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The Getaway VP92 [VP 9.x Cabinet FS]

Getaway melon Williams 1992 High Speed

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#1 melon

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Posted 20 February 2014 - 06:20 PM

Posted Image


File Name: The Getaway VP92

File Submitter: melon

File Submitted: 20 Feb 2014

File Category: VP 9.x Cabinet Tables (FULL SCREEN)

Author(s): melon
Manufacturer: Williams
Year: 1992
Permission to MOD?: No


Recreation of Williams' The Getaway: High speed II
Requires VP9.2 or higher as all the lighting and flashers are made using alpha ramps.
Thanks to He-Man30 for the scans provided.
Thanks to all the betatesters involved.
Thanks to JP for the lighting system, elements, sounds, textures, routines... without you this wouldn't be the same.
Thanks to Noah for the supercharger sound.
Enjoy.
 


Click here to download this file


cycloneMini2.png TafMini2.png FishTalesMini2.png spaceShuttleMini2.png bk2kmini.png GetawayMini.png


#2 Sheltemke

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Posted 20 February 2014 - 06:36 PM

Thank you so much friend! I waited this so much :)



#3 Fulltilt

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Posted 20 February 2014 - 06:50 PM

Awesome! Thank you very much :D


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#4 JMG

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Posted 20 February 2014 - 06:52 PM

truely amazing work!! thank you very much your awesome creations :)



#5 LoadedWeapon

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Posted 20 February 2014 - 07:23 PM

Awesome table! Great job! I might have to make a special backglass for this :)

#6 Abcdefg

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Posted 20 February 2014 - 07:27 PM

I just love the sound of this table. so pumping

 

thx for the update, much appreciated :)



#7 Pinball999

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Posted 20 February 2014 - 07:29 PM

Great improvement with the upper flipper since the last version!



#8 Aaron James

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Posted 21 February 2014 - 03:40 AM

Thanks Melon!!!!!!
I too have been patiently waiting for this awesome update!
Much appreciated,
Aaron

vpsig.jpg


#9 Dozer316

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Posted 21 February 2014 - 09:19 AM

This plays super nice this release. Really great work to all involved.

 

One thing I've noticed since the beta of this and the same is true for me with this version.

 

During a jackpot (and only during the light show that happens with a jackpot), I get big green patches on the playfield

as if a flasher without an image is being triggered and showing the default green background color.

 

Does anyone else see this happening?



#10 BlackPredator72

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Posted 21 February 2014 - 10:11 AM

Really nice table....looks and plays perfectly !!! Thnx !


43327.png?1581090420

 


#11 RipleYYY

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Posted 21 February 2014 - 10:47 AM

as FT, its top notch !

 

may be why not asking this than : we have some "old" FS table (already very nice, dont missunderstood me) that need an update, as they are angle dependant, and we cant change anything about the player view (and the bad angle it goes, the flippers the better example), as FATHOM...

 

just an idea in case of...

 

;)


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#12 Dozer316

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Posted 21 February 2014 - 03:52 PM

Ok I fixed the weird problem I was having. It seemed to be caused by the GI string which would assign images to ramps based on the GI step in the rom.

 

I made a personal mod replacing the GI string with alpha flashers and at the same time replaced the alpha ramp flashers with the new "flasher" object in VP.

 

I really over saturated the slingshot flashers but I love the result. They really pop now and look closer to a real machine. 

 

In fact I love it so much I think I'm going to have to go through all my tables and mod them :(

 

Thanks again Guys, this table is super well tuned and great fun to play.

 



#13 vulbas

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Posted 21 February 2014 - 04:12 PM

many thx.  :otvclap:

i love this table 



#14 Slydog43

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Posted 21 February 2014 - 04:41 PM

Dozer what was your problem that you were having?



#15 Les73gTx

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Posted 21 February 2014 - 05:18 PM

Ok I fixed the weird problem I was having. It seemed to be caused by the GI string which would assign images to ramps based on the GI step in the rom.
 
I made a personal mod replacing the GI string with alpha flashers and at the same time replaced the alpha ramp flashers with the new "flasher" object in VP.
 
I really over saturated the slingshot flashers but I love the result. They really pop now and look closer to a real machine. 
 
In fact I love it so much I think I'm going to have to go through all my tables and mod them :(
 
Thanks again Guys, this table is super well tuned and great fun to play.
 
https://www.youtube.com/watch?v=tDHxSkudicw

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.
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Dozer316 .... man this looks sweet!
Is this easy to implement? Is it something you are willing to share the code on?
Keep looking at that Video ... I really like that effect great work

Sent from my SAMSUNG-SGH-I747 using Tapatalk


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#16 arngrim

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Posted 21 February 2014 - 08:02 PM

excellent release!

 

who said a blower in a cab is just for Twister or Whirlwind?

 

Here's High speed 2 with one ;)

 

http://www.youtube.c...h?v=rVM9PodZOOg



#17 Grizz

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Posted 21 February 2014 - 08:32 PM

Thank you melon!


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Posted Image

#18 Dozer316

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Posted 22 February 2014 - 02:11 AM

Dozer what was your problem that you were having?

 

During the jackpot light show, I'd get big green patches rendering on the playfield while the GI and flashers were going crazy.   It would only happen during a jackpot but it kinda snapped you out of the immersion momentarily so I had to fix it :).  I noticed when I removed the original GI code it stopped doing it.

 

 

 

Ok I fixed the weird problem I was having. It seemed to be caused by the GI string which would assign images to ramps based on the GI step in the rom.
 
I made a personal mod replacing the GI string with alpha flashers and at the same time replaced the alpha ramp flashers with the new "flasher" object in VP.
 
I really over saturated the slingshot flashers but I love the result. They really pop now and look closer to a real machine. 
 
In fact I love it so much I think I'm going to have to go through all my tables and mod them :(
 
Thanks again Guys, this table is super well tuned and great fun to play.
 

.
.
.
Dozer316 .... man this looks sweet!
Is this easy to implement? Is it something you are willing to share the code on?
Keep looking at that Video ... I really like that effect great work

Sent from my SAMSUNG-SGH-I747 using Tapatalk

 

 

If you look in JP's latest AFM beta, you will find his excellent flasher code as he has used the new flasher object on that table instead of alpha ramps.  I just adapted it for this table and replaced the alpha ramps with flasher objects.  It's not hard to do but a little time consuming.  The flasher objects transition from on to off really smoothly and give the impression of a real flash lamp (IMHO).    When you overlay a couple of them you can over saturate the effect and I think the result is quite good.

In that video above I've also included some glass textures over the whole table that you'll see flash when the flash lamps go off.  I do this because I have a flush mounted monitor in my cab and it helps create an effect of depth.



#19 DreamTrap

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Posted 22 February 2014 - 10:57 AM

set your ball trails to 200 and watch how damn cool it looks when you go into the super charger :P


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Spoiler

 


#20 teppotee

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Posted 22 February 2014 - 11:47 AM

Dozer: Those flashers look sweeeet! :) Maybe you could share the images that you used and the code? Would love to try those as well.

 

And special thanks to Melon. Brilliant release and an already fun table just got even better!







Also tagged with one or more of these keywords: Getaway, melon, Williams, 1992, High Speed