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Whitewater VP91x 1.0FS
Started By
jpsalas
, Nov 19 2011 04:42 AM
129 replies to this topic
#83
Posted 01 January 2012 - 02:45 PM
this is the FS version meaning for cabs you want the 4/3 version for desktops.
Edited by bladexdsl, 01 January 2012 - 02:52 PM.
#85
Posted 19 January 2012 - 07:01 PM
QUOTE (chriz @ Jan 19 2012, 12:50 PM) <{POST_SNAPBACK}>
hey guys, this table simply rocks - one of my favorites!
is there any fix for the black bar glitch on the backglass/second monitor yet? *hope*
is there any fix for the black bar glitch on the backglass/second monitor yet? *hope*
I don't think there is a fix for this.
At least it is not too annoying.
#89
Posted 31 January 2012 - 07:28 PM
This table is awesome and I feel like a real asshole for saying anything negative towards it. But that said it feels like the flippers are just sort of off. I've been playing this game IRL lately and where I hit the ball on the flippers is just much, much different on this game. For example the no way out shot. IRL it seems like if you have the ball trapped its a very early flip to get into no way out. But on the recreation its sending it in a completely different spot than where the ball should go. Its so off I had to stop playing the vpinball one because it was screwing up my timing on the real thing. If that was somehow remedied this would probably be the best recreation of any tables yet!
#90
Posted 31 January 2012 - 07:41 PM
QUOTE (sixsixtie @ Jan 31 2012, 02:28 PM) <{POST_SNAPBACK}>
This table is awesome and I feel like a real asshole for saying anything negative towards it. But that said it feels like the flippers are just sort of off. I've been playing this game IRL lately and where I hit the ball on the flippers is just much, much different on this game. For example the no way out shot. IRL it seems like if you have the ball trapped its a very early flip to get into no way out. But on the recreation its sending it in a completely different spot than where the ball should go. Its so off I had to stop playing the vpinball one because it was screwing up my timing on the real thing. If that was somehow remedied this would probably be the best recreation of any tables yet!
Get in there and fix it if you know where the ball is supposed to go!
That's the beauty of VP! It's open and unlocked, and you can work on your version to make it perfect for you!
I am, therefore I run.
#91
Posted 31 January 2012 - 07:46 PM
Did you try Analog's settings that he posted in the 'better physics settings' thread? I think he had the real machine to hand when he came up with those.
If they are no good, as Tamoore mentions, try working on some better settings yourself and share your improvements with the masses.
If they are no good, as Tamoore mentions, try working on some better settings yourself and share your improvements with the masses.
#93
Posted 06 May 2012 - 07:15 PM
QUOTE (jpsalas @ Nov 19 2011, 06:42 AM) <{POST_SNAPBACK}>
Whitewater VP91x 1.0FS

Version: 1.0.0
Category: VP 9.x Cabinet Tables (FULL SCREEN)
Author(s): jpsalas, Grizz, Noah Fentz
Description:
Based on the WIlliams table from 1993
First of all thanks to:
to Grizz for the playfield and apron redraws.
to Noah for the physics adjustments and pictures
to studmud for the Big Foot video
About this version:
It uses 8 levels of GI on the playfields and on the plastics. The lights and flashers are the "normal" 4 levels fading.
If the table is slow in your machine, then the problem is not the 8 levels GI on the playfields, but the alpha ramps used on the flashers, ramps and plastics. And there isn't much you can do.
JP
View File
Submitted by jpsalas, on Nov 19 2011, 06:42 AM
Can you post the link for the NOT FS version?Version: 1.0.0
Category: VP 9.x Cabinet Tables (FULL SCREEN)
Author(s): jpsalas, Grizz, Noah Fentz
Description:
Based on the WIlliams table from 1993
First of all thanks to:
to Grizz for the playfield and apron redraws.
to Noah for the physics adjustments and pictures
to studmud for the Big Foot video
About this version:
It uses 8 levels of GI on the playfields and on the plastics. The lights and flashers are the "normal" 4 levels fading.
If the table is slow in your machine, then the problem is not the 8 levels GI on the playfields, but the alpha ramps used on the flashers, ramps and plastics. And there isn't much you can do.
JP
View File
Submitted by jpsalas, on Nov 19 2011, 06:42 AM
#94
Posted 06 May 2012 - 08:23 PM
QUOTE (Gzero @ May 6 2012, 02:15 PM) <{POST_SNAPBACK}>
Can you post the link for the NOT FS version?
Since you happen to be fairly new, I will help ya out...
http://www.vpforums....u...l&f_id=6091
but if you go into the downloads section and search, or click on the "Visual Pinball Desktop" link above, it will take you to a presorted list with desktop (non FS) versions for either VP8 or VP9 (depending on which link you follow), and you will also get a search bar to search for particular tables (although this will search all tables, not just desktop).
#95
Posted 07 May 2012 - 06:14 PM
QUOTE (koadic @ May 6 2012, 10:23 PM) <{POST_SNAPBACK}>
QUOTE (Gzero @ May 6 2012, 02:15 PM) <{POST_SNAPBACK}>
Can you post the link for the NOT FS version?
Since you happen to be fairly new, I will help ya out...
http://www.vpforums....u...l&f_id=6091
but if you go into the downloads section and search, or click on the "Visual Pinball Desktop" link above, it will take you to a presorted list with desktop (non FS) versions for either VP8 or VP9 (depending on which link you follow), and you will also get a search bar to search for particular tables (although this will search all tables, not just desktop).
Thank you very much!
#96
Posted 09 June 2012 - 11:09 PM
I've been loving the life out of this table recently... It's quality work 
I was just wondering if anyone has found a bulletproof solution to adjusting the top flipper shot for making the whirlpool/insanity falls? I've tried various flipper settings/positions with not much luck. I also tried adding a velocity 'helper' trigger (like in JP's taxi) but this didn't do much either, unless didn't I set it up correctly.
Cheers all + happy rafting!
I was just wondering if anyone has found a bulletproof solution to adjusting the top flipper shot for making the whirlpool/insanity falls? I've tried various flipper settings/positions with not much luck. I also tried adding a velocity 'helper' trigger (like in JP's taxi) but this didn't do much either, unless didn't I set it up correctly.
Cheers all + happy rafting!
#98
Posted 21 August 2012 - 11:26 PM
Fix for the black bar problem:
Based on informative and helpful posts earlier back in this thread from Dazz and Luvthatapex and some troubleshooting to readily reproduce the problem, I was able to locate the offending objects responsible for the black bar and they were indeed only .1 higher than their non-droppable counterpart. Adding another .1 solved the problem.
So, what you have to do is change the "Top Height" setting for objects la1, la2, la3, la4, la5, and la6 from 1.1 to 1.2.
Bye bye black bar
Based on informative and helpful posts earlier back in this thread from Dazz and Luvthatapex and some troubleshooting to readily reproduce the problem, I was able to locate the offending objects responsible for the black bar and they were indeed only .1 higher than their non-droppable counterpart. Adding another .1 solved the problem.
So, what you have to do is change the "Top Height" setting for objects la1, la2, la3, la4, la5, and la6 from 1.1 to 1.2.
Bye bye black bar
#99
Posted 22 August 2012 - 02:22 AM
Another solution to the black bar is to remove all those walls and use alpha ramps for the metal lanes. And I'm planning an update to the table, but I'm waiting for a better video of the spinning head with a little bit better focus. I have also plans to fix the top flipper too
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters


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