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Zone Fury VPX[Visual Pinball X Original]

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#1 Neo

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Posted 03 September 2023 - 11:27 PM

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File Name: Zone Fury VPX

File Submitter: Neo

File Submitted: 03 Sep 2023

File Category: VPX Originals

Author(s): Neo
Permission to MOD?: Yes, with approval


Update of Zone Fury VPX to version 1.3.
 
Zone Fury VPX is my third table for VPX, and is a conversion/rebuild of the VP9 version I made about a decade ago. For those who hadn't played the VP9 version, Zone Fury is based on the Zone mode in the Playstation 3 game Wipeout HD. In Zone Fury, the goal is to get to as high a Zone as you possibly can. The table starts out at Zone 0 (Sub-Venom), and you advance Zones by making ramp shots, orbit shots, completing ZONE, and accruing 10,000 in bonus during the current ball. You progress through the Zones as in the original game. From the Wipeout speed classes early on, up to and beyond Zone 75 (Supersonic), Triggers on the playfield accelerate the ball as you progress through the Zones. The force of the bumpers also increases with each named Zone. The idea is that the game gets progressively faster as you get into the higher Zones.

The game is essentially unchanged from the VP9 version but I did put in some enhancements:

Physics are currently based on JP's physics (may look at nFozzy in a future update, haven't learned it myself yet)
Replaced the old shoot-again light with an LED display that displays the remaining ball-save time similar to what Spooky Pinball did on games like Rick & Morty and TNA. This display shows *SA* when you've won an extra ball.
New callouts for certain events (locks lit,  zone boosts scored, combos, etc.)
Added GI lights which change colors with the named Zones as well as at certain Battle Zones while in multiball. This is in addition to the flippers changing colors when not in multiball.
Changed LOCK to light all three locks when completed in any order for the first multiball of the game. Makes it a little easier to get the first multiball in a game. LOCK on subsequent multiballs still light one lock at a time unless completed in sequence.
Completing LOCK in multiball advances the battle zone by 0.2.
Shooting left orbit now advances 1 Zone in general play, or the battle zone by 0.2 when in multiball
Winning any sponsor in multiball now advances Battle Zone by 0.5.
Table remembers the status of LOCK drop targets across players/balls for multiball purposes
Table remembers status of ZONE lights across players/balls
Reduced number of Zone Boost jackpots needed for Mirage sponsor from 4 to 2.
Changed Assegai sponsor requirement to "Battle Zone 10.0+ Zone Boost"
Changed AG-Systems sponsor requirement to "Attain Zone 80"
Clearing either the EG-X or G45 drop targets in any order now lights the Piranha Spinner for 1,000 points/spin for the remainder of the current ball.
Clearing both EG-X and G45 drop targets once in the same ball sets all scores to 2x for remainder of ball. Clearing both three times in the same ball sets all scores to 3x for remainder of ball. Clearing both a total of five times in the same ball sets all scores to 6x for remainder of ball.
Added a ramp-combo system to the game that was not in the VP9 version. This can increase the playfield multiplier to 2x, 3x, or 6x for 30 seconds if you make enough shots.
Added a skill shot at the start of each ball that was not in the VP9 version. This scores 10,000 x the number of skill shots made (max 50,000), advances 1 Zone, and advances the bonus multiplier.
Added some new music and also added music options which can be adjusted in the F6 operator settings. By default it should be set to Player Choice All, which means you can change the music with the flippers at the start of each ball before plunging, and you can also use the flippers to change the music track at the start of multiball. All music is embedded into the table.
Added a tournament mode which can be set in the F6 operator settings. Tournament mode disables extra balls and specials (these score points instead)

Please note this is released as a VP 10.7 table. Most of the build and testing was done on 10.7.3 or the revision 410 build of 10.7.4. This table runs perfectly fine on 10.8. The only issue I see with running this in 10.8 is the plastics along the outer edge of the playfield are not entirely correct. I suspect it has to do with materials settings in 10.8, and I haven't yet figured out how to resolve those to my liking on this table. This is something I'll look at in a future update.
 
There is a B2S backglass included with the table zip. It's more meant for cabinet guys, but DT players can use it if they wish. However, please note that I didn't disable the DT score displays when B2S is active on this table.
While modifications for personal use are okay. please reach out to me if you'd like to mod this table for public release. I'll be curious as to what is intended, as it may be something that never occurred to me. I'll likely be good with mods for VR rooms, specific cabinet setups, and DOF mods as I know next to nothing about how to set any of that stuff up, and I have no DOF or VR hardware to test. The table has some basic DOF commands in the script for some (likely not all) of the mechanical bits. I used some code originally created by VPU user Outhere that I adapted to this table.
 
Any suggestions or comments on how I can improve this table are welcome. There is still much about building tables in VPX I still need to learn. Please keep comments constructive, as any non-constructive flames will be stoned to death ("Look, a flamer! May we burn him?") :-)
 
If you like this table, positive reviews would be most appreciated as they will encourage me to make more tables.
 
Take Care.


Click here to download this file


-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#2 digitalarts

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Posted 04 September 2023 - 08:18 AM

cool table! different lights are nice. 

maybe can you create and publish a public dof config for it? Or any other dof wizard?



#3 Neo

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Posted 04 September 2023 - 04:35 PM

Although I don't even remotely call myself a "wizard", I'm told these numbers in the DOF config are pretty standard for things like flippers, bumpers, and slingshots. I'm also told beyond that anything goes. I imagine there are some things tables and setups use that mine does not. I don't have any DOF hardware myself so I have no way of really testing it.

 

' DOF Configuration (originally by Outhere, adapted for this table)
'
'101 Left Flipper
'102 Right Flipper
'103 Left Slingshot
'104 Right Slingshot
'105 Not Used
'106 Not Used
'107 Bumper Left
'108 Bumper Center
'109 Bumper Right
'110 Not Used
'111 sw1.sw2.sw3,sw14,sw15,sw16 = (Resetdrop, EGX,G45 DT)
'112 sw17,sw18,sw19,sw20 = (Resetdrop, LOCK DT)
'113 Nil
'114 Spinner (Shaker)
'115 Nil
'116 Drop Targets Hit (sw1-sw3, sw14-sw20)
'117 Not Used
'118 Not Used
'119 Not Used
'120 Not Used
'121 Not Used
'122 Knocker
'123 Auto Plunger
'124 Not Used
'125 Not Used
'126 Not Used
'127 Ball Release
'128 Drain hit
'129 Not Used
'131 Kickers (Piranha Lock 1 & 2)

 

To fire a DOF event, you'd code in a PlaySound with a SoundFXDOF function call like this:

 

PlaySound SoundFXDOF("fx_bumper4",107,DOFPulse,DOFContactors)        ' DOF 107 = Left Bumper

 

That's essentially how I did it for this table. I can't imagine it being an issue to replicate this on another table. I'm sure a true DOF expert could explain it better.

 

Take Care


-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#4 digitalarts

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Posted 04 September 2023 - 08:44 PM

Hi Neo, the dof itself is no problem for me.
But one of the "advanced" dof experts is need for creating a config file in online tool for your table. Even perhaps a blank config, but with the right cgamename "zonefury". When this is done, I can fill it with the DOF commands and save it as "private" setting.

#5 wiesshund

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Posted 04 September 2023 - 11:08 PM

Hi Neo, the dof itself is no problem for me.
But one of the "advanced" dof experts is need for creating a config file in online tool for your table. Even perhaps a blank config, but with the right cgamename "zonefury". When this is done, I can fill it with the DOF commands and save it as "private" setting.

there is a dummy config in dofconfigtool

but as you mention, the problem is you can only save it for yourself
i think only the dof guys can make a public config?

doesn't angrimm usually do those?


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#6 Itchigo

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Posted 14 September 2023 - 12:49 AM

I'm having b2s problems. My first player keeps flickering back from the score to 000066 like a light bulb. The credits and ball seem to have 6's in them too for no reason. Is the table cursed by satan or something? (LOL)

 

(I'm having a similar b2s issue with Crazy Cats)


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#7 digitalarts

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Posted 14 September 2023 - 05:22 PM

Hi Itchigo,

i guess there is no devil inside ;-)

I have no issues with the LED score, neither zone fury nor demo derby.

Checked my b2s-settings - i have "use dream7 leds" active. maybe try this, too



#8 ced

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Posted 14 September 2023 - 08:40 PM

Thank you for this very very nice table , I like it !  :otvclap:​  :otvclap:​  :dblthumb:



#9 Itchigo

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Posted 15 September 2023 - 07:24 AM

Hi Itchigo,

i guess there is no devil inside ;-)

I have no issues with the LED score, neither zone fury nor demo derby.

Checked my b2s-settings - i have "use dream7 leds" active. maybe try this, too

Dream 7 LEDS are active as far as I can tell. When I rightclick the bg it looks like that "button" is pressed. I started the table and put 1 quarter in- 61 credits?? I took a short video.

https://rumble.com/v...fury-issue.html


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#10 wiesshund

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Posted 15 September 2023 - 07:27 AM

 

Hi Itchigo,

i guess there is no devil inside ;-)

I have no issues with the LED score, neither zone fury nor demo derby.

Checked my b2s-settings - i have "use dream7 leds" active. maybe try this, too

Dream 7 LEDS are active as far as I can tell. When I rightclick the bg it looks like that "button" is pressed. I started the table and put 1 quarter in- 61 credits?? I took a short video.

https://rumble.com/v...fury-issue.html

 

 

do you see that happening if you enable vpm or freezys display?

 

that almost looks like the rom flaking out

 

maybe clear nvram or download new ROM copy?


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#11 digitalarts

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Posted 15 September 2023 - 10:33 PM

Not here, this is a romless original

But one idea... neo say in his text, he didn't disable dt score, even in b2s use. Maybe in your case some gremlins show both "score types" simultaneous - b2s and dt scores?

Edited by digitalarts, 15 September 2023 - 10:41 PM.


#12 wiesshund

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Posted 15 September 2023 - 11:17 PM

Not here, this is a romless original

But one idea... neo say in his text, he didn't disable dt score, even in b2s use. Maybe in your case some gremlins show both "score types" simultaneous - b2s and dt scores?

 

Oh, did not know romless

 

not sure how that would happen though, but i dont have that table to see

 

value for DT and B2S score should be same value variable?

DT score is just showing the lamps, or not showing them?
but value should not change?

and B2S should not be getting a weird flipflopping string of B2S commands.

i am not even quite sure how i would make B2S do that, what the video shows?
it's really weird


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#13 Neo

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Posted 16 September 2023 - 12:04 AM

Yeah the score values that get sent to the DT and B2S are based on the same variable.

 

it is weird...I'm not sure why B2S would do this but the fix I believe is: In the backglass server settings, under Backglass start mode, ensure the button "Start this Backglass as EXE" is pressed. Default mode can be "Standard" or "In EXE" That should get the numbers on the B2S displays to show correctly. in wither Zone Fury or Crazy Cats.This is what worked for me. If B21S displays are still messing up after having that button pressed I have no idea what is going on.

 

I don't really understand why the display messes up like that when this button is unpressed... That'd be more of a question for a B2S expert (which I am not) It seems like it goes in a different mode (if one can call it that) where things to send to the displays are different, but I could be missing the point entirely.


-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#14 Itchigo

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Posted 24 September 2023 - 12:24 PM

I've made over 100 b2s's, but I only saw this problem one other time while doing Rascal's Flying Turns. I don't remember what the fix was though. My default is starting as EXE.

 

Here's what I see. When I boot the game the displays go back and forth every few seconds between the high score and the last score (0000066).

 

When I press start the score toggles between 0000066 and 0000000. It must be picking up a 0000066 value somewhere, and that's conflicting with the ZeroScore Player code. There's also something with the flashing code going on. When I start playing after the first score it scores correctly but goes back and forth between all 0's and the score.

 

In addition, my credits are not adding correctly if I add a coin. I have 61 credits right now, add a coin and I have 67. Add another coin and I have 61 again.

 

Ball in play: Ball 1 shows ball 6 on the bg. Ball 2 shows ball 9 on the bg, Ball 3 shows ball7 on the bg.

 

**Edit**

Disabling lines 629 and 630

(If B2S On Then), the 2 lines under the Else statement.

 

This fixes the behavior in the video.

 

I'll keep working on the rest.


Edited by Itchigo, 24 September 2023 - 12:48 PM.

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#15 Neo

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Posted 07 October 2023 - 09:10 PM

For anyone interested, an update to 1.1.0 is in the works...if all goes well it should be ready for release in the next week or so.

 

Here are the current planned changes to hopefully make this one better better

 

-Added a second set of music tracks using music from and inspired by previous Wipeout games. This option can be set in script by changing the constant MusicType on Line 124 (1  = Default, 2 = New Wipeout theme)
-Added script options to disable the statistics and help boxes which can be activated in attract mode. These can be change on Line 125 for the stats and Line 126 for the F2 help
-Discovered a better way to change  flipper colors using only one set of flippers.
-Increased flipper length to 117 from 114
-Tweaked and added new materials, tweaked some settings in an attempt to improve physics in how the game plays. This may not be the final adjustments to the physics
-Barrier hits during multiball now advance the Battle Zone by 0.1

 

I may add other changes if I come up with them.

 

Sorry about any B2S troubles. It works on my setup (I'm running the 2.0 B2S server) and I am at a complete loss as to why it would still mess up for folks.


-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#16 Neo

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Posted 18 November 2023 - 06:37 PM

Zone Fury VPX 1.2.0 is released

 

' -Fixed issue where Wipeout music were being output via table instead of backglass
' -Fixed issue with incorrect music when music options are set to Random
' -Added third music option combining some Wipeout and default music.(MusicType 3, 4 tracks from each at this time, may add more later)
' -Added a 10-second ball save every 20 Zones starting at Zone 20 (max Zone 100)
' -Barrier hits in multiball now apply the playfield multiplier. At 2x all scores, Barrier hits now score 20,000, and clearing Barriers scores 30,000
' -Implemented add-a-ball for multiball. Clearing LOCK during multiball will now add 1-2 balls to the current multiball and start a 10-second multiball ball save. Max one add-a-ball per multiball, max 4 balls in play
' -Tweaked slingshot physics materials and slingshot strength

 

Take Care


-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#17 Neo

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Posted 19 November 2023 - 06:52 PM

So unfortunately after releasing this version I discovered a small bug in the code for the add-a-ball which can cause the table to not indicate the correct number of balls in play if the add-a-ball is triggered when a ball is in the process of being saved. A fix will be implemented in the next update which I am not sure when that will be as of yet, but in the meantime, to fix this you can go into the script, do a search in the script for Sub AddaBall, and cut/paste the entire AddaBall sub with the below code. This should ensure the table is tracking the number of balls in play during multiball correctly when add-a-ball is triggered.

Sub AddaBall()

Dim BallsToAdd                                                        ' Number of balls we are adding

    Select Case BallCount
    Case 3
        BallsToAdd = 1                                                ' Add 1 ball with three balls in play
    Case 1,2
        BallstoAdd = Int(2*Rnd) + 1                                    ' Add 1-2 balls with one or two balls in play
    End Select
    BallsToRelease(1) = BallsToRelease(1) + BallsToAdd
    BallCount = BallCount + BallsToAdd
    BallReleaseSaved.Enabled = True                                    ' Timer on to release the new hounds
    If not MBBallSaver then
        StartGeneralBallSaver 10                                    ' Start a 10-second ball save for triggering add-a-ball        
    Else
        AddBallSaverTime 10                                            ' Add 10 seconds to the ball save if it is already running
    End If                                            
    AddaBallThisMultiball = True                                    ' We've now had an add-a-ball this multiball
    PlaySound"AddaBall2"

End Sub

Apologies for the trouble.


-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."






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