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Mary Shelley's Frankenstein (Sega 1995) [Visual Pinball X]

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#1 Schlabber34

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Posted 01 May 2021 - 10:10 PM

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File Name: Mary Shelley's Frankenstein (Sega 1995)

File Submitter: Schreibi34

File Submitted: 01 May 2021

File Category: VPX/VPinMAME Recreations

Author(s): Schlabber34<br />Herweh
Manufacturer: Sega
Year: 1995
Permission to MOD?: No


VPX version by Schlabber34 and Herweh
 
Version 1.0: Initial release
 
Schreibi34: Visuals and gameplay "It's simply amazing what you do in Blender. So thrilling, so inspiring, so extraordinary. I'm overwhelmed every time when I see what you have created. You are the man. And a very relaxed, cool guy too. And for sure an awesome drummer ;-). Once again it was a pleasure and an honor to work with you"
(this was written by Herweh)
 
Herweh: Scripting, VP development and gameplay "Everything you see below in this script! Without him Mr. Basic v2.0 Schreibi34 would have been totally lost! What he has done on this table goes beyond my imagination. From animating Frank to implementing RothbauerW's physics to the texture swaps to all sorts of extras. Please check out all the stuff that the script Voodoo Master has provided for you below! Thanks for being such a cool guy! It was a pleasure!"
(this was written by Schreibi34)
 
Special thanks to:
 
- Dark: We all know what he did! Frank is just jawdropping!! - Dids666: For starting all of this and his awesome meshes. Thanks for letting us finish this!! - Sheltemke: For stitching together the PF image and playtesting - Mlager8: For PS help on the sling plastics - RothbauerW: For his awesome physics' guide at vpinball.com and some more help on the physics - Mark70, Bord, Thalamus: For beta testing and some good hints - Batch: For the DT background image (Sorry for making it a bit darker! Batch's original is in the image manager for those who like more pop)
 
Magna save selects LUT filters!
 
Changelog:
 
Version 1.0.1
- Herweh: Fix for the trapped balls and the post left of the Geneva hole. Fix for LUT filters resetting after restart
- Skitso: Alligning the GI-ON and OFF better so they don't "jump" when swaping
- Schreibi34: Minor gameplay/physics adjustments
 
v1.2.0
- Rerenderd playfield with new material for more 3D depth
- Cleaned up wire ramp mesh
- Minor physics tweaks
 


Click here to download this file



#2 Karlor

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Posted 01 May 2021 - 10:17 PM

Nice! Thanks for the updates and to all who worked on this lil beauty :)


 I'm just going to set this here and go get a cup of coffee.. DONT TOUCH ANYTHING!! :pardon:  NOT MY LINKS BUT ENJOY  :crazy:

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#3 bolt

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Posted 01 May 2021 - 10:48 PM

Thanks guys for the update.


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#4 marcio clauss

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Posted 02 May 2021 - 12:18 AM

Thanks for the update  Schreibi34 :tup:



#5 Nathan 1980

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Posted 02 May 2021 - 08:31 AM

Visual Pinball 10.7 table :)



#6 pablo99

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Posted 02 May 2021 - 10:43 AM

Thanks for the update. I like the changes to the ball and lighting, I can see what's going on more clearly now - I don't think it improved my score though!



#7 uers1983

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Posted 02 May 2021 - 02:14 PM

Thanks for the update! The table looks really great  :dblthumb:



#8 Gravy

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Posted 03 May 2021 - 12:02 AM

Awesome thankyou, love the new ball as the old one looked a little too dull and almost a brown colour.
 
I did notice a potential issue but it may be due to the fact that I haven't updated my VPX 10.7 version for a month or so. I'm running 10.7.0 (Rev 4406 32 bit).
 
On this version I had an issue where the light blooms on this table would accumulate in an additive way until it was very hard to see what was actually near many of the lights, most noticeably towards the left and right sides of the table. I'll try updating my VPX 10.7 install and see if I can replicate the issue.

Edit: Just updated VPX 10.7 to rev 154 and had a 10 minute play with this table and could not replicate lighting issue. It may have previously related to the ball seemingly going missing for 30-60 secs though during my previous game if I remember correctly (actually was my little boy playing, not me). Ball was then returned to the plunger lane and I think this was when the lights started to accumulate. Perhaps that info may help if anyone spots the same issue.

Edited by Gravy, 03 May 2021 - 12:57 AM.

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#9 PainkillerAlice

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Posted 04 May 2021 - 09:21 AM

Good job on this table. It plays great! :D


I could have been smart, but I never learned anything by being smart!

 

 


#10 mrjcrane

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Posted 04 May 2021 - 04:51 PM

Wow, great release !! Looks good plays well and lots of fun. Thanks all contributors to this table.



#11 HWurst

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Posted 04 May 2021 - 05:15 PM

Posted this (by accident) in the release area...sorry for that...asking here again:

 

This needs the VPX7 beta, right!?

What is the recommended (general, not only for this) version of VPX7 beta to use in an otherwise stable environment?

Any suggestions? (Please)



#12 Wylte

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Posted 04 May 2021 - 05:25 PM

Posted this (by accident) in the release area...sorry for that...asking here again:
 
This needs the VPX7 beta, right!?[/size]
What is the recommended (general, not only for this) version of VPX7 beta to use in an otherwise stable environment?
Any suggestions? (Please)

I've only used the last 2 (or 3, maybe?) revisions, but they've been about as stable as 10.6 in my experience. I'd say just grab the latest from the thread and give it a try!
Check out my projects Here!

#13 Csilk

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Posted 31 May 2021 - 12:08 AM

sent you a private message HWurst.

 

I adjusted the elasticity of the flippers, the Geneva scoop shouldn't rebound the ball out the left lane, the real table does not do that, it should be possible to cradle the ball out of the Geneva scoop with the left paddle without always triggering the sling as well.... other than that the settings are pretty much on point for physics from what I can tell and didn't want to change anything but the rebound off the flipper how that effects the rest of the play I dunno but I think that changes the table to play a lot better.


Edited by Csilk, 31 May 2021 - 12:09 AM.


#14 Csilk

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Posted 31 May 2021 - 05:01 AM

after playing around on the table like crazy my changes are as follows (if anyone wants to try them)

 

EDIT: I've actually reverted most of my changes, after playing the default settings more it feels more inline than my playfield changes.

 

 

A BIG THANK YOU to everyone who was involved with making this table (Schreibi34, Herweh, Dark, Dids666, Sheltemke, Mlager8, Rothbauer, Mark70, Batch, Schotty VH), its my fave table and that's why I am so passionate about making it play the best.


Edited by Csilk, 01 June 2021 - 07:52 PM.


#15 Schlabber34

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Posted 02 June 2021 - 05:27 AM

You are correct with the bounce out of the scoop! When watching gameplay videos you can clearly see that the problem is the elasticity of the flipper. Try reducing this quite a bit and raise the flipper strength to make up for the lack of bounce. I also saw a lot of back spin on the ball out of the scoop whitch slows down the ball noticeably on it's way to the flipper. I might try to raise the friction of the VPX scoop ramp to recreate that behaviour.

 

Doing it that way will have a lot less affect on the overall gameplay.

 

Thanks!



#16 Csilk

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Posted 02 June 2021 - 12:11 PM

the issue I found with that after lowering elasticity was that the dead flip to the right flipper was dangerous out of the scoop, although I can not find any footage of exactly how this looks... I would suspect it has a little bounce instead of the barely making it across look.

 

I reverted most of my changes and tried messing around with the flipper elasticity only with some mixed results, I'm still not 100 percent satisfied and look forward to any revisions you may produce... it's a very tough table my scores have been garbage but I been enjoying it :P



#17 Csilk

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Posted 02 June 2021 - 03:37 PM

maybe the kicker from the scoop could use a reduction in power that way the elasticity of the flipper doesn't need to be tuned as much? I think the answer is not to nerf the flipper bounce to much or it will impede dead flip and other flipper tricks.

 

A combination of kicker power reduction (slightly), elasticity falloff and perhaps friction will maybe get the right behavior... I have no idea how well documented kicker power is. let me know of any changes you test.



#18 Csilk

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Posted 04 June 2021 - 03:24 AM

Did some more testing and video watching it looks like kicker power is dialed in, I did notice that the flipper behavior does not look correct and tried many settings but just couldn't get it to look like it does in real life... here are my findings down below...

 

It should kick out of the scoop for a dead flip and leap across with a decent semi-circular bounce and then land midway up the right flipper and not bounce again. The best I could get was a very bouncy response after it leapt across to the other flipper making control very sloppy and often times bouncing into the slings.

 

It also looks like the angle that it gets kicked from the scoop might be hitting to far to the right down the left flipper, as of now the bounce across is not so much a bounce as it is a thud on a dead flip, I did try and adjust the angle of the kick and lowering the randomization of the angle and it did help but the bounce across behavior was to much like a thud and not a bounce.

 

The other issue is with the Geneva scoop capture bounce in that it should bounce to around half way up the left sling but it should not trigger the sling to go off, I have had no luck with dumbing down the sling and often fires when this behavior happens sending the ball into a randomized "going for the out lane state" far to often, I'm not sure how one would go about lowering the slings sensitivity to slight lateral touches from the ball.

 

I'm just far to green to make modifications like this myself, it could also be the script that is causing some of the behavior to be off but I'll be damned if i can make out any part of that script... to much math :P


Edited by Csilk, 04 June 2021 - 03:25 AM.






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