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Junkyard WT Mod v2.03


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#1 wtiger

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Posted 21 May 2009 - 05:16 AM

Junkyard WT Mod v2.03



Version: 2.03
Category: VP/VPinMAME 8.x - MOD Tables

Author(s):

Description:
My second Junkyard mod. Changed the viewing angle, the playfield, and made some other minor tweaks. This version works with both VP8 AND VP9.


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Submitted by wtiger, on May 21 2009, 01:16 AM

Edited by Noah Fentz, 23 May 2009 - 05:29 AM.


#2 Noah Fentz

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Posted 21 May 2009 - 06:05 AM

Nice one!

I played it in VP9 (of course tongue.gif). Love this table!


The only issue I can see is getting crane hits when nudging. I don't know if you could on the real table, as this is one of the few I haven't played.


I miss the fence board side rails a bit though, too. I always liked that look on this table. "Junky" smile.gif

Thanks for the great new Junkyard!

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#3 bolt

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Posted 21 May 2009 - 06:19 AM

Thanks wtiger, what for a great Father's Day gift dblthumb.gif

I'am dowloading and will try it now

I try it under VP9 and got an error the ball cant run through the right outlane

Attached File  Ball_JY.JPG   61.31KB   29 downloads

Edited by bolt, 21 May 2009 - 06:41 AM.

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#4 Pinballman

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Posted 22 May 2009 - 12:59 AM

I'm getting an error "506 (null)" during game play with VP8 - great job on the table though

#5 Carny_Priest

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Posted 22 May 2009 - 02:25 AM

QUOTE (bolt @ May 21 2009, 01:19 AM) <{POST_SNAPBACK}>
Thanks wtiger, what for a great Father's Day gift dblthumb.gif

I'am dowloading and will try it now

I try it under VP9 and got an error the ball cant run through the right outlane

Attached File  Ball_JY.JPG   61.31KB   29 downloads


I really enjoy the v1.0 mod.

v2.0 - I'm running into the same issue with the ball stuck in the right outlane under VP8

Under VP9 - I have graphical issues with the doghouse and flashers. Of course, it could be that I have an older card - ATI Radeon X300. In digging around I had a pleasant surprise finding after running VP6/VP7 for a long time that I could turn hardware acceleration back to the max to run VP8/VP9. I tried turning off DirectDraw and dialing back on hardware acceleration for this issue but it didn't help. I haven't yet experienced similar issues with other VP9 tables.

#6 wtiger

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Posted 22 May 2009 - 03:03 AM

Everyone,
Sorry about the problem with the right outlane. I guess I made the wall to the right too wide and forgot to do some playtesting. I've uploaded a version 2.01 which should fix this.

Pinballman - I have no idea about the script issue. I really didn't make any script changes and I have no idea what may be causing that. The table also has a problem losing balls once in a while which was present on the original table as well. I don't know if it's a switch timing/emulation problem. Again, I'm not very good at those kind of problems.

Carny_Priest - The graphics issues probably have to do with our card.

#7 wtiger

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Posted 22 May 2009 - 04:16 AM

I just uploaded v2.02. I found a bug in the second frame of the doghouse move reel graphic and fixed it. I also added animated inlane/outlane rollovers and fixed a potential ball stuck area on the left side.

#8 Carny_Priest

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Posted 22 May 2009 - 04:27 AM

v2.02 - shots that lead to the right wire ramp that goes to the inner right lane (bus or alley shots), balls fall out and get lost in the right slingshot

#9 wtiger

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Posted 22 May 2009 - 05:08 AM

QUOTE (Carny_Priest @ May 21 2009, 09:27 PM) <{POST_SNAPBACK}>
v2.02 - shots that lead to the right wire ramp that goes to the inner right lane (bus or alley shots), balls fall out and get lost in the right slingshot


Did it work OK in v2.0 or 2.01? I did not change anything that would affect that (from the original un-moded table). Does it do it all the time? The ramp works just fine on my computer each time. Has anyone else had this happen?

#10 Carny_Priest

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Posted 22 May 2009 - 05:18 AM

QUOTE (wtiger @ May 22 2009, 12:08 AM) <{POST_SNAPBACK}>
Did it work OK in v2.0 or 2.01? I did not change anything that would affect that (from the original un-moded table). Does it do it all the time? The ramp works just fine on my computer each time. Has anyone else had this happen?

I did not enperience this issue in 2.0.

#11 wtiger

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Posted 22 May 2009 - 05:25 AM

QUOTE (Carny_Priest @ May 21 2009, 10:18 PM) <{POST_SNAPBACK}>
I did not enperience this issue in 2.0.


Does it do it everytime in v2.02? I've never had that happen. For version 2.01 & 2.01 all I did was move two of the control points in wall66 and the outerwall to the right about 5 units to make the outlane wider.

#12 Bob5453

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Posted 22 May 2009 - 07:05 AM

Excellent work!

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#13 bolt

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Posted 22 May 2009 - 12:18 PM

Thanks for fixed the problem

Edited by bolt, 22 May 2009 - 12:18 PM.

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#14 Carny_Priest

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Posted 22 May 2009 - 06:49 PM

QUOTE (wtiger @ May 22 2009, 12:25 AM) <{POST_SNAPBACK}>
Does it do it everytime in v2.02? I've never had that happen. For version 2.01 & 2.01 all I did was move two of the control points in wall66 and the outerwall to the right about 5 units to make the outlane wider.

I've tested some more at various resolutions and color depths under VP8 but the ball either winds up falling into the right slingshot or else the ball will fall through the inner lane guide into the outer lane and down into the outhole. Either occurrence happens everytime. My max resolution is 1280 x 1024, 32 bit.

#15 Carny_Priest

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Posted 22 May 2009 - 07:02 PM

QUOTE (Carny_Priest @ May 22 2009, 01:49 PM) <{POST_SNAPBACK}>
I've tested some more at various resolutions and color depths under VP8 but the ball either winds up falling into the right slingshot or else the ball will fall through the inner lane guide into the outer lane and down into the outhole. Either occurrence happens everytime. My max resolution is 1280 x 1024, 32 bit.

In VP9, the bus and alley shots work great! So for me, it's a VP8 issue.

#16 bolt

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Posted 22 May 2009 - 10:04 PM

Yes, the problem is only in VP8, in VP9 works fine
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#17 wtiger

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Posted 23 May 2009 - 01:06 AM

Ok,
I hadn't checked the table in VP8 after making a change (I had changed the ramp ends to look more in line with the rest of the ramp wires). I'll have to play around to see if I can get them in a better position that looks correct and functions properly or I'll just put them in their old original position.

#18 wtiger

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Posted 23 May 2009 - 03:50 AM

Ok, after spending an hour+, what I came up with is that the trigger/animated rollover in the right inlane is causing some strangeness. When I delete them and go back to the regular trigger setup, it works like it did in the original unmodded table. I've upload version 2.03 which *I hope* fixes the ball falling out and I also changed the text for the Autofire and Shoot Again to a decal image from the real table.

#19 Carny_Priest

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Posted 23 May 2009 - 05:33 AM

Ball falling in the right slingshot issue in VP8 is solved! And I don't know what is different but my graphics issues with the flashers and the doghouse under VP9 are gone! Plays great and looks good! Thanks for the extra TLC given to a somewhat underrated table.

#20 wtiger

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Posted 23 May 2009 - 03:26 PM

QUOTE (Carny_Priest @ May 22 2009, 10:33 PM) <{POST_SNAPBACK}>
Ball falling in the right slingshot issue in VP8 is solved! And I don't know what is different but my graphics issues with the flashers and the doghouse under VP9 are gone! Plays great and looks good! Thanks for the extra TLC given to a somewhat underrated table.


Thanks. I'm glad it's working and the graphics are "fixed". I did change the second image in the doghouse graphic a bit ago after I realized that I needed to clean up some of the non-green that were supposed to be green transparent areas. I didn't realize I didn't have opacity at 100% in Photoshop so when I fixed them, I really wasn't fixing them at all. As for the flashers, nothing there was changed. Also, I still don't understand why adding the animated rollover in the inlane messed up the ball above in the ramp. At this point, I'm just glad that things are working. Sorry about the several attempts at fixing things that it took until I finally got things sorted out.

I don't have a 16:9 monitor or cabinet, but I may try to play around in the coming weeks and attempt to release another mod for those who do have these.