opinions on best custom made code for the Pre version?
Quoted from crwjumper:Fantastic painting if that’s what it is. Or is it a photo manipulation? Either way I love it!
It is a photo filter applied by a free app called Prisma. Here is the original photo.
I think I'm about to rejoin the club, while NIBs are still available.
I've previously owned both the Premium and the Pro versions, and found the ramps on the Pro were much smoother.
Of course, sometimes tweaking your pin or adjusting the setup can make the difference.
For any of you who have played both versions extensively, can you help me decide?
Quoted from Chambahz:For any of you who have played both versions extensively, can you help me decide?
I'm getting my NIB Pre today and will let you know via PM. I remember from my LE that once the ramp fix once in place I didn't have any issues, ramp was smooth and its nice to have the BG bash toy. I'm interested in seeing what a current build includes.
I never felt that the BG ramp on my premium was ever an issue. The only thing I added was a cliffy protector under the ramp flap. It'll never shoot exactly as smooth as a pro but I don't see this as enough of a reason to choose a pro over a pre/le....aside from cost of course.
Quoted from Pintucky:Is this SOUND code or GAME code? (And stop laughing if this is a dumb question!!!)
Mike
Sound. Adds show callouts and a cool dub step version of the show theme song to the plunge music. Rest is stock. Perfect mix imo.
Quoted from BLACK_ROSE:I've got a Red apron w/ the Work's on order from Gio @ Pinball Refinery to go on TWD .. That should lOOk good installed ..
http://pinballrefinery.com/store#!/The-Walking-Dead-Pro-Translucent-Red-apron-with-lighting-effects/p/43623253/category=10465426» YouTube video
It still looks great Black Rose. Pin is now at Roanoke Pinball Museum. Many people now get to see your LEDs combination.
Quoted from Chambahz:I think I'm about to rejoin the club, while NIBs are still available.
I've previously owned both the Premium and the Pro versions, and found the ramps on the Pro were much smoother.
Of course, sometimes tweaking your pin or adjusting the setup can make the difference.
For any of you who have played both versions extensively, can you help me decide?
I really like the flow and play if the pro. One of the best pins ever made.
Quoted from chuckwurt:Sound. Adds show callouts and a cool dub step version of the show theme song to the plunge music. Rest is stock. Perfect mix imo.
I don't think dub step can ever be cool but can someone provide a link. Thanks
Quoted from Hazoff:I don't think dub step can ever be cool but can someone provide a link. Thanks
The key posts have links to various versions.
Quoted from Hazoff:opinions on best custom made code for the Pre version?
Grateful Walking Dead is the best version imo.
Quoted from Hazoff:I don't think dub step can ever be cool but can someone provide a link. Thanks
It’s not that kind of dub step you’re thinking of. It’s the good kind. Think remix not robots having sex. Also yes. Search the key posts.
I'm thinking of joining as well and having a tough time deciding on pro or prem. Is the BG ramp really that big of a deal for playfield digging in? Does the stern fix really fix it?
Also, is there a video link of the audio packages that can be added to the game with pinbrowser so that I can hear what it sounds like?
I don't mind the stock callouts but would love to hear what can be added. Thanks!
Quoted from facelift:I'm thinking of joining as well and having a tough time deciding on pro or prem. Is the BG ramp really that big of a deal for playfield digging in? Does the stern fix really fix it?
Also, is there a video link of the audio packages that can be added to the game with pinbrowser so that I can hear what it sounds like?
I don't mind the stock callouts but would love to hear what can be added. Thanks!
Owned an LE, now looking out for a Pro as I preferred the gameplay. LE/Prem has a stonking light show though - the red pulse in hoard justifies every single dime of extra cost.
Quoted from facelift:I'm thinking of joining as well and having a tough time deciding on pro or prem.
IMO the biggest difference in gameplay comes from the bombs. They are not available on the pro.
Quoted from YeOldPinPlayer:IMO the biggest difference in gameplay comes from the bombs. They are not available on the pro.
Walker bombs are the bomb.
IMO anyone on the fence should get the premium. The ramp with the flap fix is perfect. The light show is amazing. Horde is one of the coolest pinball modes.
Quoted from Guinnesstime:Walker bombs are the bomb.
IMO anyone on the fence should get the premium. The ramp with the flap fix is perfect. The light show is amazing. Horde is one of the coolest pinball modes.
100%.....I couldn't have said it better myself.
Quoted from facelift:I'm thinking of joining as well and having a tough time deciding on pro or prem. Is the BG ramp really that big of a deal for playfield digging in? Does the stern fix really fix it?
Also, is there a video link of the audio packages that can be added to the game with pinbrowser so that I can hear what it sounds like?
I don't mind the stock callouts but would love to hear what can be added. Thanks!
There are youtube videos of some of the alternates sound codes, but I don't have links in front of me. Try searching youtube and maybe some links will be posted.
I posted this recently about the Pro and the LE/Prem.
Quoted from dzoomer:Yup, and after hundreds of reviews that the TWD LE/Prem model rates significantly higher than the Pro model here on Pinside; simply put, most people prefer the LE/Prem. The left ramp just isn't an issue at all for most people either. In actual play on both the Pro and LE/Prem, the right ramp will airball sooner and at lower speeds than the left ramp on the LE/Prem; so if one wants to talk about ramp problems it should start with the right ramp on both models. I've played both the Pro and LE/Prem and they are both great; I also agree with the reviews of most others here on Pinside..... that the LE/Prem is better than the Pro. And the LE/Prem is one of the most feature rich upgraded LE/Premium models ever made. It has it all for upgrades; art, PF changes and toys, GI and lighting, and even coding. A wicked cool combination.
Quoted from Guinnesstime:Walker bombs are the bomb.
IMO anyone on the fence should get the premium. The ramp with the flap fix is perfect. The light show is amazing. Horde is one of the coolest pinball modes.
Where can you get the ramp flap?
Quoted from bmegar:Where can you get the ramp flap?
https://pinside.com/pinball/forum/topic/twd-le-bicycle-girl-rampstern-fix-kit-502-6942-00
Quoted from bmegar:Where can you get the ramp flap?
I did the home-made version of the early Stern ramp fix kit to prevent the issue of the ramp flap nuts coming into contact with and wearing the playfield, and it did the job just fine for the ramp flow as well. I simply used some double sided tape with a foam core and only one side of the sticky residue exposed and attached to the bottom of the ramp nuts, plus adjusting the aluminum ramp flat slightly to sit flat onto the PF. A five minute adjustment and similar to Stern's fix and what was incorporated into all the Prem/LE builds after the early ones off the line.
Here's the ramp flap mod thread, a simple bolt-on adjustment.
https://pinside.com/pinball/forum/topic/new-twd-lepremium-left-ramp-fix
If you are looking for an alternate sound package with more of the TV call outs but still the same music package, would it be Clelands?
Thanks
Quoted from chet218:If you are looking for an alternate sound package with more of the TV call outs but still the same music package, would it be Clelands?
Thanks
Yes
Quoted from monkeyboypaul:Owned an LE, now looking out for a Pro as I preferred the gameplay. LE/Prem has a stonking light show though - the red pulse in hoard justifies every single dime of extra cost.
Good luck finding a Pro Paul.
Quoted from YeOldPinPlayer:If your printed manual has full schematics dig through them and try to figure out what L18 indicates. The downloadable manual doesn't have CPU schematics.
Sorry been a while since I've updated. My game is weird and works maybe 20% of the time. The rest of the time it wont boot and nothing comes up on the DMD just blank. Been crazy busy buying a new house. Here's the service bulletin that shows what L18 means, which is still the error im getting.
Any help is MUCH appreciated. PM me if you'd rather keep this off the club forum. I don't mind at all. Thx
Flashball
Quoted from stoptap:Good luck finding a Pro Paul.
Cheers, there are a few about but people are sitting on them a bit.
Once the next shiney thing comes along, be it Pirates or Guardians, then I think we’ll see some movement again. No big loss if not though, I enjoyed TWD LE but it was time to move it along.
Quoted from monkeyboypaul:neilmcrae has 2 TWD’s... the greedy swine!
and your not getting either of them mwahahahaha!
Quoted from NeilMcRae:and your not getting either of them mwahahahaha!
Isn’t it time you got a KISS (then sold it to me) ?
Quoted from Rondogg:Grateful Walking Dead is the best version imo.
Does that mean The Grateful Dead is playing in the background? if so I can't do it, a Slayer Waking Dead and I'm all in. Thanks anyway
Quoted from Hazoff:Does that mean The Grateful Dead is playing in the background? if so I can't do it, a Slayer Waking Dead and I'm all in. Thanks anyway
LOL yes, Grateful Dead. Perhaps both the greatest and least popular mod in all of pinball!
Quoted from NeilMcRae:and your not getting either of them mwahahahaha!
DAMN YOUUUUUUU MCRAE!!!!!!!!!!!!!!!
Quoted from stoptap:Isn’t it time you got a KISS (then sold it to me) ?
no no. I'd rather poke my eyes out! kiss is terrible!
Quoted from Jakers:Well, I wasn't expecting to see this when I got home today...
Now do I install and lose my Cleland update and hope he updates his work.
Or chance losing Cleland's work ?
LTG : )
Quoted from LTG:Now do I install and lose my Cleland update and hope he updates his work.
Or chance losing Cleland's work ?
LTG : )
That is the #1 question. Owners want to know.
Quoted from LTG:Now do I install and lose my Cleland update and hope he updates his work.
Or chance losing Cleland's work ?
Just back it up!
This update seems to do a lot, so I am going to dump my custom sound code as well.
I would think the people that did the custom stuff can patch it up to the new code, and this will likely be the last update
I read the read me- this is a big update that cleans up a ton and does a ton for very good players. The biggest thing is buried several bullet points into the read me. It’s something that was already on Lyman’s Radar when I brought it up to him at Pinburgh ‘16. He increased the minimum walkers lit up to 4 instead of 3. This is a big big deal for getting to wizard mode and just general scoring. It’s a phenomenal move that makes the game more rewarding and slightly less brutal. Good players should make it to Last Man Standing now. Another big improvement is ability to escape/exit Horde.
I will redo my NIN/RH mix when/if Cleland redoes his. I actually spoke with him earlier today and he is a busy man.
Quoted from Leeb18509:Just LE code?
No Pro seems to have got updated code as well here are the read me files in full:
PRO V1.60.0 - Nov. 30, 2017
=======================
- The CROSSBOW mode was allowed to start during HORDE and LAST MAN
STANDING. This has been corrected.
- Added dynamic stacking of background display/music for PRISON and
WELL modes, such that the player will see/hear the backgrounds that
correspond to the last mode that was started.
- Changed background lamp effect priorities so more important lamps
could be seen (i.e. CDC lamps over PRISON lamps).
- Trough ball serve at the start of HORDE / LAST MAN STANDING was not
being held off long enough for the ball-in-play to be cleared from the
shooter lane. This has been corrected.
- LAST MAN STANDING was allowed to start during multiball (PRISON, WELL,
BLOOD BATH) and HORDE. This has been corrected.
- The accessibility of the WOODBURY SKILL SHOT awards is reset when all
of the awards have been collected.
- Fixed a problem with the WOODBURY SKILL SHOT where none of the good
awards would show up unless they were all lit on one ball.
- Lowered scoring for LAST MAN STANDING.
- Removed shot scoring cap for LAST MAN STANDING.
- Added sounds for PRISON MULTIBALL victory laps and WELL MULTIBALL
victory laps.
- Fixed a bug in the auto-percentaged extra ball module that would
sometimes set the extra ball value (walker kills) to an out of range
value.
- The background lamp effect for SIEGE was allowed to run when the awards
for SIEGE were not allowed (due to other rules, e.g. HORDE, etc.).
This has been corrected.
- Changed the number of target bank completions to light modes for
COMPETITION to always be 1.
- PRISON MULTIBALL super jackpot now starts at 1M instead of 0.
- PRISON MULTIBALL victory lap jackpot now starts at 500K instead of 0.
- Added SIEGE status to PRISON MULTIBALL background display effect.
- CROSSBOW scores carryover ball to ball changed from NO to YES. This
should help make CROSSBOW FRENZY more valuable.
- HORDE background now renders the text over the advancing walkers.
- Added an adjustment (default=YES) to HORDE that relights all killed
walkers with the exception of the walker that is associated with the
shot that was just made.
- Fixed a bug in the HORDE mode which would cause the game to reset when
the last walker was killed to advance to the next level.
- 2x playfield status now displayed in the shot multiplier HSTD roll.
- Added and adjustment to light "ESCAPE" for HORDE after a certain number
of levels have been completed (default: 3 levels).
- After the required number of levels have been completed, when the
player is down to 1 ball, the WOODBURY shot is lit for ESCAPE.
- Shooting the WOODBURY shot with ESCAPE lit allows the player to
either continue to fight the HORDE (left flipper: FIGHT) or to ESCAPE
the HORDE (right flipper: ESCAPE).
- If the player chooses FIGHT, the ball is auto-launched back onto
the playfield and the HORDE mode continues.
- If the player chooses ESCAPE, the HORDE mode ends, a bonus is
awarded, and the SKILL SHOT is started.
- If the player plunges (launches) the ball back onto the playfield
without making a choice, the HORDE mode continues.
- Added a setting (default: OFF, competition default: ON) that pauses
the advancement of the walkers during HORDE when the FIGHT/ESCAPE
screen is being displayed and the game is waiting for input from
the player.
- Added an adjustment for losing HORDE (the walkers advanced too far
and bit the player) to either serve a new ball (default, as before)
or go to bonus (competition).
- Added TOWER HITS and TOWER EXTRA BALL to instant info.
- Increased the scoring for the ESCAPE TERMINUS mode.
- Fixed MULTIKILL mode start display effects from showing "MULTIKILL
VALUE 00" when the values are set to reset at HORDE start and HORDE is
started before the MULTIKILL start display effects have had a chance
to run.
- Changed the update priority of the background lamp effect for the
fire button so it will run first and not be excluded by in-game lamp
effects that cannot run.
- SKILL SHOT scores now rendered using the outline font.
- Changed score type to 64-bit so scores will not roll at 4B.
- Fixed a render-order bug in the LAST MAN STANDING background display
effect that was causing the back right walker kill to be rendered over
the far right walker.
- If the player scored an 8X, 11X, 18X, or 80X-89X multiplier for the
X champion, the prefix (A) was wrong. This has been corrected.
- Fixed an issue where fading the music volume would cause the music to
cut out entirely.
- Removed score caps for BARN, TUNNEL, and ARENA modes (shot acores are
allowed to increase without limit).
- BARN shot score increase per shot changed from 500k to 750k.
- SLINGSHOT types were not baing flagged as such; this has been corrected.
- Increased consecutive ARENA ramp shot score multiplier from x3, x4, x5,
... to x3, x6, x9, ...
- TUNNEL mode scores increased by 2.5M a shot when all shots (not
including the tunnel shot, of course) are completed and reset.
- BARN mode switch hit increment (one for each barn shot made) increased
from 10K to 12.5K.
- Fixed player up effects so they wait for speech and don't end on a
blank frame.
- Changed previous mode scores for TUNNEL from 1M to 1.25M.
- Tripled the scores for SIEGE.
- Fixed a bug in the loop code that would allow multiple X shots within
a time period.
- WALKER KILLS minimum # lit increased from 3 to 4.
- The "timers off" logic was not checking for HORDE or LAST MAN STANDING.
These modes CAN be multiball, but also run with only one ball on the
playfield (the mode does not end when the player drains down to 1 ball).
This has been corrected.
- Changed previous mode scores for ARENA from 250k to 500k.
- Fixed switches from showing up in the tech alert when they are not
broken. These include:
TOURNAMENT START BUTTON
START BUTTON
LEFT COIN
CENTER COIN
RIGHT COIN
FOURTH COIN
FIFTH COIN
DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED)
TILT PENDULUM
SLAM TILT (OPTIONAL)
TICKET NOTCH
TEST ESCAPE, MINUS, PLUS, ENTER
DIP #1 - #8
-----------------------------------------------------------------------------------
LE V1.60.0 - Nov. 30, 2017
=======================
- Timers paused when the ball is in the crossbow.
- Increased the size of the RGB LED system memory pool such that
allocations for a larger number of simultaneous effects would not
fail.
- Changed ON/OFF implementation of the LEDs so they approximate the lamp
levels.
- Implemented the HORDE flasher.
- Added WALKER BOMBS to instant info.
- Added an adjustment (and increased the amount of time) for the CROSSBOW
MOTOR switch lockout. This adjustment specifies the amount of time to
lock out switch activity for the crossbow to handle the case where the
motor moves opposite the desired direction, which requires more time
for the switches to be ignored. This adjustment solves the problem on
some games where the player would not be able to fire the ball after
loading the CROSSBOW.
- The RIGHT DROP TARGET was not waiting long enough between raise/lower
during ball search to allow a stuck ball (behind the target) to be freed
up. This has been corrected.
- The CROSSBOW mode was allowed to start during HORDE and LAST MAN
STANDING. This has been corrected.
- Added dynamic stacking of background display/music for PRISON and
WELL modes, such that the player will see/hear the backgrounds that
correspond to the last mode that was started.
- Changed background lamp effect priorities so more important lamps
could be seen (i.e. CDC lamps over PRISON lamps).
- Trough ball serve at the start of HORDE / LAST MAN STANDING was not
being held off long enough for the ball-in-play to be cleared from the
shooter lane. This has been corrected.
- LAST MAN STANDING was allowed to start during multiball (PRISON, WELL,
BLOOD BATH) and HORDE. This has been corrected.
- The accessibility of the WOODBURY SKILL SHOT awards is reset when all
of the awards have been collected.
- Fixed a problem with the WOODBURY SKILL SHOT where none of the good
awards would show up unless they were all lit on one ball.
- Lowered scoring for LAST MAN STANDING.
- Removed shot scoring cap for LAST MAN STANDING.
- Added sounds for PRISON MULTIBALL victory laps and WELL MULTIBALL
victory laps.
- Fixed a bug in the auto-percentaged extra ball module that would
sometimes set the extra ball value (walker kills) to an out of range
value.
- The background lamp effect for SIEGE was allowed to run when the awards
for SIEGE were not allowed (due to other rules, e.g. HORDE, etc.).
This has been corrected.
- Changed the number of target bank completions to light modes for
COMPETITION to always be 1.
- PRISON MULTIBALL super jackpot now starts at 1M instead of 0.
- PRISON MULTIBALL victory lap jackpot now starts at 500K instead of 0.
- Added SIEGE status to PRISON MULTIBALL background display effect.
- CROSSBOW scores carryover ball to ball changed from NO to YES. This
should help make CROSSBOW FRENZY more valuable.
- HORDE background now renders the text over the advancing walkers.
- Added an adjustment (default=YES) to HORDE that relights all killed
walkers with the exception of the walker that is associated with the
shot that was just made.
- Fixed a bug in the HORDE mode which would cause the game to reset when
the last walker was killed to advance to the next level.
- 2x playfield status now displayed in the shot multiplier HSTD roll.
- Added and adjustment to light "ESCAPE" for HORDE after a certain number
of levels have been completed (default: 3 levels).
- After the required number of levels have been completed, when the
player is down to 1 ball, the WOODBURY shot is lit for ESCAPE.
- Shooting the WOODBURY shot with ESCAPE lit allows the player to
either continue to fight the HORDE (left flipper: FIGHT) or to ESCAPE
the HORDE (right flipper: ESCAPE).
- If the player chooses FIGHT, the ball is auto-launched back onto
the playfield and the HORDE mode continues.
- If the player chooses ESCAPE, the HORDE mode ends, a bonus is
awarded, and the SKILL SHOT is started.
- If the player plunges (launches) the ball back onto the playfield
without making a choice, the HORDE mode continues.
- Added a setting (default: OFF, competition default: ON) that pauses
the advancement of the walkers during HORDE when the FIGHT/ESCAPE
screen is being displayed and the game is waiting for input from
the player.
- Added an adjustment for losing HORDE (the walkers advanced too far
and bit the player) to either serve a new ball (default, as before)
or go to bonus (competition).
- Added TOWER HITS and TOWER EXTRA BALL to instant info.
- Increased the scoring for the ESCAPE TERMINUS mode.
- Fixed MULTIKILL mode start display effects from showing "MULTIKILL
VALUE 00" when the values are set to reset at HORDE start and HORDE is
started before the MULTIKILL start display effects have had a chance
to run.
- Changed the update priority of the background lamp effect for the
fire button so it will run first and not be excluded by in-game lamp
effects that cannot run.
- SKILL SHOT scores now rendered using the outline font.
- Changed score type to 64-bit so scores will not roll at 4B.
- Fixed a render-order bug in the LAST MAN STANDING background display
effect that was causing the back right walker kill to be rendered over
the far right walker.
- If the player scored an 8X, 11X, 18X, or 80X-89X multiplier for the
X champion, the prefix (A) was wrong. This has been corrected.
- Fixed an issue where fading the music volume would cause the music to
cut out entirely.
- Removed score caps for BARN, TUNNEL, and ARENA modes (shot acores are
allowed to increase without limit).
- BARN shot score increase per shot changed from 500k to 750k.
- SLINGSHOT types were not baing flagged as such; this has been corrected.
- Increased consecutive ARENA ramp shot score multiplier from x3, x4, x5,
... to x3, x6, x9, ...
- TUNNEL mode scores increased by 2.5M a shot when all shots (not
including the tunnel shot, of course) are completed and reset.
- BARN mode switch hit increment (one for each barn shot made) increased
from 10K to 12.5K.
- Fixed player up effects so they wait for speech and don't end on a
blank frame.
- Changed previous mode scores for TUNNEL from 1M to 1.25M.
- Tripled the scores for SIEGE.
- Fixed a bug in the loop code that would allow multiple X shots within
a time period.
- WALKER KILLS minimum # lit increased from 3 to 4.
- The "timers off" logic was not checking for HORDE or LAST MAN STANDING.
These modes CAN be multiball, but also run with only one ball on the
playfield (the mode does not end when the player drains down to 1 ball).
This has been corrected.
- Changed previous mode scores for ARENA from 250k to 500k.
- Fixed switches from showing up in the tech alert when they are not
broken. These include:
TOURNAMENT START BUTTON
START BUTTON
LEFT COIN
CENTER COIN
RIGHT COIN
FOURTH COIN
FIFTH COIN
DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED)
TILT PENDULUM
SLAM TILT (OPTIONAL)
TICKET NOTCH
TEST ESCAPE, MINUS, PLUS, ENTER
DIP #1 - #8
Just read the read me file. Looks like a lot was indeed updated. Question is has anybody done the update yet? If so, how much better is the code? And can somebody explain how to actually update the code? I’m new to owning so this would be my first update of any coding! Thanks guys!
Quoted from ATLpb:Another big improvement is ability to escape/exit Horde.
I spotted that straight away, it was added in the last BM66 update to Villain Mode Cliffhangers, allowing you to either continue in the mode and get additional multiplier awards or escape and cash out your points. I wonder if BM was the original inspiration for the idea and in turn inspired the idea in TWD or maybe TWD inspired BM66, either way it is great in BM66 really adds to the immersion with choices effecting gameplay.
Quoted from LTG:Now do I install and lose my Cleland update and hope he updates his work.
Or chance losing Cleland's work ?
LTG : )
My thoughts exactly. I do have a backup of Clelands version so I suppose I could always go back if needed.
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