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Jurassic Park (Data East 1993) FS Cabinet VP990 [UW,LW,Dark] [VP 9.x Cabinet FS]
Started By
dark
, Nov 14 2014 03:07 AM
Jurassic Park Data East FS JPark
77 replies to this topic
#45
Posted 16 November 2014 - 09:52 PM
duplicate it 
and usd another rom because i think the settings are rom based and not table based
and usd another rom because i think the settings are rom based and not table based

My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth
#47
Posted 19 November 2014 - 05:12 AM
I had a chance to download this table and play several games tonight. It looks great! Especially the night mode. Lighting detail is really sweet. The ball seems a bit floaty but it definitely captures the speed of the real pin. There is a clear plastic cover piece on the real pin that covers the flasher behind the upkicker (it covers that whole plastic piece behind the upkicker). Also the raptor kick always sends the ball at the left flipper. Actually, it sends just to the tip of the left flipper with the threat of a drain that sometimes requires a nudge). One other thing I noticed is that several times I was able to have the ball enter the control room from the pop bumpers which I don't think is ever possible from on the real pin (I've never seen it happen even one time). It almost seemed like it was entering the control room scoop from the rear but I couldn't swear to it.
Thank you for the efforts, this is a really sweet table.
#49
Posted 19 November 2014 - 01:15 PM
The force of the pop bumpers seems to bypass the wall that acts as the scoop's collision, it was considerably worse before, it would enter from the pop bumpers regularly, now it's at least less frequent. Perhaps it's something that can be improved in an update.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#51
Posted 20 November 2014 - 09:17 AM
the table looks incredible and plays ok, but the ball feels like it has no weight to it and it seems the targets kinda emits some gravitational pull that pulls the ball towards them, especially that right-most lock bumper in the lower playfield. The ball will go in it from behind as well. Maybe a future update can fix this, or is it just me that sees those few issues? I can tell much work went into this, but I think it could use some physics adjustments here and there.
#52
Posted 20 November 2014 - 02:45 PM
As it's been stated previously, ball collision, physics tweaks, BMPR routine and possibly a physics mod version there after are going to be done by jimmyfingers. The choice was either put out an initial release for people to try or not release and wait.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#54
Posted 31 December 2014 - 04:04 AM
Hi I haven't updated my tables in some time but this one got me excited to get back at it.
I am running a 1GB GTX 560 which was a good card when I built this machine a year ago..I think it was anyway.
I have just tried this table and I can't even get it to load in the VP editor, crashes every time it tries. Would this be my video card causing this or something else?
Thanks
Edit: Just realized I need to update my VP as I'm running 9.2.1
Hopefully that does the trick ![]()
Edited by Gunner, 31 December 2014 - 04:08 AM.
#56
Posted 06 January 2015 - 05:15 AM
Just following up to say this table is amazing, many thanks!
I had to update to VP9.90 then had to figure out the DX9 stuff and install that. Success!
Only problem is my Future Pinball won't launch now. I'll have to do a search on that, likely something to do with DX9.
#57
Posted 06 January 2015 - 05:25 PM
@Gunner: Glad you like it, a lot went into making it.
A physics update is still in the works by jimmyfingers, he's just been busy and there's no real reason for him to feel rushed so all in due time. Ball rolling and collision sounds will also be updated along with a bug fix that keeps the TRex from bending over multiple times some times.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#58
Posted 16 January 2015 - 04:33 AM
Hello again, still loving this table. Decided to try and add both a Day and Night mod to my Hyperpin install tonight with no success.
I see some talk of doing so in this thread but I can't make it work. I copied the table and renamed the second one Jurassic park Night Mod and even tried changing the script to a different rom, as someone suggested.
They both are still controlled by the Dip setting and will stay the same for both tables. I cannot get one to run Day and one to run Night.
If anyone has this working and can help me it would be appreciated. Thanks
#59
Posted 16 January 2015 - 08:22 AM
If I understand what you need is to be able to select from hyperpin 2 different version so try this...
Run 2 different copy of the table and add to table name "DAY" for one and "NIGHT" for the other...
Inside script change line 310 for each version change this to force mode
'To force Night Mode
If JPOptions And cOptday Then : NightMod = True : Else : NightMod = True : End If
'To force Day Mode
If JPOptions And cOptday Then : NightMod = False : Else : NightMod = False : End If
Hope this help.... it works for me ![]()
#60
Posted 16 January 2015 - 08:33 AM
Or you let it do by your local Time, in 1 Table, automatically:
if hour(time) > 6 and hour(time) < 20 then NightMod= False else NightMod = True
Edited by STAT, 16 January 2015 - 08:33 AM.



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