File Name: Judge Dredd FS MOD DX9 BETA
File Submitter: teppotee
File Submitted: 29 Mar 2014
File Category: VP 9.x MOD Cabinet Tables (FULL SCREEN)Author(s): Lord Hiryu
Permission to MOD?: Yes, with approval
This BETA release of Judge Dredd is based on Lord Hiryus unfinished version of the table. A lot of components have also been taken from bmiki75's version. So this is a combination of those 2 versions with a lot more added on top. Anyway the main thanks should go to these 2 guys for the original builds and letting me release this MOD.
I'm calling t this still BETA for now as I don't have time to test / work on it for few coming weeks. And since I thought that a lot of you might want to try this over the weekend.... so here it is
New flasher effects
New flasher based 8-step GI (with adjustable PF luminosity)
Lot of graphical tweaks (alpha ramps, textures etc.)
BMPR lite physics and overall physics adjustments
Flipper tap code
Lot of sounds added
New captive ball scripting
Big thanks to JP for his awesome new flashers scripts. Really really nice stuff!
And of course thanks to jimmyfingers for his BMPR (lite) and flipper tap code scripting. I really don't enjoy many tables anymore without these additions!
Also thanks to anyone that has helped along the way with this and other mods and for any resources that I may have borrowed from other tables. Too many to keep count anymore...
NOTE! I have used DX9 test version 13 for building and testing. I guess this should work ok with the official 9.2.1 version as well but I haven't tested. So I'm not guaranteeing compatibility.
Please remember that this is a BETA release and although I have played many games without problems -> there might be some that I haven't noticed.
Few options in the script
For PF lighting (defines the brightness of the playfield when GI is on -> adjust to select more day/night version):
Const PFMaxGI =120' value between 0-255 -> 0 darkest and 255 brightest
Const LargePursuitFLashers = 1 ' 1 uses larger halos around pursuit flashers. 0 turns off
Left Magnasave = Left fire button
Right Magnasave = Super Game button.
Change in the keydown section of the script if needed.
Expected rom name: jd_l7
Few known "issues":
- Globe in the middle of deadworld lock is not rotating. "Artistic" decision -> a good quality non rotating globe is better IMHO than bad resolution rotating images
- GI is not divided to correct areas at the moment (it has basically only 1 GI area). I might fix this later but it works really well this way too.
- Hopefully one day the deadworld can be made out of primitives for smooth movement but in this version it's still walls and ramps.
I think that's all... at least all I can remember for now. Have fun!!!