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85vett

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Everything posted by 85vett

  1. Car

    From the album 85vett

  2. 85vett

    Helen Decal
  3. Bike

    From the album 85vett

  4. File Name: Batman Dark Knight (Stern 2008) (85vette) File Submitter: 85vett File Submitted: 05 Sep 2014 File Category: Recreations Link to B2S: Permission to Mod: Contact Author First. ROM Name: bdk_294 VP Version: v9.9.0 - DX9 There are two version of the table being uploaded. One is for use in VP 9.9 and the other is for Phsymod5. The physmod5 plays much better in my opinion so I encourage you to give that version a try. The table plays fast (as I like them) but can be slowed down by reducing the gravity or adding more friction. Easy changes in the editor (click on the backbox and you will see it on the right). I encourage you to tweak those setting to your feel. I'm hoping I've caught all the bugs but if one is present please let me know and I'll do my best to correct it. Keep in mind that the crane will only register hits at a specific strength of shot (or higher). Balls rolling down the playfield out of the pops or lane generally wont meet that threshold thus not register a hit. You will also see the ball get trapped by the crane sometimes on the right loop if the ball comes from the top. The crane will move and the ball will release. happens on the real table but is more prevalent on the VP version . Thanks to P1 and UW for letting me use the the Joker turntable and bat ramp animation from their WIP. This saved me a lot of time and works great! Thanks to gtxjoe for the script help for the crane animation Thanks to all my beta testers. I'll keep your names quite so you don't get PMed asking for some of the other tables in test ;-) *** you will have to rename the rom off sterns website to bdk_294*** Happy Friday! *** version 2 uploaded - with version 2 I have reduced the threshold to activate the crane switch as well as increased (and relocated) the targets. This should make the crane more sensitive which should help with balls being caught by the crane. There will still be caught balls but hopefully it will be minimized now. If you would like it to be more sensitive just click on the wall for each spot where the ball stops and change the threshold (right now it is 9). Reducing it to 1 or 2 will make it real sensitive and pretty much prevent ball hang ups but I felt that was to soft as it would register light glances which the real table would never register. i went down the middle but you can easily change to your liking. Click here to download this file
  5. tires.jpg

    From the album 85vett

  6. 5874f8189de54-4wheels.jpg

    From the album 85vett

  7. Helen decals

    From the album 85vett

    Helen decals
  8. X-Men Pro (Stern 2012) (85vett)

  9. File Name: Metallica Pro FS PM5 File Submitter: 85vett File Submitted: 27 Dec 2015 File Category: Recreations Permission to Mod: Yes ROM Name: MTL 131 VP Version: Experimental - PhysicsMod Stern Metallica Pro recreation. Thanks for everyone's patience in the release of this table. I'm not sure what the most recent code is for Met Pro so you will most likely want to update that. Just download the most recent version and change it in the script. This is a Physmod 5 table of which I highly recommend playing it in this version due to the much improved flipper physics. A VP9.9 version was not created. I was going to build a specific table in that version but lost interest. If anyone wants to make a conversion to VP 9.9 approval is granted to release. Thanks to Dark for the Sparky head. I used a moddified version of JP's AFM ship movement script for the head so I should give credit to him for that. It's pretty cool using that script as nudging makes his head bobble, just like the real table. Thanks to Fren for letting me use some of his Met table redraw. I had most of it already but was able to fill in some gaps from his PF. Thanks to my testers - you know who you are. Some people have experienced some issues with balls getting stuck on the cross. I've made a couple of adjustments which seems to have removed that problem. Hopefully that issues doesn't pop up anymore. Gameplay wise is very fast as I adjusted settings to play like my real Met table. I keep it waxed and super fast thus why this table is fast. I encourage everyone to play with the settings to make the game play as they wish. Full rights to mod are given at this time. It's been a fun ride building tables so hopefully everyone enjoys this one. Hopefully I'll get the bug again some day to build tables again. Click here to download this file
  10. File Name: Pirates of the Caribbean (Stern, 2006, 85vett, FS) 1.2 File Submitter: 85vett File Submitted: 13 Oct 2013 File Category: Recreations Permission to Mod: Contact Author First.VP Version: v9.16 Here is my first from scratch build all done myself (little script help from luvthatapex and JPSalas with the spinning disk animation). This is one of my favorite tables so I wanted to do a detailed recreation of the table. Some of the plastics are not factory recreations but the table itself is. I also added a couple extra (like the cannon blast). Their are two version of the table. The normal version requires a pretty strong PC to run it due to the image resolution. The low res version should work on most PC's. Their are A LOT of alpha flashers though so if you still can't run the table you may need to start commenting out some of the non-critical ones (I.E. the non back panel light bulb ones). You will need the SAM files for VP. These are available on this site in the download section. You will also need the ROM. It is on the stern website (Click here for ROM information) Their is a direct B2S backglass available already (thanks Wildman). and the media pack is here - http://vpuniverse.com/forums/files/file/2459-pirates-of-the-caribbean-stern-2006-85vett-fs-101/ If you wish to mod the table an release it please let me know. That is not an option so I selected "no" for the permission to mod. I've got over 200 hours in this table so I hope you all enjoy. Only semi bug I am aware of is the ball hangs up at the one way diverter on the right ramp sometimes. I've played with it a lot and haven't been able to get it better. The ball can be moved with a light nudge so it shouldn't be a show stopper. Change log 1.2 (10/15/2013): Fixed left and right sling registry Adjusted B2S setting to get rid of line 1203 error Adjusted the 3 green lights above ramp to not be cut off at the top Fixed ball hang up problem at bottom of right ramp Fixed ball hang up problem at top or right ramp Fixed ball hang up problem at bottom pop bumper (when ejected from liars dice) Corrected Parlay switch (was part of the problem with the 1203 error) Adjusted flipper physics to allow for easier center shots (faster, less power, oblique) also increased end angle by 5 degrees Reduced tilt power and sensitivity. Should allow for nudges without the quick tilt now Couple other adjustments that I just can’t recall at this time Change log 1.3 (10/27/2013) Added ball drop sounds Fixed "jack the monkey" scoop Flipper physics adjusted again Adjusted output angle of "liars Dice" kick-out Adjusted fix for pop bumper ball stuck situation Change log 1.4 (12/24/2013) Placed a wall at the plank to prevent ball from getting stuck behind bumper. Fixed flasher over "Jake the Monkey" sign Combined Zip file for one download for both hi and low res tables Thanks to everyone for the tips and suggestions. Keep them coming. Click here to download this file
  11. File Name: X-Men Pro (Stern 2012) (85vett) File Submitter: 85vett File Submitted: 13 Feb 2014 File Category: Recreations Link to B2S: Link to Media Pack: Permission to Mod: Contact Author First. ROM Name: xmen_150 VP Version: v9.2 Who says valentines day is just for our significant others :-) As some of you know this will be my last release for a while so I hope everyone enjoys this table as much as my others. I guess you can consider this a temporary farewell present from building. I'll be back building some day and will still hang around the forum to offer support but I just need a break to get some things back in order and building is just eating up to much time to make everything work. Back to X-men. I've never played this table in real life but after building it I'm hoping to some day. Really has been a blast to build and has been a pin that has surprised me with how fun it can be. That magneto magnet will get you cursing at the game real quick! I'd like to thank Teppo for helping with the physics and adding BMPR Lite and the flipper routines. I think it plays quite well but I am a bit partial though so if you find any bugs let me know and I'll do my best to correct them. The auto launch can be a bit temperamental but I left some of the randomness in place to keep things interesting as I've noticed with a lot of Stern tables they don't always launch in the same fashion anyways. I redrew the playfield and plastics and tried to keep them smaller in size. Their are several flasher in the table (makes for some nice light shows) but with the sizing of the images I'm thinking that most everyone should be able to play the table fine. If it turns out that a large chunk of people can't get it to play smooth I may do a low res version for those. *** you will need to get the updated VPmame file to run ROM 1.50. - http://vpuniverse.com/forums/files/file/2480-vpinmame-25-sampindmdunity-cabinet-versions/ *** for the ROM see here - http://vpuniverse.com/forums/topic/828-stern-roms/ Enough talking and time to playing. Have fun. *** Update 1-02*** * Added new character images (thanks loadedweapon) * adjusted plunger to help prevent balls from short plunging. I played several games and didn't have any so hopefully this is fixed now * adjusted the right loop. A wall was not lined up correctly causing the ball to bounce away from the upper flipper when coming down the loop * adjusted location of the top right pop bumper. Found that some balls were hitting the bumper skirt which activated it when they were above the X-men figure by the ramp opening. * added roofs to the rams. This should keep the balls in play. I got several multiballs and never ran into a ball lost situation so hopefully this is fixed now too * tried to update the plunger image for those that have a puller vs just using the button. I couldn't use the script as provided as it messed up the push button images. Hopefully this works better now. * made a couple other minor adjustments (updating script to 1.51 and moving a couple post walls to make for smoother travel). *** Update - physmod version added. The physmod version has updated lighting and a handful of graphical changes. Click here to download this file
  12. Metallica Pro Fs Pm5

    For the snake. This happens on the real table ;-) I set this table up to try and mirror the requirements of getting a clean shot in there to register the hit. You can change that by adjusting the walls and making them come together quicker thus funneling the ball to the sensor. Try adjusting the elasticity of the post if you are getting bounce outs from it. That is software controlled on when it goes up and down so I'm not sure how to adjust when it's going up and down and for how long.
  13. Mustang Pro

    File Name: Mustang Pro File Submitter: 85vett File Submitted: 27 Dec 2015 File Category: Recreations Permission to Mod: Yes ROM Name: mt_130 VP Version: Experimental - PhysicsMod This table will never be 100% functional from a light perspective until someone is able to figure out how to emulate the aux boards for SAM tables. All the lights that are above the table are controlled by them as well as the center grid box. Since I'm pulling out of building tables for now I didn't want it to go to 100% waste thus why I am releasing it as a WIP. This table is fully playable so hopefully you will get some enjoyment out of it still. Physics could use some polish as well but should be fairly good for most cabs. Please keep in mind though that this is a WIP table though. Most of the plastics are placeholders I made but the PF is a redraw that I did a couple years ago. Modders - You have full approval to mod this table and release. This is a VP9 PM5 version table. I didn't not make a VP 9.9 or VPX table version but if someone wants to convert it feel free to release it as well. I believe their is new code for this table so you'll want to update that first. Currently I have it scripted to run on MT_130. Click here to download this file
  14. Vpu To Drop Fp Support?

    I love the look of FP but I removed 100% of those tables from my cabs as the flippers drove me nuts. Have the fixed the accuracy yet of those? They are/were just as bad as pre physmod/VPX. Felt like having a Ferrari that you couldn't get the wheels aligned right. Looks pretty and drives but you can't keep it straight on the road. The Tron Legacy original was one of my favorites as well as Friday the 13th.
  15. Metallica Pro Fs Pm5

    You could try one of the other roms (they are all on this site) to see if things change. As for testing that part. Here is a tip for everyone trying to test something. Create a ramp that goes to the item you with to test. Have it wide at the bottom and skinny at the top. Now it will be much easier to hit that item as well as control where the ball goes back to after you hit the item. For the graves. Also, put a wall in the outlanes and center. This way you can't drain which keeps you from having to start your test over. As for the machine. That set-up should run things fine.
  16. Mustang Pro

    It can be done but you have to use pinball browser to create your own ROM. Check out - https://pinside.com/pinball/forum/topic/acdc-display-and-modify-dot-matrix-images It's free software but can take some time to accomplish.
  17. Metallica Pro Fs Pm5

    Captive ball. That wall is round so if you are hitting the left side it should bounce left. Right side would bounce into the snake. Only a direct on shot would come straight back. Post Behind Sparky - That post is rom controlled and will stop the ball most of the time. Sometimes it does allow for it to go all the way around. It's possible your changes effected things a bit though as I don't recall seeing any issues at all with it in testing nor did my testers. Grave markers - This was a problem that I worked on in testing. I really don't know if changing the scaling would impact that (it shouldn't though). I tested that a whole lot before releasing and it was working fine on my cab as well as my testers. In this case, I almost wonder if your ROM is delayed a bit (the post being slowed down to from the above) and the ball exits the area before it senses it was there. You could try making the sensor (that green square) bigger, but not big enough to pass the last drop target. Is anyone else having issues?
  18. Metallica Pro Fs Pm5

    Never had that issue nor one of my testers. Sounds like an emulation issue for you though as when the ball drains it should be the same for all 3 balls.
  19. Metallica Pro Fs Pm5

    Go into the script and look for the - play sound line in the script for each flipper and each pop. Put a ' in front of that line and that will prevent the sound from playing.
  20. Mustang Pro

    Pinbill - As Fren stated. But you also may need to bring it to the front. Right click on the image and select the "bring to front". That combined with adjusting the height should make it work. Right now your height looks to start off at 0. Try having the bottom of the ramp start at 80 and go from there. If memory serves me correctly that plastic above the drops is at a height of 55 units.
  21. File Name: Star Trek (Stern 2014)(85vett)(WIP)(FS)(VP9.9.x PM5) File Submitter: 85vett File Submitted: 29 Dec 2015 File Category: Recreations Permission to Mod: Yes ROM Name: 1.61 VP Version: Experimental - PhysicsMod Uploading this table as a WIP the same as Mustang. This table will never play as it is supposed to until the aux boards are figured out. The upper control gates for the top lanes as well as the coil that shakes the ship are on those boards. As it stands now a shot to the left loop will go all the way around the loop while a shot to the right lane will stop in the pops. Other than this it plays just fine. For the most part there aren't to many times a shot to the right lane would go all the way around in the real table so it's not a show stopper. Just wanted to call that out in case you thought it was a bug in the table. I also know there is a VPX version out there of ST. This table is just for those that don't have/want VPX. This is a PM5 version. It's not as graphically polished as most tables I've released but it is fully playable. This is a true WIP so all rights to mod and release are given at this time. I had help with the color changing code but my helper on that wished to be nameless. You know who you are, and thanks again for the help with it. Click here to download this file
  22. Mustang Pro

    Those that can't load the table. Do you have your global physics profile set up? I may have saved the table without the " override global physics" checked. If that is the case and you don't have a global physics profile set up the table will crash when it tries to load. Check that setting and either click it (if it is not already clicked) or set up a global physics profile in the main VP settings.
  23. Metallica Pro Fs Pm5

    If it is asking for that code then the script is showing mtl_163. You don't want to change the code number in the zip file. Just looked at the Ster website and the newest code for the pro is mtl_164. You need to download it. Keep it as a zip file and rename the file to "mtl_164". Then in the script change it to show "mtl_164". At that point it should work just fine.
  24. Version WIP

    867 downloads

    Uploading this table as a WIP the same as Mustang. This table will never play as it is supposed to until the aux boards are figured out. The upper control gates for the top lanes as well as the coil that shakes the ship are on those boards. As it stands now a shot to the left loop will go all the way around the loop while a shot to the right lane will stop in the pops. Other than this it plays just fine. For the most part there aren't to many times a shot to the right lane would go all the way around in the real table so it's not a show stopper. Just wanted to call that out in case you thought it was a bug in the table. I also know there is a VPX version out there of ST. This table is just for those that don't have/want VPX. This is a PM5 version. It's not as graphically polished as most tables I've released but it is fully playable. This is a true WIP so all rights to mod and release are given at this time. I had help with the color changing code but my helper on that wished to be nameless. You know who you are, and thanks again for the help with it.
  25. Metallica Release Date

    Stern's sound adjustments are counter-intuitive. Negative makes it louder and positive makes it softer. Not sure why they did that but that is the case on the real tables. If you want more music and less sound effects go with -50 for music and 25 for sound effects. You may also want to reduce the sound effects volume in VP as well if those are the ones you are looking to reduce as well. It's in the editor on the right hand side.
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