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Attack From Mars


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#1 BilboX

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Posted 09 February 2015 - 10:26 PM

AFM.jpg

 

Hi. Worked a couple of hours on Attack From Mars, starting from the LedWiz mod of Pinbalt, Moogster , Polygame and Francisco666.

 

Almost everything is working, except, right now, martians/scoop shaking, GIs and flashers need to be linked.

 

Of course, even though it is playable, there is a lot of tweaking/ table cleaning to do, starting by reworking PF lamps alphas. I'd also like to resculpt the martians...

 

Fun ahead! :P


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#2 Slydog43

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Posted 09 February 2015 - 11:22 PM

getting close the the beta release?  AFM looks incredible, hope it plays half as good as it looks.



#3 SILVERBALL

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Posted 10 February 2015 - 01:03 AM

Hi BilboX ! Freakin awesome! I was just gonna ask you about modding this table for Unity. It looks awesome but I have one comment.....

The original Green Martian models are not the best. They were ok with FP polygon limits but a new 3d model of the alien would be fantastic if you could do it with Z brush. Could you remodel the Martian and resize? I actually have a real one that I photoed to provide as a reference for the model if needed.

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#4 BilboX

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Posted 13 February 2015 - 10:53 PM

Damn. I have a really big prblem with this game... IT'S TOO AWESOME :D.

I can't stop playing it :P! Don't know if I will find time to finish it ;)...

 

GI, graphics, physics tuning and saking to go.

 

Video as soon as it is showable...


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#5 BilboX

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Posted 14 February 2015 - 12:06 AM

More seriously, I would also like to recreate the REAL rom driven Saucer leds effects.

 

Does anyone has documentation or already decoded the solenoids 37/38 serial protocol?

 

Thanks!


Oups, no need: Lamps from 91 to 108. That is why these where not on the Bally's documentation!


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#6 jimmyfingers

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Posted 14 February 2015 - 12:09 AM

Hi BillboX, I have the corresponding light codes I got from PinMAME doing trial and error.  I use it for an AFM extensive mod for VP that's been a constant WIP for over 2 years but never been released because I keep adding stuff and also because of the version changes following the latest available VP (last one was converting it to PhysMODv5). 

 

Here you go, it's a direct copy from my script and the remmed out lights are the ones behind the saucer so I only coded the ones that were visible in front from left to right (don't know why they weren't continuous or 99 and 100 weren't used but I got this using the DMD diagnostics saucer LED test and having a bunch of test lights with all possible numbers):

 

'Big UFO LEDs
    'NFadeL 91, l91
    'NFadeL 92, l92
    'NFadeL 93, l93
    'NFadeL 94, l94
    NFadeP 95, BigUFOLED1, "BigUFOLEDleft", "BigUFOLEDleft_a", 64, 48
    NFadeP 96, BigUFOLED2, "BigUFOLEDleft", "BigUFOLEDleft_a", 64, 56
    NFadeP 97, BigUFOLED3, "BigUFOLEDleft", "BigUFOLEDleft_a", 64, 64
    NFadeP 98, BigUFOLED4, "BigUFOLED", "BigUFOLED_a", 64, 64
    NFadeP 101, BigUFOLED5, "BigUFOLED", "BigUFOLED_a", 64, 64
    NFadeP 102, BigUFOLED6, "BigUFOLED", "BigUFOLED_a", 64, 64
    NFadeP 103, BigUFOLED7, "BigUFOLEDright", "BigUFOLEDright_a", 64, 56
    NFadeP 104, BigUFOLED8, "BigUFOLEDright", "BigUFOLEDright_a", 64, 48
    'NFadeL 105, l105
    'NFadeL 106, l106
    'NFadeL 107, l107
    'NFadeL 108, l108

Edited by jimmyfingers, 14 February 2015 - 12:12 AM.


#7 blashyrk

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Posted 14 February 2015 - 07:17 AM

That looks so awesome, AFM is one of my favorite tables.

#8 BilboX

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Posted 14 February 2015 - 01:11 PM

 

Hi BillboX, I have the corresponding light codes I got from PinMAME doing trial and error.  I use it for an AFM extensive mod for VP that's been a constant WIP for over 2 years but never been released because I keep adding stuff and also because of the version changes following the latest available VP (last one was converting it to PhysMODv5). 

 

Here you go, it's a direct copy from my script and the remmed out lights are the ones behind the saucer so I only coded the ones that were visible in front from left to right (don't know why they weren't continuous or 99 and 100 weren't used but I got this using the DMD diagnostics saucer LED test and having a bunch of test lights with all possible numbers):

 

'Big UFO LEDs
    'NFadeL 91, l91
    'NFadeL 92, l92
    'NFadeL 93, l93
    'NFadeL 94, l94
    NFadeP 95, BigUFOLED1, "BigUFOLEDleft", "BigUFOLEDleft_a", 64, 48
    NFadeP 96, BigUFOLED2, "BigUFOLEDleft", "BigUFOLEDleft_a", 64, 56
    NFadeP 97, BigUFOLED3, "BigUFOLEDleft", "BigUFOLEDleft_a", 64, 64
    NFadeP 98, BigUFOLED4, "BigUFOLED", "BigUFOLED_a", 64, 64
    NFadeP 101, BigUFOLED5, "BigUFOLED", "BigUFOLED_a", 64, 64
    NFadeP 102, BigUFOLED6, "BigUFOLED", "BigUFOLED_a", 64, 64
    NFadeP 103, BigUFOLED7, "BigUFOLEDright", "BigUFOLEDright_a", 64, 56
    NFadeP 104, BigUFOLED8, "BigUFOLEDright", "BigUFOLEDright_a", 64, 48
    'NFadeL 105, l105
    'NFadeL 106, l106
    'NFadeL 107, l107
    'NFadeL 108, l108

 

Thanks. 99 and 100 are not used because the lamp matrix is 8 by 8. No lamp number in bally's is 9 for that...


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#9 Xtremed

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Posted 14 February 2015 - 11:08 PM

What view is that? thats amazing!  would that work on my 3 monitor FS cab?  are there others like that one?



#10 BilboX

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Posted 16 February 2015 - 03:07 AM

What view is that? thats amazing!  would that work on my 3 monitor FS cab?  are there others like that one?

It is just using free cam ;)


I worked on it. Video:

 

The video quality is poor due to xvid conversion. Sorry, not a huge bandwidth!
 
Hope you like it...
 
TODO:
- Flippers max angle :)
- Sounds (Saucer, Motor Bank, Martians)
- Fix Left loop swicthes
- Clean some textures
- Setup the difficulty adjusters
- Tag the game room object
 
and more...

Edited by BilboX, 16 February 2015 - 09:41 AM.

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#11 chepas

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Posted 16 February 2015 - 03:39 AM

Seriously mate, change the unreal FP angle. They're like that in FP because the shots are so off.

 

https://www.dropbox....uz/afm.jpg?dl=0


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#12 BilboX

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Posted 16 February 2015 - 07:49 AM

Seriously mate, change the unreal FP angle. They're like that in FP because the shots are so off.

 

https://www.dropbox....uz/afm.jpg?dl=0

I will! Been a long time since we want to do it :D. So easy btw...


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#13 mpad

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Posted 16 February 2015 - 10:51 AM

they are destroying the eifel tower!

can't wait for them to attack the brandenburger tor ;)

seriously, nice work man.



#14 chepas

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Posted 16 February 2015 - 03:28 PM

 

Seriously mate, change the unreal FP angle. They're like that in FP because the shots are so off.

 

https://www.dropbox....uz/afm.jpg?dl=0

I will! Been a long time since we want to do it :D. So easy btw...

 

 

Lol. Would be best to do it first then any shot angle you're testing would be correct and not look so silly. :dblthumb:


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#15 BilboX

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Posted 16 February 2015 - 04:24 PM

 

 

Seriously mate, change the unreal FP angle. They're like that in FP because the shots are so off.

 

https://www.dropbox....uz/afm.jpg?dl=0

I will! Been a long time since we want to do it :D. So easy btw...

 

 

Lol. Would be best to do it first then any shot angle you're testing would be correct and not look so silly. :dblthumb:

 

Look, I already updated the todo list ;)...


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#16 chepas

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Posted 16 February 2015 - 04:28 PM

Hardly worth it :) , the time it took you to edit the post & type Max angle you could've just changed it :tongue3:


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#17 BilboX

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Posted 16 February 2015 - 06:18 PM

Hardly worth it :) , the time it took you to edit the post & type Max angle you could've just changed it :tongue3:

OOkay :). Done, an dfar better. Thanks. I clean posts ;)

Edit: BTW, couldn't, was at work ;)


Edited by BilboX, 16 February 2015 - 06:19 PM.

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#18 chepas

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Posted 16 February 2015 - 06:43 PM

 

BTW, couldn't, was at work ;)

 

:)


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#19 Zebranodz

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Posted 20 February 2015 - 05:54 AM

I have already been super anxious and excited for the Beta of Unit3d to be released and now I'm even more anxious! I cant wait to play AFM's strobe multiball mode using Unit3d Pinball, the lighting in your software is exceptional and when playing TAF and Dr. Dude on the alpha release I found that the lights were so awesome that I was blinking and squinting as the flashers go off which is great cause the light show is such a huge part of the excitement and AFM has what 6 red flash bulbs? and a green one on the big ufo?  That is so intense and bright in the arcade that its hard to look at,  that's why IMO farsight's AFM wasn't half as good as it could be,   keep up the good work French pinball guru's, I think you guys have a lot of potential here and I cant wait to see it progress!



#20 BilboX

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Posted 20 February 2015 - 08:19 AM

Thanks. The problem with strobe multiball tetsing is that it is random, so hard to reproduce quickly...

There is some problems with this one right now I think. Have to work on it...


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