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Indiana Jones FS MOD 2.5 PHYSMOD5 NM [VP 9.x Cabinet FS MOD]

indiana jones williams

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#1 teppotee

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Posted 05 September 2013 - 02:25 PM

Posted Image


File Name: Indiana Jones FS MOD 2.5 PHYSMOD5 NM

File Submitter: teppotee

File Submitted: 05 Sep 2013

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

Author(s): Lord Hiryu - Original version
teppotee - MOD
ClarkKent - MOD
JPsalas - MOD
Rob046 - MOD
Fuzzel - MOD
Manufacturer: Williams
Year: 1993
Permission to MOD?: Yes, without approval


****************************************************************************************************
****************************************************************************************************
NOTE! PHYSMOD5 version of VP required for new version 2.5!
http://www.vpforums....ic=27416&page=1
****************************************************************************************************
****************************************************************************************************
Original version by Lord Hiryu
 
For all the details (change log etc.) check the original table release:
 
http://www.vpforums....s&showfile=8505
 
This has been a true community effort with a lot of people helping to make this the best version possible! 
Thanks to:
Lord Hiryu - the biggest thanks goes of course to LH for creating the first version and letting us release this MOD!
Rob046 - Physics adjustments, alpha ramps and tweaking almost every aspect of the table!
ClarkKent - New HD playfield redraw with amazing detail + acting as a "project manager" :)
JP - primitive idol coding, captive ball bug fix,propeller primitives and ball lock rework. Really glad JP found the time to help us!
Fuzzel - converted FP 3D object and helped to implement it into the table
Jimmyfingers - flipper tap code, BMPR (version 1.3 onwards) and the enhanced ball rolling script
UncleWilly - primitive drop target code that I borrowed from BBB
Aaron James - Testing
teppotee - I did the lighting effects and visuals mainly and also primitive drop targets etc. Too much stuff to even remember!
+ HighInder00 for the 3d object in the FP version
 

TABLE OPTIONS:
You can change few visual things from the script with the following variables:
 
Const DisableSlingShotFlashers = 1
 - with this setting you can enable/disable slingshot flasher effects. Default value is 1 so those are disabled. Set to 0 to enable. 
 
Const DisableBumberFlashers = 0
 - with this setting you can enable/disable bumber flasher effects. Even though the real table does not have these the default value is 0 so those are enabled. Set to 1 to disable for more authentic vibe.
 
Const AdditionalAlphaGI = 2
I have used alpha ramps to create additional lighting and halo effects on the PF.
 0 = turn off. All additional lighting is turned off (may give a slight performace boost if needed)
 1 = medium. This is the default value for the day version. Medium halo effects on the lower playfield
 2 = high. More visible alpha lighting. Default value for Night MOD. Or just try yourself which option you like :)
Options 1,2  enable some other light effects too like red halo around bumbers etc.
 
Const ScriptedGI = 1      
This is an additional feature that I added to the night MOD just to get a bit more GI action and contrast to the lighting.
 (GI on / off on ramp shots and drains etc.) Set to 0 = off. Defaulted to 1 because I kind of like it :)
 
NOTE! Please use VP916 revision 628 or higher for the best performance! (or rev 644 or higher to get the new ball reflection working as well!) Extra thanks to Toxie and Fuzzel for the continuing VP development!
NOTE part II: The idol head keeps the balls locked for the next game by default. Set ROM adjustment A.2 number 28 from YES to NO to release the balls in the end.
 
 


Click here to download this file



#2 Aaron James

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Posted 05 September 2013 - 03:53 PM

VERY NICE!!!!!!

vpsig.jpg


#3 Herweh

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Posted 05 September 2013 - 03:56 PM

Awesome, teppo. I'm a great fan of night mods. Looking forward playing this in a few hours. :otvclap:


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#4 Nemo

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Posted 07 September 2013 - 07:49 PM

I like this darkened version better, and the reflection on the ball is a great addition, this table is BRUTAL, currently

the best in VP in my opinion. I just LOVE the GI on this table, again great effort on this table, what a spectacle !


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#5 BobAlbright

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Posted 08 September 2013 - 12:20 AM

Yes Nemo. This table is brutal. So is Safecracker!

"and in the end , the love you take is equal to the love you make"


#6 Aaron James

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Posted 08 September 2013 - 02:11 AM

I've had a lot of fun playing this!

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#7 oldskoolgamer

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Posted 08 September 2013 - 02:52 AM

Had a blast playing today :) thank you everyone very much


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#8 ringorian

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Posted 09 September 2013 - 09:16 PM

Plays and looks pretty good !



#9 Les73gTx

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Posted 08 January 2014 - 06:24 AM

Very awesome Table Thank you

 

 The "Super Ball" extra ball button is not mapped to keyboard #2 . What do I need to change or add to the script to make it work so I can continue my game?

 

thank you


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#10 Les73gTx

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Posted 17 January 2014 - 12:28 AM

^^^^^ Help anyone? ^^^^^


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#11 LoadedWeapon

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Posted 02 November 2014 - 12:55 PM

Thanks teppotee looks amazing! :)

#12 BobAlbright

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Posted 02 November 2014 - 02:30 PM

   I had to chuckle to myself when I saw this PM become available. Just the other night I decided to play IJ and like other times I played it, I found it to be a very difficult table with an excessive amount of drains. I was thinking about making a post to the gurus out there who play with settings to see if anyone had settings that would make this very nice looking table more playable. This PM has done the trick. Thank you very much!


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#13 ClarkKent

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Posted 02 November 2014 - 02:35 PM

Many thanks to my friend who helped to realize this physmod! :)

 

By the way - if somebody wants the alternative apron I did lately:

https://www.dropbox.... Apron.png?dl=0


Edited by ClarkKent, 02 November 2014 - 02:36 PM.


#14 BigBoss

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Posted 02 November 2014 - 04:45 PM

Has anyone verified the path of adventure can be played through correctly on the pm? I remember having a ton of issues with this when I tried converting the original to pm. Basically, you should be able to go all the way down the left or all the way down the right side without falling into the center holes if you tilt the mini playfield all the way. 

 

Also so if anyone is getting balls stuck on the right ramp see if physmod2 solves that problem. 


Edited by BigBoss, 02 November 2014 - 04:50 PM.


#15 dark

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Posted 02 November 2014 - 05:00 PM

Has anyone verified the path of adventure can be played through correctly on the pm? I remember having a ton of issues with this when I tried converting the original to pm. Basically, you should be able to go all the way down the left or all the way down the right side without falling into the center holes if you tilt the mini playfield all the way. 

 

Also so if anyone is getting balls stuck on the right ramp see if physmod2 solves that problem. 

 

I can confirm that the path of adventure works as you describe, I just got it and held the right flipper and it fell down the right side for the entire duration of the path.

 

Haven't had any ball stuck issues as of yet but I haven't really had much time to play.  One thing I notice with physmod editions of tables is the nudging seems almost absent, the nudging is very weak.

 

Other than the nudging I love all these new physmod releases of these great tables and appreciate the effort people are putting into them.



#16 gStAv

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Posted 02 November 2014 - 05:06 PM

Whatta!! How could I missed this!?
Love this table so much and with a PM too..!

Sweet :D

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#17 ClarkKent

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Posted 02 November 2014 - 05:30 PM

The PoA is still not as in the real machine. It should be in a more shallow angle. That's why the ball is rolling slower on the POA on the real machine. Unfortunately this is not possible at the current version of VP. I hope VP10 provides that...

 

Nevertheless the PoA works, you can complete the mission. But you have to enter the PoA several times (instead of solving it in one pass).



#18 ClarkKent

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Posted 02 November 2014 - 06:39 PM

Updated the apron with some more high quality scans. Same link as above.



#19 BigBoss

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Posted 02 November 2014 - 10:15 PM

 

Has anyone verified the path of adventure can be played through correctly on the pm? I remember having a ton of issues with this when I tried converting the original to pm. Basically, you should be able to go all the way down the left or all the way down the right side without falling into the center holes if you tilt the mini playfield all the way. 

 

Also so if anyone is getting balls stuck on the right ramp see if physmod2 solves that problem. 

 

I can confirm that the path of adventure works as you describe, I just got it and held the right flipper and it fell down the right side for the entire duration of the path.

 

Haven't had any ball stuck issues as of yet but I haven't really had much time to play.  One thing I notice with physmod editions of tables is the nudging seems almost absent, the nudging is very weak.

 

 

 

For nudging, assuming analog nudging, you need to increase the gain settings in your nudge device. The physmod physics are a lot different.

 

Thanks for confirming path of adventure.


The PoA is still not as in the real machine. It should be in a more shallow angle. That's why the ball is rolling slower on the POA on the real machine. Unfortunately this is not possible at the current version of VP. I hope VP10 provides that...

 

Nevertheless the PoA works, you can complete the mission. But you have to enter the PoA several times (instead of solving it in one pass).

I think this could all be handled via scripting if you wanted.



#20 BigBoss

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Posted 03 November 2014 - 01:21 AM

Ok the poa works perfectly. 







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