Runner
User
- Joined
- Jun 4, 2022
- Messages
- 94
- Reaction score
- 70
- Points
- 26
- Favorite Pinball Machine
- Attack from Mars
Hi everyone,
I just wanted to let you know that I've been working steadily on upgrading the old Stern POTC for about 3 weeks now. This table was in desperate need of some love since the last release was back in 2014. And I'm having a blast upgrading it and then testing it.
Once I'm done, GeorgeH offered to have a go at it and see what else we could do.
Here what I've done so far if you are curious:
' added embedded physics
' added dynamic flippers
' added custom light preset
' added shadowmaps
' added missing peg in parlay surface
' changed the attraction music
' added randomized voice overs during attraction
' added second green light for ghost ship *****(must check why light effect is passing through MiniSpotLamp, and the other one is not doing this)*****
' added lane guides & gate on parlay playfield *****must change trigger from surface to gate wire******
' lowered bonus treasure target surface and screws since ball would stay stuck there, modified surface 10 and 39 which where too close to ramp, changed ramp angles
' added Bulbs below surfaces (rendered) and on top (unrendered) on both sides of flippers
' added missing gate and bracket on right lane beside treasure chest *****will need to change trigger to this
' added flasher on backwall where light was missing with scripted blinker effects for compass target hits
' added a green bulb to the left mid lane to mirror the right one
' changed green color bulbs to a more creepy aqua
' added more random voice overs for attract mode
' added purple black lights under left ramp and under the nearby surfaces that should be there judging by actual playfield surface
' added a missing light beside chest and scripting
' fixed placement of red lights on back wall
' changed top right flasher color to purple black light color
' added stickers to the yellow targets in the compass disk area
' added stickers to the yellow wide targets in the mid left and right lane areas
' added scripting to have flasher1 blink when bumpers are hit
' updated Jack the Monkey sign texture
' updated compass ramp stone pathway texture
' updated Tortuga and Port Royal sign textures
' updated Sword Fight sign texture
' moved Sword Fight surface
' updated Parlay surface texture
' modified parlay surface
' updated compassdisk texture
' updated the compassdisk wall texture
' updated bumpercap gold coin textures
' updated coin 1 to 8 textures
' added Dead Man's Chest transparent surface in front of chest (moved from playfield)
' split surface 25 in two in order to have the Dead Man's chest transparent plastic window
' fixed cannon ramp that was causing friction in the launch, the ramp was lower than that play surface
' TABLE LIGHTS modifications: replaced cookie cut from global texture with recessed light models and bump textures
' TABLE LIGHTS modifications: removed lights 44, 45, 46 & 47 on sword fight light table and replaced with 1 recessed light instead & updated script which will light up on any bumper hit
' TABLE LIGHTS modifications: added GI illumination effects on playfield recessed lights *****need to look into adding GI illumination to Bulbs*****
' added decals with transparency over table lights using overlay
' moved ramp away from v-turn loop and increased start height from 40 to 45 since ball would often not enter ramp *******still happening, GeorgeH thinks it is related to the physics*******
' linked bulbs 61 and 73, and Flasher1 with each respective bumper hit like original table
' added a drain flasher light that is always ON for ambient effect
' removed PFDARK, PFSHIP & PFHEART surfaces and deactivated the scripts
' lowered slingshot strength and changed rubber elasticity to Intermediate
' removed a rubber on a peg at the right entry of the lane going to the NorthCrewKicker
' changed curve of the wall for the lane going to the NorthCrewKicker
' changed surface 20 to collidable since ball could go through it and then get stuck behind the walls
' fixed wall guide after chest and moved location of chestpopup 1
' removed chestpopup 2 & 3 from playfield and script, ball should now come back in right lane after release
' modified parlay 2 right lanes by adding a spacer surface and removed rubbers
' moved left rubbers and posts on parlay surface
' changed angle of top kicker ramp so it points east like real table
' reduced launch ramp width since ball would hit the left side wall beyond one way gate and lose a lot of inertia
Updates as of August 11th 2022:
' added the left flasher light for compass targets
' added ambient light in compass area
' replaced playfield texture image from the one in VPX's POTC table
' rebuilt playfield ******ongoing******
' added Fight Davey Jones light *****must add to table lights, and scripting
' when draining last ball during DJ fight, revert back to Terpsichore ship fight
' added second heart bulb (Bulb5) and edited script to simulate both sides of the heart beating
' added glow to H-E-A-R-T heart letters and scripting edits
' added H-E-A-R-T step from the original 5, getting the T would start the multi-ball when it should happen when hitting the chest after that
' chest popup will now block the ball for a small time same as for key hits like original table
' updated the chest heart texture
' added bump maps to textures ******ongoing******
' removed FlipCatchL and FlipCatchR and scripting. This was preventing ball bounce on top edges of flippers
' rebuilt light attraction mode
' changed back wall bulbs for flasher bulbs
' created new back wall texture
Issues:
' ****dmd Kraken Health does not go down as it is hit (it does work for Davey Jones, and the Kraken's health does reach 0 when defeated)
' ****green ship lights were flashing in a stuck state after a karken multiball, look into that
' ****after beating the Terpsichore ship, the ship toy stays to side and comes up only when the Fight Davy Jones starts
' ****the ship toy doesn't move up and down when fighting Davy Jones
' ****the ball goes through the ship toy after the first ship has been sunk and doesn't go through the kraken when it's up
Runner/Bazwelle
I just wanted to let you know that I've been working steadily on upgrading the old Stern POTC for about 3 weeks now. This table was in desperate need of some love since the last release was back in 2014. And I'm having a blast upgrading it and then testing it.
Once I'm done, GeorgeH offered to have a go at it and see what else we could do.
Here what I've done so far if you are curious:
' added embedded physics
' added dynamic flippers
' added custom light preset
' added shadowmaps
' added missing peg in parlay surface
' changed the attraction music
' added randomized voice overs during attraction
' added second green light for ghost ship *****(must check why light effect is passing through MiniSpotLamp, and the other one is not doing this)*****
' added lane guides & gate on parlay playfield *****must change trigger from surface to gate wire******
' lowered bonus treasure target surface and screws since ball would stay stuck there, modified surface 10 and 39 which where too close to ramp, changed ramp angles
' added Bulbs below surfaces (rendered) and on top (unrendered) on both sides of flippers
' added missing gate and bracket on right lane beside treasure chest *****will need to change trigger to this
' added flasher on backwall where light was missing with scripted blinker effects for compass target hits
' added a green bulb to the left mid lane to mirror the right one
' changed green color bulbs to a more creepy aqua
' added more random voice overs for attract mode
' added purple black lights under left ramp and under the nearby surfaces that should be there judging by actual playfield surface
' added a missing light beside chest and scripting
' fixed placement of red lights on back wall
' changed top right flasher color to purple black light color
' added stickers to the yellow targets in the compass disk area
' added stickers to the yellow wide targets in the mid left and right lane areas
' added scripting to have flasher1 blink when bumpers are hit
' updated Jack the Monkey sign texture
' updated compass ramp stone pathway texture
' updated Tortuga and Port Royal sign textures
' updated Sword Fight sign texture
' moved Sword Fight surface
' updated Parlay surface texture
' modified parlay surface
' updated compassdisk texture
' updated the compassdisk wall texture
' updated bumpercap gold coin textures
' updated coin 1 to 8 textures
' added Dead Man's Chest transparent surface in front of chest (moved from playfield)
' split surface 25 in two in order to have the Dead Man's chest transparent plastic window
' fixed cannon ramp that was causing friction in the launch, the ramp was lower than that play surface
' TABLE LIGHTS modifications: replaced cookie cut from global texture with recessed light models and bump textures
' TABLE LIGHTS modifications: removed lights 44, 45, 46 & 47 on sword fight light table and replaced with 1 recessed light instead & updated script which will light up on any bumper hit
' TABLE LIGHTS modifications: added GI illumination effects on playfield recessed lights *****need to look into adding GI illumination to Bulbs*****
' added decals with transparency over table lights using overlay
' moved ramp away from v-turn loop and increased start height from 40 to 45 since ball would often not enter ramp *******still happening, GeorgeH thinks it is related to the physics*******
' linked bulbs 61 and 73, and Flasher1 with each respective bumper hit like original table
' added a drain flasher light that is always ON for ambient effect
' removed PFDARK, PFSHIP & PFHEART surfaces and deactivated the scripts
' lowered slingshot strength and changed rubber elasticity to Intermediate
' removed a rubber on a peg at the right entry of the lane going to the NorthCrewKicker
' changed curve of the wall for the lane going to the NorthCrewKicker
' changed surface 20 to collidable since ball could go through it and then get stuck behind the walls
' fixed wall guide after chest and moved location of chestpopup 1
' removed chestpopup 2 & 3 from playfield and script, ball should now come back in right lane after release
' modified parlay 2 right lanes by adding a spacer surface and removed rubbers
' moved left rubbers and posts on parlay surface
' changed angle of top kicker ramp so it points east like real table
' reduced launch ramp width since ball would hit the left side wall beyond one way gate and lose a lot of inertia
Updates as of August 11th 2022:
' added the left flasher light for compass targets
' added ambient light in compass area
' replaced playfield texture image from the one in VPX's POTC table
' rebuilt playfield ******ongoing******
' added Fight Davey Jones light *****must add to table lights, and scripting
' when draining last ball during DJ fight, revert back to Terpsichore ship fight
' added second heart bulb (Bulb5) and edited script to simulate both sides of the heart beating
' added glow to H-E-A-R-T heart letters and scripting edits
' added H-E-A-R-T step from the original 5, getting the T would start the multi-ball when it should happen when hitting the chest after that
' chest popup will now block the ball for a small time same as for key hits like original table
' updated the chest heart texture
' added bump maps to textures ******ongoing******
' removed FlipCatchL and FlipCatchR and scripting. This was preventing ball bounce on top edges of flippers
' rebuilt light attraction mode
' changed back wall bulbs for flasher bulbs
' created new back wall texture
Issues:
' ****dmd Kraken Health does not go down as it is hit (it does work for Davey Jones, and the Kraken's health does reach 0 when defeated)
' ****green ship lights were flashing in a stuck state after a karken multiball, look into that
' ****after beating the Terpsichore ship, the ship toy stays to side and comes up only when the Fight Davy Jones starts
' ****the ship toy doesn't move up and down when fighting Davy Jones
' ****the ball goes through the ship toy after the first ship has been sunk and doesn't go through the kraken when it's up
Runner/Bazwelle
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