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[New VP10 Hybrid Alert] Laser War (Data East 1987) w VR Room


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Laser War (Data East 1987) w VR Room


Laser War!  This table was originally done by Herwey (with help from others noted in the script), and he gave me the permission to add all the latest physics, sounds, etc. to this fun table.  Thank you very much, Herwey!  It's a fun yet challenging table.  Testers have indicated that the balls falling to the drain is tough, but acts identical to a real table.  So, you might need to work on your nudging technique to save the ball from draining.  

 

I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics and sounds, 3D inserts, and other corrections, and making it a hybrid table (desktop, cabinet, and VR).  Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement:  Tomate (fixed ramp and wall primitives), Sixtoe (upper right wall placement), leojreimroc (VR backglass enhancements), and then AstroNasty, PinStratsDan, Smaug, and Rajo Joey for testing and feedback!

 

If you are playing in VR... you MUST select VR_Room = 1 in the script!!  Desktop and Cabinet mode should be automatic.

 

There are several options to select in the script, including ball brightness, sidewalls and blades, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper.  GI mods and ramp color can be changed by clicking the right and left magna save buttons if you have that option on in the script as well.

 

IF YOU experience performance issues... there are options you can try to change that.  First of all, you can uncheck "Reflect Elements on Playfield in the table options window.  Also, you can turn dynamic shadows off for additional performance if needed.  Also, you can turn off In-Game AO, Post-proc AA, and 4xAA on the table options.

 

Version 2.0 Updates include:

- Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness.  
- Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper).  (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc.  And thanks to leojreimroc for backglass enhancements.
- The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, standup targets, ramprolling sounds, sling corrections, and several other tweaks.  
- Fleep sounds added, as well as relay sounds.
- Added Flupper domes.
- Adjusted the flippers to be actual size, and tweaked the flipper physics.
- Added 3D insert primitives and tuned the lighting significantly for those.  Lots of work on the playfield cutouts, and associated text layer.
- Changed lamp control to VPW Lampz.
- Corrected some errors in the table.  
- Adjusted the lighting levels, and GI overhead.
- Tomate fixed an issue with the ramp and wall primitive... as it wasn't built correctly in blender.  
- Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls.  I implemented only the gBOT global call.
- Updated the trough code to manage all balls on the table.
- Created new background for desktop mode, with animated lighting.
- And so many other updates, all documented in the script.


Once again thank you to Herwey, the VPW team, especially Tomate, AstroNasty, Sixtoe, PinStratsDan, Smaug, leojreimroc, and Rajo Joey for testing, feedback, and some updates!  
 


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  • Submitted
    06/16/2022
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  • Link to B2S
    https://vpuniverse.com/files/file/2392-laser-wardata-east-1987/
  • Link to Media Pack

 

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  • 11 months later...

is there a way to set the TILT functionality on this table so that my physical TILT BOB results in a TILT condition on first contact? It seems like it is set to warn a couple times first before tilting. I'd like to change that. Is it the vpmNudge.TiltSensitivity setting in the script? It is set to 6 currently... does that mean it takes 6 times to result in a tilt?

 

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41 minutes ago, jwkramer61 said:

is there a way to set the TILT functionality on this table so that my physical TILT BOB results in a TILT condition on first contact? It seems like it is set to warn a couple times first before tilting. I'd like to change that. Is it the vpmNudge.TiltSensitivity setting in the script? It is set to 6 currently... does that mean it takes 6 times to result in a tilt?

The sensitivity is for digital nudging and it's part of some math for frequency of nudging.  Since you have a physical tilt bob, the signals (should) go straight to the ROM (as a T keypress, I think?), so however many warnings you get will be in the adjustments menu (if Laser War has that setting, I'm not sure).

 

Sorry for all the asides, I'm going off memory here 😅

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2 hours ago, Wylte said:

The sensitivity is for digital nudging and it's part of some math for frequency of nudging.  Since you have a physical tilt bob, the signals (should) go straight to the ROM (as a T keypress, I think?), so however many warnings you get will be in the adjustments menu (if Laser War has that setting, I'm not sure).

 

Sorry for all the asides, I'm going off memory here 😅

If you press 'T' in desktop or on the cab it nudges, it doesn't Tilt.

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OK.... got this figured out. The setting for how many times to warn before an actual  TILT is in the ROM (ADJ#10). The minimum is 1, so there is not really a way to make it TILT on first contact. 

I was wondering about this though (DEV question) -

 

There are 4 different TILT switches defined:

SW1 - Plumb Bob Tilt

SW2 - Ball Roll Tilt

SW7 - SLAM Tilt

SW9 - Playfield Tilt

 

Since monitoring SW1 for the Plumb Bob (for DOF purposes) doesn't actually indicate a TILT, but rather just a potential Tilt (depending upon how many times it has occurred and the ROM setting) is there a way to monitor for an actual TILT condition (ie max number exceeded)?

I wasn't sure if Ball Roll, or Playfield tilt indicated that, and if so how would you trigger a DOF code based upon that...

 

 

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