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Showing most liked content since 11/14/2012 in all areas

  1. Version 1.1.0


    BATMAN 66 Stern Tribute Daphishbowl, Mr H, MPT3k & Harlan Special Thanks: Harlan - Pup help, graphics, sounds MPT3K - Gameplay, videos, real table comparison, sound and testing Dimi - Video & resources Flipstream - Awesome Gameplay videos EbIsLit - Playfield scan Nailbuster - Massive Pup help (and VPX code tips!) Rik - Massive Testing TerryRed - DOF and lots of support wAxx - Awesome Physics and detail tweaks Joey - Backglass graphics DJRobX - Turntable help Sixtoe - VR Room G5K - Turntable help Pinballfan2018 - Table support VPW - nFozzy fixes and details (Benji, Apophis, Iaakki, Astronasty, Bord, Sixtoe) Alpha/Beta Testers - Too many to list INTRO: Huge thanks to everyone for the massive help! After a year in the making we hope yall enjoy it and feel it was worth the wait. Nobody can match the amazing code Lyman Sheats did for the original table but this was hand coded and shows how much work it must of taken to make the real table. We tried to replicate every detail on the gameplay with exact scoring, bonuses, modes, pinup interactions, gadgets, service menus and so forth. In the 27K lines of code I am sure there are a few things we still missed so feel free to let us know. Our goal is to pay tribute to this amazing table but also show that there are no limits when it comes to originals. We hope this will bring something the community will enjoy and inspire others to join in on the fun. NOTE: YOU WILL NEED THE NEW 1.4.6 PINUP (also included in the Baller Installer): https://www.nailbuster.com/wikipinup/doku.php?id=release_notes PUP Pack: Run the appropriate batch file and "Read the on screen instructions to know how to setup the script in VPX" Version 1.1.0 - https://mega.nz/file/XMIgnRwC#LmRlA5GjAzxrWdjxl4O87PxqjUldOF4kA-fLoU0odFQ Version 1.0.0 - https://mega.nz/file/eJh0lARL#BCzPwXZLqc9ylRgwwlLtEFd6FAmdGymNMrrPf_kIiEo The Rules: There is a lot to this table so don’t forget to read the rules so you can enjoy all this has to offer http://tiltforums.com/t/batman-66-rulesheet/2463 Ownership: This table is collectively owned by all of those that contributed to it in order to give back to the community. No one author retains the right to pull this table from the community. If you would like to mod this table you shall obtain permission from one of the authors, leave the list of original authors at the top of the source and finally add your name to the list. If for some reason we all leave this community and we are unreachable then this table will then become open to anyone in the community.
  2. Version 1.0.1


    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 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
  3. Version 1.0.2


    Welcome CACTUS CANYON, Partner!! The VPin Workshop Discord members present this table tune-up. This started out as a "quick" physics update, but we ended up adding so much more! • Inserts & Lighting Overhaul: Skitso • nFozzy physics: apophis • Roth Drop Targets: rotherbauerw, Sixtoe, apophis • Fleep Sounds: apophis • Fluppers Flashers & VR Room: Sixtoe • Miscellaneous tweaks: Skitso, apophis, oqqsan, Sixtoe, tomate, iaakki • Testing: Rik, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, most notably, Ninuzzu and Tom Tower. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. ' 000 - Skitso - Updates to lighting, inserts, some flashers and LUT ' 001 - apophis - nFozzy flippers, rubber dampening, and materials applied. Adjusted plunger physics settings ' 002 - apophis - Added Fleep sounds package ' 003 - apophis - Added ramp sounds, fixed an issue with my implementation of flipper sounds, and hopefully fixed the stuck ball issue inside Bart ' 004 - apophis - Cabinet POV adjusted. Ramp rolling volume decreased, ball rolling volume increased slightly. Updated controller loading code, ' 005 - apophis - Adjusted autoplunger physics parameters. Removed duplicate flipper collision functions. ' 006 - apophis - Fixed GameTimer bug that prevented ball shadow from working. Added ShowBallShadows option. Fine-tuned autoplunger (thanks oqqsan) ' 006a - oqqsan - Added dynamic instruction card ' 007 - apophis - Added BartHatSoundEffects option. Removed unnecessary beer mug from game. ' 008 - skitso - Improved GI and inserts ' 009 - apophis - Updated flipper tricks to the latest version ' 010 - Sixtoe - Added vr cabvinet and room, fluppers flashers & roths droptargets, which are currently broken. ' 011 - apophis - Fixed drop targets. Change the method to check when target was successfully hit. ' 012/3 - Rotherbauerw - Fixed drop targets. ' 014 - Sixtoe - Added sound effects for drop targets, tried to fix ball traps, tidied up VR stuff, fixed rails, added rollover holes, changed rubber holder prims, adjusted a few minor things. ' 015 - iaakki - Fixed Desktop POV, ' 016 - Skitso - Remade all GI, altered some DL/DLFB values and modified textures for more accurate lighting. ' 017 - Sixtoe - Added Bart & hat to GI, adjusted to right GI so it doesn't look broken in GI, tweaked a few things including decals on traintrack ' 018 - apophis - Adjusted Cabinet POV ' 019 - Sixtoe - VR specific fixes and automatic switches, combined some timers, GI tweaks
  4. Version 1.2.2


    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
  5. Version 1.2


    Ante Up! Welcome aboard the Lauren Belle for the release of Maverick from the VPW team! This one is one of many peoples grails, with (as far as we know) no version since a vp9 one. We were lucky that someone supplied us with a lovely set of photos with which we could build a lovely playfield from so this could finally be a reality! ** Please use VPX 10.7 ** - This won't necessarily be normal for VPW, as it's caused more than a few issues, but we wanted to try it as an experiment. ** Make sure you have the latest VPX 10.7 build, 249 was broken. ** VR Options are all in the script. '*** V-Pin Workshop Mavericks *** Antisect - 99% of the table construction and work! Edizzle - Donating his script for the rotating wheel from his vp9 table and advice. Tomate - Primitive ramps and flippers, primitive assistance Sixtoe - VR Room & general fixes and tweaks Apophis - Dynamic ball shadows, physics additions, scripting stuff, playfield cleanup and redrawing Flupper - Ramp assistance and tutorial Fluffhead35 - Wire rolling sounds. Ebislit - Playfield alignment assistance. Dark - Lauren Bell Boat Model iaakki & daphishbowl - script assistance Rik & VPW Team - Testing The whole VPW Team, for their assistance and support. '001 - 039 - Antisect - 99% of table completed. '040 - Sixtoe - Added VR table and scripted in some bits and pieces, physics tweaked, loads of old and/or redundant script stripped out and things rescripted, redirected game load to de.vbs, fixed drop target bricking, adjusted kickback and plunger, should be more reliable? not sure how strong the plunger is supposed to be. '041 - apophis - Added Wylte's RTX dynamic ball shadows. Removed old ball shadow stuff, Increased plunger strength and speed. Removed duplicate sound related functions. '042 - apophis - Updated RTX BS to current version '043 - fluffhead35 - Adding RampRoll Sound Loops, Added new RampSound Triggers to turn RampRolling on and Off on table '044 - apophis - Fixed ball release bug. Added target bouncer, flipper rubberizer and coil rampup mods. Tweaked RTX shadows. Reduced skillshot autoplunger strength. '045 - Sixtoe - Compressed some webp images, converted audio from wav to mp3 (cut 90meg off the file size), '046 - apophis - Work around for ball release bug '047 - Sixtoe - Bugfixes '1.0.1 - Apophis - Positional sound calls added / updated (specifically for the VUK etc.) '1.0.2 - Sixtoe - Flashers updated / tweaked, desktop room tweaked, plunger tweaked. '1.1 - Sixtoe - Reverted all mp3's to wavs (should fix all audio issues, there is mp3 support in 10.7, but not for things like ball rolling etc.), Flashers updated / tweaked, Desktop background tweaked, Plunger speed tweaked (you should be able to make the skill shot more reliably now, Updated credits '1.2 RC1 - Sixtoe - Flipper power adjusted and lowered and table gradient reduced (thanks Rik and Randy), plunger adjusted (thanks to Goldchicco & Rik) '1.2 RC2 - apophis - Removed ball shadow z position dependency on ball z position. '1.2 - Sixtoe - Final tweaks and tidying
  6. Version 1.0.0


    OK, OK, OK! Lethal Weapon 3 table Tune-Up by VPin Workshop. It all started by again by just thinking about adding nFozzy’s physics and some missing textures in the original table, then we started replacing some primitives and reworking the existing ones, then the apron, cabinet, metal ramp, bats and a few other things were replaced. Totally new 3d inserts. Then different lamps were added to have a better lighting of all the new baked textures and finally adding a built in VR room... • New/reworked primitives: tomate • Baked ON/OFF textures: tomate • Inserts: Sheltemke, oqqsan • Scripting: oqqsan • nFozzys physics: tomate, iaakki • Fleep sounds: apophis • Flashes & Lighting Overhaul: tomate, Sixtoe • VR Room and fixes: Sixtoe, 360 Room by pattyg234. • Miscellaneous tweaks: Sixtoe, tomate, oqqsan • Testing: Bord, Rik, oqqsan, VPW team This release would not have been possible without the legacy of those who came before us, including most notably, Javier for the original vpx table, EBisLit for the new playfield image and 32Assassin for the rework. Thank you. Thanks to Flupper for his beautiful domes and Bumpers caps, Rothbauerw for nFozzy physics and Fleep for sounds. Enjoy!
  7. Version 1.0.0


    The VPin Workshop members present a table tune-up for Congo by Williams! This is one from Williams "rubbish film, great pinball!" series, and really shouldn't be missed, a true under appreciated gem. • Inserts & Lighting Overhaul: Skitso • nFozzy physics: Rastan350 • Fleep Sounds: Rastan350 • Ramps: Flupper & Benji • VR Stuff & Fixes: Sixtoe • Miscellaneous fixes and tweaks: Sixtoe, iaakki, Skitso, tomate • Apron and VUK guard Primitives: tomate • Playfield Mesh: Bord • Jungle 360 VR Room: 3rdaxis (from his Grand Lizard VR Room) • Table Assets and Scans: Mwong • Testing: Rik, Rastan350, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, in this case nFozzy, Dark, LoadedWeapon and JPSalas. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. 'Started from Skitsos personal mod '004 - Rastan350 - new physics and sounds '005 - Skitso - reworked all GI and flashers, improved insert lighting, new LUT '006 - iaakki - debugged some flip physics issues and now live catch and nudge works, flip angles changed, removed some lights, flip physics parameters updated '007 - Skitso - temporary fix for broken flashers. Replaced SHOOT AGAIN and KICKBACK insert textures to a more visually pleasing ones. '008 - iaakki - merged flashers. Solflash17 created for "modulated" Amy flasher '009 - Skitso - fixed flashers, fixed ball shadow depth bias issue, added one missing GI light under left ramp, made upper lane guide lamps to show through AMY's hand, new volcano ramp textures, improved Grey playfield texture and shadows, new dark texture for yellow hit targets on Grey playfield, added tiny bit of DL to Grey when GI is lit, fixed right sligshot plastics material and repositioned light beneath '010 - Skitso - improved rule card texture, backwall texture and left ramp decal. Added backfacing transparent triangles rendering to ramps, improved bumber lighting. '011 - iaakki - ball drop sounds fixed. It is still bugged occasionally but not sure why.. '012 - Skitso - better upper PF laneguide prim, improved lights for upper lane guides, tweaked flashers. '015 - iaakki - fixed ramp exits so that ball drop sounds can work properly '016 - Sixtoe - Re-organised whole table, added VR room and assets, replaced rails and sideblades (switchable for art ones, which I redid a bit), raised some lights and dropped others (to stop it cutting prims in half), fixed z fighting for several walls, removed numerous unused assets, redid sling rubbers and area (including physics objects), cut holes in playfield and made drop holes, turned off backfacing rendering for ramps as it breaks VR, will try and find a workaround, raised DL meanwhile, removed redundant drop code, removed wall that stopped ball dropping off wire ramp, probably some other stuff I forgot '017 - Benji - New ramps based on flupper's new tutorial '018 - Flupper - New ramp models, new ramp textures. "plsatic_ramps" texture in image manager is better for VR '019 - tomate - LowPoly left ramp added. '020 - tomate - flipperTimer added, flippers prims and shadows, slightly corrected left flipper location, New wireRamps prims, plastic ramps slightly modified to fit wire ramps, DC-3 model added '021 - tomate - WireRamps textures added, split wire ramps (up and down), down wireRamp reflection disabled, plastic plane recovered from previous version '022 - iaakki - Gorilla flips physics change, LUT changer added with failsafe improvements, Cabinet mode improved, RampLook option added '023 - Sixtoe - Complete fixtures and fittings pass, changed most things, tons of small tweaks and adjustments to positions of things, drilled a hole in the plastic ramp, added seperate VR graphics setup for ramps and wire runs, unified timers, probably something else I forgot. '024 - Sixtoe - Tinkered with the metals and lighting to get the fixings more natural and suited to table. '026 - tomate - new 3d apron and apron texture added, apron rails and POV fixed '027 - Sixtoe - Added playfield mesh from Bord, more tinkering and adjusting including apron area for VR and finally punting it out the door 'RC2 - Skitso - Fixed playfield mesh location, made ball shinier, altered few materials, made apron a tad more in shadow. 'RC3 - iaakki - Fixed GI control, added TargetBouncerEnabled and RubberizerEnabled script options to make table feel more real 'RC4 - Skitso - Improved GI, small insert tweaks 'RC4.1 - Skitso - Grouped a few missing GI lights 'RC4.2 - tomate - post-draw textures added, new primitives and textures for VUK exits added 'RC5 - Sixtoe - Sling kickers adjusted, changed back wall layout, adjusted vuk prims and added material, fixed leftrampdrop height and visibility, tweaked metal pole on left orbit, changed env image, altered materials and textures for metals and volcano, cropped new GI lamps. 'RC6 - iaakki - FlipperNudge tuned. Sw55 target had incorrect phys parameters. gi_bulb022/23 adjust 'RC7 - Skitso - tuned satellite inserts and made all purple inserts more natural color, tuned Gi_Bulb014, tuned perimeter defence flasher 'RC8 - iaakki - l82f fixed. ramp tied to gi. RubberBand material adjusted, ramp41 decal adjusted 'RC9 - Sixtoe - Fixed VR script, altered desktop backdrop, minor tweaks.
  8. Version 1.0.0


    Have You Ever Danced With the Devil in the Pale Moonlight? The VPin Workshop members present Batman by Data East! This is actually a really fun table that benefitted from a lot from a proper rebuild from the ground up and conversion to it's correct widebody dimensions, its definitely worth a play even if you didn't enjoy it before Includes a built in VR mode and numerous options which you can enable in the script. • Main table overhaul: Cyberpez • Visuals: Skitso • Inserts: iaaki • nFozzy physics: fluffhead35 • Fleep Sounds: baldgeek • VR Stuff: Sixtoe • Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, iaakki, Skitso, apophis, wylte, fluffhead35, oqqsan • Apron Primitive: tomate • Testing: Rik, VPW team This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version, some 3D models from Dark and the original playfield by 85vett. Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds. We recommend that you run this with the fabulous altsound from iDigStuff, which, like most Data East licensed tables, truly enhances the experience! ** VPW Mod V1.0 - CHANGE LOG ** ************************************** VPin Workshop Revisions ************************************** ' Started from Skitso mod of Javiers VPX version. ' 002 cyberpez - All table objects and playfield re-aligned, altered and resized to correct proportions. ' 003 skitso - visual pass ' 003 cyberpez - Added primitive playfield, Reworked Joker Ramp and trough (Primitives - got rid of fall through kickers) also reworked musuim kicker. Chanaged playfield image to one without transparent holes. ' 006 baldgeek - Added Fleep Sounds ' 007 fluffhead35 - nFozzy physics ' 008 skitso - repositioned and tweaked lower playfield GI lights, remade gangster inserts, batman face and logo inserts and moon insert with skitso style, removed primitive playfield that was of wrong size. ' 009 skitso - repositioned rest of the GI lights, made bat cave toy opaque, made flugelheim toy disable light from behind, fixed ton of depth bias issues around right plastic ramp. Cyberpez added mesh playfield back. ' 010 cyberpez - added nFozzy lighting script. Primitive inserts. Flupper Flasher Domes, sixtoe-tweaked plastic ramp. Probably other things. ' 011 skitso - redone joker ramp lighting and flashers, improved left side dome flashers, improved top flashers, added proper bumper lights, tweaked insert primitive material colors, slight tone tweak to PF, improved skitso style inserts (moon, batman face and bat logo), Added shadow to plunger lane and bat mobile. ' 013 skitso - improved backwall flashers (better color, a tad thicker font for better readability), improved left flashers, tweaked gangster inserts, small tweak to top bumper light ' 014 gtxjoe - add debug shot tester (Press 2 for outlane blocker, Press and hold key to test shots: w e r y u i p a s f g h. While holding a key, use flippers to adjust shot angle ) ' 014b cyberpez - reworked museum again. I think its working. ' 015 skitso - remade bat cave flasher, tweaked blue insert_on material ' 017 iaakki - 3 prim insert rework ' 018 iaakki - 3 prim insert rework continued ' 019 iaakki - 3 prim insert rework continued... ' 020 skitso - tweaked Joker ramp decals to have more pink tone. (warm lighting subdues the change though), improved right hand gangster insert (skitso style) and flasher, tweaked bumper lights more more accuracy, moved Flugelheim walls to more correct position and added shadow. ' 021c tomate - collidable ramp fixed, alternative apron adedd ' 022 skitso - tweaked iaakki's middle PF square 3 prim flashers. Added 2 arrow 3 prim flashers (first try, please be gentle) ' 023 iaakki - apron scaled, rubberizer added, targetbouncer added to posts and sleeves, live catch fixed, rubbers hit treshold fixed, slings tuned, flipper angles and sizes fixed, batcave texture swap disabled ' 024 Sixtoe - Fixed left flasher flare positions, added VR cabinet, room and modes, added blocker wall for left middle plastic as ball can jump over and behind it, aligned a couple of handful of metals, aligned top middle left flasher decal, removed collidable from a handful of things, aligned batmobile in shooter lane, aligned and resized batcave a bit (it was very tall in VR), adjusted triggers (dropped and lengthened), adjusted apron wall and made visible for VR, adjusted apron guard prim, adjusted depth bias of shooter land plastic to -1000 ' 025 skitso - added skitso style insert "see through" effect around center playfield square bat tv inserts, 'joker's mouth 4 million' insert, green multiplier inserts and 'shoot again' insert at the bottom of the table. ' 026 skitso - remade the two green lamps on top of the joker ramp, repositioned orange flasher domes. ' 027 cyberpez - started to change out nut bolts and things. Fixed plunger lane. Added ramp tweak to cave entrance . Started changing diverter. ' 028 skitso - set slope to 5.2, bumper force set to 9. Tweaked left dome flashers, moved multiplier insert prims to z-1, fixed million plus and batlogo flashers on top of the batcave, improved bat logo lamp on flugelheim front, improved plunger lane red bulb, resized all GI lights to new table measurements, fixed texture swap for bumpers and Flugelheim flashers, improved Flugelheim flashers, tweaked bumper off texture, made Flugelheim and dome flashers reflect from batcave, small tweaks, iaakki improved batcave fading and fixed flipper nudge values. ' 029 cyberpez - Changed plunger release speed to 90. Change slings to 4. Lowered back wall flashes. Added rails and primitive flasher bulbs under Joker. ' 030 iaakki - Flugelgugel flashers reworked to have own timer. Made it swap PF flash to different depending to port state. Levels to be adjusted ' 031 skitso - further tweaked Flugelheim flashers and added side blade reflection, tweaked Joker ramp flashers, improved Flugelheim rising wall texture, fixed sticky plungerlane ' 032 cyberpez - Adjusted clear plastics. More nuts / bolts / screws. Made top left gate/bracket custom primitive and animated. Maybe rotated left orage domes to line up with holes. Shifted Museum back and left a bit. Adjusted Museum trough, hope it fixed 3ball multiball. Adjusted rubber on the small random posts by bumpers. Adjusted top side of lane guides. ' 033 skitso - fixed museum flasher locations, fixed top right ramp/protector depth bias issue, removed ball reflection status from few GI bulbs, fixed jackpot insert below Flugelheim. Added a slideblade reflection to left dome flashers (code missing) ' 034 iaakki - flugelheim pTrough primitive adjusted to work better for 3-ball mb, bar hit sound added, left domereflection added to code ' 035 skitso - tweaked left dome reflection ' 036 skitso - fixed minor flasher clipping under Joker ramp, fixed clipping decal on top skill shot flasher dome, improved w/lit insert flasher ' 037 cyberpez - shrunk museum a bit. More nuts and bolts and things. adjusted switch 28 and 29 posistion, animated primitive gates. Animated switches for Joker Eye's and Mouth. Tweaks to diverter. ' 038 skitso - resized and moved museum flashers once more. Removed one stray peg inside museum, made Joker mouth flasher visible through the mouth hole. ' 039 iaakki - rtx ball shadow code included with ramp rolling etc. Some depth bias or z-order issues visible. Shadows are too dark on purpose. Should be reduced once it work ' 040 skitso - resized insert prims to correct size and shape. Removed playfield reflections from insert prims and a bunch of other crap that didn't need it for a hefty performance boost ' 041 iaakki - NormalMapped inserts only in VR mode, right ramp sleeves fixed, shadow depth bias debugged etc ' 042 cyberpez - orginization baby. Also tweaked bumper "ring drop offset. changed out "random" posts on either side of bumper area. ' 043 apophis - Fixed the Fleep installation. Fixed some ballshadow issues...shadows are still bugging on insert primitives. Cleaned up the script a bit. ' 044 Wylte - Fixed shadows, with update to latest primitive/image/materials. Updated RollingUpdate sub with latest shadow code. Thinned shadows slightly ' 045 fluffhead35 - Added BallPitchV Function and used for Plastic Ramp Sounds. Changed TargetBouncerFactor to 1.5. Added RubbersD point to make microbounces happen ' 046 fluffhead35 - Updated PlasticRamp Sound and amplified the volume of the sound. ' 047 fluffhead35 - Updated BallRoll Sound and amplified the volume of the sound. Fixed BallPitchV as it was on a BallRoll sound and put it on plastic ramp sound. Added in ligic by oqqsan to stop ball rolling sound at no balls in play. ' 048 fluffhead35 - Reverted TargetBouncer Logic to iaakki version. Changed BallRoll Sound to use version with lower amplification. Enabled sw14 for BIPL ' 049 oqqsan - Fix for poltergeist ball at plunger (forgot to save?) ' 050 Wylte - Implemented ". Commented out dynamic shadow z live updates, left ambient for ramps. Changed recommended TargetBouncerFactor maximum to 1.5 ' 051 fluffhead35 - Implemented option BallRollAmpFactor to set amplification factor for BallRoll Sounds. ' 052 cyberpez - added a couple stragic walls to help stop stuck balls. Added wall under Flugelgugel to stop clipping of plastic. Stop ball collison bellow 0 Z. Started adding options. ' 053 Sixtoe - New playfield mesh, adjusted playfield hole primitives and added new playfield edge texture, fixed lots of VR depth bias issues, hooked up plunger, changed black nut material to black powdercoat to make it slightly mmore visible, adjusted primtives to line up better in 3D, adjusted collidable primtivies so they line up correctly, adjusted sideblade flashers to light orange-ish so it doesn't blow out with pure white anymore, added cut down museum flasher so it doesn't stick out of the cabinet. Split rubber collidables where they have a post in the middle, probably some other stuff I've forgotten... ' 054 cyberpez - copied LUT swapper from tftc, JokerRampFlasher mod. halfpost mod. rubber color mod. added a couple missing screws and adjusted floating rubbers. ' 055 tomate - New apron added, cab POV changed ' 056 Skitso - fixed default LUT (vpx original) to what it was earlier, tweaked apron texture and disable lighting. Added subtle shadow to the plunger lane, below bat mobile/apron. Set white rubbers as default. Made final visual pass with tiny tweaks here and there. ' 057/8 Sixtoe - Various tweaks and fixed, desktop pov fixed, script cleaned, rails fixed in desktop, playfield mesh error fixed, lights cut to shape
  9. Version 1.0.0


    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 - 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.
  10. 1,686 downloads

    INSTALL INSTRUCTIONS UPDATE! See below. Note: Please use the altsound file included with the table. If not, you will not be able to experience this table as it is truly intended. =========================================================== WARNING: This table contains mature content. Parental discretion is advised. =========================================================== Far out, man! Dave IS here! ...finally! That's right, Cheech & Chong are here! It's been a long time coming, but this insanely funny duo have now made their nostalgic venture in to VPX! Kick back and enjoy the ride as you take a road-trip with these two famous stoners, doing what they do best, and explore their world from those crazy 70's and 80's. You'll encounter characters, music and sounds based from their iconic comedy albums, as well as their hilarious cult classic movies. Traveling from "Pedro's House" to the "Battle of the Bands", and back, Cheech & Chong: Road-Trip'pin, will provide you with a "high" amount of fun and laughs that only these two can deliver. Dedicated to one of the best, if not, the best, laugh-out-loud comedy teams in history. Thank you Richard "Cheech" Marin and Thomas Chong for the side-splitting laughter that you gave us back then and even today. These two comedic geniuses have deserved their own real pinball machine for decades and I am proud to at least pay tribute to them with a VPX version. This table is also dedicated to the old-school pinball lovers, the diehard Cheech & Chong fans, and all of those crazy uncles out there who introduced Cheech & Chong to the younger generation. ------------------------------------------------------------------------------- "To do a comedy team, it requires so much extracurricular stuff, so much compromise, so much intuitiveness to know what the other guy is doing. That's why it's so hard to do it." - Richard "Cheech" Marin "The thing about Cheech & Chong is, we've brought more families together than Dr. Phil" - Thomas Chong ------------------------------------------------------------------------------- Featuring the voice over talents of Ed Kelly as Cheech and Chong (Pedro and the Man). Additional voices: Brian M. and Sheri B. ------------------------------------------------------------------------------- I'd like to say thank you to a few people: JP Salas - Thank you for all of your animation scripting help. (Happy retirement my friend). Benji, apophis and idigstuff - Thank you for your altsound advice and .csv help. The Visual Pinball and VPinMame Development Teams - Thank you, because without you, none of this would be possible. To all of the pinheads out there, I hope you have as much fun playing it as I did creating it. "Let's roll a pinball, man!" Your friend in pinball, watacaractr ------------------------------------------------------------------------------- Included in this file: - Cheech & Chong: Road-Trip'pin VPX table - "che_cho" altsound file ------------------------------------------------------------------------------- Install instructions: UPDATE 7-19-21: Update to VPinMAME 3.4 beta: You can find it on Github: https://github.com/vpinball/pinmame/actions/runs/1027799532 "VPinMAME-sc-3.4-279-50e07cf-win-x86" You must have this updated VPinMame 3.4 version in order for this table to work correctly. This table was built in VPX 10.6 and runs great in it. You can run it in VPX 10.7, but you'll need the latest beta version due to sound issues in earlier versions. Install table. Install Directb2s 2 or 3 screen(for cab users) & official ROM, if you have them already. (Note: None of these are included in this download but are available on this site). Install altsound file: 1. Create an "altsound"(no quote marks) folder in your VPinMame main folder, if you don't already have one. 2. Then just drop the included "che_cho" altsound file in to your freshly made "altsound" folder. 3. Start the table (you'll hear nothing). Hit F1. Where it says, "Alt. Sound Mode (0-3):" on the right, enter "1". Hit "OK". 4. Exit the table and restart. 5. After the table loads, you should hear the Cheech & Chong intro and then you're good to go. Note: If you don't add the altsound file you will be unable to experience this table as it is truly intended. For more detailed rules/scoring and other info, please refer to "table info" in VPX editor. Enjoy!
  11. Version 1.0.1


    Step into the world of Tiki Bob.. A mid century retro atomic adventure filled with beautiful women, partying aliens, exotic animals , and fiery volcanos. 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!
  12. Version 1.6


    This is a tribute to the Coen Brother's 2000 film from Touchstone Pictures, and the Grammy Award winning soundtrack produced by T-Bone Burnett. This does NOT include the music files. See below for instructions. This was developed and tested in Ver. 10.6. Users of 10.7 report issues with the game. It is a collaboration with Scottacus (hours of scripting and adjusting, and game improvements) and bord (physics and game improvements). I'm grateful to both, and Loserman76 for some early scripting proof of concepts, for their time and patience. I appreciate all comments good and bad, and bringing issues to light. Thanks also to the beta testers: Thalamus (who also recommended a key improvement to multiball), JFR1, mlager. Also to Arngrim for DOF in v1.5. Hold left flipper button for option menu. GAME PLAY: It's tough, but, I hope, sort of addicting. You are on a journey to find the treasure, your score is your take of the loot. You must first lock Everett's, Delmar's, and Pete's saucers with balls to escape the chain gang. Multiball is a mad scramble to get away. The center "Skedaddle" saucer (behind the DTs) scores $5000 per hit in multiball Then you must collect objects on the playfield. Once you have the object(s) for that stage, ball lock for multiball begins again, and you shoot the 3 saucers. Repeat until you reach the treasure. Don't forget backflips. NOTE: Your progress through the journey does not reset on each ball, but other goals do. When more than one player, players are amassing their individual take of the treasure, but they are working together to complete the journey. O Brother Where Art Thou Zoss Pinball Co., 2021 1. Follow the Flashing Inserts! Seek the Treasure! 2. First, escape the chain gang! Lock balls in Everett, Pete & Delmar Saucers to start Multiball. 3. When one ball remains in play, the next stage of your journey will begin. 4. Shoot for targets/triggers with flashing lights. 5. Once flashing targets are hit, the Trio’s Saucers will lock balls for Multiball. 6. Shoot for SKEDADDLE for big payout: $5000 per hit during multiball. 7. Drop Targets: BONA earns 2X. FIDE earns 3x 8. Collect 5 Rollover Keys to double Multipliers. Each 5 Keys collected lights a Lock. 3 locks = extra ball. 9. Dapper Dan target lights bumpers, FOP target turns ‘em off. 10. Sling hits sell records. Get 20 per ball and get a "big fat contract." 11. The blue "Light Fingers" light behind the DTs is a skill shot with a good payoff. But it only comes on when you have a shot. Hope you enjoy it. Onevox A note about SLOPE. Some folks have reported a floaty ball in VPX 10.7. If you are using 10.7 and this is your only issue, try increasing the PF slope to 6.5 or 6.75. If you are on 10.6 and the ball isn't fast enough for your tastes, try playing the game for a while before changing the slope. The game is supposed to be slow, then frenetic (multiball), then slow, just like the scenes in the movie. NOTE: Distribution of this table or its related files on a computer, virtual pinball machine or storage device, which is SOLD as part of a commercial product, or sharing this file as part of "all in one" package installation via Mega (or similar sites) or via a file transfer process is not allowed. Add music: Buy the soundtrack, or grab the songs from your music library, convert to .mp3 and rename them as shown below . Place them in an unzipped folder named "OBWAT" and put that folder in your VPX Music folder. Here are the songs used: OBWAT1.mp3 Man of Constant Sorrow, studio version OBWAT2.mp3 Man of Constant Sorrow, rally version OBWAT3.mp3 In the Jailhouse Now OBWAT4.mp3 Keep on the Sunny Side OBWAT5.mp3 I'll Fly Away OBWAT6.mp3 Big Rock Candy Mountain OBWAT7.mp3 Hard Time Killing Floor Blues OBWAT8.mp3 Angel Band OBWAT9.mp3 You Are My Sunshine OBWAT11.mp3 In The Highways OBWAT13.mp3 I Am Weary
  13. Version 1.6


    Bone Busters Inc. (Gottlieb 1989) VPX I'm pleased to share this table because I think it works fully for the first time. I spent a lot of time to fix the kickers, the flashers, the GI lights, some lights, some inserts, and the Opera Jackpot inserts,... The sounds, the code, the lighting, most visuals, the gameplay,... have been improved. I did my best to reproduce this pinball machine as close as possible to the real model. Some options are available in the script to improve even more the lighting (LightsMod "0" should be fully accurate) and to change some other things like the sound volumes, LUT selection, right-up flipper key, instruction cards... Some settings are also available with dipswitches (F6 key ingame) But I have to say I did some elements of this table too quickly, I'm not a good 3D model builder and some primitives for the big plastic ramps would be really needed (at this time they are made only with walls and ramps...). So if someone else wants to take care of this and do the remaining job, please contact me A big thank you to Apophis who added the Fleep sounds pacakge, nFozzy physics & flippers and other physics mods: flipper rubberizer, flipper coil rampup option, target bouncer. Big thanks to 32Assassin for the beta table he released some time ago and thanks also to hmueck for the previous VPX versions. Their works helped me a lot to rebuild this table and I took some elements directly from their tables (no need to do again the nice jobs they already did). Thanks also to Colver and fluffhead35 for their testings, Sheltemke for testing and helping with some arts, eMBee for the apron, HauntFreaks for the playfield color corrections and the VPinWorkshop discord team for their friendly support (sorry if I forgot someone else) Side Notes : - By default the right-up flipper is controlled by the right-magnasave button (just like the real machine) If you prefer there is an option in the script to use the right flipper button instead. - Some game settings are available through dipswitches (press F6 ingame to acces). The table should be launched again after any changes to apply the new settings
  14. Version 1.1


    Hello everyone today I offer you a remix of the excellent table of 32assassin that I thank. Elvira Bally versus Stern. I know that some people will be criticized (see youtube) but we do not force anyone to download the table in addition the tables are free and here the community is nicer. here you have fun or not. new playfield new plastic new 3D elements new lighting new backglass Pack Full : table , Backglass , media
  15. Version 1.2


    SilverBall Mania (Bally 1978) originally modded from a 32assassin beta table in 2016 August 2021 rebuild HauntFreaks - rebuilt layout, PF modded to fit layout, new and cleaned images, lighting, object and GI shadows, Fluffhead35 - Added nFozzy Flippers, targetbouncer logic, flipper Rubberizer logic, and fleep sounds EBisLIT - playfield image thanks to Fluffhead35 for his passion to make this table play as amazing as it does.... Disclaimer: Please do not redistribute, repost, repurpose or use the content for public or commercial purposes, images, or software code is prohibited without prior permission from author... in other words "dont be a POS" Reason for disclaimer: do to the total disrespect of the VP builders (tables, b2s, frontend , backend, etc.) and its community, certon talentless, low self esteem, trying to compensate individuals have taken it upon themselves to redistribute our work as if it is there god given right to do so.... the statements expressed are my personal opinions and not of VPU or its other members
  16. Version 1.1.1


    My first memory of pinball is playing Space Shuttle. I still love it. Built in 2019, updated in 2021 with fleep sounds, roth drop target physics, minor visual and physics tweaks. Thanks to @rothbauerw who initially set up the physics and rubber dampeners for me.
  17. Version 1.2.1


    **************************************************************** Guardians of the Galaxy By: Daphishbowl and Mr H Special thanks to: Arngrim - DOF help Nailbuster - Amazing work on the PUP framework and helping me get all those nice little features working so it feels like the real thing, Rik - Amazing testing Orbital Group - Awesome help with my first table and alpha testing (John M, G5K, Pinballfan2018, Scott, Bambi, Brian, James, .. the names go on) VAAS - PupFrame Ashtone6 - Awesome highres photos of the real table Al - Help cleaning up Pup Graphics MPT3k - Gameplay from real table wAxx - Major physics updates and tweaking **************************************************************** Intro: This is my first table and I really want to thank everyone for all the help. The table script was hand coded to match the original table. I tried to replicate every detail on the gameplay with exact scoring, bonuses, modes, pinup interactions and so forth I am sure there are things I missed in the 11K lines of code but I am hoping the hundreds of hours we put into the making of this will bring something the community will enjoy and show there are no limits to what can be done. NOTE: YOU WILL NEED 1.4.5 PINUP: https://www.nailbuster.com/wikipinup/doku.php?id=release_notes IF YOU HAVE REAL DMD: In the script set line 45, DMD MODE to 1 PUP Pack: https://mega.nz/file/PVYmmBTI#2LMyx4JEJuIcLqSWtEcRJ7Q7EZb6qw_WfToJvM3-Zxo Version History: 1.2.1 - Fixed cherry bomb so you can do it again after finishing. - Fixed hole where ball could bounce through to shooter lane - Bug fix where DOF was getting left on. - Added desktop backdrop that MrFireshots created - Added pup script for desktop mode - Incorporated wAxx changes for the following - Physics changes to give it a more realistic feel. - Updated slingshots - Added changes needed for Desktop mode - Moved Stern button on the actual lockbar - Updated missing details on playfield (magnet position, rocket strength, flipper position, missing 3d prims and rubbers, metal holding Orb, GI and many more..) 1.2.0 - Fixed billboard/standup above scoop so it doesn’t look blurry (Also fixed blur on Groot) - Added small wall to prevent ball from getting stuck in left Outlane - Quills Quest didn’t give progress the first time you hit the scoop - DOF Enhancements - Thanks James D. - Music leveling - I didnt get it all in but thanks to Rajo for the help - Trimmed game over song to 30 seconds like original game - VR Support – Thanks Toby!!! - Locked all objects in editor so that they were not inadvertently moved. - Changed 12 primitives on layer 9 called "Post Plastic+Fluro(OnlyScrewCap)" to "PostFluroOSC(num)" as the original name was too long and was crashing the editor (thanks to DJRobX for compiling a version of VPX which let you edit out-of-range filenames). - Changed layers assets were on to free up layer 11 for VR stuff and to organise them for better visibility, dropped editor detail for some primitives. - Changed cabinet blade primitive and added new higher res blade image, added script switch to change back to old sideblades. - Added Stern Spike 2 cabinet and VR Room primitives to Layer 11, including importing images and materials. - Added "VRStuff" collection and put all of the VR objects in it. - Added VR Room switch to turn on or off the vr room primitives (Line 36) and the code to control (Lines 97-136) - Added lockdown bar "fire" button, switchable between Apron (cabinet/desktop) and lockdown bar (VR mode) (lines 97-136) - Added timer plunger code (Lines 1226-1229) so sync VR shooter rod with table plunger. - Added -15 height wall called "trigger" and assigned all playfield triggers to use it as a surface to drop them to the correct height. - Repositioned all flasher primitives to correctly sit on the plastics. - Replaced "Flasherlight" lights with secondary "FlasherFlash" flashers so they can be angled with the table slope, you shouldn't even notice. (5157 - 5375) - Made MetalPost(Point)4 (Layer 9) visible as it wasn't (hidden underneath right ramp), was a "floating" rubber. - Added deeper wood for all playfield holes. - Updated apron primitive including UVmap so that it looked OK in reverse angle. - Made apron wall visible, changed material and tidied up apron underneath. - Fixed plunger audio and positional sound. - Repositioned billboard and all assets on billboard aligned. - Changed depth bias settings for ramps, blades and flashers. - Changed Groot mouth wall (Wall017) to stop losing balls under plastics. - Change height of wall001 and wall005 ramp triggers to match ramp height, removed collidable status. - Repositioned ramp rubber bungs (Primitive2) - Added missing flathead screws to ramp entrances - Added missing mounting poles to left and right slings, added pole to right inlane guide, removed old redundant screwheads. - Adjusted spinner to stop it clipping through the plastics. - Added sleeves to hexpoles on playfield level, removed doubled up sleeves. - Cut GI so it doesn't stick out sides of cabinet
  18. Version 1.1.0


    'Strange Science (Bally 1986) '- Previously uploaded to VPinball.com but now with improvements for VPU ' 'Bally MPU A084-91786-AH06 (6803) ' ' Development by agentEighty6 2020 for Visual Pinball X ' Version 1.1.0 ' ' I would like to send a very special thanks to the following. ' - destruk : For being able to freely use the original table design from VP V9 ' - BrandonLaw : Invaluable contributor of table resources, improvements, and beta testing ' - bord : Creator of those awesome primitives (because i can only use Blender to build ramps!) ' - jturner : LOTS of tear down / reference pics i found in Flickr ' - nFozzy, flupper, ninuzzu - newer VPX routines and techniques ' - Anyone I may have forgotten. Please let me know and I'll add you. ' Release notes: ' Version 1.1.0 - New improved version for VPU. Physics adjustments and table improvements such as sounds, add dampeners, fix nfozzy flippers, etc. ' Version 1.0.3 - Minor changes to some graphical items. ' Version 1.0.2 - Fix incorrect lock ball counter in a very rare scenario. ' Version 1.0.1 - Minor update to side rails for DT users. ' Version 1.0.0 - New VPX version of Strange Science built loosely from the V9 version. ' Most of the script was rewritten, table elements overhauled, and artwork improvements. ' New VPX routines (physics, shadowing, flasher lighting, ball jumping, etc.).
  19. Version 1.1.3


    1.0.1 This is a mod of Ninuzzu table ( thanks to him). Improve the playfield for another 4k one. Thanks to Extra Ball is Lit! (ebislit.com) for the 4k scaner pf. There is a lots of 4k scaner pf, stick, plastics there if anyone want to mod a table. 1.0.2 Added Lut option. Just copy "GlobalPlugIn.vbs" to visual pinball scritpt folder and delete " ' " in line 141 on scritpt table . To change lut, just press " ." or "," in game. Fire button is launch ball too. 1.0.3 Added Fastflips, Thanks to JeanDrEaD, who did it. 1.0.4 Solved the bounce in left flipper Lut is disable as default. If you want to enable, delete " ' " in line 141, and copy vbs file to script folder ( back up your original file) 1.1 New lights by JasonDH, New upscale and clean PF by Brandonlaw, Big thanks to them 1.1.2 Solved bugs in two targets "access jet bumpers" and "lite mnemonic recovey", they doesn't function in some hits. Thanks Jpsalas who help me.
  20. Version 1.1


    This is a rebuilt of 32assassin table ver 1.3 Big thank you to you to: Original Playfield scan by Plumb https://www.vpforums.org/index.php?app=downloads&showfile=6800 Plastic Scans and bumper Caps by Francisco666 I Made some changes and improvements (I'll try to remember them all). What's New: * New lights, new lighting * New physics * Reworked all the images, cleaned and upscaled * Added Flippers Shadows and Ball Shadows * Added missing mechanical sounds and replaced ball rolling sound * Tuned Slingshots and Bumpers force * Corrected Rubbers Hit Height * Added JP's LUT code * New instruction Cards images placed in the apron * Repositioned Bumpers correctly * Added Bumpers Caps screws Primitive * Changed Drop Targets height so they don't disappear when down Link to Backglass by Herweh here: https://vpuniverse.com/forums/files/file/2045-cosmic-gunfight-williams-1982-db2s/ To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave. 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: Yes with approval
  21. Version 1.0.6


    Metallica Premium Monsters Table Tune-Up by members of VPin Workshop Discord. This was a long road for a table mod. Work started by EBisLit with brand new playfield 4 months ago. Playfield is now straighter than the one this had originally. This meant that the whole table had to be rebuild, so the table geometry is closer to the original table now. Added Flupper inserts, new flashers, Fleep sounds, latest nFozzy physics, some new textures, countless hours of tweaks and testing. Playfield: EBisLit Inserts: EBisLit nFozzy physics: Benji, iaakki Re-alignment: Sixtoe, iaakki Toys: Tomate Fleep Sounds: Benji Lighting: iaakki, Sixtoe VRRoom: Sixtoe, iaakki Miscellaneous tweaks: iaakki, Sixtoe, Tomate Testing: Rik, VPW team This release would not have been possible without the legacy of those who came before us including, most notably, HauntFreaks, Freneticamnesic, Sliderpoint, Byancey, Dark, Peter Docker. This is a mod of a mod of a mod, so thanks to all before us. Thank you to Flupper for 3D insert techniques. Thank you to Rothbauerw for nFozzy physics. UPDATE 106: We got some more feedback from Rik and EB how to make this play even more like the real cabinet. This ended up fine tuning slope angle, flip angles and various parameters of the table to make it a bit harder to play. LUT is now saving correctly. Tomate rendered better wireramps and Skitso finetuned lighting. Oqqsan made wheel image. Enjoy.
  22. Version 1.0.0


    Completely rebuilt from scratch (apart from the Helicopter script) Playfield and plastics redrawn. nFozzy Physics Fleep Sound Effects Original Helicopter script by Dozer316 & DJRobX Playtesting: Sheltemke Boffo. Ive included the nvram file in case you don't have it, (table needs the vram to be able to insert coins) Hold down LeftMagnaSave and with RightMagnaSave it will switch between LUT's The selection will be saved for the table. No.11 is the default LUT.
  23. Version 2.0.3


    Bad Cats v2.0 Table Tune-Up by members of VPin Workshop Discord. Completely overhauled version of Unclewilly's awesome Bad Cats table. Includes Desktop, Cab and VR versions in one VPX file as well as a Graphics Remastered B2S backglass file. Updated Plastics: Benji & Brad1X Playfield and Plastics: All table art completely re-drawn by Brad1X Inserts and Lights: iaakki Physics: Benji & iaakki Debug: Sixtoe & iaakki VR Stuff: Unclewilly & Sixtoe Testing: Tomate & VPin Workshop Discord Backglass Art Graphics Remaster: Brad1X Thank you to Unclewilly for letting us tune-up this table. Thank you to Flupper for 3D insert techniques. Thank you to Rothbauerw for nFozzy physics. 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: Yes with approval '069 - Wrd1972 - Added new flippers from Doctor Dude '070 - Benji - Added material to flippers, exported flipper texture and toned down saturation for more 'arcade' style flippers '071 - iaakki - Minor GI shape adjustments near flips. Livecatch tweaked, Cabinet mode added '072 - Sixtoe - Added VR Room & built in backbox, unified timers, removed redundant stuff, trimmed lights and fixed some lighting issues, dropped the triggers, transparancy issue remains on the centre glass roulette cover for VR, needs more work on lighting '073 - Brad1X - Updated Table Info and Script info '074 - iaakki - MetalSides option created, POV reworked by altering offsets only, VRBlockerWall made invisible in desktop and cabinet modes '075 - iaakki - Flashers reworked one more time.. '076 - Benji - Re-applied POV from 074 (it got changed at some point) '077 - iaakki - Smaller haze images '078 - Sixtoe - Added extra sideblade primitive and refactored mode switches, center glass disabled in VR. '079 - iaakki - Some cleanup, darksides feature removed, static rendering disabled for siderails. '2.01 - Skitso - GI rework '2.02 - iaakki - Updated to latest physics, also separated posts and rubber bands. '2.03 - Sixtoe - Redid VR options, minimal room added as big room is "heavy", fixed broken cabinet mode, added drop holes, various other fixes.
  24. Version 1.2


    Thanks to javier1515 for the original table creation and for also allowing mods to it. Download original here Credit also to Fransisco666: HR Pics of the FP version Dark: On the 3d models Changes Include: Lighting Flippers Flipper Shadows Ball Shadows New Apron PF Shadows New Truck Toy Physics Enhanced Plastics New Sidewalls Activate Smart Missile with the plunger button (one per game) This is a super fun game with some crazy multi ball action.. it's becoming one of my favourited now Enjoy!
  25. Version 1.0


    BANGARAAANG!! Hook Table Tune-Up by members of VPin Workshop Discord. This one was supposed to be just a fast physics update, but we ended up rebuilding almost the whole table. We added some Flupper inserts, Skitso-style inserts, new flashers, Fleep SSF sounds, latest nFozzy physics, some new textures, Ramp rework, plastics, VRRoom, countless hours of tweaks and testing. - Inserts: iaakki, Skitso - nFozzy physics: Benji, iaakki - Re-alignment: Sixtoe, Cyberpez, Skitso, iaakki - Ramps: Tomate - Fleep Sounds: iaakki - Lighting: iaakki, Sixtoe, Skitso - Plastics: Sheltemke, iaakki, Tomate, sixtoe - VRRoom: Sixtoe - Miscellaneous tweaks: Skitso, Cyberpez, iaakki, Sixtoe, Tomate - Testing: Rik, VPW team This release would not have been possible without the legacy of those who came before us including Javier for the original VPX version, Dark for the Skull, Ramp and Town primitives and Bigus' mod playfield and backboard image. Thank you to Flupper for 3D insert techniques, Rothbauerw for nFozzy physics and Fleep for sounds techniques.
  26. Version 1.2a


    This is a rebuilt of 32assassin table ver 1.0 Artwork by Tomasaco at GoPinball.com Table build in 10.6 Special thanks to MydknyteStyrm for adding the music to the table New backglass included in the zip thanks @chucky87 Music folder "Superman" must be put inside the Music Folder Music can be muted in the script Decal can be removed from the script What's New: ' New lights, new lighting ' Added Flippers Shadows and Ball Shadows ' New table physics ' Added nFozzy flippers physics ' Added Fleep Sounds ' New script ' Playfield image reworked ' Reworked all the images, cleaned and upscaled ' Changed Drop Targets height so they don't disappear when down ' Corrected Bumpers Height ' Repositioned Bumpers correctly ' Tuned Bumpers force ' Corrected kicker position\angle ' Corrected metal wired height ' Adjusted playfield lights, now all working ' 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 JP's LUT code ' New instruction Cards in the apron ' Adjusted table elements physics Press F6 and configure the Dip switches to select different features and setup the table the way (need to do this only once) To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave. 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: Yes with approval
  27. Version 1.1.1


    KNIGHT BLACK DEFEND CHALLENGE THEE WILL YOU I AGAIN SLAY CANNOT SELF ENEMY Originally uploaded in 2018, this 2021 version has big changes on the physics and sound front (nfozzy/roth/fleep). There are some new visual flourishes but it is largely the same in that regard. Sorry it is a little dated but I lost my old Blender file. Lots of people to thank and apologies if I forgot you: The Loafer, The Hunter, JP Salas, Scottacus, Flupper, Draifet, Wylte, Rothbauerw, Acronovum, Apophis, Fleep Detailed credits are in the table info.
  28. Version 2.0.0


    X-Men LE (Stern 2012) v2.0.1 Wolverine and Magneto LE editions, also with built in optional minimal VR room! Tables evolution; Original table by: Freneticamnesic Modified by: ICPjuggla Modified by: HauntFreaks (visuals, lighting, 3D models for LE toys) Converted to LE by: DJrobX (code, lighting, flashers, LE toys), primitives: Bord (ramps, ramps shadows) Extensive code work by DJrobX Add modulated flasher support VPX surround sound support LE conversion: Re-mapped table lights to LE locations Add moving Iceman ramp Add night crawler pop-ups and animations Add magneto spinning turntable Color GI support Physics tweaks 7 color GI mod to change the GI colors with 7 distinct colors ~~~~~~~~~~~~~~~ V2.0 : New playfield by ebislit. Adjusted most table assets to match new playfield and remove VR issues. (Sixtoe) Added 3D Apron (thanks Knorr) (Sixtoe) Added primitive rails (3rdaxis/Flupper/Sixtoe) Added fluppers flashers (thanks Flupper) Added missing and replacement of fixtures and fittings primitives (thanks Dark) (Sixtoe) Reworked flipper lanes and laneguide assets to match real machine. (Sixtoe) Added table GI LED flasher and local GI bulb glows. (Sixtoe) Changed lower spotlights to flashers. (Sixtoe) Numerous bugfixes (including fixing magneto centre lane, iceman ramp ball clipping, ball draining directly from wolverine magnet, improved magnets, Cyclops spinner being upside down and ramp gates being...funky). (Sixtoe) Modification of some existing primitives and walls to fix issues, including splitting most of the large all in one fixture & fittings primitives, so you can now move the drain pins independently. Numerous bits of artwork... work? (Sixtoe) Added Magneto LE theme as script option. (Sixtoe) Added VR cabinet and minimal VR room (cabinet by 3rdaxis, simplified by flupper, further simplified and unified assets by Sixtoe, Minimal VR Room by Sixtoe) Added VR cabinet and room as script option (Sixtoe) Fixing the code when Sixtoe's brain hurt (DJRobX) Added fastflips (Sixtoe) Rework back GI lights and create proper backwall flashers (DJRobX/Sixtoe) Rework physics per NFozzy/Rothbauerw tutorial (DJRobX) ~~~~~~~~~~~~~~~ v2.0.1 Physics updates to more closely match recently played real one (BrandonLaw) Fix apron and plunger elements to dynamic so Magneto mode shows correct apron We also want thank all the testers and devs! Enjoy
  29. Version Ver 3


    Hello everyone I propose a new table Willy Wonka Pro and the pupack. it is an update of the version that was on Vpinball. new playfield new its fixed old table bugs new lighting new targets Full Pupack good fun and a small thank you for the authors that always makes fun
  30. Version 2.0.0


    PIN·BOT (Williams 1986) VPX by bord, etc. (credits below) B2S by Blacksad Does it get any better than System 11 games? I started this ages ago and worked on it in fits and starts as resources and collaborators were available. Lots of raytraced textures so I don't expect this to play well on old graphics cards. Requires VPX beta 10.6. Many thanks to: Blacksad for letting me package his great B2S with this download djrobx - scripting rothbauerw - scripting/testing/gameplay tweaking/magic - ***now with even more physics magic 32assassin - base script tnjhead - slingshot scans Ted Bowie - measurements from actual PB HF - playfield touchup Thanks to the beta testers for all the feedback and time.
  31. Version 1.2


    I'm pleased to share here my very first contribution This is a MOD (mostly visual/graphic/sound) of the amazing VisualPinball Table Waterworld !!! This table was built for VP9 by mfuegemann and converted to VPX by Goldchicco & 32assassin (with also the help from Arrestis for the playfiled/apron and Arngrim for DOF script) Thanks to all involved! 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! For this MOD I just polished it the best I can the flashers, some lights, some plastics, some materials, I did many small changes and fixes on ramps, playfield,... and added the collision sounds. Unfortunately this table lacks good ressources... but even like that, it's was really enjoyable and now I hope it will even more good!! By the way I have to say that even if I spent a lot of time trying to improve this table, I'm not so happy: - Most of the changes I did on the arts are nearly invisibles (I think I lost a big amount of time for nearly nothing...) - The overall improvment of this mod is not as good as expected when started (but it was a very good training ). Thanks again to Goldchicco who gave me the permission to release and share this mod. MOD 1.2 - Boat mesh modified with a reduced cabin height (now the wave can be lowered). - Boat primitive uv map fixed (texture issues fixed) - Wave height position reduced - Flasher lights heights increased and intensities reduced (should fix oversaturation shown on some systems) - Top flasher fixed (was disabled by accident in previous version) - Flippers and inlanes adjusted - Bottom GI lights modulate values increased to 0.999 - Wall012 material updated to match the other plastics renderings. - Upper left walls side images coordinates fixed - Most old or unused images removed (file size reduced) MOD 1.1 - Collision sounds added - LUT selection (R Ctrl) and lightsLevelUpdate - Iaakki's FadeDisableLighting added - GI hallos improved MOD 1.0 (first release) - Tournaent mode with Left-MagnaSave (L Ctrl) - Buyin with Buyin button (2) 😛 - most of the lights, flashers, arts, plastics have been improved/updated/changed - Many materials updated, some walls and ramps adjusted - Some playfield image improvements - POV settings (FS and DT) are set for a 16:9 display - Backdrop shared by Batch included - ... Enjoy!
  32. Version 1.0


    Huge Thanks to mfuegemann for creating the table and allowing me to share my mod Credit also goes to the following for their work on the original table; Fuzzel (3D objects and textures) Dark (3D objects and textures) Hauntfreaks (lighting) Link to original table here Changes include Increased PF resolution Adjusted PF Colour slightly Added PF Shadows Flipper Shadows Flipper Colours Lighting Flashers New Apron New Balls Changed Plunger Sounds Changed Scoop and Wire Ramp Sounds
  33. Version 2.2


    Here is a strange table from Gottlieb. They were definitely thinking out of the box during this era. Q*bert's Quest features four flippers and a figure eight layout. Gameplay is pretty straightforward: complete pyramids and stop the bad guys. Resources were all redrawn from scratch for this version. I recommend entering the F6 menu and changing Game Mode to extra ball. 2021 notes: now VR compatible, improved gameplay & sounds but visuals I'm calling good enough. Plenty of other games deserve more attention than this one. Enjoy! Changelog: 1.0 released 9.2.2017 1.0.1 DOF update by Arngrim v.2.0 bumper, plastic mesh, fastflips script, and lighting/shadow updates; ClarkKent did graphic reshaping for accuracy v.2.1 added roth/fozzy physics, minor visual updates, fleep sound package added by apophis at vpw, VR room setup by psiomicron v.2.2 raytraced texture for PF
  34. Version 1.2


    Author: Martin Knoppke Credits: Thanks to WOB for testing and support! Knows issues: - Minor glitches and flickering at some scenes - Status report not completed - Some missing map markers - No support for the credit dots Instructions: This colorization is optimized for rom version MB_106b. Extract the rar file to your vpinmame\altcolor\mb_106b folder. Make sure you have freezy´s latest dmddevice.dll installed and working correctly on your system and activate the 4 color mode on your table by hitting F1. Make sure you set the rom language to english, other languages will not work. Please activate the custom message within your rom settings to show the colorization credits. Donations welcome and much appreciated: https://paypal.me/MistaMartin For requests for real pins, please send a pm.  PLEASE DO NOT SHARE OR UPLOAD THE FILES SOMEWHERE ELSE! IF YOU GET ANY REQUEST, PLEASE LEAD THE PEOPLE TO THIS SITE.
  35. Version 1.2.2


    When i asked Sindbad for permission to use his Vector resources he told me that he was already working on a version of this table. Both versions were in their final stage so i thought that this was it and this baby will stay on my cab. But he didn't hesitate and almost completely gave up his own table to team up with me. Thanks man! You don't find guys like him very often! He was also a motivation at the end when i lost my patience. I was ready to release the table as is but he had a couple of good ideas and he made them possible with his Photoshop and scripting knowledge! So this also Sindbad's table. OK,turn down the lights in your mancave and we hope you enjoy this one! Credits: v1.2 - Big thanks to DJRobX for making the fast flips work on this table with some incredible script vodoo. So this is basicly a DJRobX fast flip mod. This is all beyond my knowledge. I couldn't even find the lines he was changing! - Removed Walls 19 and 20 below the flippers. They had a hight of 50 and caused strange behaviour in the drain area (Thanks Sliderpoint!) v1.1 WED21: - Killer sound files and script v1.0 Sindbad: - Redraws, graphics, images. Especially the PF redraw is awesome! - Scripting - Photoshoping whenever i needed it! - Thanks for giving up your own table just to finish this one! Schlabber34: - Ramps and other primitives all over the table - Renderings all over the table - Lighting - Gameplay - Layout changes - Insert lights randr: - Kicker primitives including the two way kicker on the UPF Arngrim: - Thanks for checking the DOF stuff! TheLoafer: - Thanks for checking the gameplay. He owned the real table. I guess he's still playing. If he finds something that makes gameplay more realistic, we will add this in an update! jpsalas: - JP's fading lamps and flashers script - JP's ballrolling sound script ninuzzu: - Ballshadow
  36. Version 1.1


    This is a rebuilt of 32assassin table ver 1.3 Big thank you to you to Andypc for getting Russell Stewart to rebuild a new set of plastics from photos provided by Jeff Ladder.. Made some changes and improvements. What's New: * New lights, new lighting * New physics * Reworked all the images, cleaned and upscaled * Added Flippers Shadows and Ball Shadows * Added missing mechanical sounds and replaced ball rolling sound * Tuned Slingshots and Bumpers force * Corrected Rubbers Hit Height * Added JP's LUT code * Apron light fixed * Added Apron Light Primitive * New instruction Cards images placed in the apron If you like to adjust any DIP settings, - download Scapinos VP8 version - run the vp 8 table - Press 9 - adjust the DIP switches - the DIP switch settings will be saved on your PC and will be applied to this table. To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave. 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: Yes with approval
  37. Version v1.2.1


    'Checkpoint (Data East 1991) - agentEighty6 MOD (previously uploaded to VPinball) 'v1.2.0 'Updated version for VPU. Physics adjustments, sound adjustments, and table tweaks 'v1.1.0 'VR (and some graphical improvements) has been added courtesy of SixToe 'Playfield mesh and improved kicker compliments of bord 'Updated incorrect flasher assignment 'v1.0.0 'This MOD includes the following changes/enhancements: 'Added flupper flashers. 'Fixed flasher solenoid assignments. 'Added nfozzy flippers. 'Updated physics. 'Corrected various switches. 'Created and added main ramp primitive. 'Added led bulb lighting to signs. 'Improved gi lighting. 'Added car toy headlights. 'Updated lights on back panel. 'Added speaker panel and lights (for DT). 'Cleaned up insert lights. 'Changed inserts to reflect on ball. 'Added subway to left vuk. 'Animated bumpers like real table. 'Updated lights in bumpers. 'Based on VPX version by Goldchicco, 32assassin 'Also based on VP9 version by: 'Bodydump 'Requlem 'Destruk 'Batch
  38. Version 1.1c


    This is a rebuilt of 32assassin table ver 1.0 Big thank you to you to: AnnahM and Phileosophos for the Playfield image and Plastics (Future Pinball version 1.01). 2borG for helping me with the final touches of the playfield. Made some changes and improvements (I'll try to remember them all). What's New: * New lights, new lighting * New physics * Reworked all the images, cleaned and upscaled * Added Flippers Shadows and Ball Shadows * Added missing mechanical sounds and replaced ball rolling sound * Tuned Slingshots and Bumpers force * Corrected Rubbers Hit Height * Added JP's LUT code * Apron new Instruction cards * Added Apron Light Primitive * New instruction Cards images placed in the apron To rotate and select between the nine LUT files press and Hold the LEFT Magnasave and rotate pressing the Right Magnasave. Backglass by Blacksad can be found here: https://vpuniverse.com/forums/files/file/5624-eight-ball-deluxe-bally-1981-2-3-screens-directb2s-b2s-db2s/ 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: Yes with approval
  39. Version 1.1


    Strike! A perfect score! Presenting Gottlieb’s “300” Team-Scampa123 Mod 1.0 This is a major update to Loserman76’s (and team!) recreation of Gottlieb’s 300 Bowling Themed Table This table is a hybrid containing the cabinet, desktop, and VR all in one. This mod was a true team effort, and the number of enhancements wouldn’t have been possible without the help of some great folks!! I’ve learned so much in working with them and reviewing their contributions to this release! Huge thanks to: - @Loserman76 for permission to enhance the table! - @HauntFreaks for all the graphical work on the playfield and the traditional b2s, guidance and collaboration - @Rawd for the VR backglass animation work and for the VR coaching, guidance, and tweaking! - @Leojreimroc for the amazing VR reels and VR backglass lighting work - @Pritch33 for his wonderful animated wheel work - @Apophis for the coaching on nFozzy and Fleep… and extra eyes on my work - @VR Community for all the resources VR Video Demo: https://www.youtube.com/watch?v=In1j-V3s4YU/ The team hopes you enjoy it!! Table Instructions: * Changing LUT: To rotate and select between the 16 LUT files press the Left MagnaSave * Changing VR Carpets: To select one of 5 different VR carpets press the Right MagnaSave * Game settings: Hold the Left Flipper for 3+ seconds to launch the game changes menu (left flipper to change and right to select) What's New in Version 1.0 * Physics and Sounds: * Added nFozzy physics (scampa123) * Added nFozzy flippers (scampa123) * Added Fleep sounds (scampa123) * Playfield, Desktop and Traditional Backglass: * Complete redraw of playfield (thanks @Hauntfreaks) * Complete redraw of plastics (thanks @Hauntfreaks) * New Backdrop image for DT users (thanks @Hauntfreaks) * Enhanced Lighting and shadows (thanks @Hauntfreaks) * Cleaned up Backglass a bit (thanks @Hauntfreaks) * Game Enhancements: * Added missing triggers on the left side for additional scoring to match the real table (scampa123) * Added JP's LUT code * VR Room and Enhancements * Added Minimal VR Room (scampa123, thanks @Rawd) * VR Animated backglass created from scratch (thanks @Rawd and @Leojreimroc) * New Gottlieb VR Coin Door model (scampa123 and George H.) * New Gottlieb 300 VR backbox model (scampa123) * Customize your VR Room's Carpet!! 5 carpets to choose from! * Included Animated Wheels: * Animated Wheels for Front ends (thanks @Pritch33) * …And so much more!! This is for personal use only. DO NOT include this in any pre-packaged ZIP of tables for commercial/non-commercial products.
  40. Version 2.0.3


    Boomerang is a four player Bally table designed by Jim Patla with artwork by Christian Marche. The table features an unusual playfield design with long circular tracks surrounding a single central bumper. This is a new version of Boomerang that has flipper tricks, rubber dampening, accurate surround sound, correct score motor function, arch roll, ball drop and realistic score reel reset functions. We've also separated the rubbers into sections so that the central section has more elasticity than the ends which have more than the posts. This gives you more accurate ball rubber interactions. As with all of my tables, hold down the left flipper button before the start of a game to enter the options menu. The right flipper button will change the settings and the left flipper will advance to the next option. Thanks to Bord for his awesome Blender work, Whirlwind for the sound routines and the beta testing crew for finding bugs to squash. NOTE: This is a new version of the table, if you have the older version that was hosted on VPinball you will probably want to replace that with this version
  41. Version 2.1


    Starwars Bountyhunter, been fixing on this for 9 months the hours cant be counted B2S included, no rom needed DOF config tool done by apophis ! Orbital Scoreboard Enabled Added 23 different ball options Several new 3D models around the table Redone almost everything since v1.0 Super Testing by RIK , apophis and the team at vpw Install Instructions: Move the complete folder "Bountyhunter" to /Visual Pinball/Music/ Move the "BountyHunterDMD" folder -> /Visual Pinball/Tables/ Optional Downloads if you want FlexDMD Table works fine without it, but you wantz it i hear ? https://github.com/vbousquet/flexdmd https://github.com/freezy/dmd-extensions
  42. Version 1.0.d


    VPX table by: Goldchicco, 32assassin & Andrei Miraklov vp9 base table by: Ruqlem & Destruk Special Thanks to : 32assassin for helping me with this release. Andrei Miraklov for the 3D toys and his AMAZING talent. Chucky87 for the Apron Image Batch for the backdrop image for Desktop users. Movieguru for working on the plastics images The Communities of Visual Pinball Addicts and VP Nation on Facebook to step forward and offer their help Also built into the table is the JP Salas LUT selector. Hold down the LEFT MAGNASAVE and then press the RIGHT MAGNASAVE to cycle through the 10 different LUT brightness's, do this before starting a game since this table use the magnasave buttons. LUT files thanks to Vogliadicane 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: Yes with approval
  43. Version 1.0.0


    This is a complete rebuilt of 32assassin table 10.6 TABLE Big thank you to you to: @markrock76 for the playfield mesh and playfield shadow image and the top right plastic image @batch for the new scans Backdrop image for DT Users @Arestis for reworking the playfield the way I want it. What's new: * New lights, new lighting * New table physics * Added nFozzy flippers * Added Fleep Sound * New playfield image * Correct few elements position on the table * New script * Reworked all the images, cleaned and upscaled * Added Flippers Shadows and Ball Shadows * Added playfield mesh (thanks @markrock76) * Adjusted Bumper Caps dimensions * New instruction Cards in the apron * Repositioned Bumpers correctly * Corrected Bumpers Height * Tuned Slingshots and Bumpers force * Corrected Rubbers Hit Height * Added JP's LUT code * Changed Drop Targets height so they don't disappear when down * Adjusted numerous table elements physics properties * Adjusted general table physics * Other small tuning Press F6 and configure the Dip switches to select 5 balls and other features (need to do this only once) To rotate and select between the nine LUT files press and Hold the Left Magnasave and rotate pressing the Right Magnasave. 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: Yes with approval
  44. Version 2.4


    Welcome to my home! So i work a lot the last days and now it is playable i think. I have to fine tune some scenes, but it is fun to play already. Please test and report me any error which appears. ROM: L1 If you want to donate :): https://paypal.me/redrum2291 Regards Sascha Changelog: Version 1.1 Some small colour changes and it should now work proberly on a vpin table. I know one scene from the coffin ramp is not colorized. Version 2.0 -colorized some missing scenes -some colour changings - worked on some sequences Changelog: Version 2.1 - Worked on the Attract Mode, so it looks better now i think. - changed altar animation - Changed some colours I think i am almost finished ....... Maybe one more update. - redesigned some scene and attract mode - dracula eyes fixed Version 2.3 I converted my Project into 64 Colour palette - So i don´t know exactly if everthing works with your vpin. As far as i know you will need Colorprism v4.10 or higher. This is the last update as 16 color palette, now i will work at the 64 colour palette. Version 2.4 Fine tuning on some scenes -Redesigend some Scenes Please test and report if there are some errors appear :). Regards Sascha
  45. Version 3.1.1


    The normal temperature of the human body is 37 degrees Centigrade. Centigrade 37 is one of the best late Gottliebs of the EM era. Featuring a cascading lane on the right, unconventional inlanes, and a thermometer in the backbox, it is not an easy game to forget. This VPX version has seen a lot of updates over time but it started with my playfield redraw and borgdog doing the scripting. More recently scottacus has added a menu system, new sound routines, and all of the rothbauerw rubber, flipper and drop routines. Thanks to everyone that has contributed.
  46. Version 1.1


    This is a complete rebuilt of Walamab table 10.6 TABLE Big thank you to you to: Apophis for helping me in this project What's new: * New lights, new lighting * New GI * New table physics * New Backdrop image for DT users (thanks @batch) * Added nFozzy flippers (thanks @Apohpis) * Added Fleep Sounds (thanks @Apohpis) * Reworked all the images, cleaned and upscaled * Added missing mechanical sounds and replaced ball rolling sound * Tuned Slingshots and Bumpers force * Corrected Rubbers Hit Height * Added JP's LUT code * New instruction Cards in the apron * Adjusted general table physics (thanks @Apohpis) * Adjusted numerous table elements physics properties (thanks @Apohpis) * Added dampeners (thanks @Apohpis) * Few other adjustments that I can't remember anymore To rotate and select between the nine LUT files press and Hold the Left Magnasave and rotate pressing the Right Magnasave. 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: Yes with approval
  47. Version 1.2.4


    When Tomate joined VPW he brought Darth Marino's NBA Fastbreak with him and hit the ground running! A veteran of Sketchup, he learned Blender surprisingly fast and baked out new textures for pretty much everything. There is only handful of objects that hasn't been redone in past 4 months. A thousand stuck balls later with much debugging, lighting and miscellaneous other contributions from iaakki and Sixtoe and we had shot and scored a decent tune-up for this table: Nfozzy physics, Fleep sounds, 3D inserts, flupper domes, VR room and more! Includes Desktop, Cab and VR versions in one VPX. Plastics, Ramps, Nuts, Bolts: Tomate Wires: Tomate, Mr_H Playfield: EBisLit, iaakki Physics: RothbauerW, Benji, iaakki Inserts: iaakki Lights: iaakki, Sixtoe VR Room: Sixtoe Miscellaneous tweaks: iaakki, Sixtoe, Benji, Oqqsan Testing: VPin Workshop Discord, Rik Laubach This release wouldn't have been possible without the legacy of those who came before us including Darth Marino, DJRobX, CarnyPriest, MaX, Aurich, bmiki75, JPSalas Thank you to Flupper for 3D insert techniques & domes. Thank you to Rothbauerw for nFozzy physics. ' 005 - iaakki - PF and insert images, first inserts added. All lights moved to different layers ' 006 - iaakki - PF material fixed. Adding more inserts, right ramp invisible for now ' 007 - tomate - All the new geometry inside. Layer 1:Non-colidables primitives Layer 2:Colidables LowPoly primitives Layer 3:original VPX objetcs aligned. Added new rubber stuff. ' 008 - iaakki - fixed missing wall diverters ' 009 - tomate - Fixed issue with bumpers, remove collidable wall in position of diverter1, fixed plastics texture problems, added a collidable wall on shot clock, fixed geometry of the RRamp ' 010 - tomate - Added some new geometries, aligned rubbers and addded new POV ' 011 - iaakki - combined inserts and graphics from separate version ' 012 - tomate - New textures ' 013 - tomate - Improve plastic textures, shadows on PF, new apron ' 014 - tomate - More work on textures ' 015 - tomate - Work on file weight, fixed wall problem in player #3, new apron texture, some additional fixes ' 016 - Benji - Added nfozzy physics to flippers, rubber dampening is in script but not assigned to any objects yet.Physics material assigned to collidable ramp primitives ' 017 - Benji - Added darkening/contrast LUT and DL to ramps_laterl primitive (can be disabled in options below). Added collidable rubber sleeves primitives on layer 10 and assigned physics material and nfozzy dampening event ' 018 - tomate - New lighting and color correction with LUTs, new PF with color correction, shadow layer added ' 019 - tomate - Diverter added, fix on collideable walls to prevent ball from getting stuck, new flippers added, triggers fixed, some minor adjustments in textures, clock numbers fixed ' 020 - Benji - Added physics to rubber bands ' 021 - iaakki - flupper domes partially done ' 022 - tomate - Added PF mesh, values of sides passes fixed, force value for sw25 fixed, color correction to PF ' 023 - iaakki - flasher domes done ' 024 - iaakki - GI redone and connected, PF GI missing from strings 2 and 3, gInsertLevel const added to reduce insert brightness globally ' 025 - tomate - Clean script flippers williams logo, blenddisablelighting to Ramp_central added, new water level added, new transparent textures for plastic ramps added ' 026 - tomate - fix the height of the bulbs under Jam & Slam ramps, new siderails and sidewalls added, GlobalFlasher added on PF at layer10 ' 027 - Benji - Added Fleep sound package and DJRobX wire/plastic/metal ramp bumps. ' 030 - iaakki - included flipper logos. Flipnudge is having some issues still ' 031 - Sixtoe - Added VR Room, fixed flipper shadows, trimmed lights, unified timmers (including removing redundant timers), removed legacy nudging system, fixed numerous VR depth bias issues, replaced flasher for red left turbo bumper flasher and hooked it up to the flasher system ' 032 - Benji - Removed extra glosiness from new flippers by creating new material for flippers. Got new Flipper Nudge functionality working ' 033 - iaakki - Diverter2, Flipper_collide sub, FlipperSlack&Checklivecatch calls fixed and slackyFlips const added -> Flip tricks works ' 034 - tomate - fixed kicker sw66 (player # 3) shooting power, adjustments on collideable walls to prevent ball jamming, adjust DL of new bats ' 035 - tomate - Primitives of collidable Ramps fixed, usless old collidable objects removed ' 036 - sixtoe/tomate - Shadow ball added, gamma correction to ramps decals ' 037.1 - Sixtoe - Updated VR cabinet, corrected ramp materials for VR, added left ramp lid, aligned 3rd basket flasher, corrected blooms for all basket flashers, added new bloom for flasher10 ' 037.2 - Sixtoe - removed LowPoly_Ramps001 collision primitive as was a duplicate, hid everything visible outside of table limits, created apron "shoot" button and light, corrected apron prim so UV isn't broken, repositioned all slings and sling rubbers, fixed right sling ' 037.3 - Sixtoe - added cabinet start light, hooked up existing off cabninet start and shoot lights for desktop mode?, hooked GlobalFlasher to GI system, created sidewall "off" images and hooked up the sidewalls to the GI system for both the normal and VR version (crowd currently not implemented) ' 038 - iaakki - fixed POV and some insert light bulb values ' 039 - tomate - fixed upper right rubber, new texture for the ball, POV adjusted to show the full apron ' 040 - tomate - adjustments to apron and metals textures, tweaks DL on some objects, change ramp materials to look brighter ' 041 - iaakki - top area pf gi redone ' 042 - iaakki - Some plastic GI light heights retuned ' 043 - Sixtoe - changed lamp decal materials so that they work properly, set back to active so they're still see through, fixed some lights, fixed the start button to not show in vr, changed and adjusted the apron walls to show in VR, changed the material of the defender as it was broken in vr, hooked up rollvers to new sound code, removed old sound code and la1-6 walls, droppped playfield hole surrounds, tidied up playfield holes and made a new one for a sw43 target, ' 044 - tomate/iaakki - low res for some textures, StandUp targets separation into 3 prims and animation done, modify backwall texture ' 045 - tomate/oqq - correct apron wall height plastic under central ramp texture, add movments to bumperRings and separate prims ' 046 - tomate - add cabinet mode (working half), removed white things under the ramps, added subtle transparency to the ramp decals, so the lights below can be seen a bit, new yellow targets prims and textures ' 046.1 - tomate - yellow targets working ' 047 - Sixtoe - VR room settings fixed and tweaked, ultra minimal vr added, fixed desktop mode, fixed ball jumping into plunger lane by adding new cover wall, fixed ramp primitive have a hole in it, removed crowd sides for now, fixed desktop pov, turned flipper strength way down ' 048 - iaakki - Desktop POV adjusted, standup target bounces reduced, pf friction increased, Flasherbase1 height fixed ' 049 - Sixtoe - Fixed low poly ramp stopping ball going up left ramp, then fixed it getting stuck there!, adjusted right ramp roof again, added new wall on left by food kicker to stop ball trap, repositioned basket loop to fix POV and make sounds appear near top of table, added missing rubbers to outlane pegs, fixed blade/sidewall texture collision in cabinetmode, added wall on slam ramp to stop ball falling off wire ramp back onto slam ramp ' 050 - iaakki - Standup targets elasticity reduced. Sw64 surface fixed to 55h, l57 brightness reduced, insert paint layer color adjustment ' 051 - tomate - fix Pincab_rails mesh, change material settings and mapped. Fix POV's, now is working in FS and DT mode. ' 052 - iaakki - fine tuned flip positions, fixed lamp update functions to reset properly for all lamps. ' 053 - iaakki - sw46 and sw63 surface fixed, diverter sounds added ' 054 - tomate - Change size and textures of SideBlades, add roof to left plastic, raised the top of the LeftRamp roof to prevent ball hitting, add thickness to PF and mapping ' 054.1 - tomate - Restored the old roof of the left ramp as the new one didn´t work ' 055 - iaakki- ScSp reflections on by default, cabinetmode raises flasherblooms to 500, flasherlights adjusted and lifted to same level as the plastic. ' 056 - Sixtoe - extended collidable wall around the orbit loop to remove ball traps on the top corners, added code to adjust flashbloom height and Y position to cabinet mode, adjusted wire ramp disable lighting to stop lights coming through it in VR, removed rundant ring1/2/3 walls, switched metal post to plastic post under white flasher, adjusted switch 64 height, added bumper1 top wall, ' RC1 - tomate - make not visible wall over main bumper, set 100% sound effect Volume, set CabinetMode = 0 ' RC2 - Sixtoe - Adjusted slam ramp, added kicker primitives to basket shots, added additional wall on slingshot back, tweaked a handful of other things ' RC3 - Sixtoe - Adjusted flippers, removed sling added in error, changed height of wireexit1 ' RC4 - iaakki - Round standup target fixed to feel more natural, redclock script error fixed ' RC5 - tomate - red clock numbers added ' RC6 - tomate - redclocktimer enabled, add kicker primitive to middle-left hole, some tweaks in decal_ramps textures and Left ramp texture, new textures for laneguides ' RC7 - tomate - increase Cabflash.height value to 520, change POV to match cabinet view, add a wall under cnetral ramp to prevent ball jams, separate the primitives from the laneguides and made them non-collideable, add wall on the laneguides to avoid sorcery ' 100 - iaakki - flasherbloom default heights checked, ball counts fixed, default options set ' 1.01 - Sixtoe - Added option to disable flasherblooms', added wall under slam loop to stop trapped balls, changed colour of top right flasher to white, adjusted flasherlight's heights and turned lights down now they're both working. ' 1.02 - tomate - Corrected size of the upper domes, position of the central left dome slightly modified, added wall in the upper right plastic and sloping walls in the central ramp sector to prevent jamming, new sideblades ON/OFF textures for cabinet mode ' 1.03 - tomate - adds wall behind the basket to avoid jamming when the ball goes slow on the left ramp ' 1.04 - tomate - Adjusted the start angle of the flippers to 120/-120 and reduced the strength to 3200, lowered opacity of ShootbuttonOff and StartButtonOn so they are not visible in DT mode ' 1.05 - benji - adjusted nfozzy physics, sorted out rubbers added right physics materials ect. Sling sounds till broken. See line commmented out near line 600. ' 1.06 - iaakki - adjust rubbers, default to desktop mode, adjust flasher fade speeds, hide emreel basket in desktopmode, adjust top flasher positions, fix flasher lit sizes, reverted flip strength back to 3250 ' 1.07 - Benji - nFozzy physics 'one more time'. Properly separated rubber post meshes from rubberband meshes in 3D application, re-imported non-visible collidable rubber bands + posts assigned to dPosts and rubber bands physics materials ' 1.08 - Sixtoe - Added shoot button option for it to appear in shooter / plunger lane. ' 1.09 - Sixtoe - Went over the flashers and fixed numerous issues, fixed a couple of normal lights and adjusted a few things. Hooked up slacktimer to global timer. ' 1.10 - benji - Divided rubber bands into third segment (center 'stretched' segment'), imported this new invisible collidable mesh, and applied new physics material to it ' 1.11 - iaakki - updated some NF and scripts and parameters that were old, moved triggers sw115 and sw117 slightly ' 1.12 - iaakki - Laneguides and pegs tied to GI. Laneguide material changed. ' 1.13 - iaakki - Minor improvement to lighting dynamics. N/D slider 5 -> 4 and gInsertLevel 0.5 -> 0.9 ' 1.14 - tomate - make the shoot button a little smaller to fit better ' 1.15 - benji - reduced polygons on rubber bands collidable meshes ' 1.16 - iaakki - slingshot adjust ' 1.17 - iaakki - GI shape and insert adjust ' 1.18 - iaakki - Fixed one more ball stuck behind basket (wall14, sw117 reshape), "in paint" inserts dimmed a bit, improved basket front edge to work more like in real cabinet. ' 1.19 - tomate - Dashboard normals corrected ' 1.2.0 - tomate - invisible wall under defender to prevent ball stuck, rised disable lighting of decals a little bit, moved all colliadable objects to layer 2, collideable left lane protection added, roof upper right plastic added, lock all the objects ' 1.2.3 - iaakki - refactored NF flip code, postes_metalicos set non-collidable ' 1.2.4 - iaakki - Fixed slingshot thresholds, some rubber dampeners and sounds for few posts.
  48. Version 1.2.6


    This table works for desktop, cab, and VR Room. V1.0: Added the VR conversions to this table that was done by DJRobX, 32assassin and francisco666 . Sixtoe provided a once over and did a couple additional tweaks. V1.1: Fleep Sounds Added. V1.2.4: Implemented nFozzy / Roth's physics and flipper updates and tricks. I've also done additional VR and material updates. Thanks to nFozzy, Roth, Sixtoe, as well as Bord for the great video tutorials on how to implement. Also, the VPW team for all the work they do, I've been able to learn from them, and ensure that everything that's been added is done correctly! V1.2.5: Thanks to tomate for making some modifications to the LUT, ramps, bumpers, and a few other edits! V1.2.6 - Added a 2nd rubberizer effect based off the VPW taxi table, per request. - Tomate added a playfield shadow flasher to add depth to playfield. Option to turn on and off in the script. *** NOTE: The table will default to desktop/cabinet mode the first time you play. Magna Save / Control buttons will toggle the rooms. *** VR Users - YOU NEED TO toggle the room to the view you want. I've added a VR Clock (thanks to Rajo Joey for letting me use a clock from his room, and to the original clock developer/s). You can turn it off in the script. I've added 6 VR Room environments. Magna save / control buttons toggle them. 3 minimal rooms, and 3 sphere rooms. (Thanks to Rajo for letting me use the sphere objects from his rooms. And thanks to the original sphere developer/s).
  49. Version 1.1


    This is a complete rebuilt of 32assassin table ver 2.0 10.6 TABLE 'What's new: ' New lights, new lighting ' Correct few elements position on the table ' New script ' New table physics ' Added nFozzy flippers (thanks @agentEighty6) ' New Bumpers Cap image ' Added new GI lights ' Corrected few mistakes on the playfield image ' Changed Drop Targets height so they don't disappear when down ' Placed Drop Targets correctly ' Reworked all the images, cleaned and upscaled ' Added\Adjusted missing and existing mechanical sounds and replaced ball rolling sound ' Tuned Slingshots rubbers ' Corrected Rubbers Hit Height ' Corrected kicker position and physics to make more realistic ' Corrected Bumpers Height ' Correct wired switches height and lenght ' Corrected Pegs to the correct color ' Added JP's LUT code ' New instruction Cards in the apron ' Repositioned Bumpers correctly ' Adjusted general table physics (added dampeners) ' Adjusted numerous table elements physics properties ' Other small tuning You should have both xsandos.zip and xsandosa.zip for this table to work properly. Press F6 and configure the Dip switches to select different features and setup the table the way (need to do this only once) To rotate and select between the nine LUT files press and Hold the Left Magnasave and rotate pressing the Right Magnasave. 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: Yes with approval
  50. Version 1.5


    Hello everyone, I bring you a Guns'n roses tabletop mod from data east remix with the JERSEY JACK PINBALL version have fun. thanks to jpsalas and bigus and all who made the version of Guns data east. The table uses the gnr_300f rom to avoid conflicts with the version of data east New playfield New insert New lights choice of ball colors de Starlion (change balls in visual pinball) new backglass good fun everyone Pack full: Table vpx10.6 - Backglass - Media (wheel images playfield and backglass
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