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 Post subject: STTNG
 Post Posted: Sat Oct 27, 2012 8:31 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1706
Location: Argentina
Thanks to:
ROM for the 3D Models
PLUMB AND CAPTAIN NEO for the playfield scan

Specials thanks to WTIGER and SHVRN for the images and resources
Testers: dead donkey, Frostyglitch

Version 1.1
* Added Models library with low polly models
* Fixed Final Frontier start in continue menu


Version 1.2:
Many thanks Sebek74 for test and bugs reports
* In Rescue Mode DMD points sometimes out of DMD fixed.
* Ball search start selection if a ball are in the plunger waiting to be plunged.
* Added a non render wall at the end of the left ramp.
* Corrected the "V" spinner font.
* Shutlle model number adjusted.
* Shot again DMD animation 2 frames flick fixed.
* More than 10 missions bonus display should change now
* Upper midle playfield ball stuck fixed
* LEUTENIENT spell change for LIEUTENANT
* Video mode frames flick fixed.
* Spinner value reset fixed
* "Thank you Mr. Data" 10 millions with flippers added
* Quick choose at start of a ball problem fixed rearenging script
* Left cabinet moved a little
* Two music played at same time when a mission start should don't be heard again

Here download link for version 1.2:
http://www.sendspace.com/file/2oym05


Last edited by francisco666 on Fri Dec 07, 2012 12:05 am, edited 4 times in total.

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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 8:34 pm 
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Joined: Thu Jul 01, 2010 6:48 pm
Posts: 438
Sweet! Can't wait to try it! Thanks to Fransisco and all who contributed!

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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 9:04 pm 
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Joined: Fri Sep 14, 2012 3:08 pm
Posts: 481
Location: Germany
1.ooo.ooo.ooo thx for this Masterwork and youre Time you have spend in this Project !!!!!!


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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 9:18 pm 
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Joined: Tue Aug 14, 2012 11:45 pm
Posts: 966
OMG this can't be happening, someone smack me!!!

Love you guys!!!!!!

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Cab - http://www.hyperspin-fe.com/forum/showt ... dget-Build

PC - 2x Xeon CPU's 3.2ghz, 4g ram, GTX 650 Ti OC 1g, 80g 7200rpm SATA drive, Soundblaster Pro.


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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 9:43 pm 
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Joined: Thu Jul 01, 2010 6:48 pm
Posts: 438
I had a problem. The ball would not eject from the kicker under the chute on the left side (kicker 6). It looked like it was trying to shoot the ball backwards. So I changed the rotation from 345 to 73. I had to unlock the kicker and move it back into position once I rotated it. Fixed the problem.

Awesome work Fransisco! It looks and plays great! Many Thanks guys!

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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 10:10 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1706
Location: Argentina
There are a readme with some notes for 2.4 users


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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 10:13 pm 
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Joined: Fri Jan 20, 2012 12:48 pm
Posts: 1424
Location: Lufkin, Texas
I cannot wait for this to finish downloading!

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Table Builds: Ali, Elvis, Tommy, Red & Ted's Roadshow (current WIP)

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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 10:14 pm 
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Joined: Sun Aug 14, 2011 5:10 pm
Posts: 334
Location: Australia
D_Struct wrote:
I cannot wait for this to finish downloading!


Me also!!
:D
Thanks so much!


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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 10:23 pm 
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Joined: Mon Jul 19, 2010 12:05 am
Posts: 213
Awesome!!!!


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 Post subject: Re: STTNG
 Post Posted: Sat Oct 27, 2012 10:41 pm 
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Joined: Tue Aug 14, 2012 11:45 pm
Posts: 966
francisco666 wrote:
There are a readme with some notes for 2.4 users


I can confirm that with the setting changed this table works awesome on 2.4

Any hints on what I may be able to due to recover some FPS, I have the playfield reflections off and the usual settings but for some reason this is at 20 FPS for me.

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Cab - http://www.hyperspin-fe.com/forum/showt ... dget-Build

PC - 2x Xeon CPU's 3.2ghz, 4g ram, GTX 650 Ti OC 1g, 80g 7200rpm SATA drive, Soundblaster Pro.


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