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No Good Gofers - Rawds Edition

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3103 Downloads
5 From 30 reviews
234.84 MB File Size
ngg_13 ROM Name
VPW Created by
VPW Artwork by
VPW Scripting by
Williams Manufacturer
1997 Year

3 Screenshots

For Rod "Rawd" Ferguson, a man of many talents, a lover of pinball and golf, and our good friend.

 

Another long standing machine which Six had on his list which has been calling out for a new version for ages, but no decent scanned assets were available.

As luck would have it a playfield came up for sale local to iaakki, and we were able to buy and scan it thanks to the donation money generously given by some of you. Embee then touched up the damaged playfield, Sixtoe scratch built the vpx and Tomate did his always fantastic job of modelling the table, with Apophis coming in and fixing the scripting and animations.

DaRdog then made a fantastic "mega" VR room, and DGrimmReaper finished off the VR backglass.

 

There has been a longstanding bug in pinmame with the roulette wheel control, this has now been fixed in the latest vpinmame github actions if you are comfortable using those if you want to authentic experience.

 

VPW Greenkeepers
Sixtoe - Scratch build, Scripting, Giving the playfield a finger.
Tomate - 3D Modeling and Rendering.
Apophis - Scripting and Animating.
iaakki - Playfield Scan.
Embee - Playfield Touchup.
DaRdog - VR (Mega Room)
DGrimmReaper - VR Backglass
Testing - PinstratsDan, Studly_do_right, Somatik

 

-------------

 

Changelog
'0.001 - Sixtoe - Initial VPX Construction
'0.002 - Sixtoe - Large scale construction largely complete, initial scripting done, doesn't boot, am sad.
'0.003 - apophis - Fixed some minor script issues. Added some standup target related objects. Added some empty solenoid subs. Added options script.
'0.004 - Sixtoe - Ongoing contruction, table mostly work now, not happy with turntable implementation, ramp and upper playfield heights a guess, jump ramp hacked in until graphics done.
'0.005 - Sixtoe - Added missing switches 25 and 45 in subways (fixes multiball), newton ball fixed, clubhouse kicker fixed, correctly positioned flashers (ish), few other tweaks
'0.006 - Sixtoe - Built upper playfield (thanks to MajorDrain for measurements), rebuilt physical ramps as primitives, added missing flashers, added GI, added subway entrance deflectors, rebuilt subway exit vuk as it's a strange low profile thing, tweaked everything again.
'0.007 - Sixtoe - Fixed a few bugs, tweaked physics.
'0.008 - Sixtoe - Added physical tunnel from upper playfield to subway, added blocker walls, fixed left ramp hitch, rebuilt jump ramp,
'0.009 - tomate - Added First 2k batch, set as not visible most of the physical objects 
'0.010 - tomate - Added new 2k batch with a lot of blender fixes
'0.011 - apophis - Added GI calls. Animated flippers.
'0.012 - tomate - Finally got all the lights rendered, new 2k batch added.
'0.013 - Sixtoe - Redid physical ramps, made stuff invisible, loads of small tweaks, corrected materials etc.
'0.014 - apophis - Enabled room brightness and alt card options. Wired up spotlights. Animated: Bumper rings and skirts, wire rollovers, spinners, some standup targes (other pending), Gate001, Autoplunger mech, LeftGoferBlock, RightGoferBlock. Jump_Ramp
'0.015 - tomate - Rised left ramp roof,added new 2k batch with unwrapped textures, PF texture hacked ATM to make it looks correct
'0.016 - apophis - Added: reflection and refration options, upper pf opacity option, right outlane option, ramp and bumper tint. Animated: the rest of the standups, flippers, sling rubbers
'0.017 - tomate - Added new batch with all the needed unwrapped textures, Separated bumper caps and whell into different collections/applied correct materials 
'0.018 - apophis - Refactored spin wheel (needs pinmame fix to work properly). Animated wheel and blur effect. Added gofer and ramp animations. Animated sling arms. Added jump ramp shadow. Removed captive ball reflections.
'0.019 - apophis - Fixed DL on disc prim. Removed some old prims. Animated ramp arms. Added rolling ramp sound effect triggers. Added upper pf hit sfx. Wired up sw74. Added golf car hit animation. Improved gofer/ramp animations. Reduced turntable strength.
'0.020 - apophis - Added velocity depended animation and sfx on gofer hits. Made all mechanical sfx mono.
'0.021 - DaRdog - Added VR (Mega Room, Minimal, Animations and Hybrid support)
'0.022 - DGrimmReaper - Bumper lights linked and added VR Backglass lights
'0.023 - Sixtoe - Fixed(?) subway trigger height issues(?), tweaked some ball trap areas, including tweaking the ramp prim shape
'0.024 - tomate - Added 4k batch with some blender fixes.
'RC1 - apophis - Fix bumper caps.  Adjusted upper pf opacity option. Added ball reflections to wheel. Enabled reflections for some objects per Studly. 
'RC2 - apophis - Added ramp rolling sfx to upper pf. Added cab rails option. Standard apron cards by default. Added card to F12 menu. Adjusted POVs. Hacked a fix for flipper twitch issue. 
'RC3 - apophis - Added a few more hit sounds. Increased chance of getting rolling sounds on upper pf.
'RC4 - tomate - Added new blender batch with some fixessss
'RC5 - Sixtoe - Tweaked subway triggers, added blocker wall by pop bumper.

'RC6 - Sixtoe - Re-tweaked triggers, added alternate ball images to image manager


Permission from ORIGINAL Author(s)?

This is my own creation.

Allow file to be included on a VPUniverse downloader app?

Yes

VPX Standalone

Yes
https://www.ipdb.org/machine.cgi?gid=4338
https://vpuniverse.com/files/file/12418-no-good-gofers-williams-1997-b2s-full-dmd/
Contact Author First.
10.8 required
Yes

User Feedback

Recommended Comments



Igic

Posted

Amazing job on updating the graphics and physics.  Another VPW masterpiece

jejevpuniverse

Posted

A ball got stuck under the playfield in the "putting green" hole :

ball_stuck.thumb.jpg.20efc25d09a9d21a67226d6ecdb90963.jpg

GordonJames

Posted

Another work of art from VPW, THANK YOU!!!

LifeTag

Posted

Can someone elaborate on what this means:

There has been a longstanding bug in pinmame with the roulette wheel control, this has now been fixed in the latest vpinmame github actions if you are comfortable using those if you want to authentic experience.

Do i need a new version of vpinmame? Something else?

VPinWorkshop

Posted

11 minutes ago, LifeTag said:

Can someone elaborate on what this means:

There has been a longstanding bug in pinmame with the roulette wheel control, this has now been fixed in the latest vpinmame github actions if you are comfortable using those if you want to authentic experience.

Do i need a new version of vpinmame? Something else?

It's not game breaking at all, but the spinning wheel doesn't work properly in the current "main" release of vpinmame, it doesn't align to where the rom thinks it should be pointing.

If you know how to download the latest builds from github then you can download the latest build of vpinmame (3.7.0.668 as of today) and this has the wheel functioning correctly. 

tomi5577

Posted

Thank you.
Rest in peace Rawd.

PEandS1Ws

Posted (edited)

22 minutes ago, LifeTag said:

Can someone elaborate on what this means:

There has been a longstanding bug in pinmame with the roulette wheel control, this has now been fixed in the latest vpinmame github actions if you are comfortable using those if you want to authentic experience.

Do i need a new version of vpinmame? Something else?

How to Update VPinMAME to the Latest GitHub Actions Build for most standard setups

1. Back up your current VPinMAME folder
Before changing anything, close VPX and any frontend (PinUP Popper, etc.). Copy your existing VPinMAME folder (commonly C:\vPinball\VisualPinball\VPinMAME) somewhere safe so you can roll back if needed.

2. Sign in to GitHub
GitHub only lets you download Actions artifacts when you're logged in (a free account works). 

3. Open the PinMAME Actions page
Go to github.com/vpinball/pinmame and click the "Actions" tab. In the left sidebar, select the "vpinmame" workflow (not pinmame, pinmame32, libpinmame, or xpinmame_lisy — those build other versions of the emulator). Then pick the most recent run with a green checkmark that was built from the master branch (the branch name is shown under each run's title). Skip runs from pull requests or other branches, and skip anything still in progress or marked with a red X.

4. Download the right artifact
Scroll to the "Artifacts" section at the bottom of the run. Download the VPinMAME Windows build that matches your VPX: x64 for 64-bit VPX, x86 for 32-bit. If you use colored ROMs, grab the "sc" version of the build instead of the standard one. It downloads as a zip.

5. Copy the new files over
Make sure VPX and your frontend are still closed. Extract the zip and copy its contents into your VPinMAME folder, overwriting when prompted. Your roms, nvram, cfg, and altcolor folders aren't in the build, so they stay intact.

6. Re-register the DLL
Run Setup64.exe (or Setup.exe for 32-bit) then click "Install." This registers the new DLL with Windows so VPX uses it.

7. Confirm the version
In the Setup window, check the version shown, or launch a ROM-based table and press F1 to open VPinMAME options. The build date should match the Actions run you downloaded.

Notes:
- Actions artifacts expire after a while (usually around 90 days). If the artifact is gone, just pick a newer run.
- These are development builds, so occasional regressions are possible. That's what the backup is for.
- If you run both 32-bit and 64-bit VPX, install both builds and run both Setup programs.
- If your DMD or colorization acts up after updating, restoring just your DmdDevice.dll from the backup usually fixes it.

Edited by PEandS1Ws
coolball

Posted

Fantastic table, thanks VPW Team.

agent327

Posted

Sensational in everyway!!! Thanks guys!!!! RIP Rawd...😪🤙

SlippyTpoad

Posted

Wow - was not expecting this

 

was happy enough with Cl4ve's version of this and then VPW release this 🙂

 

Don't you dare do Whirlwind 🙂  I love Flupper's version - don't make me choose 🙂 🙂 

loop

Posted

The result is amazing. Fantastic table.

Lotso

Posted

Holy shit this awesome.💥  This is one of those tables that  was deserving of an update.(and then from official scans) amazing!  Thanks 10x VPW for bringing this to us. 💯!!!! 

Bigfred67

Posted

WTF 😍 What a big suprise !!! thank you for this crazy drop 🙏

No netflix for me tonight 😉

Can we expect White Water ???? 

I try because you are so on fire 🔥😁

Vagrante

Posted

Thank you VPW

 

Matteo

Posted

Thank's.

Dipkid

Posted

Oh nice one! 🙌 

pbplay4

Posted

Thank you!

Markpb

Posted (edited)

3 hours ago, agent327 said:

 

 

Edited by Markpb
Ghostie

Posted

Thanks for that goodness.

ddwall

Posted

This is a very nice table looks and plays better then the other two I had. Thank you.

workerboy

Posted

Thank you so much! R.I.P. Rawd! 

tki1980

Posted

Thanks a lot guys

reco

Posted

thks for fantastic remake table vpw team

oizukitom

Posted

Thank you VPW.

Plays great so far for me on 10.8.0 vpx on linux. The playfield and lights are beautiful. Play feels good. Lurking around the forums, one got the feeling of the loss felt in the community. Never had the pleasure, but the work and passion is a fine dedication to Rawds. Well done.

MachWon

Posted

This table is fantastic! really looks good, I can only imagine the hours in this and Thank you all! 

I have one odd thing I see and maybe it's a VPX issue I'm on 10.8 for now but the ball looks obscured/milky ....

 

If I remove the the Ball Brightness Sub from the script and add ball images to the Visuals tab, then it looks fine.

 

NGG Balls.jpg

 

After removing Ball Brightness Sub...

NGGBallsWithImage.thumb.jpg.bac430a3b6385ad11028cfe4060b792c.jpg


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