- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Gilligan's Island
Started By
rob046
, Oct 26 2012 04:37 AM
Bally Gilligan Gilligans Island epthegeek rob046 Mod 1991 Desktop Widescreen
61 replies to this topic
#21
Posted 26 October 2012 - 10:25 PM
I got it fixed up better. I re-did the moveable ramp with some new code, & it also looks better as both up & down states now have the alpha ramp. Thanks to VP9 the ramp didn't have to be done the way it originally was, got better options now. Just want to play a couple games to make certain it works 100%. & yes, if you got Jungle Run enabled, I'm pretty certain that ramp should be down.
#22
Posted 26 October 2012 - 10:27 PM
Well, can't speak for Aaron but if I apply a fix to the old FS version, it's just for now while you get your FS version done, it doesn't mean that we won't try yours when it comes out. In fact, I can assure you after playing your recent tables that I will!!! Don't see why you reacted like that ...
#23
Posted 26 October 2012 - 10:34 PM
Well, thank you Rob for potentially releasing a FS version of this. I read this entire thread, but must have glanced over that portion where you talked about you later make a FS.
I'm sorry for the inconveinance.
I tried applying FS backdrop settings to your desktop version, and i seem to get "ball artifacts" on some ramps...i'm sure i just have misplaced settings.
I await your version for sure Rob. Sorry I upset you.
I'm sorry for the inconveinance.
I tried applying FS backdrop settings to your desktop version, and i seem to get "ball artifacts" on some ramps...i'm sure i just have misplaced settings.
I await your version for sure Rob. Sorry I upset you.
#24
Posted 26 October 2012 - 11:13 PM
Reacted like what? I'm not even remotely upset at anything. Sorry if something I said came off that way. & with the FS thing, all I'm saying is that for that the table to play or function like it does with the mod, just copying that piece of code isn't enough. The FS version would likely be out in a day or 2.
Anyhow, I'm still not certain the ramp is 100%. Sometimes it seems like its fine, but then I'm unsure because I didn't have it drop for a Jungle Run. However, the Jungle Run lamp wasn't lit either, so maybe it is supposed to be that way?
Anyhow, I'm still not certain the ramp is 100%. Sometimes it seems like its fine, but then I'm unsure because I didn't have it drop for a Jungle Run. However, the Jungle Run lamp wasn't lit either, so maybe it is supposed to be that way?
#26
Posted 26 October 2012 - 11:22 PM
Rob, take the time you need to get this table to the quality you want to get it. I played the "real Gilligan's island" about 20 years ago and looking forward to playing it once again. To wait 2 days or two weeks more is absolut no problem. What I have seen looks great. Fantastic job.
#27
Posted 26 October 2012 - 11:27 PM
Yeah in the test menu, I got the ramp working fine, ramp up goes up & ramp down takes it down. So I'm really wondering why this sometimes doesn't drop for Jungle Run
I didn't mean that in the way you thought. I literally meant, THAT is your problem, not that is YOUR problem. Know what I mean? I was pointing out that this was his problem, playing the old version was the problem & wasn't fully fixable through pasting that section of code in.
I thought "Well, that is your problem then" sounded kind of rude, but I obviously jumped the gun a bit, sorry Rob.
I didn't mean that in the way you thought. I literally meant, THAT is your problem, not that is YOUR problem. Know what I mean? I was pointing out that this was his problem, playing the old version was the problem & wasn't fully fixable through pasting that section of code in.
#29
Posted 26 October 2012 - 11:32 PM
Rob, take the time you need to get this table to the quality you want to get it. I played the "real Gilligan's island" about 20 years ago and looking forward to playing it once again. To wait 2 days or two weeks more is absolut no problem. What I have seen looks great. Fantastic job.
It might be nice to get your feedback. This is a table I actually haven't played in real life, so your input could be helpful. I'm about to update in mere minutes, so you can check that out. I'm now fairly certain the ramp is working correctly.
yep, my mistake, sorry
Its fine, I just wanted to make it clear to Aaron that I wasn't being snarky:)
Edited by rob046, 26 October 2012 - 11:36 PM.
#30
Posted 26 October 2012 - 11:32 PM
Oh man what a time to be away from home for a few days...
Koadic, man you are a code crunching machine.. I've re-read your post 3 times now and the code is still like hieroglyphics to me, but I can't wait to get home and try it out. Cheers for taking the time to look at this issue.
Rob, you're logic for the FS release seems spot on. Release the desktop for inital feedback, bug fixes, etc continue polish it then when all is well release a FS version. In the mean time we get to enjoy the desktop version and be part of the bug fixing (if any are found) phase.
I watched a long video of the real table this afternoon and your physics are really nice, you're a man after my own heart in this department
Koadic, man you are a code crunching machine.. I've re-read your post 3 times now and the code is still like hieroglyphics to me, but I can't wait to get home and try it out. Cheers for taking the time to look at this issue.
Rob, you're logic for the FS release seems spot on. Release the desktop for inital feedback, bug fixes, etc continue polish it then when all is well release a FS version. In the mean time we get to enjoy the desktop version and be part of the bug fixing (if any are found) phase.
I watched a long video of the real table this afternoon and your physics are really nice, you're a man after my own heart in this department
#31
Posted 26 October 2012 - 11:36 PM
..everyone makes mistakes.... Men apologize!!
Funny how language works. I never like to say much inemails for the reason that things can be read different ways at times. Like how you guys quickly sorted that out.
Rob, Really appreciate your work here. I am a big Gilligan fan. I have been watching the FP build when i can, and i think the PF is coming along if not done yet... I wonder if that would translate over to VP? The very first thing my critic son said when i loaded is was "Why is the PF blurry"? It does seem blurry on this laptop for some reason. Is this the same one as from the original Gilligan?
Anyways, just a question, i don't want to get in the way of the thread progress while you are working... just wanted to say thanx and that i am trying to find glitches as well.... Plays good for me so far!
Maceman
Rob, Really appreciate your work here. I am a big Gilligan fan. I have been watching the FP build when i can, and i think the PF is coming along if not done yet... I wonder if that would translate over to VP? The very first thing my critic son said when i loaded is was "Why is the PF blurry"? It does seem blurry on this laptop for some reason. Is this the same one as from the original Gilligan?
Anyways, just a question, i don't want to get in the way of the thread progress while you are working... just wanted to say thanx and that i am trying to find glitches as well.... Plays good for me so far!
Maceman
#32
Posted 27 October 2012 - 12:30 AM
good eye! I was just about to update, then I saw your post, then I didn't want to let myself update without trying to improve on this. I'm even running at 1920x1200 on a pretty large monitor & the blurry parts don't stand out for me too much. Makes me wonder if you rotated this for FS? For desktop, this PF is actually MUCH better than the previous one. For FS its the same as before, since I exported the image from the FS version.
The answer to your question though, its simply that not every PF is a scan or redraw, some are just imperfect. This is one of them. Though technically even many redraws are imperfect too, just in a different way. Its funny though, because back when I started with VP, if I had a PF image like this, I would be the envy of the whole community & people would demand answers on how I got such a nice PF.
Cut to 2012, people are asking why this same image isn't better! Oh well, that is what happens when the bar gets raised & we got all these people scanning, patching, & redrawing PF's.
You are totally correct though, the source image simply has blurry parts. Looks to me like epthegeek did touch up some of the worse parts but didn't redraw the whole thing. I don't blame him. & after looking at it, I decided I could help him out a little bit here.
Also, while it isn't too bad on desktop with the angled view, I think FS users would appreciate it even more so if I improved some of those blurry areas.
Thanks for pointing it out, it shouldn't be too difficult to improve.
After that, I'll upload the update, which is otherwise all ready to go.
The answer to your question though, its simply that not every PF is a scan or redraw, some are just imperfect. This is one of them. Though technically even many redraws are imperfect too, just in a different way. Its funny though, because back when I started with VP, if I had a PF image like this, I would be the envy of the whole community & people would demand answers on how I got such a nice PF.
Cut to 2012, people are asking why this same image isn't better! Oh well, that is what happens when the bar gets raised & we got all these people scanning, patching, & redrawing PF's.
You are totally correct though, the source image simply has blurry parts. Looks to me like epthegeek did touch up some of the worse parts but didn't redraw the whole thing. I don't blame him. & after looking at it, I decided I could help him out a little bit here.
Also, while it isn't too bad on desktop with the angled view, I think FS users would appreciate it even more so if I improved some of those blurry areas.
Thanks for pointing it out, it shouldn't be too difficult to improve.
After that, I'll upload the update, which is otherwise all ready to go.
Edited by rob046, 27 October 2012 - 12:32 AM.
#33
Posted 27 October 2012 - 01:03 AM
ha ha! So true.
It is amazing just how far VP has come, in so many ways. I think back to just in a couple years, with the games on my cab, if they are not totally 2012, we find ourselves flipping right past them. That is a shame in some ways, yet it causes us to improve i guess.
I find i have become a bit of a critic as well. I am getting more fussy, even for myself and end up scraping projects as a result. Flippers are a huge pet peeve. If they have any sort of bump when rolling down the lane to the flipper (even if the OG has a bump) I can't stand it
We are all so happy with whatever we are given and am happy at your work here! It plays amazing and i can FINALLY here some sound. My other cab version has bad sound for some reason, i cannot hear the talking and now am laughing at what is being said
Maceman
It is amazing just how far VP has come, in so many ways. I think back to just in a couple years, with the games on my cab, if they are not totally 2012, we find ourselves flipping right past them. That is a shame in some ways, yet it causes us to improve i guess.
I find i have become a bit of a critic as well. I am getting more fussy, even for myself and end up scraping projects as a result. Flippers are a huge pet peeve. If they have any sort of bump when rolling down the lane to the flipper (even if the OG has a bump) I can't stand it
We are all so happy with whatever we are given and am happy at your work here! It plays amazing and i can FINALLY here some sound. My other cab version has bad sound for some reason, i cannot hear the talking and now am laughing at what is being said
Maceman
Edited by maceman, 27 October 2012 - 01:04 AM.
#34
Posted 27 October 2012 - 05:36 AM
Update!
v1.1 - Big thanks to koadic who helped fix the remaining bug in the platform using some code! The droppable ramp still seemed like it might not be 100%, & so I gave it some updated code & now the animation & up state of the ramp are improved visually, on top of it functioning reliably. The code I used was a piece of code that JPsalas used on the similar BS Dracula moving ramp. Also I updated the main ramp alpha texture which I forgot to do for v1.0, & also I improved/added a few sounds. Improved lighting a little more, sharpened some areas of the PF, & added some metal textures.
v1.1 - Big thanks to koadic who helped fix the remaining bug in the platform using some code! The droppable ramp still seemed like it might not be 100%, & so I gave it some updated code & now the animation & up state of the ramp are improved visually, on top of it functioning reliably. The code I used was a piece of code that JPsalas used on the similar BS Dracula moving ramp. Also I updated the main ramp alpha texture which I forgot to do for v1.0, & also I improved/added a few sounds. Improved lighting a little more, sharpened some areas of the PF, & added some metal textures.
#36
Posted 27 October 2012 - 07:18 AM
Man alive! I can spend all day just looking at that ramp go up and down.
Magnificent!!! I just love the action on that.
Congrats Koadic for your superb scripting, and to you to Rob for a masterpiece all around! This plays superb.
Maceman
Magnificent!!! I just love the action on that.
Congrats Koadic for your superb scripting, and to you to Rob for a masterpiece all around! This plays superb.
Maceman
#37
Posted 27 October 2012 - 07:41 AM
On the left the original black spinner, with yellow frame and a fake 3D effect.
To the right of the spinner with the same transparency color (green).

The gate can hardly be seen, I noticed by accident while trying to figure out where he was the spinner.
Thanks
Max
To the right of the spinner with the same transparency color (green).

The gate can hardly be seen, I noticed by accident while trying to figure out where he was the spinner.
Thanks
Max
Edited by kiwi, 27 October 2012 - 07:44 AM.
#38
Posted 27 October 2012 - 08:13 AM
Man alive! I can spend all day just looking at that ramp go up and down.
Magnificent!!! I just love the action on that.
Congrats Koadic for your superb scripting, and to you to Rob for a masterpiece all around! This plays superb.
Maceman
Thanks maceman, but it's not really my scripting, I just 'fixed the glitch'
Also tagged with one or more of these keywords: Bally, Gilligan, Gilligans, Island, epthegeek, rob046, Mod, 1991, Desktop, Widescreen
Visual Pinball →
VP Recreations - New Releases →
Blue Ribbon (Bally 1965)[Visual Pinball X]Started by jpsalas , 04 Apr 2026 |
|
||
Visual Pinball →
Animated Backglasses →
dB2S Animated Backglasses →
Accept directb2s [dB2S]Started by batch , 04 Mar 2026 |
|
||
Visual Pinball →
VP Originals - New Releases →
Hockey Pinball.zip [VP 9.x Desktop Original]Started by schplurg , 04 Mar 2026 |
|
||
Visual Pinball →
VP & VPM MODs - New Releases →
Star Pool[Visual Pinball X MOD]Started by STYX , 04 Mar 2026 |
|
||
Virtual Pinball →
Frontends and Addons →
Corvette (Bally 1994)Started by Flying Dutchman , 14 Feb 2026 |
|




Top














Contributor









are all trademarks of VPFORUMS.