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Posted

Creature from the Black Lagoon (Bally 1992)


"And now, on with the show!"
 
VPW proudly present this monster of a table! This has been the machine cooking for longest in VPW, dating back to August 2020! It went through a few tweaks and iterations until everything was totally scrapped when we got a new playfield scan and Sixtoe scratch rebuilt it in 2022, and Niwak built it in the what was then brand new blender toolkit as he wanted to to test fancy overlapping transparent ramps.
After doing everytihng, we realised the whole table has been built on slightly the wrong scale and were sad, Niwak then got distracted by updating vpinmame so the ramp lights worked properly and then completely rewriting vpx and vpinmame, and Sixtoe got distracted by a squirrel (this happens more than you'd expect).

Then at the start of May '25 Apophis held Sixtoe upside down over the vpw swamp and said "are you gonna finish this or what? what we have is better than not having one!" and brought it up to date with mcarter78 and FrankEnstein, and here we are, finally with a release!

Check out the original swampy VR room and all the options in the F12 menu, which includes the latest and greatest of everything VPW has to offer. Enjoy!

 

The ramp running lights work in all versions, but they'll look a bit prettier in the newest pinmame (3.7.0.43) as correct emulation of the special pcb has now been added by Niwak.

 

VPW Creatures
Niwak - Blender Model, scripting, running lights code in VPX.
Sixtoe - VPX scratch table build.
Apophis - Updating blender model, updating scripting, fancy backglass lighting.
FrankEnstein - 3D and scripting work.

mcarter78 - Script work.
Tomate - 3D work.
DaRdog and Rawd - VR Black Lagoon.
HauntFreaks - Backglass image information and supporting b2s.
Clark Kent - Playfield Scan
Skitso & iaakki - Playfield Scan Tweaks
Testers: PinStratsDan, Mecha_Enron, Somatik, Studlygoorite, bthlonewolf, carny_priest, guus_8005, MetaTed, Dad-E-drums, mlager8, cl4ve, DGrimmReaper, CalleVesterdahl

 

Required Software (64-bit versions):

VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3
VPinMame 3.7.0.43 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15285924979

B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3

 

Version Log
001 - iaakki - New PF scan in for realignment. Layer 1 started.
002 - Sixtoe - Complete culling and complete rebuild to new alignment. Physics, shadows, preliminary audio scripting, preliminary standup scripting, something weird up with left ramp.
003 - Sixtoe - Lampz and prims.
004 - Niwak - Add Blender model of the table, hide all previous graphic elements, wired up Lampz
005 - Scrapped
006 - Niwak - New render
007 - Sixtoe - Physics objects adjustment and rebuilding, ball traps filled, collidable primtiive bowl hole narrowed, removed redundant objects, fixed depth bias on flipper shadows,
008 - Niwak - Link visuals to solenoids & lamps, add in game menu, add Lampz/VPX support, add a playfield mesh, add (slightly) tinted refracting ramps, add Flupper & Fuzzel chase light work around, add gate animations
009 - Sixtoe - Lower right physical VUK hooked up, added fleep sounds, adding ramprolling sounds.
010 - Niwak - New render, use native light instead of Lampz, fix light properties, add missing ones, fixed options and most mods, rewrite GI and chase light
011 - Niwak - New render, single room lighting (smaller and better perf), fix chase light, setup to use pinmame 3.7 beta for GI, add lift ramp and most options
012 - mcarter78 - Updated physics for flippers/targets, Updated PWM, Added instruction card & options to F12 menu, added room/ball brightness, moved animations to FrameTimer
013 - apophis - Fixed room brightness issue.  Updated all animations with new VLM arrays. Added new 2k bake.
014 - apophis - Added temperature tint to flashers. Fixed some ball rolling sounds and other sfx. Updated ambient ball shadows. Added FlipperCradleCollision to OnBallBallCollision. Added ball brightness routine. Fixed ramp and bumper materials. Added light blocker below PF.
015 - apophis - Added 4k bake. Fixed upper left ramp animation. Deleted unused timers.
016 - apophis - Fixed plunger (room brightness and spring). Added some options: playfield reflections, ramp refractions, outlane difficulty.
017 - DaRdog - Added VR room
018 - apophis - Animated VR buttons and plunger.
019 - apophis - Fixed tilt switch. Fixed some ramp sfx triggers. Added Rubber_4 sfx. Slightly reduced pf friction and sling strength.
020 - apophis - Added animated VR backglass lighting.
021 - DaRdog and Rawd- Black Lagoon MEGA room
022 - apophis - New 4k bake. Tweaked ramp friction and outer orbit lane returns.
023 - Sixtoe - Added physical sw34 VUK, tweaked playfield mesh and added primitive scoop guide, now behaves in a much more satisfying manner. Reinforced Apron. Tweaked Ramps, Tweaked VR backglass and right flipper button (thanks to DGrimmReaper).
024 - tomate - hard GIU reflections on backwall fixed, transmition issue on plastic ramp over f25 fixed
025 - Sixtoe - Made snack bar shot a lot harder by making the rubber sleeve the correct shape and size (replaced standard sleeve with larger tapered sleeve). Numerous alignment fixes.
026 - apophis - Fixed left orb return. Added scoop sfx. Dropped flipper strength to 2450. Made ball darker when in right vuk saucer. Tweaked ramp vlm.bake.ramps material. Moved PFLightBlocker up to -50 z.
027 - apophis - New 4k batch.
028 - FrankEnstein - New 2k batch with improved visual ramps. More prominent flashers in the back of playfield. 
029 - apophis - Added color to insert light ball reflections.
030 - FrankEnstein - Added option to enable static vs dynamic reflections (default to static). Fixed baked glass reflection. Updated 4k bake
031 - FrankEnstein - Fixed right scoop flasher, fixed car lights, fixed black gate wires
032 - FrankEnstein - Added option in F12 to turn on or off bumper lights, factory and mod states
033 - FrankEnstein - Updated 4k bake.
034 - FrankEnstein - Optimized dynamic refleictions option.
RC1 - apophis - Updated 4k bake. Updated cab POV. Added desktop DMD visible option. Cleaned up script comments. 
RC2 - Sixtoe - Tweaks'n'stuff
Release v1.0


 

  • Content Provider
Posted
1 hour ago, willillist said:

Any idea why my table looks like this??

IMG_2405.jpeg

Run the table, press F1, then press the “Info” button on lower left. Post a screen shot of the window that opens and I’ll tell you if you are using the correct VPinMame software. 

Also, post a screen shot of the About Visual Pinball menu item. That will tell if you are using the correct VPX software. 

Posted
7 minutes ago, willillist said:

Thanks for the response here are the results they look right to me 

IMG_2407.jpeg

 

your vpinmame is ok but vpx is old beta. Go get the final from the link they provided and when you unzip it make certain to unzip and update the scripts folder as well. Critical stuff

vpx-10.8-finalDX.jpg

Posted

Thank you for the great update on the Black Lagoon table! This version is amazingly realistic! 
As one of my favorite tables, I am finding that I want two versions; this one, with HautFreak’s awesome b2s BUT I also want to keep the mod version by Ejse83 with the PUP.
I know there are numerous discussions about modifying the NVOffset when using two tables with one ROM, but this hasn’t worked well for me - the PUP always plays over the b2s and I can only seem to set the DMD for one version of the table. 

 

This is what I did, and what appears to be working. Any confirmation that I’m doing the right thing and not messing anything up is appreciated (and sorry if this is really basic stuff and I’m sounding like a moron by commenting).

 

First I open both tables and modify the ROM name in the table script
FROM:  Const cGameName="cftbl_l4" 
TO: Const cGameName="cftbl_l4VPW” for the VPW table and
TO: Const cGameName="cftbl_l4mod” for the mod version

 

Next, I open my VPNAlias file and add links to the new ROM names:
cftbl_l4mod,cftbl_l4
cftbl_l4VPW,cftbl_l4

 

FInally, since I want the pup to play with the mod version of the table, I go to the PUP folders and change the name of the PUP folder from: cftbl_l4 to: TO: cftbl_l4mod

 

This seems to work and hasn’t broken anything (that I know of). I’m sure instructions are noted somewhere else (probably somewhere more appropriate), but I haven’t come across anything when searching for a solution. 

Again, thank you so much for sharing what is obvioulsy alot of work and expertise! The table is incredibly fun!

 

Posted
3 hours ago, lamerUSPHS said:

Thank you for the great update on the Black Lagoon table! This version is amazingly realistic! 
As one of my favorite tables, I am finding that I want two versions; this one, with HautFreak’s awesome b2s BUT I also want to keep the mod version by Ejse83 with the PUP.
I know there are numerous discussions about modifying the NVOffset when using two tables with one ROM, but this hasn’t worked well for me - the PUP always plays over the b2s and I can only seem to set the DMD for one version of the table. 

 

This is what I did, and what appears to be working. Any confirmation that I’m doing the right thing and not messing anything up is appreciated (and sorry if this is really basic stuff and I’m sounding like a moron by commenting).

 

First I open both tables and modify the ROM name in the table script
FROM:  Const cGameName="cftbl_l4" 
TO: Const cGameName="cftbl_l4VPW” for the VPW table and
TO: Const cGameName="cftbl_l4mod” for the mod version

 

Next, I open my VPNAlias file and add links to the new ROM names:
cftbl_l4mod,cftbl_l4
cftbl_l4VPW,cftbl_l4

 

FInally, since I want the pup to play with the mod version of the table, I go to the PUP folders and change the name of the PUP folder from: cftbl_l4 to: TO: cftbl_l4mod

 

This seems to work and hasn’t broken anything (that I know of). I’m sure instructions are noted somewhere else (probably somewhere more appropriate), but I haven’t come across anything when searching for a solution. 

Again, thank you so much for sharing what is obvioulsy alot of work and expertise! The table is incredibly fun!

 

Will Option #1 work for you
https://www.nailbuster.com/wikipinup/doku.php?id=pinup_optional#option_1_modify_table_script_of_transformerpuphidevpx

Posted

Was just going to grab the latest VPM 3.7 release - I can't seem to actually download the artifact from github - I can see the 4 produced artifacts, filesizes and checksums but there is no hyperlink on the filename?
Am I just being dumb - normally you just select the filename don't you?

Table looks amazing!

@Sixtoe - going to Pinfest again this August?

Posted
1 hour ago, grunger106 said:

Was just going to grab the latest VPM 3.7 release - I can't seem to actually download the artifact from github - I can see the 4 produced artifacts, filesizes and checksums but there is no hyperlink on the filename?
Am I just being dumb - normally you just select the filename don't you?

Table looks amazing!

@Sixtoe - going to Pinfest again this August?

You need to login I think to be able to download there.

  • Content Provider
Posted
2 hours ago, grunger106 said:

@Sixtoe - going to Pinfest again this August?

 

Hopefully, don't have a hotel booked yet which is annoying not to be able to stay on site...

Posted
17 hours ago, apophis said:

Run the table, press F1, then press the “Info” button on lower left. Post a screen shot of the window that opens and I’ll tell you if you are using the correct VPinMame software. 

Also, post a screen shot of the About Visual Pinball menu item. That will tell if you are using the correct VPX software. 

It was the 10.8.0 beta thy was the problem I updated to final version and it’s working great thanks for the help. 

Posted

I'm now on 10.8 Final, and the music volume still seems way low compared to table sounds.  I've used coin door to max the volume, so anything else I can try for a boost?

 

Also seeing some laggy table play, which hasn't been an issue for nearly anything else I play (i.e. Iron Maiden LotB good to go).  Is this my PC or is there anything to tweak?

Posted (edited)

Hi, Havn´t seen anyone with similar problem. But when I start Creature from the Black Lagoon... I get an error message which says "Could not uncompress primitive animation vertex data, error -3". 

I have updatet VPX to 10.8 final and b2s server and Vpinmame to the latest. My graphic card is NVIDIA Geforce GTX 1650 Super. Could it be my old but trusty computer who needs to be upgraded? 

This is the only table which fails to load. (update, got the same error from VPWs Quicksilver table)

Edited by DiB
Posted
12 hours ago, DiB said:

Hi, Havn´t seen anyone with similar problem. But when I start Creature from the Black Lagoon... I get an error message which says "Could not uncompress primitive animation vertex data, error -3". 

I have updatet VPX to 10.8 final and b2s server and Vpinmame to the latest. My graphic card is NVIDIA Geforce GTX 1650 Super. Could it be my old but trusty computer who needs to be upgraded? 

This is the only table which fails to load. (update, got the same error from VPWs Quicksilver table)

Are you running the 64bit version of VPX?  that is one of the requirements for this table.   Another thing you can try is lower the "elements detail level".  if that helps, my guess would be you are running out of video memory so a new card is in order (but you can still load them with that slider maybe slightly lower at a cost of loss of sharpness).  Again if the slider works, you could also keep the slider at full but resize some of the textures in the game.  IMHO that would be a shame

 

Posted
On 5/31/2025 at 6:17 PM, jokierre said:

I'm now on 10.8 Final, and the music volume still seems way low compared to table sounds.  I've used coin door to max the volume, so anything else I can try for a boost?

 

Also seeing some laggy table play, which hasn't been an issue for nearly anything else I play (i.e. Iron Maiden LotB good to go).  Is this my PC or is there anything to tweak?

I am having exactly the same two issues you are seeing.  Tried to boost the volume up within the table to no avail as well as via the F12 menu.  All the sound is tehre, just quiet.  Also same issue withthe ball lag which I don't see on any other table.  Could easily be a setting I am overlooking or the fact that this table is much more resource intensive than anything previous.

Posted
38 minutes ago, nattymal said:

I am having exactly the same two issues you are seeing.  Tried to boost the volume up within the table to no avail as well as via the F12 menu.  All the sound is tehre, just quiet.  Also same issue withthe ball lag which I don't see on any other table.  Could easily be a setting I am overlooking or the fact that this table is much more resource intensive than anything previous.

The new 1.3 version has improved a lot for me, and there's now an ability to pause the creature animation if it hogs the system.  Max the coin door volume yet?

Posted
12 hours ago, jokierre said:

The new 1.3 version has improved a lot for me, and there's now an ability to pause the creature animation if it hogs the system.  Max the coin door volume yet?

Yes, max coindoor volume.  I will try to disable the creature animation to see if that help the ball lag but it seems pretty consistent.  My machine is no slog either, but at 120Hz, this is the first really noticable lag on a table i've seen.  Table is amazing btw, no complaints... just wanted to outline what I am seeing.

Posted

Yeah I came here to say the same and see if anyone has any suggestions on solving some of the stutter / lag.  Table is AMAZING looking btw just wow.  And one of my favorites to play.  But definitely more taxing on my system than I've seen. I'm using a 6-core Ryzen 5 5600X and an AMD RX  6600XT card.  Not Nvidia I realize but it's what I got.

 

That said I do run the PuP (always have) and will try it with the B2S but in past experience the PuP hasn't been the issue with lag.

 

As aways VPW team I thank you so much, I can't believe how good this looks and I'm sure with some tweaks I'll get it running smoother.

Posted

Try reducing or disabling the anti-aliasing options in Vpx video/graphics options. But I personally found that the setting that has the biggest noticeable impact on stutter if you have a video card with limited memory, is reducing the "Max texture dimension". If it is set to unlimited, try reducing it to a lower number (I have mine on 4096) . I have the same CPU, paired with a RTX4060 with 8GB of memory. I play in 2K@165Hz and it plays smooth if I limited the texture dimension.

Posted
On 6/7/2025 at 3:39 PM, tjaf said:

Try reducing or disabling the anti-aliasing options in Vpx video/graphics options. But I personally found that the setting that has the biggest noticeable impact on stutter if you have a video card with limited memory, is reducing the "Max texture dimension". If it is set to unlimited, try reducing it to a lower number (I have mine on 4096) . I have the same CPU, paired with a RTX4060 with 8GB of memory. I play in 2K@165Hz and it plays smooth if I limited the texture dimension.

 

Thanks for the suggestion, will mess with this setting a bit.  It's the only table that does it on my setup but it also seems to be one of the heaviest of recent times, and it's playable, just not as butter smooth as you want it to be -- I run at 4K as well so I'm probably not doing myself any favors but again for 98% of the tables I try they seem to run at full steam.  

 

I haven't turned on the resources overlay in a while, it may be interesting to do that to see how much of a hit they are taking.  Last time I had an issue it was with Last Action Hero and they fixed a lot of stuff.  That said I'd rather they shoot for the moon on these tables and upgrade than have lower quality tables.

Posted
On 6/7/2025 at 3:39 PM, tjaf said:

Try reducing or disabling the anti-aliasing options in Vpx video/graphics options. But I personally found that the setting that has the biggest noticeable impact on stutter if you have a video card with limited memory, is reducing the "Max texture dimension". If it is set to unlimited, try reducing it to a lower number (I have mine on 4096) . I have the same CPU, paired with a RTX4060 with 8GB of memory. I play in 2K@165Hz and it plays smooth if I limited the texture dimension.

Hey one more thing, so I did some messing around and learned a few things.  First up my system seems to do a lot better still with the GL version vs. the DirectX.  Same for you?  I also realized it was the ball trails really causing the tearing issue for me, at least with this table.  I turned them off for now.  And I'm happier about it.  Table seems pretty stable at 60fps.

 

Do you mess with the AMD Adrenaline settings at all for VPX?  What do you have on or off in there?  I find there are a million guides out there on what settings to use on the Nvidia software, I can't seem to find anything on the proper settings inside AMD Adrenaline to optimize performance.

 

 

Posted

Ball trails, interesting. I confirm that GL version also performs better than directX version for me, I only use GL. I have an Nvidia card, so no comment on AMD Adrenaline. Anyway, happy to hear you can enjoy this beauty of a table now :)

Posted

I'm a big fan of pinball, and ever since I discovered VPX and the VPW team, I have nothing but praise for the tables they create. However, with the latest table and a few others, the game is unplayable for me, while other tables from the same team, which seem just as demanding if not more, run smoothly without any issues. So I don’t understand what’s going on. Please don’t just say 'upgrade your hardware,' because I say the vast majority of tables here run smoothly regardless of whether they are newer or older. There are a few tables that, for some reason, seem to be designed to be overly demanding, even though this doesn’t make them even 1% more visually appealing. So the issue must be something else. If anyone can explain or offer a solution, I’d appreciate it.

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