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Jurassic Park (Data East 1993) FS Cabinet VP990 [UW,LW,Dark] [VP 9.x Cabinet FS]

Jurassic Park Data East FS JPark

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#21 ziggystl

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Posted 14 November 2014 - 06:42 PM

An instant classic, you really spared no expense.  Congrats on a great table.



#22 ClarkKent

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Posted 14 November 2014 - 07:03 PM

Wow! This new version is just incredible!

 

It would be perfect if there would be a physmod5 version of that to have a better ball control! :)



#23 tttttwii

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Posted 14 November 2014 - 08:28 PM

Holy shit! This is great. Thanks for all your efforts.



#24 Sunskift

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Posted 14 November 2014 - 08:39 PM

Thanks
This is another just great table!
Playes really sweet, and it's fun as well!
46", 32", PinDMD2-Vishay DMD, MK MSI Z87-G43 ATX Motherboard, Intel Core i7 4770K 3,5 GHz Processor, 16GB, ASUS GTX760 for the Playfield, ASUS GT610 for the Backglass (driver 334.89), Intel 530 SSD 240GB, Windows 7 x64, VirtuaPin Digital Plunger Kit. VP 9.9.0a and PinballX 1.84

#25 takut

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Posted 14 November 2014 - 08:50 PM

Perfect. Thanks for this great table. Playing very good and looks arresting :tup:

 

And the includig night mod is amazing. I love the night mods.


Edited by takut, 14 November 2014 - 08:51 PM.


#26 gStAv

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Posted 14 November 2014 - 08:51 PM

Yes, this table is crazy fast, and the music is so irritating my ears started to bleed after 2hs constant play! :D *lol*

 

Think that they annonced that a physmod5 version would be released later on if I'm not mistaken.

Would be great as I have a hard time pass through the bumpers and also nail that captured "egg-ball"


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#27 darkvader

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Posted 14 November 2014 - 09:01 PM

THX for this fantastic table. I love JURASSIC PARK. :otvclap: :db:



#28 dark

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Posted 14 November 2014 - 09:45 PM

Great Table, Thanks Dark and everybody involved. Really only needs a Physmod 5 version to make it perfect.

 

P.S

 

Please refrain from using words like " implicitely " in your scripts , it confuses the hell out of us folk with four syllable vocabularies :moon:  lol 

JimmyFingers will be adding ball collision, BMPR physics and then a physmod edition at some point.  The table really needs ball collision sounds since it has so many types of multiballs, raptor 2 ball, triball, multiball restart 2 ball, "Chaos 6 ball" and "system failure 6 ball" and 'super egg', hit captive ball to add a ball multiball.  It's exiting when you get a system failure and the chaos multiball jackpots are where the real points are at.  I'm hoping someone can figure out the trex bowing twice issue as well.

 

 

Nice table!!

 

how can i disable the trex test. at the begin of the table load??

You cannot, this is rom controlled, the real table does the same every time you power it up.

 

Love it!  Setup both night and day versions. Really a challenging table fast and the bounciness makes you nudge or die. :)

You guys are putting your sweat & blood into these tables and it really shows, congrats to everyone on the team!

Key is to nudge frequently to the left to keep it away from the right out lane.   :P

 

My best score to date is:

 

1,388,511,710

Thanks guys for this update, love the improvements.

 

The little subtleties like the moving reflections along the steel sidewall ball guides etc. look really nice and the t-rex model is super well done in terms of aesthetics and movement.

 

Superb.

You would be the type to notice and appreciate these things.   ;)


Edited by dark, 15 November 2014 - 12:50 PM.


#29 dark

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Posted 14 November 2014 - 09:56 PM

I also wanted to mention if you wanted to play with the TREX a bit, you can enter diagnostic menu by holding key 8 then pressing 7, press 7 repeatedly until you reach trex diagnostic menu.  From the Trex diagnostic menu you can press and hold left or right flipper to move left or right, pull plunger to trigger jaw movement and press and hold start to make the trex bend over.  You need to note however that it will only bend at the one axis points so what you have to do is hold start while moving left and right and when it hits the appropriate angle it will begin to bend over.  To return to swiveling back and forth hold left or right flipper while the trex is standing back up and when it hits the fully up right position it will begin to move left or right.



#30 Pinball999

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Posted 14 November 2014 - 10:11 PM

...

Can't play this table before tomorrow... It's killing me!! :D



#31 The Loafer

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Posted 15 November 2014 - 04:40 AM

#&^*#*$*&!!!!     Got home late so no testing tonight so will hopefully get the chance tomorrow. Can't wait, I guess one more day won't kill me!



#32 boiydiego

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Posted 15 November 2014 - 12:38 PM

nice table love the nm , can the t-rex test be dissabled at startup ?


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#33 dark

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Posted 15 November 2014 - 12:50 PM

nice table love the nm , can the t-rex test be dissabled at startup ?

This is rom controlled, so no it cannot.



#34 Slydog43

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Posted 15 November 2014 - 02:48 PM

OMG, this table is incredible looking.  I love the lighting on T-Rex.  I really like the movie also, so thanks so much for such an impressive recreation!  Will be the current demo table that I show people who come to see the cab.



#35 The Loafer

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Posted 15 November 2014 - 03:45 PM

Sleep be damned, I tried it last night before going to bed. Physics as is are very fun on this table, lot the liveliness of the outlane areas. The look is obviously incredible and the trex is everything I was hoping for. I knew you had added some nudging effects on the two pterodactyls but the effect turned out better than I expected.

Will play it some more tonight but outside of the ball collision sounds that will be a good addition, I would think this is done as is, it's got that much polish to it. More comments coming.

#36 dark

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Posted 15 November 2014 - 05:51 PM

e111d70c52fa3e94954415d8abce07cb6ad71dfd

@slydog:  I'm glad you say that, it was my hope that people would think highly enough of it to be considered a 'showcase' table.

 

@Loafer: Indeed, we wanted it to be as complete as possible before making an initial release, thus the multiple delays in release dates, it has a couple minor bugs but it's basically done as is.

 

As I mentioned before Jimmyfingers will be adding BMPR at some point and then a physmod release shortly there after.

 

Jimmy should also be able to resolve the issue with ball collision (which will add a lot to the experience imo), it also needs the ball drop (from plastic ramp) sound.

 

A small detail I wanted to try was, I had an idea for an experiment, I rendered out an animation of the same flippers used in the table with 3DSmax realistic motion blur, I wanted to try using a few of the frames in sync with flipper movement to try to give the illusion of more realistic flipper movement.  I used the same motion blur effect for the wheel in NGG for bodydump and if you saw the video for that you'd know it made it look very realistic, so I'm hoping we can add the same sort of effect to flipper movement.

 

Hopefully Jimmy or someone can figure out the last few remaining bugs...

There are two bugs still remaining which are:

 

-Trex bows multiple times some times when it should only bow once, except in rare circumstances where it's "looking for the ball"

- Stampede sequence, if you hit the gallimimus target near the plunger lane it will show a dmd animation of a trex chasing galli's but according to the manual, hitting the trex paddock should trigger an animation of a trex eatting one.


Edited by dark, 15 November 2014 - 05:54 PM.


#37 Pinball999

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Posted 15 November 2014 - 06:45 PM

Hi Dark,

 

this is defintitely a show case table! Great job to all involved!

Also, the sounds when T-Rex gets the ball works great with Bass shakers, I can feel the ball moving in the table!

 

There are just two small things I've noticed that could be considered in a future update.

-When disabling the light reflection and changing the layback, the lower right rail reflection is still visible.

-The flippers were not rotated during the import from FP. As a result, they get longer and not higher when changing the Z scale.

(I understand that the problem would be solved with your new flipper animation anyway)

 

Thanks again. Going back to the cab to play some more!



#38 dark

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Posted 15 November 2014 - 10:10 PM

I didn't really test the disable extra lighting feature extensively, but all the extra lighting has pretty detailed labels in the script so if there's one in particular you'd like to disable have a look, it shouldn't be too hard to find.  This is something that will likely get fixed with an update since you brought attention to it, but it shouldn't be hard to find in the event you don't want to wait for that.

 

As far as the primitive flippers, I guess you could always just adjust the primitive scale values individually to compensate for that.

 

The flipper animation thing I referred to earlier will be 2D and work as an add on to the primitive flippers so it will most likely have limited POV settings....to be perfectly honest I'm not even sure it will work yet which is why I mentioned it will be an experiment.  It's just going to be placed on top of the current flippers to add a motion blur to the animation so the quick movements of the flipper look more realistic to the eye.



#39 Pinball999

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Posted 15 November 2014 - 11:27 PM

No problem at all. As I aid they are just small things, and they won't prevent me to enjoy the table :)
I'll have a look at the script, it's a good way to learn how the table is made!

#40 Pinball999

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Posted 16 November 2014 - 12:54 AM







Also tagged with one or more of these keywords: Jurassic Park, Data East, FS, JPark