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Download No Good Gofers (Williams 1997)_Bigus(MOD) 2.1
93 Votes
This fun table is from Bodydump, Dark and HauntFreaks.
I've done a makeover and fixed some ball traps.
2.0 has new physics and updates
Enjoy
I've done a makeover and fixed some ball traps.
2.0 has new physics and updates
Enjoy
What's New in Version 2.1 (See full changelog)
- 1.0 Lights, lighting, layout, physics, sound
- 1.1 Ball traps fixed, layout, physics
- 2.0 Physics, layout, sound
- 2.1 Fixed FS lighting error, reworked flashers, reduced image sizes, layout tweaks
Holy cow.
Not sure how I missed that.
Thank you sir!
Loving all your hard work and hating the crap you are getting from jealous haters.
You are modding a table and crediting the original creators.
I dont think people understand the word "modding" anymore.
If it wasnt for modding we would be left with tables all made 5-10 years ago!
Just about all the tables I play now and I enjoy playing, Bigus1 has modded . There are very few other tables I can say are enjoyable to play. They don't have the ball hang ups like all the original tables do and the graphics are so realistic on the 10.7 but the 10.8 is really fricking realistic looking. I will look forward to the next one you do.
Hi!
as I'm using a controller that has seperate lower and upper flippers, I tried separating the flipper callbacks code (starts in line 413) to
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
SolCallback(sURlipper) = "SolURFlipper" ' my new code
(I seperated the top flipper solenoid callbacks on many tables, so I'm comfortable with that part.)
However, I find that both sLRFlipper and sURlipper callbacks are being called, both when the lower right flipper is enabled, and then again (both of them) when the top right flipper is enabled.
funny enough, this isn't the case with the left flippers! so changing the 3rd line to:
SolCallback(sULFlipper) = "SolURFlipper" ' my new code
(changing the callback to the top left flipper) and I can get the sub procedure to run properly and gain control solely on the top right flipper - but only when it's binded to the top left button... which is obviously not a good enough solution.
I don't know how callbacks work in the depth of visual pinball. I don't know if it's the ROM to blame, but I kind of suspect that, because my buttons are properly configured (using separate top and bottom flipper controls on most of my tables), and I don't see any other part of the code that messes around with the callbacks.
Can anyone help?
I don't know how callbacks work in the depth of visual pinball. I don't know if it's the ROM to blame, but I kind of suspect that, because my buttons are properly configured (using separate top and bottom flipper controls on most of my tables), and I don't see any other part of the code that messes around with the callbacks.
Can anyone help?
It would be so great if someone added vr to this table!
Thanks for making that table.
Have an nice week.
I play the table a lot and it is a lot of fun. Thank you all who are making this possible!
I noticed that the number of shots for each hole in the dmd does not match the number lighted on the playfield. If I change the order of the names of the according lights to L62,61,64,66,65,64 (sign "2" to "7") it seems while playing all right. But when counting the bonus its incorrect again. No big thing just a sign of my interest!
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I'd already done Metallica before them and it has the colors corrected
https://www.vpforums...&showfile=15325