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132 files

  1. Terminator 2 (Williams 1991) g5k

    Check the top of the script for some user options.
     
    This version (1.1d) was lifted from my cabinet and has been adjusted along the way. I can't recall what has changed since 1.1c which was the version out there.
     
    This Terminator 2 build was the start for me in vpx authoring. I had an idea to do it differently back in 2018 and use ray traced baked lighting...and feck me – it worked! The backglass I made from photos I took from a real one. Originally hosted on the now defunct Monster Bash Pincab. DJRobx helped out with implementing code for SSF and Ninuzzu added the laser mod. Also special mention to nFozzy and his version that was around at that time which I used to help learn how it all worked.
     
    I've been reluctant to upload my work  because I don't have the time to support it. I love this game and it plays so close to the real table I have in my studio. 
     
    I've been on a lengthy hiatus, King Flupper and the VPW guys are inspiring to watch. Hopefully some time next year to dip the toes back in the water.
     
    Enjoy! (more of the back catalogue coming)

    13188 downloads

       (29 reviews)

    85 comments

    Updated

  2. The Bally Game Show (Bally 1990)

    You Just Won a New Car!
     
    The Bally Game Show was released in 1990 by Bally and celebrates the quirky, colorful and over the top game shows that were so prevalent in the 70s and 80s.
     
    The theme has what would be typical of a retro game show...  Crazy lighting,  bold caricature type artwork  and music that has a Vegas feel.

    This digital re-master starts with the table from 32assassin (thank you!) dating back to around 2018.

    The table has been given all the goods you would expect to make it play, feel and look better by adding all the VPW goodies as well as some great artistic talent from Redbone, Bord, m.carter78 and Tomate to make the table elements look even better.

    Here is the rundown of the improvements:

    TV Production Crew
    * nFozzy/Roth Physics, Fleep Sounds, Flupper Domes, Dynamic Ball Shadows, Roth Stand-Ups, Play Balance, Lighting Tweaks, VR Updates by TastyWasps
    * Playfield / Plastic upscales by Redbone
    * Back Lighting, Back Inserts, GI Side Blades by m.carter78
    * Center Ramp renders by Tomate
    * Wire Ramp renders by bord
    * VR Room Textures by Rajo Joey and DarthVito
    * Thank You to all on the VPW Testing Team

    Please note, this .vpx title requires 2 ROM files in the VPinMame/ROMS folder to operate properly. The ROM files have been included in the .zip file download with the .vpx file.

    Start flipping and No Whammies!

    1903 downloads

       (12 reviews)

    28 comments

    Updated

  3. The mandalorian

    Hello everyone I'm sharing The Mandalorian table
    good fun
    Thanks to Mr JPSALAS
    Thanks to James for the test
     
    Detail of the table:
    15 missions to complete
    Multiball, mystery, bonus, extra ball, 25 items, jackpot,
    exceptional soundtrack
    special sound and visual effects
    3D element creation
    175 hours of work
    Complete package: playfield, backglass, media.
    Runs on VPX 10.7.2
    On VPX 10.8 Beta works less well for now
    Next Table to come MM ?

    4329 downloads

       (27 reviews)

    43 comments

    Submitted

  4. The Getaway: High Speed II MOD

    First of all I would like to thank the original Getaway authors (32assassin, ganjafarmer, flupper1) and Sixtoe for allowing me to work on his VR Room mod. Getaway is one of my top 5 pinball games. After I finished the High Speed MOD, I started modding Getaway. While working with High Speed, I gained some experience, which helped me in working on Getaway. Of course, as usual, many talented people from the VP community helped me. Without them, this table would not look the way it does now.
     
    List of changes:
    - nFozzy physics
    - target bouncer
    - new slingshots physics
    - new flipper bats
    - Fleep's sounds (some was replaced)
    - new sleeves
    - new pf flashers
    - flupper's 3D inserts
    - modulated flupper's flashers (modified)
    - new Domes
    - slingshots rebuild
    - inlanes rebuild
    - wire ramp textures
    - metal walls textures
    - some metal walls are wires now (like on Real table)
    - 3D traffic lights
    - huge update of VR Room
    - corrected decal on metal ramp
    - new playfield
    - playfield GI ON/OFF shadows
    - metals, walls, bumpers reflections
    - dynamic shadows
    - new supercharger top array lights, reflections,  textures
    - big GI and lighting rebuild
    - many elements added resized, replaced and modified  (screws, gates, walls, rubbers, posts, plastics etc.)
    - new materials, envirnoment, ball
    - high resolution apron graphics
    - and a lot of little things I don't remember
     
    Special thanks to:
    - 32assassin, ganjafarmer, flupper1 (original authors)
    - Tomate for sideblades, reworked metal walls, diverter, super ramp decal, super ramp holder, wire ramps and metal walls textures and much more
    - RAWD for huge VR update (organized and coded VR Room, cabinet graphics, resized, replaced and animated elements and much more)
    - EBisLIT and ClarkKent for New playfields
    - Sheltemake for EBisLit’s playfield redraw and high resolution apron graphics
    - leojreimroc for VR backglass
    - apophis for modulated flashers
    - Nestorgian for dynamic shadows
    - Bord for playfield shadows
    - DigitalJedi084 for some sounds
    - Skitso for ramp decal
    - sixtoe code, layers update, code, some clearing and much more
    - fluffhead, apophis, Nestorgian, nFozzy for some code help
    - RIK, Astronasty, PinStratsDan, Wylte, Uncle_Paulie, Lukpcn  for testing and sugestions
     
    I do not remember many things and I am not sure who helped me in what. I hope I did not miss anyone (if that happened I should be ashamed).  Thank you again for your help and support!
     
    Have a nice day. 
     

    4185 downloads

       (9 reviews)

    51 comments

    Updated

  5. The Goonies Never Say Die Pinball (VPW)

    "Don't you realize? The next time you see sky, it'll be over another town. The next time you take a test, it'll be in some other school. Our parents, they want the best of stuff for us. But right now, they got to do what's right for them. Because it's their time. Their time! Up there! Down here, it's our time. It's our time down here."
     
    The VPin Workshop members present The Goonies: Never Say Die Pinball! This project started out by adding physics and fleep sound to Hawkeyez88 pup-pack release.  In doing so many scripting issues were found in the original table.  We decided to not only fix the current table, but have added support for FlexDMD, new modes, ramps, shadows, playfield, sounds, ect.
    Pretty much every piece of this table has been touched, enhanced, and tested.
     
    This table is setup to work with the FlexDMD out of the box.  You can disable the FlexDMD and enable the pupPack created by Hawkeyez88 by changing the options in the script.
     
    * Main table overhaul: fluffhead35, oqqsan
    * nfozzy and fleep: fluffhead35
    * DOF: apophis
    * New playfield design: HauntFreaks
    * Playfield, image and lighting updates: HauntFreaks
    * Backglass: HauntFreaks
    * Droptarget Shadows: HauntFreaks
    * Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, apophis, wylte, fluffhead35, oqqsan, Nailbuster
    * 3d Inserts: oqqsan
    * flupperdomes : oqqsan
    * FlexDMD : oqqsan
    * Apron Primitives: oqqsan and Tomate
    * Ramp Primitives: tomate
    * New Toy Primitives Chester,coins,key: oqqsan
    * Scoring and game play enhancements: Rik, apophis, oqqsan
    * Testing: Rik, apophis, VPW team
    * Bone Organ Primitives: Tomate
    * Bone Organ Animations: oqqsan
    * wylte: Flasher shadows on ramp
    * Original pupdmd code: Nailbuster
    * Previous DMD animations: VPFiends
     
    This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version.
     
    Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds.

    18812 downloads

       (45 reviews)

    244 comments

    Updated

  6. Tales of the Arabian Nights 4k Williams 1996

    Full rebuild of Totan in Blender, all prerendered for 4K resolution. Thanks to:
    Original build by JPSalas in 2015
    High res playfield and plastics - Clark Kent
    Beta Testing and Table Reference - Randr
    DOF - Arngrim
    Special thanks: 
    Knorr, for sounds from his soundpack
    nFozzy, for physics techniques
    G5K, for rendering advice
     
    For best performance use these settings:
    - use 10.7.x
    - no brute-force 4x SSAA (is not necessary), but quality SMAA
    - exclusive full screen with 1 for FPS limiter and 1 for maximum prerendered frames
    - Ambient occlusion, ball trails, screen space reflections all off
    Other remarks:
    - magnasave buttons changes the LUT, see script options
    - it is advised to keep the POV settings as they are in the download for the full screen mode; all textures have been prerendered for this POV
    - day/night slider does not do much (only on lamp and playfield), use LUT to change contrast/brightness

    7054 downloads

       (64 reviews)

    92 comments

    Updated

  7. The Thing Balutito Reskin

    HI,
     
    With the agreement of its creator IvanTBA, I offer you a reskin of The Thing table.
    Definitely one of my favorite horror movies, because of its quality but also because it takes me back to the days of the VHS tape and rentals in the store around the corner...
    Older people can see what I'm talking about: )
     
    Thanks to IVANTBA for authorization to MOD
    New Playfield New plastics New Backglass An important thing: (the contents of the music library -mp3 files- are placed in the following folder: Visual Pinball\Music
    There are two types of music to choose from into the game. Anyone who prefers the music of the original 1982 Movie Theater doesn't have to do it, because this is the default.
    If you prefer the Metal theme music, do the following: enter the script and jump to music settings (line 147). Change the following line (159,160,163) to this: "The Thing ost music.mp3" to ---> "The Thing metal music.mp3"
     
    So, a complete multimedia package is included with the compressed file. Among others, the backglass (directb2s) file. PinballX desktop and cabinet files
     
    Original  table: Ali v1.0.1 Author(s): Jpsalas
    Thank you to the Master Jpsalas for allowing the original table's to be costumized.
     
    🍻Balutito🍻
     
    All Logos, Copyrights and Trademarks are property of their respective owners.
     
    PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION!

    2257 downloads

       (3 reviews)

    19 comments

    Submitted

  8. Tron Legacy LE Hanibals 4k Edition

    Tx to freneticamnesic for the convert of the FP version to this nice table.
    Additionaly tx to using 85vetts script and adapted to work in VPX.
    Thanks to rom and Glxb and slamtilt for their FP Version!
    I have change this things:
    - new real playfield and decals
    - new physics
    - new lights
    - new sounds
    - some funny things 
    - Tron Arcade reacts on Game Over by pinball and has demo screens
    - New bumper cover mods
    - Bike and ship models have glowing lights 
     

    6197 downloads

       (8 reviews)

    21 comments

    Updated

  9. Twilight Zone (Bally 1993)

    Twilight Zone_VPX_2.1

    6429 downloads

       (5 reviews)

    3 comments

    Submitted

  10. Time Fantasy (Williams 1983)

    A rebuilt of 32assassin table ver 1.1
    Artwork by Mfuegemanns
    Special thanks to Arestis for reworking the Playfield and the plastics
    Special thanks to Rajo Joey for the VR Rooms and the LUT codes
     
    Only 608 units made in real life of this machine, so enjoy this rare gem!!!!
     
    It is a hybrid table. So you can play in VR, desktop or cabinet mode. VR headset is automatically detected. There are two VR rooms; the minimal room and a sphere. The default is the sphere. The room can be switched in line 17 of the script. I added the following things: VR rooms, artwork for cabinet, backbox, animations for buttons and plungers, LUT files (change with left magnasave button).
     
    What's New:
    ' New lights, new lighting
    ' Added Flippers Shadows and Ball Shadows
    ' New table physics
    ' Added nFozzy flippers physics
    ' Added Fleep Sounds
    ' Correct few elements position and physics properties
    ' New script
    ' Playfield image reworked
    ' Plastics image reworked
    ' VR Added
    ' Reworked all the images, cleaned and upscaled
    ' Changed  Targets physics
    ' Corrected Bumpers Height
    ' Repositioned Bumpers correctly
    ' Tuned Bumpers force
    ' Corrected metal wired items with correct materials
    ' Tuned Slingshots rubbers
    ' Added\Adjusted missing and existing mechanical sounds and replaced ball rolling sound
    ' Reworked the GI
    ' Tuned Slingshots force
    ' Corrected Rubbers Hit Height
    ' Added LUT code
    ' New instruction Cards in the apron
    ' Adjusted table elements physics
    ' Some other stuff I forgot since it was a project started long time ago
     
    Hope you enjoy it and please leave constructive feedback or comments in the support topic and will try to make it better.
     
    All Logos, Copyrights and Trademarks are property of their respective owners.
     
    PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION!
     
    Permission to Mod: Ask the Author First (no light, lighting, layout and physics will be allowed - this is not  mod to me but just  personal tweaking of the table - so I am posting this table exclusively here on VPUniverse
     
    A great tutorial about this machine can be found here: 
     
    PS: If you don't have analog nudging then Rajo Joey suggest to change the sensibility to 1 if you are use Digital Nudging:
    Lines 311 to 313
        If keycode = LeftTiltKey Then Nudge 90, 5:SoundNudgeLeft()
        If keycode = RightTiltKey Then Nudge 270, 5:SoundNudgeRight()
        If keycode = CenterTiltKey Then Nudge 0, 3:SoundNudgeCenter()
     
    change to:
     
        If keycode = LeftTiltKey Then Nudge 90, 1:SoundNudgeLeft()
        If keycode = RightTiltKey Then Nudge 270, 1:SoundNudgeRight()
        If keycode = CenterTiltKey Then Nudge 0, 1:SoundNudgeCenter()
     
    Let us know

    1581 downloads

       (11 reviews)

    33 comments

    Updated

  11. Teenage Mutant Ninja Turtles VR Sewer - PuP Version

    First, I  want to thank @Gedankekojote97 & @cyberpez for their table, @retro27 for his graphic overhaul, @Shaggysrsg for his Pup pack and @DaRdog81 for his VR assistance. 
     
    This is my first VR Room conversion of an existing table. I did the modeling for this in Blender using 2k res textures and lighting effects. 
     
    Has nFozzy Physics, Fleep Sounds, and a LUT selector (Hold LMagna and scroll through the LUTs with the RMagna).
     
    On the back wall you'll find the actual autographs of the voice actors for the Turtles from the 1987 cartoon - Cam Clarke, Townsend Coleman, Barry Gordon and Rob Paulsen.
     
    This uses the 1991 film PuP Pack found here:
     

    458 downloads

       (2 reviews)

    10 comments

    Updated

  12. Teenage Mutant Ninja Turtles VR Sewer

    First, I  want to thank @Gedankekojote97& @cyberpez for their table, @retro27 for his graphic overhaul, @DaRdog81 for his VR assistance. 
     
    This is my first VR Room conversion of an existing table. I did the modeling for this in Blender using 2k res textures and lighting effects. 
     
    Has nFozzy Physics, Fleep Sounds, and a LUT selector (Hold LMagna and scroll through the LUTs with the RMagna).
     
    On the back wall you'll find the actual autographs of the voice actors for the Turtles from the 1987 cartoon - Cam Clarke, Townsend Coleman, Barry Gordon and Rob Paulsen.
     
    This version does NOT use a PuP pack but there is another version that does located here:
     

    400 downloads

       (1 review)

    1 comment

    Submitted

  13. Taxi (Williams 1988) VPW Mod

    This mod was originally supposed to be a small one, with just adding updated physics, sound and a VR room, then everyone got carried away and the table ended up being rendered and redone and tweaked to infinity
     
    Big thanks to ICPJuggla, Mfuegemann, Dark & Ben Logan for the original table.
     
    VR and other options are all in the script.
     
    Enjoy!

    *** V-Pin Workshop Taxi Drivers ***
    Tomate - Project Manager, including new primitives, textures.
    Bord - nFozzy flippers and physics
    apophis - Fleep sound, rtx shadows, general tweaks.
    Sixtoe - VR Stuff, lots of fiddling about.
    oqqsan - Playfield inserts and fading GI.
    UnclePaulie - VR backbox improvements & fixes.
    iaakki & fluffhead35 - misc tweaks and debugging
    Rik - Testing and feedback
    VPW Crew - Playtesting and suggestions

    **CHANGE LOG **
    ' 001 - bord -  Added nFozzy flippers and physics
    ' 002 - apophis - Added Fleep sound package
    ' 003 - apophis - Added missing knockerposition prim
    ' 004 - tomate - New flippers prims added
    ' 005 - tomate - Shadows flippers size fixed
    ' 006 - Sixtoe - VR stuff, fully operational built in backbox / dmd / backglass, fixed loads of light and glow weirdness, unified timers, added cabinet mode.
    ' 007 - tomate - upper left VUK direction corrected, exits of collidable wireRamps fixed, metal wall near express lane2 fixed, cab POV corrected
    ' 009 - tomate - new giOn baked textures added, warm lut added, plastic Ramps textures retouched with a warm photo filter to match 
    ' 010 - tomate - some giOff textures aded, slingshots missing sounds fixed, deformed slings rubbers replaced by prims
    ' 011 - oqqsan - inserts and 4step sidewalls and pf  .. needs adjustments 
    ' 012 - tomate - rest of giOff textures added, plastics textures added to 4 steps fade, some GI lights repositioned, textures size optimized
    ' 013 - Sixtoe - Removed one set of GI, hooked it all back up and dropped under playfield, tidied up assets, set old walls to non-visible to stop clashes, played with loads of lights, removed redundant scripts and images.
    ' 014 - iaakki - fiddled with GI steps and PF flasher. Fixed flip shadow DP and Z issues. tied some prims to gi steps
    ' 015 - apophis - Replaced the ringing_bell sound effect. Increased alpha mask on PF images to get rid of insert jaggies. Increased inserts DL. Fixed BS DB.
    ' 016 - apophis - Added RTX BS. Fixed GI lights so that ball reflection work now.
    ' 017 - UnclePaulie - Animated the VR backglass flasher Lights.  Fixed the jackpot displays.  Hid the desktop / cabinet mode backbox lights. Moved ball shadow primatives.  Added a VRCab bottom so you can't see the floor through cab.
    ' 018 - apophis - Updated RTX BS. Added target bouncer, flipper rubberizer, and flipper coil ramp up options. Fixed ball bouncing out left outlane after ramp drop.
    ' 019 - Sixtoe - Fixed playfield rendering weirdly, numerous other tweaks and adjustments, adjusted some lights, put the roof back on the spinout
    ' 020 - apophis - Fixed RTX shadow DB issue. Chnaged rampsDecals DL from below to 0 and DB to -100. Added a differnt ball HDR. Messed with the DT mode backglass.
    ' 021 - fluffhead35 - Updated Flipper Physics to be inline with nfozzy
    ' 022 - Sixtoe - Added physical wires under flippers and outlanes, hooked up bumpers to GI system, adjust shooter lane gate, messed around the table lights again including materials, set height walls to non-collidable.
    ' 023 - Sixtoe - Fixed GI, added bumper bulbs to GI system, some small tweaks and fixes here and there.
    ' 024 - apophis - Revered the DT backglass object positions. Force GI on at table initialization. Changed flipper DB. Increased plunger strength/speed. Increased target hit volume.
    ' 025 - iaakki - flip trigger areas reworked, rdampen 10ms timer added, rubberizer options added, catapult timer improved, tied drop target DL to GI, fixed insert fading for few inserts
    ' 026 - apophis - finished up fixing inserts fading
    ' 027 - Sixtoe - Target bounce set to 1.5

    7965 downloads

       (17 reviews)

    78 comments

    Updated

  14. Tron Legacy LE (Stern 2011) VPW Mod

    Greetings Program!
     
    Tron Legacy LE Tune-Up by members of VPin Workshop . This one was supposed to, again, be just a fast physics update;
     
    "Yeah, we'll just do a quick 'add nfozzy physics to this' and get it out the door..."
    *a month later after everyone's tweaked every part of the table*
    "doh..."
     
    Turns out everyone is very fond of the table and wanted to join in, it might well get updated again in the future... especially if we can find a proper playfield scan (especially of the LE!)
     
    Loads of new stuff including new physics, ramps, acrylic protectors, flashers, lighting, inserts, sound and shadows,
     
    Enjoy!
     
    -          nFozzy physics: Astro, Fluffhead35, iaakki, Sixtoe
    -          Physical Re-alignment: Sixtoe
    -          Playfield and Inserts: Sixtoe, Astronasty, iaakki
    -          Ramp & Ropelight Primitive Update: Tomate
    -          Fleep Sounds: Fluffhead
    -          Flashers and Lighting: Sixtoe, iaakki, Hauntfreaks
    -          Shadows: Wylte
    -          Acrylics and Plastics: Sixtoe
    -          VRRoom: Sixtoe (Minimal Room), Rawd (Fancy Room), leojreimroc (3D Backglass)
    -          Misc Tweaks: VPW Team
    -          Advice / Real Machine Comparison: G5k
    -          Testing: Rik & VPW Team

    '0.00 - Astronasty - Added nfozzy physics, rubberizer aand target bouncer code.
    '0.01 - Sixtoe - Physical object table rebuild including missing rubbers and objects, flupper flashers added, nfozzy physics table objects added on layer 9, realigned some visual table objects, some other tweaks, cut lights to VR cabinet dimensions.
    '0.02 - Sixtoe - Significantly adjusted all collidable objects, filled holes, added missing rubbers in shooter lane and above pop bumpers and removed certain things.
    '0.03 - Fluffhead35 - Completed Nfozzy Physics.  Added new targetbouncer logic, added 2nd rummberizer function for flippers, added coil rampup, fleep sound
    '0.04 - Fluffhead35 - Fixed typo in Class_Initialize in myTurnTable class
    '0.05 - Wylte - Dynamic Ball Shadows, Spotlight tweaks
    '0.06 - iaakki - Ball image update, FastFlips changed, Alternative TargetBouncer added as option 2, Left orb return fixed
    '0.07 - Wylte - Fixed spotlights not being in GI -_-"
    '0.08 - iaakki - Right outlane fix, all lights moved to use NF Lampz, GI redone, some insert prims, textures and materials imported, TargetBouncer values tuned
    '0.09 - Scrapped
    '0.10 - Sixtoe - Insert prims set up (still WIP, need some new textures), slings redone (still WIP), disc texture touched up, some table prims edited, maybe other tweaks.
    '0.11 - iaakki - added one missing insert texture. Fixed some other insert textures.
    '0.12 - iaakki - new PF and insert text images added, positions fine tuned, adding lights to lit the texts properly. Adding fXXTOP flashers to inserts to light the text properly
    '0.13 - iaakki - saved insert text layer on PSP and it fixed the edges, now all insert Z's are at zero
    '0.14 - Astronasty - Added new PF/inserts images with recognizer cutout. Shifted end of ramp stop to make ball bounce back more.
    '0.15 - Sixtoe - Added disc overlays to their inserts and changed insert primitives, redid most of the ambient insert lighting, added text flasher overlay to most inserts, messed around with light colours, added optional aftermarket acrylics, tweaked some stuff, probably other things...
    '0.16 - tomate - Added plastic ramps prims with some fixes and new textures, POV fixed, night/day cycle reduced a bit
    '0.17 - Astronasty - Actually changed the POV, commented out blue flippers and added white one, added new PF with yellow top lanes.
    '0.18 - iaakki - reworked some GI areas so they don't affect inserts that much. Adjusted Tron inserts and some other inserts.
    '0.19 - Astronasty - New PF and insert PNGs to try to reduce jaggies.
    '0.20 - tomate - Right ramp beginning fixed, ramps metal plates fixed, left VPX ramp cap fixed, LED strip prim and VPX fixed to match the new ramp shape, Astronasty's improved playfield placed
    '0.21 - Fluffhead35 - Added in option for original target bouncer alongside new one
    '0.22 - Messed with GI more, split out lighting so that's easier to mess with now, added missing rubber.
    '0.23 - iaakki - fixed some lights and code. Made that top flip shot possible. Targetbouncer fiddled once more.
    '0.24 - iaakki - cabinet mode improved, flipper strength to 2900, FlipperCoilRampupMode default to 1, Wall54 fixed so orb feels better. Green insert off materials done, inserts 51-53 done
    '0.25 - Sixtoe - Added discs back on playfield, added color corrected slings, adjusted flynn kicker, adjusted height of acrylic walls, fixed VR depth bias issues (argh!), added LE rubbers (White) with switch, hooked up flynn sign to GI, flasherbases adjusted so they're rotated correctly.
    '0.26 - HauntFreaks - GI tweaks
    '0.27 - Wylte - Added fading materials to spotlight shadows, tweaks to cutoff.  Attempted to add a toggle, but I don't know Lampz well enough yet
    '0.28 - iaakki - Adjusted SW7 and SW8 collidables, adjusted Wall61, double checked default options
    '0.29 - Sixtoe - Hooked up acrylics to GI, fixed f129a floating, fixed primitive32 sunken plastic, fixed rear flasher flares so they're correctly aligned, moved spotlight shadow prims so they're hidden in vr, set some solid prims to disable light from below, fixed some metals material & texture issues, changed height of shadows to stop z clashing, fixed rear right vr cabinet foot normals, tweaked GI on left inlane to better match right side and stop blowing out left sling plastic as much.
    '0.30 - apophis - Fixed spotlight shadow error.
    'v1.0 - Sixtoe - Tidied up for release, changed VR backbox shape.
    '
    ' We thank the previous friends of TRON (Apologies if we have missed anyone)
    ' G5k:    Playfield, plastics, ramps and other graphical improvements, new arcade primitive, modified ramp primitives, Lighting, material and physics adjustments and general trial and error adjustments.
    ' DJRobX: Updated physics and code to bring table inline with VPX 10.4 routines, ROM-controlled GI and PWM flasher support. Merging changes between existing tables. Fastflips hardcoded.. 
    ' Sixtoe: VR conversion, table mods and tweaking.
    ' ICPjuggla, freneticamnesic: Original VPX Table (V1.3f)
    ' 85Vette: Original VP9 table
    ' Rom: Original FP table
    ' TerryRed: PinUp Player original mod removed (to work with Pinup proper May 2018 onward) Table is a standard VPX table now. Ball Controller Mod added.
    ' Dozer: Fixed recognizer and disc turntable movement (not all light mods moved to this version)
    ' RustyCardores: Surround sound mod, new sounds added (where there were none)
    ' Hannibal: Lighting and graphical improvements
    ' Draifet: Physics and graphical improvements
    ' HauntFreaks: Graphical and material improvements.
     
    -- End Of Line.

    13005 downloads

       (28 reviews)

    158 comments

    Updated

  15. The A Team Original PinBall

    Hello everyone.
     
    Here I leave you the new Original VPX table of team A.
     
    The goal when I started this, my second table, was to know a little better how flexDMD works for my real DMD. I have tried to make as much of a 90' table as possible. It´s NOT based on a particular table, it has similar things to what I have played on many tables from that era.
     
    I finally managed to get close to what I wanted, especially with the DMD, which is interactive and even has several video modes included. I am aware that there is still work to do and parts to debug so that they look as I really have in my head, but I don't want to postpone the release because the code for me would be finished. There may be some bugs in the code, but testing it enough times to find bugs was simple at the beginning and very complicated at the end. If you find any bugs, please let me know. 
     
    The actual file includes a Backglass, a PDF with the rules, the images folder and of course the table. YOU MUST HAVE THE LATEST UPDATE of FlexDMD and almost VPX 10.7.2 installed. The folder with the gifs must be in the same place as the VPX file.
     
    ATENTION!
    The code has been written for the latest version of VPX 10.7.4. According to the experience of several users, the table is not completely stable in some versions of VPX 10.8, making the movement of the ball strange, even throwing some errors.
     
    Thanks to JP Salas for the advice and part of the codes that I have used, and to everyone who has tested while it was a WIP and has encouraged along the way, especially Joe Hadesbeck.
     
    Before anyone asks, I answer. There is no Pup Pack or light remapping in blender...Maybe with time. I don't know how to do it well, I'm not a programmer, my language is not English (I don't understand some tutorials) and I don't have a top PC either. Still not complete nFozzy physics and Fleep Sounds. I'll be debugging things. 
     
    I hope you like it, and sorry for my bad English. All the best!!!
     
    All Logos, Music,  Copyrights and Trademarks are property of their respective owners.
    PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION!
     
    SKILLSHOT
    4 center cards will be raised at the beginning of each ball. Win a million for each card knocked down.
     
    4 MAIN MISSIONS (ONE PER CHARACTER)
     
    They are activated from the van.
    Hit first to start and open the door. Hit a second time to start the mission. Before starting the first character, the order for that player is drawn and will be maintained throughout the game. The missions will remain active until they are resolved even if the player loses the ball. The reward for solving each mission is 10 million points.
     
    BARRACUS, Shoot 50 Bumpers.
    MURDOCK. Shoot 150 spinners.
    FACEMAN. Hit 6 ramps.
    HANNIBAL. Hit left TEAM targets.
     
    MR LEE: If during an active main mission you put the ball in the van you will be one point closer to contacting Mr Lee and, therefore, hiring the A team. Take 10 shots to discover Haniball's alter ego and win 25 million
     
    SECONDARY MISSIONS
    Activate it in the jeep.
    They conclude when you lose the ball or complete the mission or the video modes. Winning each of them means 10 millions. You can raise the mission number on the right ramp and lower it on the left ramp. The available mission appears flashed in the Playfield and Backgass.
     
    PUNCH OUT: Add millions to BA Targets within 30 seconds.
    TRUCKS CONVOY : Find the material box in a random of  4 places.
    SLOTS : Stop the roulette with the flippers, and collect 4 diferents tools.
    RUN AWAY : ( VideoModeGame). Pass 15 groups of police cars.
    FIND AND SHOOT: ( "VideoMode" Game) Shoot 20 enemies in 30 sec. Move the bar sight with the flippers.
    EXTRABALL Open and enter on the right tunnel in the ExtraBall mission
    GET MILLIONS
    MURDOK's ESCAPE:Follow the lights in 4 possibles ways and hit it 3 times to scape the psychiatric.
    BA DOESN'T WANT TO FLY: hit the top 6 targets with dizzy ba. Be careful with the ball passing through magnets on the board
    LITTLE MULTIBALL: Shoot the barrel Hole to activate a single multiball.
     
    IF YOU SOLVE THE TEN MISSIONS, THE POSSIBILITY OF OBTAINING A MULTIBALL OPENS
     
    OTHER MISIONS
    THE BACK LANE: Spell "THE A TEAM" for collect 10 millions.
    MULTIBALL: Hit the TNT box 10 times to open the box and activate the 3 multiball mode.
    THE BARREL HOLE: Draw a gift in the barrel on the right.
    SUPERTARGETS: Hit 50 bumpers to activate a special score on the green targets.
    ......And More.
     
     

    6672 downloads

       (30 reviews)

    96 comments

    Updated

  16. The X Files (Sega 1997)

    Deny Everything.  Trust No One.

    The X Files was released by Sega in 1997 with a production run of only 1500 units.

    I noticed that the X Files for VPX was in need of the newer VPW enhancements as this version is based off Sliderpoint's 2016 version (then based off JPSalas version 2011!).  There have been many improvements to VPX (from the VPW team) since 2106 to make it play better plus there were a few bugs and gameplay issues to balance. 
     
    Additions / Updates:
    * nFozzy Physics
    * Fleep Sounds
    * Flupper Domes 
    * Dynamic Ball Shadows
    * LUT Selector (hold left magna then press right magna)
    * Playfield image enhanced for better clarity
    * Desktop background updated to a clean, minimal look.
    * 2 Hybrid VR Rooms (Deluxe and Minimal) (Thanks Sixtoe, Basti and Rawd for the templates as always)
    * Ball Size change to accommodate previous mod's slightly larger table size. (thanks Apophis)
    * Many small tweaks and code clean-ups.
     
    The physical X Files pinball machine is known for playing as a difficult shooter with tight shots and some brick shots that can catch you off guard.  This digital version replicates those tight shots in the inner orbits and ramps so expect some real satisfaction when you are able to hit those shots! 

    Commendations:
    Thanks to the original Sega team listed in the IPDB link.

    Thanks to the original authors, JPSalas and Sliderpoint for a very solid recreation of this table.

    Thanks to the VPW team, Studlygoorite (for the original vpx file) and the following testers: PinStratsDan, Apophis, PrimeTime5K, Sixtoe, Lumi, Smaug

    Enjoy!

    7097 downloads

       (18 reviews)

    45 comments

    Updated

  17. The Addams Family (Bally 1992)

    This was a huge labour of love for the team. g5k and 3rdAxis had started a build and reached out to Sliderpoint who had also been working on an update. We joined together to make this recreation. This version is the version from my (g5k) cabinet that I maintain. I know 3rdAxis has been maintaining a VR version which has optimisation not relevant to cabinet and desktop users. If you are a VR user grab his, if you are a cabinet or desktop user this is the latest uncompromised version relative to the original release.
     
    F6 for the options (must have exclusive full screen off to set up these and then turn back on after setting your mods) and script options.
     
    Enjoy and please don't redistribute or use this for financial gain.
     
    Shoutout to Sliderpoint, hope you are doing well mate and ok.
     
    ps. Make sure you pickup the incredible colorisation as well on this site by NetzZwerg and WOB.

    17622 downloads

       (41 reviews)

    107 comments

    Updated

  18. The Evil Dead 2 2022

    Thank you very much
    JP Salas for agreeing to use Iron Maiden
    PIN666 - for adding LUT
    I provide two versions of the Evil Dead 2 table for you to choose for yourself. Remember to add the mp3 files to the Music folder. You also have to add to the VPMAlians - ironmaid2, ironmaid. Don't forget to download PUPPack - https://vpuniverse.com/forums/files/file/8737-evil-dead-2-puppack/

    1709 downloads

       (4 reviews)

    24 comments

    Submitted

  19. The Walking Dead LE Hanibals 4k Blood Mod

    Blood Mod of the very nice table from Dozer, and tx for the permission to mod.
    I have changed this things:
    - new Hires playfield
    - new apron
    - new physics
    - new sounds
    - new animation
    - new lights
    - new grfx
    - more blood 
    Have fun and enjoy

    5407 downloads

       (20 reviews)

    37 comments

    Updated

  20. Tales From The Crypt VPW Premium (Data East 1993)

    Welcome to the frightfully fun release of Tales From The Crypt from the VPW team!
    This is our first scratch built table using all the tips and tricks we've picked up in our past releases and mods, and we're super proud of it and hope you all enjoy it!
     
    ** Please use VPX 10.6, there may be issues with 10.7  This is now updated to 10.7.
     
    With all of the options on the table is quite "heavy", and the new "RTX" ball shadow code is fairly costly in terms of performance, we think it looks amazing (if we do say so ourselves!) but can be turned off.
    VR Options are all in the script, with options to include or exclude the RTX shadows.
    (by the way, RTX has nothing to do with nvidias RTX, it's just a name!)
     
    '*** V-Pin Workshop Spooky Crypt Team ***
    - Project Manager: Tomate
    - Models and textures with Blender & Octane: Tomate
    - Ramps: Tomate
    - Primitive fading code for GI and flashers: iaakki
    - "Three layer" 3D Inserts: iaakki
    - Tombstone Code: Sixtoe, DJRobX
    - PF edits and insert texts: iaakki
    - Additional lighting: iaakki, Sixtoe, Skitso, G5k, Tomate
    - Wylte RTX ball shadows: Wylte, apophis, iaakki
    - VR & Various Fixes: Sixtoe
    - nFozzy physics: iaakki, Benji
    - Rubberizer and TargetBouncer: iaakki
    - Fleep Sounds: iaakki, Benji
    - Miscellaneous fixes and tweaks: CyberPez, apophis, kingdids, baldgeek, fluffhead35, HauntFreaks
    - Testing: Rik, VPW team
     
    Table Rules
     
    ' 002 tomate - wireramps and metal ramps prims added
    ' 003 tomate - correct POV, backwall added
    ' 004 tomate - ramps height corrected 
    ' 005 iaakki - NFozzy lighting script in, PF and new insert Text ramp, First inserts layed
    ' 006 iaakki - insert bulb primitives added for testing
    ' 008 iaakki - OFF insert Normal Map added
    ' 011 iaakki - round inserts done
    ' 012 iaakki - rec star inserts
    ' 013 iaakki - some insert adjustmens
    ' 014 iaakki - updated PF and text, rest of the inserts done. lamps on layer 8 needs adjustment
    ' 018 tomate - some new prims and textures added
    ' 019 tomate - rest of the new primitives and textures added (layer 1)
    ' 020 tomate - some tweaks on VPX stuff, low poly colidable ramps added (layer 2), some tweaks on LUTs
    ' 021 tomate - more tweaks on LUTs, add flippers prims to work properly, add new holes on PF mesh, tumbstone prim and VUKs works properly now, some tweaks on upper plastic, apron plastic primitive fixed
    ' 022 Benji - Physics scripting in place with working flippers, no rubber dampening applied to objects yet
    ' 023 kingdids - some tweaks on table lighting settings
    ' 024 tomate - correct all the textures from camera POV, some tweaks on lighting settings and LUTs 
    ' 025 tomate - separate eye target and remplace original prims, separate drop targets and spinners prims (doesn't work yet), redone slingshots and separate prims of SLING1/2
    ' 026 sixtoe - Refactored timers, added playfield trigger and top vuk hole sides, aligned ramp entrance lamp flashers, sorted out some of the vr cabinet prims (temp invisible), 
    ' 027 iaakki - Checked physics code, made new collections for rubberbands and posts, added fleep sounds on most of the collisions (all other sounds removed for now), laneguides had wrong physics so ball felt spinning all the time
    ' 028 iaakki - RightFlipper1 added back with ssf sounds
    ' 029 iaakki - Plunger, drain, bumper and wire gate sounds tied. Upper right flipper live catch should be now possible
    ' 030 tomate - OFF textures added
    ' 031 iaakki - Metals and MetalRamps duplicate prims done to layers 7 and 9. Created material for fading and tied them to GIUpdates.
    ' 032 iaakki - some new material and cab sides tied to gi
    ' 033 tomate - rubbers posts and sleeves separated and applied to the collection dPosts and dSleeves respectively. Rubber bands separated and assigned to the aRubberBands collection. Physical materials assigned to rubber posts, sleeves, metal walls, plastics, and metal ramps. Correction of the location of a rubber post that invaded the loop ramp
    ' 034 tomate - erase original rubber bands, remplace LSling1/2 and RSling1/2 with baked prims. Cleaning g02 texture so that it looks correct when the slingshots kick
    ' 035 tomate - spinners and gates prims in place and hooked up, standup target and eye targets in place unhooked.
    ' 036 iaakki - wireramps added to gi fading, metalramp db issue fixed, ball shadows, insert text, flip shadows fixed by aadjusting Z.
    ' 037 iaakki - off prim D default values changed. Added more stuff to giupdates
    ' 038 tomate - animation of gate1 and 2 fixed. Collections created according to textures, primitives assigned to collections. All the primitives has "colormaxnoreflectionhalf" material
    ' 039 iaakki - rest of the OFF prims done, double checked all settings for ON and OFF prims. Dedicated materials created. GIupdates is now using UpdateMaterial with aLvl^5 for gi events. RF_plastics image imported, but not taken in use.
    ' 040 iaakki - created materials for each type of prims: gi_on_plastic,metals,cab,blubs and those are faded differently in giupdate. Made fading speed faster.
    ' 041 cyberpez - Animated standup targets. Reworked drops to be animated and Roths Double Drop mod.
    ' 042 iaakki - Added standup and drop target off prims and added to fading. Fixed drop target transZ to transY. Updated to rom tftc_400. UseSolenoids=2 in too.
    ' 043 tomate - A few textures fixed and some LUTs added
    ' 044 iaakki - PF GI flasher reworked, some OFF prim default DL values adjusted, MetalsOFF prim size adjustment to avoid z fighting, New on/off collections to hide primis when GI full on/off
    ' 045 iaakki - tombstoneOFF made to move too
    ' 046 iaakki - Sol4R created for right flasher, only gion state for now.
    ' 048 iaakki - Sol4R kind of working in gion and gioff state. Various DL values should be fixed in each state. Simple preloader done
    ' 049 tomate - All prims with DL=1, plastics prims replaced, top_plastic unhooked from GI, plastics_off texture modified, collideable metal walls reworked (ball now acts naturally when left VUK kicks or when falls from left spinner), collideable prim for center vuk added , center vuk strength corrected
    ' 050 iaakki - flipper physics restored and loophelper implemented.
    ' 054 iaakki - RF and LF code implemented to debug version
    ' 055 iaakki - textures imported back. cab_RF was broken and fixed it. Plunger lane plastic is broken on some textures.
    ' 058 iaakki - flasher and gi fading finalized, 68 and 71 lamps assigned, sling animation items added to fading, but removed from visibility swaps. May flicker in VR??
    ' 059 iaakki - new plastics prim and GI control. Changed PLAYFIELD_GI1 depth bias as it had issues with plastics. OFF flips made darker
    ' 060 iaakki - ball brightness fading with GI. Consts ballbrightMin and ballbrightMax are used to set the limits. 
    ' 061 tomate - new set of prims added, new set of texures added, prims separated and placed into collections
    ' 062 iaakki - fixed some DB issues, added flasherblooms, adjusted lighting
    ' 063 tomate - bumpers prims divided, bumperRing 1/2/3 animation done, off primitives still missing
    ' 064 iaakki - fixed sling DL values that were not consistent, added some magnasave button action, made some tests to pf flashers, GI bulbs still broken, some other lighting tweaks
    ' 065 tomate - new set of backwall textures added, slings DL values bring to 0, erase slings from g02, scatter value added to left plunger to make shots more random, modified strenght of central VUK to match with gameplay videos
    ' 065a tomate - increase scatter value to the left plunger, bumperRing Off prims added to Script
    ' 066 Sixtoe - Split ramp bulbs out of g02 and added them to DL, split bumper caps out of bumpers and added them to DL, cut holes in PF, adjusted some lights and flashers, realigned and coded VR cabinet & modes, adjusted shooter lighting and disconnected bulb from g02 prim, added under table GI lights for ball reflections,
    ' 067 iaakki - tombstone redone and shaking. rubberizer and targetbouncer added; not adjusted
    ' 068 tomate - jurassic dome OFF texture tweaked, LF and RF flasherbloom moved up, main gate texture changed, PF thickness added to hole near upper flipper, bulbs primitive separated in ---> bulbs and lamp_bulbs and placed into collections
    ' 073 iaakki - Merge various triggers and ballshadow code from duplicate 065 version
    ' 074 baldgeek - set plunger to auto, added enter/exit sounds for scoop next to left ramp
    ' 075 baldgeek - fixed scoop exit sound
    ' 076 gtxjoe - Add debug shot testing.  Press 2 to block outlanes/drain.  Press and hold any of these keys to test shots:  W, E, R, Y, U(Vuk), I(Crypt Vuk), P, A, S, F, G
    ' 077 iaakki - At least the ball uservalue bug fixed by having an array to carry wireramp status. Uses BallGoesWire sub. TargetBouncer taken in use for targets, posts and sleeves.
    ' 078 fluffhead35 - Added RampRolling sound playback logic for wire ramp sounds.  Implemented WireRampOn for sw47 & sw58 and WireRampOff for Trigger1 & Trigger2
    ' 079 iaakki - ramproll stuff combined to ball shadow code. Triggers reworked one more time, Right vuk ramp fixed as ball jumped over the triggers, rdampen set to 10ms timer
    ' 080 benji - wire ramp loop sound swapped out for more seamless one. fx_vukExit_wire sound added to manager, added to VUK subs replacing 'popper' sound needs to be tested.
    ' 082 benji - reimported missing droptarget sounds, changed kickback sound from missing 'popper' to new KickBack2.wav 
    ' 083 fluffhead35 - tweaked ramp shadow code when looking up the ramptype from Wire RampRoll variables
    ' 084 iaakki - major merge for new trough from cyberpez. All the solflashers and related inserts recoded. tnob increased so can debug.
    ' 085 iaakki - adjusted flashers and added backplate vpx flashers
    ' 086 fluffhead35 - merged in 082 and 083 changes.  Added more balls to the RampRoll array because it was too small for the number of balls.  Added More RampRoll and WireRampRoll sounds as you need one per ball
    ' 087 iaakki - targetBouncer values reduced, scoop vuk fixed
    ' 089 tomate - wall008 at layer 1 deleted, underVUK prim at layer 2 reimported, pUpKicker material changed and lowered it to -10, cab/pf_adges/apron prims replaced, ScSp. relfections turned off
    ' 090 tomate - walls over the plastics at layer1 added, sw68 - captive Ball fixed (thanks gtxjoe!), central VUK fixed (thanks apophis!)
    ' 091 iaakki - Crypt shot fixed, BS depth bias issue solved, plunger -> droptarget -> drain fixed, 
    ' 092 iaakki - PF GI flasher style changed
    ' 092a tomate - collideable wall tweaked so ball doesn't touch slinshot after right orbit
    ' 093 iaakki - fixed bugs from ball shadow code and improved perf, new PF gion/gioff images with larger hard edges on insert holes, new insert text image with edges, spot lamp tied to gi. Narnia check should bring the ball back in game.maybe.. Report your findings.
    ' 094 benji - add sound scoopExit. Crypt VUK exit/eject sound should be "fx_vukExit_wire" but i cannot get it to play...
    ' 095 iaakki - f53TOP added, wood sound added to one wall, right orb return matched to few videos, rtxfactor 0.8, right wireramp exit hacked, coin sounds added, sw52 sounds improved, ball shadows removed when large flashers bright, diverter sound added, some debug cleanup, additional wall added under trough
    ' 096 Sixtoe - Organised some layers, sorted height walls, deleted old redundant assets, fixed plunger exit gate textures, cropped the bottom of 2 bulb prims that were showing through holes, dropped lamp under skillshot rubber as it was clipping, manually edited all the g02 textures because dropping the lamp under the rubber meant part of it was black..., redid texture of left flasher so it doesn't look odd when off, manually edited g01_ON.png to brighten back of spinners
    ' 0961 iaakki - Bug fix and script optimizations for RTXBS on VR
    ' 097 tomate - Switch and diverter prims separeted and placed in collections. New clear plastics texture added.
    ' 0971 iaakki - Diverter and wireramp switches animated with sounds.
    ' 0974 tomate - diverter DB issue fixed, jurassic dome material changed, slanted sideblades added, cabinet mode added, POV corrected to cabinet mode
    ' 098 apophis - included RTX BS distance calculation optimizations
    ' 099 fluffhead35 - added logic to only show RTX shadows for 3 balls
    ' 099.1 Wylte - changed shadow DB to -2000, upped flasher intensity required to hide shadows to 0.7
    ' 099.9 iaakki - 991 merge, Tied GI bulbs prim to updates, minor tweak to GI levels and collections, RTXBallShadows script option added, LockBarKey support added
    ' 100 Sixtoe - Split bulbs from g02 primitive (again!), tidied up layers a bit, deleted redundant stuff, added off prims to cabinet script, probably still needs more work. Left captive ball wall moved so ball isn't floating, Plugged hole in upper left plastic to stop ball trap.
    ' 101 iaakki - VUK issue solved, sideblades fixed, cabinetmode with fblooms fixed, TargetBouncerFactor introduced and default set 1.1 for now, flippernudge values corrected, red bulbs set to fading collections, metalramp DLFB values changed to make them blend better.
    ' 102 iaakki - Recoded LUT selector with 14 LUT files. save/load mechanism included.
    ' 103 iaakki - Insert OFF state normals added and insert balance tune, HauntFreak top notch tweak to red bulb flashers.
    ' 104 Sixtoe - Split off bumper prims, fixed script for them
    ' 105 apophis - fixed never ending ball rolling sounds. fixed slingshot sound effect locations
    ' 106 iaakki - ball shadow DB's adjusted more, RTX image changed (Thanks BorgDog for reference), RTX parameters changed to match new reference
    ' 107 tomate - post pass fixed, angleSidewalls for cabinet mode fixed (thanks Sixtoe!), angleSidewalls prims reworked and put into collections, OFF plastics textures tweaked
    ' 108 tomate - wall added over top plastics
    ' 109 iaakki - cleanup, crypt jam insert material tuned, spinner sounds added, rubberizer tuned, left ramp entrance gate tuned, DT threshold tuned
    ' 110 iaakki - subway redone, needs more testing
    ' 111 iaakki - Narnia rework, cleanup, subway tuned, collidable walls added under flips
    ' 112 iaakki - Lut changer tuned, insert off prim normals as script option, some insert prims were accidentally collidable, relay sounds added
    ' 113 iaakki - Some walls added on top of plastics, GTXJoe's "Debug Table testing routines" removed
    ' 114 Skitso - Fixed a bunch of lights
    ' 115 iaakki - upped sw39 hit threshold and tested it, under PF walls added to eliminate light bleed from inserts, VRRoom 1 and 3 disables RTX ball shadows, GI relay, Lutselector and spinner sound increased
    ' 116 Sixtoe - Fixed a couple of VR issues with the sidewalls, spent some time with how the ball looks
    ' 116DL1 tomate - all prims moved to DL=1, default LUT changed, apron texture fixed, flippers textures fixed
    ' 117 tomate - domes/ramps/bats textures fixed, bumper cap texture fixed Skitso!, trail strenght lowered to 30, POV tweaked, reflection strenght on PF lowered to 20
    ' 118 iaakki - vrroom mode fixed, plunger lane gate tuned, ball made a bit brighter with const ballbrightMax and ballbrightMin, improved GI bulbs that reflect to balls, plastics DB set to -110 to fix laneguides
    ' RC1 iaakki - bumpertop materials changed, metals and laneguide DL values to 0.5, bumpertop ID fix, default value checks
    ' RC2 iaakki - Bumpertop image swaps and DL tied to GI plus lampz, sw38 improved and wall added to center the ball, script cleanup, bumper lights adjusted for GIOFF state
    ' RC3 tomate - plastic texture over the bumper fixed, right slingshot rubber texture fixed, logo added
    ' RC4 tomate - VPW original LUT fixed, HauntFreaks LUT added, compressed images by g5k added
    ' RC5 tomate - SSR set OFF by default, LUT added

    14465 downloads

       (32 reviews)

    212 comments

    Updated

  21. Top Score (Gottlieb 1975)_Teisen_MOD

    First I would like to thank Loserman76 for the beautiful work... wherever he is playing pinball!
     
    small changes were made only aesthetically
     
    small improvements in the playfield, plastics, lighting,flippers position...  I want to make it clear that the descriptions for the tables I'm sharing are "standard" for all, changes are made when there is a need for some adjustment.
     
    version used, follow the link to the original table    

     
     
    B2S by Wildman    

     
     
    Adjustments made:
     
    - Playfield color correction
    - small improvement of plastics
    - color correction of playfield lights
    - cap bumpers colors corretion
    - lighting
    - metals
    - screws
    - new red tabs
    - targets adjustment and color correction
    - new pov
     
     
    Loserman Description:
    VPX conversion
    Artwork done by CONRAM29, Francisco666,GNance
    others to thank: JPSalas, Pinuck, hauntfreaks, Borgdog, Arngrim
    in addition to the "standard" keys (typically "1" to start game and "5" for coin), I've added "3" as another coin input and "4" for coin and auto-start game (like I recall the dime slots generally were) to simulate 3 coin slots
    when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option.
    I've also included shadows for the ball and flippers. If you want to turn them off look for these lines at the beginning of the script:
    Const ShadowFlippersOn = true
    Const ShadowBallOn = true
    change to false if you want either of the shadows not showing on your tables

    399 downloads

       (0 reviews)

    6 comments

    Updated

  22. Teenage Mutant Ninja Turtles (Data East 1991)

    VR Room - Teenage Mutant Ninja Turtles (Data East 1991) v1.2.2
     
    Cowabunga ! 
     
    Notes: 
    Options in script for Flyer Poster, DMD & Backglass Reflections, Scratched Glass and add and remove the B2S Backglass, Change the Side blades and remove the VR Room
    Press C to enable manual Ball Control via the arrow keys and B
     
    Recommended B2S by: Wildman 
     
    Versions: 
    v1.2.2 - Added rolling ball sound and adjusted POV, fixed mystery lights not showing in desktop mode.
    v1.2.1 - Added VR Room Lighting option,
    suggested by Rawd
    v1.2.0 - VR Room and artwork by Retro27
    -Cleaned up the Cabinet artwork
    -Added new Flashers
    -Added options for VR Room etc...
    v1.1 - Update Table by Cyberpez
    -File size reduced
    -Small bug fixes and tweaks
    v1.0 Original Table by Cyberpez
    -: table build, playfield redraw, ramp decal redraws, ramps, lots of little primitives here and there.
    Wrd1972: COUNTLESS resource pics and answering of far too many silly questions.  Physics and table fine tuning.  Plastic scans.
    Roth:  Being a code wizard and for putting up with Wrd and me. (understatement of the century :P)
    Dark: Turtle Models!!!! and other small primitives here and there. (I did resize the turtle images to make the file size sorta reasonable)
    Flupper: Flasher Domes and Ramp Tutorial.
    Hauntfreaks: He made a pass and did the awesome things he does.
    themotherbrain: testing and feedback
    nFozzy: I'm using his new fading lights + a few tweaks by me.
    DJRobX: SSF code and thanks to RustyCardores for showing me the way, you can't go back!!  Ball drop tweaks by Roth and me.
    Last but not least the developers and other table authors.  This community is nothing without everyone doing their part!!!!!!

    4615 downloads

       (3 reviews)

    24 comments

    Updated

  23. TimeLord 3.0.5 (Luigi Saves the Universe) OriginalHybrid

    FrankyT provides professional callouts for the TimeLord and the  gangster style Robot Luigi in TimeLord 3.0. This will amuse you as you battle the evil imposter TimeLord to restore balance to a universe  TimeLord 3.0 is a complete rebuild of TimeLord 2.0 including a massive SSF & backglass sound production, new playfield graphics and lighting, completely new 256 x 64 DMD. You can now play easy or hard 3ball/5ball and have new coloured dragon balls in multiball with ball saver timers also now implemented. Q-Mans girlfriend now appears above the inlanes. Don't mess with her and keep your eye on the ball. 
    Included in the downloads section are the game file, 2 screen and 3 screen back glasses & media pack
     
    The 3.0.5 version has some script changes to stop the game crashing on standalone devices such as MacBooks & android. This version also has a tidy up of the playfield overlay and playfield graphics to remove tiny lines around the  lights. This version also has the Luigi saves the Universe cabinet & back glasses.
    The 3.0.4 version changes are significant to gameplay and fixes major award bugs. 😊See change log below.
     
    Incorporated into the game are
    SSF audio and sound production
    DOF
    NFozzy Physics
    Fleep Sounds
    Virtual reality
    Light Inserts
    Luts
     
    Please Enjoy Smaugs Fast Flips Video for TimeLord 3.0
     
     
    This is a link to the gameplay overview
    https://youtu.be/Lrq4LI5A6QE
     
    This is  Link to a game played by pezima77 showing how to complete the tasks to get to the glory table
    https://youtu.be/7fwIUBGnovI
     
     
    You will need the latest version of VPinballX10.7, VPinPame 3.5 and latest Freezy DMD is a must although I don't recommend that you select it in the script. I recommend that JPs  DMD flashers are used for cabs, Desktop and VR. These have maximum definition for DMD's and can be used with Pin2DMD's.
    The game is designed surround sound feedback. 
    For people with DOF TimeLord 2.0 uses the same DOF configuration as the TimeLord 1.0 so the game is set ready to go and should play with no issues.
    VR players have the option for a basic room or Rawds room which is selectable in script.
     
    Thankyou to the talented crew who have worked with Avago to bring you TimeLord 3.0.
    Avago are;
    JP Salas-Game framework, scripting and mentoring
    Rawd- Virtual Reality
    Oqqan- Lighting, light sequences, plastic scripting
    FrankyT-Callouts
    RajoJoey-Game Adviser
    Smaug-Game Promotion Video.
    Aphophis-Mecahnical tilt, scripting and support
    Gedankekojote-NFozzy Physics, Fleet Sounds, Luts
    Ramps-Tomate
    Whylte- Final physics & dynamic ball shadow.
    Outhere-DOF
    Table Testing & Game ideas- PinStratsDan, Joe Soap & Crakkers
    Game Ideas & support- Sixtoe & Remdwass
     
    Game Design & concept- RusstyT & HP
    GamePlay, Scripting, Sound Design, Callouts, Table & Backglass Design- RusstyT
    This game uses many objects from other Table Builder including, JP Salas, Flupper1s light inserts and Scotty Wickburgs dragon spinner, rotating bumper caps and rotating eyeballs. The ramp ideas are inspired by TOTAN, Opening ramp inspired by Bride of Pinbot and the 4 kicker centre lane is inspired by the EM game melody. Many thank to all the wonderful authors who provided inspiration for TimeLord 2.0

    13571 downloads

       (29 reviews)

    157 comments

    Updated

  24. The Flintstones

    Recreation by the team of g5k, 3rdAxis, DJRobX and Dark. Full ground up build with scanned toys, plastics and playfield. 3rdAxis is maintaining a VR version if you are desktop or cabinet user this is the one I've maintained from my cabinet.
     
    Don't forget the amazing colorisation on this website from Slippifishi, WOB and co and the b2s is here as well.
     
    Enjoy and please don't redistribute.

    5549 downloads

       (13 reviews)

    51 comments

    Submitted

  25. Tiki Bob's Atomic Beach Party (Original Theme 2021)

    Old file is 1.0.1 update 1.1 is pending approval
     
    Step into the world of Tiki Bob..
     
    A mid century retro atomic adventure filled with beautiful women, partying aliens, exotic animals , and fiery volcanos.
    AKA Tiki Bob's Exotic Beach Party (Original 2021)
     
    Just wanted to personally thank everyone that was nice enough to lend their time on this project.
     A special thank you to apophis for your big brain and stunning good looks;)
     
    Created by iDigStuff
    2021, version 1.0.0
     
    Co-piloted by Apophis
    B2S | media | scripting help| fleep sounds | nFozzy physics | ???
     
    Special Thank You to VPin Workshop & Watacaractr & Scotty Wic & Peter G
    Much appreciation to JP Salas & VPNation
     
    DMD Artwork Joey B
    Primitive assistance Andrei Maraklov
    Testing by Rik Laubach, Apophis
     
    ****************************************
    Background info
    https://thesearchfortiki.com/tiki-mug-hall-of-fame/tiki-bob/
    ***********************************

    MUSIC LINK LOCATED IN READ ME & TOP OF SCRIPT (Table will not work without it)
    Unzip and put folder "tiki" into :\\visualpinball\music
     
    Music Control
    Right Magna = Next Track
    Left Magna = Stop Music
     
    The start button can also be used to skip tracks if the player does not have magnasave buttons.
    Backglass & Front end media included in download
    ************************************************************************************
    All Artwork, Logos, Copyrights and Trademarks are property of their respective owners.
    PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION!
     
     
     

    4398 downloads

       (22 reviews)

    138 comments

    Updated




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