Forum Index | FAQ | New User | Login | Search

Make a New PostPrevious ThreadView All Threads**Show in Threaded Mode


SubjectDr. Who 4.0 PREVIEW Reply to this message
Posted byPacDude
Posted on12/03/02 09:45 PM



Here's a preview of the pretty much finished 4.0 version of Dr. Who based on Krellan's table (although it does use a cleaned up version of KC's playfield and a Time Expander based on the one I created for his table and thus shares some code and parts. These are used with his permission).

Compared to Krellan's previous release and the "3.0" mod of it by unknown, these are some of the changes along with a preview picture:

I've turned the Dalek animation into a trimmed EMReel (not perfectly steady, but vastly improved and pretty believeable) and it's sitting on top of a virtual backbox with working lights and a place to stick the "small" sized verison of the Vpinmame DMD right on the backbox cabinet. The doctor lights on the cabinet work as well.

The table also has a 100% functional Time Expander (more complete than the one I made for KC's table). It can eject balls at all 3 levels now (normally only would happen during a ball search or test mode). It also looks almost exactly like the real time expander at all levels and the balls carry up with it, etc.

I've got brand new fully accurate looking ramps all around now with the right style ramp ends in place. Unlike KC's table, the right ramp return looks correct, but doesn't need his kicker system to work. It's just like the real thing in appearance and operation. This is done with a simulated 3-wire ramp piece made to fit in with the rest of the 4-wire ramp.

The table also has GI effects and both the GI effects and the Dalek animation can be turned off/on via an in-game GUI menu options system (like the ones wpcmame designed for other tables). The GI effects in Dr. Who are unusual in that they are actually used in the attract mode of the game and fully during it. But they can be turned off by pressing the F6 key and selecting the disable option.

The playfield is completely cleaned up and the lights realigned and color changed to be accurate. All gameplay is pristine. Balls do not bounce off ramps or jump ramps, etc. The table is nearly perfect in operation to as close as I remember.

The only remaining question is whether I've got the GI effects hooked up to the right parts and appearing in the right places. The full manual makes no reference to placement, so I've examined it and gone with what seems right, but someone with a real Dr. Who would have to verify the correct operation to make it truly accurate. Thus any such comments are welcome here before I release the table.








SubjectRe: Dr. Who 4.0 PREVIEW new Reply to this message
Posted byneurokinetik
Posted on12/03/02 10:16 PM



That kicks ass! Dr. Who is a great table and deserves a great conversion...


SubjectRe: Dr. Who 4.0 PREVIEW new Reply to this message
Posted byFantomas
Posted on12/03/02 11:07 PM



Looks very nice. Hope you decide to upload it to funhouse. It's very easy to DL from there.




SubjectRe: Dr. Who 4.0 PREVIEW new Reply to this message
Posted by_Parallax_
Posted on12/03/02 11:30 PM



Wow. PacDude. Looks AMAZING!! Super Job! :)




SubjectY0u 63 64nn3d new Reply to this message
Posted byParatech
Posted on12/03/02 11:40 PM



> Here's a preview of the pretty much finished 4.0 version of Dr. Who based on
> Krellan's table (although it does use a cleaned up version of KC's playfield
> and a Time Expander based on the one I created for his table and thus shares
> some code and parts. These are used with his permission).
>
> Compared to Krellan's previous release and the "3.0" mod of it by unknown, these
> are some of the changes along with a preview picture:
>
> I've turned the Dalek animation into a trimmed EMReel (not perfectly steady, but
> vastly improved and pretty believeable) and it's sitting on top of a virtual
> backbox with working lights and a place to stick the "small" sized verison of
> the Vpinmame DMD right on the backbox cabinet. The doctor lights on the cabinet
> work as well.
>
> The table also has a 100% functional Time Expander (more complete than the one
> I made for KC's table). It can eject balls at all 3 levels now (normally only
> would happen during a ball search or test mode). It also looks almost exactly
> like the real time expander at all levels and the balls carry up with it, etc.
>
> I've got brand new fully accurate looking ramps all around now with the right
> style ramp ends in place. Unlike KC's table, the right ramp return looks
> correct, but doesn't need his kicker system to work. It's just like the real
> thing in appearance and operation. This is done with a simulated 3-wire ramp
> piece made to fit in with the rest of the 4-wire ramp.
>
> The table also has GI effects and both the GI effects and the Dalek animation
> can be turned off/on via an in-game GUI menu options system (like the ones
> wpcmame designed for other tables). The GI effects in Dr. Who are unusual in
> that they are actually used in the attract mode of the game and fully during it.
> But they can be turned off by pressing the F6 key and selecting the disable
> option.
>
> The playfield is completely cleaned up and the lights realigned and color
> changed to be accurate. All gameplay is pristine. Balls do not bounce off
> ramps or jump ramps, etc. The table is nearly perfect in operation to as close
> as I remember.
>
> The only remaining question is whether I've got the GI effects hooked up to the
> right parts and appearing in the right places. The full manual makes no
> reference to placement, so I've examined it and gone with what seems right, but
> someone with a real Dr. Who would have to verify the correct operation to make
> it truly accurate. Thus any such comments are welcome here before I release the
> table.
>
>
You hurt my feelings. I don't like your version. It breaks a fantasy rule that I have so I hereby banish you from the Internet... ROTFLMAO :)

Face it PacDude, you're a Pinball addict, they can break your posting but not your joy of the GAME... LOL :)

That might be all that keeps some of us in it :)

The new and improved King of Lamers 2002!


SubjectRe: Y0u 63 64nn3d new Reply to this message
Posted by_Parallax_
Posted on12/04/02 00:02 AM



> You hurt my feelings. I don't like your version. It breaks a fantasy rule that I
> have so I hereby banish you from the Internet... ROTFLMAO :)
>
> Face it PacDude, you're a Pinball addict, they can break your posting but not
> your joy of the GAME... LOL :)
>
> That might be all that keeps some of us in it :)
>
> The new and improved King of Lamers 2002!
>

Heh, it's true what they say....you may be able to break the body, but you cant break the soul/mind.




SubjectRe: Dr. Who 4.0 PREVIEW new Reply to this message
Posted byPinball Ken
Posted on12/04/02 02:09 AM



> Here's a preview of the pretty much finished 4.0 version of Dr. Who based on
> Krellan's table (although it does use a cleaned up version of KC's playfield
> and a Time Expander based on the one I created for his table and thus shares
> some code and parts. These are used with his permission).
>
> Compared to Krellan's previous release and the "3.0" mod of it by unknown, these
> are some of the changes along with a preview picture:
>
> I've turned the Dalek animation into a trimmed EMReel (not perfectly steady, but
> vastly improved and pretty believeable) and it's sitting on top of a virtual
> backbox with working lights and a place to stick the "small" sized verison of
> the Vpinmame DMD right on the backbox cabinet. The doctor lights on the cabinet
> work as well.
>
> The table also has a 100% functional Time Expander (more complete than the one
> I made for KC's table). It can eject balls at all 3 levels now (normally only
> would happen during a ball search or test mode). It also looks almost exactly
> like the real time expander at all levels and the balls carry up with it, etc.
>
> I've got brand new fully accurate looking ramps all around now with the right
> style ramp ends in place. Unlike KC's table, the right ramp return looks
> correct, but doesn't need his kicker system to work. It's just like the real
> thing in appearance and operation. This is done with a simulated 3-wire ramp
> piece made to fit in with the rest of the 4-wire ramp.
>
> The table also has GI effects and both the GI effects and the Dalek animation
> can be turned off/on via an in-game GUI menu options system (like the ones
> wpcmame designed for other tables). The GI effects in Dr. Who are unusual in
> that they are actually used in the attract mode of the game and fully during it.
> But they can be turned off by pressing the F6 key and selecting the disable
> option.
>
> The playfield is completely cleaned up and the lights realigned and color
> changed to be accurate. All gameplay is pristine. Balls do not bounce off
> ramps or jump ramps, etc. The table is nearly perfect in operation to as close
> as I remember.
>
> The only remaining question is whether I've got the GI effects hooked up to the
> right parts and appearing in the right places. The full manual makes no
> reference to placement, so I've examined it and gone with what seems right, but
> someone with a real Dr. Who would have to verify the correct operation to make
> it truly accurate. Thus any such comments are welcome here before I release the
> table.
>
>
As a rule I don't like swearing in public, but this table is truly f****** amazing. You've surpassed yourself on this one!

PK


SubjectRe: Dr. Who 4.0 PREVIEW new Reply to this message
Posted byPacDude
Posted on12/04/02 02:24 AM



> As a rule I don't like swearing in public, but this table is truly f******
> amazing. You've surpassed yourself on this one!
>
> PK

Thanks, especially considering you haven't even seen it in action yet. I have to admit I like Dr. Who a lot better now. It always helps to play fully functional accurate looking tables. I only played the real one on a few occasions, but I always though the Time Expander was friggin cool. Getting that to look and work right was my first priority. That probably was about 40% of the time alone.

And yes those are MY ramps (going back to KC's accusation on VPForums that started the whole mess). People can compare them if they want after I release the table. The left ramp is a single continuous piece until it terminates at the end and the small ramp part at the beginning (KC's is two separate ramps; it's impossible for them to be the same). I made a regular ramp first and then built the wall one overtop of it. The right ramp is considerably longer than KC's and joins up to the return ramp. And I made darn sure they didn't have any jumping or bounce-back problems.

Enough about ramps. The fully functional Time Expander and the backbox Dalek are what really set this table apart from previous released versions. I sent Krellan a PM about it, but since my account at VPForums has been deleted now, he might not get it. Someone might want to tell him it'll be released here or grab his e-mail address for me.





SubjectRe: Y0u 63 64nn3d new Reply to this message
Posted bykristian
Posted on12/04/02 09:57 PM



> Heh, it's true what they say....you may be able to break > the body, but you cant break the soul/mind.

Yep. They can also ban me from posting, but they can't take away my memories and friendships I gained during my visit in the VP Community.




SubjectRe: New features added new Reply to this message
Posted byPacDude
Posted on12/05/02 01:08 AM



Ok, I've just added an EMReel to handle the backbox GI effects. I'm still not sure about the exact parts to light up, though. I used the bottom "blue chip" area on the backglass separated from the top part with the running doctors, etc. Again, these backglass GI effects are not like typical Williams/Bally tables. They actually do something during the game other than go off during a Tilt. It can be a little distracting sitting to the left of the table, so I've put yet another GUI disable box in the F6 Options menu so you can disable the playfield GI effects separately from the Backbox ones.

The only thing left I might possibly add is a few in-between "steps" to the Time Expander movement. That's a heck of a lot of code and parts for each frame, though and it still wouldn't appear "smooth" like the real thing slowly moving upwards, so I don't know if it's worth it or not. It won't be today, that's for sure.





SubjectRe: Dr. Who 4.0 PREVIEW new Reply to this message
Posted bykrellan
Posted on12/06/02 04:40 AM



> Enough about ramps. The fully functional Time Expander and the backbox Dalek
> are what really set this table apart from previous released versions. I sent
> Krellan a PM about it, but since my account at VPForums has been deleted now, he
> might not get it. Someone might want to tell him it'll be released here or grab
> his e-mail address for me.

I got it!!

Thanks, this new graphics treatment looks NICE. I was hoping someone would take the time to make an EMReel out of the many backbox Dalek head images.

YES, please upload it somewhere. You have my permission to do whatever you want with it.

I haven't had a chance to play this 4.0 release yet. Where is it uploaded to? I still have an account at vpf*r*ms, so I can post an announcement there once it gets to someplace that people can download it from.

Do you have the lights for the 7 Doctors on the backbox, in their proper position?
Does the Dalek head blink (it has a flasher in it), as well as rotate?
I am looking forward to playing this.



SubjectRe: Dr. Who 4.0 PREVIEW new Reply to this message
Posted byPacDude
Posted on12/06/02 05:46 PM



> Thanks, this new graphics treatment looks NICE. I was hoping someone would take
> the time to make an EMReel out of the many backbox Dalek head images.

It goes beyond just graphics. The Time expander and code for it has been replaced entirely. There's also new GI code and a new GUI menu system. I've also sorted out all the gameplay issues, corrected incorrectly placed targets/lights (e.g. the "REPAIR" lights/targets were upside down). All 3 sets of ramps have been replaced and there are now really good flipper settings as well.

> YES, please upload it somewhere. You have my permission to do whatever you want
> with it.

I just need to find a good place to upload it.

> I haven't had a chance to play this 4.0 release yet. Where is it uploaded to?

Nowhere yet.

> I still have an account at vpf*r*ms, so I can post an announcement there once it
> gets to someplace that people can download it from.

Seeing it's based on your table, you can do that if you want to, but I recommend against it as we're trying to get people to come to the *new* "Visual Pinball Free Forums" (which will not ban people for disagreeing with each other or speaking their mind). Please register an account there and then you can PM me any requests, etc. or send me your e-mail address there privately or whatever. I've got the current WIP there and the release thread will be there (and possibly here as well).

http://www.mpuforums.com/vp/forums/index.php?


> Do you have the lights for the 7 Doctors on the backbox, in their proper
> position?

Yup.

> Does the Dalek head blink (it has a flasher in it), as well as rotate?
> I am looking forward to playing this.
>

Yeah he blinks, rotates, jumps up & down and everything...er OK he doesn't jump up and down. :)

If you use the "small" sized DMD, you can place it on the back box and the whole thing is fully functional (Dalek, GI backglass lights, DMD and Doctor Lights).

If you happen to know where the lights are placed for the GI system, let me know. I'd like it to be accurate, but even the full manual doesn't show placement and I don't know of a Dr. Who in my area right now (I took educated guesses for now).





Previous ThreadView All Threads**Show in Threaded Mode