Jump to content

Recommended Posts

Posted

Triple Strike VPX v 5.2.1



Triple Strike 5.2.0 (Williams 1975) - Aug 2025 -  release - THIS TABLE WORKS IN DESKTOP, CABINET,  AND VR modes

I started work on this table in 2010...  It's been a long road..  :)

 

This is a complete overhaul of the 2017 VPX release by CKPin and I, which was based on my VP9 release from 2010.

Hybrid version, New plastics, new Dynamic lights and shadowing, playfield meshes, new sounds, new VR room, physics tweaks, code completely cleaned and restructured


I received help on the original VP9 table from: Greywolf (original artwork), Rascal, Noah Fentz, UncleWilly, Wizards_Hat, Bob5453, JP Salas & Sabbat Moon.

BIG Thanks to ** CKPin ** for his help with the update from VP9 to VPX in 2017 along with his own upgrades.(Options menu, 3/5 ball game, new flippers etc).
I couldn't have done the original VPX conversion without his help, and a lot of his work remains in this release.
Other contirbuters at this time included Arngrim, rosve, BorgDog, jesperpark, & Haunts.

Thanks to Rascal and Steely for all of their help with the VR Room.
Thanks to Unclewilly for help moving the EM reels into VR.
Thanks to Basti for the original Minimal room models and textures from his Safe Cracker VR Release
Thanks to Leon Alexanian for the EM reel and Ballcount reset code.
Thanks to Scampa123 and Leon Alexanian for testing and finding bugs.
Thanks to VPW team for their Example table (Dynamic shadows and ball rolling sounds used)



Recommended B2S by Hauntfreaks:  (NOT REQUIRED FOR VR) 

Triple Strike 5.2.0 Update Notes...

- VPW physics implemented: physical trough, flipper corrections, flipper tricks, rubber dampeners, materials, global physics settings.
- Reworked all the physical rubbers
- New playfield mesh.
- New saucer physics.
- All new G.I. lighting with baked playfield lighting done in Blender.
- Insert lights fade.
- New dynamic shadows system.
- Drop target shadows.
- New and proper bumper cap with authentic image and baked lighting.
- All new Fleep sounds system.
- Positioned all the table sound effects for better SSF sound.
- Script option for turning off knocker sound and DOF knocker for coin drop.
- VR Cabinet updates and fixes.
- Many more minor fixes and tweaks.
- Script cleanup and organization.

Huge thanks to Apophis for all of his work on the 5.2.0 update.
Thanks to Tomate for his work on the new pop bumper.  I think it is beautiful.
Thanks to all the testers who found many things I didn't consider.


Options:

*** Hold Left Flipper before starting a game to open the in-game options menu. ***
*** Use left Magnasave to swap flipper colours ***

There are more options near the top of the script.

 

ENJOY!

 

 


 

  • 2 years later...
  • 4 weeks later...
Posted
On 1/9/2024 at 9:25 AM, BraveNewSoma said:

Would be nice if backglass reflections were disabled in cabinet mode.

 

You can create a table override in the video preferences in VPX.  Click on Preferences. Select Video/Graphics options.  In the upper left corner, select specific table override.  Then in the middle, there is an option "Max Reflection Mode" - you need to select "Disable reflections" then click save overrides.  This will disable all reflections, which includes the backglass reflection.

 

  • 1 year later...
Posted (edited)

Thank you for this incredible update! Everything is working great with one exception; I can't get any DOF effects, whatsoever. This is the first table I've encountered where DOF hasn't worked as expected so tried to isolate the issue. I confirmed the plugin is active and compared the log to a table log with known functional DOF, VPW's Count-Down. There are some minor exceptions, but they don't seem to be an issue and both logs are identical, aside from the timestamps and table/rom names so the issue doesn't appear to be on the DOF side. Any ideas would be much appreciated! I assume I'm missing something obvious 😅

DirectOutput.log

Edited by kiloNova
Added log
Posted (edited)

I appreciated the feedback! This is literally the only instance across hundreds of tables I've tested where the DOF isn't working properly. My log is identical to every other DOF supported table I've played so I have no idea how to troubleshoot the problem from here. I'm happy to pursue any ideas since this table looks incredible and I'm desperately chasing the full experience :)

Edit: For anyone with DOF issues, try applying @outhere's fix, quoted below. Thank you again!

  

4 hours ago, outhere said:

@Rawd
Game looks Great
For DOF users You will to change the DOF call out for the right flipper to 104
Like this


   

     If keycode = LeftFlipperKey Then
            If GameOn = TRUE then
                If Tilted = FALSE Then
                    SolLFlipper 1
                    PlaySoundAtLevelStatic SoundFXDOF("Flipperup2",103,DOFOn, DOFFlippers), 1, LFLogo
                    PlaySoundAtLevelStatic "Flipperbuzz2",1, FlipperButtonLeft
                    FlipperButtonLeft.X = 2112.9 + 9   ' VR Flipper animation               
                end if
            end if
        end if

        If keycode = RightFlipperKey Then   
            If GameOn = TRUE then
                If Tilted = FALSE then
                    SolRFlipper 1
                    PlaySoundAtLevelStatic SoundFXDOF("Flipperup2",104,DOFOn, DOFFlippers), 1, RFLogo
                    PlaySoundAtLevelStatic "Flipperbuzz1",1, FlipperButtonRight
                    FlipperButtonRight.X = 2104 - 9   ' VR Flipper animation
                End If
            end if
        end if

 

 

Edited by kiloNova
Problem solved
Posted (edited)

So, I was wrong about @outhere's update fixing the problem. To test his code, I fired up VPX DX instead of VPX GL, which did work. However, I'm a VR user and I discovered that the updated code still hasn't fixed DOF in VPX GL, so I still have no DOF effects whatsoever. I've asked around on the VR discord and I was told I should come back here and ask for help. To clarify, the DirectOutput.log is identical to other tables with working DOF so I'm completely baffled how to fix the issue. Any help would be very much appreciated. Thank you~

Edit: Rawd figured out my problem! If anyone is experiencing DOF issues, try commenting out the following code, lines 174 through 180:

' Dont run B2S if in VR mode...
    If VRRoom = 1 then
        if B2sOn = true then
            Controller.LaunchBackglass=0
            B2sOn=False
        end if
    End If

Edited by kiloNova
Problem solved!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...