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Posted

High Speed MOD


High Speed MOD 3.0

 

"Ok Buddy, Pull Over!" As usual, I didnt plan it. High Speed is my all time favourite table so I was constantly trying to improve something,
starting with physics and ending with graphics. This time it started with trying to add nFozzy physics and ended with a very big change.
Of course, a lot of great people from the VP community help me with big and small things.

 

Changes and additions:

 

- nFozzy's physics
- Fleep's sounds (some sounds was replaced)
- flupper's 3D inserts
- flupper's flashers (ON flasher modified)
- wire ramp texture
- metal walls texture
- traffic lights 
- some playfield resize
- plastic added
- fake plastic borders
- sharpened colors of plastics
- black ramp protector (I did what I could without rendering)

- black ramp enter area
- playfield shadows modified
- backwall, sidewalls, metalwalls reflections
- dynamic shadows
- Virtual Room
- big GI rebuild
- many elements added, position corrected
- materials, envirnoment, ball changed
- ball shooter trought gate is invisible now
- and a lot of little things I don't remember


First, I would like to thank again 32assassin and everyone who made the original table!


Special thanks to (without you, it wouldn't have happened):

 

- Sixtoe (big help with new flupper's domes, and many other things).
- Bord (PF shadows, tips and tricks and a lot of help before that mod).
- Rawd (VR cabinet, dynamic shadows, many other things).
- Tomate (new wireramp and metal walls textures, many other things).
- scampa123 (3D inserts code, tips and tricks).
- apophis (updated the physic and fleep sounds, added wire triggers inserts to Lampz and many other things).
- armyaviation (plastic scans, not used yet but they will be).
- Thalamus (erratic solenoids problem, suggestions).
- Unclie_Paulie (suggestions, fix some Desktop problems, other things).
- Rothbarew (a lot of help and suggestions on all that mod process).
- Wylte, leojreimroc, Benji, PinStratsDanm, RIK, iaakki (suggestions, tricks, tips).

 

I do not remember many things and I am not sure who helped me in what. I hope I did not miss anyone (if that happened I should be ashamed).  Thank you again for your help and support!

 

Have a nice day. :)

 


---------------------------------------------------------------------------------------------------------------------------------------
First, I would like to thank 32assassin and everyone who made the original table! Thanks 32assassin for allow me to upload moded table!
 
As usual, I didnt plan it. High Speed is my all time favourite table so just after 32assassin uploaded his original HS I started to change it a bit. I started to change physics and sounds to match this table to myself. In the meantime, I've learned a few tricks in VP so I was playing more with materials, lights... and some great people from our community helped me with coding and 3D stuff.
 
Big thank you to and credits to:
 
- 32assasin, Flupper1, Krugger99, nFozzy for the original table.
- DjRobX (flupper's flashers to the script, missing white flashers, many tips and tricks)
- Bord (playfield shadows, new traffic lights, new black ramp, many tips and tricks)
- jpsalas (flashers reflections)
- Fleep for his great mechanical sounds
- everybody who helped me with VP
 
Changelog:
- new physics
- apron and bumpers (Sliderpoint's primitives and modified textures)
- traffic lights, black ramp, playfield shadows (Bord)
- flipper bats (Flupper1)
- flashers (Flupper1's modified)
- flashers reflections on the walls
- GI lighting
- inserts lighting
- materials
- envirnoment
- fastflips
- ball
- ball shadow (ninuzzu)
- some metal walls now are metal wires (like on real table)
- many resized, replaced and modified elements (walls, rubbers, plastics...)
- small items have been added and changed/moved (screws, rubbers, textures...)
- a lot of changes in the table sounds
- some little changes I dont remember
 
Have a nice day :)
---------------------------------------------------------------------------------------------------------------------------------------


 

  • 6 months later...
  • 5 months later...
Posted

oi oi savaloy.... does anyone know how to turn up ROM sounds on HighSpeed - Williams. I cant get any of the methods to work ive found on VPF etc.. many thanks in advance. Happy Sunday folks

  • 2 years later...
Posted (edited)

in the latest flexdmd mod it seems that at least the treeleaves don't all have _noXtraShadingROAD applied and makes them look weird.
EDIT:
check the previous version, seems this was overlooked in the original too.

 

Edited by rkader
Posted

Great game! Looks and plays exceptionally. Thanks for all your effort. 

 

I edited the script to enable the DMD on my 3 screen cab. The FlexDMD shows great but the B2S back-glass disappears when the game loads. Any ideas on what I am doing wrong?

 

Thanks

Posted

I'm loving this table :) I play in VR and the community has been working hard on adding FlexDMD support to the VR experience. The weird thing is, I can't get FlexDMD to even load in VR or desktop. I've enabled it in the script and checked both logs but everything seems to be in working order. I even tried about half a dozen tables that use FlexDMD and everything works as expected for every other table. For reference, I'm running VPinMAME-sc-3.7.0-246-d01f8cd-win-x64.

Posted
9 hours ago, kiloNova said:

I'm loving this table :) I play in VR and the community has been working hard on adding FlexDMD support to the VR experience. The weird thing is, I can't get FlexDMD to even load in VR or desktop. I've enabled it in the script and checked both logs but everything seems to be in working order. I even tried about half a dozen tables that use FlexDMD and everything works as expected for every other table. For reference, I'm running VPinMAME-sc-3.7.0-246-d01f8cd-win-x64.

 

Just a guess, but are you using the hs_l3 rom?. The flexdmd uses some data from nvram and is hardcoded to use hs_l4 only, it will be disabled if another rom/cgamename is used (as the nvram data locations could be different for different rom versions).

Posted

I can confirm I'm using hs_l4. I tried deleting my nvram but it didn't change anything. To clarify things, I play exclusively in VR and everything is updated to the latest version. Unfortunately, I can't confirm this, but I believe it did display the FlexDMD on my desktop the very first time I loaded the table. Also, I can confirm that FlexDMD is registered correctly.

image.png.d188e039e8eb3e6d80c10b1c0d02ad16.png

Posted (edited)
On 3/10/2026 at 1:19 AM, kiloNova said:

I'm loving this table :) I play in VR and the community has been working hard on adding FlexDMD support to the VR experience. The weird thing is, I can't get FlexDMD to even load in VR or desktop. I've enabled it in the script and checked both logs but everything seems to be in working order. I even tried about half a dozen tables that use FlexDMD and everything works as expected for every other table. For reference, I'm running VPinMAME-sc-3.7.0-246-d01f8cd-win-x64.

There is a part in the script :
 

    If VRRoom > 0 then
		UseFlexDMD = 0
	End If

this will disable the FlexDMD in VR, remove this or set useflexDMD ro 1
Add a flasher, make sure the use sript DMD is checked  and it will work

VirtualDesktop.Android-20260313-070002.jpg

Edited by MikeDASpike
  • 3 weeks later...
Posted

Hello;

First off.. Great table. Plays fast and fun. No problems encountered at all. FlexDMD works perfectly too! I do wonder one thing. The Ball Save "Shoot Again" ball drain function doesn't seem to be working. Any ideas on how to enable it so if the ball drains right away, we get a free ball like most game do?

 

Posted
7 hours ago, Brian_Frank said:

Hello;

First off.. Great table. Plays fast and fun. No problems encountered at all. FlexDMD works perfectly too! I do wonder one thing. The Ball Save "Shoot Again" ball drain function doesn't seem to be working. Any ideas on how to enable it so if the ball drains right away, we get a free ball like most game do?

 

 

Williams High Speed (1986) does not feature a "traditional" ball save timer in its ROM settings. I believe the only System 11 game that included ball save was F-14.

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