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Close Encounters of The Third Kind (FS Pinuck Mod)


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#1 pinuck

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Posted 11 August 2012 - 11:39 PM

Close Encounters of The Third Kind (FS Pinuck Mod)



Version: 1.0.2
Category: VP 9.x Cabinet Tables (FULL SCREEN)

Author(s): pinuck

Description:
FS mod of Serpiko's Close Encounters.
I've put in all new graphics, new roto-target, some new sounds, some physics tweaks, new code, analog plunger support etc.

There's two sets of chimes, electronic and a chime box. You can easily switch between the two at the top of the script. I prefer the electronic on this, so that's the default.

There's also a HYPERPIN MEDIA PACK with UVP (The other UVP on here seems to have the wrong number of segments?)

And here's the ROM Link

Roto-Target! Photoshop Tricks! Catch all the behind-the-scenes excitement in the Close Encounters FS WIP Thread!

THANKS TO:
Serpiko - for original build, help/advice, and letting me mod his table
Destruk - answering all my coding questions
unclewilly - roto-target advice
Kruge99 - analog plunger help
Jimmy Fingers/Rosve - Jimmy Fingers' Flipper Strength routine (Rosve's compacted code version)

v.1.0.0 Release
v.1.0.1 Added missing Roto-Target Hit sound
v.1.0.2 Fixed problematic control point on ramp, analog plunger issues (merci bundyboss)

View File

Submitted by pinuck, on Aug 11 2012, 07:39 PM

Edited by pinuck, 05 September 2012 - 11:58 PM.


#2 oldskoolgamer

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Posted 11 August 2012 - 11:46 PM

THANK YOU ALL SO MUCH!!!! biggrin.gif
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#3 LoadedWeapon

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Posted 12 August 2012 - 12:13 AM

Thank you so much!!! I cant wait to play it.. Worship.gif

#4 maceman

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Posted 12 August 2012 - 01:14 AM

Woot!! Looking sharp! Thanx.


Edit: The only thing i don't like about this table (and nothing of your work fellas as it is beautiful) is the fact that the card targets are so boring when hit. Gottlieb did a great job on how they spin around, but I feel this would have been a better table if there was some play on the targets when you hit them somewhat.

cheers,
Maceman

ps... any plans on making a plasma version? smile.gif smile.gif
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http://www.youtube.c...;feature=relmfu

Edited by maceman, 12 August 2012 - 01:34 AM.

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#5 jimmyfingers

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Posted 12 August 2012 - 01:21 AM

Thanks Pinuck! Love your attention to detail dblthumb.gif

#6 Arcade4

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Posted 12 August 2012 - 04:40 AM

Looks great.
I will give it a try tomorrow.


#7 biomii

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Posted 12 August 2012 - 08:21 AM

Thanks.

Right slingshot not working?

#8 tamoore

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Posted 12 August 2012 - 09:55 AM

Great looking table! Thanks a lot!

I'm having a problem that the second ball never gets kicked into the shooter lane.

The gate opens, but the ball never shows up...

Any ideas?
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#9 numiah

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Posted 12 August 2012 - 10:26 AM

Thank you !

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#10 numiah

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Posted 12 August 2012 - 10:53 AM

QUOTE (biomii @ Aug 12 2012, 10:21 AM) <{POST_SNAPBACK}>
Thanks.

Right slingshot not working?


Just like it's supposed to.
This table has only one slingshot.
http://ipdb.org/machine.cgi?id=536

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#11 tamoore

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Posted 12 August 2012 - 12:02 PM

QUOTE (tamoore @ Aug 12 2012, 05:55 AM) <{POST_SNAPBACK}>
Great looking table! Thanks a lot!

I'm having a problem that the second ball never gets kicked into the shooter lane.

The gate opens, but the ball never shows up...

Any ideas?



I found the issue. The plunger is far enough forward that it blocks the ball from entering the shooter lane. Pulling it back until the front just slightly pokes out beyond the ball cradle at the back of the shooter lane fixed the issue.

Great table and mod. Thanks again, guys!
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#12 DedRok_V

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Posted 12 August 2012 - 04:48 PM

Very nice mod, well done otvclap.gif




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#13 thewool

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Posted 12 August 2012 - 06:24 PM

Cheers for this Pinuck, a mod of the highest quality... Great table too drinks.gif

edit: and cheers to Serpiko for the original beauty...

Edited by thewool, 12 August 2012 - 07:58 PM.


#14 The Loafer

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Posted 12 August 2012 - 08:32 PM

QUOTE (maceman @ Aug 11 2012, 09:14 PM) <{POST_SNAPBACK}>
Woot!! Looking sharp! Thanx.


Edit: The only thing i don't like about this table (and nothing of your work fellas as it is beautiful) is the fact that the card targets are so boring when hit. Gottlieb did a great job on how they spin around, but I feel this would have been a better table if there was some play on the targets when you hit them somewhat.

cheers,
Maceman

ps... any plans on making a plasma version? smile.gif smile.gif
http://www.youtube.c...feature=related

http://www.youtube.c...;feature=relmfu



I think if you're going to mod a table but keep the theme (especially a movie theme), the music should be related to the movie somehow. Don't like the plasma bumpers too, since we never seen anything plasma related in the movie... but would probably look cool on the frankenstein table or Monster Bash smile.gif. To each is own I guess.

Oh I almost forgot, thanks for the release Pinuck!

Edited by The Loafer, 12 August 2012 - 08:33 PM.


#15 htamas

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Posted 12 August 2012 - 09:03 PM

Great table, thanks a lot. Looks beautiful too.

One problem I have is that the lane above the right inlane somehow directs the ball bouncing off the slingshot's upper corner post so the ball immediately goes to the outline and drains. I thought that lane above is supposed to direct the ball to the inlane... at least it is pretty annoying that every time the ball went there, it always drained. Is that actually true to the real table?

I tried to play around with the wall and the control points and made it a little better but now the wall looks a bit weird and it is still not perfect as far as the direction of the ball goes. Did anyone else experience the same, and what's the proper way to fix it?

Edited by htamas, 12 August 2012 - 09:36 PM.


#16 maceman

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Posted 12 August 2012 - 10:04 PM

QUOTE (htamas @ Aug 12 2012, 05:03 PM) <{POST_SNAPBACK}>
Great table, thanks a lot. Looks beautiful too.

One problem I have is that the lane above the right inlane somehow directs the ball bouncing off the slingshot's upper corner post so the ball immediately goes to the outline and drains. I thought that lane above is supposed to direct the ball to the inlane... at least it is pretty annoying that every time the ball went there, it always drained. Is that actually true to the real table?

I tried to play around with the wall and the control points and made it a little better but now the wall looks a bit weird and it is still not perfect as far as the direction of the ball goes. Did anyone else experience the same, and what's the proper way to fix it?


I played several games today on my cab. It looks and plays amazing. Now, my son on the other hand had several bad games back to back.... I score over 500,000, whereas he was under 100,000. This is not normal for us as he beats me many times.... so I think it is just random. He had a couple good games as well, and I never had a bad drain yet myself and was actually impressed of the overall flow.

Many try it for a bit longer and see if anything shapes up. I know what you mean with draining however. There are several tables that annoy me when this happens, but this one doesn't seem to be one of them to me.

Cheers,
Maceman


EDIT: One last thing i wanted to add was that I moved the left flipper down 12 clicks exactly (unlock, 12 down arrows, lock). I imagine that the OG has flippers that do not line up with the laneway, but it causes an annoying 'bump'. The right flipper is fine, but the left should go down 12 points south. cheers.

Edited by maceman, 12 August 2012 - 10:17 PM.

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#17 The Loafer

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Posted 12 August 2012 - 10:30 PM

excellent conversion, well done! btw, nudging is your friend with that right lane issue you are having htamas

#18 htamas

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Posted 12 August 2012 - 10:31 PM

QUOTE (maceman @ Aug 12 2012, 03:04 PM) <{POST_SNAPBACK}>
EDIT: One last thing i wanted to add was that I moved the left flipper down 12 clicks exactly (unlock, 12 down arrows, lock). I imagine that the OG has flippers that do not line up with the laneway, but it causes an annoying 'bump'. The right flipper is fine, but the left should go down 12 points south. cheers.

Thanks for that info... I also noticed the little bump at the left flipper but the constant drain from that lane I mentioned bothered me more.
Now I know how much do I need to move the flipper down smile.gif

EDIT: what I actually ended up doing was to just move the laneway wire guide up ever so slightly, instead of moving the flipper down. The two flippers were already at the exact same vertical position, so if I move the left flipper down, I would have had to move the right one down as well which I didn't want.

Still trying to find the optimal position of the control points and the proper shape of that Wall471 above the right inlane smile.gif

Edited by htamas, 12 August 2012 - 11:22 PM.


#19 pinuck

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Posted 13 August 2012 - 12:42 AM

Thanks all for the positive feedback + bug reporting.

As far as most of the problems people are having, I haven't experienced or noticed any of them myself, and I have played the FS quite a lot - on my cab and also on my dev computer. On the other hand, the WS I've barely played at all, partly because it was a last-minute idea, and also just because I rarely play anything but FS in general. Also I've addressed all of the issues the handful of people who informally beta-tested the table for me had, and they all seemed to be different than the problems people are having now. So we'll have to see how isolated these problems are, and if a fix can be found.

@maceman:
thanks for mentioning how the roto-target is boring to hit. It made me realize that I forgot to code in the hit sounds (i was fixated too much on the animation and then later on the spinning sound, and lost the big picture for a while...).

The 1.0.1 table that's up there now has these sounds added, which helps a bit - so some of the early donwloaders may have 1.0 (you can tell in the script or table info the version #). I thought about the idea of adding motion to the target also (like standups are done) but I'd have to add another 12 dropwalls to that roto-target assembly, and it seems not worth it, both from an effort and performance standpoint. Plus it wouldn't really be realistic anyway, since each single target would move independantly and I've got all three together on the 15 current drop walls.

plasma version? lol.
that's an interesting mod job, but I agree it seems incongruous with the theme and/or with the era.

@tamoore:
The plunger placement?
Never heard from the few testers of any problems. There were problems that got fixed with the plunger animation code, but nothing that created any physical problems. Has anyone else experienced this?

@htamas:
With regards to the outlanes, (especially that ubiquitous Gottlieb rollover lane/scoop above the sling), the behaviour I've experienced has seemed pretty reasonable.

Like always, some bounce in the outlane, some the return lane, just like life. I think it has the most to do with speed, but maybe a slight amount of randomness. Either way, it's given me what seems like a realistic mix of in/out.

As the loafer mentioned, nudging is your friend, and even more so, relying more on safer shots and ignoring the riskier ones - ie. stay out of that area.

Also, these are pretty friendly flippers to keep control with - bounce passes, post passes, light taps are all fairly easy, even unrealistically so. In the last few weeks on my cab, 500k games are fairly common, my best is just shy of 800k so far, but there are also brutal 20k games that you get sometimes. Again, this seems realistic to me.

@maceman/htamas:
I have not noticed the "bump" you're talking about. But I totally agree with htamas, if you've got a weird alignment to fix, I'd definitely keep the flippers at the same height and adjust the wire guide. Keep in mind that most of the guide parts aren't collideable, only a few are actually affecting the ball.

If multiple people are having these problems we can fix something on the table, so let me know if these aren't just isolated issues.

glad people are gnenerally enjoying it,
pinuck

Edited by pinuck, 13 August 2012 - 12:54 AM.


#20 The Loafer

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Posted 13 August 2012 - 04:35 AM

Enjoying it? Well, I just played a 90 minute marathon session of your new release and yeah, I'm enjoying it eheh. I'll agree that my fondness for this game may be due to the fact I'm from that era, but jeez, it's a wicked game and its one of those that has that "one more game" (OMG) magic. Lots of time, the "OMG" effect happens because you just don't want to end the play session on a "bad" or "soso" game. That's kind of what happened to me tonight and yeah, I ended finally on a good game: 844K I believe (two extra balls on ball 1!). The two previous games to that one? Maybe a combined 100K. Typical game? Around 200K with the odd game between 300-450K. That is more than acceptable, its pretty much how I played this thing back in the day.

On that infamous right lane issue mentioned above, I really thing it's perfect as is. Its all dependant on the ball speed too, many times it hits the right lane, many times it goes left of the "fake" right slingshot (IE: I know its not a slingshot eheh). I did see that little bump left of the "left" flipper but it didn't bother me, don't I recall some real pins having a little bump in place to mess up the aiming onto the roto-target. I am probably wrong though.

On my own copy, I might have to look at a way to put in the 5-note Close Encounters melody at the start-up. Classic tune, don't I remember Kurt (Scapino) having that little ditty on his VP8 table?