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Posted

Earth Wind Fire (Zaccaria 1981)


VLM rebuild based on original works by Goldchicco and 32assassin.
This build uses some assets from that version, namely pf, plastics & apron imagery - so big thanks for the original table.

 

so many awesome folks in the community give advice, feedback and resources etc so if I missed anyone here, I apologise and will get you added.

 

**Built and Tested with VPX 10.8.0 RC3 or later**

 

Earth:
- RetroRitchie: Blender remodel, VLM implementation, Fleep implementation, VPW / NFozzy / Roth Physics implemetation, Wylte's lane speed code and shadow implementation, additional modelling, bumper cap, plunger top and upper drop decal updates, plastics decal cleanup, VR cab additions, 
- Niwak - Blender Toolkit, Part Library

- Devious626 -   authentic cabinet art

- Hauntfreaks: additional LUT, backglass imagery and updated b2s

 

WIND:
- Thanks to: Apophis and the VPW Team for the guides, resources, videos, example table and continued support
- Thanks to: Goldchicco, 32Assassin and Mfuegemann for their versions that I based this off.
 
FIRE:
- Thanks for testing and feedback: Cliffy, DGrimMReaper, Smaug, Colvert, Darth Vito, Bord, StudlyGoorite, Hauntfreaks, Devious626, M.carter78, Apophis, Tomate

 

f12 Options available:
- GI lights strength/color
- Hide Rails & lockdown (Desktop/Cab) 
- a few LUT options
- room brightness
- ball and mech sounds

 

updated B2S file: Thanks @Hauntfreaks

 


 

Posted (edited)

I really like this table, even though it is way too dark for my old eyes - I'm now running the hi-contrast version which seems more normal to me.  :)  Thanks for having it available.

 

I do have a support-type question about this table:  Is the bonus timer working correctly?  It starts counting down immediately when the 3rd ball drains and doesn't stop counting down for anything.  Now, admittedly, I've never played the physical table - only the ones from the Steam Zaccaria collection and on the ALP, but on those versions the timer didn't run if the ball wasn't on the playfield.

 

[Frankly, I've never liked those bonus timers - I always forget about them and end up wailing when the table dies in mid-flip.]

 

One more thing:  When the timer shuts down the playfield, the flippers stop, as expected, but my DOF-fired flipper solenoids still click away until the ball returns to to the trough.

 

Thanks, again, for your work on this.  I've been playing it all evening - I know I can do better if I play just one more time.

Edited by robertwallace
adding bit about flipper solenoids.
Posted (edited)
On 7/17/2024 at 4:34 AM, robertwallace said:

I really like this table, even though it is way too dark for my old eyes - I'm now running the hi-contrast version which seems more normal to me.  :)  Thanks for having it available.

 

I do have a support-type question about this table:  Is the bonus timer working correctly?  It starts counting down immediately when the 3rd ball drains and doesn't stop counting down for anything.  Now, admittedly, I've never played the physical table - only the ones from the Steam Zaccaria collection and on the ALP, but on those versions the timer didn't run if the ball wasn't on the playfield.

 

[Frankly, I've never liked those bonus timers - I always forget about them and end up wailing when the table dies in mid-flip.]

 

One more thing:  When the timer shuts down the playfield, the flippers stop, as expected, but my DOF-fired flipper solenoids still click away until the ball returns to to the trough.

 

Thanks, again, for your work on this.  I've been playing it all evening - I know I can do better if I play just one more time.

AFAIK it's working correctly, you add game time  bonus during ball 3 which appends said bonus to the e#10 seconds you get by default
After ball 3 drains,  you get (unlimited) balls until the timer runs out. Gi will flash every second when you get to 10 seconds, then it shuts down and game is fully over.
If it's not working like that could be a rom issue?
RE flippers bit not sure, will have to investigate that!

Edited by RetroRitchie
Posted

Yes, could be a ROM issue or even an operator setting, though it seems a bit unfair to have the timer start and possibly run out while you're still fussing over losing your 3rd ball. 

 

Again, of the two other virtual EWF pins I've played, as well as the other Zaccaria vpins I've played that have this bonus-timer feature, the timer doesn't run if the ball is not on the playfield.  This could very well be something Magic Pixel specifically coded for the home-user.   Either way, it really doesn't matter; I'll still think yours is the superior table in every way.

 

And thanks, once more, for a wonderful, fun-to-play table.  I've always had a soft spot for the Zaccaria pins.

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