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 Post subject: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Sat Apr 11, 2020 2:28 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
Tales of the Arabian Nights 1.7 has been released.

Added new loading textures, cabinet art, game room, new custom physics, dynamic flippers, new bump maps, new DMDs, lighting and other features.

http://www.pinsimdb.org/pinball/table-2 ... ian_nights

George


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Sun Apr 12, 2020 5:21 am 
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Joined: Thu Jan 28, 2016 6:26 am
Posts: 53
Hi George,
Great work mate on Smokes awesome table. It plays and looks amazing, cheers!


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Sun Apr 12, 2020 8:04 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
Thanks Nitro.


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Sun Apr 12, 2020 8:07 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
Thanks George,
I will give it a spin soon

Cheers,

Bob


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Sun Apr 12, 2020 3:02 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
Thanks Gimli,

I really did spend extra time making sure everything is just right because Smoke clearly put a great deal of effort into it. I am amazed with the color of the plastic he used on the ramps. I have some experience with it and found it is very difficult to find a texture that is reasonably transparent but still be able to see the ramp.

George


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Mon Apr 13, 2020 1:18 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1410
Location: Italy
Thanks, George, it goes slow to me, certainly because of pc, not powerful, but great job.


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Mon Apr 13, 2020 9:14 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
Paolo,

Try pressing the Special 1 key repeatedly until it displays "FP Original Day". It is the least demanding on PC resources.

George


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Sun Apr 19, 2020 4:17 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1914
Location: Argentina
Many thanks on the update


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Sun Apr 19, 2020 9:53 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
Thanks Francisco! You might want to add the code from the "BUMP MAP SETTINGS" section of the script to some of your tables. It is a nice way to add some lighting without having to use a flasher which consume resources. Some of the textures in the "BUMP MAP SETTINGS" section don't have bump maps but the lighting still works. You just list the name of the texture.

George


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 Post subject: Re: Tales of the Arabian Nights 1.7 Modified
 Post Posted: Mon Apr 20, 2020 6:54 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
Hi George, Smoke and Rav
Shouldn't the lamp spin faster and more freely when you hit it....it doesn't seem to move much...

I have an idea....you can set a range of spinning momentum based on ball velocity at impact ?

I'll make a demo and see what you think...


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