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Gilligan's Island (FS Mod VP913)

Bally Gilligan Gilligans Island epthegeek rob046 Mod FS Full Screen Cabinet

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#21 koadic

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Posted 03 November 2012 - 12:51 PM



I haven't updated to vp913 yet, anyone know what happens if I run this with vp912?? (p.s. not a critisim, just wondering)


Shouldn't really matter. Though why not update to 913? Literally takes like 30 seconds. I just marked the file as 913 so that in the future people know which version of VP the table was original saved in. Though most of the time I worked on it was in 912, so it should be fine. I never thought that some ppl might be confused & think that they can only play the table in 913, but another reason I like to specify this is because the alpha ramps won't work in any version below VP911. Which is why I don't simply mark the table as generic VP9.


My concern revolves around the major? changes koadic has made with the key mapping. In particular, I have both the Nanotech kit and an IPAC2 in my cab because I use it for M.A.M.E. as well as virtual pinball and I've put a lot of work into making all the buttons work in a particular way.

Nobody else has seemed to mention this with VP913 so I may switch over - I'm possibly over thinking this, I mean, If I don't change any of the keymappings inside VP913 settings, I'm probably not going to see any problems, right?


Nothing should be changed by default, I took care to make sure that if it worked before, unless you intentionally go in and change something, everything should act exactly the same as before. The main stuff I added is the gamepad mappings (IPAC is seen as a keyboard, right?) in addition to some optional global settings which again are mainly for gamepads. And unless you check the 'Override Default Layout' box, no changes you make will even effect the Nanotech keys (again, forcing you to choose to change the settings leaving it alone by default). Some of the benefits of upgrading for the Nanotech kit is the ability to set the X and Y gain separately, the ability to tweak the 'Tilt Sensitivity' which will allow you to fine tune the analog tilt ability, and option to use the rZ axis of the plunger for a more accurate response.

As far as the keyboard settings go, the ONLY thing that is changed is the appearance/layout in the key settings, and everything uses the same registry keys as before, so between 912 and 913 there is no need for the exe to change anything, which means it will stay the same.

Edited by koadic, 03 November 2012 - 12:57 PM.


#22 Hyper

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Posted 03 November 2012 - 02:11 PM

error could not create offscreen surface. all other tables work fine.
using vp913


@Koadic, Dazz and others, I've got the same problem.
Does NOT work in VP 9.13 AND in VP 9.12 build 7.
HOWEVER in VP 9.12 it DOES work.

So, what is the difference between these versions?

Edit, It works with VP 9.12 on it's own. Within HyperPin it does not work.
So perhaps the images are too big? (just like Black Rose)

Edited by Hyper, 03 November 2012 - 02:17 PM.


#23 koadic

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Posted 03 November 2012 - 02:43 PM

Edit, It works with VP 9.12 on it's own. Within HyperPin it does not work.
So perhaps the images are too big? (just like Black Rose)


It's possible, what happens if you limit the texture size to 1024 or 512 temporarily? just to test it? Just remember to restart VP each time you change it.

#24 Hyper

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Posted 03 November 2012 - 08:10 PM


Edit, It works with VP 9.12 on it's own. Within HyperPin it does not work.
So perhaps the images are too big? (just like Black Rose)


It's possible, what happens if you limit the texture size to 1024 or 512 temporarily? just to test it? Just remember to restart VP each time you change it.


When I limit to 1024 it works.
Does that mean the images are to big?
If so, which images should I make smaller (just like Black Rose)?

#25 rob046

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Posted 03 November 2012 - 08:12 PM

Obviously the table is fine for me in VP913 with 4gb patch in win7 x64, although I'm only running a single monitor & no hyperpin. Most textures are the same as the original version with Gilligan or Black Rose mods, so I'm wondering if anybody has trouble with the original versions of those.
I am now looking into ways I can cut the video memory requirement but not lose a bunch of quality.

#26 Hyper

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Posted 03 November 2012 - 08:55 PM

Hello Rob,

I am also using win7 x64, but not the 4 gb patch. I tried that for black rose (and it helped), but made my system on all tables noticeable slower (less fps). So I ended up making the table images smaller on Koadic's advice.

#27 rob046

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Posted 03 November 2012 - 09:27 PM

4gb patch performs about the same for me. Not sure why it would give you fewer fps, but it sounds abnormal to me & you might want to look at that. If you got x64, you definitely should want to run that patch. I'm trying different things here. Reducing file size & trying different image formats doesn't seem to be helping. I really hate to cut back on image quality (size), but unless somebody has other suggestions for me...

How many of you have this texture problem, & how much ram does your GPU have?

#28 epthegeek

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Posted 03 November 2012 - 09:32 PM

When I limit to 1024 it works.
Does that mean the images are to big?
If so, which images should I make smaller (just like Black Rose)?


The game has a metric ton of full size PF images because of the rotating island being done with geometry rather than an image overlay. So it's not surprising that it would be a problem for some people.

#29 rob046

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Posted 03 November 2012 - 09:48 PM

Guys, believe it or not, I just fired up this table, maxed out, on my laptop, & the desktop version I'm using even uses more textures than FS. 1920x1080, & my laptop only has 512mb of dedicated vid RAM. Its just ATI onboard graphics. Which is the complete opposite of my desktop, which is a Nvidia 2gb beast.Even with the alpha slider set halfway, the table not only loaded, but it played pretty smoothly despite only having a 2ghz CPU. 4gb of RAM.Also, even though my laptop is x64, I didn't even apply the 4gb patch yet on 913.So.... Why isn't this loading for some people? Would love to get to the bottom of this & also get an idea what % of people are affected.

Edited by rob046, 03 November 2012 - 09:57 PM.


#30 numiah

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Posted 03 November 2012 - 09:49 PM

Thanks a lot for your time and effort ! Plays great on VP912.
Although right outlane can be a real drainer.

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#31 rob046

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Posted 03 November 2012 - 09:56 PM

Things OK with the 4gb patch as well.
Only thing of note with 913 is that on my laptop I need to run in 16 bit modes. But on my laptop 32 bit has never worked right. Though at 32 bit, I still don't get that texture error, I just get a mostly blank screen when I load the table.

You guys with issues.... any more luck in VP912?

#32 Hyper

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Posted 03 November 2012 - 09:57 PM

How many of you have this texture problem, & how much ram does your GPU have?


My GPU has 1GB of ram (GTX 560 for 2 monitors (playfield and backglass)), system ram 8GB and a i7 3.4Ghz.

#33 rob046

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Posted 03 November 2012 - 10:00 PM

Hyper you said that in VP912 build 7 it didn't work but otherwise it did work in VP912? The official VP912?

Since may laptop is able to load this table, could this only be a FS issue for those running multiple displays? Can you try the desktop version on 1 monitor or even this FS version without UVP or other displays? Just trying to narrow down where the issue is. Your RAM & CPU are definitely more than enough. Thanks.

Edited by rob046, 03 November 2012 - 10:02 PM.


#34 luvthatapex

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Posted 03 November 2012 - 10:12 PM

This looks great, plays great and works great in vp912 (last release). I am playing it on my cab now. Excellent work Rob!
I also added the flashers for the LEDWIZ and its a nice lightshow during several segments. What a fun table!

I haven't updated to vp913 yet, anyone know what happens if I run this with vp912?? (p.s. not a critisim, just wondering)



#35 rob046

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Posted 03 November 2012 - 10:16 PM

This looks great, plays great and works great in vp912 (last release). I am playing it on my cab now. Excellent work Rob!
I also added the flashers for the LEDWIZ and its a nice lightshow during several segments. What a fun table!


I haven't updated to vp913 yet, anyone know what happens if I run this with vp912?? (p.s. not a critisim, just wondering)


Good to hear. What GPU are you using?
Also wanted to note that on my laptop I also just loaded up Black Rose mod without a problem, & that has even more high res textures.

#36 maceman

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Posted 04 November 2012 - 01:54 AM

Just wanted to report that it plays great on my cab with vp913!! I made some minor modifications, but nothing worth reporting here currently.

Still mesmerized by that ramp action! :)

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#37 Aaron James

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Posted 04 November 2012 - 04:16 AM

It's nice that you can RELY on the ramp/jungle mechanism now.
Thanks again.

vpsig.jpg


#38 DreamTrap

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Posted 04 November 2012 - 05:21 AM

How many of you have this texture problem, & how much ram does your GPU have?

also run windsows 7 64bit with 4gb patch have 8gb ram and gtx 460 SE i think it has 1gb gpu mem. i can play this table fine in vp 913 but soon as i try to load it through hp that error always appears.

i put vp912 back in and it started right up. this works fine now however in vp912 it kinda breaks junkyard the ball flies past the wrecking ball most of the time like it's not even there.

the problem for me anyway seems to be vp913

Edited by DreamTrap, 04 November 2012 - 12:15 PM.

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#39 citedsetz

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Posted 04 November 2012 - 10:45 AM

All working now. Added the 4gb patch on vp913, works in hp also.
using 8gb ram, ati 5970.
great table
thx

#40 The Loafer

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Posted 04 November 2012 - 02:07 PM

Obviously the table is fine for me in VP913 with 4gb patch in win7 x64, although I'm only running a single monitor &amp; no hyperpin. Most textures are the same as the original version with Gilligan or Black Rose mods, so I'm wondering if anybody has trouble with the original versions of those.
I am now looking into ways I can cut the video memory requirement but not lose a bunch of quality.


FYI, your black rose was not working for me when run from within vp, due to the same memory issues as others. I resized the play and i got it to work but the playfield took a quality hit in turn. However, if I run the non resized table through Hyperpin, it works just fine. Yes, that does not make sense, running through Hyperpin should mean less resources/memory is available but it does work and works well too! I did not report it because it seemed I was in a minority and at the end of the day, it worked as is, no resize required.

Rob

Guys, believe it or not, I just fired up this table, maxed out, on my laptop, &amp; the desktop version I'm using even uses more textures than FS. 1920x1080, &amp; my laptop only has 512mb of dedicated vid RAM. Its just ATI onboard graphics. Which is the complete opposite of my desktop, which is a Nvidia 2gb beast.Even with the alpha slider set halfway, the table not only loaded, but it played pretty smoothly despite only having a 2ghz CPU. 4gb of RAM.Also, even though my laptop is x64, I didn't even apply the 4gb patch yet on 913.So.... Why isn't this loading for some people? Would love to get to the bottom of this &amp; also get an idea what % of people are affected.


Not sure what causes this (maybe can be blamed on its aged directx 7 support) but I remember when I was trying to get vp installed on my arcade cab (not a pincab), vp would perform better in many case by using the onboard chipset on my low profile cab pc, then running on a higher end dedicated video card on my at-the-time beafy pc. Sometimes these quirky moments just happen. I just sigh and move on lol.





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