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Judge Dredd FS MOD DX9 BETA [VP 9.x Cabinet FS MOD]

Judge Dredd Judge Dredd

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#1 teppotee

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Posted 29 March 2014 - 09:21 AM

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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
bmiki75
teppotee
Manufacturer: Bally
Year: 1993
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 features:
New flasher effects
New flasher based 8-step GI (with adjustable PF luminosity)
New lighting 
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
etc. etc.
 
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
 
As default 
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!!!
 
-Teppo-


Click here to download this file



#2 boiydiego

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Posted 29 March 2014 - 09:25 AM

thx for this great rebuild !!!


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#3 boiydiego

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Posted 29 March 2014 - 09:55 AM

when i load table on the left side there is a black square with a 3 inside whats that ?


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#4 maxfx4u

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Posted 29 March 2014 - 09:57 AM

Oh man!!! Table plays great. Thanks



#5 hallman45

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Posted 29 March 2014 - 10:10 AM

Thank you teppotee!



#6 Horrible

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Posted 29 March 2014 - 10:25 AM

Great update, thanks!

 

I can't get the buy in ball to work, currently mapped to key '2' on my cabinet.

 

Keep up the good work.

 

H

 

EDIT:

 

Had some graphic issues with table (see image).  Crane had multiple images under B2S, and black lines on playfield with and without B2S (image here doesn't do them full "justice" -ha ha).

 

Any ideas?

 

jd%20table.png


Edited by Horrible, 29 March 2014 - 10:50 AM.

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#7 skinooe

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Posted 29 March 2014 - 10:53 AM

A dream becomes true, thanks so much with 5 stars. Think that such conversions are much better than so many bug reports for older tables. Hope sometimes comes 1 file with table view as done in FP. Great work. Realy big thanks!!!!!!!!!



#8 boiydiego

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Posted 29 March 2014 - 11:02 AM

when i load table on the left side there is a black square with a 3 inside whats that ?

naamloos.jpg

 

ALSO THE CRANE OK I KNOW ITS A BETA BUT FIND THAT BOX WITH THE 3 IN STRANGE ..


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#9 arngrim

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Posted 29 March 2014 - 12:12 PM

I don't have these issues, running with dx9 test13

#10 maxfx4u

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Posted 29 March 2014 - 12:20 PM

Had the best game ever. Then I saw there was a wall inbetween the flippers, :lol: .



#11 teppotee

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Posted 29 March 2014 - 12:28 PM

Heh... for the walls between the flippers-> check that this value in script is 0 : Const debugWalls = 0

 

It should be off by default... right?

 

And for the box with 3 in it... it's a text box that counts the balls in play. Textboxes are not functioning in the dx9 version so it's not visible there. To disable it in the official build -> go to backdrop and drag the textbox out of the table area.


Edited by teppotee, 29 March 2014 - 12:30 PM.


#12 bolt

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Posted 29 March 2014 - 01:51 PM

Great table. Thank you teppotee.

 

If i start the table wit VPDX9_v13 the game don't start.

Error " Can't start Game jd_i7 '(' erwartet.

I use the jd_l7 rom.

 

with VP921 it works.


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#13 boiydiego

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Posted 29 March 2014 - 01:54 PM

thx for the ansor and indeed arngrim iam using 9.2.1


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#14 BobAlbright

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Posted 29 March 2014 - 01:57 PM

Interesting, Bolt. I tried it with the latest 9.2.1 and I had graphic error at the top of the table, just played a few games in DX9 12a and it plays fine. More than fine. I love it. This was always one of my favorite tables when I played it many years ago on my desktop, but hardly ever played on my cab because the old version was so "lame". So , thank you for this. A revised backglass would be nice. Current one is very good looking but not a lot going on with it.

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#15 boiydiego

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Posted 29 March 2014 - 01:57 PM

the playfield thats so dark not much lighted is this a sorted of nightmod version ? nevermind found it


Edited by boiydiego, 29 March 2014 - 01:59 PM.

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#16 maxfx4u

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Posted 29 March 2014 - 02:17 PM

 Table looks great in "hybrid view"  can't decide between red or the blue version. :)

 

 

jdbluered_t.jpg



#17 bolt

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Posted 29 March 2014 - 03:17 PM

OK, tested with DX9_v9 and it works fine. Only error with v12 and 13.

This table makes a lot of fun.


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#18 teppotee

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Posted 29 March 2014 - 03:29 PM

I'm using v13 of DX9 and (obviously) no problems. So weird that it's not working for you Bolt. But glad the v9 works!

 

Anyway... if possible use dx9 builds!

 

Now it's time to forget VP and go drink beer and play/jam 80's heavy metal at friends house :D

 

Keep reporting if you get actual playability bugs. I will fix whenever I find the time! Have a nice weekend all!



#19 Shadowsclassic

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Posted 29 March 2014 - 03:45 PM

Thanks teppotee and all involved (quite a long list of talent)!

 

I tried with the 932 build and vp9 test13 and I get really bad graphics problems like what Horrible gets only all over the play field.  Also the solid playfield inset lights look fine but the onese that have like the jail bar look just blur out badly when they flash.

Other elements of the table look simply amazing like the deadworld it looks like you could grab it right off the table.

 

I play around with settings and see if I can figure out what is going on.  I know there is a way as your screen shot looks awesome!

 

Thanks again, and enjoy that beer(S)!  :bar3: 



#20 Shadowsclassic

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Posted 29 March 2014 - 04:02 PM

Update: If you set PFMaxGI=0 all the playfield lines disappear.  The table is dark, but not distorted.







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