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Taxi (Williams 1988) VPW Mod

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48897 Views
11836 Downloads
5 From 22 reviews
156.46 MB File Size
VPW Created by
Williams Manufacturer
1988 Year

2 Screenshots

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

https://www.ipdb.org/machine.cgi?id=2505
Contact Author First.
v10

What's New in Version 1.2.2   See changelog

Released

' 1.2.1 - Apophis - removed ball shadow z-position dependency on ball z-position. Fixed walls_hit function.
' 1.2.2 - Hauntfreaks - New DT backdrop, and fixed up the DT lights

User Feedback

Recommended Comments



Roosta

Posted

On 7/28/2023 at 10:10 AM, pintris said:

Great table. I play in VR. With this table, what I notice is that the back of the playfield (behind the two popbumpers) "wobbles" in VR. It's not stable but looks like it's waving. I noticed it does this togeher with the backglass lights. When they goes on, the back of the playfield seems to "bend" a bit upwards and when the backglass lights go off it is normal again. So the quickly flashing of the backglass lights created the wobbling effects.

It might be a specific version of VPVR I'm using.. I run the latest in 64bit but tried older ones as well... Does anyone else experience this? I only have this with this specific table. Maybe some special code used in the backglass? Thanks

I have the same issue with the latest 10.8 beta 5 (x64). I get no wobble with my older version (10.8 rev.603 x86).

Xenvitar

Posted

Looks beautiful and it plays beautifully well. Amazing work as always. It's also one of my favorite Williams tables.

buffdriver

Posted

I just got around to trying this table.  What a nice job!  I really like this style Williams game, but the physics are critical and you nailed it!  Thanks very much!!

pintris

Posted

Sadly even with the latest build of Vpx (10.8 RC4) there is still "playfield wobble" at the back of the table in VR. (wobbling "in sync" with some backbox flashers).

Maybe a table update is needed in order to get this fixed. Lets hope for a new version update because I really love this table. One of my favorites.

Thanks

LIP

Posted

Pareil pour moi, oscillation du haut du plateau en VR ... et une de mes tables preferé aussi 😥

jimspin

Posted

Thank you to the awesome VPW team for taking the time to make a really fun table even better. Your dedication to this hobby and to the attention to detail in perfecting these tables is very much appreciated!

veecheech

Posted

On 8/9/2024 at 7:41 AM, pintris said:

Sadly even with the latest build of Vpx (10.8 RC4) there is still "playfield wobble" at the back of the table in VR. (wobbling "in sync" with some backbox flashers).

Maybe a table update is needed in order to get this fixed. Lets hope for a new version update because I really love this table. One of my favorites.

Thanks

 

Having the same issue unfortunately - would really love to play this in VR!

SlippyTpoad

Posted (edited)

I love this table but I get slight stutter in places and can't seem to fix it

 

I have an old system admittedly so run 1080p but with all AA, shadows, reflections off.  Don't have this with any other VPW table 

 

Game starts off smooth but tends to stutter 20-30 seconds in

 

EDIT: there is an option for removing ball shadow in the script which seems to have fixed it

Edited by SlippyTpoad
Gravy

Posted

On 7/28/2023 at 6:10 PM, pintris said:

Great table. I play in VR. With this table, what I notice is that the back of the playfield (behind the two popbumpers) "wobbles" in VR. It's not stable but looks like it's waving. I noticed it does this togeher with the backglass lights. When they goes on, the back of the playfield seems to "bend" a bit upwards and when the backglass lights go off it is normal again. So the quickly flashing of the backglass lights created the wobbling effects.

It might be a specific version of VPVR I'm using.. I run the latest in 64bit but tried older ones as well... Does anyone else experience this? I only have this with this specific table. Maybe some special code used in the backglass? Thanks


The wobble is still happening in VR even with the final release of VPX 10.8. I've also seen the same issue in Theatre of magic, but to a lesser degree.

Did anyone figure out a fix?

SlippyTpoad

Posted

I thought I'd fixed my stutter issue by disabling ball shadows in the script but it's still there

 

is there anything else I can disable to help performance?  

SlippyTpoad

Posted

ok - i think I finally got rid of the stutter.

 

Updated VpinMame to 3.6 final (required for the Walking Dead table) and it's definitely made the ball butter smooth now.  

 

Would have never thought vpinmame could cause stutter.  thanks @flupper for forcing me to update 🙂

 

Burdy323

Posted

On 2/19/2025 at 7:51 AM, Gravy said:


The wobble is still happening in VR even with the final release of VPX 10.8. I've also seen the same issue in Theatre of magic, but to a lesser degree.

Did anyone figure out a fix?

Any updates on this? Still a big issue in VR

Gravy

Posted (edited)

4 hours ago, Burdy323 said:

Any updates on this? Still a big issue in VR


I don't think so unfortunately.

I just loaded the table up again in VR and then repositioned my eye level so that they were level with the playfield surface, I then very slowly dropped my eye level just below the table surface to have a look under the playfield and noticed that there is a second semitransparent surface that sits only about 5mm below the playfield, I'm now wondering if the playfield texture wobble issue has something to do with this under layer.

Edit: hmmm... I just trying moving the playfield_mesh primitive and put it beside the table. The texture wobble still occurs even when it is just sitting there by itself, so perhaps there is something wrong with the mesh primitive. Maybe someone could export it back to blender and check it for errors or something? I don't know how to do that check myself. :(

Edit 2: After a bit more investigation it appears that the playfield_mesh texture wobble (a pulsing resolution drop at distance) is running in sync with the backglass lighting effects. Any chance that @Sixtoe or @UnclePaulie could swing by and look a little deeper please? There is a similar issue with Theatre of Magic in VR.

Edited by Gravy
Bingo

Posted

Yo Taxi! Taxi is THE game for me. Played the real game continuously back in the day at University of East Anglia common room. When I found Visual Pinball, Taxi was the 1st game I got going. I played a version by Mike Sweetser I believe. This version plays beautifully and I even got a real bell working with a Pi Pico and DOF. Such nostalgia. I am currently building a Taxi based vpin cabinet -The Taxi Cab. Thanks to everyone for producing such a great looking and playable version of this classic game.


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