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Posted

Monster Bash (Williams 1998) VPWmod


Prepare to be mesmerized by semi circular motion!

 

VPW are proud to present Monster Bash by Williams!

 

Shortly after helping with the last release of the Skitso mod of this table, Skitso joined VPW, and so this update to the mod has been released by VPW.

Apart from lots of tweaks there's been a big upgrade to the tesla coil flashers so it looks even better now, physics improvements including TargetBouncer, Rubberizer, various flip tricks improvements and dynamic ball shadows.

It also now includes a fully lit VR backlass.

 

Check the script for lots of options!

 

VPW Monsters
-----------------

Project Lead - Skitso
Lighting - Skitso, iaakki
New Tesla Coil Modulated Flashers - iaakki, Leojremimroc
Various Fixes / Tweaks - Rothbauerw, fluffhead35, iaakki, Sixtoe, apophis, Leojremimroc, Flupper
VR Backglass - Leojremimroc
New Wire Ramps - Tomate

Testing - Rik, Pinstratsdan, VPW Team

Based on earlier versions;
Skitso mod by team rothborski - Skitso, Rothbauerw, Bord & thanks to VPW team.
thanks to Tom Tower & Ninuzzu, Unclewilly and Randr for previous versions
thanks to Flupper and Zany for the domes and bumpers

thanks to VPDev Team for the freaking amazing VPX

 

 


 

  • 4 weeks later...
Posted

I love this teams work so much!

I have an issue with some of your tables though including this one. 
 

some lights when not lit look completely black. Not sure why. Like a solid black square rather than a dark (but still visible) unlit icon. I have the same problem with cactus canyon which I absolutely love also. 
 

hopefully you can tell me what I’m doing wrong thanks so much!

  • 11 months later...
Posted (edited)

Gorgeous table -- another home run by the VPW team.

 

One question -- I'm getting no audio from my backglass speakers (SSF works just fine). I've tried replacing the rom, deleting the nvram + ini files + rom + table and starting fresh, and turned up the max volume with the end + 9 DMD menu. Any idea what I'm doing wrong?

 

EDIT: I fixed it. Apparently the center channel volume can't be at 0 for this table. I had recently turned center/sub all the way down because they're unused. Turning them back up sorted it!

Edited by Chrinball
  • 6 months later...
  • 3 weeks later...
Posted
3 hours ago, Foxian said:

Fantastic table from the fantastic team. One question though, why light alive again is not lighting up at the any ball launch?

 

Ball Save is a function of the ROM. You can enable this feature and many others in the ROM settings.

 

To enter the  ROM menu:

  • While the game is running press END key to open coin door
  • Press the zero (0) key to enter the menu system
  • Press the 8 and 9 keys to cycle the menu
  • Press the zero (0) key to enter a sub-menu
  • Make changes using the 8,9,0 keys
  • Once changes have been completed press the 7 key to exit (possibly several times)
  • Press the END key to close the coin door
  • Restart the table
Posted
11 hours ago, robertms said:

 

Ball Save is a function of the ROM. You can enable this feature and many others in the ROM settings.

 

To enter the  ROM menu:

  • While the game is running press END key to open coin door
  • Press the zero (0) key to enter the menu system
  • Press the 8 and 9 keys to cycle the menu
  • Press the zero (0) key to enter a sub-menu
  • Make changes using the 8,9,0 keys
  • Once changes have been completed press the 7 key to exit (possibly several times)
  • Press the END key to close the coin door
  • Restart the table

Thank you, I changed that option and now have the ball save at the beginning of every shot.

  • 2 months later...
Posted (edited)

Thanks for this amazing table. I have recently built my 3-screen Williams Widebody Cabinet and have some trouble with DOF, only on this table. Others I've tried are working perfect. The problem is that my beacon goes on and off super quickly until my device freezes and doesn't work until I restart computer. It happens when going up ramps and when hitting Frankenstein etc. I have 4 Siemens 24V contactors connected to a Sainsmart device for DOF. 2 for slingshots and 2 for flippers. I have the following combos in DOF ConfigTool: Combo1 - Slingshot Left, 8 Bumper Left, 8 Bumper Center. 

Combo2 - Slingshot Right, 8 Bumper Right, 8 Bumper Back. 

 

Does anyone know why this happens on this table? Would be grateful for help!

Playing on VPX 10.8

 

It happens only on Monster Bash tables. 

 

In the DOF Configtool the beacon trigger is "E103 Invert". I have temporary solved the issue by changing that to "S27" but I don't get the expected behavior from the beacon then, only triggers from Frankenstein. 

Edited by Erik
  • 1 year later...
Posted

On 10.8 beta 2047, when I boot this fine table on desktop I see that part of the DMD is obscured. If I move the DMD elsewhere, the issue persists. Is there a fix? Thanks!MonsterBash(Williams1998)VPWmodv1.jpg.8808ea6c79b554930369056645ce8af5.jpg

  • 3 weeks later...
Posted
On 2/28/2025 at 6:50 PM, PsychoPsonic said:

On 10.8 beta 2047, when I boot this fine table on desktop I see that part of the DMD is obscured. If I move the DMD elsewhere, the issue persists. Is there a fix? Thanks!MonsterBash(Williams1998)VPWmodv1.jpg.8808ea6c79b554930369056645ce8af5.jpg

 

I am having the same issue as you are, were you ever able to solve it?
 

I found out what is causing the problem.  The primitive called Hide on the playfield is hiding part of the DMD in desktop mode.  When I unlocked the element and removed it from the Reflect collection, I could get the option to make it go away by unclicking the Visible box as seen here:
 

problem.thumb.jpg.365918b641733a44290e12e8a6ef91ee.jpg

 

This made the DMD visible.  However, if that is done, a bunch of light spills out of the side of the cabinet now and looks like this:

 

fix.thumb.jpg.fafc277ba0df651414fbd95b947ff4b0.jpg

 

So the question is, how to make the ScoreText box on the back glass visible over the Hide primitive on the playfield.  I messed around with the textbox but could not get it to display over the top of the Hide primitive while it was visible and doing its job.

hidden.thumb.jpg.a92650047e597710b8081787e365011c.jpg

 

Anyone have suggestions on how to do this?

  • 4 months later...
Posted

Any luck on this? I believe you can negate this by using MAME DMD and disabling the DMD noted above. I haven't figured this out yet, and would prefer not to do it as I typically disable external DMD for other tables. Any ideas?

  • 4 months later...
Posted (edited)

Glad I checked back in to the 'Get Support' link for the table, as I ran into this issue with the DMD running Visual Pinball (VPX) under Batocera 41+.

I posted about it on Discord in both the Batocera and Virtual Pinball Chat servers, but got no helpful replies.  Some others of Batocera reported it

as well, and it's commonly referred to as the "big wall" problem.

 

I have not found any way to bring up the VPX editor running stand-alone VPX 10.8 under Batocera, so would not be able to remove the "Visible"

setting as a work-around.  I'm hoping there is some other way, like tweaking the .VBS file, that can address this.  Still wondering if this is a

'bug' with the Monster Bash table coding or a 'bug' with how VPX 10.8+ changed how the table is rendered.

screenshot-2025.10.15-06h06.44.png

 

UPDATE:  I experimented with some .VBS file tweaks, and have a fairly-acceptable workaround.  Based  on billnted221's info above, I changed line 3658 (at least, that was the line number in my copy) from 

for each VRThings in Reflect:VRThings.visible = 1:Next

to

for each VRThings in Reflect:VRThings.visible = 0:Next

(This is in the "Else" logic for the "If VRRoom > 0 Then" Virtual Reality room check.)  

 

I played the table a bit, and there is a little bleeding of light on the right-side, but I think most of the in-table lighting works the same.

 

screenshot-2025.12.04-11h42.40.png

Edited by BookemDanno
Posted

Hello all!  I try very hard to troubleshoot and research before posting a request for help, but this one has me stumped.  I recently downloaded VPW's version of MB and it looks and plays great for me with one exception - Frankenstein does not rotate up allowing access to the ramp and multi-ball after I hit him the requisite number of times.  Basically, all the body parts flash and I cannot advance from there.  I am using the MB_106b ROM (have redownloaded and saved two different versions, one from VP Universe and one from VP forums and all versions are behaving the same way). I have tried an alternate back glass and that has had zero impact.  Finally, I tried a different version of Monster Bash and it too is behaving in the same manner.  It is almost as if I am on a real pinball machine and Frankenstein's motor is broken!  Any help or ideas to address?

 

BTW - you all at VPW are the best and I am close to having all your tables - I really appreciate all the work you do for the community!

Posted
23 minutes ago, clongnavy92 said:

Hello all!  I try very hard to troubleshoot and research before posting a request for help, but this one has me stumped.  I recently downloaded VPW's version of MB and it looks and plays great for me with one exception - Frankenstein does not rotate up allowing access to the ramp and multi-ball after I hit him the requisite number of times.  Basically, all the body parts flash and I cannot advance from there.  I am using the MB_106b ROM (have redownloaded and saved two different versions, one from VP Universe and one from VP forums and all versions are behaving the same way). I have tried an alternate back glass and that has had zero impact.  Finally, I tried a different version of Monster Bash and it too is behaving in the same manner.  It is almost as if I am on a real pinball machine and Frankenstein's motor is broken!  Any help or ideas to address?

 

BTW - you all at VPW are the best and I am close to having all your tables - I really appreciate all the work you do for the community!

Probably not the game rom but more likely the emulator running the rom. Which version of vpinmame are you using? I'm using vpinmame -sc x64 version 3.7.0.129

  • 4 months later...
  • 1 month later...

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