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VPUStaff

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VPUStaff last won the day on June 23

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About VPUStaff

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  1. Version 10.0.0

    2,419 downloads

    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!
  2. File Name: Visual Pinball X (10.0.0) Full Installer File Submitter: VPUStaff File Submitted: 26 Dec 2015 File Category: Visual Pinball 10 - Install & Support Files 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! Click here to download this file
  3. Version 10.3.0

    859 downloads

    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!
  4. View File Visual Pinball X (Standalone EXE) 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! Submitter VPUStaff Submitted 12/26/2015 Category Visual Pinball 10 - Install & Support Files  
  5. The Walking Dead LE (Stern)

    Version v128

    248 downloads

    The Walking Dead LE (Stern)
  6. The Walking Dead Pro (Stern)

    Version v128

    453 downloads

    The Walking Dead Pro (Stern)
  7. Metallica LE (Stern)

    Version v164

    489 downloads

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  8. Metallica Pro (Stern)

    Version v164

    1,443 downloads

    Metallica Pro (Stern)
  9. twd_124.zip

    Version

    137 downloads

    File imported by an administrator
  10. mt_130.zip

    Version

    352 downloads

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  11. mt_130h.zip

    Version

    81 downloads

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  12. mt_120.zip

    Version

    77 downloads

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  13. Version wpt_140af.zip

    74 downloads

    wpt_140af.zip
  14. Avatar (V1.06)

    Version avr_106.zip

    141 downloads

    avr_106.zip
  15. Version wof_500f.zip

    74 downloads

    wof_500f.zip
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