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It is currently Fri Jan 22, 2021 10:50 am All times are UTC - 5 hours [ DST ]
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Oraclus
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Post subject: 2001 A Space Odyssey Posted: Wed Nov 21, 2012 3:09 pm |
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Joined: Thu Nov 15, 2012 9:21 pm Posts: 214 Location: cologne/germany
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hi guys, i am new to FP (just 2 weeks), but i realy want to make this table good. i experimented a bit with another table, but i am not satisfied with the pele - soccer theme, 2001 is my most loved movie, so it has to be that table. i am going to share lots of steps with you and also ask a loadshit of questions. 1st: does the monolith with that fronted bulb looks OK? or do you have any suggestion to make it sexier? 2nd: how can i slow down the plunger pull? i want to make a skillshot like in funhouse "the mystery kicker", but the plunger pulls too fast, i tought about some timer code with sets and resets but i hope there is an easier way to do it... 3rd: any tips on the plunger release ramps? i want the orbit to be 2-way and there is the plunger lane in the way, any prettier way to do it instead of ramps (like i did)? so, thats it for now... here the link: http://www.file-upload.net/download-683 ... 4.rar.html
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franzleo
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Post subject: Re: 2001 A Space Odyssey Posted: Thu Nov 22, 2012 12:04 pm |
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Joined: Sun May 08, 2011 4:57 pm Posts: 1071 Location: Turin-ITALY
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You ought make some screen , to stimulate the curiosity of the people 
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parks
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Post subject: Re: 2001 A Space Odyssey Posted: Fri Nov 23, 2012 3:07 am |
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Joined: Thu Oct 25, 2012 12:19 am Posts: 10
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Good luck with your table maybe you could do both a 2001 table with a 2010 mode as well?
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Oraclus
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Post subject: Re: 2001 A Space Odyssey Posted: Fri Nov 23, 2012 8:57 am |
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Joined: Thu Nov 15, 2012 9:21 pm Posts: 214 Location: cologne/germany
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a little update... added the plunger code, but something is wrong there, in debug-mode i see correct numbers but sometimes the plunger shoots really weak, even if it's at 50 or higher, is it the physics engine or is something wrong with my plunger, plungerlane-trigger placement? at line 248 you can preset the plunger percentage, if you wish to test the skillshot. added skillshot code and my first "toy", the jupiter, first it was a moon but it looked too white. the sphere is still edgy and the uv-coords are also messed up, but i think that can wait, or someone is kind enough to model me a good one  @parks: nah, i don't like the sequel, but lets see what happens, i have a long way to go... link to table: http://www.file-upload.net/download-684 ... 4.rar.html
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Oraclus
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Post subject: Re: 2001 A Space Odyssey Posted: Fri Nov 23, 2012 4:10 pm |
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Joined: Thu Nov 15, 2012 9:21 pm Posts: 214 Location: cologne/germany
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btw, i have roots in the demoscene, but my last release is like 10 years ago, too much RL and coding for money... anyone else here from the scene??? https://www.youtube.com/watch?v=mQp-rj-iyD0i seem to be obsessed with 2001?! you should check my 4096 (4k) byte intros on: http://www.igoronimo.org/releases.htmlbut i think they only work on XP, coz of some heavy packer hacks... man, that discovery has like 20k polys and its too long to be build into the table, any sugestions? just cut of some segments, or make it realy small with less polys? gimme ideas! iGi
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TheNalex
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Post subject: Re: 2001 A Space Odyssey Posted: Fri Nov 23, 2012 8:34 pm |
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Joined: Fri Jul 02, 2010 4:32 am Posts: 1695
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I can't believe this, some Black Maiden guys are in the house  We had a demogroup with LvR (nothing worth mentionning here) and get to some parties (in 2000 or so). Pouet (specially the random thread  ) is my everyday coffee break. So I guess there are some (ex) sceners here
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Oraclus
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Post subject: Re: 2001 A Space Odyssey Posted: Fri Nov 23, 2012 9:02 pm |
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Joined: Thu Nov 15, 2012 9:21 pm Posts: 214 Location: cologne/germany
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TheNalex wrote: I can't believe this, some Black Maiden guys are in the house  We had a demogroup with LvR (nothing worth mentionning here) and get to some parties (in 2000 or so). Pouet (specially the random thread  ) is my everyday coffee break. So I guess there are some (ex) sceners here thats nice! what was yer grp named? what partys did you attend? maybe we allready met in RL  i wasn't long in BM, maybe 2 years, won some compos with them, did some evoke-organizing, then went to scoopex, then to TRSI, but never released a thing for them... ah pouet... a great flame playground, aehehehhe...
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The Loafer
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Post subject: Re: 2001 A Space Odyssey Posted: Sat Nov 24, 2012 12:36 am |
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Joined: Sat Jul 17, 2010 2:15 am Posts: 976
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You guys are going to make me take out my Amiga again...
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Oraclus
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Post subject: Re: 2001 A Space Odyssey Posted: Sun Nov 25, 2012 2:50 pm |
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Joined: Thu Nov 15, 2012 9:21 pm Posts: 214 Location: cologne/germany
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so, here we go... a lill bigger update... added a bumper area, i'm into pat lawlor machines (whirlwind, addams, twilight and of course my old love funhouse), so i had to have them bumpers in the lower playfield... the bumpers have 3 levels with its own light patterns and scoring values. see script for levels. added some bonus scoring. ripped some new sfx and movies (that was easy). and there is also my 1st mode! shoot the monolith to start the "moonwatcher mode", then some bumpers (there is a movie in that mode + added sfx to the bumpers) finish the mode after the bumpers by hitting the monolith again, it should blink... script line 431 to change the starting mode: CurrentMode(i) = constModeMoonWatcher1 i am too lazy and getting drunk, so no fun to code a key-mode-cycler... well thats it for now, i have to thank for all the tutorials from the forum here and some extras to slams light-tutos, those bumpers flash nice and that hal-eye texture on the pf-lights just looks bad-ass! now download it and go hit some mean apes from the other tribe! http://www.file-upload.net/download-685 ... 3.rar.htmleh, the slinger sounds are from pinbot, just temporary, i think its not a prob using them for a while, or? movie textures should also be scaled down to 256x128 or so, but i am just starting and wanted to see it in action... iGi
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Oraclus
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Post subject: Re: 2001 A Space Odyssey Posted: Tue Nov 27, 2012 10:11 am |
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Joined: Thu Nov 15, 2012 9:21 pm Posts: 214 Location: cologne/germany
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another update... rewrote DMD stuff, improved bonus routine... added bonus multiplier code to the lanes, added orbit trigger and code, remodelled the jupiter to be smooth and a bit ellipsoid and tilted it 3degrees (like the real) and found a new hires, better looking texture. resized some movie clip textures as they ate too much vram... a question, why is there a heavy stutter when playing some sounds for the 1st time? maybe coz i mixing .ogg .wav and .mp3 files? i want to stick to .ogg only... http://www.file-upload.net/download-686 ... 4.rar.html
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