Visual Pinball - 10.x.x


Sub Category  

Visual Pinball 10.x.x

  1. Just a quick removal of all the extra parts available in the default VP10 table, by request. Removed all references to the GI lighting. Adjusted inclination to closer resemble the VP9 default table.

    114 downloads

    Submitted

  2. This is a relatively quick build, an update to one of my favorite tables for use in VPX.
    Scripting done by 85vett, modified to work in VPX by myself
    Table done by francisco666, rom, Glxb, with additions by myself and converted to work in VPX
     
    Essentially, this is a FP to VPX conversion, using the script from the exist VP9 table.
     
    I won't be maintaining this once VPX is out of beta.

    752 downloads

    Updated

  3. This is a relatively quick build, an update to one of my favorite tables for use in VPX.
    Scripting done by 85vett, modified to work in VPX by myself
    Table done by Glxb, polygame, Billpa, slamtilt, with additions by myself and converted to work in VPX
     
    Essentially, this is a FP to VPX conversion, using the script from the exist VP9 table.
     
    I won't be maintaining this once VPX is out of beta

    725 downloads

    Updated

  4. This is a relatively quick build of a table I enjoy playing
    Scripting done by 85vett, modified to work in VPX by myself
    Table done by francisco666 and lacarril, with additions by myself and converted to work in VPX
     
    Essentially, this is a FP to VPX conversion, using the script from the exist VP9 table.
     
    I won't be maintaining this once VPX is out of beta

    728 downloads

    Updated

  5. This is a relatively quick build, done at the request of hauntfreaks. It's probably the most complete of the VPX conversions I'm uploading. This one has been available at VPF for a couple weeks so if you've already got it don't worry about this one!
    Scripting done by JPSalas, modified to work in VPX by myself
    Table done by francisco666 and polygame, with additions by myself and converted to work in VPX
     
    Essentially, this is a FP to VPX conversion, using the script from the exist VP9 table.
     
    I might maintain this one once VPX is out of beta but I make no promises...

    574 downloads

    Updated

  6. Same as the others, just a conversion from the Future Pinball table, using 85vetts script and adapted to work in VPX.
    Thanks to rom and Glxb and slamtilt for their FP Version!
     
    I will not maintain this after the final release of VPX, this is merely for testing purposes!
    These tables were created to satisfy my own interest in discovering more of what I can do with VPX, learning materials, quick build techniques, primitive inclusion, etc.

    1,026 downloads

    Submitted

  7. Spiderman by Stern, 2007
     
    Table Recreation by ninuzzu for Visual Pinball 10
     
    Credits/Thanks (in no particular order):
    85Vett and Alessio for the VP9 script
    Dark and Zany for some primitive templates I used and edited
    Javier1515,JPSalas,GTXJoe and Shoopity for some code and sounds effects I borrowed from their tables
    VPDev Team for the new freaking amazing VPX
     
    This one was fun to build and it's very fun to play (at least for me).
    I found some nice resources for the pf and decided to rebuild/redraw it.
    Alessio scripted the GI code and it's close to the real one; but sometimes, lights will go down and never go up again, if you encounter this issue, use the center tilt key (hit the spacebar) to fix this.
    The Sandman and the Doc Ock kicker guides are made collidable, so the ball follows them when kicked out by the 2 kickers.
    The backwall decal texture is taken from 85Vett's table, I still miss this resource.
    The villains figurines are not 3D, but maybe they will in the future

    1,856 downloads

    Updated

  8. Found an image of a very dirty stripped playfield and decided to run with it, grunge, dirty, dark, rusty, broken yellowed plastics etc. thanks to hauntfreaks for dirtying it up some more.
     
    db2s is also included. borrowed an options menu from loserman76 and gnance, open options before starting a game by pressing [, allows you to change number of balls and replay levels.
     
    thanks to arngrim for the dof coding

    320 downloads

    Submitted

  9. Visual Pinball X

    Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.0.0
     
    Installation:
    Simply copy all of the files in the ZIP into your already existing Visual Pinball directory. Overwrite already existing files there when asked. If you already had the core.vbs script package in your 'Tables' sub-directory previously, either delete these, or move all files contained in the 'Scripts' sub-directory to 'Tables'.
     
    For all the changes regarding the core vbs script file package (like cvpmTrough,cvpmSaucer,BallMass,UseVPMDMD,UseVPMColoredDMD, the Controller abstraction (DOF,B2S,VPM,EM) and the new Coindoor key functionality) look into core.vbs for the full changelog
     
    The next generation of Visual Pinball finally arrives!
    due to this, VP10 breaks a lot of backwards compatibility for ramps, lights, physics, colors/images/materials, and more, so
    most existing VP9 and VP8 tables will not work correctly or will even output script errors when run, -but they will load-, so you can reuse all existing work!
    -> TL.DR up-front conversion hints:
    - pull lightsource->ambient down to 0,0,0 (or at least a small value to avoid loss in fidelity of the colors)
    - crank up lightsource->emission to 255,255,255 and tweak the color from there (to get a good contrast on the shading)
    - tweak the lightsource->height and the two emission-scales (and try to keep the light range really really really large before tweaking the rest of the light parameters!)
    - if doing nightmods, try to avoid manually toning down all images and materials, but rather just use the light emission settings
    including the new night->day slider (this will allow the user to tweak the brightness of the table on his/her own afterwards)
    - revisit all physics settings, even if you used VP9Physmod(5) before (only the re-enabled friction and scatter in the physmod5 case though)
    - take a look into the new material editor and assign a material to each object on the table
    - use flashers when doing special lighting effects/gi-changes/night mods (and tweak existing ones by playing with the opacity (can be >100%) and modulate options),
    otherwise try to stick with the newly redone (bulb-)light elements (flashers and bulblights are cheaper to render than other elements)
    - revisit CommandReference.txt for all commands that have changed names/behavior, were replaced or deleted
    A special thanks has to go out to our awesome alpha testers/improvers: Unclewilly, JPSalas and JimmyFingers!

    399 downloads

    Updated

  10. Visual Pinball X

    Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.0.0
     
    Installation:
    Simply copy all of the files in the ZIP into your already existing Visual Pinball directory. Overwrite already existing files there when asked. If you already had the core.vbs script package in your 'Tables' sub-directory previously, either delete these, or move all files contained in the 'Scripts' sub-directory to 'Tables'.
     
    For all the changes regarding the core vbs script file package (like cvpmTrough,cvpmSaucer,BallMass,UseVPMDMD,UseVPMColoredDMD, the Controller abstraction (DOF,B2S,VPM,EM) and the new Coindoor key functionality) look into core.vbs for the full changelog
     
    The next generation of Visual Pinball finally arrives!
    due to this, VP10 breaks a lot of backwards compatibility for ramps, lights, physics, colors/images/materials, and more, so
    most existing VP9 and VP8 tables will not work correctly or will even output script errors when run, -but they will load-, so you can reuse all existing work!
    -> TL.DR up-front conversion hints:
    - pull lightsource->ambient down to 0,0,0 (or at least a small value to avoid loss in fidelity of the colors)
    - crank up lightsource->emission to 255,255,255 and tweak the color from there (to get a good contrast on the shading)
    - tweak the lightsource->height and the two emission-scales (and try to keep the light range really really really large before tweaking the rest of the light parameters!)
    - if doing nightmods, try to avoid manually toning down all images and materials, but rather just use the light emission settings
    including the new night->day slider (this will allow the user to tweak the brightness of the table on his/her own afterwards)
    - revisit all physics settings, even if you used VP9Physmod(5) before (only the re-enabled friction and scatter in the physmod5 case though)
    - take a look into the new material editor and assign a material to each object on the table
    - use flashers when doing special lighting effects/gi-changes/night mods (and tweak existing ones by playing with the opacity (can be >100%) and modulate options),
    otherwise try to stick with the newly redone (bulb-)light elements (flashers and bulblights are cheaper to render than other elements)
    - revisit CommandReference.txt for all commands that have changed names/behavior, were replaced or deleted
    A special thanks has to go out to our awesome alpha testers/improvers: Unclewilly, JPSalas and JimmyFingers!

    1,447 downloads

    Updated

  11. Here is my first offical release. This table took really long to create so i hope you will enjoy it.
    Thanks to mfuegemann, freneticamnesic, toxie and the vpdevs.
    Also thanks to clark kent and gigagula who tested the hell out of the table .
     
    The redraw of the playfield and the plastics are done by kiwi.
    Bumpercaps are from mjr.
    Flashercaps are from zany.
    Currently i use the soundfiles i have recorded from Dirty Harry, i hope i can update them in the future.
     
    If you play my table the first time don´t forget to delete the old nvram file to prevent errors.

    465 downloads

    Updated

  12. The first table i had build for vp and its also my favorite table to play.
    All mechanical sound are recorded from the original pinball machine.
    Thanks again to fren, toxie and mfuegemann who helped me a lot while building this.

    447 downloads

    Updated

  13. Hey all. I’ve been waiting for a Bally Kiss version for VPX for a while. So instead of asking for someone to make it, I tried my hand at table converting\building. My parents have this table and it is what I grew up playing as a kid. So it is near and dear to me. I’ve logged many of hours standing at this pin.
     
    This is my first attempt at anything, building wise with VP ever… So give me you opinions and thoughts. Let me know what you think or what needs to be changed. I’m open to criticism even. I tried to get the physics as close as possible to our table. Seems pretty good to me, but let me know what you think.
     
    Special thanks to 32assassin, Batch, JP, and arngrim

    368 downloads

    Updated