(Topic ID: 110747)

TWD Code 1.19 IS OUT!

By zucot

9 years ago


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  • 196 posts
  • 84 Pinsiders participating
  • Latest reply 9 years ago by ChrisS
  • Topic is favorited by 3 Pinsiders

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19
#1 9 years ago

Thanks Stern for a great Thanksgiving day present!

V1.19 - November 25, 2014
=========================

- Fixed an issue in which LED lights were being turned off under certain
conditions when they should stay on.
- Added LED GI functionality for LE.
- Added lamp effects for the fish tank.
- Added rules/art/sounds for the right drop target and the spinners:
- Right drop target lights both spinners and the Woodbury skill shot.
- Both spinners are lit for additional points until the Woodbury shot
is made.
- Fixed wire colors for TOPPER coil (flasher) drives (BRN now ORG)
- Skill Shot:
- removed tower shot
- changed scoring
- changed animation to be a walker in a hallway
-- 0 rollover + top lane = shoot with pistol
-- 1 rollover + top lane = shoot with shotgun
-- 2 rollovers + top lane = shoot with bigger shotgun
- Woodbury: updated art and music.
- Multikill - added animations, VO, and sound FX.
- Reworked the CDC rule. The left ramp can be made repeatedly to build
a score and add shots (arrows). Once at least one arrow shot has been
made, the left ramp can be shot twice to finish the mode and start a
multi-kill feature.
- Added new art for CDC (passing through the door - the door opens down,
not up). Lowered the left ramp shot increment for CDC mode. This was
scoring too much.
- Reworked clear the prison yard and prison multiball scoring. Completing
the drop targets when "FIRST AID" is lit will permanently increase the
value of the prison yard walkers for the remainder of the game. During
the multiball, the value of the prison yard walkers increases each time
a prison yard walker is killed while the multiball is running. Added
all player scores to the prison yard walker background. Added animated
walkers to the prison yard background display effect. Every once in a
while, one of the walkers will start moving around and make some noises.
Killing a walker will play an animation of the walker getting shot in the
head. Dead walkers remain on the ground so the player can look at the
display and see how many walkers there are left to kill. Fixed walker
rendering (depth) based on distance to player. Prison multiball super
jackpot is no longer laughable.
- Siege: Added rules, animations, sound FX, music.
Light Siege by killing 12 yard walker during Prison MB.
- Reworked the TUNNEL rule. All shots are lit, and each shot collected
doubles the value of the next shot. Shooting the TUNNEL shot completes
the mode and starts a multi-kill feature. Added dots and sounds. The
award sound is now louder, and ducks the music. Added scrolling
messages.
- Added barn walkers.
- Added walker kill animations
- Made some sounds louder (bicycle girl, prison).
- Added art for combos.
- Added some high scores.
- Added stacking to crossbow lit. Lit crossbows can be stacked (via
adj.) by completing the drop targets multiple times when "Weapons" is
lit before shooting the crossbow ramp.
- Added add-a-ball to blood bath multiball. This is earned by completing
the drop targets.
- Added art to pop bumper jackpot display effect.
- Arena: Added rules/art/sounds.
- Added left target bank completion parameters for blood bath lit and
modes lit.
- Implemented drop target settings for lighting modes.
- Added settings for crossbow kills for crossbow multiball.
- Added new crossbow art (raccoon and half walker).
- Added player scores to well attack background.
- Well walker (non-multiball) was not allowing the woodbury skill shot
to be available. This is now allowed.
- Fixed a problem with the right drop target and WOODBURY that was causing
the drop target to stay down when it should have been up.
- Added a display effect for prison multiball super jackpot.

#3 9 years ago

I'm pretty blown away by the list and how quickly this came out relative to previous releases.

#70 9 years ago

Yeah Im not seeing the GI change at all on the LE, maybe it was broken?

There's also no way to get above a 2-way combo right now.

More to come but so far compared to Metallica at this stage in that game's life it is VASTLY improved in terms of features and overall functionality.

#79 9 years ago
Quoted from mnpinball:

Played a handful of games on the new code, it's vastly improved and a shit ton-O-fun now !!!
DMD animations, music, more call outs, multilills modes, add a ball, man it's getting better and even more fun to play.
In crossbow mode the left ramp flap is supposed to be up , not sure why it didn't make it but will be in next update . I know some special modes are also being implemented for crossbow as well.
Fantastic update.

Do you know what the deal is with the LED GI on the LE? Did the FX not make it into this update?

#110 9 years ago
Quoted from underlord:

Magnet on wellwalker and prison were both altered by Lyman. Magnet has more spaced pulse width modulation to allow the ball to move a millimeter or so then pulses again, THEN a third time to fling ball towards the sides of the pf.
Yes, code was altered on those. For those with SDTM issues, I was informed that a slight incline of the ball towards the right side on leveling the pin will increase ball times. .2 degrees lower on rh side of machine with a 6.7 degree pitch.
Not all pf designs require a perfect level. Also, ST was informed also same specs.
I tried it. Works well. Also keeps the brutality of the lh outlane decreased.

What about the LE GI? Is that still coming?

#112 9 years ago
Quoted from underlord:

Not sure I follow Zucot.

Having the GI on the LE change with modes / features, like all of the other recent LEs.

I thought that thats what this line referred to, but i guess I was mistaken:

Added LED GI functionality for LE.

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