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Submitter
SUPPORT TOPIC File Information
- Submitted: Mar 16 2013 03:32 AM
- Last Updated: Mar 16 2013 08:57 PM
- File Size: 29.49MB
- Views: 6434
- Downloads: 1,007
- Author(s): JPSalas, rob046 (Mod)
- Manufacturer: Williams
- Year: 1990
-
IPDB Link:
- ROM: Link to ROM
- Media Pack: Link to Media Pack
- Permission to MOD?: Unspecified
Previous Versions
Download Riverboat Gambler - Mod v1.1
3 Votes
Riverboat Gambler Riverboat Gambler VP9 Mod JP JPSalas rob046 Williams Desktop
Table is 16:10 aspect ratio by default, for...
4:3 set x-scale in backdrop to 1.2
16:9 set x-scale to .9
Thanks to JP for allowing this mod. This serves largely as update of sorts, just taking advantage of new features & tricks that have come about since this table was created in 2010. I'd also like to do further updates to lighting, GI & PF flasher effects in the near future, especially if maybe JP still has original textures without the old lighting on them that I can work with.
& speaking of textures, the desktop version now has the higher resolution textures from the FS version. I know on my 1920x1200 monitor its definitely an improvement.
This table uses a fair amount of clear plastics, so its a nice improvement as I converted them all to alpha plastics.
Also replaced all the posts with JP's nice looking transparent (alpha) posts like the real table has.
And, the 2 top flashers now use nice halo effects.
New alpha ball image added.
Using Koadic's latest alpha plunger system.
Some other minor visual tweaks.
Also using Koadic's code additions that makes it easier to choose VPM, UVP, or B2S at the top of the code just by changing the number value.
This table also makes use of the new ball sizing code in the new VBS. Ball is just slightly larger (by 3 units) to make it accurately proportional to the table.
Table uses some JimmyFingers code too. The flipper tap code that I always use, & I also took a bit of his light system update & halo textures to create top 2 extra flasher effects. His modified ball rolling code & his alpha ramp flipper logo effect.
Table also now uses B2B collision so thanks to all involved in creating that.
I gave the table my usual physics & tuning.
There are some new sounds.
Lastly, for FS users, this table does use the QWER keys for the roulette wheel. If you can't use these buttons, the game is still playable, I think it might auto select after a countdown. Being a desktop user, I don't know what solutions there might be for making these switches selectable on a cab. If anybody comes up with a solution please let me know.
4:3 set x-scale in backdrop to 1.2
16:9 set x-scale to .9
Thanks to JP for allowing this mod. This serves largely as update of sorts, just taking advantage of new features & tricks that have come about since this table was created in 2010. I'd also like to do further updates to lighting, GI & PF flasher effects in the near future, especially if maybe JP still has original textures without the old lighting on them that I can work with.
& speaking of textures, the desktop version now has the higher resolution textures from the FS version. I know on my 1920x1200 monitor its definitely an improvement.
This table uses a fair amount of clear plastics, so its a nice improvement as I converted them all to alpha plastics.
Also replaced all the posts with JP's nice looking transparent (alpha) posts like the real table has.
And, the 2 top flashers now use nice halo effects.
New alpha ball image added.
Using Koadic's latest alpha plunger system.
Some other minor visual tweaks.
Also using Koadic's code additions that makes it easier to choose VPM, UVP, or B2S at the top of the code just by changing the number value.
This table also makes use of the new ball sizing code in the new VBS. Ball is just slightly larger (by 3 units) to make it accurately proportional to the table.
Table uses some JimmyFingers code too. The flipper tap code that I always use, & I also took a bit of his light system update & halo textures to create top 2 extra flasher effects. His modified ball rolling code & his alpha ramp flipper logo effect.
Table also now uses B2B collision so thanks to all involved in creating that.
I gave the table my usual physics & tuning.
There are some new sounds.
Lastly, for FS users, this table does use the QWER keys for the roulette wheel. If you can't use these buttons, the game is still playable, I think it might auto select after a countdown. Being a desktop user, I don't know what solutions there might be for making these switches selectable on a cab. If anybody comes up with a solution please let me know.
What's New in Version v1.1 (See full changelog)
- v1.1 - Alpha plunger system wasn't working right, now fixed & the plunger (skill shot) should have a more accurate feel to it. Thanks Koadic for catching this.
- Also I had added some ledwiz related code that I thought would work with this table, but it doesn't, so all that is removed.
- v1.0 - 1st version of this mod
@Daishan : you need the latest core.vbs, you can get it here ; http://www.vpforums....ads&showfile=17
@Daishan : you need the latest core.vbs, you can get it here ; http://www.vpforums....ads&showfile=17
Yep, that did the trick. Thanks!!!
awesome work man
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Looks like it could be a really cool table! However I am running into an issue. It started up just fine but once I tried to start a game I got a Script Error
Line: 1119
Variable is undefined 'bsize'
Clicking OK causes the game to crash to desktop