worked out all the kinks. ill try to update it with proper layback settings on my vacation in 2 weeks.
im going to update tspp night mod then also so i should have time to do this as well.
ill send it to rob so he can upload it as an update.

ive already done new gi lighting textures which fix the film light issue. when i initially did the table solid black wasnt transparent on light objects, that happened in a later update to vp

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#7 Pinhead22

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Posted 05 July 2012 - 03:54 PM

Thanks for making a FS version of this great table!!!

#8 maceman

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Posted 05 July 2012 - 07:49 PM

Hey Rob,

Plays smooth as silk here man!! Sometimes when i hit the upper right bumpers, and the sound is intense, i jumps briefly, but i am not sure other tables don't do that for me as well...so i would ignore that in my case.

Thanx!!

Maceman
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#9 Arcade4

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Posted 05 July 2012 - 08:45 PM

QUOTE (maceman @ Jul 5 2012, 02:49 PM) <{POST_SNAPBACK}>
Hey Rob,

Plays smooth as silk here man!! Sometimes when i hit the upper right bumpers, and the sound is intense, i jumps briefly, but i am not sure other tables don't do that for me as well...so i would ignore that in my case.

Thanx!!

Maceman

Great news. I will be trying this one out tonight sometime

#10 rob046

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Posted 05 July 2012 - 10:44 PM

Update.

v1.5 - Fixed some slight lamp glitches & made changes to bowl texture & lamps. Thanks kodiac & 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, kodiac 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

EDIT: Noticed plunger strength is now too high, I updated that. Also, with now having extra performance, there might be a ramp or two I want to set back to alpha to improve the table visually at the cost of maybe a few fps. I want to find that fine line between performance & visuals, but I'm not sure where that line is. I may only just set the bowl ramp border to alpha & I'll remake it so it is well optimized, & hopefully it might only cost a couple fps & won't make a big difference yet will make the bowl look a little better.

Edited by rob046, 06 July 2012 - 01:00 AM.


#11 rob046

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Posted 06 July 2012 - 02:44 AM

Hmm. Converting this to FS also disabled all the dropwall flashers! Even without using layback, why is this only happening in FS? I never really have any issues when I convert a table from FS to desktop, but desktop to FS is proving to be a PITA.
I did find a fix, walls had to be sent to back in a certain order. Why they don't on desktop I have no clue.

Also I adjusted the x-scale to better center the table (the new plunger system knocked it off center), & a couple other things with the next update that I'll try to get up tonight, then hopefully we'll be all good for a while.
btw, does anybody know if there is a "send to back" & "draw in front" keyboard shortcut? That sure would be helpful especially with tables these days having so many layers. Sometimes you can only get to the object you want to re-order through the script or select arrow & not by clicking on it (without sending other items front to back to get to it). So yeah a shortcut would be great. & I'm wondering if there are any other keyboard shortcuts some of us don't know about. Lock might be another handy one.

Edited by rob046, 06 July 2012 - 02:50 AM.


#12 koadic

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Posted 06 July 2012 - 04:22 AM

Glad you approve of my bowl and plunger changes biggrin.gif Sorry bout the centering issues and stuff with the file I sent you, as it was just a quick(ish) edit to incorporate the changes I made so I could send you something before I went to bed. You can get rid of 2 more alpha ramps if you want to go back to the original bowl lighting, I just prefer it predrawn on the decal like I did. If you would like, I have the layered photoshop file I can send you to mess around with different transparencies and stuff (make lights a little stronger/softer, etc.).

As far as the drop walls go, I have found that changing layer order only works for the next time you run the table, then they go back to the order they were before... I think what I had found was the 'off' image was sometimes checked as droppable, but should be left unchecked (and maybe moved back just a hair) to not occlude the droppable images. As far as keyboard shortcuts go, I don't think there are any for bring to front/send to back. Whenever I need to mess with a group of walls/objects, I just usually 'translate' them somewhere off the playfield and 'translate' them back when done.

One thing I have found though is ramps are much more angle independent when dealing with layback than walls are, but the issue was that for any kind of animation, you needed to use alpha ramps which apply a performance penalty on the table if there are a lot of them, which is why I did some experimenting and found using gates instead give almost all the benefits of ramps without the performance hit. The problem comes in where sometimes gates just don't work right and won't display due to other issues (like if any part of them are off screen, etc.). Done properly with gates and/or ramps, it is a much easier transition applying layback than with using walls.

EDIT: also, if anyone wants to, feel free to utilize my reworked plunger animation method, as it has the benefits of the alpha ramp plunger without any of the performance hit... some info if creating from scratch: color of gates needs to be pure black (to allow transparency), needs to be set noncollidable, uncheck 'supports', 'length' = width / 'height' = length, open/close angle set to 90, rotation 0 and image applied on 'back' of gate (for normal image orientation), and you will need to create a wall or something to use for the surface height of the gates; for example with this plunger, I created a wall called 'PlungerHeight' with a top height of -100 (gates had height of 145.2) to put final image height at 45.2; if the plunger needed to be longer, the wall height would have to go lower to compensate and vice/versa. With this method I am able to utilize a full 26 step plunger animation (0-25) without any performance hit compared to the AR plunger.

Edited by koadic, 06 July 2012 - 04:43 AM.


#13 rob046

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Posted 06 July 2012 - 04:51 AM

Table has been updated again.

#14 rob046

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Posted 06 July 2012 - 05:09 AM

QUOTE (koadic @ Jul 6 2012, 12:22 AM) <{POST_SNAPBACK}>
Glad you approve of my bowl and plunger changes biggrin.gif Sorry bout the centering issues and stuff with the file I sent you, as it was just a quick(ish) edit to incorporate the changes I made so I could send you something before I went to bed. You can get rid of 2 more alpha ramps if you want to go back to the original bowl lighting, I just prefer it predrawn on the decal like I did. If you would like, I have the layered photoshop file I can send you to mess around with different transparencies and stuff (make lights a little stronger/softer, etc.).

As far as the drop walls go, I have found that changing layer order only works for the next time you run the table, then they go back to the order they were before... I think what I had found was the 'off' image was sometimes checked as droppable, but should be left unchecked (and maybe moved back just a hair) to not occlude the droppable images. As far as keyboard shortcuts go, I don't think there are any for bring to front/send to back. Whenever I need to mess with a group of walls/objects, I just usually 'translate' them somewhere off the playfield and 'translate' them back when done.

One thing I have found though is ramps are much more angle independent when dealing with layback than walls are, but the issue was that for any kind of animation, you needed to use alpha ramps which apply a performance penalty on the table if there are a lot of them, which is why I did some experimenting and found using gates instead give almost all the benefits of ramps without the performance hit. The problem comes in where sometimes gates just don't work right and won't display due to other issues (like if any part of them are off screen, etc.). Done properly with gates and/or ramps, it is a much easier transition applying layback than with using walls.

EDIT: also, if anyone wants to, feel free to utilize my reworked plunger animation method, as it has the benefits of the alpha ramp plunger without any of the performance hit... some info if creating from scratch: color of gates needs to be pure black (to allow transparency), needs to be set noncollidable, uncheck 'supports', 'length' = width / 'height' = length, open/close angle set to 90, rotation 0 and image applied on 'back' of gate (for normal image orientation), and you will need to create a wall or something to use for the surface height of the gates; for example with this plunger, I created a wall called 'PlungerHeight' with a top height of -100 (gates had height of 145.2) to put final image height at 45.2; if the plunger needed to be longer, the wall height would have to go lower to compensate and vice/versa. With this method I am able to utilize a full 26 step plunger animation (0-25) without any performance hit compared to the AR plunger.


The centering thing was no problem, once I noticed it, an easy fix. I went & added this plunger to the desktop table as well, & due to the -100 surface the gates sit on, that made the table appear smaller there as well & I had to compensate by increasing x & y scale & then adjust y-offset. Also, you are right you can't get too crazy at least in desktop mode in regards to y-offset. Push the table too far down & the plunger will vanish, but I was still able to push it down almost as far as I wanted to. Good enough at least.
So that is maybe a slight downside to this gate plunger system, or at least something you need to remember to account for. But otherwise I really like it, especially for tables like this that can use an extra fps it can get. Thanks again for that.

Also, if you see this newest update, you'll see I did use your code then I used my own decals on it but with the same idea. This does kill 2 birds with 1 stone, I like it. It both frees up some fps & also allows more to be done with the lamps. Because with that area now being alpha ramps, it is more glitchy & harder to work with when putting lamps under it like it was. With how it is now, I think the bowl is looking great & if I even want to spend more time on the bowl lamps then I can update them in mere seconds now on the table.
I also added an alpha ramp to the top front part o the bowl for the new ramp border. Before with that part being solid, what you saw under them was somehow the PF, regardless of if drawn to front or back. So this is much better. It sucks up a few fps, but it really improves the overall look of the bowl.

With draw to front/back, I should get a better understanding on this. Again it never used to be something I'd worry about. However, the stuff I sent to back... I then saved, closed out VP, started it up again, opened the table, & the ordering was the same as when I saved it. so it all seemed to hold. You are saying it doesn't for you? One thing I did notice though is that when you draw something to front/back the table doesn't act like its been changed. Meaning you can hit X on the table to close it out & it won't ask you if you want to save. I save it anyhow, & it seems to hold. To find out if it is changed for everybody else, I guess you guys will just need to find out. If all the flashers are firing (you know if they are because plastics turn really white), then I guess this can be saved.

#15 koadic

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Posted 06 July 2012 - 05:14 AM

QUOTE (rob046 @ Jul 6 2012, 12:09 AM) <{POST_SNAPBACK}>
The centering thing was no problem, once I noticed it, an easy fix. I went & added this plunger to the desktop table as well, & due to the -100 surface the gates sit on, that made the table appear smaller there as well & I had to compensate by increasing x & y scale & then adjust y-offset. Also, you are right you can't get too crazy at least in desktop mode in regards to y-offset. Push the table too far down & the plunger will vanish, but I was still able to push it down almost as far as I wanted to. Good enough at least.
So that is maybe a slight downside to this gate plunger system, or at least something you need to remember to account for. But otherwise I really like it, especially for tables like this that can use an extra fps it can get. Thanks again for that.


If you want, you can rotate the plunger images, change the gate rotation to 180 degrees, and move the gates to the top part of the plunger to do it from the top down instead of the bottom up, as that should help with being able to cut more off the bottom. Or maybe leave rotation, change open/close angle to 270, move to top and apply images to the front of the gate... you may have to mess with it a little... different ways to approach it.

EDIT: just tried it, same result, since the gates go off screen, there is no image, so.... oh well... the only other option is to stick with this way, and crop the plunger images/reduce gate height so it doesn't go off screen.

Edited by koadic, 06 July 2012 - 05:31 AM.


#16 rob046

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Posted 06 July 2012 - 09:49 PM

OMG an update!
v1.5.3 - koadic had a new idea with his plunger system & wanted to try it out here (see new alpha plunger thread). 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 couple fps. If anybody has issues from this, please report it. Seems good to me though.

koadic, thanks a bunch.

#17 Arcade4

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Posted 06 July 2012 - 09:51 PM

QUOTE (rob046 @ Jul 6 2012, 04:49 PM) <{POST_SNAPBACK}>
OMG an update!
v1.5.3 - koadic had a new idea with his plunger system & wanted to try it out here (see new alpha plunger thread). 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 couple fps. If anybody has issues from this, please report it. Seems good to me though.

koadic, thanks a bunch.


Downloading now. smile.gif
Can't wait to try it out.

#18 rob046

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Posted 06 July 2012 - 09:58 PM

QUOTE (Arcade4 @ Jul 6 2012, 05:51 PM) <{POST_SNAPBACK}>
QUOTE (rob046 @ Jul 6 2012, 04:49 PM) <{POST_SNAPBACK}>
OMG an update!
v1.5.3 - koadic had a new idea with his plunger system & wanted to try it out here (see new alpha plunger thread). 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 couple fps. If anybody has issues from this, please report it. Seems good to me though.

koadic, thanks a bunch.


Downloading now. smile.gif
Can't wait to try it out.


FYI, it just finished uploading right around when you posted, so you may have to grab it again. sorry if you do! make sure it says v1.5.3

#19 Arcade4

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Posted 06 July 2012 - 10:46 PM

QUOTE (rob046 @ Jul 6 2012, 04:58 PM) <{POST_SNAPBACK}>
QUOTE (Arcade4 @ Jul 6 2012, 05:51 PM) <{POST_SNAPBACK}>
QUOTE (rob046 @ Jul 6 2012, 04:49 PM) <{POST_SNAPBACK}>
OMG an update!
v1.5.3 - koadic had a new idea with his plunger system & wanted to try it out here (see new alpha plunger thread). 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 couple fps. If anybody has issues from this, please report it. Seems good to me though.

koadic, thanks a bunch.


Downloading now. smile.gif
Can't wait to try it out.


FYI, it just finished uploading right around when you posted, so you may have to grab it again. sorry if you do! make sure it says v1.5.3


Yea. I grabbed 1.5.2 smile.gif
No biggie.
I love the updates.
I did notice something while playing though.
I used to own this table but it has been a few years, so maybe a current owner can confirm this. I thought when the game first starts and you have the blinking PAID letter at the top for the skill shot, that you could move the blinking letter around with the flippers. Not able to do that in this version. (Maybe my memory is bad, but I swear I could move that blinking PAID light.) smile.gif


#20 koadic

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Posted 06 July 2012 - 11:06 PM

QUOTE (Arcade4 @ Jul 6 2012, 05:46 PM) <{POST_SNAPBACK}>
QUOTE (rob046 @ Jul 6 2012, 04:58 PM) <{POST_SNAPBACK}>
QUOTE (Arcade4 @ Jul 6 2012, 05:51 PM) <{POST_SNAPBACK}>
QUOTE (rob046 @ Jul 6 2012, 04:49 PM) <{POST_SNAPBACK}>
OMG an update!
v1.5.3 - koadic had a new idea with his plunger system & wanted to try it out here (see new alpha plunger thread). 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 couple fps. If anybody has issues from this, please report it. Seems good to me though.

koadic, thanks a bunch.


Downloading now. smile.gif
Can't wait to try it out.


FYI, it just finished uploading right around when you posted, so you may have to grab it again. sorry if you do! make sure it says v1.5.3


Yea. I grabbed 1.5.2 smile.gif
No biggie.
I love the updates.
I did notice something while playing though.
I used to own this table but it has been a few years, so maybe a current owner can confirm this. I thought when the game first starts and you have the blinking PAID letter at the top for the skill shot, that you could move the blinking letter around with the flippers. Not able to do that in this version. (Maybe my memory is bad, but I swear I could move that blinking PAID light.) smile.gif


The update for FS users isn't nearly as much of a change as for the 4:3 version, as using the gate plunger system was fine with the table set up the way it is. For the 4:3 version though, due to the extra cropping on the bottom, the aspect ratio had to be changed a little to accommodate the gate plunger, and the new alpha ramp method alleviated this issue, so the aspect could be reverted to it's prior settings.

As far as the skill shot goes, I have only ever played this on VP (not just this version), and the letter for the skill shot doesn't move, but you can move the other lit letters even during a skill shot and not only during normal play.