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F-14 Tomcat (Williams)(1987)(JPSalas, Rosve, chinzman93)(2.1)(FS)(9.2+)NMod [VP 9.x Cabinet FS MOD]

Mod Alpha Flasher F-14

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#1 chinzman93

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Posted 05 December 2013 - 06:03 AM

Posted Image


File Name: F-14 Tomcat (Williams)(1987)(JPSalas, Rosve, chinzman93)(2.1)(FS)(9.2+)NMod

File Submitter: chinzman93

File Submitted: 05 Dec 2013

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

Author(s): JPSalas
Rosve
chinzman93
Manufacturer: Williams
Year: 1987
ROM: Link to ROM
Permission to MOD?: Yes, with approval


***** A Day version of this table has been uploaded as well*********
http://www.vpforums....s&showfile=8881
 
This is a modification that I had started last winter and never got around to finishing until now. It is primarily cosmetic. Alpha flashers 
have been added throughout the table. Upgraded plunger and fading lights routine. Scripting change for selecting controller.
I hope everyone enjoys the changes made to the table. I plan on making changes to physics in a future update that would also include
any bug fixes with this version.
 
Turn it up load and turn out the lights!
 
I would like to thank:
JPSalas and Rosve for their great work on the previous versions and allowing the mod.
JPSalas for use of his Fading Lights routine and for flasher images.
Koadic for use of his plunger method and controller selection code.
Aaron James for giving the table a spin and offering suggestions and use of the controller selection code.
All the authors, art guys, and other contributors that make this such an enjoyable hobby.
 
Please feel free to let me know that you think...good, bad, or otherwise. It's my first release so
if I am doing something wrong, I would like to fix it for the future.
 
Note: This modification was built with VP 9.16 rev 652 and also played with the latest beta. 
I am not aware of anything that would prevent this from using 9.15. However, the flashers do use
Additive BI and maybe a bit strong without it. I would recommend 9.16 or better with this, but
feel free to give it a try with 9.15.
 
Updated to version 2.00!!
 
Version 2.00
Add B2B scripting. Thanks to Koadic for the help.
Night modded.
New GI with 6 colors for the user to choose and they can be mixed and matched throughout the table. I really hope you have fun with this. The colors are white, yellow, red, blue, green and purple.
Code to overide GI on by location with different colors.
Tested with ball size of 50, larger balls will get stuck.
JP flipper code
 
The user options section:

'***************************************************************************************
'***************** User options for controller and General Illumination ****************
'***************************************************************************************
 
'Ball size: Values above 50 will likely result in stuck balls.
Const BallSize = 50
 
'Choose Controller: 1-VPM, 2-UVP, 3-dB2S, 4-B2S by Rosve (Please note: If using option 4, all naming convention for table,BG,and Hyperpin still apply.)
Const cController = 1        '<-------Select controller here
 
'Choose GI Colors: 1-Blue, 2-White, 3-Red, 4-Yellow, 5-Green, 6-Purple
Const cGI = 4       '<----Selected desired color for GI. Indiviual bulbs can be overriden below.
 
 
'GI Colors Layout
Select Case cGI
Case 1:Bulb_Image = "f14_gib" 'Description: A cool temperature blueish white
Case 2:Bulb_Image = "f14_giw" 'Description: A crisper white
Case 3:Bulb_Image = "f14_gir" 'Description: A redish white
Case 4:Bulb_Image = "f14_giy" 'Description: A warmer yellowish white
Case 5:Bulb_Image = "f14_gig" 'Description: A greenish white
Case 6:Bulb_Image = "f14_gip" 'Description: Somewhere between pink and purple
End Select
 
 
'The code below will allow for the user to override the global GI color selected above on individuals areas in the table
'argi126d and argi127d below demonstrate how to override the global GI color. See above for valid values and a description of the color
'This will allow for the user to mix and match as desired. Hopefully you have fun with this!
 
argi7.image = Bulb_Image           'Location: Center Target Bank 
argi7a.image = Bulb_Image          'Location: Center Target Bank  
argi7b.image = Bulb_Image          'Location: Center Target Bank 
argi9a.image = Bulb_Image          'Location: Right side mid-table under wire form shooter lane 
argi9b.image = Bulb_Image          'Location: Right side just above righter upper flipper
argi9c.image = Bulb_Image          'Location: Right side second lamp above upper right flipper
argi10.image = Bulb_Image          'Location: Upper target banks
argi12.image = Bulb_Image          'Location: Just above left lower flipper
argi13.image = Bulb_Image          'Location: Just above right lower flipper
argi14.image = Bulb_Image          'Location: Right sling 
argi15.image = Bulb_Image          'Location: Left slipng
argi18.image = Bulb_Image          'Location: Left mid table
argi19.image = Bulb_Image          'Location: Right mid under flashers
'The two below need both variables updated
argi126d.image = "f14_gir":LGIBulb = "f14_gib"        'Location: Second light above left lower flipper. 
argi127d.image = "f14_gir":RGIBulb = "f14_gir"       'Location: Second light above right lower flipper.
'***************************************************************************************
'***************************************************************************************
'***************************************************************************************
 
Hope everyone likes it and plays around with the lighting. Please report any issues to the support topic.


Click here to download this file



#2 BobAlbright

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Posted 05 December 2013 - 01:16 PM

Thank you. Very nice---if any game can use lots of flashers, it's a game with fighter jets! :)


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


#3 BOOTS

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Posted 05 December 2013 - 01:59 PM

what does CMH means??



#4 BobAlbright

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Posted 05 December 2013 - 03:19 PM

Author's initials


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


#5 chinzman93

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Posted 05 December 2013 - 05:02 PM

I just wanted to make sure everyone was aware that this is a full screen table for cabinet. I mistakenly clicked on the Desktop Mod category when uploading. Noah is aware of this and will move to the proper category and change the title of the thread.



#6 LoadedWeapon

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Posted 05 December 2013 - 05:25 PM

Thanks it looks great! I can't wait to add it to the cab.
I think someone else has a complete remake coming sometime..

#7 rein1969

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Posted 05 December 2013 - 08:01 PM

Cool! Is the desktop version also comming?



#8 chinzman93

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Posted 05 December 2013 - 08:24 PM

Cool! Is the desktop version also comming?

I wasn't planning on it. But it would make my mistake of uploading to the wrong category less obvious. I will look into it.



#9 rein1969

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Posted 06 December 2013 - 08:06 AM

please do, a lot of people can;t wait for the desktop version included myself  ;-)



#10 chinzman93

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Posted 05 January 2014 - 02:33 AM

th_F-14nmOptions6_zpsef6d3534.png
 

 
******* This was built with VP 9.2 Build 756. I just downloaded the newest VP build and the flashers don't work right. Time to start reading the 9.2 Dev thread to look for an answer. I will update when I find it****
 
 
Updated to version 2.00!!
 
Version 2.00
Add B2B scripting. Thanks to Koadic for the help!
Night modded.
New GI with 6 colors for the user to choose and they can be mixed and matched throughout the table. I really hope you have fun with this. The colors are white, yellow, red, blue, green and purple.
Code to overide GI on by location with different colors.
Tested with ball size of 50, larger balls will get stuck.
JP flipper code
 
The user options section:
'***************************************************************************************
'***************** User options for controller and General Illumination ****************
'***************************************************************************************
 
'Ball size: Values above 50 will likely result in stuck balls.
Const BallSize = 50
 
'Choose Controller: 1-VPM, 2-UVP, 3-dB2S, 4-B2S by Rosve (Please note: If using option 4, all naming convention for table,BG,and Hyperpin still apply.)
Const cController = 1        '<-------Select controller here
 
'Choose GI Colors: 1-Blue, 2-White, 3-Red, 4-Yellow, 5-Green, 6-Purple
Const cGI = 4       '<----Selected desired color for GI. Indiviual bulbs can be overriden below.
 
 
'GI Colors Layout
Select Case cGI
Case 1:Bulb_Image = "f14_gib" 'Description: A cool temperature blueish white
Case 2:Bulb_Image = "f14_giw" 'Description: A crisper white
Case 3:Bulb_Image = "f14_gir" 'Description: A redish white
Case 4:Bulb_Image = "f14_giy" 'Description: A warmer yellowish white
Case 5:Bulb_Image = "f14_gig" 'Description: A greenish white
Case 6:Bulb_Image = "f14_gip" 'Description: Somewhere between pink and purple
End Select
 
 
'The code below will allow for the user to override the global GI color selected above on individuals areas in the table
'argi126d and argi127d below demonstrate how to override the global GI color. See above for valid values and a description of the color
'This will allow for the user to mix and match as desired. Hopefully you have fun with this!
 
argi7.image = Bulb_Image           'Location: Center Target Bank 
argi7a.image = Bulb_Image          'Location: Center Target Bank  
argi7b.image = Bulb_Image          'Location: Center Target Bank 
argi9a.image = Bulb_Image          'Location: Right side mid-table under wire form shooter lane 
argi9b.image = Bulb_Image          'Location: Right side just above righter upper flipper
argi9c.image = Bulb_Image          'Location: Right side second lamp above upper right flipper
argi10.image = Bulb_Image          'Location: Upper target banks
argi12.image = Bulb_Image          'Location: Just above left lower flipper
argi13.image = Bulb_Image          'Location: Just above right lower flipper
argi14.image = Bulb_Image          'Location: Right sling 
argi15.image = Bulb_Image          'Location: Left slipng
argi18.image = Bulb_Image          'Location: Left mid table
argi19.image = Bulb_Image          'Location: Right mid under flashers
'The two below need both variables updated
argi126d.image = "f14_gir":LGIBulb = "f14_gib"        'Location: Second light above left lower flipper. 
argi127d.image = "f14_gir":RGIBulb = "f14_gir"       'Location: Second light above right lower flipper.
'***************************************************************************************
'***************************************************************************************
'***************************************************************************************
 
Hope everyone likes it and plays around with the lighting. Please report any issues to the support topic.

Edited by chinzman93, 05 January 2014 - 05:36 AM.


#11 chinzman93

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Posted 05 January 2014 - 11:30 AM

There will be an update coming for this table to address a couple of issues (a couple flasher drawing order problems and diverters causing a stuck ball) for users that are running VP 9.2 Build 757 and higher. If you are running an older version you should be fine without the update. There will also be new physics settings in the updated version. I hope to have it up in a the next couple of days.



#12 chinzman93

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Posted 21 June 2014 - 11:48 PM

Version 2.1 uploaded.

 

Version 2.1
Modified lighting to no longer use the refresh lights (Big thanks to Koadic for help with this!)
New physics settings.
New flasher lens objects. Thanks to Hassanchop for putting these into the resource section!
Brightened the light on inserts.
Bug fix: The ball collision sounds have been fixed and now work.
This will require 9.2 or better. It plays very nicely in 9.9!
 
This should have been released several months ago. I forgot about it....... :facepalm:

Edited by chinzman93, 21 June 2014 - 11:49 PM.






Also tagged with one or more of these keywords: Mod, Alpha Flasher, F-14