VPinWorkshop Posted October 12, 2023 Share Posted October 12, 2023 View File No Fear: Dangerous Sports (Williams 1995) "Prepare for the ride of your life!" VPW are proud to present No Fear: Dangerous Sports by Williams! This started when Kevv wanted to add some of our bits and pieces to Ninuzzu's version of No Fear, it played better with the mods but was still hobbled by the fact that it was based on an old inaccurate playfield. It's one of Sixtoes favorite's but was put on hold and put into the "would be nice to do if we get a playfield scan" as it needed a lot of work to get it right, and if you're going to make a machine you like and it needs quite a bit of work, then you might as well do it properly! Fast forward a bit and Smaug with the help of PaladinArcade managed to actually get a scan of a playfield! This was then stitched together by ClarkKent and Sixtoe got to work rebuilding the machine. Tomate then decided to see how fast we could do a toolkit import and conversion (answer, not very! We're all still learning every day with the toolkit!). A lot of tweaking and messing about later (those bloody magnets!) and here we are, it's a brutally fast table with no pop bumpers or even rubber bands to slow you down, giving Iron Man a run for it's money as the fastest table we've done! Enjoy! VPW Extreme Extremers =================== Sixtoe - Extreme Balling Kevv - Extreme Modding Tomate - Extreme Tooling Apophis - Extreme Magnets yaakki - Extreme Mayonaise Tastywasps - Extreme Twerking Primetime5k - Extreme Flipping Smaug / Paladinarcade - Extreme Playfield Scanning Hauntfreaks - Extreme Backglassing. VPW Team - Extreme Testing Extreme Thanks To; ================ Ninuzzu - The Original Extreme Niwak & Toxie - Extreme Programming All options are available from in game menu accessed by holding both left then right magnasave. ** The option menu needs FlexDMD to be installed ** VPW Table Version Log ================== '001 Kevv - Added nFozzy physics for posts, sleeves, ramps, walls, flippers, slings, targets (not yet droptarget) '002 Kevv - Added Fleep sounds '003 Kevv - Implemented option to enable/disable center post '004 Kevv - Corrected flipper physics settings, wider slingshot switches, hid slingshot physics walls, lowered tilt key nudge strength, lowered ball mass, higher playfield friction '005 Kevv - Added dynamic ball shadow '006 Kevv - nFozzy drop target & standup targets '007 Kevv - Added Flupper domes '008 Kevv - Implemented lampz '009 Kevv - Implemented 3D inserts '010 Sixtoe - Added new playfield (thanks Smaug & ClarkKent), added playfield mesh, rebuilt physical layout and lamps, rebuilt jump ramp, '011 Sixtoe - v1 playfield cutout and text layer by Kevv, modded sign lamps, flashers, added insert prims for autofire, fixed numerous inserts, added physical trough, subway and kickers (not finished yet), loads of other small tweaks, some things made temp invisible to see what tables doing '012 Sixtoe - Adjusted Right VUK, Adjusted Left Kicker, fixed ramps magnets, redid magnet ramps, fixed playfield mesh, probably some other stuff '013 Sixtoe - More work '014 Sixtoe - Table almost completely stripped for toolkit, fixed VUK, changed lamps to alllamps, loads of other changes. '015 tomate - first test batch added. Table objects marked as not-visible '016 Sixtoe/apophis - Updated jump ramp magnet code '017 Sixtoe - Hooking everything up, re-adding missing lights and flashers, loads of tweaks and fixes '018 tomate - 2k batch added '019 Sixtoe - Fixed a few bugs and other problems, hooked up new batch and bugfixed stuff '020 apophis - Updated light fader values. Added frame timer. Update ambient shadow code. Updated physics code. Updated Fleep code. Updated roth target code. Added gBOT. Fixed flipper shadow DB. Added animations: flippers, skull jaw, spinner, rollovers, gates '021 Sixtoe - Stuff '022 apophis - Added slingshot animations. Fixed post passes. Added metal walls to fleep collection. '023 tomate - Several fixes on blender side, 2k batch added '024 tomate - More fixes and details added in blender, 2k batch added' '025 Sixtoe - Made the VUK more reliable, added options menu, probably some other stuff. '026 Sixtoe - Corrected wrong inlane physical positions, added outpost difficulty options, fixed shadow depth bias, turned off target falloff, re-added playfield reflections, fixed rejected VUK balls acting erratically. '027 tomate - more fixes at blender side, 4k batch adedd, unwrapped ramps textures added '028 tomate - new inserts setup at blender side, new ramps textures, 4k batch added '029 iaakki - Mayo light added for spinner flasher '030 tomate - a bunch of fixes at blender side, new middle plastic ramp prim added, new 4k batch added, "hide parts behind" checked for BM.playfield (thanks apophis!) '031 tomate - reworked ramp textures, rampOff textures added (not applied yet) '032 iaakki - more mayo, need to play more and see how it fits '033 Sixtoe - Rebuilt physical failed jump fallback area, added playfield ball reflection texture, hooked up GI, added pf reflection probe, tweaked the skull mayo, turned off reflections on visible ramps as they were breaking playfield reflections. '034 Sixtoe - Playfield reflection roughness increased, ramp refraction added, hooked up ramp lighting to Top GI '035 Sixtoe - Added VR Cabinet and Ba Sti VR Room. '036 Sixtoe - Added Tomates replacement pincab rails to fix VR issue, added start and flipper buttons. '037 tomate - Updated batch added without siderails and lock down bar, plastic ramps set as not visible, PF set "hide parts behind" and reflection probe added (Strength -->0.3), rampsOff textures deleted '038 Sixtoe - Hooked some more VR stuff, hooked GI up again. '039 TastyWasps - VR - Backwall material changed to avoid pixelation, beer bubbles animated '040 iaakki - balancing mayo lights '041 Sixtoe - Fixed sw67 position '042 Primetime5k - Staged flipper support '043 apophis - Added new flipper trick FlipperCradleCollision. Added min function. Fixed VolumeDial application in Fleep code. '044 Sixtoe - Adjusted upper playfield flipper, some minor physics tweaks. '045 Sixtoe - Added light blooms (as an interim pending rebake?), added jump loop roof (which exists on real machine), fiddled with VUK as I wasn't happy with it. '046 tomate - new (last? :P) 4k batch added with blender fixes, plastic ramps set as not visible, PF set "hide parts behind" and reflection probe added (decresed strength 3-->1), ball scratches image changed for a more subtle one '047 Sixtoe - Hooked up right outlane post and centre post option, tweaked several materials, set glass height, added ball in trough check for menu from robbykingpin, added lockdown fire button support. '048 apophis - Added refraction probes to ramp layers. Removed insert blooms. Fixed LightLevel option and made it affect VR room. Added SetLocale 1033. '049 tomate - Skull texture fixed, failed jump fallback ramp geometry fixed '050 TastyWasps - VR Backglass brightened. 'RC1 Sixtoe - Various tweaks and fixes, script tidyup. 'RC2 Tastywasps - Missing sound fx on drain added. 'RC3 Tastywasps - Ramp Rolling and Skull ball drop sound added. 'RC4 Sixtoe - Adjusted right hand ramp entrance, fixed drop hole bug (due to vpx bug), tweaked aand played with the magnets, various other minor tweaks. 'RC5 Sixtoe - Removed debug comments, tidied up script, removed redundant assets. 'RC6 Sixtoe - Lots of options fixes and tidying up (with Apophis help), cabinet PoV changed from window to Legacy, fixed left GI. 'RC7 Sixtoe - Fixed GI and raytraced ball shadows, grmbl. Submitter VPinWorkshop Submitted 10/12/23 Category VPX - Pinball Tables Link to comment Share on other sites More sharing options...
GordonJames Posted October 12, 2023 Share Posted October 12, 2023 I'm getting a pop up before the table opens. WPC.VBS ver 3.6 or higher required. I've never seen this before or had any table request this. I've got the latest versions of everything installed except vpx 64. Please advise. Thanks! Link to comment Share on other sites More sharing options...
Cliffy Posted October 12, 2023 Share Posted October 12, 2023 4 minutes ago, GordonJames said: I'm getting a pop up before the table opens. WPC.VBS ver 3.6 or higher required. I've never seen this before or had any table request this. I've got the latest versions of everything installed except vpx 64. Please advise. Thanks! Unzip the scripts from your latest vpx download and overwrite the existing folder Link to comment Share on other sites More sharing options...
GordonJames Posted October 12, 2023 Share Posted October 12, 2023 (edited) 34 minutes ago, Cliffy said: Unzip the scripts from your latest vpx download and overwrite the existing folder Thanks Cliffy! Worked like a charm. Edited October 12, 2023 by GordonJames Link to comment Share on other sites More sharing options...
SamW1568 Posted October 12, 2023 Share Posted October 12, 2023 I couldn't see anything in the info above, but is this VPX8 only or not? I could also just try it later once I have it downloaded and installed on my table 😁 Link to comment Share on other sites More sharing options...
Cliffy Posted October 12, 2023 Share Posted October 12, 2023 (edited) 2 minutes ago, SamW1568 said: I couldn't see anything in the info above, but is this VPX8 only or not? I could also just try it later once I have it downloaded and installed on my table 😁 If you click View File and go to the download page and click the vp version tab you'll see 10.8 required Edited October 12, 2023 by Cliffy Link to comment Share on other sites More sharing options...
VPinWorkshop Posted October 13, 2023 Author Share Posted October 13, 2023 It's a safe bet to say any VPW table is at least a 10.8 table. Link to comment Share on other sites More sharing options...
lminimart Posted October 13, 2023 Share Posted October 13, 2023 I'm having zero issues with the table... but curious why no menu item to disable PWM flashers? I went in and disabled them in the script but would be handy to have. My system definitely still can't handle them. Link to comment Share on other sites More sharing options...
lminimart Posted October 14, 2023 Share Posted October 14, 2023 I have had some kickback misses, but hesitant to call that a bug having never played the real table. Link to comment Share on other sites More sharing options...
Content Provider Wylte Posted November 13, 2023 Content Provider Share Posted November 13, 2023 @doraj90 can you post a screenshot of what you're (not) seeing here in the support thread? The inserts should all be visibly lit, though not intense like if they had LEDs installed. Link to comment Share on other sites More sharing options...
makmak Posted January 28 Share Posted January 28 I have a black dunno what obscuring the upper part of the pf-screen. In F6 camera mode to change POV its not visible. Link to comment Share on other sites More sharing options...
makmak Posted January 29 Share Posted January 29 18 hours ago, makmak said: I have a black dunno what obscuring the upper part of the pf-screen. In F6 camera mode to change POV its not visible. Ive read in the comments, using 64 bit might be the solution, will try out. I thought using vp10.8 is necessary, no matter if 32 or 64 bit. Link to comment Share on other sites More sharing options...
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