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[New VPX Alert]Cyclone (Williams 1988) v2.1.1 (DT-FS-FSS-VR)


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Cyclone (Williams 1988) v2.1.1 (DT-FS-FSS-VR)


Hurry hurry, step right up!

 

At the end of 2023 I got a request from ClarkKent.
He made the effort to update Sliderpoint's version of Cyclone with a brand new PF scan and reposition everything needed to make it fit.
Clark also added new plastics with highres scans.
He asked me to give it the nFozzy-Roth-Fleep package so that is exactly what I gave it.
For the very first time I have implemented the improved Fleep 2.0 sound package wich I took from Bad Cats.
It is a mix of old and new sounds on purpose, because many of the old sounds were actually recorded on Clark's old Cyclone machine years ago.
I also made a request to our latest soldier DarthVito to help me get this baby into VR.
We took assets from Senseless' VR version wich is no longer available for download but I still have the files saved on my external hard drive and cloud storage.
So what started as a simple mod turned out to be my first major overhaul.
Within a short time we got ourselves an absolute A-Team assembled from members of the VPW team to get this baby in the shape she is today!

 

VR-Hybrid version by ClarkKent, RobbyKingPin, DarthVito, Flupper, TastyWasps, HauntFreaks, DGrimmReaper, Apophis & Chokeee.
Represented in chronological order of people who entered on this project.

 

This table requires VP 10.8 RC1 and VPinMame 3.6-822 or higher when available to ensure the best gameplay experience and supports both 32 and 64 bit.
I would only recommend using released versions and try to stay away from the actions page because it seems like for every fix they got they also can break something else.
Only if you are having performance issues I'd carefully try one of those versions I don't recommend.
That's on your own risk to do so.


I have heared some people were still having issues and some even started making changes into the script to make it work.
I cannot recommend doing this because I have added a menu inside the table with plenty of options.
Hold the left magnet then press the right magnet.
Browse through with the flippers and look for the option that says Mod.Flashers(Restart).
Change the setting that says PWM to Off.
Press the left magnet key twice to close the menu, and then close the table and restart it.

 

This mod contains the following improvements:


-New Playfield, plastics, cabinet and backglass textures made from proper scans.
-nFozzy/Rothbauerw physics and Fleep 2.0 sound with Rothbauerw standup and drop targets.
-Flupper Domes, Bumpers, Inserts and Flasherlamps.
-nFozzy Lampz to control the inserts.
-PWM GI, flashers and inserts plus the option for non modulated lights and a failsafe if you don't use VPinMame 3.6, altough you really should because PWM is looking really good.
-Sidewall flasher reflections.
-VPW Dynamic Ball Shadows.
-VPW Options UI.
-2 VR Rooms.
-Support for DT, FS, FSS and VR.
-Compatible with the Standalone player.
-New and edited primitives for all the ramps, plastics, scoops, droptarget, biff bars, flasherlamp #89's, ferriswheel and the entire cabinet to look like a System 11 table.
-Refraction on the clear ramps.
-Flupper's flipperbats from Whirlwind and White Water have been added and edited.
-A hack has been added for having the mysterywheel and jackpot meter apear on the backdrop.
This has not been added inside the menu because it breaks VR and b2s files, set MysteryWheelDT to 1 on line 135 and change backdrop to BackdropDT2. (Only use this on DT without a b2s file!)

Some assets and codes that have been used came from other creators:
-melon: Original VP9 version of this table.
-Sliderpoint: Original VPX version of this table.
-JPSalas: Mechcode for DT mysterywheel and GI lights.
-Senseless: VR Gameroom assets.
-MikeDASpike: VR Backglass codes and assets.
-Cliffy: Siderail images and backdrop for DT.

 

Who did what on this project?

 

ClarkKent (The Operator and Project Starter):
-Added new playfield texture with the proper scans, rebuild the entire table to match.
-Added new plastic textures and made small changes to them in the editor.
-Giving assistance to ensure everything is pixel perfect as usual.
-Providing acces to a full library of images with the higest details I have seen yet so far.
-Corrected the ramps and ramptextures and all corresponding rivets/screws and added more screws on the backpanel. Also corrected the ramp protectors to look a little bit more exact.
-Removed the decal from the jackpot texture on the ramp and added a new one separately. Made the Cometramp primitive collidable.
-Constructed nice scoop primitives for the spookhouse and the boomerang.

 

RobbyKingPin (Ride Mechanic and Project Leader):
-nFozzy/Rothbauerw physics and Fleep 2.0 sound.
-VPW Dynamic Ball Shadows.
-Created new backdrops for desktop and added the alphanumeric displays from TastyWasps' Banzai Run and changed the color settings to recomandations from HauntFreaks.
-Added new mysterywheel and jackpot lights on the backdrop, based on the mechcodes from JPSalas.
-Added Flupper's flipperbats from White Water and changed the texture, also changed light settings to match Flupper's settings.
-Changed the through, made it simular to VPW's Bad Cats.
-Improved all lights and normal flashers, copied insert lights and GI lights from JPSalas and changed the settings on the GI lights to match VPW's settings and added some missing lights.
-Fixed the VR mysterywheel wich was a big pain in the a** for the entire VR A-team on this project and repositioned the VR Digits of the bottom displays.
-Created new textures for the comet lights and a texture for the siderails and lockdownbar and put a skin on the primitive. New instruction cards made. New siderails images provided by Cliffy AKA passion4pins.
-Repositioned and changed the height on the biff bars and also repositioned the rubber peg in between the flippers.
-Fixed some missing switches.
-Added Flupper Domes with edited primitives & Flupper Bumpers, converted 2 Flupper Inserts to work with the Flupper Domes code and created a brand new Flupper Flasherlamps code for the primitives underneath the plastics.
-Added VPW Options UI.
-Edited the ferriswheel, Pincab_cabinet, backbox, rails and coindoor primitives to look like a System 11 cabinet and created a new speakerpanel with glass.
-Added Rothbauerw standup and droptarget codes with help from Rothauerw & Apophis to get everything working as it should.
-Created a primitive for the Skillshot ramp and made the primitive collidable, all new plastics and droptarget created.

 

DarthVito (Cotton Candy and VR Wizard):
-Added VR models, used assets from Senseless.
-Added a nice VR Game room with arcade machines and the new minimal room provided by HauntFreaks.
-Added new VR background with elite looking framed posters.

 

Flupper (Track Master and Light Settings Expert):
-Created a more blurred environment image, more friendly (less jaggies) for desktop.
-Lowered the "amount" in the "shadows" .material.
-Changed the ramp textures and ramp materials a bit and added refraction, changed the blenddisablelightings for the ramps and set the refraction to 8.
-Made a primitive and a texture for the shooter wireramp and biff bars.

 

TastyWasps (Fireworks Lead and VR Grandmaster):
-Added VR backglass functionality from Mike Da Spike's model and lots of flasher placements.
-Backbox changed to a proper flat face so that the UV art is not distorted from 3D effects.
-Animated the plunger and flipper buttons.
-VR Cab graphics from HauntFreaks installed.
-On/Off VR Backglass from HauntFreaks installed.
-VR flashers / digits repositioned for new VR assets.

 

HauntFreaks (Imagineer and VR Cabinet Textures and Backglass Specialist):
-Reworked all VR cabinet textures.
-Made a new set for on/off VR Backglass.
-Manually moved all the flasher on the VR BG to their correct positions.
-Help with making the Flupper Bumpers look like red instead of orange.

 

DGrimmReaper (Did Something Amazing, The VR Mechanic):
-Added PinCab_Backbox_Neck primitive.
-Fixed arcade machines and removed primitive4 which was a moon in senseless room.

 

Apophis (Some dude, but in reality a Lifesaver on this project!):
-Added codes for PWM on the GI, flashers and inserts, without a doubt the hardest part of this project!

 

Chokeee (Confections and Special Effects Enhancer):
-Added Flupper Inserts controlled by nFozzy Lampz.
-Added inserts decals, tweaked inserts, changed rubbers and white screws material, changed intensity of some GI lights.
-Added extra flashers for wall reflections and changed some metal materials.

 

Special thanks to everybody involved during development and testing: Smaug, PinStratsDan, Primetime5K, Apophis, Sixtoe, Bord, MikeDASpike, Tomate & wrd1972
Shoutout to Apophis for saving my b*tt big time once again, Smaug, Cliffy & Rothbauerw.


If I didn't mention anybody else in this development cycle I am unaware of this and just know that I still think you are awesome and also want to say you rock!
And basically everybody from VPW I didn't mention just for having me as part of the family, you all absolutely rock!


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  • Submitted
    02/24/24
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  • Modified by
    ClarkKent, RobbyKingPin, DarthVito, Flupper, TastyWasps, HauntFreaks, DGrimmReaper, Apophis & Chokeee

 

Edited by RobbyKingPin
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@willillist @vpmatt there are issues with certain versions of VPM; some discussion and fixes on the comments.

 

6 hours ago, SparklePig78 said:

Getting fatal error, unable to create texture. 

 Thanks in advance.

Could be you're out of memory or have a corrupt dl.  Post a screenshot of the error if you can.

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6 hours ago, SparklePig78 said:

Getting fatal error, unable to create texture. 

 Thanks in advance.

 

 

Try clicking Preferences Tab at top of Editor, and click Video Graphics Options.

Now find the Max Texture Dimension section, and select anything but Unlimited. 

 

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So I have seen some people are stuggling with ball releases. This is probably because you are using an older version of VPinMame 3.6 lower than version 822. This PWM support has been added on this specific version. So when you press start you hear the rom reacting to that but none of the solenoids can respond because it has been set to 2. There was no support for any type of modulated solenoids on older versions of VPinMame. Setting it to 0 inside the script is something I don't recommend. There is an option to disable PWM in the menu so use that instead. Obviously that failsafe I mentioned only will work if you are using VPinMame 3.5 and does not recognize all the other versions that got released for 3.6

Download this version for 64 bit
VPinMame SC 3.6-822 -x64
Or this version for 32 bit
VPinMame SC 3.6-822 -x86

I would only recommend using released versions and try to stay away from the actions page because it seems like for every fix they got they also can break something else. Only if you are having performance issues I'd carefully try one of those versions I don't recommend. That's on your own risk to do so.

The final thing I want to say to this all is that I am trying to innovate with the latest stuff but it's still considered experimental. So that's why I added that option to disable Modulated Flashers (& GI) so it goes back to the old style of lighting that was used on all the versions that came before. All the options are build in so you would not have to do hacks on the script

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3 hours ago, RobbyKingPin said:

So I have seen some people are stuggling with ball releases. This is probably because you are using an older version of VPinMame 3.6 lower than version 822. This PWM support has been added on this specific version. So when you press start you hear the rom reacting to that but none of the solenoids can respond because it has been set to 2. There was no support for any type of modulated solenoids on older versions of VPinMame. Setting it to 0 inside the script is something I don't recommend. There is an option to disable PWM in the menu so use that instead. Obviously that failsafe I mentioned only will work if you are using VPinMame 3.5 and does not recognize all the other versions that got released for 3.6

Download this version for 64 bit
VPinMame SC 3.6-822 -x64
Or this version for 32 bit
VPinMame SC 3.6-822 -x86

I would only recommend using released versions and try to stay away from the actions page because it seems like for every fix they got they also can break something else. Only if you are having performance issues I'd carefully try one of those versions I don't recommend. That's on your own risk to do so.

The final thing I want to say to this all is that I am trying to innovate with the latest stuff but it's still considered experimental. So that's why I added that option to disable Modulated Flashers (& GI) so it goes back to the old style of lighting that was used on all the versions that came before. All the options are build in so you would not have to do hacks on the script

 

Where can I find this option in the script? Searched for "modulated" but there's no clear able/disable function. I updated VPMame to the latest version to run Beavis & Butt-head, but I guess I have to update again :)

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After updating the VpinMame it works just fine!

 

Thanks for the tip!

 

Changing the VRRoomChoice doesnt change the VR room?

 

What is the VR in Live View used for?

 

'----- VR Options -----
Dim VRRoomChoice : VRRoomChoice = 2    ' 1 = Game Room 2 = Minimal Room    
Const HFOldAssEyes = 0                                       ' 1 = Hauntfreaks is testing VR in Live View, 0 = Do not force VR mode.

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All the things you can change are inside the menu. If you hold the left magnet button and then press the right magnet it pops up on the playfield. There you can browse through with the flippers. No need to make changes in the script because it will overwrite it with the default stuff that gets loaded in at the start of the game

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13 hours ago, RobbyKingPin said:

All the things you can change are inside the menu. If you hold the left magnet button and then press the right magnet it pops up on the playfield. There you can browse through with the flippers. No need to make changes in the script because it will overwrite it with the default stuff that gets loaded in at the start of the game

 

Thanks!

 

This is a great way of doing it, this way you can easily change settings without getting out of the game.

 

Excellent work!

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12 hours ago, SparklePig78 said:

Here is that fatal error. 0BCEAA54-7AF1-40B0-B59E-7FD39F2910CE.thumb.jpeg.099d67d9a03d1f4f556fd2f3919c5469.jpeg

So you want to play this with VPX 10.7? This looks like the table instantly crashes once it tried to load. Sorry you will need to upgrade. And since 10.8 is close to being released for real you will have to upgrade soon or no more new tables are going to be enjoyed. And there is nothing to be scared off. Just make a backup before trying out if you are affraid of making this change

VPX 10.8 RC1 64bit
VPX 10.8 RC1 32 Bit

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Add me to the list having table lighting issues.  None of the starburst lighting seems to work on this table for me, but the strobes do work. 

 

I'm running VPX 1.8.0 Rev 1807(398246d6) 64 bit and VPinMAME 3.6 (x64).  Any thoughts on what might cause this issue?

 

Awesome table btw!  Love the new plastics and sounds!  This is one of my favorite tables as a kid and excited to try to resolve the starburst lighting.

 

Game On!

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19 minutes ago, rootbeergoggles said:

Add me to the list having table lighting issues.  None of the starburst lighting seems to work on this table for me, but the strobes do work. 

 

I'm running VPX 1.8.0 Rev 1807(398246d6) 64 bit and VPinMAME 3.6 (x64).  Any thoughts on what might cause this issue?

 

Awesome table btw!  Love the new plastics and sounds!  This is one of my favorite tables as a kid and excited to try to resolve the starburst lighting.

 

Game On!

Time to update your vpx and vpinmame. Use the links Robby put in the post above yours. 

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SO I have confirmed I have VPinMame 3.6 - 822, testing the table it launches with my beacon lights being ON and they switch OFF when the attract mode would usually have them switch on, so the operation of beacons is inverted in my case. Only table I have any kind of issue like this.

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I have heared some people were still having issues and some even started making changes into the script to make it work.
I cannot recommend doing this because I have added a menu inside the table with plenty of options.
Hold the left magnet then press the right magnet.
Browse through with the flippers and look for the option that says Mod.Flashers(Restart).
Change the setting that says PWM to Off.
Press the left magnet key twice to close the menu, and then close the table and restart it.

I know nothing about beacons because I am a desktop player. I don't even know what controls things like these

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1 hour ago, RobbyKingPin said:

I have heared some people were still having issues and some even started making changes into the script to make it work.
I cannot recommend doing this because I have added a menu inside the table with plenty of options.
Hold the left magnet then press the right magnet.
Browse through with the flippers and look for the option that says Mod.Flashers(Restart).
Change the setting that says PWM to Off.
Press the left magnet key twice to close the menu, and then close the table and restart it.

I know nothing about beacons because I am a desktop player. I don't even know what controls things like these

I honesty have no idea why people are feeling the need to the change/poke around in the script to make this table work and I'm truly amazed we still have people trying to run this with VPX/VpinMame that is not up to date. I for one was having issues and simply got my stuff up to date and the table now works perfectly, as I detailed in a previous post.

There are plenty of options as already stated to fiddle with or turn off/on without going into the script, which is both unnecessary and also not recommended by the author.

Just reading the release notes and following its recommendations goes a long way to preventing issues and problems before you even launch a single ball with ANY release. I found that out the hard way!

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Yeah something I often hear real man don't read instructions, but to be honest that does not fly in the realm of virtual pinball. Visual Pinball always has been a bit hairy as far as I remember going back to 2006. Updates can break older tables like I also experienced on Transformers. Sucks to be a developer when dealing with those but I guess that's just how the cookie crumbles

Edited by RobbyKingPin
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On 2/25/2024 at 6:53 AM, RobbyKingPin said:

So I have seen some people are stuggling with ball releases. This is probably because you are using an older version of VPinMame 3.6 lower than version 822. This PWM support has been added on this specific version. So when you press start you hear the rom reacting to that but none of the solenoids can respond because it has been set to 2. There was no support for any type of modulated solenoids on older versions of VPinMame. Setting it to 0 inside the script is something I don't recommend. There is an option to disable PWM in the menu so use that instead. Obviously that failsafe I mentioned only will work if you are using VPinMame 3.5 and does not recognize all the other versions that got released for 3.6

Download this version for 64 bit
VPinMame SC 3.6-822 -x64
Or this version for 32 bit
VPinMame SC 3.6-822 -x86

I would only recommend using released versions and try to stay away from the actions page because it seems like for every fix they got they also can break something else. Only if you are having performance issues I'd carefully try one of those versions I don't recommend. That's on your own risk to do so.

The final thing I want to say to this all is that I am trying to innovate with the latest stuff but it's still considered experimental. So that's why I added that option to disable Modulated Flashers (& GI) so it goes back to the old style of lighting that was used on all the versions that came before. All the options are build in so you would not have to do hacks on the script

 

VpinMame update fixed the ball release issue for me. Thanks.

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I'm running 10.8.0 (1873) and VPinMame 3.6 (822) but still get the texture error like the screenshot above...

 

I'll try this:
"Try clicking Preferences Tab at top of Editor, and click Video Graphics Options.

Now find the Max Texture Dimension section, and select anything but Unlimited. "

 

EDITED:
This worked.... changing from unlimited the table loads without error

Edited by shniest
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