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  1. Version 1.0.0

    1,372 downloads

    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
  2. Version 1.0.1

    1,575 downloads

    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!
  3. Version 1.2.6

    572 downloads

    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).
  4. Version 1.2

    3,134 downloads

    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
  5. View File Batman (Data East 1991) VPW 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 numerous options and 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 Submitter VPinWorkshop Submitted 09/11/2021 Category Dot Matrix Display (DMD) Recreations ROM Name Link to B2S https://vpuniverse.com/forums/files/file/4654-batman-data-east-1991/ Permission to Mod Contact Author First.  
  6. Version 1.0.1

    2,835 downloads

    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
  7. Version 1.2.2

    2,919 downloads

    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
  8. View File DeadPool PupPack 2.0 Deadpool TABBLE Update Version 1.06 This is the Last version of JPsalas table converted to work with this pup pack. YOU DON'T NEED TO DOWNLOAD THE PUP PACK AGAIN IF YOU ALREADY HAVE THE 2.0 VERSION A special Thanks to VPFIENDS that jumped right away to help with the conversion (You Rock Man) Deadpool PupPack 2.0 #####please read this##### Do not copy paste this puppack with the old one .. Please just delet the 1.0 puppack and use this one !!! Thanks####### All videos were improved , the difference from the previous version is tremendous. New call outs design. A Lot of new videos. More screen Options. Videos for all the 7 battles. Table fixed to keep the highscores. and much more. Extra Screens with call outs on Apron make all the table look really good. You need VPX 10.7 and you should run the table in exclusive fullscreen if you gonna use the apron screens (options to turn ON and OFF on the top of the script) Slow PC recommended OFF, as default it's OFF ====Check Pictures above===== Thanks to my TeamMate Tuga Pedro Peres Credits inside Enjoy Custom Options for screens in the Table Script As default it's OFF Run the Bat file you want inside the Pupack Folder Submitter pedropires1976 Submitted 08/26/2021 Category PuP Packs  
  9. Version 2.0.0

    964 downloads

    Deadpool TABBLE Update Version 1.06 This is the Last version of JPsalas table converted to work with this pup pack. YOU DON'T NEED TO DOWNLOAD THE PUP PACK AGAIN IF YOU ALREADY HAVE THE 2.0 VERSION A special Thanks to VPFIENDS that jumped right away to help with the conversion (You Rock Man) Deadpool PupPack 2.0 #####please read this##### Do not copy paste this puppack with the old one .. Please just delet the 1.0 puppack and use this one !!! Thanks####### All videos were improved , the difference from the previous version is tremendous. New call outs design. A Lot of new videos. More screen Options. Videos for all the 7 battles. Table fixed to keep the highscores. and much more. Extra Screens with call outs on Apron make all the table look really good. You need VPX 10.7 and you should run the table in exclusive fullscreen if you gonna use the apron screens (options to turn ON and OFF on the top of the script) Slow PC recommended OFF, as default it's OFF ====Check Pictures above===== Thanks to my TeamMate Tuga Pedro Peres Credits inside Enjoy Custom Options for screens in the Table Script As default it's OFF Run the Bat file you want inside the Pupack Folder
  10. Version 1.0.0

    2,083 downloads

    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!
  11. Version 1.2.6

    365 downloads

    V1.0: Added the VR conversions to this table that was done by DJRobX, 32assassin, and francisco666 . I did quite a few VR mods to get it to look good (all documented in the script). Sixtoe provided a once over and did a couple additional tweaks. V1.1 is a significant update. Fleep Sounds Added. It sounds amazing! V1.2.4 This is another substantial update. I've implemented nFozzy / Roth's physics and flipper updates and tricks. It plays incredible now! 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. Also, it now works for desktop, cab, and VR Room. *** 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).
  12. View File Twister (Sega 1996) with VR Room 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! *** 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). Submitter UnclePaulie Submitted 09/03/2021 Category VPX - Hybrid Releases ROM Name twst_405 Link to B2S https://vpuniverse.com/forums/files/file/5478-twister-sega-1996/ Link to Media Pack Permission to Mod Yes  
  13. View File Radical (Bally 1990) Prototype VPW Mod Fleep sounds, nFozzy Physics, 3D inserts, new ramp textures, lighting updates, Flupper domes and bumpers, integrated VR Room by Sixtoe, and more! Thanks to JP Salas for his original work on this table and permission to work on it. This release wouldn't have been possible without the legacy of those who came before us. Skate or die! 'xxx - benji - New plastics, fleeps sounds, physics, various versions '009 - iaakki - new cutout pf and insert text images, most of the insert types in, many inserts needs adjust, renaming and linking '010 - iaakki - some more inserts... '011 - iaakki - rest of the inserts layed, lights needs tuning, pf and insert images updated one more time, need to add additional lights for some inserts '012 - iaakki - insert work finished '013 - iaakki - Flupper domees... RampDecals to non-static '014 - iaakki - Flupper Bumpers '017 - iaakki - Desktop POV fixed, dropsounds checked, side blade reflections checked, some djent to those standup targets, DisableUpperSling option added 'RC1 - Sixtoe - Fixed the backglass cabinet lamps, tons of small corrections and tweaks to primitives, new holes in playfield, tweaked the vr room, fixed some depth bias issues, 'changed the drop target material so they pop a little more, changed table lighting settings 'RC2 - iaakki - Added DL to sideblades and ramps for GI update. Minor tweak to plunger lane. Flasher options fine tune. Reflections on for bats. 'RC3 - iaakki - bumper tune up, debug cleanup.. 'v100 - iaakki - release 'v101 - iaakki - CabinetMode off by default Submitter VPinWorkshop Submitted 05/20/2021 Category Solid State (SS) Recreations ROM Name Link to B2S Permission to Mod Contact Author First. VP Version v10  
  14. Version 1.0.1

    771 downloads

    **Reupload, nothing new since 1.0.1 - Dec. '20 Fleep sounds, nFozzy Physics, 3D inserts, new ramp textures, lighting updates, Flupper domes and bumpers, integrated VR Room by Sixtoe, and more! Thanks to JP Salas for his original work on this table and permission to work on it. This release wouldn't have been possible without the legacy of those who came before us. Skate or die! 'xxx - benji - New plastics, fleeps sounds, physics, various versions '009 - iaakki - new cutout pf and insert text images, most of the insert types in, many inserts needs adjust, renaming and linking '010 - iaakki - some more inserts... '011 - iaakki - rest of the inserts layed, lights needs tuning, pf and insert images updated one more time, need to add additional lights for some inserts '012 - iaakki - insert work finished '013 - iaakki - Flupper domees... RampDecals to non-static '014 - iaakki - Flupper Bumpers '017 - iaakki - Desktop POV fixed, dropsounds checked, side blade reflections checked, some djent to those standup targets, DisableUpperSling option added 'RC1 - Sixtoe - Fixed the backglass cabinet lamps, tons of small corrections and tweaks to primitives, new holes in playfield, tweaked the vr room, fixed some depth bias issues, 'changed the drop target material so they pop a little more, changed table lighting settings 'RC2 - iaakki - Added DL to sideblades and ramps for GI update. Minor tweak to plunger lane. Flasher options fine tune. Reflections on for bats. 'RC3 - iaakki - bumper tune up, debug cleanup.. 'v100 - iaakki - release 'v101 - iaakki - CabinetMode off by default
  15. Version 1.1

    347 downloads

    Who Dunnit 1947 is an attempt to bring the 1995 Bally game closer to its classic noir origins, reducing the color palette and redesigning many art elements to a more subdued deco style. This mod of ninuzzu/djrobx's Who Dunnit project was given new art, rothfozzy physics, the full fleep sound package, and rendered lighting and textures. Thanks to all who contributed to the mod: rothbauerw for physics and scripting help, benji for the sound work and insert models, tomate, sixtoe, and the rest of the VPW crew for testing and troubleshooting, flupper for insert models, JR for always being up for talking classic film noir, and a host of early testers. Most of all thanks to ninuzzu and djrobx for the game that I built this on. I highly recommending changing your DMD color palette to black and white before playing. Enjoy and go watch Out of the Past this weekend.
  16. Version 1.0.1

    1,242 downloads

    **Reupload, nothing new since 1.0.1 - Dec. '20 This is a mod of a mod based on Siggis’ excellent Spider-Man Classic graphics mod of the Spider-Man Vault Edition table (Stern 2016) made for Vpx originally by Alessio. Includes nFozzy physics, Fleep sounds, new metal textures, 3D inserts, new RGB GI lighting, minimal VR room by Sixtoe, and much more! Many thanks to everyone whose hands have touched and improved this table in the past. This release wouldn't have been possible without the legacy of those who came before us. Thank you to Flupper for 3D insert techniques and Flasher domes. Thank you to Fleep for the sound package. Thank you to Rothbauerw and NFozzy for physics. Thank you to Wrd1972 for bouncy standup targets. 'VPW edits ' 00X - benji/iaakki - various versions ' 006 - iaakki - NF script updated one more time, GI resolved, solenoid light control added, insert materials redone and adjusted, insert text flasher should be done ' 009 - iaakki - GI rework and various tweaks. Sidewalls are borked ' 010 - Benji - Added reflective metal texture to walls (only reflect with SSR Enabled) and color graded all the graphics. Added preliminary beveled edges to bottom half of plastics ' 011 - iaakki - RGB GI implemented, various fixes ' 014 - iaakki - pf&text images reworked, inserts made more shallow, GI adjusted different when mode on ' 015 - iaakki - villain spots created, heads material swapped ' 016 - Benji - Adjusted bevels and baked GI onto playfield (experimental) old playfield still in image manager ' 017 - iaakki - redid rgb gi, some cleanup ' 018.6 - Sixtoe - Added VR room and associated switches, replaced most flashers & hooked up flash prims to lighting, added global rgb gi flasher, tweaked spotlights and added character prims to lighting system, aligned ramps, unified timers, added ball shadow, replaced green goblin for comic version, reverted playfield, aligned apron wall and made visible, raised Apron, changed trigger shapes, removed numerous old incorrect walls and lights, raised metal screws and fittings up slightly ' 018.7 - Tomate - replaced wire run prims and textures ' 019 - Sixtoe - Made more holes in playfield for triggers aand targets, added wood drop sides, added new wall for sw43a image, added backglass to gi system, hooked up light refllection flashers on sandman and added some to goblin and lock lights. ' 020 - Benji - Added color grade to playfield from 019 ' 021 - Benji reintroduced more yellows to overall color grade ' 022 - tomate - spiderwebs and diverters redone, new textures for metals, diverters and spiderwebs. Improved wire ramp textures ' 023 - Sixtoe - fixed some depth bias issues, fixed rear back wood, fixed pop bumper flashers, fixed a few flashers ' 024 - tomate - Some tweaks to the textures, shadows in the apron and reduction of the file weight by lowering the resolution of some textures ' 025 - iaakki - Latest NF flips code, cabinetmode, fixed desktop mode, small fix to default pov, readjusted flips and fixed trigger areas ' 026 - iaakki - RGB GI brightness adjusted ' 029 - oqq - added some missing variables. swapped out 1 at ballwithball collision ( not sure if its the right one ) . Bumper sound ... swapped out Vol(activeball) with 0.2 at RandomSoundBumperTop ' 031 - tomate - add Goblin's bracket and some work on Goblin texture ' RC1 - iaakki - default options set, flipnudge check fixed, sandman standup target bank physics reworked ' RC2 - tomate - new prims and brackets for all villains, Sandman texture fixed so it doesn't collide with the ramp, add some thickness to central plastic, shadows added to apron ' RC3 - tomate - new bumper rings prims and new textures ' RC4 - Sixtoe - redid sandman and ock "holder" prims and textures, fixed goblin lighting, fixed spider sense lighting, unlinked difficulty rubbers from main prim and repositioned correctly, removed floating screw, various depth bias issues corrected, cleaned up unused images ' RC5 - iaakki - Some inserts fixed ' RC6 - iaakki - flupper domes ' RC7 - iaakki - dome flasher adjust, info fields updated, script cleanup ' RC8 - oqq/tomate - add movement to goblin bracket and separate prims ' RC9 - Sixtoe - Added invisible walls to stop ball being lost under top right ramp and hopping over centre targets, updated laser sensor lights, split cover plastics and adjusted position and materials so they're in the right place, added ultra minimal vr room options, colour corrected DMD ' RC10 - Sixtoe - Fixed what I broke because I can't code at 2am, various tweaks ' v1.0.0 - iaakki/sixtoe - Final tune and testing ' v1.0.1 - Sixtoe - made plastic protector over green goblin collidable and increased size of protector wall under venom ramp to prevent balls being trapped
  17. Version 1.0.2

    3,132 downloads

    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
  18. Version 1.0.0

    2,219 downloads

    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.
  19. View File Taxi (Williams 1988) VPW Mod This mod was originally supposed to be a small one, with just adding updated physics, sound and a VR room, then everyone got carried away and the table ended up being rendered and redone and tweaked to infinity Big thanks to ICPJuggla, Mfuegemann, Dark & Ben Logan for the original table. VR and other options are all in the script. Enjoy! *** V-Pin Workshop Taxi Drivers *** Tomate - Project Manager, including new primitives, textures. Bord - nFozzy flippers and physics apophis - Fleep sound, rtx shadows, general tweaks. Sixtoe - VR Stuff, lots of fiddling about. oqqsan - Playfield inserts and fading GI. UnclePaulie - VR backbox improvements & fixes. iaakki & fluffhead35 - misc tweaks and debugging Rik - Testing and feedback VPW Crew - Playtesting and suggestions **CHANGE LOG ** ' 001 - bord - Added nFozzy flippers and physics ' 002 - apophis - Added Fleep sound package ' 003 - apophis - Added missing knockerposition prim ' 004 - tomate - New flippers prims added ' 005 - tomate - Shadows flippers size fixed ' 006 - Sixtoe - VR stuff, fully operational built in backbox / dmd / backglass, fixed loads of light and glow weirdness, unified timers, added cabinet mode. ' 007 - tomate - upper left VUK direction corrected, exits of collidable wireRamps fixed, metal wall near express lane2 fixed, cab POV corrected ' 009 - tomate - new giOn baked textures added, warm lut added, plastic Ramps textures retouched with a warm photo filter to match ' 010 - tomate - some giOff textures aded, slingshots missing sounds fixed, deformed slings rubbers replaced by prims ' 011 - oqqsan - inserts and 4step sidewalls and pf .. needs adjustments ' 012 - tomate - rest of giOff textures added, plastics textures added to 4 steps fade, some GI lights repositioned, textures size optimized ' 013 - Sixtoe - Removed one set of GI, hooked it all back up and dropped under playfield, tidied up assets, set old walls to non-visible to stop clashes, played with loads of lights, removed redundant scripts and images. ' 014 - iaakki - fiddled with GI steps and PF flasher. Fixed flip shadow DP and Z issues. tied some prims to gi steps ' 015 - apophis - Replaced the ringing_bell sound effect. Increased alpha mask on PF images to get rid of insert jaggies. Increased inserts DL. Fixed BS DB. ' 016 - apophis - Added RTX BS. Fixed GI lights so that ball reflection work now. ' 017 - UnclePaulie - Animated the VR backglass flasher Lights. Fixed the jackpot displays. Hid the desktop / cabinet mode backbox lights. Moved ball shadow primatives. Added a VRCab bottom so you can't see the floor through cab. ' 018 - apophis - Updated RTX BS. Added target bouncer, flipper rubberizer, and flipper coil ramp up options. Fixed ball bouncing out left outlane after ramp drop. ' 019 - Sixtoe - Fixed playfield rendering weirdly, numerous other tweaks and adjustments, adjusted some lights, put the roof back on the spinout ' 020 - apophis - Fixed RTX shadow DB issue. Chnaged rampsDecals DL from below to 0 and DB to -100. Added a differnt ball HDR. Messed with the DT mode backglass. ' 021 - fluffhead35 - Updated Flipper Physics to be inline with nfozzy ' 022 - Sixtoe - Added physical wires under flippers and outlanes, hooked up bumpers to GI system, adjust shooter lane gate, messed around the table lights again including materials, set height walls to non-collidable. ' 023 - Sixtoe - Fixed GI, added bumper bulbs to GI system, some small tweaks and fixes here and there. ' 024 - apophis - Revered the DT backglass object positions. Force GI on at table initialization. Changed flipper DB. Increased plunger strength/speed. Increased target hit volume. ' 025 - iaakki - flip trigger areas reworked, rdampen 10ms timer added, rubberizer options added, catapult timer improved, tied drop target DL to GI, fixed insert fading for few inserts ' 026 - apophis - finished up fixing inserts fading ' 027 - Sixtoe - Target bounce set to 1.5 Submitter VPinWorkshop Submitted 07/18/2021 Category Solid State (SS) Recreations ROM Name Link to B2S Permission to Mod Contact Author First.  
  20. Version 1.0.3

    797 downloads

    **Reupload, nothing new since 1.0.3 - Nov. '20 Austin Powers Table Tune-Up by members of VPin Workshop Discord. This was going to be just a fast rework for this fine table, but we ended up doing way more. Includes Desktop, Cab and VR versions in one VPX file as well as two POV files. nFozzy Physics: Benji, iaakki, Rothbauerw, Javier PF rework, graphics: iaakki, EBisLit, Tomate, Brad1x Inserts and lights: iaakki VR work & Various Fixes: Sixtoe Ramp plastics: Benji Fleep's Sound package integration: Benji 3D model changes: Benji, Tomate, Sixtoe Various script changes by iaakki, Javier Testing: people of VPin Workshop Discord, Rik Laubach We also included a new flipper trick with Rothbauerw to physics. It is called FlipNudge. One can use it for slowing the ball on the bat by spamming the other bat. Deadflip calls this "Fanning", but it was a lame name. This release wouldn't have been possible without the legacy of those who came before us including, most notably, Javier, 32Assassin, DStruct, Francisco666, Rom, ClarkKent and Ninuzzu Thank you to Flupper for 3D insert techniques and Flasher domes. Thank you to Fleep for the sound package. Thank you to Rothbauerw and NFozzy for physics. Thank you to Wrd1972 for bouncy standup targets. ' 1.0.1 - Sixtoe - Adjusted right ramp, fixed some minor issues. ' 1.0.2 - Sixtoe - Redid all the ramp gates including prims and switches so everything both works and looks better, fixed 2 flasher switches not working. ' 1.0.2 - iaakki - added one hidden Wall003 and minor flip tweak ' 1.0.3 - iaakki - VUK fixed
  21. Version 0.98

    461 downloads

    Here’s Williams’ “Winner” from 1971. I saw a video of one on YouTube and thought it looked pretty cool. I hadn’t recreated a table with flippers before, so I figured why not overcompensate and make one with four flippers. I’m sure it’s not a *perfect* recreation: the lighting is far from professional, the slingshot kicks are weak, and I’m not sure the payouts are even working. But the ball shoots out, the horses move, and I even made a backglass file. I think it’s a fun table, so I figure it’s time to share. I have to thank the folks who built Hi-Score Pool (Chicago Coin 1971). I wouldn’t have been able to make this table work without the ball turret I repurposed from that table. So, thanks to them (and check that table out if you haven’t. It’s a fun one. BorgDog uploaded it). Playfield graphics redraw, backglass, and the coding for this specific game done by Warbler33 / CactusDude. Download includes table, B2S backglass, and tarcisio style wheel. CONTROLS: 5/Credit – Insert Credits 1/Start – Start Game Plunger/Enter or Spacebar – Fire ball turret Flipper Keys/Shifts – Corresponding flippers **Depending on how your default keys are set up, your keyboard equivalents may not match** **Table is optimized for cabinets. It's possible to play on a desktop, but you probably won't have score reels, etc. If you're interested in making a better desktop version, read the paragraph below.** For people interested in modifying the table, please get in touch. If you just want to fix a minor issue (fix a bug in the code, etc.) I’d prefer to upload the updated version here and credit you for whatever contribution you make. If you’re interested in tackling larger issues (vastly improving visuals, making a new backglass, etc.) I’d probably be happy to have you upload it separately (and obviously have you mention that it’s a mod or goes with this table). So, please, just get in touch so I can give my stamp of approval and we can discuss the logistics of sharing your contributions. Thanks for understanding. *FYI I'm Warbler33 on VPF and CactusDude here. So if you notice a lack of "CactusDude" being mentioned in the table's file, it's because I'm too lazy to go back and add mention of CactusDude now. You can read the release notes on Ballyhoo (Bally 1932) to get some more detail on that.*
  22. Version 1.0.0

    185 downloads

    HAs Requested Thanks To JPSalas and Trochjochel for permission to this MOD Jp's SpiderMan VAultedition (Pupscreens) You need Vpx10.7 to run this Tables Options . Just use the Files inside the download Folder Read and Follow Instructions inside the Download Folder . Thanks to All The Great People u made this possible Thanks John Furlong by Hosting the Files in your MEga Thanks to All the VP Community Enjoy
  23. Version 1.0.0

    191 downloads

    SlipKnot 10.7 (Pupscreens videos) Link :https://mega.nz/file/aOARFIYD#0wP1ftloD-ySLTJ1a23NJbopJVYn7NiX6xYUGGtOo-s If you Like Slipknot this is for you!! you need vpx10.7 to run this Table Inside the RAR you find the Table , Puppack , Music ( put the files inside vpinmame musicfolder) and media (wheel and Fulldmd underlay) put the files inside media manager (pinuppoper) inside the Puppack Folder theres options for 3 and 2 screens setup , just run the bat file you need. Table contains 3 pupscreens (Apron,Playfield and BAckdrop) I just put one video per Folder but you can add your videos , many as you want. Theres also a Folder inside the Puppack (MusicRandomVideos ) you can add your videos so they play randomly if you not choose the Song you while playing. Credits inside the puppack video Thanks to All the people U made this possible and to All the VP Community Very Big Thanks to My TeamTuga MAte Pedro Peres TEAMTUGA (Pedro Pires & Pedro Peres) slipknot.mp4
  24. Version 1.1

    507 downloads

    Thanks to ICPjuggla for permission to share this MOD. Original table created by ICPJuggla, freneticamnesic and Dark Credit also to playfiled graphics, apron and helped on some plastics & ramp decals vampirolatino2 plastics & ramp decals by Talantyyr, dark and freneticamnesic Custom 3D models by dark primitive flippers by zany ClarkKent for the updated light inserts Gaston for the Capcom Lamp Shader tip batch for the WS backdrop Link to Original Table https://www.vpforums...&showfile=11706 This is a super fun table that I have given a makeover to Changes include Lighting, Recolouring Plastics and Playfield, Added some Shadow to PF, Added Flipper Shadows, Added Motor Sound to the Reels and changed Flipper Sounds Matching B2s included in zip Enjoy
  25. View File Tiki Bob's Atomic Beach Party (Original 2021) 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! Submitter iDigStuff Submitted 07/24/2021 Category VPX - Pinball Tables ROM Name Cheetah Link to B2S Link to Media Pack Permission to Mod Contact Author First. VP Version v10  
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