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Twilight Zone VP9.2.1 FS [VP 9.x Cabinet FS]

melon francisco666 rom Twilight Zone TZ Bally 1993

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#1 melon

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Posted 26 April 2014 - 07:00 PM

Posted Image


File Name: Twilight Zone VP9.2.1 FS

File Submitter: melon

File Submitted: 26 Apr 2014

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

Author(s): melon
francisco666
rom
Manufacturer: Bally
Year: 1993
Permission to MOD?: No


Twilight Zone for Visual Pinball 9.2.1.
Thanks to Francisco666 and rom  for all the resources in their FP version
Thanks to JPSalas (routines, images...) UW (flashers) kiwi (rings)
At this moment, the table has no option menu.
Thanks to all the other table authors who made this table (Pacdude, Groni, Scapino...), I've used some parts of the script from that tables.


Click here to download this file


cycloneMini2.png TafMini2.png FishTalesMini2.png spaceShuttleMini2.png bk2kmini.png GetawayMini.png


#2 javier1515

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Posted 26 April 2014 - 07:12 PM

Yes!! I was waiting for this, Thanks Melon.


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#3 Sheltemke

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Posted 26 April 2014 - 07:49 PM

Thank you so much melon! :)



#4 Horrible

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Posted 26 April 2014 - 08:03 PM

Thanks Melon nice one.

I can't get the buy in extra ball to work, is it me?

H

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#5 BobAlbright

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Posted 26 April 2014 - 08:06 PM

Table looks nice. Tried to playit with DX9--ball goes right through the flipper. So I launched it with 9.2.1 and it did the same thing. I'll DL the table again to see if that makes any diff. Thank you


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


#6 vampirolatino2

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Posted 26 April 2014 - 08:13 PM

Table looks nice. Tried to playit with DX9--ball goes right through the flipper. So I launched it with 9.2.1 and it did the same thing. I'll DL the table again to see if that makes any diff. Thank you

 

I think I read something about this, .... and I think is fixed deleting the vnram file. try it?


Oh and thank melon!! I played like 6 straight games lol



#7 arngrim

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Posted 26 April 2014 - 08:21 PM

Excellent!
Imo the playfield is too bright, when you play in the dark, it shines too much :)
I need to review the dof, maybe diminish the strobe, add contactors, check the gear which is activated too long sometimes, add a fan to the rocket launch :D

#8 melon

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Posted 26 April 2014 - 08:25 PM

Table looks nice. Tried to playit with DX9--ball goes right through the flipper. So I launched it with 9.2.1 and it did the same thing. I'll DL the table again to see if that makes any diff. Thank you

 

I'm using here same flipper system than in JP's latest AFM. Flippers are primitives. if you select one flipper, you should see visible unchecked and enabled and compatibility Mode checked, otherwise the ball will go through the flipper.


cycloneMini2.png TafMini2.png FishTalesMini2.png spaceShuttleMini2.png bk2kmini.png GetawayMini.png


#9 BobAlbright

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Posted 26 April 2014 - 08:37 PM

Thanks for your quick reply , Melon. When I look at the primitive flipper in the editor I see Visible

                                                                                                                                               Update Regions

                                                                                                                                               Draw Textures Inside

                                                                                                                                               Enable Lighting

                                                                                                                                               Sphere Map 3D Mesh

                                                                                                                                               Static Rendering

 

I don't see"enabled" and "compatability mode". Are they somewhere else? Thanks


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


#10 melon

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Posted 26 April 2014 - 08:54 PM

The flippers are made of 2 elements, the flipper itself and the primitive above this one. You are selecting the primitive, select the flipper (ie, the left flipper is called leftFlipper and the primitive flipperl, you can right click and select the correct element)


cycloneMini2.png TafMini2.png FishTalesMini2.png spaceShuttleMini2.png bk2kmini.png GetawayMini.png


#11 BobAlbright

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Posted 26 April 2014 - 09:23 PM

Sorry for not being able to get it. I see that if I clik a little further down on the flipper I get "flipper". Right clicking on it still doesn't reveal a "enabled" or "compatability mode" button. Sorry for being so "lost". Thanks again.


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


#12 gigalula

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Posted 26 April 2014 - 10:42 PM

Thanks ...



#13 sigma415

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Posted 26 April 2014 - 10:53 PM

Thanks Melon nice one.

I can't get the buy in extra ball to work, is it me?

H

 

Same here. For me it worked to add the "If Keycode = KeyFront Then Controller.Switch(23) ..." lines in the KeyDown and KeyUp subroutines.

Rembered this solution from another table (don't remember which one)

Sub TZ_KeyDown(ByVal keycode)
	  If Keycode = KeyFront Then Controller.Switch(23) = 1
          .....
 Sub TZ_KeyUp(ByVal keycode) 
    If Keycode = KeyFront Then Controller.Switch(23) = 0
    ...

 Using Win7 x64, VP 9.9.1 & VP Physmod5 & VP10, unified PinMAME 2.23, PinballX 2.12, PinDMD V2 (Real DMD), I-PAC2 button controller, Ledwiz with DOF R2, Nanotech Plunger

Like to create Real DMD Videos for PinballX: Tommy The Pinball Wizard (Data East 1994).gif

 


#14 freneticamnesic

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Posted 26 April 2014 - 10:55 PM

The heavens opened up. and angels sang unto us, "let there beeeeeeee, TWILIGHT ZONE!"

 

And a door appeared before us, the voice beckoned, "you unlock this door, with the key of imagination"

 


Edited by freneticamnesic, 26 April 2014 - 10:57 PM.


#15 woodsy15

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Posted 27 April 2014 - 01:20 AM

Game looks great but transparent squares of distortion follow the ball and distirt playfield, flashers and other moving parts including bumpers and flippers get light clear squares around them.  Just my crappy video card ?  (Quadro 600, all my other 185 tables are fine).  Using 9.2.1



#16 Slydog43

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Posted 27 April 2014 - 03:22 AM

check your region updates and that other option right next to it (sorry cant remember its name). check one of these did it for me, although vp DX9 works fine.



#17 akiles50000

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Posted 27 April 2014 - 08:10 AM

Thanks melon.



#18 arngrim

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Posted 27 April 2014 - 08:18 AM

I couldn't enjoy the table without a revision of the DOF, it is just done now, enjoy!

 

for having the gear triggered by the clock, add this line on the script

 

Sub UpdateClock

Dim Time, Min, Hour, temp

Time = CInt(Controller.GetMech(0))

If Time <> LastTime Then

Controller.B2SSetData 101, 1:Controller.B2SSetData 101, 0

Min = (Time Mod 60)

Hour = Int(Time /2)

ClockShort.RotZ = -Hour  + 45

ClockLarge.RotZ = -min * 6 

LastTime = Time

Stopsound "motor" 

Playsound "motor" 

End If

 End Sub 

 

I will do DOF concorde but later



#19 Horrible

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Posted 27 April 2014 - 09:02 AM

 

Thanks Melon nice one.

I can't get the buy in extra ball to work, is it me?

H

 

Same here. For me it worked to add the "If Keycode = KeyFront Then Controller.Switch(23) ..." lines in the KeyDown and KeyUp subroutines.

Rembered this solution from another table (don't remember which one)

Sub TZ_KeyDown(ByVal keycode)
	  If Keycode = KeyFront Then Controller.Switch(23) = 1
          .....
 Sub TZ_KeyUp(ByVal keycode) 
    If Keycode = KeyFront Then Controller.Switch(23) = 0
    ...

@Sigma415

 

Brilliant, thanks that did it!

 

H


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#20 BuckoBundy

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Posted 27 April 2014 - 09:25 AM

There's a nasty bug where you can only get locks on the first game. Also messes with some other things. Anyway, the problem is that switch54 is implemented as a Gate but a gate has no Unhit()  event. Changing it to a trigger worked wonders.







Also tagged with one or more of these keywords: melon, francisco666, rom, Twilight, Zone, TZ, Bally, 1993