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shiva

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shiva last won the day on January 22 2021

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  1. Getting JG ready is next. I'm hoping this new code doesn't mess up the playability, so it's just getting everything re-aligned and quite a bit of audio work to do.
  2. Maybe Nitro, But then they could always just use my flippers and then they would have both pizazz and far better gameplay
  3. shivaFlippers is a replacement and a serious upgrade over the flippers used in all FP tables before it. shivaFlippers has more realistic shots, better control, and the unique variable coil system that simulates real flipper solnoids so you can vary the speed and strength of your shots. A good example of shivaFlippers and how it plays can be found in Jungle Girl fpx, which uses the 3.2 version, but will be upgraded to the new 3.3 version soon. This uses FP and the latest version of BAM. This now uses a variable coil system throughout the flipper arch when you press the flipper button (just like a real table). It is designed to emulate a actual flipper coil in operation, in which the amount of power gradually increases the strength (omega to you devs) of the flipper. This new code will start the variable coil at it's beginning coil when a flipper button is pressed no matter what degree the arch of the flipper is at, at the lowest point, at the highest point, and any angle in between. This means that in theory (remember, FP has it's limitations and bugs) you should be able to do all the things and special tricks that the pros do that require a variable strength. This means flick and tap passes, and I have seen Loop passes as well. (accidental, not based on personal skill) This new version is a follow up to the previous version, based on previous comments and play from youtube videos, as well as new code additions and changes. My thanks to those that tested out the previous version, your comments (and videos so I can see different playing styles and find ways to improve shivaFlippers) were very helpful and I suspect you will find this version a lot better and more realistic when compared to the actual real world flippers. This uses and is adjusted to the "new template" in FP. The next release of Jungle Girl and the future major update to fpxEngine will use this new code. There are some pretty major changes with 3.3, but if you look in the script, previous version changes are noted as they give a good idea on what shivaFlippers can do over stock or DF flippers. The latest shivaFlippers has a major new update that now supports dynamic Omega by flipper swing, (variable coil) and has a couple set tricks programmed in. (This depends on your hardware and reflexes) - Variable coil strength, which varies the strength of the flipper depending on the flipper angle * The amount of steps (or angles) are adjustable. Default set to 35. A lower number means stronger shots, a higher number means weaker shots * Changing FlipperSwingAngleEnd can make flipper tap passes easier (Higher Number) or harder (Lower Number) - Tip/tap pass for flipper start angle and max angle - The flipper strength gets stronger the longer you hold the flipper button. This means that tip to tip passing is possible, but so are "loft" shots. This adds a huge degree of skill not possible before. - Realistic EOS - Flippers have better bounce - New 2 wall method, with 3 triggers instead of timers - Adjustable realistic aiming of how the ball angle comes off the flipper. Version 3.3 (release notes) - Variable coil is now FULLY enabled no matter what angle the flipper is at. Drop catches, tap passes, flipper flicks, no matter where the flipper is, oh my ' - Triggers reworked. A opto trigger is now used as opposed to a large trigger ' - Large sections of this code was rewritten ' - Fixed walls interfering if flippers all the way up. Walls reshaped and new coding in place. Ball can no hit as wall underneath the flipper if the flipper is raised ' - Flippers quite a bit more "snappy" compared to 3.1 version. Better range with the variable coil ' - Any flipper slowdown greatly reduced, closer to "never" now ' - you can adjust at a certain speed of the ball for when the walls become active, below that speed the walls are inactive ' - Separate by contact point omega's redone. ' - Coding simplified. Pre-Hits have been rewritten to increase performance and dependability I did a video last year with version 3.2, here it is... https://youtu.be/PrN7W8bIFpo Played so I could test the variable coil, so very badly. Check out the 2 minute mark though, started to actually do a flipper to flipper pass. This newest version has more capabilities. You can grab shivaFlippers 3.3 here at https://vpuniverse.com/files/file/10772-shivaflippers-v33/ or at Pinball Nirvana - https://pinballnirvana.com/forums/resources/shivaflippers-3-3.6406/
  4. Version 3.3

    75 downloads

    shivaFlippers is a replacement and a serious upgrade over the flippers used in all FP tables before it. shivaFlippers has more realistic shots, better control, and the unique variable coil system that simulates real flipper solnoids so you can vary the speed and strength of your shots. A good example of shivaFlippers and how it plays can be found in Jungle Girl fpx, which uses the 3.2 version, but will be upgraded to the new 3.3 version soon. This now uses a variable coil system throughout the flipper arch when you press the flipper button (just like a real table). It is designed to emulate a actual flipper coil in operation, in which the amount of power gradually increases the strength (omega to you devs) of the flipper. This new code will start the variable coil at it's beginning coil when a flipper button is pressed no matter what degree the arch of the flipper is at, at the lowest point, at the highest point, and any angle in between. This means that in theory (remember, FP has it's limitations and bugs) you should be able to do all the things and special tricks that the pros do that require a variable strength. This means flick and tap passes, and I have seen Loop passes as well. (accidental, not based on personal skill) This new version is a follow up to the previous version, based on previous comments and play from youtube videos, as well as new code additions and changes. My thanks to those that tested out the previous version, your comments (and videos so I can see different playing styles and find ways to improve shivaFlippers) were very helpful and I suspect you will find this version a lot better and more realistic when compared to the actual real world flippers. This uses and is adjusted to the "new template" in FP. There is a video of the last 3.2 version here: despite my poor playing, you can see how the flippers work. This new version though has been improved quite a bit. The next release of Jungle Girl and the future major update to fpxEngine will use this new code. There are some pretty major changes with 3.3, but if you look in the script, previous version changes are noted as they give a good idea on what shivaFlippers can do over stock or DF flippers. The latest shivaFlippers has a major new update that now supports dynamic Omega by flipper swing, (variable coil) and has a couple set tricks programmed in. (This depends on your hardware and reflexes) - Variable coil strength, which varies the strength of the flipper depending on the flipper angle * The amount of steps (or angles) are adjustable. Default set to 35. A lower number means stronger shots, a higher number means weaker shots * Changing FlipperSwingAngleEnd can make flipper tap passes easier (Higher Number) or harder (Lower Number) - Tip/tap pass for flipper start angle and max angle - The flipper strength gets stronger the longer you hold the flipper button. This means that tip to tip passing is possible, but so are "loft" shots. This adds a huge degree of skill not possible before. - Realistic EOS - Flippers have better bounce - New 2 wall method, with 3 triggers instead of timers - Adjustable realistic aiming of how the ball angle comes off the flipper. Version 3.3 (release notes) - Variable coil is now FULLY enabled no matter what angle the flipper is at. Drop catches, tap passes, flipper flicks, no matter where the flipper is, oh my ' - Triggers reworked. A opto trigger is now used as opposed to a large trigger ' - Large sections of this code was rewritten ' - Fixed walls interfering if flippers all the way up. Walls reshaped and new coding in place. Ball can no hit as wall underneath the flipper if the flipper is raised ' - Flippers quite a bit more "snappy" compared to 3.1 version. Better range with the variable coil ' - Any flipper slowdown greatly reduced, closer to "never" now ' - you can adjust at a certain speed of the ball for when the walls become active, below that speed the walls are inactive ' - Separate by contact point omega's redone. ' - Coding simplified. Pre-Hits have been rewritten to increase performance and dependability
  5. Sorry I didn't put it up in a timely manner. I'm working on a new version update for Jungle Girl fpx, so when done I will put it up here as well.
  6. Above. I did do engines for vp many years ago, if someone converts them to vpx they are still quite useable, (I'm okay with that) though no way as full featured as fpx. se4 was the basic starting idea for fpxEngine, but I quit vp so it ended up in FP instead. you can grab the shivaEngine series here: http://shiva.pinballnirvana.com/files/index.php?twg_album=Table+Archives+Released%2FshivaEngine
  7. fpxEngine v1.4.1 released. The fpxEngine overhaul has begun, with a rewrite and overhaul of the code to make things even easier for Beginners and non-coders to be able to use the engine and design their own tables from scratch. The 1.4.x beta cycle will include gradual rewrites of all the key systems, and lots more new vault and scoring features. Beginning with 1.4.1 the vault is started, and the debut of the new 3.1 version of shivaflippers, with a major upgrade of the variable coil system. A list of some of the ne1w additions in 1.4 are at the bottom of this post. There are some videos I have made during the 1.41 cycle, you can find them here : https://www.youtube.com/channel/UCdFL_uYy6TsgR89FvQ-QCaA/videos?view=0&sort=dd&shelf_id=0. Download: Video: Latest version of shivaFlippers (version 3.2) added. - Plastics in the Vault are now lighted objects, with special code added for BAM support and blinking effects. - Menu key changed to the Special 2 key - removed music sets, only Bally81 set in. This was to save time and get a master named music set in. The removed music sets will be added back in and renamed in the future. - Messages removed from subroutines and placed in AddMusicSet - New Vault items (basic) added. These are fully coded, but are simplified scoring. There are 7 vault items added for this version. - StandupTargets - Drop Targets - Kickers - triggers - Plastics and spare parts - New AddScoringEvents - (AddScoringEvent "25kAward") 25kAward - (AddScoringEvent "AddAlternatingLanes") Alternating Lanes (for both Inlane and Outlanes) with pinsettings in the User Define Section - (AddScoringEvent "OutLaneSpecial") Special code to handle a Outlane special, that also turns off the outlane lights - (AddScoringEvent "SpecialIsLit") a prompt informing the player that a special has been lit - Ball Shadows added with settings (On/Off) in the User Define Section - Playfield lighting added, with custom lens and bulb lighting code. With 3 settings in the User Define Section - Dynamic Shadows added. With settings (On/Off) in the User Define Section - Specail Bam Lighting code has been added for all lights, bulbs, and plastics, using Brightness, GlowRadius, and GlowBrightness. 1.14 only has these tested for the playfield lighting settings at it's brightest. Medium and Dark settings are there, but will be adjusted in the next versions. - Manual rewritten but more rewrites are needed. A new section in the manual has been added for the Vault.
  8. View File Star Trek xse v1.3 (Oct 2016) After 3 years, a update to Star Trek xse. Version 1.3, this features updates to the flippers (version 2) new physics and game play, and some special additions including a new lens and bulb effect with ball interaction, better backglass etc This uses BAM, and was done with the 2.5 exe. The xml file is included, it is the 2.5 xml with a "few" modifications, mostly to set up better more natural shots, and a couple weirder settings that seemed to work better. Hope everyone enjoys playing it as much as I enjoyed doing it. Any comments on the new things, as well as bug reports are appreciated, as I like to fine tune things and work out any kinks in the newer stuff. Please read this entire thread, the readme, and the actual FP manual first. It should be at Pinsimdb shortly, but it's a little goofy sometimes. Awaiting admin approval there, in the meanwhile, you can grab it at Pinball Nirvana as well. Download link http://www.pinsimdb.org/pinball/table-1737-star_trek_xse http://www.pinballnirvana.com/forums/downloads.php?do=file&id=5127 Version 1.2 - August 16, 2013 Version 1.3 - Oct 28, 2016 - Table/build/graphics/modifications by blue - Script/sounds By Popotte 25/01/2008 - Custom models by francisco666 and Polygame - Thanks to BC57 for the pics and his kindness - Thanks to Minh Tan for splash screen image - Thanks to all the other authors for their versions of this bally classic. - Available at Pinsimdb.com, as well as Pinball Nirvana and VPUniverse *** Keys *** You can toggle (by the toggle HUD key) the HUD reel. Access to the dip switches menu by the Special2Key.(set as the ' key by default) for adjustments (amount of balls/liberal-conservative settings etc) Speed up the bonus count by pressing both flippers *** Instructions *** This new version was made specifically for use with Better Arcade Mode (BAM) and uses SlamTilits 2.5 xml file as a base. If you do not use BAM, It may work fine as a standalone exe, but hit is recommended to use the FP 2.5. exe. Other physics exe may not work as intended. Please read the Manual included with FP about adjusting plungers/kickers etc if you should have any problems if you use a different FP exe. The object was to ignore trying to get FP to have perfect physics (which is impossible, we have been trying for 6 years) but instead just concentrate on getting FP to play as fun as possible. Though every effort, and trick in the book, was used, it's still FP after all, and well, you can't turn crap into gold. You can download BAM here: http://ravarcade.pl/?en_download,16 If you are new to Future Pinball, or have any problems, a help file is here: http://gopinball.com/forum/viewtopic.php?f=84&t=6054 If you do not have BAM installed with Future Pinball (real easy actually) then there is a great help file here at: http://www.gopinball.com/forum/viewtopic.php?f=86&t=5544 *** Rules *** * making b-a-l-l-y scores and advances lit values * all targets down scores 5,000 points. 1st time lites 2x bonus. 2st time lites 3x bonus. 3rd and each additional time scores special. * top roll-over buttons and bottom ball return lanes score and advance hyper space values. * outlanes special - lites when bally special is lit. * ball thru outlane when lit for special scores 1 replay. * ball thru warp speed lane scores bonus. * maximum 1 extra ball per ball in play. * tilt penalty - ball in play. *** Version 1.3 *** - Released Oct 2016 - Intended for use with Better Arcade Mode (BAM). Best non-Bam exe: Slamtilts 2.5 physics. BAM XML physics file uses 2.5 physics with modifications. - Version 2 of my flipper technique, for far better range and speed. Slight modifications to this as opposed to Playboy, with a more center based setup. This uses triggers as well, so the small hidden flippers will only work when the ball is over the trigger. This prevents "mishits" and interference with ball movement - Modified physics, better speed with coils, far more bounce and more polished gameplay. Outlanes more closed, flippers closer together for longer play. game still plays like the Bitch it actually is in real life. - New 3 stage variable slingshot effect - New Lens lighting and halo effect, with ball interaction - New basic bulb lighting effect with ball interaction at certain spots - Fixed some known "fp" problems with gates etc, layout changes and massaging to prevent drains except.... Try not to hit the center target unless you have to. Standard Bally drain shot, Paragon does the same. I modified it a bit so it doesn't drain as much, but it still does. - Modified the pf image, fixed the dirty edges around lens lights. Recolored some things - Backglass now has better lighting, no pinhole light effect. Also I moved some lights around for better effect, and added lights for player display/tilt/credits etc *** Changes (version 1.2) *** ( Please go to this thread for full changes: http://www.gopinball.com/forum/viewtopic.php?f=2&t=4022&hilit=Star+trek+xse ) -New graphics, made to give the table a lighter appearance that the original. main images replaced, new images redone and recolored. -New models used - New Double lighting affect on the plastics. (Found on Layer 1) - Layout modified based on new play field and plastics. - Modified shaped physics were adjusted, and added to. - Heavy flipper effect, using a wall to add a more stable surface to the flipper, and change the angle that the ball will hit the flipper. - Heavy Drop Targets - Hyperspace rule changed for the upper loop, there is now a timer that prevents scoring hyperspace twice in one shot if you go through the top loop - User Key Change - Holding both Flippers keys down will now cause the bonus countdown to greatly speed up, as the stock Bally settings were very slow. - Lots of changes for presentation of the table, and polish, including minor script changes. Submitter shiva Submitted 10/29/2016 Category Future Pinball Tables Link to Media Pack  
  9. View File fpxEngine (v1.41) fpxEngine v1.4.1 released. The fpxEngine overhaul has begun, with a rewrite and overhaul of the code to make things even easier for Beginners and non-coders to be able to use the engine and design their own tables from scratch. The 1.4.x beta cycle will include gradual rewrites of all the key systems, and lots more new vault and scoring features. Beginning with 1.4.1 the vault is started, and the debut of the new 3.1 version of shivaflippers, with a major upgrade of the variable coil system. here's a list of some of the new additions in 1.4.1 - Latest version of shivaFlippers (version 3.2) added. - Plastics in the Vault are now lighted objects, with special code added for BAM support and blinking effects. - Menu key changed to the Special 2 key - removed music sets, only Bally81 set in. This was to save time and get a master named music set in. The removed music sets will be added back in and renamed in the future. - Messages removed from subroutines and placed in AddMusicSet - New Vault items (basic) added. These are fully coded, but are simplified scoring. There are 7 vault items added for this version. - StandupTargets - Drop Targets - Kickers - triggers - Plastics and spare parts - New AddScoringEvents - (AddScoringEvent "25kAward") 25kAward - (AddScoringEvent "AddAlternatingLanes") Alternating Lanes (for both Inlane and Outlanes) with pinsettings in the User Define Section - (AddScoringEvent "OutLaneSpecial") Special code to handle a Outlane special, that also turns off the outlane lights - (AddScoringEvent "SpecialIsLit") a prompt informing the player that a special has been lit - Ball Shadows added with settings (On/Off) in the User Define Section - Playfield lighting added, with custom lens and bulb lighting code. With 3 settings in the User Define Section - Dynamic Shadows added. With settings (On/Off) in the User Define Section - Specail Bam Lighting code has been added for all lights, bulbs, and plastics, using Brightness, GlowRadius, and GlowBrightness. 1.14 only has these tested for the playfield lighting settings at it's brightest. Medium and Dark settings are there, but will be adjusted in the next versions. - Manual rewritten but more rewrites are needed. A new section in the manual has been added for the Vault. Submitter shiva Submitted 01/13/2018 Category Future Pinball Tables Link to Media Pack  
  10. This guy didn't last very long at PN as well. Steve beat me to the punch, we also banned his multiple IP names as well (love this new software). If you want to make a name for yourself in the community, this is NOT the way to do it. Oh well, next. @Wildman - Not surprised. Not a person I consider trustworthy or honest just from my point of view based on his previous actions.
  11. Suppose I should have updated this one ages ago. Jungle Girl fpx has now been released as version 1.1. This version is a bug fix and other minor script changes. Thanks to all that notified me. The big highlight is the debut of my shivaFlippers system that now has a variable coil system, better aiming, and a "fake EOS". This is a pretty noticeable improvement to FP flippers and down the road, I hope they can be improved even more. The variable coil adds dynamic omega (or strength to you vp people) for each flipper angle of a flipper swing until you release the flipper button. This allows you to do tap passes (depending on hardware and reflexes with a quick flick of the button) as well as "loft" shots. This is adjustable, and there's presets for cabinet or desktop users, as well as the ability to make your own presets. Just look in the script for more details. There has also been some pretty big changes to my physics for the game as I have learned a lot about FP the last year, and with this new version, Jungle Girl fpx is one of the best games in terms of playability out there. The game is just a blast to play now. Jungle Girl is based on the comic book series from Dynamite Comics, and I selected that theme because you just can’t get more pinball like than a pretty girl in a bikini fighting dinosaurs. I wish to thank all the talent that helped create this game. Additional contributions by popotte, smoke,PolyGame, GeorgeH, Francisco666, Gimli, and Ravacade. Art by Frank Cho, Adriane Batista, and others This requires the latest version of BAM. at http://www.ravarcade.pl/ (ravarcade.pl - BAM - Future Pinball Mod) If you do not have Future Pinball with BAM installed, I would recommend you use the all-in-one installer, also available at http://www.ravarcade.pl/ (ravarcade.pl - BAM - Future Pinball Mod) Also, I have included the master files higher res versions of the art for those with 4k cabinets as well as a wheel image. Also, down the road, there is planned a DOFLinx version for down the road for you cab guys. At https://pinballnirvana.com/forums/resources/jungle-girl-fpx-v1-1.5819/
  12. I love the classic Bally tables. They were the perfect definition of "easy to learn, fun to play, hard to master" as quoted by Harry Williams. When I decided to do this table, I thought about how much I wanted to pay tribute to those great classic games that I wasted so many quarters on in my youth. Jungle Girl is respectively dedicated to the people of Bally, for giving me a respite from the grind of life. Jungle Girl is based on the comic book series from Dynamite Comics, and I selected that theme because you just can't get more pinball like than a pretty girl in a bikini fighting dinosaurs. I wish to thank all the talent that helped create this game. Additional contributions by popotte, smoke,PolyGame, GeorgeH, Francisco666, Gimli, and Ravacade. Art by Frank Cho, Adriane Batista, and others This requires the latest version of BAM. (version 275 and higher) at http://www.ravarcade.pl/ If you do not have Future Pinball with BAM installed, I would recommend you use the all-in-one installer, also available at http://www.ravarcade.pl/ Also, I have included the master files higher res versions of the art for those with 4k cabinets. I also included one of my master art files if someone wants to make a wheel image. Jungle Girl has a lot of settings that can be changed within the script including adjustments of BAM settings, as well as the Ball rolling sound script from smoke. This also debuts some brand new systems that I have written just for Jungle Girl, mostly to try and get FP to "play nicely" and to work around some of the more annoying things with FP physics. These are experimental, and are switchable in the script. You vpxers are more than welcome to give this a spin as well, fp physics have come a long way in just a year, especially with BAM now giving us the ability to shape the game play and flow of the game a lot more. Still, maybe we can make it better so everyone is welcome to comment or have suggestions. This is a"preview" release, very little else needs to be done, it contains some brand new things with the physics so I uploaded this so the other fp table devs can have a good look. This is available at Pinball Nirvana, a final version (once I get back from vacation) based on any issues cropping up or additional stuff I add will be released to multiple sites in April. This is just a very fun table to play, I'm pretty sure people will be quite surprised at how good FP plays this. (Even though it still screws up...) Download: https://pinballnirvana.com/forums/index.php?resources/jungle-girl-fpx-preview-release.5547/
  13. Version 1.41

    212 downloads

    fpxEngine v1.4.1 released. The fpxEngine overhaul has begun, with a rewrite and overhaul of the code to make things even easier for Beginners and non-coders to be able to use the engine and design their own tables from scratch. The 1.4.x beta cycle will include gradual rewrites of all the key systems, and lots more new vault and scoring features. Beginning with 1.4.1 the vault is started, and the debut of the new 3.1 version of shivaflippers, with a major upgrade of the variable coil system. here's a list of some of the new additions in 1.4.1 - Latest version of shivaFlippers (version 3.2) added. - Plastics in the Vault are now lighted objects, with special code added for BAM support and blinking effects. - Menu key changed to the Special 2 key - removed music sets, only Bally81 set in. This was to save time and get a master named music set in. The removed music sets will be added back in and renamed in the future. - Messages removed from subroutines and placed in AddMusicSet - New Vault items (basic) added. These are fully coded, but are simplified scoring. There are 7 vault items added for this version. - StandupTargets - Drop Targets - Kickers - triggers - Plastics and spare parts - New AddScoringEvents - (AddScoringEvent "25kAward") 25kAward - (AddScoringEvent "AddAlternatingLanes") Alternating Lanes (for both Inlane and Outlanes) with pinsettings in the User Define Section - (AddScoringEvent "OutLaneSpecial") Special code to handle a Outlane special, that also turns off the outlane lights - (AddScoringEvent "SpecialIsLit") a prompt informing the player that a special has been lit - Ball Shadows added with settings (On/Off) in the User Define Section - Playfield lighting added, with custom lens and bulb lighting code. With 3 settings in the User Define Section - Dynamic Shadows added. With settings (On/Off) in the User Define Section - Specail Bam Lighting code has been added for all lights, bulbs, and plastics, using Brightness, GlowRadius, and GlowBrightness. 1.14 only has these tested for the playfield lighting settings at it's brightest. Medium and Dark settings are there, but will be adjusted in the next versions. - Manual rewritten but more rewrites are needed. A new section in the manual has been added for the Vault.
  14. Okay, this is pretty cool by any standards. If I understand this correctly, you bypassed the com limitations that black put in Future Pinball by going through DOFLinx instead?
  15. Version 1.3.0

    388 downloads

    After 3 years, a update to Star Trek xse. Version 1.3, this features updates to the flippers (version 2) new physics and game play, and some special additions including a new lens and bulb effect with ball interaction, better backglass etc This uses BAM, and was done with the 2.5 exe. The xml file is included, it is the 2.5 xml with a "few" modifications, mostly to set up better more natural shots, and a couple weirder settings that seemed to work better. Hope everyone enjoys playing it as much as I enjoyed doing it. Any comments on the new things, as well as bug reports are appreciated, as I like to fine tune things and work out any kinks in the newer stuff. Please read this entire thread, the readme, and the actual FP manual first. It should be at Pinsimdb shortly, but it's a little goofy sometimes. Awaiting admin approval there, in the meanwhile, you can grab it at Pinball Nirvana as well. Download link http://www.pinsimdb.org/pinball/table-1737-star_trek_xse http://www.pinballnirvana.com/forums/downloads.php?do=file&id=5127 Version 1.2 - August 16, 2013 Version 1.3 - Oct 28, 2016 - Table/build/graphics/modifications by blue - Script/sounds By Popotte 25/01/2008 - Custom models by francisco666 and Polygame - Thanks to BC57 for the pics and his kindness - Thanks to Minh Tan for splash screen image - Thanks to all the other authors for their versions of this bally classic. - Available at Pinsimdb.com, as well as Pinball Nirvana and VPUniverse *** Keys *** You can toggle (by the toggle HUD key) the HUD reel. Access to the dip switches menu by the Special2Key.(set as the ' key by default) for adjustments (amount of balls/liberal-conservative settings etc) Speed up the bonus count by pressing both flippers *** Instructions *** This new version was made specifically for use with Better Arcade Mode (BAM) and uses SlamTilits 2.5 xml file as a base. If you do not use BAM, It may work fine as a standalone exe, but hit is recommended to use the FP 2.5. exe. Other physics exe may not work as intended. Please read the Manual included with FP about adjusting plungers/kickers etc if you should have any problems if you use a different FP exe. The object was to ignore trying to get FP to have perfect physics (which is impossible, we have been trying for 6 years) but instead just concentrate on getting FP to play as fun as possible. Though every effort, and trick in the book, was used, it's still FP after all, and well, you can't turn crap into gold. You can download BAM here: http://ravarcade.pl/?en_download,16 If you are new to Future Pinball, or have any problems, a help file is here: http://gopinball.com/forum/viewtopic.php?f=84&t=6054 If you do not have BAM installed with Future Pinball (real easy actually) then there is a great help file here at: http://www.gopinball.com/forum/viewtopic.php?f=86&t=5544 *** Rules *** * making b-a-l-l-y scores and advances lit values * all targets down scores 5,000 points. 1st time lites 2x bonus. 2st time lites 3x bonus. 3rd and each additional time scores special. * top roll-over buttons and bottom ball return lanes score and advance hyper space values. * outlanes special - lites when bally special is lit. * ball thru outlane when lit for special scores 1 replay. * ball thru warp speed lane scores bonus. * maximum 1 extra ball per ball in play. * tilt penalty - ball in play. *** Version 1.3 *** - Released Oct 2016 - Intended for use with Better Arcade Mode (BAM). Best non-Bam exe: Slamtilts 2.5 physics. BAM XML physics file uses 2.5 physics with modifications. - Version 2 of my flipper technique, for far better range and speed. Slight modifications to this as opposed to Playboy, with a more center based setup. This uses triggers as well, so the small hidden flippers will only work when the ball is over the trigger. This prevents "mishits" and interference with ball movement - Modified physics, better speed with coils, far more bounce and more polished gameplay. Outlanes more closed, flippers closer together for longer play. game still plays like the Bitch it actually is in real life. - New 3 stage variable slingshot effect - New Lens lighting and halo effect, with ball interaction - New basic bulb lighting effect with ball interaction at certain spots - Fixed some known "fp" problems with gates etc, layout changes and massaging to prevent drains except.... Try not to hit the center target unless you have to. Standard Bally drain shot, Paragon does the same. I modified it a bit so it doesn't drain as much, but it still does. - Modified the pf image, fixed the dirty edges around lens lights. Recolored some things - Backglass now has better lighting, no pinhole light effect. Also I moved some lights around for better effect, and added lights for player display/tilt/credits etc *** Changes (version 1.2) *** ( Please go to this thread for full changes: http://www.gopinball.com/forum/viewtopic.php?f=2&t=4022&hilit=Star+trek+xse ) -New graphics, made to give the table a lighter appearance that the original. main images replaced, new images redone and recolored. -New models used - New Double lighting affect on the plastics. (Found on Layer 1) - Layout modified based on new play field and plastics. - Modified shaped physics were adjusted, and added to. - Heavy flipper effect, using a wall to add a more stable surface to the flipper, and change the angle that the ball will hit the flipper. - Heavy Drop Targets - Hyperspace rule changed for the upper loop, there is now a timer that prevents scoring hyperspace twice in one shot if you go through the top loop - User Key Change - Holding both Flippers keys down will now cause the bonus countdown to greatly speed up, as the stock Bally settings were very slow. - Lots of changes for presentation of the table, and polish, including minor script changes.
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