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Posted

Medieval Madness (Williams 1997) VPW


"The Castle Burns! Get the Marshmallows!"

 

VPW are proud to present Medieval Madness by Williams.

 

This one has been stuck in development hell since 2021. Sixtoe picked up the project in 2022 and built a new functioning VPX layout with the new playfield scan supplied by ClarkKent, but it had no graphics and we had a load of other projects in work. So, it languished as there was already a nice verion from Tom Tower and Ninuzzu. In early 2024 Tomate built some of the 3D side for fun and Sixtoe worked on the VPX side a bit more before moving onto other projects again (and Sixtoe half jokingly said Medieval Madness shall get delayed another month every time someone asked for it in another table's release). Then, in September 2025 Sixtoe and Tomate picked it up again to finally get it over the finish line with lots of help from Apophis, a VR room from DaRDog, and contributions from the rest of the gang, aided by MajorDrain giving 1:1 feedback against his real machine.

 

It's worth noting that this has been side-by-side tested against 2 separate real machines, so it should be pretty faithful to the real thing. With that in mind;

 

Stuff you'll be annoyed we replicated that aren't bugs
Merlin's Magic - Some shots go through avoiding the saucer, this happens on the real machine.
Castle Side Door - Some shots bounce off the edges and don't go through the door, this happens on the real machine.
It's not an easy machine, the slings can be lethal and slow balls off the right orbit are dangerous.


VPW Peasant

  • Sixtoe - Project Lead, Scratch Table Build
  • Tomate - 3D Modeling and Rendering
  • Apophis - Physics, Lighting, and Animation Scripting
  • DaRDog - VR Mega Room and Cab
  • Mcarter - Adding Roth Targets, Tweaks
  • ClarkKent - Playfield Scan
  • Bord - Playfield Scan Color Correction
  • CainArg - Playfield Scan Masks
  • Freezy - Blender 3D Playfield
  • HauntFreaks - Backglass Image
  • MajorDrain - Real table reference, troll trapdoor audio and side by side testing
  • Tyson171 - Real table reference
  • Niwak - VPX and VPinMame support
  • Gedankekojote97 - Early table dev support
  • PinStratsDan - In-depth testing
  • Testers - Studlygoorite, Iaakki, Unsavory, Superhac
  • Castle Animation Scripting - Borrowed from Tom Tower and Ninuzzu's old version.


Version Log
'0.01 - Gedankekojote97 - nFozzy Flipper trigger and prim resize, flipper adjustments, dynamic Ball shadows added, slingshot corrections added, gi Relay Sound added, Latest scripts from VPW, New environment image
'0.02 - Sixtoe - New playfield image, realigned entire playfield and important objects, replaced some parts with correct parts, updated physics and sound scripts, butchered entire table in preparation for toolkit import, removed and simplified loads of things, split into many layers to try and organise and figure out table.
'0.03 - Sixtoe - Fixed left ramp losing balls and trolls crashing table. More minor tweaks. Cleaned old images out to reduce file size.
'0.04 - Sixtoe - Aligned bolts and screws, aligned ramps to blueprint (adjusted right ramp interface prim), added inrect to actually fix trolls (duh), tweaks from apophis, added/fixed a few other things.
'0.05 - Sixtoe - Ongoing alignment, construction and cleaning work, lights hooked up, pretty playable now.
'0.06 - apophis - Added TOC and reorg script. Updated flipper triggers and physics scripts. Added tweak options menu. Removed old LUT code. Added PWM functionality for lamps, flashers, and GI. Removed old dynamic shadows, updated ambient. 
'0.07 - apophis - Set UseVPMModSol = 2
'0.08 - Sixtoe - Rebuilt entire castle physical area, new playfield mesh, various other physics changes.
'0.09 - apophis - Fixed draw bridge script (HandleMech=0). Reduced flipper strength to 3000. Fortified some stuck ball areas.
'0.10 - apophis - Fixed some ramp trigger locations. Fixed Diverter script. Flipper strength to 3050. Fixed some gate sound effects. 
'0.11 - Sixtoe - Reinforced entire table layout, walls are on "blocker walls" layer, changed merlin physical primitive scoop, various other minor tweaks
'0.12 - Sixtoe - Realigned entire table as dimensions were out, rebuilt catapult ramp, rebuilt spiral ramp to stop ball trap, tweaked castle lock entrance
'0.13 - Sixtoe - Redid GI assignments thanks to tyson171, some minor layout tweaks.
'0.14 - tomate - 2k batch added, most VPX objects hidden, make some fixes in script to make it playable
'0.15 - Sixtoe - Redid trolls physical objects, made other vpx objects hidden, adjusted drain area and wall heights, 
'0.16 - tomate - flippers animated, slingshots animated (still need some work)
'0.17 - apophis - fixed draw bridge animation
'0.18 - Sixtoe - Changed spinners to gates, fixed a few other things, tidied up some stuff.
'0.19 - tomate - new 2k batch added with blender fixes
'0.20 - apophis - Enabled room brightness option. Deleted Prim_Toys layer (and objects). Fixed animations: bumper rings, bumper skirts, castle towers, diverter, slings, trolls, casle gate, catapult, lock door, lock post, wire triggers. Still TODO: Roth stand up targets
'0.21 - apophis - Fixed damsel lock. Adjusted desktop POV. Add desktop DMD visibility option.
'0.22 - Sixtoe - Remade playfield mesh and combined with moat physical primitive, remade moat vuk scoop and mech, removed and merged redundant assets, converted merlin saucer to physical kicker, remade physical right ramp and physical ramp deflectors on both ramps and ramp entrances.
'0.23 - tomate - damsel light added, some fixes on castle model, room light brighter to get mayor day/night range, unwrapped textures for plastic ramps, few other fixes here and there
'0.24 - apophis - fixed DiverterP rotx and animation.
'0.25 - tomate - new 2k batch added with some new unwrapped textures and fixes at blender side
'0.26 - mcarter78 - hook up roth standup target code
'0.27 - tomate - fine tune for inserts and flashers, troll bracket separated, some fixes for plastic ramps, new 2k batch added    
'0.28 - apophis - Fixed troll visuals. Added flasher and insert brightness options. Added outlane difficulty option. Added refraction and relfection probles. Added ramp and bumper cap materials. 
'0.29 - Sixtoe - Tweaked playfield mesh, rebuilt merlin kicker/kicker area, refactored collidable physics area around the castle and created a huge low poly collidable castle prim, replaced damsel tower, tweaked moat VUK, probably other things, tweaked inlanes, testing turning inserts to linear fading.
'0.30 - apophis - Added back sw37 pulse in DoorPortculis_Hit. Fixed zfighting issue on drawbridge. Fixed iron gate down position (was going thru floor). Tweaked target elasticity.
'0.31 - Sixtoe - Adjusted flipper angles (I feed on your tears), unified blocker walls and walls, few other tweaks and fixes
'0.32 - apophis - Fixed(?) draw bridge initialization. Made post passes a little easier.
'0.33 - tomate - 4k batch added, cleaned the file a little bit
'0.34 - Sixtoe - Added gate to Damsel tower, reset flipper physics to default-ish williams.
'0.35 - apophis - Tinted bumper lightmaps to purple. Adjust plastics material. Enabled reflections for BM_Parts.
'0.36 - DaRdog - Added VR Mega room, VR Mimimal Room, VR Cab, Animated buttons, Animated Torches, Lighted start and launch buttons (Thanks Rawd and Apophis for help),  VR scripting.  Total damage is 35mb for images and 110k polys (includes VR rooms and VR Cab, not bad i think).
'0.37 - DaRdog - small vr fix, coindoor key was crooked
'0.38 - apophis - Show rails in desktop mode. Make some VR elements respond do day night slider.
'0.39 - DaRdog - modified some vr elements material brightness to counteract the day/night slider darkening
'0.40 - apophis - Animated VR backglass (thanks HauntFreaks).
'0.41 - Sixtoe - Fixed various and numerous legacy sound issues, tweaked vr backglass (Apophis)
'0.42 - tomate - few performance improvements and fixes on blender side, new 4k batch added
'0.43 - apophis - Adjusted flipper angles (and triggers). Fixed flipper shaddow DB. Added rightmagna and lockbar buttons to plunger launch.
'0.44 - tomate - Castle PF protector, ramp decals and dragon plastic fixed in blender, new 4k batch added
'RC1 - apophis - Commented out sw37_Hit to eliminate double pulse on switch 37. Updated table info and added rules card. Adjusted cab POV. A few cleanups for release candidate.
'RC2 - Sixtoe - Added sw37 back so it's only active when castle portcullis is open. Updated credits.
'RC3 - apophis - Increased sling strength (5.1) and lowered sling thresh (1.8). Tweaked sling correction curve . Dropped pf friction slightly (0.22). Lowered ST target mass (0.1).
'RC4 - mcarter78 - Add random rampstop and delayed ball drop sounds to ramp ends, decrease ramp stop bounceback, fix Y alignment between visual/physical flippers
'RC5 - apophis - Adjusted EB insert to be red.
'RC6 - apophis - Updated Trolls mech sound effects (thanks MajorDrain).
'RC7 - Sixtoe - minor tweak to wall, updated credits, changed default ROM to 1.09b as its a bugfix rom, added material for VRCab_LaunchButtonHousing, applied gateflooraccent texture, tweaked left inlane marginally.
'Release 1.0


 

Posted (edited)

when using the beautiful color rom serum mm_109c i get horrible stutter/frame losses when the flashers do their work. mm_109b works nice. i blame my outdated system!? anyways, the table is pure (physics) beauty, love it!  

Edited by makmak
Posted
3 hours ago, makmak said:

when using the beautiful color rom serum mm_109c i get horrible stutter/frame losses when the flashers do their work. mm_109b works nice. i blame my outdated system!? anyways, the table is pure (physics) beauty, love it!  

I have the pin2dmd panel, and I'm also having problems with the serum version (I renamed the mm_109c.cRZ file to mm_109b.cRZ). With the pac version, after renaming the file correctly, I had no problems and it works great!

Posted
3 hours ago, TheSupremacyCabinet said:

I have the pin2dmd panel, and I'm also having problems with the serum version (I renamed the mm_109c.cRZ file to mm_109b.cRZ). With the pac version, after renaming the file correctly, I had no problems and it works great!

YESSS 😉 thx!!!, didnt expect this would work...

Posted

@VPW

Please take a look in script about Sub Table_PausedSub Table_UnPaused and Sub Table_Exit

Replace Sub Table_ by Sub Table1_ (three occurences).

BTW, these subroutines must be Sub Table1_Paused, Sub Table1_UnPaused and Sub Table1_Exit, instead!

 

Looking better like this:

 

Sub Table1_Paused()
    Controller.Pause = True
End Sub

Sub Table1_UnPaused()
    Controller.Pause = False
End Sub

Sub Table1_Exit()
    Controller.Pause = False
    Controller.Stop()
End Sub

 

This fact is also true for many recent VPW tables.

Posted
1 minute ago, Cliffy said:

Good find @DomiKamu! You're right- they left out the 1 in Table1_. I'm surprised everything closes as it should. I'm sure @VPinWorkshop will do a hot fix pdq :)

You're welcome Cliffy!

As I've said, I've noticed this on other (recent) VPW tables (but I don't remember exactly what the concerned tables, apologizes).

Posted
6 minutes ago, DomiKamu said:

You're welcome Cliffy!

As I've said, I've noticed this on other (recent) VPW tables (but I don't remember exactly what the concerned tables, apologizes).

yeah well now you've put me on a hunt- thanks a lot :P

Posted
1 hour ago, DaCockyOne said:

Can i please ask how i adjust the table settings? Like screen size etc

Probably via F12 key (first page is rule card, so press Right flipper key once to go to table settings).

Posted
1 hour ago, Cliffy said:

yeah well now you've put me on a hunt- thanks a lot :P

For VPW, new or updated during 2025 (tables I have on my system😞

- AC-DC (LUCI Premium) (Stern 2013) v1.1.3

- Count-Down (Gottlieb 1979) v1.1

- Creature from the Black Lagoon (Bally 1992) v1.2

- Defender (Williams 1982) v1.4

- F-14 Tomcat (Williams 1987) v1.0

- Game of Thrones (Limited Edition) (Stern 2015) v1.2 ---> this table doesn't use ROM, so no need to check Paused / UnPaused / Exit (I presume)...

- Medieval Madness (Williams 1997) v1.0

- Metallica (Premium Monsters) (Stern 2013) v2.0.2

- Quicksilver (Stern 1980) v1.0

- Red & Ted's Road Show (Williams 1994) v1.5.4

- Ripley's Believe It or Not! (Stern 2004) v1.2

- RollerCoaster Tycoon (Stern 2002) v2.3

- Scared Stiff (Bally 1996) v1.1.1

- Stargate (Gottlieb 1995) v2.0

- World Cup Soccer (Bally 1994) v1.2

 

Hope this will help a bit for hunt? ;)

 

Posted

Hi, not sure this is the place to ask. But i have never downloaded a game before. And i wanted to start with this super good looking game vpw medieval madness. Is there a tutorial i can look at or what tips do you guys have for my first game to download and be able to play. Thanks in advance. 

Posted (edited)

******solved*******

 

hit f1 change  mono to stereo 

save

restart, runs!

 

I cant get the table music to play and dont understand why . I did see though that it creates a altsound log file...did I screw something up?

Edited by Hugarian
Posted

Can someone post their vpx video settings? I am getting bad bad stutter. BAD. BAD. ball stutter. I am using gl64 with 3d glasses and have just about everything disabled. 

Posted

With MM109_b, I get no game audio. I did volume up on the rom with coin door open still nothing, all I can hear is the ball and flipper noises. What do I need to change in the Script to use MM109_c, ect?

 

Thanks

Posted
13 minutes ago, jradhow said:

With MM109_b, I get no game audio. I did volume up on the rom with coin door open still nothing, all I can hear is the ball and flipper noises. What do I need to change in the Script to use MM109_c, ect?

 

Thanks

I have the same problem

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