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chinzman93

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Everything posted by chinzman93

  1. Not trying to resurrect a dead thread but..... Pinball Labs Kickstarter! This was kind of my original intent with this thread. At the time, I didn't think a KS for a ground up development of a simulator with built in editor using a current engine would be possible, thus the discussion of trying to get FP open-sourced. However, this is the best chance that I have seen in awhile.... Think about it!
  2. I not really sure how to start this discussion since some of things discussed have been a lightning rod for conflict. Also considering the rules on some other forums regarding discussing 'taboo' topics, I thought I would post here for thoughts. I have only been following the VP/FP community for a couple of years, and most of that time was spent building my cab and, well, playing with my cab (mostly VP). But during that time, it seems alot of great things have been happening with new developments, such as newer versions of VP, FP new physics, all the pinball arcade stuff (if they ever get PC versions out), Unity3d stuff, and the SAM pinmame code release. In particular, the Unity3d and Pinball Arcade, both have had some form of community financial support. Unity3d had the fund raiser and Pinball Arcade had their Kickstarter, both of which I was happy to kick into. But these projects kind of got me thinking. Alot of discussion has been made about the need for new software/editor. Also, there have been alot discussions on the pros and cons of VP versus FP. This post is not intended to start that discussion again. But seems to boil down to FP is the hot girl at the bar you want to take to bed and VP is the girl you want to take home to meet the parents. VP's physics in my opinion seem better and has rom support but the editor/table building seem to be better in FP. I know that there are some great looking tables in VP, but the learning curve is steep. I only realized how steep when I started trying to mod a table or two myself. Also, I know that the work on the physics in FP has shown alot of improvement with the work being done. I could only imagine what kind of improvements could be made in FP physics if the code was open sourced and could allow for a physics upgrade. I believe it uses Newton Game Dynamics which is open sourced and still worked on. From what I have been able to gather from old posts on google is FP's developer Black left the community, didn't seem to care for pinmame, and didn't want to open source the code. Which I can understand, I'm just glad he fixed the expiration issue before leaving. I'm sure there is more to this, and some of the people that have been around for awhile could expand on this or correct my incorrect assumptions. In any case, I am wondering if he doesn't want to just open source the code, could an offer be made to him to purchase the code via the community with a fund raiser or kickstarter type project with the sole intention of open sourcing the code? I know I would certainly kick in, and considering how fast the funding for the Unity3d license effort went maybe it would be feasible. I don't mind having to kick in on something, and considering PB Arcade table releases many people would seem to agree. But even if it is that would leave me with some other questions which I hope some people with more knowledge could answer: Does anyone even know how to contact him? Can he even release it or did does he have some kind of contract restrictions from the Ultrapin business? Would it be worthwhile to even try? How much would he want? and Has this already been tried and was a no go? (If so, I apologize for wasting everyone's time even reading this....lol) Any thoughts on whether this would/could be possible? Thanks for reading....I need a beer.
  3. chinzman93

    Pinball Labs

    I am really excited to see this get going!
  4. File Name: F-14 Tomcat (Williams)(1987)(JPSalas, Rosve, chinzman93)(2.1)(FS)(9.21)NightMod File Submitter: chinzman93 File Submitted: 05 Dec 2013 File Category: Recreations Permission to Mod: Contact Author First.ROM Name: f14_l1 VP Version: v9.2.1 This is a modification that I had started last winter and never got around to finishing until now. It is primarily cosmetic. Alpha flashers have been added throughout the table. Upgraded plunger and fading lights routine. Scripting change for selecting controller. I hope everyone enjoys the changes made to the table. Turn it up load and turn out the lights! I would like to thank: JPSalas and Rosve for their great work on the previous versions and allowing the mod. JPSalas for use of his Fading Lights routine and for flasher images. Koadic for use of his plunger method and controller selection code. Aaron James for giving the table a spin and offering suggestions and use of the controller selection code. All the authors, art guys, and other contributors that make this such an enjoyable hobby. Please feel free to let me know that you think...good, bad, or otherwise. It's my first release so if I am doing something wrong, I would like to fix it for the future. Note: This modification was built with VP 9.16 rev 652 and also played with the latest beta. I am not aware of anything that would prevent this from using 9.15. However, the flashers do use Additive BI and maybe a bit strong without it. I would recommend 9.16 or better with this, but feel free to give it a try with 9.15. Version 2.00 Add B2B scripting Night modded. New GI with 6 colors for the user to choose and they can be mixed and matched throughout the table. I really hope you have fun with this. The colors are white, yellow, red, blue, green and purple. Code to overide GI on by location with different colors. Tested with ball size of 50, larger balls will get stuck. JP flipper code The user options section: '*************************************************************************************** '***************** User options for controller and General Illumination **************** '*************************************************************************************** 'Ball size: Values above 50 will likely result in stuck balls. Const BallSize = 50 'Choose Controller: 1-VPM, 2-UVP, 3-dB2S, 4-B2S by Rosve (Please note: If using option 4, all naming convention for table,BG,and Hyperpin still apply.) Const cController = 1 '<-------Select controller here 'Choose GI Colors: 1-Blue, 2-White, 3-Red, 4-Yellow, 5-Green, 6-Purple Const cGI = 4 '<----Selected desired color for GI. Indiviual bulbs can be overriden below. 'GI Colors Layout Select Case cGI Case 1:Bulb_Image = "f14_gib" 'Description: A cool temperature blueish white Case 2:Bulb_Image = "f14_giw" 'Description: A crisper white Case 3:Bulb_Image = "f14_gir" 'Description: A redish white Case 4:Bulb_Image = "f14_giy" 'Description: A warmer yellowish white Case 5:Bulb_Image = "f14_gig" 'Description: A greenish white Case 6:Bulb_Image = "f14_gip" 'Description: Somewhere between pink and purple End Select 'The code below will allow for the user to override the global GI color selected above on individuals areas in the table 'argi126d and argi127d below demonstrate how to override the global GI color. See above for valid values and a description of the color 'This will allow for the user to mix and match as desired. Hopefully you have fun with this! argi7.image = Bulb_Image 'Location: Center Target Bank argi7a.image = Bulb_Image 'Location: Center Target Bank argi7b.image = Bulb_Image 'Location: Center Target Bank argi9a.image = Bulb_Image 'Location: Right side mid-table under wire form shooter lane argi9b.image = Bulb_Image 'Location: Right side just above righter upper flipper argi9c.image = Bulb_Image 'Location: Right side second lamp above upper right flipper argi10.image = Bulb_Image 'Location: Upper target banks argi12.image = Bulb_Image 'Location: Just above left lower flipper argi13.image = Bulb_Image 'Location: Just above right lower flipper argi14.image = Bulb_Image 'Location: Right sling argi15.image = Bulb_Image 'Location: Left slipng argi18.image = Bulb_Image 'Location: Left mid table argi19.image = Bulb_Image 'Location: Right mid under flashers 'The two below need both variables updated argi126d.image = "f14_gir":LGIBulb = "f14_gib" 'Location: Second light above left lower flipper. argi127d.image = "f14_gir":RGIBulb = "f14_gir" 'Location: Second light above right lower flipper. '*************************************************************************************** '*************************************************************************************** '*************************************************************************************** Hope everyone likes it and plays around with the lighting. Please report any issues to the support topic. Click here to download this file
  5. Version 2.1 uploaded. Version 2.1 Modified lighting to no longer use the refresh lights (Big thanks to Koadic for help with this!) New physics settings. New flasher lens objects. Thanks to Hassanchop for putting these into the resource section! Brightened the light on inserts. Bug fix: The ball collision sounds have been fixed and now work. This will require 9.2 or better. It plays very nicely in 9.9! This should have been released several months ago. I forgot about it.......
  6. File Name: F-14 Tomcat (Williams)(1987)(JPSalas, Rosve, chinzman93)(2.1)(FS)(9.2+)DayMod File Submitter: chinzman93 File Submitted: 04 Jan 2014 File Category: Recreations Permission to Mod: Contact Author First.ROM Name: L4 VP Version: v9.2.1 **** Here is the link to the NIght Version ******* http://vpuniverse.com/forums/files/file/2553-f-14-tomcat-williams1987jpsalas-rosve-chinzman93200fs916nightmod/ This is a day version of my original F-14 mod and the version 2.00 updates. The table is much lighter than the picture makes it appear with all the flashers going off. Maybe not everyone enjoys night mods as much as me... All the GI functions are available. This is a modification that I had started last winter and never got around to finishing until now. It is primarily cosmetic. Alpha flashers have been added throughout the table. Upgraded plunger and fading lights routine. Scripting change for selecting controller. I hope everyone enjoys the changes made to the table. I plan on making changes to physics in a future update that would also include any bug fixes with this version. Turn it up load and turn out the lights! I would like to thank: JPSalas and Rosve for their great work on the previous versions and allowing the mod. JPSalas for use of his Fading Lights routine and for flasher images. Koadic for use of his plunger method and controller selection code. Aaron James for giving the table a spin and offering suggestions and use of the controller selection code. All the authors, art guys, and other contributors that make this such an enjoyable hobby. Please feel free to let me know that you think...good, bad, or otherwise. It's my first release so if I am doing something wrong, I would like to fix it for the future. Note: This modification was built with VP 9.16 rev 652 and also played with the latest beta. I am not aware of anything that would prevent this from using 9.15. However, the flashers do use Additive BI and maybe a bit strong without it. I would recommend 9.16 or better with this, but feel free to give it a try with 9.15. Updated to version 2.00!! Version 2.00 Add B2B scripting. Thanks to Koadic for the help. Night modded. New GI with 6 colors for the user to choose and they can be mixed and matched throughout the table. I really hope you have fun with this. The colors are white, yellow, red, blue, green and purple. Code to overide GI on by location with different colors. Tested with ball size of 50, larger balls will get stuck. JP flipper code The user options section: '*************************************************************************************** '***************** User options for controller and General Illumination **************** '*************************************************************************************** 'Ball size: Values above 50 will likely result in stuck balls. Const BallSize = 50 'Choose Controller: 1-VPM, 2-UVP, 3-dB2S, 4-B2S by Rosve (Please note: If using option 4, all naming convention for table,BG,and Hyperpin still apply.) Const cController = 1 '<-------Select controller here 'Choose GI Colors: 1-Blue, 2-White, 3-Red, 4-Yellow, 5-Green, 6-Purple Const cGI = 4 '<----Selected desired color for GI. Indiviual bulbs can be overriden below. 'GI Colors Layout Select Case cGI Case 1:Bulb_Image = "f14_gib" 'Description: A cool temperature blueish white Case 2:Bulb_Image = "f14_giw" 'Description: A crisper white Case 3:Bulb_Image = "f14_gir" 'Description: A redish white Case 4:Bulb_Image = "f14_giy" 'Description: A warmer yellowish white Case 5:Bulb_Image = "f14_gig" 'Description: A greenish white Case 6:Bulb_Image = "f14_gip" 'Description: Somewhere between pink and purple End Select 'The code below will allow for the user to override the global GI color selected above on individuals areas in the table 'argi126d and argi127d below demonstrate how to override the global GI color. See above for valid values and a description of the color 'This will allow for the user to mix and match as desired. Hopefully you have fun with this! argi7.image = Bulb_Image 'Location: Center Target Bank argi7a.image = Bulb_Image 'Location: Center Target Bank argi7b.image = Bulb_Image 'Location: Center Target Bank argi9a.image = Bulb_Image 'Location: Right side mid-table under wire form shooter lane argi9b.image = Bulb_Image 'Location: Right side just above righter upper flipper argi9c.image = Bulb_Image 'Location: Right side second lamp above upper right flipper argi10.image = Bulb_Image 'Location: Upper target banks argi12.image = Bulb_Image 'Location: Just above left lower flipper argi13.image = Bulb_Image 'Location: Just above right lower flipper argi14.image = Bulb_Image 'Location: Right sling argi15.image = Bulb_Image 'Location: Left slipng argi18.image = Bulb_Image 'Location: Left mid table argi19.image = Bulb_Image 'Location: Right mid under flashers 'The two below need both variables updated argi126d.image = "f14_gir":LGIBulb = "f14_gib" 'Location: Second light above left lower flipper. argi127d.image = "f14_gir":RGIBulb = "f14_gir" 'Location: Second light above right lower flipper. '*************************************************************************************** '*************************************************************************************** '*************************************************************************************** Hope everyone likes it and plays around with the lighting. Please report any issues to the support topic. Click here to download this file
  7. Version 2.1 uploaded. Version 2.1 Modified lighting to no longer use the refresh lights (Big thanks to Koadic for help with this!) New physics settings. New flasher lens objects. Thanks to Hassanchop for putting these into the resource section! Brightened the light on inserts. Bug fix: The ball collision sounds have been fixed and now work. This will require 9.2 or better. It plays very nicely in 9.9! This should have been released several months ago. I forgot about it.......
  8. Version 2.`

    529 downloads

    This is a modification that I had started last winter and never got around to finishing until now. It is primarily cosmetic. Alpha flashers have been added throughout the table. Upgraded plunger and fading lights routine. Scripting change for selecting controller. I hope everyone enjoys the changes made to the table. Turn it up load and turn out the lights! I would like to thank: JPSalas and Rosve for their great work on the previous versions and allowing the mod. JPSalas for use of his Fading Lights routine and for flasher images. Koadic for use of his plunger method and controller selection code. Aaron James for giving the table a spin and offering suggestions and use of the controller selection code. All the authors, art guys, and other contributors that make this such an enjoyable hobby. Please feel free to let me know that you think...good, bad, or otherwise. It's my first release so if I am doing something wrong, I would like to fix it for the future. Note: This modification was built with VP 9.16 rev 652 and also played with the latest beta. I am not aware of anything that would prevent this from using 9.15. However, the flashers do use Additive BI and maybe a bit strong without it. I would recommend 9.16 or better with this, but feel free to give it a try with 9.15. Version 2.00 Add B2B scripting Night modded. New GI with 6 colors for the user to choose and they can be mixed and matched throughout the table. I really hope you have fun with this. The colors are white, yellow, red, blue, green and purple. Code to overide GI on by location with different colors. Tested with ball size of 50, larger balls will get stuck. JP flipper code The user options section: '*************************************************************************************** '***************** User options for controller and General Illumination **************** '*************************************************************************************** 'Ball size: Values above 50 will likely result in stuck balls. Const BallSize = 50 'Choose Controller: 1-VPM, 2-UVP, 3-dB2S, 4-B2S by Rosve (Please note: If using option 4, all naming convention for table,BG,and Hyperpin still apply.) Const cController = 1 '<-------Select controller here 'Choose GI Colors: 1-Blue, 2-White, 3-Red, 4-Yellow, 5-Green, 6-Purple Const cGI = 4 '<----Selected desired color for GI. Indiviual bulbs can be overriden below. 'GI Colors Layout Select Case cGI Case 1:Bulb_Image = "f14_gib" 'Description: A cool temperature blueish white Case 2:Bulb_Image = "f14_giw" 'Description: A crisper white Case 3:Bulb_Image = "f14_gir" 'Description: A redish white Case 4:Bulb_Image = "f14_giy" 'Description: A warmer yellowish white Case 5:Bulb_Image = "f14_gig" 'Description: A greenish white Case 6:Bulb_Image = "f14_gip" 'Description: Somewhere between pink and purple End Select 'The code below will allow for the user to override the global GI color selected above on individuals areas in the table 'argi126d and argi127d below demonstrate how to override the global GI color. See above for valid values and a description of the color 'This will allow for the user to mix and match as desired. Hopefully you have fun with this! argi7.image = Bulb_Image 'Location: Center Target Bank argi7a.image = Bulb_Image 'Location: Center Target Bank argi7b.image = Bulb_Image 'Location: Center Target Bank argi9a.image = Bulb_Image 'Location: Right side mid-table under wire form shooter lane argi9b.image = Bulb_Image 'Location: Right side just above righter upper flipper argi9c.image = Bulb_Image 'Location: Right side second lamp above upper right flipper argi10.image = Bulb_Image 'Location: Upper target banks argi12.image = Bulb_Image 'Location: Just above left lower flipper argi13.image = Bulb_Image 'Location: Just above right lower flipper argi14.image = Bulb_Image 'Location: Right sling argi15.image = Bulb_Image 'Location: Left slipng argi18.image = Bulb_Image 'Location: Left mid table argi19.image = Bulb_Image 'Location: Right mid under flashers 'The two below need both variables updated argi126d.image = "f14_gir":LGIBulb = "f14_gib" 'Location: Second light above left lower flipper. argi127d.image = "f14_gir":RGIBulb = "f14_gir" 'Location: Second light above right lower flipper. '*************************************************************************************** '*************************************************************************************** '*************************************************************************************** Hope everyone likes it and plays around with the lighting. Please report any issues to the support topic.
  9. Version 2.1

    497 downloads

    **** Here is the link to the NIght Version ******* http://vpuniverse.com/forums/files/file/2553-f-14-tomcat-williams1987jpsalas-rosve-chinzman93200fs916nightmod/ This is a day version of my original F-14 mod and the version 2.00 updates. The table is much lighter than the picture makes it appear with all the flashers going off. Maybe not everyone enjoys night mods as much as me... All the GI functions are available. This is a modification that I had started last winter and never got around to finishing until now. It is primarily cosmetic. Alpha flashers have been added throughout the table. Upgraded plunger and fading lights routine. Scripting change for selecting controller. I hope everyone enjoys the changes made to the table. I plan on making changes to physics in a future update that would also include any bug fixes with this version. Turn it up load and turn out the lights! I would like to thank: JPSalas and Rosve for their great work on the previous versions and allowing the mod. JPSalas for use of his Fading Lights routine and for flasher images. Koadic for use of his plunger method and controller selection code. Aaron James for giving the table a spin and offering suggestions and use of the controller selection code. All the authors, art guys, and other contributors that make this such an enjoyable hobby. Please feel free to let me know that you think...good, bad, or otherwise. It's my first release so if I am doing something wrong, I would like to fix it for the future. Note: This modification was built with VP 9.16 rev 652 and also played with the latest beta. I am not aware of anything that would prevent this from using 9.15. However, the flashers do use Additive BI and maybe a bit strong without it. I would recommend 9.16 or better with this, but feel free to give it a try with 9.15. Updated to version 2.00!! Version 2.00 Add B2B scripting. Thanks to Koadic for the help. Night modded. New GI with 6 colors for the user to choose and they can be mixed and matched throughout the table. I really hope you have fun with this. The colors are white, yellow, red, blue, green and purple. Code to overide GI on by location with different colors. Tested with ball size of 50, larger balls will get stuck. JP flipper code The user options section: '*************************************************************************************** '***************** User options for controller and General Illumination **************** '*************************************************************************************** 'Ball size: Values above 50 will likely result in stuck balls. Const BallSize = 50 'Choose Controller: 1-VPM, 2-UVP, 3-dB2S, 4-B2S by Rosve (Please note: If using option 4, all naming convention for table,BG,and Hyperpin still apply.) Const cController = 1 '<-------Select controller here 'Choose GI Colors: 1-Blue, 2-White, 3-Red, 4-Yellow, 5-Green, 6-Purple Const cGI = 4 '<----Selected desired color for GI. Indiviual bulbs can be overriden below. 'GI Colors Layout Select Case cGI Case 1:Bulb_Image = "f14_gib" 'Description: A cool temperature blueish white Case 2:Bulb_Image = "f14_giw" 'Description: A crisper white Case 3:Bulb_Image = "f14_gir" 'Description: A redish white Case 4:Bulb_Image = "f14_giy" 'Description: A warmer yellowish white Case 5:Bulb_Image = "f14_gig" 'Description: A greenish white Case 6:Bulb_Image = "f14_gip" 'Description: Somewhere between pink and purple End Select 'The code below will allow for the user to override the global GI color selected above on individuals areas in the table 'argi126d and argi127d below demonstrate how to override the global GI color. See above for valid values and a description of the color 'This will allow for the user to mix and match as desired. Hopefully you have fun with this! argi7.image = Bulb_Image 'Location: Center Target Bank argi7a.image = Bulb_Image 'Location: Center Target Bank argi7b.image = Bulb_Image 'Location: Center Target Bank argi9a.image = Bulb_Image 'Location: Right side mid-table under wire form shooter lane argi9b.image = Bulb_Image 'Location: Right side just above righter upper flipper argi9c.image = Bulb_Image 'Location: Right side second lamp above upper right flipper argi10.image = Bulb_Image 'Location: Upper target banks argi12.image = Bulb_Image 'Location: Just above left lower flipper argi13.image = Bulb_Image 'Location: Just above right lower flipper argi14.image = Bulb_Image 'Location: Right sling argi15.image = Bulb_Image 'Location: Left slipng argi18.image = Bulb_Image 'Location: Left mid table argi19.image = Bulb_Image 'Location: Right mid under flashers 'The two below need both variables updated argi126d.image = "f14_gir":LGIBulb = "f14_gib" 'Location: Second light above left lower flipper. argi127d.image = "f14_gir":RGIBulb = "f14_gir" 'Location: Second light above right lower flipper. '*************************************************************************************** '*************************************************************************************** '*************************************************************************************** Hope everyone likes it and plays around with the lighting. Please report any issues to the support topic.
  10. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Thanks! I think the Warlok PF drawing is done. I finished the facial details and added the star field to the background. Just needs text and inserts put in place.
  11. I was able to get my hands on some good resources for both Williams Time Fantasy and Warlok. I will be doing complete redraws of the PF and Plastics for both tables. I have already started on Time Fantasy and have the base colors down. Interesting art on these tables, in a "You put WHAT in my drink?" sort of way. Great sounds and interesting rules on both.
  12. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Another update. Got the Warlok body and hands in today. Kinda of turned into a PITA. Still have some detail work on the face.
  13. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Switched over to Warlok for a bit.
  14. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Wildman...Very nice...Thanks!
  15. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Couldn't sleep so here is another update.
  16. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Quick update: Here is Day 1 work on Warlok: And here is Day 2 work on Time Fantasy.
  17. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Thanks for knocking this out so quickly WIldman!
  18. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Here is the Warlok back glass. There is a flash and some reflections.
  19. chinzman93

    Wip: Williams Time Fantasy And Warlok

    I was also wondering if anyone might have access to get a good hires back glass shot for Time Fantasy? There wasn't a Back glass with this particular table. To bad..I bet that will be fun to try and replace. I have a pretty good photo for Warlok if someone is interested in doing a dB2S.
  20. chinzman93

    Wip: Williams Time Fantasy And Warlok

    Quick screenie with some of the base colors put in. Hopefully it gets better after I go back and do detail work.
  21. File Name: Grand Slam 4Player (Bally)(1984)(chinzman93)(1.0)(FS)(9.2+) File Submitter: chinzman93 File Submitted: 24 Apr 2014 File Category: Recreations Permission to Mod: Contact Author First.ROM Name: gransla4 VP Version: v9.2.1 Grand Slam 4Player (Bally)(1984)(chinzman93)(1.0)(FS)(9.2+) Grand Slam - Bally 1983 Orig. Design: Greg Kmiec Orig. Art: Doug Watson This is a recreation of Bally's Grand Slam from 1983 (4 player version). Complete rebuild of the table including a redraw of the plastics and playfield. One of 2 tables to use fly away targets (Speakeasy is the other). Special Thanks: JPSalas for supplying me with a primitive target demo which eventually allowed me to use primitives for the fly away targets. It was very helpful. Koadic for the blue post primitives. Eala for his toolbox loaded on VPF. All the other authors, dev's, and other contributors to the community. Please report any issues to the support topic. A Desktop version will be coming in a couple of days. This table was built with versions of 9.2 and DX9. Thanks! Version 1.0 Rom: http://www.vpforums.org/index.php?app=downloads&showfile=646 IPDB: http://www.ipdb.org/machine.cgi?id=1079 Click here to download this file
  22. BUG!......... I will fix and release an update in a week or so. Just delete those lines.
  23. I think just on reset should be sufficient. However, I don't use DOF because I don't have feedback unfortunately. So whatever you think is appropriate is OK with me..... Please publish as you think is necessary.
  24. I don't have any blurry text. Interesting. I will playaround with this and see if I can recreate.
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