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Freddy FS physmod5 BETA / WIP version (with table link)

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#1 teppotee

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Posted 17 August 2014 - 06:42 AM

I decided to release my MOD of unclewilly's Freddy now as a BETA / WIP version. I'm just flooded with real life work at the moment so I don't think I will have any time to make it any better in a long time. Also it's physmod5 so I'm a bit hesitant of making any actual releases based on a "non-official" version of VP

 

So before downloading -> please make sure you know what PHYSMOD5 version of VP is. More info from this link: 

http://www.vpforums....=32#entry266075

 

You can find the table here:

https://www.mediafir...smlryx9p5j22xhx

 

Thanks to unclewilly for the original masterpiece! I have only done some graphical upgrades and worked on the physmod conversion. Also thanks to JP for his great fading flasher scripts!

 

This version has new flasher based GI and flasher effects, new 3D flasher domes and bumpercaps (by Zany), primitive flipper logo's, New lighting on Freddy head (still not 3D primitive) etc. I really don't remember all the stuff as it's been a while since I really worked on it.

 

In case there are any problems I hope the community can help as I most likely won't have time to do any fixing. So feel free to fix anything (including physics if someone finds better settings) and share here. I have played it for few hours without major problems so it should be ok though.

 

I think the analogue plunger doesn't work right so if anyone can fix it and share the script changes that would be great!

 

Have fun! 

 

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#2 freneticamnesic

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Posted 17 August 2014 - 06:55 AM

She's a beauty sir, thanks for sharing



#3 bolt

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Posted 17 August 2014 - 09:10 AM

Thank you teppotee.


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#4 zany

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Posted 17 August 2014 - 11:00 AM

Really nice Teppo!! :D

I'll continue Freddy soon, but i'm kind of busy with work.

One little bug....the ball got stuck here, behind the target, under the plastic!

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Edited by zany, 17 August 2014 - 11:01 AM.


#5 dark

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Posted 17 August 2014 - 02:39 PM

@zany: maybe that's something that will happen some what consistently but I have found that physmod versions have a higher tendency for ball stuck and other similar bugs like ball flying or falling through a ramp.  For example I've played Last Action Hero plenty and just the one time I managed to get a ball stuck behind a wall and after nudging it I managed to get it to fall behind the captive ball.  On a beta version of TOM(physmod) I had the ball get stuck where the top plastic ramp meets the wire section of ramp once and have never been able to reproduce that again.


Edited by dark, 17 August 2014 - 02:48 PM.


#6 boiydiego

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Posted 17 August 2014 - 02:53 PM

indeed dark that i also had , btw nice update , phsycismod5 plays better on this table  then on the newest tom release


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#7 jmcgohon

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Posted 17 August 2014 - 03:58 PM

Cool!!! Thanks! Love it !

 

Just played a few games and the only problem was a few times when I launched the ball into boiler the ball went right threw it and had to restart the game. Im guessing thats a physicsmod bug like dark said. Also Im not sure cause I didnt get enough time to play but I think the claw flipper went right threw the ball and made no contact at all. Either way had a blast playing it! Thanks again! 


Edited by jmcgohon, 17 August 2014 - 06:07 PM.


#8 arngrim

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Posted 17 August 2014 - 07:30 PM

just updated DOF, check this out :)

 

i have a problem with sw95, target up yellow, it does not trigger, can you have a look?



#9 freneticamnesic

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Posted 17 August 2014 - 09:55 PM

I looked at the target and script and see no reason that 95 shouldn't trigger, unless it's event controlled in the script and doesn't always trigger



#10 gtxjoe

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Posted 17 August 2014 - 09:59 PM

There is a typo on line 166 - change sw95 to sw95a

 

  'StandUp Init
  sw14a.IsDropped=1:sw15a.IsDropped=1:sw16a.IsDropped=1:sw94a.IsDropped=1:sw95a.IsDropped=1:sw104a.IsDropped=1:


#11 freneticamnesic

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Posted 17 August 2014 - 10:01 PM

D'oh!



#12 gtxjoe

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Posted 17 August 2014 - 10:03 PM

Well, found it fast only because I have done this before and it took me a lot longer to figure it out...  :whistle:



#13 chepas

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Posted 17 August 2014 - 10:13 PM

I've tried a couple of tables today, haven't really had a chance to play many lately but these tables are just WAY too fast.

 

For this I have changed the slope from 6.3 down to 5. I still reckon you could go lower to be realistic.

 

Elastic fall off 0.3. Bottom flippers stuck with the strength (2800) but coil ramp up to 4.

 

Top flippers are usually lower power than the bottom and this top one was set stronger than the bottom. Set that to 2650.


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#14 freneticamnesic

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Posted 17 August 2014 - 11:10 PM

Using physmod 5, chepas? It plays fine for me... sounds like an issue that comes up when you use the wrong physmod exe with a physmod table



#15 chepas

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Posted 17 August 2014 - 11:44 PM

Yeah it plays fine without any issues. I only started back on VP since version 5 and don't have any other version.

 

It's was just to fast imo. Just lowering the slope made that better.

 

Adjusting the coil ramp & fall off allows for realistic flippers. As it was, a very light tap would send the ball all the way up the table. I think I even changed that up higher to 4.8 after playing a couple of multiballs.


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#16 dark

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Posted 18 August 2014 - 12:04 AM

I've tried a couple of tables today, haven't really had a chance to play many lately but these tables are just WAY too fast.

 

For this I have changed the slope from 6.3 down to 5. I still reckon you could go lower to be realistic.

 

Elastic fall off 0.3. Bottom flippers stuck with the strength (2800) but coil ramp up to 4.

 

Top flippers are usually lower power than the bottom and this top one was set stronger than the bottom. Set that to 2650.

 

This sounds like you are trying to play a physmod table through regular VP99, you need to run this table with physmod5.  There's a link in the original post among other places for physmod5, simply download the exe, and open and run the physmod5 tables with it.  This improves flipper and ball physics considerably, running it on the wrong version will not play right at all.



#17 The Loafer

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Posted 18 August 2014 - 12:16 AM

I had issues before where the ball seemed to be sucked downwards too much but I think that had to do with bad global settings. Once that got fixed, no problems with the speed.

#18 chepas

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Posted 18 August 2014 - 12:16 AM

Dude wtf. Do I spell it out to you? Even though I've already mentioned I don't use any other version at the moment.

 

 

 This improves flipper and ball physics considerably, running it on the wrong version will not play right at all.

 

Yes and I improved this table imo with those settings I posted. If you'd realized anyway you'd know there is no coil ramp in any other version other than Physmod.

 

 

So feel free to fix anything (including physics if someone finds better settings) and share here.

 

This was all I was doing.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#19 The Loafer

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Posted 18 August 2014 - 12:27 AM

Holy cow, relax horsey, we're just trying to help. I am sure you are running Physmod 5.exe but part of what you are describing like saying "bottom flippers stuck" is what happens when using the wrong exe. So when reading that, I almost replied back with the same "wrong exe" answer. Reading the entire thing I see what you are saying but whatever we're only trying to help, not offend you ;)

Edited by The Loafer, 18 August 2014 - 12:33 AM.


#20 ICPjuggla

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Posted 18 August 2014 - 12:33 AM

Dude wtf. Do I spell it out to you? Even though I've already mentioned I don't use any other version at the moment.
 

 
 This improves flipper and ball physics considerably, running it on the wrong version will not play right at all.

 
Yes and I improved this table imo with those settings I posted. If you'd realized anyway you'd know there is no coil ramp in any other version other than Physmod.
 

 
So feel free to fix anything (including physics if someone finds better settings) and share here.

 
This was all I was doing.

chepas,
All dark was doing was trying to help you... Many times you have been a dick to members here, it's uncalled for in my opinion. dark has contributed a hell of a lot more than you, maybe you should think twice before you type and stop disrespecting members who actually have contributed to the comunity. O ya by the way keep you capcom kingpin resources too that I asked for, as I'm pretty sure you weren't going to share anyway... You call people out, I guess I'm calling you out your a cyber bully and I'm sick of reading your bull shit!!!

Edited by ICPjuggla, 18 August 2014 - 12:34 AM.

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