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fuzzel

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About fuzzel

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  1. File Name: Centaur_(Bally)_(1981)_VP921_FS_v2.1 (JimmyFingers - Fuzzel) File Submitter: fuzzel File Submitted: 03 May 2014 File Category: Recreations Link to B2S: Permission to Mod: Contact Author First. ROM Name: centaur VP Version: v9.2.1 This is a complete rework of the old 1.2 version. A big thank you to JimmyFingers who did the majority of changes to this table. That was changed: - Implemented and tuned new BMPR routine which uses an updated formula for a better / smoother momentum curve, higher table friction settings (for better ball weight appearance), and new corresponding BMPR parameters - Implemented additional custom physics routines for dampening, positional slingshot strength, flipper tap code, and a new / experimental one for “X” cushioning / ball jumping for the ORBS targets as well as the soft targets behind them - Adjusted size of the ball accordingly to compensate for wide build dimensions - Added a variety of sounds and sound processing (speed based) routines - Created new alpha full sized fading GI plastics with transparent edges / sections - Created new individual alpha ramp fading GI bulb Halos for incandescent and LED based lights (for PF lighting but at height to affect interaction / lighting on the ball) and choice can be selected via script options - Created Chamber section GI Halos for independent control / coding - Created new bumper fading GI images for 3D meshes - Added back metal and back wall GI interaction / images - Created basic PF GI for when all GI lights / independent sections off or on - Updated GI scripting for above components and corrected sections to be authentic (Chamber and slings isolated from rest of GI) - Created and coded new individual lamp halos for added lighting effects on most table lamps / light inserts (can be disabled in script) - Added Bonus rollover lights reflections in back metal - Re-scripted / architected captured ball in chamber so now it is totally natural and does not jerkily land back into kicker position (removed original / extra coding and is now simply a ball trapped in that area that can be collided with as would be on a real table) - Fixed Orbs Release target magnet area, modified operation to be better timed with that of a real machine, and incorporated animations for the sub-PF ball launch / metal door (some tricks to make ball appear hidden / look like it comes up from beneath the table) - Added code for allowing simultaneous / two target hits on ORBS and Sequence drop targets - Modified images / added metal textures to all posts and gate housings (some were previously just solid colours / no images mapped) - Adjusted some images for lighting aspects - Adjusted behaviour of Outlane pegs for ball save / nudging based on some previous feedback by Mukuste - A complete new set of 3D meshes This version needs the latest official VP 9.2.1 or VP9.9.0. Click here to download this file
  2. Version 2.1

    581 downloads

    This is a complete rework of the old 1.2 version. A big thank you to JimmyFingers who did the majority of changes to this table. That was changed: - Implemented and tuned new BMPR routine which uses an updated formula for a better / smoother momentum curve, higher table friction settings (for better ball weight appearance), and new corresponding BMPR parameters - Implemented additional custom physics routines for dampening, positional slingshot strength, flipper tap code, and a new / experimental one for “X” cushioning / ball jumping for the ORBS targets as well as the soft targets behind them - Adjusted size of the ball accordingly to compensate for wide build dimensions - Added a variety of sounds and sound processing (speed based) routines - Created new alpha full sized fading GI plastics with transparent edges / sections - Created new individual alpha ramp fading GI bulb Halos for incandescent and LED based lights (for PF lighting but at height to affect interaction / lighting on the ball) and choice can be selected via script options - Created Chamber section GI Halos for independent control / coding - Created new bumper fading GI images for 3D meshes - Added back metal and back wall GI interaction / images - Created basic PF GI for when all GI lights / independent sections off or on - Updated GI scripting for above components and corrected sections to be authentic (Chamber and slings isolated from rest of GI) - Created and coded new individual lamp halos for added lighting effects on most table lamps / light inserts (can be disabled in script) - Added Bonus rollover lights reflections in back metal - Re-scripted / architected captured ball in chamber so now it is totally natural and does not jerkily land back into kicker position (removed original / extra coding and is now simply a ball trapped in that area that can be collided with as would be on a real table) - Fixed Orbs Release target magnet area, modified operation to be better timed with that of a real machine, and incorporated animations for the sub-PF ball launch / metal door (some tricks to make ball appear hidden / look like it comes up from beneath the table) - Added code for allowing simultaneous / two target hits on ORBS and Sequence drop targets - Modified images / added metal textures to all posts and gate housings (some were previously just solid colours / no images mapped) - Adjusted some images for lighting aspects - Adjusted behaviour of Outlane pegs for ball save / nudging based on some previous feedback by Mukuste - A complete new set of 3D meshes This version needs the latest official VP 9.2.1 or VP9.9.0.
  3. AMD X2, 8gb, ATI7770 the stutter is less frequent than on older versions of vpm but still there, but I haven't got the time to test the latest build
  4. I'm glad that there is another good forum about VPinball. It's always a good thing to have a second source for your drugs I haven't tested your last version yet, but afaik the newer pinmame versions with Sam support produces stutter on lotr where the official version didn't. I give it a try this evening.
  5. arngrim: just to say thank you for updating VPinMame Is it possible to fix the stutter sound on the newer Stern tables (e.g. Family Guy, Spiderman just to name a few) ?
  6. You can try rev646. With this one you can flip the texture coordinates while importing the model. On some models I got strange texturing results because of the flipped coordinates. If you can't wait you could try to flip the texture with photoshop or gimp and apply them to the model.
  7. Is this still valid with the newest revision 640? I guess having problems with the drawing order could be a problem with the old layer handling...with rev 640 the internal handling of layers was changed Regarding bumper caps: what kind of caps do you mean, caps made with ramps, walls or primitives? just curious
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