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Files From Subcategories

  1. Silent Night Deadly Night VPX

    Just in time for the Holidays. Silent Night Deadly Night the pinball game.
    Imported from Future Pinball, Playfield re drawn. Better Sound effects
    Moving Axes, Santa Snowball fight, Bouncing Presents. Last game of the year.
    Have fun. This is version 1.0 and plays on VPX 10.0

    39 downloads

       (0 reviews)

    0 comments

    Submitted

  2. Star Trek LE (Stern 2013)

    Stern's Star Trek LE, thanks to SAM emulation updates by DJRobX, we can now emulate some of the LE tables! Latest SAM VPM required from this topic:
    Table by freneticamnesic, based loosely on 85vetts PM5 table, with code additions by gtxjoe and DJRobX. Redraw of plastics and playfield done by freneticamnesic. DOF addition by arngrim.
    Grab the VBS from Arngrim here http://www.vpforums.org/index.php?showtopic=35311&p=359443
    I recommend the LE backglass from Wildman here: http://vpuniverse.com/forums/files/file/3128-star-trek-le-stern-2013/
    The Premium backglass also works but I don’t think it’s as cool looking: http://vpuniverse.com/forums/files/file/2473-star-trek-premium-stern-2013/
    This has Arngrim’s DOF additions so everyone check out the complex undercab lighting!
    Changelog:
    101116a - DOF, gates, practice...
    - added arngrim's DOF script - now needs a new controller.vbs to run this!
    - fixed the gates thanks to Vinthar's input
    - physics tweaks to the flippers and some other things...
    100716b - Feature update...
    - reverted Vengeance movement back to gtxjoes PRO script
    - scripted sw53, not sure if it fixes anything?
    - increased autoplunger strength
    100516b - Bug fix ....
    - Removed drain walls from 100516a release
    100516a - Bug fix and feature addition:
    - Fixed left kicker not kicking out occasionally
    - Added option to the top of the script to disable the lasers (PewPew), set this to 0 if you experience performance issues when the lasers come on
    100216d - Initial release

    3627 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Spanish Eyes (Williams 1972) FS/DT VP10.1

    Spanish Eyes a Williams EM table from 1972. Spent a couple or five dollars playing this table in the City Museum in St. Louis a few weeks back. I loved the layout with the bumper between the flippers. So here is a ground up VPX build.

    Can thank these below enough!! Without them this table would not be possible at all.

    Popotte - Artwork from the FP version.
    Eala Dubh Sidhe - Original script from 2001 vp table.
    Borgdog - Modification of the original script to work with VPX, Db2s backglass, and testing.
    Hauntfreaks - Graphics mods, sounds, materials, and table testing.

    Thank you all again.

    Hope everyone enjoys it as much as I do. If you notice any issues let me know.

    Here are the rules of play.
    -5 ball play
    -Light all lanes A-E for extra ball.
    -Light all targets 1-6 to light special loop, hit loop for extra ball and out lanes for 5000 pts.
    -Hole hit is 1000 pts for every target lit or 500 pts with none.
    -Top rollover lights all bumpers for 100 pts per hit.

    694 downloads

       (0 reviews)

    0 comments

    Updated

  4. Swords of Fury (Williams 1988)(FS-DT)(VP10)

    Swords of Fury (Williams 1988) DT and FS version for VPX.
     
    Here is my first official Visual Pinball X release.
     
    Complete redraw of the playfield and of the plastics and creation of the big starter ramp (all that’s needs really a very long time ).
     
    Enjoy the table and please give some feedbacks.
     
    Thanks to all Visual Pinball Developers.

    1708 downloads

       (2 reviews)

    0 comments

    Updated

  5. Stones_10_RTM_1.5_FINAL.rar

    This is the initial release of Stern's 2011 "The Rolling Stones" for VP10 (LE/Premium Version).
     
    **IMPORTANT**
     
    Please make sure you are using VPX Final before you play this table.
     
    Many thanks to all the authors and content contributors who made this table possible. Especially
    whoever made the primitives used in this table. (Let me know who you are and I will update this description
    with credits). Without them, the mick mech in its current state would not have been possible.
     
    Although VP10 supports a built in desktop mode, I have not bothered to tweak the desktop settings so this release is
    primarily intended for cabinets. I may get some time at a later date to tweak this but I'd rather do it if and when
    a good primitive model for the lips is made. At the moment the lips are using an old fashioned ramp image.
     
    The left and right stop posts are assigned to left/right magnasave and the center post is currently assigned to the extra ball button.
    These are activated manually but timed by the rom for deactivation.
     
    It is strongly recommended to configure the LE version of the rom to activate the timed ball saver as by default it is turned off. Although the game plays quite conservatively with the current outlane post settings, the game can be a drain monster.
     
    Also, as the game starts the first ball wait a few seconds before plunging until the playfield insert lamps start as there is a small delay before the skillshot lights etc. become available. This seems to be an emulation issue and beyond my control. It is barely noticeable though.
     
    Please post any bugs or comments in the appropriate support topic and I'll take a look from time to time to see if they can be fixed.
     
    Have Fun - Dozer.

    7483 downloads

       (9 reviews)

    0 comments

    Updated

  6. Spider-Man(Stern)(2007)(ninuzzu)(v1.1)(VP10)

    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

    9552 downloads

       (8 reviews)

    0 comments

    Updated

  7. shivaengine 4

    History:
    shivaEngine is part of the full install with Visual Pinball done by Cold1 and myself. It is labeled "Tutorial" in Visual pinball's full install, but it's included with the top gear table, so it's part of the standard package.
    A couple years later, I wrote shivaEngine2, which was aimed at the advanced user as a System 9 engine, and mid 80's Bally. It was very full featured, and could do just about anything even System 11 games could do in terms of a feature set.
    shivaEngine 3 was a middle ground, in that it had all the main features of se2, but using the modern scripting style of pre-made scripts with "hooks" inserted into the main engine. In it's own right, it is just as powerful as se2, and was designed to emulate all arcade games up to 1985 as perfectly as possible, without needing VPinMAME. There are 4 tables that used the se3 engine, Star Trek se3, Playboy se3, Kiss se3 and Power Play se3. The system is a modular concept, so you can in fact mix and match external scripts if you wanted to, setup took less than 5 minutes in most cases
    se4:
    The se4 engine builds on these concepts from before, but already, there are some major new features that are in place, with a lot more to be added.
    One of the biggest features of the xse engine is it will adds multiple preset scoring and control routines to standard objects and parts of a common table, (such as drop target banks, lanes etc) using a collection based system. Like the engine itself, this will contain multiple settings for each section, so there will be multiple types of scoring and routines capable for each section.
    But most importantly, there is a new menu system, that will allow you to adjust and set any of it's routines, settings, scoring, and rules while in game. In theory (and so far) there is no need to do any scripting at all!
    There are preset styles in case you don't want to change the settings yourself, and now a navigation and help menu that helps you in case you do. No more long text files that people don't read anyway in other words.
    As it Stands:
    At the moment, due to time, health and real life issues, se4 has stopped development. There are quite a few things that are missing from the table example, but lack of time prevents me from doing them, if ever. It would be such a shame though to waste this, as it could have such a dramatic effect on the community, and actually get a lot more people to make their own tables, so the table is out, and hopefully, people who do know how to script, and table devs, will step forward and help finish the engine.
    People who do can just contact me, I will help as much as possible, and still handle keeping track and organizing things, but to help, I have written a "to do" list as a guide of the things I had planned to add myself.
    Next planned version (beta 2)
    Keys and VBscript menus
    ' - In se4 b1, the system has a menu based system outline using display and text boxes. Though this does work, it's a bit clunky, hard to work with, and very inflexible. I am presently looking at alternate ways, that will give far more flexibility and ease of use. At the moment, the new menu will be more than likely HTA based, as a dedicated webpage system, with far more options and capabilities. As well, it will be far more adaptable with changes caused by new releases of visual pinball.
    All work on the engine and example table will stop till a new menu system is done, so if there are people who want to add to the engine, hook up missing elements, or improve the engine, they can do so, as the menu system is completely seperate from the rest of the engine and table.
    Just submit the changed table to me, and I will incorporate the changes into future releases, with proper credit.

    120 downloads

       (1 review)

    0 comments

    Submitted

  8. Strike Master Shuffle Alley (Williams) (1991) (Rascal and Wildman) (1.0) (hybrid)

    This is a recreation of a 1991 Williams Strike Master Shuffle Alley Bowler. This is a hybrid made for a dedicated lane cab with rollover switches.
    Controls:
    5 for credit.
    1 to start and enter players up to six.
    A to select the game.
    ' to select game mode.
    ; to reset high scores.
    zxcvbnmasdfghjklqwertyu switches on the lane.
    see included switch image file.

    178 downloads

       (1 review)

    0 comments

    Updated




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