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Posted

World Cup Soccer '94


"It's The Biggest Game In The World!"

 

VPW are proud to present World Cup Soccer '94 from Bally. This one has been kicking around for a good few years, a few people looked into converting Knorrs fantastic version to our latest physics including Sixtoe and RobbykingPin, especially as it didn't work properly in VR as a hybrid version. However due to it being constructed on a different scale none of our normal physics maths worked, so it always sat in the "too difficult" pile to do properly.


That is until one day mcarter78 decided to break the seal and rebuild the table from scratch in VPX, roping tomate (our resident football fan) into building it in the blender toolkit where he rescaled the 3D modeling by Knorr and added / updated various bells and whistles, and replaced all the textures, then everyone else piled in and did their thing, with Sixtoe messing with everything and making the table work fully physically (#savetheballs), and DGrimmReaper and DaRdog working on the VR side, and apophis did script things that no-one else understood.
Astronasty has access to a real one so we got to side by side test it to get it as close to the real one as possible in VPX.

 

Enjoy!

 

Team VPW
mcarter78 - Captain
tomate - Striker
Sixtoe -  Forward
apophis - Winger
DaRdog - Midfielder
DGrimmReaper - Defender
RobbyKingPin - Goalkeeper
Astronasty - Ball

Based on original recreation by Knorr and Clark Kent.

Testing - pinstratsdan, bthlonewolf, nestorgian, bountybob, hauntfreaks, chugalaefoo, cl4ve, Studlygoorite, leojreimroc, DaRdog, redbone, hauntfreaks, colvert.

 

Please note: The table has 4x button triggers on the playfield, the ball is *supposed* to be affected by them if it hits them, especially when they're hit slowly, tested side by side with the real machine.

 

Change Log

' 0.001 - mcarter78 - Initial build - posts, walls, flippers, kickers, targets, all lights, initial scripting
' 0.002 - RobbyKingPin - Adjusted flipper dimensions and reshaped flippertriggers. Added rubber dampeners on posts, pegs and sleeves. Small corrections on nFozzy settings inside the script. Added Fleep parts into collections
' 0.003 - mcarter78 - Add plastic ramp prims & playfield mesh from tomate.  Adding ramp triggers WIP
' 0.004 - Sixtoe - Added skillshot primitive ramp, added physical wire ramp, redid playfield mesh, changed all kickers to physical, added goalie ramp, added goalie kicker and scoop, added blueprint image
' 0.005 - mcarter78 - Added and adjusted height for remaining ramp triggers.  Added skillshot triggers, WIP soccer ball & goalie mechs
' 0.006 - mcarter78 - Added ramp diverter & kickback plunger, minor scripting fixes
' 0.007 - tomate - ramp diverter modified sighly, some flashers adedd/moved to their right position, most of th gates still missing
' 0.008 - mcarter78 - Add lock area with magnet & switches, add missing ramp switches & missing gates
' 0.009 - tomate - most of the objects set as not visibles, first 10% test bumpy batch added
' 0.010 - tomate - new 2k batch adedd, color lut from flupper for AGX filter added
' 0.011 - Sixtoe - Turned a few more things non-visible, removed some redundant materials and images, rebuilt subway kicker so it works now
' 0.012 - mcarter78 - Set up GI, Animate flippers, slings, bumpers & rollovers
' 0.013 - tomate - Blender changes: GI setup, some changes to flasher and GI placement to match the real table, added flippers up position. VPX: new 2k batch added 
' 0.014 - mcarter78 - Add animations for gates, ramp switches, soccer ball (wip), add new GI to collection, finish flipper animation
' 0.015 - mcarter78 - Add swPlunger for autoplunge, Add missing GI lights for bumpers
' 0.016 - tomate - blender fixes, unwrapped textures, new 2k batch added
' 0.017 - mcarter78 - Fix diverter operation and animation, add new right ramp mesh
' 0.018 - apophis - Soccerball animation updates. It is not all working yet.
' 0.019 - apophis - Soccerball animation working.
' 0.020 - mcarter78 - Implementation/Animation for goalie mech, finish standup targets implementation, add bottom sling posts to NoTargetBouncer
' 0.021 - mcarter78 - Fix goalie targets size/shape, add Y rotation to visual goalie to match real thing
' 0.022 - Sixtoe - Split skill ramp into frame and pins, changed pins to sleeve material, remade playfield mesh with physical button holes, added physical playfield buttons to physics layer (not hooked up to anything yet)
' 0.023 - mcarter78 - Hook up and animate playfield buttons, fix plunger alignment/strength, fix kickback visuals, tweak kicker angles, fix a couple stuck ball spots
' 0.024 - mcarter78 - Fix goalie walls (thanks DGrimmReaper, add wall sound to goalie hit, add metal sound to goal hit
' 0.025 - mcarter78 - Add wall between soccer ball and standup target to prevent stuck ball
' 0.026 - mcarter78 - Fix diverter orientation and power/hold logic
' 0.027 - mcarter78 - Another attempt to fix stuck ball at top lanes
' 0.028 - apophis - Updated bumper cap material and render probe.
' 0.029 - DGrimmReaper - Initial VR Setup (Not fully ready but playable)
' 0.030 - DGrimmReaper - VR Extra Ball button added, most buttons animations added (Left Magna and Extra Ball still needed).  Still to do: VRBackglass
' 0.031 - mcarter78 - Hook up left magnasave button and EB buy-in button (also allows player to use lockdown bar button for buy-in)
' 0.032    - DGrimmReaper - Thanks to DaRdog for HD Cab Art and Mega Room. Animated Buttons for Left Magna and Extra Ball.  Still to do: VRBackglass
' 0.033 - mcarter78 - Remove duplicate GT036 in GoalieWalls array
' 0.034 - mcarter78 - Fix positioning for gates, add under pf wall to prevent ball from sinking around soccer ball
' 0.035 - apophis - Reworked the goalie mech.
' 0.036 - Sixtoe - Experiment with table buttons, remade goalie ramp run and changed goalie subway, remade kickers, replaced playfield mesh with one I didn't mess up.
' 0.037 - DaRdog - Slimmed down 60mb
' 0.038 - apophis - Reworked the flipper angles and triggers. Fixed flipper shadows. Changed ball image. Added outlane difficulty option. Fixed GWalls_Hit.
' 0.039 - tomate - new 2k batch added, several fixes at blender side
' 0.040 - mcarter78 - Fix flippers position/angles & trigger shapes, add goal roof and ramp posts/pegs, enable mechanical plunger, add scoops to metals collection
' 0.041 - tomate - new 4k batch added, Pf set as hide part behind and layer0 set as not visible
' 0.042 - mcarter78 - Add sounds for soccer ball & goalie, fix lock magnet & inlane guides alignment, add KnockerPosition and enable Knocker, hook up and animate spinner, fix ramp end sounds, animate plunger, remove trough gate from sounds collection, tune kicker angles, animate diverter
' 0.043 - tomate - new 4k batch added, new soccer ball texture unwrapped, center target texture fixed, a few others improvements, desktop POV fixed
' 0.044 - Sixtoe - Added GI hack for left sling gi light, added physical deflector plates behind all kickers, rebuilt extra ball hole area, changed pop bumper size and position slightly, refactored most walls, added blocker areas, modified vuk scoop angle, changed physics material of all sleeves, added external faces to both ramp primitives, rebuilt lock area, added goalie net primitive, numerous other tweaks and fixes
' 0.045 - apophis - Added tint to bumper caps. Tweaked playfield button physics. Fixed goalie going into pf when moving. Wired up ball blurring effect. Fixed diverter animation. Added color to insert ball reflections. Removed reference blueprint image. 
' 0.046 - apophis - Optimized ball blurring method.
' 0.047 - apophis - Improved blurring method (two blur images).
' 0.048 - tomate - Ball blur images changed
' 0.049 - Sixtoe - Changed throwin ramp primitive, changed ball physical object, removed collidable from ballblur prim, added collidable plastics, rebuilt goalie area AGAIN and adjusted VUK (should be fine now, might need a feed gate for multiple balls?), rebuilt lock area, fixed spinner direction, fixed some ball traps, adjusted vr cab and rails, automated rail visibility for VR and desktop, probably some other stuff I've forgotten.
' 0.050 - DGrimmReaper - VR Backglass bulbs and flashers added (thanks to Hauntfreaks for image and bulb/flasher placements)
' 0.051 - Sixtoe - Removed diverter bar protection island from lower ramp, converted diverters to primitives to stop them fouling lower ramps, tweaked free kick kicker, added some sound to the throw in ramp and area, hooked up trigger end top of upper ramp hole, added another option to ball buy in, rotated sling0 vlm's 180 degrees, made backbox rear solid, added another plastic protector.
' 0.052 - apophis - Refactored goalie mech so that it runs smooth. Optimized some frametimer stuff. Fix cab mode rails. Fixed custom shooter knob option. Enabled ball shadows near slings. 
' 0.053 - DGrimmReaper - BP_Plunger animation for button press.  Pitch image reduced to 4000x4000 and VRCabinet adjusted for coin toss on front of cab.
' 0.054 - tomate - missing flasher light added, splitted GI lights reduces, flasher power reduced, missing GI light on the left slinshot added, gi013 light hack removed, bumper caps material changed, ramps material improved, coin toss plastic improved
' 0.055 - apophis - Fixed plunger animation (for cab). Minor color adjustment on flasher LMs. Fixed visual sling rubbers. Fixed bumper caps refractions. Added playfield reflections option. 
' 0.056 - Sixtoe - Fixed some trigger heights, added blocker wall and extra switch for sw42 goalie vuk and logic to stop multiple balls blocking VUK, unified some of the walls because there's something wrong with me.
' RC1 - apophis - Tweaks to goalie animation. Added cab rail option. 
' RC2 - apophis - Adjusted magnet strengths and trigger sizes. 
' RC3 - apophis - Reworked kicker sw42 logic to be more robust (hopefully). Made lock magnet grab center. Updated FS POV.
' RC4 - apophis - Fortified ramp near lock pin. Fixed tilt switch assignment.
' RC5 - apophis - Fixed goalie switches (thanks Astro).
' Release 1.0

' 1.0.1 - apophis - Fixed ball motor sfx issue. Initialze slingshots properly.
' 1.0.2 - apophis - Added Narnia ball check
' 1.0.3 - Sixtoe - Fixed coin toss switches, fixed ball trap behind goal net, tested and tweaked goalie vuk, tweaked coin toss frame
' Release 1.1
' 1.2 - Sixtoe - Redid pf mesh a bit, tweaked some physics objects
' 1,3 - Sixtoe - Redid loads of physics items, integrated ext2k's changes, remade hinges and messed about with rails
' 1.4 - Sixtoe - Turned on reflections in BM_Parts, Tweaked trough entrance, added new hinges to vr_cab collection, turned off reflections from vrcab_backbox.


 

Posted (edited)

Ok so I'm going to start with saying that vpw are my favorite vpin making team. Beautiful table! Is it just me or are the goal shots much harder to make angle wise than the real table and is the goalie moving too fast? Like not pausing with each move like the real thing? Or am I crazy

Edited by thechadisgr8
Posted

Apologies if this is a stupid question, I'm new to downloading tables, but when I load this table the playfield art is quite blurry.  Is this a settings issue on my end graphically? I have a 4K 49" screen for the playfield and the table does not look anywhere as crisp as the screenshot.

Posted (edited)

Thx a lot you released the table. This table fells much more realistic as the other available versions of this table. (Maybe Tails of the crypt received an update in future?  )

 

One thing I've observe during short playing:

If the ball is to slow he didn't fall from the right ramp back to the playfield. I can released him with a small nudge, but I'm not sure, if this behavior should be or not.20250810_123648.thumb.jpg.dc08798260e43754f097f282b1eb3204.jpg

Edited by DeWe
Posted (edited)

3 other things was observed:

During the multiball cup (agains Germany) some balls drains. The ball are "saved" and served again on the plunger, but the automatic plunger doesn't work. 2 balls are effected during last game. I've recognized this during additional playtime (of the football game) and this time was finsh.

Is this in the real table also, that the balls must be shoot manual into the game?

 

One ball was kick out the table on the middle of left side/wall. The table is seaching the ball but the game must interrupted, because the ball couyld not be find.  Is there a way, that the ball will be re-served and the game can be continued? 

 

One ball was hidden and stucks somewhere under the left ramp (in the near of the tunnel under the left ramp from the top center of the PF (corner kickout?)  to the left orbit loop.

Edited by DeWe
Posted (edited)

Pretty sure this is a table where you have to manually plunge during the wizard mode.

 

Ball stuck during early mball, couldn't nudge it out. Ball stuck behind goal during wizard.  Pretty sure it jumped over top of net.

IMG_20250810_102852574_HDR.jpg

IMG_20250810_142926811~2.jpg

Edited by ed20910
Add additional photo/ball stuck location.
Posted
20 hours ago, deadmanworking said:

@Ryangel have you set a value to max texture dimensions in VPX video settings? If this is below 4096 that could cause the effect you are describing. 

Awesome, this looks like it fixed the issue!  Any reason for me not to select "Unlimited" or is that overkill?  Thanks so much for your help!

Posted

@Ryangel if you're driving 4k I assume you have a powerful enough PSU so try setting it to unlimited as a general setting. For weaker graphics setups, setting this to a lower value like 4096 is sometimes a solution against ball stutter so I would only use it on a per-table basis. Glad it worked! 

  • 2 months later...
Posted

FYI as mentioned in recent comments by a few people, I've had a couple of balls suddenly acting strange with the latest update i.e. almost like they are being held by the magnet on the PF. First time was during multiball and was like BSD mist multiball where being hit by another ball freed it.... Played 12 games and happened twice. I hadn't pressed the magna save buttons and there were no similar issues with prior releases.

 

Happened again twice during 10 games - during regular play and one during multiball and once during one ball play. Attached video to show.

  • 1 month later...
Posted

having a few issues with this.  Is this compatible for desktop? I have no backgrounds and sound is really quiet. I've message about with a few things but no luck.  So far the only table giving me some issues. I am new to Visual Pinball so please bare with me if something simple I am missing.

 

black.png

  • 1 month later...
Posted

hey guys I am having this issue that after playing with this amazing  vpw table the music and commentator sound went down a way to low. I hear mechanichal sounds okay but resto of sounds on the table are barely there.

how do I fix this issue?

Posted
On 10/15/2025 at 5:31 AM, neil81992 said:

FYI as mentioned in recent comments by a few people, I've had a couple of balls suddenly acting strange with the latest update i.e. almost like they are being held by the magnet on the PF. First time was during multiball and was like BSD mist multiball where being hit by another ball freed it.... Played 12 games and happened twice. I hadn't pressed the magna save buttons and there were no similar issues with prior releases.

 

Happened again twice during 10 games - during regular play and one during multiball and once during one ball play. Attached video to show.

 

 

I thought I was the only one with this issue as I had not seen it reported anywhere. Yeah. I slides like its on a mylar film on table. Straight line all the way across. I had it happen on the left side too although only once. Several times on the right and then it just randomly drops.

  • 1 month later...

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