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[New VP10 Hybrid Alert] Iron Man Vault Edition (Stern 2014) VPW Edition


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Iron Man Vault Edition (Stern 2014) VPW Edition


"Pinball Fans, Sometimes you gotta run before you can walk!"

 

At last! Here it is! VPW are very proud to present our first blender toolkit table!
This table requires at least VPX 10.7.2 and the VR version requires at least 10.8.0-514
(Download Links Below)

 

Iron Man is a very hard arcade style pinball by John Borg with short brutal games and is a regular of the pinball competition circuit.

Development started in September 2021, Sixtoe had talked about wanting to redo it as there was no accurate version, but the only available playfield was wrongly aligned, poor quality and there were no other decent assets for it so it was a non-starter.

But whilst Sixtoe was finishing off Judge Dredd, out of the blue Bord supplied a full playfield scan including all plastics! So at this point it was all systems go, we then spent some t-shirt money on a full set of decals, Dazz got the Iron Monger toy and EBisLit got the Whiplash and Warmachine toys and Dazz 3D scanned them all in for us.

A few months into development when it was playing well and being built in Blender by Sixtoe, Niwak started to make real progress with the blender toolkit, and rather than going through the process of Tomate running it through blender octane and building all the UVmaps (which takes a looong time) we decided to shift development to the toolkit version and put it on hold whilst that was developed further.

A few months later when the toolkit was working well, development was picked up again on Iron Man with Sixtoe, Tomate and Niwak working together developing both the table and Niwak bugfixing the toolkit as problems arose (particularly with the Iron Monger toy!).

Then just lots of testing and tweaking and here we are!

 

Current default ROM is 1.85ve as 1.86ve does not have fastflips enabled yet.

 

New Options Menu *WHILE IN GAME* hold the left magnasave and tap right magnasave.
*Requires FlexDMD (linked below)

 - Light Level
 - Colour Saturation
 - Outpost Difficulty
 - Mech Volume
 - Ramp Volume
 - Ball Volume
 - Cabinet Mode (Hides Rails)
 - Incandescent GI (Real machine has pure white LED's, not incandescent bulbs)
 - Dynamic Ball Shadows
 - Spotlight Shadows
 - Ambient Ball Shadows

 - VR Room Choice (Minimal / Ultra Minimal)

 - VR Backglass (Static / Animated)

 - VR Sideblades (Original / Static image with no reflections)

 - VR Topper (On / Off)

 

 VPW Iron Man Mechanics
********************
Project Lead - Sixtoe
Playfield & Plastic Scans - Bord
Table Modeling - Sixtoe & Tomate
Blender Toolkit Work - Tomate, Niwak & Sixtoe
Lighting - Sixtoe & iaakki
Fleep Sounds & Sound Scripting - Apophis & Sixtoe
Iron Monger Toy - Dazz for the model & 3D scanning it, Flupper for the 3d model simplification
Whiplash & Warmachine Toys - EBisLit for the models, Dazz for 3D scanning, Tomate for the 3d model simplification
Iron Monger Animation Code - DJRobX, Sixtoe, iaakki, apophis, NNiwak
Various fixes and script assistance - apophis, iaakki, Bord, flux, fluffhead35, Niwak
Plastic Redraws - Sixtoe & Embee
Iron Man Custom Topper - Rawd
Backglass Image - Wildman

VR Backglass - leojreimroc
Desktop Background - JoePicasso
Testing - Entire VPW Team

 

VPX 10.7.2 Official Release;
https://github.com/vpinball/vpinball/releases/tag/v10.7.2-366-f94da1e

 

VPX 10.8.0-514 Pre-Release (fixes for VR Users)
https://github.com/vpinball/vpinball/actions/runs/3405492533

 

Flex DMD
https://github.com/vbousquet/flexdmd

 

ROM

 

Iron Man Rules
https://www.pinballnews.com/games/ironman/index5b.html


 

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1 hour ago, makmak said:

"ball volume" (is it ball rolling sound?) is  500 by default - changes dont seem to have an effect on ball rolling sound. Besides that you can choose from o-100? a bit strange.

Yep, the ball volume is the rolling sound.  It defaults to 50, and I just tested that it scales properly from 0 to 100 (though 100 is a bit quieter than I am used to).

 

In the code they're decimals 0 to 1 as usual, just for the menu a percent number makes more sense.  The actual volume output is a product of the ball speed, the mech volume, and the ball volume; if your mech volume is low it'll make the ball quiet, too.

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Report bug Ball stuck in the legs of the central character who leaves the board.

 

The character was leaving the table (multiball) when the ball got stuck in his leg.

The video starts when I press esc to get out of pause, there is only one marble left, I deliberately lost the second marble to make the character disappear.

 

Video 

 

https://drive.google.com/file/d/1W36rxi6N5Z8EOIgkl5Hn4I3dcmz09Jw-/view?usp=sharing

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2 hours ago, kyrexx said:

 

Report bug Ball stuck in the legs of the central character who leaves the board.

 

The character was leaving the table (multiball) when the ball got stuck in his leg.

The video starts when I press esc to get out of pause, there is only one marble left, I deliberately lost the second marble to make the character disappear.

 

Video 

 

https://drive.google.com/file/d/1W36rxi6N5Z8EOIgkl5Hn4I3dcmz09Jw-/view?usp=sharing

To clarify - no balls were lost below the table; the bug is the stuck ball that is released at the end?

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  • 11 months later...

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