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Showing results for tags 'future pinball'.
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Version 1.01
719 downloads
With this table, I’ve updated my third release that was originally created by Roney Pinball. Galaxia has always been one of my favorite tables from when I first started playing pinball on my PC. It quickly became addictive. Part of the reason, I believe, was how easy it became to earn extra balls once I learned the table’s mechanics. After a modest improvement in my gameplay, I could often keep a single game going for 30 minutes to an hour. In this update, I’ve modified nearly every aspect of Galaxia. The original music track was replaced with three new ones. I also added FizX 3.3, using the most current FizX Tweaker. Surround Sound Feedback (SSF) and ball rolling sounds have been implemented using Fleep's recordings. Visually, the most noticeable change is the addition of two vertical up-kickers equipped with wire ramps. Several geometry issues affecting table objects were corrected. I also created a custom game room environment. Popotte's ingenious plunger modification has been included, allowing precise positioning of the plunger before launching the ball. Four lighting modes have been added: Day, Dusk, Night, and Dark Night. Numerous light lenses and object textures have been revised. A HUD DMD is now included, displaying the same content as the 27-digit segmented display. This is useful for desktop users and for cabinet users with third monitors via DMDExt. One of the most challenging fixes was correcting errors related to one of the three extra ball options. And that’s just the beginning—see the “List of Changes” section below for a complete breakdown. AMD CPUs and GPUs have historically caused compatibility issues with Future Pinball, often misinterpreted as script errors when hardware incompatibility is the real culprit. AMD GPUs are known to create problems in other games as well, not just Future Pinball. Users with AMD Ryzen CPUs paired with NVIDIA GPUs have generally reported better results. However, some have encountered a "string error" with this setup. In those cases, the issue was successfully resolved using a fix I discuss in the instructions PDF file included in the download. I can’t guarantee that this fix will resolve your specific issue, only that others reported success using it. Since I use an Intel CPU and an NVIDIA GPU, I’m unable to replicate or test AMD-specific problems myself. Galaxia is a widebody table, and I estimate its width falls somewhere between Genie and Embryon. I was concerned it might not fit well in a pinball cabinet, so I asked DigitalArts to test it. I posted a screenshot from a video he sent me so you can see how it looks—I think it turned out beautifully. He also shared the CFG file from his cabinet, which I’ve included in the download. It should work for most users, though you may need to make adjustments for your setup. He confirmed that the physics, DOF, and SSF all worked properly. From the video, I could see that the DMD displayed perfectly on his third monitor using DMDExt. A big thank-you to DigitalArts for testing the table on his cabinet. Since I don’t have one myself, his help was invaluable in ensuring everything functions properly for cabinet users. Although this update required a deep dive and took longer than expected, it was truly a labor of love. Be sure to read the instruction PDF included in the download to take full advantage of all the table’s features. You’ll also find a rulesheet to help you learn how to play. I hope you enjoy it! —George List of Changes 1. Added two vertical up-kickers (VUKs) with wire ramps and set the score for hitting them to 5,000 points. A flare was added around the left VUK to match the right one. 2. Translated Spanish text to English on playfield textures, decals, and the 27-digit display. 3. Fixed several geometry issues: After rolling around the bottom of the launch lane when kicked out, the ball would often settle in an area where the plunger couldn’t reach it. This was fixed by lowering the plunger (the rod was overextended), repositioning the autoplunger and plunger kicker, and narrowing the launch lane. The right upper flipper was set back into a recess into the wall where the ball would often get stuck. Extended the wall behind the flipper straight out to the end of the enclosure for the captive ball. The wall behind the flipper was extended to the edge of the captive ball enclosure. The lane guide on the approach to the flipper was moved to improve ball trajectory. Playfield and plastic textures were updated to match the new layout. Adjusted lane guides for all four flippers to prevent the ball from jumping when rolling onto the flippers. Repositioned the end of the lane guide above the left ball lock to prevent the ball from getting stuck. 4. Added new table loading textures for desktops and cabinets. 5. Moved the opening on the apron above the for improved ball visibility. 6. Installed bulbs on top of plastics for locked balls. Bulb color indicates mode: Green: ball ready to be locked Yellow: ball locked and awaiting drop target hit Red: pop-up raised, lock blocked 7. Darkened the texture of the plunger lane. 8. Added FizX 3.3 with the latest version of the tweaker menu. 9. Replaced the original music theme with three new tracks for attract mode, multiball, and gameplay music. 10. Reshaped the apron to be symmetrical and edited its texture accordingly. 11. Updated the right slingshot so it is no longer transparent (matching other plastics). The green starfield texture was revised to include the Lagoon Nebula. 12. Reviewed all scoring events awarding 10,000+ points and added point values to both the 27-digit display and DMD. 13. Played an unused sound when Special is completed. 14. Created a new game room featuring a background texture of the Orion Nebula. 15. Added BAM code to allow scores above 2 billion and corrected related scripting errors. 16. Implemented Popotte’s plunger mod. The plunger now pulls back more slowly, allowing better reaction time. See the included PDF for instructions. 17. Upscaled the textures for the playfield, plastics, apron, backglass and cabinet. Edited the cabinet texture slightly. 18. Fixed scoring logic for awarding an extra ball on the half-round lane below the left ball lock (orange arrow). Removed flashers that triggered on each star target hit. Fixed light sequencing. All the lights and other functions for this extra ball were set up to carry over to the next ball. (The original version had one light that carried over to the next ball and the other lights did not.) All the lights and related functions for this extra ball have been configured to carry over to the next ball. (In the original version, only one light carried over, while the others did not.) 19. Added four bulbs under the slingshots to trigger the flash of shadow maps when the ball hits the slings. 20. Developed a set of rules that were added the rules to the instruction cards on the apron. 21. Added three switchable camera views that can be toggled using the "V" key. 22. Added ball rolling sounds for the playfield and both wire ramps. 23. Added surround sound feedback (SSF) for DOF and PUP. 24. Adjusted colors of all light inserts to be more subdued while retaining the original aesthetic. 25. Added ball count and credits to the HUD, which were previously only visible on the backbox. 26. Converted five bitmap decals used for extra ball lights on the bottom-left of the playfield to use black text (replacing white). Converted these to TGA files with alpha transparency. 27. Replaced low-resolution lens textures for green 2x–6x playfield light inserts with high-res versions. 28. Updated segmented display colors to a less garish tone and disabled the “Boredom Effect.” 29. Added four lighting modes—Day, Dusk, Night, and Dark Night that can be toggled using the Special 2 key. 30. Added a HUD DMD that mirrors the 27-digit display. For cabinet users, the DMD also supports third monitor output via DMDExt. 31. Configured the left flipper key to cycle through the four lighting modes before the game starts. The right flipper key now opens the Tweaker menu pre-game, helping cabinet users with limited buttons. 32. Updated the 27-digit display and DMD to indicate which keys control lighting modes and the Tweaker during attract mode. 33. Added shadow maps to selected bulbs beneath the plastics. 34. Added adjustments in the script for ball/flipper shadows, ball Brightness, ball reflections, ball shininess and ball specular, and ray casting. 35. Replaced default flipper textures with custom ones. 36. Set the posts holding rubber bands to crystal with lighting-responsive sphere-mapped textures. 37. Discovered some abandoned code and completed it to increase jet bumper scores when the jet light is on. The jet light activates after 20 bumper hits. Once active, bumper scoring increases from 50 to 300 points. 38. Changed two flashers on the back wall to display different colors based on six major in-game events. 39. Replaced captive ball posts with a different material and aligned them to the lower-left flipper for performance optimization. 40. Added two missing blue bulbs under the rounded back plastics between the posts. 41. Replaced all target textures and applied a metal texture from Shiva’s collection. 42. Created a rotated display version of the table. 43. Created a three-monitor version of the table. 44. Included a PDF download containing a full instruction manual. 45. Added to the download a rulesheet with screenshots as a PDF file. 46. The table features pop-up blockers in the ball locks, which prevent access to the kicker during multiball. Originally, these pop-ups remained raised until all balls had drained after multiball and a new ball was launched from the plunger. This was changed so access to the kicker is allowed when only one ball remains on the playfield. Table Developers Roney Pinball GeorgeH Contributions by: Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – Developer of the "All in One" template of FizX Popotte – Creator of the plunger mod DigitalArts – Cabinet tester Shiva – textures for all the targets and a metal texture Anthias – The flipper texture is from his Custom Flipper Pack- 16 comments
- 4 reviews
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- 33
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Version 1.06
2116 downloads
Road Runner is a great table created by the incredible table developer Roney Pinball. I decided I wanted to work on a simple table with a simple update so I chose Road Runner. It didn't take long; however, to determine that it was a bit more sophisticated than I thought. It has a flyer that explains a few things but not everything. I decided to write a set of rules since no one had ever posted them before now. I wrote quite a few rules that filled up both instruction cards on the apron but I was able to add everything I wanted. I added FizX Lite 3.0 and the latest version of the FizX tweaker. An improved version of the lighting tweaker was published on Avatar 2.2. Since then, Gimli and I have spent much time improving the tweaker. We found three huge bugs that have been resolved. Avatar 2.2 had occasions where end users reported getting string errors that have now been resolved. One bug was caused by Future Pinball sometimes performing calculation errors, like 6 times 10 being equal to 59.9999. That might be considered close enough but it causes havoc on an array where every two characters in the string represents the saved value for one parameter. We fixed it by adding rounding for each calculated value to a non-decimal number. I have noticed that the fix has made the tweaker much more stable without any string errors. I have added overlays that describe each of the parameters on the FizX tweaker. I provide directions on how to navigate the tweaker on the first screen that you see when the tweaker opens. All you need to remember is to press the Special 1 key to open the tweaker. If you want a longer description of the Reset to Default, Reset to StartUp, and Save functions, arrow down to the end of the parameters and you will find a detailed description of each. Unfortunately, the tweaker does not have enough save locations to add settings for the upper flippers. If you want to change the settings for the upper flippers, they can be changed in the script. You can, however, change the settings for the main flippers on the tweaker. If you are not familiar with FizX, you might find the parameters on the tweaker intimidating. You will however be able to understand the option for "Bounce Choices". The option refers to the bounce of the ball off the flippers. The "Bounce Choices" option allows you to make selections that anyone can understand. For example, you can select "Low Bounce" or "Medium Bounce". I recommend you try making changes to this option. I have already made adjustments on the tweaker but everyone knows I like the flippers to have a very low bounce. From what I have seen, most folks like higher bounce. I didn't add my usual lighting mod this time but I think you will like the lighting nevertheless. There are lots of options at the beginning of the script where you can change the lighting and other options. Zip File – Must Read There is a zip file included in the download. It contains the model of a ball with 1K polygons. Do not unzip the zip file. Just save it with the same name as the table and place it in the same folder as the table. If you don't use it, the physics won't be correct. Table Loading Screen There are two table-loading textures as listed below. The first landscape texture is the default and is intended to be used on desktop PCs. The portrait texture is intended to be used on pinball cabinets. LoadingLandscape.jpg LoadingPortrait.jpg Conclusion The entrance to the right wire ramp was rather problematic. The ball kept bouncing around the ramp entrance and not going down it. However, persistence paid off and I managed to get it to work. This table was otherwise a pleasure to work on. I hope you enjoy it. GeorgeH List of Changes 1) Added ball/flipper shadows, ball configuration, and ray casting to the script. 2) Added FizX Lite 3.0. 3) Added the latest version of the FizX tweaker which includes a Flipper Bounce Choice option that combines the settings of 3 FizX parameters for each of the 9 bounce choices. 4) Added overlays to the tweaker that explain each of the FizX parameters. 5) Added a HUD Toggle Key that saves settings. 6) Added new lighting and spotlight with lights turning off when the ball is not in play. 7) Added new landscape-shaped texture on the table loading screen for desktops and portrait-shaped texture for cabinets. 😎 Added game room floor and backwall. 9) Added BAM code that allows the score to exceed 2 billion points. 10) Added plunger pull special script to slow down pull-back. 11) Added new music to attract mode and new background music to all modes. 12) Upscaled textures for playfield, backglass, and cabinet. 13) Reworked the entrance to the right wire ramp to improve performance. Adjusted all ramps. 14) Added rolling ball sounds to the playfield and all four ramps. 15) Adjusted the color of all light inserts on the playfield and changed the color on one ramp. 16) Added more time to display the text on the segmented display on the backwall so you have time to read it. 17) Developed a set of rules which include many of the point values. Added the rules to the instruction cards on the apron. 18) Added desktop camera setting to the script. Table Developers Roney Pinball Mugsy GeorgeH Contributions by: Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – Developer of the "All in One" template of FizX- 50 comments
- 2 reviews
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- 60
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- bam
- future pinball
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(and 2 more)
Tagged with:
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Version 1.02
1037 downloads
Note: In order to read the description for the new Version 1.02, you have to click on the "Permission to Mod" tab. This posting updates Slamt1lt’s Jurassic Park ULTIMATE Pro version 1.05. This table introduces three new features that have not been added to my previous table mods: 1. Faster game play on FizX – Several users asked me whether FizX could be made to play faster, and I suspected many others would appreciate the option as well. After working on this intermittently for about two months, I developed a solution that is included in this update. Four speed settings are available: Slow, Medium, Fast and Very Fast. The Slow setting matches the original FizX game speed. End users can boost the very fast game speed to make it even faster (or make other changes) with guidance provided in the instruction PDF file in the download. 2. Correct HUD DMD aspect ratio – A new version of BAM corrects the aspect ratio of the HUD DMD and it has the same shape as the backbox DMD. This feature requires some simple set up with guidance provided in the instruction PDF file included in the download. 3. Ball rolling sounds for ramps on cabinets - This table uses an updated FizX template with PUP 2.0 support. With PUP 2.0, you’ll hear ball rolling sounds on the plastic and wire ramps that are different from those on the playfield. Although I don't have a cabinet, DigitalArts successfully played this table on his cabinet verifying everything works correctly including the ramp sounds. In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt's work while leaving the core design and gameplay untouched. I also incorporated a few select features from Rom’s version of the table; these are identified in the list of changes below. Slamt1lt's original features included changing playfield light insert colors during gameplay. He also added switchable original and modern audio modes. I personally prefer the modern mode, where Slamt1lt introduced new sounds and music. As expected, he included movie clips from Jurassic Park. Table Requirements BAM 1.5-397 or higher Required to display the HUD and overlays with the correct aspect ratio. BAM_v1.5-397 can be downloaded here: https://pinballnirvana.com/forums/threads/bam-update-v1-5-395.23944/#post-163376 PUP 2.0 This table was coded for PUP Surround Sound Feedback (SSF), which requires PUP 2.0 to function correctly. Follow the same installation method used for TerryRed’s Masters of the Universe Version 1.4. Note: The PUP pack for this table contains audio only (no video) and is used solely for SSF. Desktop users do not need to install PUP 2.0. Other Requirements If you wish to use SSF, the options for Backbox and Arcade Mode must be enabled on the FP Video / Rendering options. you need to change the "DOF_enabled" and "PUP_SSF_enabled" flags in the script to true. Video Overview of the Table and Game Play As with my recent table mods, I’ve added extensive in-game adjustments through a menu system that Gimli and I developed, called the “Tweaker.” Tweakers are available for game settings, lighting, and FizX. You can adjust parameters such as camera views, physics, ambient lighting, and sound levels. The first option in the FizX Tweaker allows you to select the game speeds (slow, medium, fast, very fast) mentioned earlier. The Tweakers include cabinet-friendly DMD displays and overlays. See the instruction manual included in the download for details on using the Tweaker and other table features. Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker. Many other changes are identified in the "List of Changes" section which include adding Fleep’s recordings for all of the mechanical sounds. All of the large textures on the table were reworked with increased resolution and color correction. The textures were replaced on the backglass, speaker grill, side blades, apron, and exterior cabinet. Four lighting modes were added for Day, Dusk, Night and Dark Night and can be adjusted by the lighting tweaker. Colors were adjusted on lights used on the table to make them less harsh. See the list for more changes. A popular addition for desktop and VR users is the color DMD, visible in the screenshots. Unfortunately, DMDExt (commonly used on cabinets) does not currently support the color DMD. I’ve requested a feature update at the link below to enable DMD color support, which would also expand color options for other tables. Feedback is encouraged; a login is required, but quick to set up. https://github.com/freezy/dmd-extensions/issues/520 Slamt1lt’s original Jurassic Park table was already a lot of fun to play, and I spent six months refining it. Based on videos of his recent tables, which feature faster gameplay, I believe he would appreciate the faster FizX options included here. After playing at faster speeds, it can be difficult to return to the slow setting. A big thank-you to Pop Bumper Pete for recording a new ball launcher sound to replace the previously used saucer sound. Thanks also to Fourbanks for general testing, and to DigitalArts for testing the three-monitor cabinet version—you can see a photo of his cabinet setup in the included image gallery. Please be sure to read the included PDF for setup instructions and additional tips. Thank you for downloading my table mod—and enjoy Jurassic Park, Revised Slamt1lt Edition! —George List of Changes 1. Replaced 1024x1024 backglass texture with 2048x2048 texture. 2. Added new custom speaker grill. 3. Replaced side blade textures on the inner cabinet wall. 4. Added a new custom apron texture and wire guides. Incorporated some of Slamt1lt’s original text using different colors. 5. Repositioned dinosaur models and adjusted the colors of the Parasaur and other dinosaurs. 6. Replaced the red bulbs at the top of the ramp entrance columns with animated flames that brighten during certain game modes. 7. Added music from the movie that alternates with Slamt1lt’s dinosaur soundtrack during attract mode. 8. Replaced the startup loading texture with 8 optional versions (4 for desktop, 4 for cabinets). Also changed the loading screen text from red to yellow. 9. Increased brightness of the topper and game room. 10. After reviewing Rom’s version, I implemented the flashing backglass bottom lights by copying the six lights, sequencer, and code. (Other unused lights in Rom’s version were not included.) 11. Added a new game room wall texture with an option to switch between it and the original. 12. Replaced the original exterior cabinet texture with two new custom textures. 13. Upscaled the playfield and all the plastics. Upscaled the texture for the "Shoot the T-Rex When Lit" box and edited it to clean it up. Upscaled the texture for the backwall and increased the contrast so it doesn't look washed out. Edited the top area of the backwall where to correct what looked like mistakes made on the graphic. Changed the text on the backwall so it reads from top to bottom on both sides and emphasized the correct words by making them larger. Filled in screw holes from the photos used to create the plastics. 14. Added the "Data East Presents Jurassic Park" to the DMD during the attract mode. Parts of Data East's DMD sequence were deleted and changed. Moved a "Game over" DMD animated sequence so it runs at the end of the game instead of during the attract mode. 15. Upscaled and edited the texture for the model of the amber mosquito. The area of the texture around the mosquito was made brighter to make the wings more obvious. Also added more bulbs so the mosquito is better lit. 16. Added code to eliminate the pop-up that asks for permission for the game to take control of the camera when the game starts. 17. Changed the brightness of the JP logo on the movie clip overlays so it is darker and matches the other frames of the video clips. 18. Added FizX physics and the most recent version of the menu system, called a tweaker. Adjusted the strength of several kickers to make them match FizX. Changed the start angle and swing of the flippers so it is now possible to hit the drop targets on the far left and right sides of the playfield. Adjusted the ramptor pit kicker so it points more to the left so it hits the center of the left flipper. 19, Fourbanks reported that the ball bounced out of the right inlane when dropped from the wire ramp. Invisible walls were added to both sides of the lane to prevent recurrence. Added the same walls to the left inlane. 20. Replaced the round boat kicker with a square kicker to prevent the ball from bouncing out of the kicker without triggering it. 21. Changed many of the colors of the playfield light inserts (and the corresponding colors defined in the script) and bulbs on the playfield and backbox to a less garish version. Reduced the glow radius of the bulbs under the slingshots and lane guides. 22. Found a dip in the ramp at the first bend on the uphill side of the custom ramp model. Added a short invisible FP ramp under the ramp model to fill in the dip and added an invisible wall to the right side of the ramp. Added an invisible approach ramp at the ramp entrance to make the transition between the playfield and ramp smoother. Changed the transition of the plastic ramp and diverter to the wire ramp so it is smoother. Changed the color of the end protector on the ramp exit from white to gray so it is the same color as the original table. 23. Slamt1lt's version changed the brightness of the plastics during game mode changes, but the apron remained dark throughout the game. Changed the apron on this version so it brightens and dims along with the rest of the plastics during gameplay. 24. Added a color DMD to the animated DMD sequences and background color with a border on the DMD text. Set up the DMD text so that the text with the brown background usually has game status info and the orange background usually has action required to identify a game mode (except during the attract mode). Added a section to the beginning of the script called "COLOR DMD STATUS," where cabinet users can turn off the color DMD because DMDExt cannot support it. In the process of making this change, I found some sequences where Slamt1lt missed duplicating some animated sequences on the backglass DMD that are on the HUD DMD. Revised Sub RampLightsOff() and Sub TRaptor1_Hit() to duplicate them. 25. Changed the captive ball configuration so it follows my guide at the following web address and makes it perform better: https://pinballnirvana.com/forums/threads/resolving-problems-with-captive-balls-on-future-pinball.23568/#post-160485 26. Changed the color of the 3 bumpers from greenish yellow caps with white base to yellow caps with dark gray base. 27. Added 6 unused dino sounds so they randomly play when the coin-in button is pressed. (from Rom's version of this table) Also fixed small bug where the voice quote "Hold onto your butts" was never played. 28. Added movement of the playfield texture during the earthquake sequence to make it appear more like an earthquake. Changed the sound played during the earthquake sequence from a mechanical sound to earthquake sound. (from Rom's version of this table) Slamt1lt added a "quick quake" sound that used a similar mechanical sound and was replaced with a short earthquake sound. 29. Duplicated the display of the movie clips onto the apron, mostly to improve visibility for cabinet users. 30. Added game and lighting tweakers. 31. Added lenses to 7 playfield light inserts that were missing. 32. The right side of the backwall was darker on all previous versions of the table. Fixed it by deleting a wall in front of the backwall on the playfield and adding the texture to an overlay at the bottom of the translite. 33. Reshaped the outer orbit lane wall to prevent the ball from getting stuck. 34. Added FizX presets for slow, medium, and fast gameplay. Added an option near the beginning of the script where end users can adjust the default settings. 35. Implemented BAM code allowing scores beyond 2 billion. Verified stability up to 922 trillion points 36. Added game tweaker option to choose video clip display location on the backwall or apron 37. Added option on the game tweaker to select whether the desktop camera view is changed during multiball or not. 38. Added option on the game tweaker to select between 2 audio options during the attract mode or alternate between the 2 during each startup. 39. Added game tweaker option to select between 2 cabinet textures or alternate between the 2 during each startup. 40. Added option on the game tweaker to select between 2 game room textures or alternate between the 2 during each startup. 41. Added 2 new options to the game tweaker. One adjusts how fast the earthquake sequence runs. The other turns the earthquake effect on and off that affects the ball. 42. Added an index to the beginning of the script to simplify finding the most used sections of the script. 43. Removed 14 MB of unused audio (overall file still ~10 MB larger than the original). 44. A rubber backstop was added to the end of the plastic ramp that exits to the left inlane to prevent the ball from bouncing around excessively. 45. Replaced all mechanical sounds with Fleep’s recordings and added ramp ball rolling sounds. 46. Pop Bumper Pete recorded a ball launcher sound that was added to replace the saucer sound previously used. 47. Added ball and flipper shadows. 48. Added an option in the script to disable DMD transition effects for cabinets that don't support it. 49. Updated to AIO template version 3.30.07 (PUP 2.0), enabling ramp ball rolling sounds on cabinets. 50. Categorized every sound and music file in the script. Added a way to adjust each of the 9 categories in the game tweaker. Found 2 misnamed sounds in the script that were corrected so that they will play. 51. Improved T-Rex lighting effect by replacing a dim flasher with a visible spotlight and adjusting brightness. The spotlight illuminates on each hit of the kicker in front of the T-Rex. 52. Created versions for 3 monitor cabinets and rotated display for desktops that are turned to portrait orientation. 53. Created an instruction manual for the table in PDF format, which includes more instructions on how to operate the tweakers than were available on earlier tables. Table Developers Polygame Puma Rom Slamt1lt GeorgeH Valued Contributors Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the FizX template Fourbanks –Tester of the desktop version Digitalarts – Tester of DOF and PUP SSF on this cabinet Pop Bumper Pete – recorded a new ball launcher sound- 71 comments
- 4 reviews
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View File Jurassic Park, Revised Slamt1lt Edition (Data East, 1993) (Color DMD, SSF-PUP 2.0, 3 Monitor Setup, FizX 3.3) This posting updates Slamt1lt’s Jurassic Park ULTIMATE Pro version 1.05. This table introduces three new features that have not been added to my previous table mods: 1. Faster game play on FizX – Several users asked me whether FizX could be made to play faster, and I suspected many others would appreciate the option as well. After working on this intermittently for about two months, I developed a solution that is included in this update. Four speed settings are available: Slow, Medium, Fast and Very Fast. The Slow setting matches the original FizX game speed. End users can boost the very fast game speed to make it even faster (or make other changes) with guidance provided in the instruction PDF file in the download. 2. Correct HUD DMD aspect ratio – A new version of BAM corrects the aspect ratio of the HUD DMD and it has the same shape as the backbox DMD. This feature requires some simple set up with guidance provided in the instruction PDF file included in the download. 3. Ball rolling sounds for ramps on cabinets - This table uses an updated FizX template with PUP 2.0 support. With PUP 2.0, you’ll hear ball rolling sounds on the plastic and wire ramps that are different from those on the playfield. Although I don't have a cabinet, DigitalArts successfully played this table on his cabinet verifying everything works correctly including the ramp sounds. In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt's work while leaving the core design and gameplay untouched. I also incorporated a few select features from Rom’s version of the table; these are identified in the list of changes below. Slamt1lt's original features included changing playfield light insert colors during gameplay. He also added switchable original and modern audio modes. I personally prefer the modern mode, where Slamt1lt introduced new sounds and music. As expected, he included movie clips from Jurassic Park. Table Requirements BAM 1.5-397 or higher Required to display the HUD and overlays with the correct aspect ratio. BAM_v1.5-397 can be downloaded here: https://pinballnirvana.com/forums/threads/bam-update-v1-5-395.23944/#post-163376 PUP 2.0 This table was coded for PUP Surround Sound Feedback (SSF), which requires PUP 2.0 to function correctly. Follow the same installation method used for TerryRed’s Masters of the Universe Version 1.4. Note: The PUP pack for this table contains audio only (no video) and is used solely for SSF. Desktop users do not need to install PUP 2.0. Other Requirements If you wish to use SSF, the options for Backbox and Arcade Mode must be enabled on the FP Video / Rendering options. you need to change the "DOF_enabled" and "PUP_SSF_enabled" flags in the script to true. Video Overview of the Table and Game Play As with my recent table mods, I’ve added extensive in-game adjustments through a menu system that Gimli and I developed, called the “Tweaker.” Tweakers are available for game settings, lighting, and FizX. You can adjust parameters such as camera views, physics, ambient lighting, and sound levels. The first option in the FizX Tweaker allows you to select the game speeds (slow, medium, fast, very fast) mentioned earlier. The Tweakers include cabinet-friendly DMD displays and overlays. See the instruction manual included in the download for details on using the Tweaker and other table features. Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker. Many other changes are identified in the "List of Changes" section which include adding Fleep’s recordings for all of the mechanical sounds. All of the large textures on the table were reworked with increased resolution and color correction. The textures were replaced on the backglass, speaker grill, side blades, apron, and exterior cabinet. Four lighting modes were added for Day, Dusk, Night and Dark Night and can be adjusted by the lighting tweaker. Colors were adjusted on lights used on the table to make them less harsh. See the list for more changes. A popular addition for desktop and VR users is the color DMD, visible in the screenshots. Unfortunately, DMDExt (commonly used on cabinets) does not currently support the color DMD. I’ve requested a feature update at the link below to enable DMD color support, which would also expand color options for other tables. Feedback is encouraged; a login is required, but quick to set up. https://github.com/freezy/dmd-extensions/issues/520 Slamt1lt’s original Jurassic Park table was already a lot of fun to play, and I spent six months refining it. Based on videos of his recent tables, which feature faster gameplay, I believe he would appreciate the faster FizX options included here. After playing at faster speeds, it can be difficult to return to the slow setting. A big thank-you to Pop Bumper Pete for recording a new ball launcher sound to replace the previously used saucer sound. Thanks also to Fourbanks for general testing, and to DigitalArts for testing the three-monitor cabinet version—you can see a photo of his cabinet setup in the included image gallery. Please be sure to read the included PDF for setup instructions and additional tips. Thank you for downloading my table mod—and enjoy Jurassic Park, Revised Slamt1lt Edition! —George List of Changes 1. Replaced 1024x1024 backglass texture with 2048x2048 texture. 2. Added new custom speaker grill. 3. Replaced side blade textures on the inner cabinet wall. 4. Added a new custom apron texture and wire guides. Incorporated some of Slamt1lt’s original text using different colors. 5. Repositioned dinosaur models and adjusted the colors of the Parasaur and other dinosaurs. 6. Replaced the red bulbs at the top of the ramp entrance columns with animated flames that brighten during certain game modes. 7. Added music from the movie that alternates with Slamt1lt’s dinosaur soundtrack during attract mode. 8. Replaced the startup loading texture with 8 optional versions (4 for desktop, 4 for cabinets). Also changed the loading screen text from red to yellow. 9. Increased brightness of the topper and game room. 10. After reviewing Rom’s version, I implemented the flashing backglass bottom lights by copying the six lights, sequencer, and code. (Other unused lights in Rom’s version were not included.) 11. Added a new game room wall texture with an option to switch between it and the original. 12. Replaced the original exterior cabinet texture with two new custom textures. 13. Upscaled the playfield and all the plastics. Upscaled the texture for the "Shoot the T-Rex When Lit" box and edited it to clean it up. Upscaled the texture for the backwall and increased the contrast so it doesn't look washed out. Edited the top area of the backwall where to correct what looked like mistakes made on the graphic. Changed the text on the backwall so it reads from top to bottom on both sides and emphasized the correct words by making them larger. Filled in screw holes from the photos used to create the plastics. 14. Added the "Data East Presents Jurassic Park" to the DMD during the attract mode. Parts of Data East's DMD sequence were deleted and changed. Moved a "Game over" DMD animated sequence so it runs at the end of the game instead of during the attract mode. 15. Upscaled and edited the texture for the model of the amber mosquito. The area of the texture around the mosquito was made brighter to make the wings more obvious. Also added more bulbs so the mosquito is better lit. 16. Added code to eliminate the pop-up that asks for permission for the game to take control of the camera when the game starts. 17. Changed the brightness of the JP logo on the movie clip overlays so it is darker and matches the other frames of the video clips. 18. Added FizX physics and the most recent version of the menu system, called a tweaker. Adjusted the strength of several kickers to make them match FizX. Changed the start angle and swing of the flippers so it is now possible to hit the drop targets on the far left and right sides of the playfield. Adjusted the ramptor pit kicker so it points more to the left so it hits the center of the left flipper. 19, Fourbanks reported that the ball bounced out of the right inlane when dropped from the wire ramp. Invisible walls were added to both sides of the lane to prevent recurrence. Added the same walls to the left inlane. 20. Replaced the round boat kicker with a square kicker to prevent the ball from bouncing out of the kicker without triggering it. 21. Changed many of the colors of the playfield light inserts (and the corresponding colors defined in the script) and bulbs on the playfield and backbox to a less garish version. Reduced the glow radius of the bulbs under the slingshots and lane guides. 22. Found a dip in the ramp at the first bend on the uphill side of the custom ramp model. Added a short invisible FP ramp under the ramp model to fill in the dip and added an invisible wall to the right side of the ramp. Added an invisible approach ramp at the ramp entrance to make the transition between the playfield and ramp smoother. Changed the transition of the plastic ramp and diverter to the wire ramp so it is smoother. Changed the color of the end protector on the ramp exit from white to gray so it is the same color as the original table. 23. Slamt1lt's version changed the brightness of the plastics during game mode changes, but the apron remained dark throughout the game. Changed the apron on this version so it brightens and dims along with the rest of the plastics during gameplay. 24. Added a color DMD to the animated DMD sequences and background color with a border on the DMD text. Set up the DMD text so that the text with the brown background usually has game status info and the orange background usually has action required to identify a game mode (except during the attract mode). Added a section to the beginning of the script called "COLOR DMD STATUS," where cabinet users can turn off the color DMD because DMDExt cannot support it. In the process of making this change, I found some sequences where Slamt1lt missed duplicating some animated sequences on the backglass DMD that are on the HUD DMD. Revised Sub RampLightsOff() and Sub TRaptor1_Hit() to duplicate them. 25. Changed the captive ball configuration so it follows my guide at the following web address and makes it perform better: https://pinballnirvana.com/forums/threads/resolving-problems-with-captive-balls-on-future-pinball.23568/#post-160485 26. Changed the color of the 3 bumpers from greenish yellow caps with white base to yellow caps with dark gray base. 27. Added 6 unused dino sounds so they randomly play when the coin-in button is pressed. (from Rom's version of this table) Also fixed small bug where the voice quote "Hold onto your butts" was never played. 28. Added movement of the playfield texture during the earthquake sequence to make it appear more like an earthquake. Changed the sound played during the earthquake sequence from a mechanical sound to earthquake sound. (from Rom's version of this table) Slamt1lt added a "quick quake" sound that used a similar mechanical sound and was replaced with a short earthquake sound. 29. Duplicated the display of the movie clips onto the apron, mostly to improve visibility for cabinet users. 30. Added game and lighting tweakers. 31. Added lenses to 7 playfield light inserts that were missing. 32. The right side of the backwall was darker on all previous versions of the table. Fixed it by deleting a wall in front of the backwall on the playfield and adding the texture to an overlay at the bottom of the translite. 33. Reshaped the outer orbit lane wall to prevent the ball from getting stuck. 34. Added FizX presets for slow, medium, and fast gameplay. Added an option near the beginning of the script where end users can adjust the default settings. 35. Implemented BAM code allowing scores beyond 2 billion. Verified stability up to 922 trillion points 36. Added game tweaker option to choose video clip display location on the backwall or apron 37. Added option on the game tweaker to select whether the desktop camera view is changed during multiball or not. 38. Added option on the game tweaker to select between 2 audio options during the attract mode or alternate between the 2 during each startup. 39. Added game tweaker option to select between 2 cabinet textures or alternate between the 2 during each startup. 40. Added option on the game tweaker to select between 2 game room textures or alternate between the 2 during each startup. 41. Added 2 new options to the game tweaker. One adjusts how fast the earthquake sequence runs. The other turns the earthquake effect on and off that affects the ball. 42. Added an index to the beginning of the script to simplify finding the most used sections of the script. 43. Removed 14 MB of unused audio (overall file still ~10 MB larger than the original). 44. A rubber backstop was added to the end of the plastic ramp that exits to the left inlane to prevent the ball from bouncing around excessively. 45. Replaced all mechanical sounds with Fleep’s recordings and added ramp ball rolling sounds. 46. Pop Bumper Pete recorded a ball launcher sound that was added to replace the saucer sound previously used. 47. Added ball and flipper shadows. 48. Added an option in the script to disable DMD transition effects for cabinets that don't support it. 49. Updated to AIO template version 3.30.07 (PUP 2.0), enabling ramp ball rolling sounds on cabinets. 50. Categorized every sound and music file in the script. Added a way to adjust each of the 9 categories in the game tweaker. Found 2 misnamed sounds in the script that were corrected so that they will play. 51. Improved T-Rex lighting effect by replacing a dim flasher with a visible spotlight and adjusting brightness. The spotlight illuminates on each hit of the kicker in front of the T-Rex. 52. Created versions for 3 monitor cabinets and rotated display for desktops that are turned to portrait orientation. 53. Created an instruction manual for the table in PDF format, which includes more instructions on how to operate the tweakers than were available on earlier tables. Table Developers Polygame Puma Rom Slamt1lt GeorgeH Valued Contributors Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the FizX template Fourbanks –Tester of the desktop version Digitalarts – Tester of DOF and PUP SSF on this cabinet Pop Bumper Pete – recorded a new ball launcher sound Submitter GeorgeH Submitted 05/01/26 Category Future Pinball Tables
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View File Superman (Ultimate Edition 1.04) (p2.7) (DOFLinx - Cabinet Edition) A video demonstration of this table in a cabinet using DOFLinx can be seen here: DOFLinx - "A powerful utility for cabinet owners to make the most of force feedback and lighting." - by DDH69 This Future Pinball table has DOFLinx commands added to it. This will enable support for pinball cabinet force feedback devices such as solenoids (flippers,bumpers,slingshots,drop targets,etc), RGB lighting and flashers, beacon, strobes, blower fan, shaker and more! Requirements / Installation: Regardless of using this table with force feedback (Pinball Cabinet) or without (Desktop), you MUST install the current DOFLinx.vbs script into your ‘Future Pinball\Scripts’ folder. Running the table without DOFLinx.vbs will cause an error. (FF_INIT) Copy the *.fpt and .xml files to your Future "Pinball\Tables" folder DOFLinx.vbs is included with the DOFLinx install package. This file is not included with this table to avoid version mismatches. DOFLinx install package download: The current download of DOFLinx can be found through this post at vpforums: http://www.vpforums.org/index.php?showtopic=35852 It is recommended to use this table with BAM (Better Arcade Mode), in order to get the most accurate version of physics intended for this table. Copy the *.fpt and *.xml within this archive to your "Future Pinball\Tables" directory. Cabinet Use: For cabinet users running DOFLinx: This table will function with the in-game sounds for mechanical devices such as flippers, slingshots, bumpers, etc muted. Instead, you will only hear your cabinets feedback devices for those actions. The rest of the games sounds will play normally as intended by the table author. Desktop Use: For desktop users: This table will still function normally without the need for DOFLinx to be running or installed. You will however require the DOFLinx.vbs file (read "Requirements / Installation"). It will play perfectly with the original in-game mechanical sounds playing through your PCs speakers. Note: Any DMDs or HudOverlays intended for desktop use were relocated to the backbox, so that cabinet users will be able to see them. Night Mode: For cabinet users who want to play at night with their cabinet noise makers turned off, this table can be toggled between Cabinet Use (noisy), and Desktop Use (Night Mode). Please consult the DOFLinx guide (included with the DOFLinx install package) for more information on how to use Night Mode. We hope you enjoy the DOFLinx cabinet experience! For SLAMT1LTs newest versions of his tables (without DOFLinx support), goto his website: http://speak1970.wixsite.com/slamspinballemporium Changelog: DOFLinx (Cabinet) Mod by TerryRed --------------------------------- DOFLinx devices supported in this table: Left flipper Right flipper Left slingshot Right slingshot Mid field left solenoid Mid field centre solenoid Mid field right solenoid Back left solenoid Back right solenoid Flasher, outside left Flasher, inside left Flasher, centre Flasher, outside right Flasher, inside right Blower Fan Shaker Gear Motor Strobe Beacon Start button Coin button Launch Ball button RGB Undercab Lighting ULTIMATE Edition by SLAMT1LT ** ULTIMATE Edition 1.04 ** new movie clips added new music track added new mode added - Super Bumps fixed tilt ball search not working correctly removed upper right flipper improved graphics adjusted flippers ** ULTIMATE Edition 1.03 ** new movie clips added new quotes added backglass lighting improved incorrect score value for cerain shots changed fixed LCD not showing correct information after URSA bonus is collected fixed score value when Kryptonite Bonus collected from plunger lane fixed playfield lighting not resetting properly improved DMD timers fixed mediation error when bumpers are hit too often in a row ** ULTIMATE Edition 1.02 ** fixed mediation error during multiball fixed tilting the table not resetting multiball lights fixed Fortress of Solitude lights not flashing when mode is ready the P-U-R targets now only make a sound fx when collected added new quote when table is tilted changed DMD text to SUPER instead of SUPERMAN changed colour of upper lane guide posts and rubbers fixed Zod LCD display not showing when Zod is ready Submitter TerryRed Submitted 11/04/2016 Category Future Pinball Tables Link to Media Pack
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Version 1.0.0
2118 downloads
We're going back to the 80's for my DOFLinx mod of rom's excellent Knight Rider Future Pinball table. You got the lights....you got the feedback....and you got the Hoff's terrible perm! A video demonstration of this table in my cabinet can be seen here: Features: - 10 solenoid feedback for flippers, bumpers, slingshots, etc - 5 RGB flasher effects - KITT's "woo-woo" animated red lights with your RGB flashers - RGB under cabinet lighting - gear motor for KITT and the truck ramp's movement - shaker motor effects for engine rumble - beacon and strobe effects - blower fan effects- 3 comments
- 2 reviews
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- 30
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- 34
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Version 1.13
2187 downloads
Tron Legacy (Ultimate 1.13) (SLAMT1LT) (DOFLinx - Cabinet Edition) The Ultimate Tron Legacy virtual pinball cabinet experience...and only on Future Pinball with DOFLinx! A video that shows off this excellent table with amazing DOFLinx cabinet effects can be seen at this link (in my cabinet) : Features: - amazing animated 5 RGB flasher effects - RGB undercab lighting changes based on characters, multiball, and game modes - gear motor operates with the Recognizer's movement - shaker motor and blower fan operates for cinematic videos, and many table events - 10 solenoid support for all mechanical devices (flipper, slings, bumpers, etc) - beacon lights up during cinematics and certain game modes - strobe effects throughout - animated effects for: Video Game mode, Disc Wars, Clu Ball, Light Cycle Battle, Zeus multiball, Drain, Orbits, Challenge of the Grid, etc... - Ramp: animated flasher effects change colour based on mode and game progression - all effects combine for an amazing feedback and light show like no other pinball game! DOFLinx - "A powerful utility for cabinet owners to make the most of force feedback and lighting." - by DDH69 This Future Pinball table has DOFLinx commands added to it. This will enable support for pinball cabinet force feedback devices such as solenoids (flippers,bumpers,slingshots,drop targets,etc), RGB lighting and flashers, beacon, strobes, blower fan, shaker and more! Requirements / Installation: Regardless of using this table with force feedback (Pinball Cabinet) or without (Desktop), you MUST install the current DOFLinx.vbs script into your ‘Future PinballScripts’ folder. Running the table without DOFLinx.vbs will cause an error. (FF_INIT) Copy the *.fpt and .xml files to your Future "PinballTables" folder DOFLinx.vbs is included with the DOFLinx install package. This file is NOT included with this table to avoid version mismatches, and future compatibility issues with newer revisions of DOFLinx. DOFLinx install package download: The current download of DOFLinx can be found through this post at vpforums: http://www.vpforums.org/index.php?showtopic=35852 It is recommended to use this table with BAM (Better Arcade Mode), in order to get the most accurate version of physics intended for this table. Copy the *.fpt and *.xml within this archive to your "Future PinballTables" directory. Cabinet Use: For cabinet users running DOFLinx: This table will function with the in-game sounds for mechanical devices such as flippers, slingshots, bumpers, etc muted. Instead, you will only hear your cabinets feedback devices for those actions. The rest of the games sounds will play normally as intended by the table author. Desktop Use: For desktop users: This table will still function normally without the need for DOFLinx to be running or installed. You will however require the DOFLinx.vbs file (read "Requirements / Installation"). It will play perfectly with the original in-game mechanical sounds playing through your PCs speakersNote: Any DMDs or HudOverlays intended for desktop use were moved out of view so that they will not appear on the playfield (this table was modded for DOFLinx cabinet use). Night Mode: For cabinet users who want to play at night with their cabinet noise makers turned off, this table can be toggled between Cabinet Use (noisy), and Desktop Use (Night Mode). Please consult the DOFLinx guide (included with the DOFLinx install package) for more information on how to use Night Mode.- 13 comments
- 1 review
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- 60
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Version 1.8
5636 downloads
Virtual Pinball Media Files Folders on MEGA: VPX Attract Backglass-Over 250 for mostly original Visual Pinball X tables. A good substitute for the normal b2s backglass video file in your front end. Launch Audio is included in the folder for each table. Includes special Holiday tables. Future Pinball Attract Backglass-Actual Backglass image with added animations or video. Add a little flair to your Future Pinball collection. Future Pinball Playfield Videos-.mp4 video of playfield for use in your front end. Pinball FX3 Animated Backglass-All 99 2 screen versions with DMD/Speakergrille. 69 3 screen versions with and without FX3 logo. Best used with Pin Up Popper but they can be used with Pinball X/Y. Add these as your backglass file in Media Manager. Info here for keeping FX3 animated backglass playing when you load the table:https://www.nailbuster.com/wikipinup/doku.php?id=managing_games Full DMD-Over 800 Full DMD .mp4's. Lots of Full DMD's for Originals, EM tables and Future Pinball. Star Wars Popper Theme-My personal Star Wars Popper theme. I use this on my Star Wars themed cabinet. Phenom VPX 2 Screen Backglass-Video backglass for 2 screen users of Phenom's Kid tables. These allow your backglass video not to be blocked by your DMD for the table. Resize your DMD into the cutout. Table Wheel-Table Audio-Wheels and table audio Loading Videos-I made these for some of the Pup Packs I have in my lineup NFL Tables (Xenonph)-Full DMD for all tables. Popper playlist media for NFL tables. Instruction Cards for all 32 teams. Toppers-Topper Videos I have made Instruction Cards-Over 1300 Instruction Cards for use in your front end. Mostly EM and Original Tables. A big thank you to Inkochnito for his EM database (https://www.pinballrebel.com/pinball/cards/). Be sure to check out other instruction cards made by authors like @cheese3075@buffdriver @Kongedam @eddiemonsta @Frank_Enstein @CarnyPriest and others visit https://vpuniverse.com/files/category/91-instruction-cards/ or https://vpuniverse.com/files/category/9-hyperpin-media-packs/ (Authors - if you see anything in my MEGA belonging to you just drop me a PM and I will remove. I think I got them all out 😊) See the video from The Way of the Wrench (who inspired me to do this on my cabinet) for a tutorial on how to add to Popper https://youtu.be/RZTwHQNNqDc?si=l4nS24MQaMU9WAKP Pinball Flyers-Over 1900 pinball flyers for use in your front end. I created hundreds for tables that do not exist in real life and many that there were no pinball flyers available. I will continue to add to this as new tables are released. Add these to your front end just like the instruction cards. There is a sub folder called Popper - No Stretch will has non standard size flyers so they will not be stretched when shown in your Popper front end. A big thank you to the original table authors, artists, and others who allowed me to use their artwork. Big thank you to vogliadicane, IvanTBA, HiRez00, Cocothetrain, hauntfreaks, godisnothere, scutters, STAT, Rajo Joey, and Nick D for their work.- 15 comments
- 4 reviews
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- 84
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- future pinball
- animated backglass
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Version 3.0
4740 downloads
When you play this pinball game, your spirit will go with Eywa but your body will stay behind... Be like Jake Sully, become one with the Na’vi, and immerse yourself into the world of Pandora. Walk through the dream; I see you! Alas! After a year of work by Gimli and myself, version 3.0 of Avatar is finally finished! Nearly all the visual things that you see in this version are the work of Gimli. He added several animations, most notably the models of Neytiri and the Sacred Seeds. He even made the spinning unobtainium rock a bit larger and animated it. One of the few visual things I added is the purplish pink ball that appears during the Seeds mode. Gimli liked it so well that he added it to the multiball modes. Of course, I did the lighting which seems to be my forte. Gimli and I spent a lot of time working on a menu system that we call tweakers. This table has three tweakers that have a total of 50 parameters. To turn the tweakers on, press the Special 1 key repeatedly to cycle through the three tweakers and press the same key again to turn the tweakers off. Gimli developed a different method for those of you who may have a limited number of keys available on your pinball cabinet. Cabinet users can press either flipper key to open the tweakers before starting the game. Once you have the tweaker open, an overlay will appear that has directions on how to navigate through the tweaker using both methods. There are overlays on both the backbox and the Hud. The overlays on the backbox will only be displayed if you have the table installed on a cabinet or use virtual reality. Gimli created a whole new tweaker for lighting. You may not notice any dramatic improvements but it reduces the number of save locations that are required. It made it easier for us to add another parameter we call Playfield Specular lighting. Gimli decided to remove the old menu system from Version 2.2 and developed a gaming tweaker that has the options from the Version 2.2 menu system of the table and many new options added. The gaming tweaker has an option called User Profiles that loads preselected options for all the gaming selections. You will find options that turn all the bells and whistles on or off, along with the preferred setups of Gimli and myself. I added the latest version of a tweaker for FizX 3.0. The FizX tweaker has presets for Bounce Choices that automatically load three parameters with nine selections for low to high bounce off the flippers. The "Bounce Choices" option is great for novices because you can select options that say things like "Low Bounce" or "Medium Bounce" instead of having to figure out how to adjust three different parameters for bounce that have names you probably won't be able to identify. All the tweakers can be adjusted before the game starts or during the game except for the "Balls Per Game" option on the game tweaker because of a limitation of Future Pinball. You don't have to remember any of the information I have given you except to press the Special 1 key to open the tweakers. I added a new feature for each of the tweaker parameters that displays text that provides directions and other information about the option unless the purpose of the parameter is obvious. One of the reasons that it took so long to develop this version is Gimli and I fixed three difficult-to-resolve bugs on the tweakers. Having three different tweakers on one table seemed to make the presence of the bugs more obvious. Some of the end-users reported problems with string errors when they first played Version 2.2 of the table. That bug is now gone. The bugs' resolution has made the tweakers' performance very stable and problem-free. This is a video of Avatar that Gimli made using his Virtual Reality set up that provides an overview of the table. I made this video to demonstrate how to use the tweakers on this table. Script File (vbs) – Must Read Many of you have probably heard of DOFLinx. It is the way guys with pinball cabinets drive lights, addressable LEDs, buzzers, shakers, blowers, etc. Even though this table has the coding for all that, you can still play it on a desktop PC. The download contains a file named "DOFLinx.vbs". If you are a desktop user, save the file to the folder, "C:\Games\Future Pinball\Scripts". If you don't have a Scripts folder in this location, you need to add it. If you have a cabinet, don't use this file if you have DOFLinx installed because the "DOFLinx.vbs" may be out of date. You can use an out-of-date version on a desktop PC without any problem. If you don't save the script file to the folder, "C:\Games\Future Pinball\Scripts", you will get error messages and won't be able to play the table. Zip File – Must Read There is a zip file included in the download. It contains the model of a ball with 1K polygons. Do not unzip the zip file. Just save it with the same name as the table and place it in the same folder as the table. The zip file contains a texture that drives the color DMD. You still need to use the zip file in this download even if you have already saved a 1K ball to the BAM folder. If you don't use the zip file from the download, the DMDs will appear white (they are intended to be blue) and the physics won't be as good. BAM – Must Read This table requires BAM version BAM 1.5-363 or later for it to perform as intended and to not crash or generate error messages. Options in the Script This table can be demanding on resources for many PCs. If you have problems with resources, I wrote a guide on how to reduce resources. I added it to the beginning of the script because several of the options have to be implemented in the script. There are several other areas in the script where I have written comments on how to tweak different parameters. Table Loading Screen There are six table-loading textures as listed below. The first three landscape textures are intended to be used on desktop PCs. The last three portrait textures are intended to be used on pinball cabinets. LoadingLandscape1.jpg LoadingLandscape2.jpg LoadingLandscape3.jpg LoadingPortrait1.jpg LoadingPortrait2.jpg LoadingPortrait3.jpg "Rotated Display" Version There are two variations of this table. There is a basic version for general PC usage and pinball cabinets. The other version of the table is for use on a desktop PC on a single monitor with a portrait orientation that I call a "rotated display". This version would be of interest to you if your monitor can be turned 90 degrees. Most desktop users tend to use the "Full Table 2" view; however, the table only occupies about 50% of your screen whereas the portrait orientation uses 80 to 90% of your screen. I have figured out a way of creating views using BAM's desktop camera so the views are coded in the script. When you open the tweaker, there is a different camera view that automatically opens which has space to display the overlays. I had to disable the Camera View option on the "rotated display" version because I couldn't make it work otherwise. The only instructions you need for it are: 1) Open the "Video / Rendering Options" menu in FP and change the "Rotation" option to 270 degrees. 2) Rotate your monitor clockwise 90 degrees and play the table. (You can play it on a landscape monitor and it will appear sideways but you will be able to see what it looks like.) If you ever replace the monitor on your PC, be sure to get one that has a stand that rotates. I added a screenshot of the normal camera view. Conclusion Gimli and I may have gotten a little carried away with the tweakers on this table. However, we persevered through it and after adding 8,000 lines of new code, we succeeded. I think it was worth it. The tweakers have improved a lot. Anyone who wants to use the tweaker code may do so without permission. You can consult Gimli or myself if you have questions. The gameplay is pretty much the same as it was in version 2.2 although I do recall Gimli improved some of the coding for the link multiball (the captive ball under the coffin). A lot is happening now with Future Pinball. It seems that new technology keeps coming out. This table adds some of the new technology with FizX physics and certainly breaks new ground with three in-game tweakers. I hope you enjoy this new version of Avatar. I have played it hundreds (probably thousands) of times testing all the changes. I can say that I never get tired of playing it. I hope this makes a nice Christmas present to everyone. Merry Christmas! George 1. Created In-Game Game Option Tweaker Tool 2. Revamped the Menu System for desktop, cab, and VR accessed by Special 1 key with instructions on main game DMDs 3. Three In-Game Tweaks are accessible with each press of the Special 1 key ( Game options, Lighting, and FizX tweakers) 4. Added Neytiri Model and Animations 5. Added Seed Models and Animations 6. Added Bioluminescent Custom Balls that Glow when impacting table objects and in seed mode 7. Added a slight magnetic field "The Flux Vortex" that diverts slightly when the ball passes from the upper bumpers ( this decreases the frequent and annoying draining of the ball from above) 8. Removed previous menu system that was added on version 2.1 and cheat codes to simplify the process and hopefully prevent key code conflicts 9. Multichannel /Multiball Sound For Ball Rolling 10. Tilt Recovery system. If you Bump 4 times You will hear "Watch out Hot Rod !". If you wait 5 seconds then Bump Count gets recharged and you can bump again with Tilting. Jake Will Say "This is Great !" 11. Added 9 Bounce Profiles under FizX tweaker, Add 5 Game Option Profiles under Game Option Tweaker 12. Added Easy Mode accessible as the first choice under Game Option Tweaker 13. Enlarged unobtainium rock and animated it. 14. Replaced Smoke's rolling ball sound with a new system using a mini-playfield that has separated sounds for the playfield and ramp. When ball velocity is increased, sound frequency is increased causing a higher pitch. 15. Upgraded to FizX 3.0 and updated the FizX tweaker to use the new values. 16. Added overlays that have comments that support the parameters on each of the tweakers. There is a HUD overlay and one on the backbox which can only be seen on a cabinet or in VR. 17. Added a new feature to two of the tweakers where a profile of multiple parameters can be selected (FizX Bounce option and Game Tweaker Profiles). 18. Added an option for DMD-based high score entry. 19. Added specular lighting option on the lighting tweaker. 20. Removed all previous Video coding and redundant overlays and used Pup Video coding to enable videos on the backglass, apron, back box, etc... 21. Created a new lighting tweaker that uses fewer save locations than the previous version. 22. Added new lighting options for Wall Brightness, Neytiri Brightness, Spotlight Brightness, and Ball Brightness. 23. Created a "rotated display" version of this table.- 58 comments
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Version 1.02
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Happy Halloween! Just in time for Halloween, I am sharing my update to Slamt1lt’s Addams Family ULTIMATE Pro version 1.05. Slamt1lt brilliantly expanded Bally’s 1992 classic with changing playfield light insert colors during gameplay. He added a new Mansion Mode that he calls Classic Addams TV Show, replacing the old six-million-point mode. He added the switchable retro and modern modes. The retro mode plays the original sounds and music where the modern mode adds new sounds, music and other features. He added sideblades with pictures of the Addams family members textured with a bump map. He also added movie clips, revamped DMD graphics, and attract mode enhancements. Video Overview of the Table and Game Play In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt’s work while leaving his core design and gameplay untouched. Slamt1lt mentioned in the script that he not able to add a black and white mode. At the time he created the ULTIMATE Pro version, the only way to replace a texture in the script was to list a table object's name and the texture. Unfortunately, Future Pinball leaves many table objects unnamed. A newer BAM feature later introduced global texture replacement by name, allowing textures on unnamed objects to be replaced as well. Using this new capability, I was able to add the black-and-white mode. The best place to showcase the black and white mode is on the Classic Addams TV Show mode, reflecting the original show’s black-and-white broadcast. You can also choose to play the entire game in black and white or disable the mode entirely to enjoy full color — all adjustable through the new game menu. Gimli and I developed a menu system that we call a "tweaker". Tweakers were added for game, lighting and FizX. You can adjust parameters like camera views, physics, and sound levels. It has cabinet-friendly DMD displays and overlays. See the instruction manual in the download for not only how to operate the tweaker but other features on the table as well. Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker. Cabinet users will also appreciate the addition of Surround Sound Feedback (SSF) which uses Fleep’s recordings and adds FizX 3.3. My friend Paolo replaced the low-polygon bear rug model with a new, higher-quality version — it now raises its head and its eyes glow red at various points during the game. Something that is very popular with the desktop and VR users is the addition of a color DMD which you can see in the screenshots. Unfortunately, DMDExt normally used on cabinets does not support the color DMD. I have requested a new feature to be added to DMDExt to pass the DMD colors at the website linked below. This change would allow you to expand the color pallet you use on other tables also. Please post comments that you would like to see this change happen. It requires a login ID that you can set up in a few minutes. https://github.com/freezy/dmd-extensions/issues/520 The Addams Family is my favorite table that Slamt1lt created, and if you’ve been thinking about trying one of my tables, this is the perfect place to start. I feel like the four months of development time paid off. A big thank-you to Paolo for the new bear model and animation script, to Fourbanks for testing assistance, and to DigitalArts for testing the three-monitor cabinet version. You can see a photo of his cabinet setup in the image gallery included with the posting. Please be sure to read the included PDF for setup instructions and additional tips. Thank you for downloading my table mod — and enjoy The Addams Family, Revised Slamt1lt Edition! — George List of Changes 1) Replaced nearly all of the textures on the plastics with higher resolution graphics. 2) Replaced the playfield textures with unbaked textures from the previous version. Replaced the apron textures with higher resolution unbaked textures. 3) Created instruction cards and added them onto new surfaces on top of the apron (The new surfaces allow higher resolution textures be used.) 4) Added new backglass texture and speaker panel with higher resolution graphics. 5) Added the electric shock onto the left flipper with the same one that was on the right flipper. (It displays the status report that Slamt1lt added). 6) Identified 2 playfield textures that were being loaded into memory but never used and so they were deleted. 7) Replaced the HUD texture that had Addams Family logo with picture of the family with logo. 😎 Removed dynamic flippers and installed FizX with Hud toggle key code. Removed Smoke's ball rolling sound so as to not conflict with the version of ball rolling sound on the FizX template. Removed all of Slamt1lt's triggers that added ball hit sounds. The ones added by FizX sound better and use Fleep's recordings. 9) After installing FizX, the ball would only travel about 2/3 of the way up the right bear ramp before rolling back down. Found that Slamt1lt had changed the custom ramps to be not collidable and added FP ramps. It was determined that he did this because of the prior physics made the ball jump off the ramp. An effort was made to fix the FP ramps but the custom ramps from the previous version worked better so they were added and the old FP ramps deleted. This made the ramps fully functional. 10) Moved the upper left flipper slightly and reconfigured the area around it to allow the flipper to hit the stationary targets and kickers on the right side of the table. Made corresponding changes to the playfield texture to make it match the position of the flipper. Blackened the playfield behind the 2 grave targets. 11) Reconfigured the upper right flipper and surrounding objects to make it easier to hit the ramp and the train lane. 12) Changed the code for the camera so that the message is no longer displayed that asks permission for the game to take over camera control. 13) Added and tested lighting and game tweakers. 14) The slingshots flash when hit on Slamt1lt's version. The shadow maps were changed to be brighter during the flashes by adding more bulbs. 15) Slamt1lt added black and white versions of the playfield and plastics to the texture manager; however, he posted in the script "BAM seems capable of switching all textures to Black and White, but it didn't work when I tested it. The code is still here should I wish to return to the idea in a later update." Since Slamt1lt posted this table, a new method of swapping textures was added to BAM that swaps one texture for another rather than having to apply a new texture to each surface. This makes it easier to replace the textures on the plastics. I managed to create black and white version using the new code. Slam created a new mode called "Classic Addams TV Show" that replaces the 6 million point mode on the original table. I decided to apply the black and white colors to this mode since the show was broadcast in black and white. I think it is what he would have done. Most textures where changed to B&W but a little bit of color was retained to keep it from looking sterile. 15) Fourbanks found that after launching the ball, the ball would hit the blue plastic that was sticking out into the lane. The blue plastic was moved and the launch ramp was moved slightly so the ball falls directly into the lane instead of bouncing off the wall. 16) Replaced the default textures for the targets with custom textures. 17) Changed the geometry of the table so that after the skill shot is hit, the ball will roll down to the right main flipper if the upper flipper is not moved. 18) Found a lane wall on the approach to the left ramp that was not correctly aligned with the ramp and fixed it. The change makes the upper right flipper hit the ramp better. 19) Added option for end users to be able to turn the camera view during multiball on or off. 20) Added camera view options to the game tweaker that allow full view of the plunger window so end users can see when to release the plunger to hit the skill shot (except for option #14). Also set the views up to be able to see the full overlay on the backwall that displays video clips. 21) Found a small bug on spelling THING on the backbox. The stars could not be lit up but it has been fixed. 22) Fixed a place that Fourbanks found where the ball would get stuck between the bookcase (after it rotates 90 degrees) and a rubber band. Changed the playfield texture to incorporate changes need for changing the rubber band. 23) Slamt1lt added a bump map to the side blades which included the photographs of family members. The photographs didn't look good with the bump maps so they were removed although the bump maps were retained for the rest of the side blades. Also removed the burned in shadows on the texture for the side blades. 24) Replaced the rap music that played during quick multiball with new music. The rap music still plays with the video during the attract mode. 25) Added frames to the DMD during the attract mode that identify the keys to press to open the tweaker, choose modern or retro mode, change lighting modes and view in-game statistics. 26) Found a high resolution texture to replace the ramp stair case texture which does not have burned in shadows. 27) Added code that allows the score to exceed 2 billion points and tested it by adding a score of nine hundred trillion points. 28) When the partially clear plastic on the swamp near the upper right flipper) was illuminated, a narrow white border around all the images. Found a higher resolution texture and identified a way to remove the white borders. 29) Added a light blue texture to the large posts and set them to crystal in the FP editor. 30) Added a spotlight on Fester and turned it on during the appropriate sequences. 31) Changed Uncle Lester's model from gray to a skin tone with reduced shininess. 32) Revised the playfield texture to remove the exposed wood on the left side of the plunger lane. Blacked the exposed wood on the playfield texture where the ball drains. Removed exposed wood on playfield texture for the train wreck lane. Changed the green area of the playfield texture on the left of the bumpers to color in areas where raw wood was visible. 33) Reshaped the green plastic under the ramp to cover the exposed wood and other markings on the playfield texture. 34) Paolo added a new model of the bear and animated the head. 35) Changed Fester's kicker hole so it blinks red at the same time as the red light on the side of the chair prior to multiball. 36) Added an option where the end user can toggle the playfield so it does not turns black and white or have it on for the whole game (default). 37) Added TGA file to the image manager to eliminate the saving of the shadow maps to the cache. 38) Changed the backbox lights so they change brightness with the lighting modes (Day, Dusk, Night, Dark Night). 39) Fixed the short ramp between the train wreck and the bear ramp to prevent the ball from bouncing back when going up the ramp. 40) Added color to the DMDs with an option in the script that turns it off for cabinet users that have DMDExt installed which does not allow the color to pass. 41) Added an option in the game tweaker to adjust the amount of time needed to hold a flipper down to display a status report during gameplay. 42) Added an option in the script where the DMD transition effects can be disabled. Many of these effects are not as smoothly on DMDext as they are on FP. Also the last frame of any DMD transition doesn't get picked up by DMDext and the DMD may still show the last frame until the next display. 44) Duplicated the spelling of THING onto the Hud which will free desktop users from having to look at the backglass periodically. 45) Added a plunger modification that still functions like the one that Slamt1lt added but it changes it so you can press the arrow up and down keys to move the plunger up and down so it can be finely adjusted before pressing the plunger key to launch the ball. It makes it easier to hit the skill shot. Code was also added that allows the flippers to operate in place of the arrow keys for the cabinet users. 46) Duplicated the video display onto the playfield apron and made it switchable on the game tweaker so that the video can be display on either the backwall or the apron or also displayed on both (the default). This makes the video easily displayed on a cabinet because it is not easily seen on the backwall of cabinets. Desktop users may like the video better on the apron. 47) Changed the topper lighting so it stays lit during the game but gets brighter during the lightning effects. 48) Removed execute commands in the script and changed to use standard coding to prevent possible stuttering. 49) Added code for ball/flipper shadows at the beginning of the script. 50) Added third place scores to the attract mode. 51) Added a parameter to the game tweaker where users can adjust the number of seconds they have between hitting the left orbit and hitting the left ramp so that a star is lit on the display for the spelling of THING. 52) If you change the camera view to one of FP's standard views, the option was added so you can press the letter "V" and change the view back to the view that is selected on the game tweaker. Note that if you want to change to a different view, you will need to open the game tweaker and change the "Desktop Camera View" option. 53) Added option to the game tweaker where the end user can select when the playfield goes dark. The first option is to display all dark sequences that Slamt1lt created. The second is for no dark sequences and have the playfield bright during the entire game. The third option is to have the dark sequences run during the attract mode, the two multiball modes, when the swamp kicker is hit, and when the ball drains. 54) Added the Retro/Modern switch to the tweaker but kept the Special 2 key. Both options save your setting for the next time you play the table. 55) Replaced the table sounds with Fleep's recordings and Surround Sound Feedback (SSF). Added ball rolling sound to the playfield and ramps. 56) Categorized all the music and every sound used on the table into the groups: background music, game sounds, sound effects and voice quotes. 57) Added volume controls for each of the categories of sound and ball rolling sound controls on the game tweaker. 58) With the help of Popotte, TerryRed and Shiva, fixed the code for the train wreck target so it no longer registers double hits which made 2 sets of code run at the same time and made 2 conflicting sets of audio run at the same time. 59) Created versions for 3 monitor cabinets and rotated display for desktops turned to portrait orientation. 60) Created instruction manual for the table in PDF format. Table Developers GLXB Highlnder00 PolyGame Slamt1lt Paolo – added new bear model and head animations script GeorgeH Valued Contributors Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the FizX template Popotte - Developer of the plunger modification Fourbanks –Tester of the desktop version Digitalarts – Tester of DOF and PUP SSF on this cabinet Popotte, TerryRed, and Shiva – Resolved the issue of 2 hits on a target registering as a single hit.- 17 comments
- 5 reviews
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View File The Addams Family, Revised Slamt1lt Edition (Bally, 1992) (Color DMD, SSF, 3 Monitor Setup, FizX 3.3) Happy Halloween! Just in time for Halloween, I am sharing my update to Slamt1lt’s Addams Family ULTIMATE Pro version 1.05. Slamt1lt brilliantly expanded Bally’s 1992 classic with changing playfield light insert colors during gameplay. He added a new Mansion Mode that he calls Classic Addams TV Show, replacing the old six-million-point mode. He added the switchable retro and modern modes. The retro mode plays the original sounds and music where the modern mode adds new sounds, music and other features. He added sideblades with pictures of the Addams family members textured with a bump map. He also added movie clips, revamped DMD graphics, and attract mode enhancements. Video Overview of the Table and Game Play https://www.youtube.com/watch?v=vwqCsH9MOtY In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt’s work while leaving his core design and gameplay untouched. Slamt1lt mentioned in the script that he not able to add a black and white mode. At the time he created the ULTIMATE Pro version, the only way to replace a texture in the script was to list a table object's name and the texture. Unfortunately, Future Pinball leaves many table objects unnamed. A newer BAM feature later introduced global texture replacement by name, allowing textures on unnamed objects to be replaced as well. Using this new capability, I was able to add the black-and-white mode. The best place to showcase the black and white mode is on the Classic Addams TV Show mode, reflecting the original show’s black-and-white broadcast. You can also choose to play the entire game in black and white or disable the mode entirely to enjoy full color — all adjustable through the new game menu. Gimli and I developed a menu system that we call a "tweaker". Tweakers were added for game, lighting and FizX. You can adjust parameters like camera views, physics, and sound levels. It has cabinet-friendly DMD displays and overlays. See the instruction manual in the download for not only how to operate the tweaker but other features on the table as well. Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker. Cabinet users will also appreciate the addition of Surround Sound Feedback (SSF) which uses Fleep’s recordings and adds FizX 3.3. My friend Paolo replaced the low-polygon bear rug model with a new, higher-quality version — it now raises its head and its eyes glow red at various points during the game. Something that is very popular with the desktop and VR users is the addition of a color DMD which you can see in the screenshots. Unfortunately, DMDExt normally used on cabinets does not support the color DMD. I have requested a new feature to be added to DMDExt to pass the DMD colors at the website linked below. This change would allow you to expand the color pallet you use on other tables also. Please post comments that you would like to see this change happen. It requires a login ID that you can set up in a few minutes. https://github.com/freezy/dmd-extensions/issues/520 The Addams Family is my favorite table that Slamt1lt created, and if you’ve been thinking about trying one of my tables, this is the perfect place to start. I feel like the four months of development time paid off. A big thank-you to Paolo for the new bear model and animation script, to Fourbanks for testing assistance, and to DigitalArts for testing the three-monitor cabinet version. You can see a photo of his cabinet setup in the image gallery included with the posting. Please be sure to read the included PDF for setup instructions and additional tips. Thank you for downloading my table mod — and enjoy The Addams Family, Revised Slamt1lt Edition! — George List of Changes 1) Replaced nearly all of the textures on the plastics with higher resolution graphics. 2) Replaced the playfield textures with unbaked textures from the previous version. Replaced the apron textures with higher resolution unbaked textures. 3) Created instruction cards and added them onto new surfaces on top of the apron (The new surfaces allow higher resolution textures be used.) 4) Added new backglass texture and speaker panel with higher resolution graphics. 5) Added the electric shock onto the left flipper with the same one that was on the right flipper. (It displays the status report that Slamt1lt added). 6) Identified 2 playfield textures that were being loaded into memory but never used and so they were deleted. 7) Replaced the HUD texture that had Addams Family logo with picture of the family with logo. 😎 Removed dynamic flippers and installed FizX with Hud toggle key code. Removed Smoke's ball rolling sound so as to not conflict with the version of ball rolling sound on the FizX template. Removed all of Slamt1lt's triggers that added ball hit sounds. The ones added by FizX sound better and use Fleep's recordings. 9) After installing FizX, the ball would only travel about 2/3 of the way up the right bear ramp before rolling back down. Found that Slamt1lt had changed the custom ramps to be not collidable and added FP ramps. It was determined that he did this because of the prior physics made the ball jump off the ramp. An effort was made to fix the FP ramps but the custom ramps from the previous version worked better so they were added and the old FP ramps deleted. This made the ramps fully functional. 10) Moved the upper left flipper slightly and reconfigured the area around it to allow the flipper to hit the stationary targets and kickers on the right side of the table. Made corresponding changes to the playfield texture to make it match the position of the flipper. Blackened the playfield behind the 2 grave targets. 11) Reconfigured the upper right flipper and surrounding objects to make it easier to hit the ramp and the train lane. 12) Changed the code for the camera so that the message is no longer displayed that asks permission for the game to take over camera control. 13) Added and tested lighting and game tweakers. 14) The slingshots flash when hit on Slamt1lt's version. The shadow maps were changed to be brighter during the flashes by adding more bulbs. 15) Slamt1lt added black and white versions of the playfield and plastics to the texture manager; however, he posted in the script "BAM seems capable of switching all textures to Black and White, but it didn't work when I tested it. The code is still here should I wish to return to the idea in a later update." Since Slamt1lt posted this table, a new method of swapping textures was added to BAM that swaps one texture for another rather than having to apply a new texture to each surface. This makes it easier to replace the textures on the plastics. I managed to create black and white version using the new code. Slam created a new mode called "Classic Addams TV Show" that replaces the 6 million point mode on the original table. I decided to apply the black and white colors to this mode since the show was broadcast in black and white. I think it is what he would have done. Most textures where changed to B&W but a little bit of color was retained to keep it from looking sterile. 15) Fourbanks found that after launching the ball, the ball would hit the blue plastic that was sticking out into the lane. The blue plastic was moved and the launch ramp was moved slightly so the ball falls directly into the lane instead of bouncing off the wall. 16) Replaced the default textures for the targets with custom textures. 17) Changed the geometry of the table so that after the skill shot is hit, the ball will roll down to the right main flipper if the upper flipper is not moved. 18) Found a lane wall on the approach to the left ramp that was not correctly aligned with the ramp and fixed it. The change makes the upper right flipper hit the ramp better. 19) Added option for end users to be able to turn the camera view during multiball on or off. 20) Added camera view options to the game tweaker that allow full view of the plunger window so end users can see when to release the plunger to hit the skill shot (except for option #14). Also set the views up to be able to see the full overlay on the backwall that displays video clips. 21) Found a small bug on spelling THING on the backbox. The stars could not be lit up but it has been fixed. 22) Fixed a place that Fourbanks found where the ball would get stuck between the bookcase (after it rotates 90 degrees) and a rubber band. Changed the playfield texture to incorporate changes need for changing the rubber band. 23) Slamt1lt added a bump map to the side blades which included the photographs of family members. The photographs didn't look good with the bump maps so they were removed although the bump maps were retained for the rest of the side blades. Also removed the burned in shadows on the texture for the side blades. 24) Replaced the rap music that played during quick multiball with new music. The rap music still plays with the video during the attract mode. 25) Added frames to the DMD during the attract mode that identify the keys to press to open the tweaker, choose modern or retro mode, change lighting modes and view in-game statistics. 26) Found a high resolution texture to replace the ramp stair case texture which does not have burned in shadows. 27) Added code that allows the score to exceed 2 billion points and tested it by adding a score of nine hundred trillion points. 28) When the partially clear plastic on the swamp near the upper right flipper) was illuminated, a narrow white border around all the images. Found a higher resolution texture and identified a way to remove the white borders. 29) Added a light blue texture to the large posts and set them to crystal in the FP editor. 30) Added a spotlight on Fester and turned it on during the appropriate sequences. 31) Changed Uncle Lester's model from gray to a skin tone with reduced shininess. 32) Revised the playfield texture to remove the exposed wood on the left side of the plunger lane. Blacked the exposed wood on the playfield texture where the ball drains. Removed exposed wood on playfield texture for the train wreck lane. Changed the green area of the playfield texture on the left of the bumpers to color in areas where raw wood was visible. 33) Reshaped the green plastic under the ramp to cover the exposed wood and other markings on the playfield texture. 34) Paolo added a new model of the bear and animated the head. 35) Changed Fester's kicker hole so it blinks red at the same time as the red light on the side of the chair prior to multiball. 36) Added an option where the end user can toggle the playfield so it does not turns black and white or have it on for the whole game (default). 37) Added TGA file to the image manager to eliminate the saving of the shadow maps to the cache. 38) Changed the backbox lights so they change brightness with the lighting modes (Day, Dusk, Night, Dark Night). 39) Fixed the short ramp between the train wreck and the bear ramp to prevent the ball from bouncing back when going up the ramp. 40) Added color to the DMDs with an option in the script that turns it off for cabinet users that have DMDExt installed which does not allow the color to pass. 41) Added an option in the game tweaker to adjust the amount of time needed to hold a flipper down to display a status report during gameplay. 42) Added an option in the script where the DMD transition effects can be disabled. Many of these effects are not as smoothly on DMDext as they are on FP. Also the last frame of any DMD transition doesn't get picked up by DMDext and the DMD may still show the last frame until the next display. 44) Duplicated the spelling of THING onto the Hud which will free desktop users from having to look at the backglass periodically. 45) Added a plunger modification that still functions like the one that Slamt1lt added but it changes it so you can press the arrow up and down keys to move the plunger up and down so it can be finely adjusted before pressing the plunger key to launch the ball. It makes it easier to hit the skill shot. Code was also added that allows the flippers to operate in place of the arrow keys for the cabinet users. 46) Duplicated the video display onto the playfield apron and made it switchable on the game tweaker so that the video can be display on either the backwall or the apron or also displayed on both (the default). This makes the video easily displayed on a cabinet because it is not easily seen on the backwall of cabinets. Desktop users may like the video better on the apron. 47) Changed the topper lighting so it stays lit during the game but gets brighter during the lightning effects. 48) Removed execute commands in the script and changed to use standard coding to prevent possible stuttering. 49) Added code for ball/flipper shadows at the beginning of the script. 50) Added third place scores to the attract mode. 51) Added a parameter to the game tweaker where users can adjust the number of seconds they have between hitting the left orbit and hitting the left ramp so that a star is lit on the display for the spelling of THING. 52) If you change the camera view to one of FP's standard views, the option was added so you can press the letter "V" and change the view back to the view that is selected on the game tweaker. Note that if you want to change to a different view, you will need to open the game tweaker and change the "Desktop Camera View" option. 53) Added option to the game tweaker where the end user can select when the playfield goes dark. The first option is to display all dark sequences that Slamt1lt created. The second is for no dark sequences and have the playfield bright during the entire game. The third option is to have the dark sequences run during the attract mode, the two multiball modes, when the swamp kicker is hit, and when the ball drains. 54) Added the Retro/Modern switch to the tweaker but kept the Special 2 key. Both options save your setting for the next time you play the table. 55) Replaced the table sounds with Fleep's recordings and Surround Sound Feedback (SSF). Added ball rolling sound to the playfield and ramps. 56) Categorized all the music and every sound used on the table into the groups: background music, game sounds, sound effects and voice quotes. 57) Added volume controls for each of the categories of sound and ball rolling sound controls on the game tweaker. 58) With the help of Popotte, TerryRed and Shiva, fixed the code for the train wreck target so it no longer registers double hits which made 2 sets of code run at the same time and made 2 conflicting sets of audio run at the same time. 59) Created versions for 3 monitor cabinets and rotated display for desktops turned to portrait orientation. 60) Created instruction manual for the table in PDF format. Table Developers GLXB Highlnder00 PolyGame Slamt1lt Paolo – added new bear model and head animations script GeorgeH Valued Contributors Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the FizX template Popotte - Developer of the plunger modification Fourbanks –Tester of the desktop version Digitalarts – Tester of DOF and PUP SSF on this cabinet Popotte, TerryRed, and Shiva – Resolved the issue of 2 hits on a target registering as a single hit. Submitter GeorgeH Submitted 10/28/25 Category Future Pinball Tables
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- 4 reviews
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- 7
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- francisco666
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JRVirtual34 Halloween Pinball Event - 2025 Edition
JRVirtual34 posted an event in Online Tournaments
untilÉvénement de flipper d'Halloween JRVirtual34 2025 – Soumission des scores et classements date : 24 → 31 octobre 2025 Hébergé par : JRVirtual34 Tous les scores doivent être soumis avec une capture d'écran et le nom du joueur. Vous pouvez également publier vos résultats sur IScored (une seule fois par joueur). N'oubliez pas d'indiquer votre nom de joueur JRVirtual34 lors de la soumission via les classements officiels : https://www.iScored.info/JRVirtual34 Flipper du futur Table : The Hungry Dead Lien de téléchargement : https://vpuniverse.com/files/file/16230-the-hungry-dead-original/ Flipper M Table : Chucky's Killer Pinball Joué directement via la plateforme Pinball M (scores automatiquement suivis sous JRVirtual34) ID - W5u9u8w28e VPX Table : Maison hantée (Édition VPW) Lien de téléchargement : https://vpuniverse.com/files/file/16511-haunted-house-gottlieb-1982-vpw/ VPX Tableau : Scared Stiff (Édition VPW) Lien de téléchargement : https://vpuniverse.com/files/file/25874-scared-stiff-bally-1996/-
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Version 1.2
1250 downloads
In order to read the description for Version 1.2, you have to click on the "Permission to Mod" tab. Version 1.1 Description: This table is a little-known gem. I know that some of you avoid original tables like the plague but Roney Pinball created something here that is really special. This is one of the first tables I found when I first started playing Future Pinball more years ago that I care to mention. I played it for many hours. Everything about it just feels right for medieval knights and castles. It is very immersive and transports you to a bygone era of chivalry, castles, and epic battles. The sound effects are particularly good. The dynamic soundtrack includes the sounds of swords clashing, horses galloping, and dungeon echoes. When I replayed it before creating this modification, I could not hear the flipper sounds because they were overpowered by other sounds so I knew I had my work cut out for me. Note: Be sure you read the "Must Read" sections below and all the text in bold print. The following video demonstrates the unique features of Medieval Castle and has a short bit of game play: BAM – Must Read This table requires BAM version 1.5-373 or later for it to perform as intended and to not crash or generate error messages. This version was released on 1/28/24 and you must have it installed for FizX 3.3 to work. You can download it here: https://www.ravarcade.pl/download Zip File – Must Read There is a zip file included in the download. It contains the model of a ball with 1K polygons. Do not unzip the zip file. Just save it with the same name as the table and place it in the same folder as the table. If you don't use it, the physics won't be correct. Some end users have added the zip file to their BAM folder so it works on all tables. If you have done this, you can delete the zip file in the download. DOF and PUP SSF I decided to add PinMechSound which is a first for me. If you are not aware of what it is, it is a way for pinball cabinet users to add DOF and surround sound feedback (SSF) to their cabinets. I think there is a way to add it to a desktop but I don't think it produces much benefit for my setup. Debo26 was nice enough to test this table on his cabinet. To make SSF work, you must add the PUP-Pack that is included in the download. Copy "FP_PUP_SSF_GEORGE" to your PUPVideos folder. Just adding PinMechSound wasn't enough for the sound, however. The sound was not balanced so I added what I call a "Sound Level Control Panel" where I balanced each of the 6 groups of all sounds used on the table and then balanced the 6 groups together so they sounded right. You can adjust the 6 groups in the script yourself if you wish but I think I got it right. FizX and Tweaker I added FizX 3.3 with the latest version of the FizX menu system that we call a "tweaker". Press the Special 1 key to open the FizX tweaker and read the directions on the overlay that appears on your screen for navigating the system. I moved the options on the tweaker so the parameters I use the most are displayed first on the list with the lesser-used parameters at the bottom. If you are not familiar with FizX, you might find the parameters on the tweaker intimidating. You will however be able to understand the option for "Bounce Choices" which is the very first option. The option refers to the bounce of the ball off the flippers. The "Bounce Choices" option allows you to make selections that anyone can understand. For example, you can select "Low Bounce" or "Medium Bounce". I recommend you try making changes to this option. I have already made adjustments on the tweaker but everyone knows I like the flippers to have a very low bounce. From what I have seen, most folks prefer higher bounce. Lighting I added lighting modes for Day, Dusk, Night, Dark Night, and FP Original. I went a bit further than I usually do by adjusting over 50 parameters for each lighting mode that you can see near the beginning of the script. Press the Special 2 key to toggle through the lighting modes. FP Original doesn't look quite as good as the other lighting modes but it helps those that have lower-end PCs. Camera Views This table has a large segmented display on the backbox that cannot be seen with the popular "Full Table 2" view. If you can't see the display, you can't play the game very effectively. I created three camera view profiles that show the segmented display. I set one of them, to be the default in the script so the segmented display should be visible when you first play the table. You can change the default camera view by pressing the "V" key repeatedly to toggle through the three options. Plunger Modification Popotte developed a plunger mod that added a new feature to the code I had been using. The code that I used in the past makes the plunger pull back more slowly, making it easier to hone in on just the right power to hit certain skill shots on most tables. This table does not have a skill shot but it does have a hidden kicker in the back of the castle where this modification makes it easier to hit. The plunger that Popotte created has two modes of operation. The slow plunger pullback is the same as previous versions I used and works like a normal plunger would by pressing the plunger key. The second method is where you can use the up and down arrow keys to position the plunger exactly before it is released. Then you press the plunger key to release the ball. Popotte had been using this mod for a long time but it required setting a switch to either use the slow pullback or the arrow keys. He and I worked together to figure out a way to code it so it does not require a switch. ...So you can either press the plunger key and release it at the point where you want it to let go or you can very precisely adjust the plunger with the up and down arrow keys and then press the plunger key to let go of the plunger. Easy Game Play There is an option in the script for easy gameplay. The option is set to false by default. You can change it to true if you want easier gameplay. The comments in the script identify all the changes it makes. Rules I wrote a set of rules that I added to the instruction cards on the apron. I had written rules which included what happens when the kicker is hit that is inside the castle on the left side. Then I decided that Roney Pinball might have wanted this to be unknown to the end user because he calls it a "Mystery" in the game. I decided to add that content exclusively to a PDF file that is in the download. The content of the PDF is identical to the rules added to the instruction cards except for what happens inside the castle. If you want the castle rules to remain a "Mystery", you should delete the PDF file. The Spinner I had some trouble with the spinner on this table from the start. It would only spin once or twice when it was hit and would stop. I tried adding some code that Ravarcade created but it didn't perform any better. Wecoc developed a method where the spinner object on the table is converted to a toy with some special code that operates it. It makes the spinner on this table work perfectly. It also helps your score quite a bit when you complete the mode that adds 1000 points to your score for each spin. Table Loading Screen There are two table-loading textures as listed below. The first landscape texture is the default and is intended to be used on desktop PCs. The portrait texture is intended to be used on pinball cabinets and is used on the "rotated display" version of the table described below. LoadingLandscape.jpg LoadingPortrait.jpg Rotated Display Finally, I added a version of the table for those of us who have desktop PCs with a single monitor that can swivel so it is oriented in an upright position. I call it a rotated display. To play the table, you need to change the "Rotation" option to 270 degrees on the "Preferences" > "Video / Rendering Options" screen of the FP editor. You can try it on a standard monitor to see what it looks like but it will be oriented sideways. The popular Full Table 2 view only uses about 50% of the screen for the playfield whereas this option uses about 90% of the screen. It produces a more immersive gaming experience. Conclusion I hope you give this table a chance. It is truly one of the best original tables. You would think the castle uses a model but it uses 80+ Future Pinball standard walls and surfaces. It must have taken Roney Pinball some time to create. I added everything I could think of to improve the gameplay of this table. I hope you like it. Table Developers Roney Pinball GeorgeH Contributions by: Gimli – Codeveloper of the FizX Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – developed the "All in One" template of FizX Popotte - Developer of the plunger modification Wecoc - Developer of the spinner Debo26 – Tester of DOF and PUP SSF on this table List of Changes: 1) Upscaled most of the textures on the table except for the castle. 2) Made the castle textures darker. 3) The segmented display was not visible on the Full Table 2 view so 3 switchable camera views were added which can be changed by pressing the letter "V" repeatedly. 4) Added model for game room with texture. 5) Added new rock texture to the ramp and new shingle texture for the castle roof. 6) Added Hud toggle key that saves setting to fpRam. 7) Added plunger pull special script to slow down pull-back, making it easier to hone in on a shot to the hidden kicker. 😎 Added a ball stop surface above the ramp to keep the ball from flying and added an invisible approach ramp. 9) Fixed bug that displays M1Count not defined. 10) Added more time to display the text on the segmented display on the backwall so you have time to read it. 11) Moved the lens for the "Jackpot 100,000" light on the playfield texture up higher on the playfield so the light for it could be moved so it does not cover the text. 12) Added Fleep recordings for mechanical sounds. 13) Aligned the left wall of the table that has a break in it and made the ball bounce to the right. 14) Adjusted the color of all the light inserts on the playfield. 15) Changed the displays on the long segmented display 1) to include baseline point values (without bonuses) 2) added displays for when the hidden kicker is hit 3) made displays last longer so you have time to read them. 16) Added custom flipper texture. 17) Added black side rail caps and lock down bar. 18) Added BAM code that allows the score to exceed 2 billion points and made some code changes to support it. 19) After upscaling the lenses for the 2x to 6x bonus multiplier lights, the text was centered, and the background lightened to make the numbers more prominent. 20) When all lights were illuminated on the 2-bank stationary targets and the 3-bank drop targets they never displayed long enough to see it. Added more time to allow end users to see the light before turning off. 21) There were 2 extra ball lights on the playfield where the coding was never finished. Added extra ball awards completing the sequences for 2-bank stationary targets and the 3-bank drop targets (see the rules). 22) Fixed the display so it does not say multiball when no prisoner lights are lit and only the original ball returned. 23) Wrote rule sheet and added it to instruction cards on the apron and included a PDF in the download with the rules. 24) Added portrait loading texture for cabinet users. 25) Added a new feature by Popotte to the plunger mod. You can now use the up and down arrow keys to position the plunger exactly where you want then press the plunger key to let go of the plunger. If you don't want to use the arrow keys, press and hold the plunger key. 26) Added Sound Level Control Panel that adjusts every sound used on the table. 27) Added music to the attract mode. 28) Added Pin Mech Sound. 29) Changed 3 modes that could only be completed one time so they can be repeated. 30) Corrected a problem with the trigger below the left gate in the middle of the table. This trigger did not consistently turn on the green lights in front of the ramp in the correct sequence. This was fixed. 31) Created a version of the table for Rotated Display for those that have single monitor PCs and can tilt their monitor 90 degrees.- 17 comments
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View File Galaxia (Original) (SSF, FizX 3.3) (Versions included for Desktop, 2 and 3 Monitor Cabinets and VR) With this table, I’ve updated my third release that was originally created by Roney Pinball. Galaxia has always been one of my favorite tables from when I first started playing pinball on my PC. It quickly became addictive. Part of the reason, I believe, was how easy it became to earn extra balls once I learned the table’s mechanics. After a modest improvement in my gameplay, I could often keep a single game going for 30 minutes to an hour. In this update, I’ve modified nearly every aspect of Galaxia. The original music track was replaced with three new ones. I also added FizX 3.3, using the most current FizX Tweaker. Surround Sound Feedback (SSF) and ball rolling sounds have been implemented using Fleep's recordings. Visually, the most noticeable change is the addition of two vertical up-kickers equipped with wire ramps. Several geometry issues affecting table objects were corrected. I also created a custom game room environment. Popotte's ingenious plunger modification has been included, allowing precise positioning of the plunger before launching the ball. Four lighting modes have been added: Day, Dusk, Night, and Dark Night. Numerous light lenses and object textures have been revised. A HUD DMD is now included, displaying the same content as the 27-digit segmented display. This is useful for desktop users and for cabinet users with third monitors via DMDExt. One of the most challenging fixes was correcting errors related to one of the three extra ball options. And that’s just the beginning—see the “List of Changes” section below for a complete breakdown. AMD CPUs and GPUs have historically caused compatibility issues with Future Pinball, often misinterpreted as script errors when hardware incompatibility is the real culprit. AMD GPUs are known to create problems in other games as well, not just Future Pinball. Users with AMD Ryzen CPUs paired with NVIDIA GPUs have generally reported better results. However, some have encountered a "string error" with this setup. In those cases, the issue was successfully resolved using a fix I discuss in the instructions PDF file included in the download. I can’t guarantee that this fix will resolve your specific issue, only that others reported success using it. Since I use an Intel CPU and an NVIDIA GPU, I’m unable to replicate or test AMD-specific problems myself. Galaxia is a widebody table, and I estimate its width falls somewhere between Genie and Embryon. I was concerned it might not fit well in a pinball cabinet, so I asked DigitalArts to test it. I posted a screenshot from a video he sent me so you can see how it looks—I think it turned out beautifully. He also shared the CFG file from his cabinet, which I’ve included in the download. It should work for most users, though you may need to make adjustments for your setup. He confirmed that the physics, DOF, and SSF all worked properly. From the video, I could see that the DMD displayed perfectly on his third monitor using DMDExt. A big thank-you to DigitalArts for testing the table on his cabinet. Since I don’t have one myself, his help was invaluable in ensuring everything functions properly for cabinet users. Although this update required a deep dive and took longer than expected, it was truly a labor of love. Be sure to read the instruction PDF included in the download to take full advantage of all the table’s features. You’ll also find a rulesheet to help you learn how to play. I hope you enjoy it! —George List of Changes 1. Added two vertical up-kickers (VUKs) with wire ramps and set the score for hitting them to 5,000 points. A flare was added around the left VUK to match the right one. 2. Translated Spanish text to English on playfield textures, decals, and the 27-digit display. 3. Fixed several geometry issues: After rolling around the bottom of the launch lane when kicked out, the ball would often settle in an area where the plunger couldn’t reach it. This was fixed by lowering the plunger (the rod was overextended), repositioning the autoplunger and plunger kicker, and narrowing the launch lane. The right upper flipper was set back into a recess into the wall where the ball would often get stuck. Extended the wall behind the flipper straight out to the end of the enclosure for the captive ball. The wall behind the flipper was extended to the edge of the captive ball enclosure. The lane guide on the approach to the flipper was moved to improve ball trajectory. Playfield and plastic textures were updated to match the new layout. Adjusted lane guides for all four flippers to prevent the ball from jumping when rolling onto the flippers. Repositioned the end of the lane guide above the left ball lock to prevent the ball from getting stuck. 4. Added new table loading textures for desktops and cabinets. 5. Moved the opening on the apron above the for improved ball visibility. 6. Installed bulbs on top of plastics for locked balls. Bulb color indicates mode: Green: ball ready to be locked Yellow: ball locked and awaiting drop target hit Red: pop-up raised, lock blocked 7. Darkened the texture of the plunger lane. 8. Added FizX 3.3 with the latest version of the tweaker menu. 9. Replaced the original music theme with three new tracks for attract mode, multiball, and gameplay music. 10. Reshaped the apron to be symmetrical and edited its texture accordingly. 11. Updated the right slingshot so it is no longer transparent (matching other plastics). The green starfield texture was revised to include the Lagoon Nebula. 12. Reviewed all scoring events awarding 10,000+ points and added point values to both the 27-digit display and DMD. 13. Played an unused sound when Special is completed. 14. Created a new game room featuring a background texture of the Orion Nebula. 15. Added BAM code to allow scores above 2 billion and corrected related scripting errors. 16. Implemented Popotte’s plunger mod. The plunger now pulls back more slowly, allowing better reaction time. See the included PDF for instructions. 17. Upscaled the textures for the playfield, plastics, apron, backglass and cabinet. Edited the cabinet texture slightly. 18. Fixed scoring logic for awarding an extra ball on the half-round lane below the left ball lock (orange arrow). Removed flashers that triggered on each star target hit. Fixed light sequencing. All the lights and other functions for this extra ball were set up to carry over to the next ball. (The original version had one light that carried over to the next ball and the other lights did not.) All the lights and related functions for this extra ball have been configured to carry over to the next ball. (In the original version, only one light carried over, while the others did not.) 19. Added four bulbs under the slingshots to trigger the flash of shadow maps when the ball hits the slings. 20. Developed a set of rules that were added the rules to the instruction cards on the apron. 21. 1. Added three switchable camera views that can be toggled using the "V" key. 22. Added ball rolling sounds for the playfield and both wire ramps. 23. Added surround sound feedback (SSF) for DOF and PUP. 24. Adjusted colors of all light inserts to be more subdued while retaining the original aesthetic. 25. Added ball count and credits to the HUD, which were previously only visible on the backbox. 26. Converted five bitmap decals used for extra ball lights on the bottom-left of the playfield to use black text (replacing white). Converted these to TGA files with alpha transparency. 27. Replaced low-resolution lens textures for green 2x–6x playfield light inserts with high-res versions. 28. Updated segmented display colors to a less garish tone and disabled the “Boredom Effect.” 29. Added four lighting modes—Day, Dusk, Night, and Dark Night that can be toggled using the Special 2 key. 30. Added a HUD DMD that mirrors the 27-digit display. For cabinet users, the DMD also supports third monitor output via DMDExt. 31. Configured the left flipper key to cycle through the four lighting modes before the game starts. The right flipper key now opens the Tweaker menu pre-game, helping cabinet users with limited buttons. 32. Updated the 27-digit display and DMD to indicate which keys control lighting modes and the Tweaker during attract mode. 33. Added shadow maps to selected bulbs beneath the plastics. 34. Added adjustments in the script for ball/flipper shadows, ball Brightness, ball reflections, ball shininess and ball specular, and ray casting. 35. Replaced default flipper textures with custom ones. 36. Set the posts holding rubber bands to crystal with lighting-responsive sphere-mapped textures. 37. Discovered some abandoned code and completed it to increase jet bumper scores when the jet light is on. The jet light activates after 20 bumper hits. Once active, bumper scoring increases from 50 to 300 points. 38. Changed two flashers on the back wall to display different colors based on six major in-game events. 39. Replaced captive ball posts with a different material and aligned them to the lower-left flipper for performance optimization. 40. Added two missing blue bulbs under the rounded back plastics between the posts. 41. Replaced all target textures and applied a metal texture from Shiva’s collection. 42. Created a rotated display version of the table. 43. Created a three-monitor version of the table. 44. Included a PDF download containing a full instruction manual. 45. Added to the download a rulesheet with screenshots as a PDF file. 46. The table features pop-up blockers in the ball locks, which prevent access to the kicker during multiball. Originally, these pop-ups remained raised until all balls had drained after multiball and a new ball was launched from the plunger. This was changed so access to the kicker is allowed when only one ball remains on the playfield. Table Developers Roney Pinball GeorgeH Contributions by: Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – Developer of the "All in One" template of FizX Popotte – Creator of the plunger mod DigitalArts – Cabinet tester Shiva – textures for all the targets and a metal texture Anthias – The flipper texture is from his Custom Flipper Pack Submitter GeorgeH Submitted 05/23/25 Category Future Pinball Tables
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View File Road Runner (Original) (SSF, 3 Monitor Setup, FizX 3.3) Road Runner is a great table created by the incredible table developer Roney Pinball. I decided I wanted to work on a simple table with a simple update so I chose Road Runner. It didn't take long; however, to determine that it was a bit more sophisticated than I thought. It has a flyer that explains a few things but not everything. I decided to write a set of rules since no one had ever posted them before now. I wrote quite a few rules that filled up both instruction cards on the apron but I was able to add everything I wanted. I added FizX Lite 3.0 and the latest version of the FizX tweaker. An improved version of the lighting tweaker was published on Avatar 2.2. Since then, Gimli and I have spent much time improving the tweaker. We found three huge bugs that have been resolved. Avatar 2.2 had occasions where end users reported getting string errors that have now been resolved. One bug was caused by Future Pinball sometimes performing calculation errors, like 6 times 10 being equal to 59.9999. That might be considered close enough but it causes havoc on an array where every two characters in the string represents the saved value for one parameter. We fixed it by adding rounding for each calculated value to a non-decimal number. I have noticed that the fix has made the tweaker much more stable without any string errors. I have added overlays that describe each of the parameters on the FizX tweaker. I provide directions on how to navigate the tweaker on the first screen that you see when the tweaker opens. All you need to remember is to press the Special 1 key to open the tweaker. If you want a longer description of the Reset to Default, Reset to StartUp, and Save functions, arrow down to the end of the parameters and you will find a detailed description of each. Unfortunately, the tweaker does not have enough save locations to add settings for the upper flippers. If you want to change the settings for the upper flippers, they can be changed in the script. You can, however, change the settings for the main flippers on the tweaker. If you are not familiar with FizX, you might find the parameters on the tweaker intimidating. You will however be able to understand the option for "Bounce Choices". The option refers to the bounce of the ball off the flippers. The "Bounce Choices" option allows you to make selections that anyone can understand. For example, you can select "Low Bounce" or "Medium Bounce". I recommend you try making changes to this option. I have already made adjustments on the tweaker but everyone knows I like the flippers to have a very low bounce. From what I have seen, most folks like higher bounce. I didn't add my usual lighting mod this time but I think you will like the lighting nevertheless. There are lots of options at the beginning of the script where you can change the lighting and other options. Zip File – Must Read There is a zip file included in the download. It contains the model of a ball with 1K polygons. Do not unzip the zip file. Just save it with the same name as the table and place it in the same folder as the table. If you don't use it, the physics won't be correct. Table Loading Screen There are two table-loading textures as listed below. The first landscape texture is the default and is intended to be used on desktop PCs. The portrait texture is intended to be used on pinball cabinets. LoadingLandscape.jpg LoadingPortrait.jpg Conclusion The entrance to the right wire ramp was rather problematic. The ball kept bouncing around the ramp entrance and not going down it. However, persistence paid off and I managed to get it to work. This table was otherwise a pleasure to work on. I hope you enjoy it. GeorgeH List of Changes 1) Added ball/flipper shadows, ball configuration, and ray casting to the script. 2) Added FizX Lite 3.0. 3) Added the latest version of the FizX tweaker which includes a Flipper Bounce Choice option that combines the settings of 3 FizX parameters for each of the 9 bounce choices. 4) Added overlays to the tweaker that explain each of the FizX parameters. 5) Added a HUD Toggle Key that saves settings. 6) Added new lighting and spotlight with lights turning off when the ball is not in play. 7) Added new landscape-shaped texture on the table loading screen for desktops and portrait-shaped texture for cabinets. 😎 Added game room floor and backwall. 9) Added BAM code that allows the score to exceed 2 billion points. 10) Added plunger pull special script to slow down pull-back. 11) Added new music to attract mode and new background music to all modes. 12) Upscaled textures for playfield, backglass, and cabinet. 13) Reworked the entrance to the right wire ramp to improve performance. Adjusted all ramps. 14) Added rolling ball sounds to the playfield and all four ramps. 15) Adjusted the color of all light inserts on the playfield and changed the color on one ramp. 16) Added more time to display the text on the segmented display on the backwall so you have time to read it. 17) Developed a set of rules which include many of the point values. Added the rules to the instruction cards on the apron. 18) Added desktop camera setting to the script. Table Developers Roney Pinball Mugsy GeorgeH Contributions by: Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – Developer of the "All in One" template of FizX Submitter GeorgeH Submitted 10/02/23 Category Future Pinball Tables
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Version 1.5
902 downloads
Just in time for Halloween come the ghouls on The Hungry Dead! I have always loved this table even though I have never cared too much for the macabre. This table never carries the macabre too far and it is all in fun. It is kid-friendly and fun for all ages to play. This table was originally designed to delete the progress you make in the game if the ball drains before you reach your goal. For that reason, it might produce some disappointment, especially for kids. However, on this version, I have added Easy Mode! It not only keeps your progress in the game when the ball drains, but you can also adjust how long two timed sequences last. The default is to have it turned off so you need to change it before you give it to your kids. To be honest, I rather like the easy mode myself. I have added a full description at the beginning of the script on how to make changes. I added FizX Lite 3.0 and the latest version of the FizX tweaker. Gimli and I have spent much time improving the tweaker. I have noticed that the tweaker is much more stable than it was when it was first released. The tweaker has overlays that describe each of the FizX parameters and how to navigate the tweaker. All you need to remember is to press the Special 1 key to open the tweaker. Even if you don't understand the options, I encourage you to at least make adjustments to "Bounce Choices" that have options anyone will understand. I set it up for my personal preference but I think most people prefer more bounce than I do. This table has never had an attract mode. That is the light show and music that play before you start the game. All the tables I have modified have always had a light sequence during the attract mode. This is the first time I have ever added one. It was a learning experience. I think you will like it. This table has five lighting options that you can adjust by pressing the Special 2 key. The "FP Orig" lighting mode is for those of you who have low-end PCs. There are lots of other options at the beginning of the script where you can change settings for those of you who like to tweak things. The HUD Toggle key also works. Zip File – Must Read There is a zip file included in the download. It contains the model of a ball with 1K polygons. Do not unzip the zip file. Just save it with the same name as the table and place it in the same folder as the table. If you don't use it, the physics won't be correct. Table Loading Screen There are five table-loading textures as listed below. The three landscape textures are intended to be used on desktop PCs. The two portrait textures are intended to be used on pinball cabinets. In this version, I added a less gruesome landscape texture that is more kid-friendly. LoadingLandscape1.jpg LoadingLandscape2.jpg LoadingLandscape3.jpg LoadingPortrait1.jpg LoadingPortrait2.jpg Rotated Display Version If you have ever downloaded one of my table mods, you have probably noticed there are usually two variations. There is a basic version for general PC usage and pinball cabinets. The other version of the table is for use on a desktop PC on a single monitor with a portrait orientation. This version would be of interest to you if your monitor can be turned 90 degrees. The tweaker on this table presented a special problem for my rotated display version. It requires more space on the backbox for the tweaker overlays than I usually allocate. I couldn't use a HUD for the same reasons that it doesn't usually work on a cabinet. I managed to create views using BAM's desktop camera. I was surprised it worked for a table with 270-degree rotation. Then I thought about having to revise my setup guide. I normally use the same Static Cam menu used by the cabinet guys. My old guide was 1 1/2 pages long. After thinking about it, I realized that the only instructions you need are: 1) Open the "Video / Rendering Options" menu in FP and change the "Rotation" option to 270 degrees. 2) Rotate your monitor clockwise 90 degrees and play the table. The camera settings are coded in the script and are run automatically. The view will change when you open the tweaker so you can see more of the backbox. When you close the tweaker, the view changes back to the normal view. If you ever replace the monitor on your PC, be sure to get one that has a stand that rotates. I added screenshots of the normal and tweaker views. Conclusion I hope you enjoy the table. I have revised it three times so it should be obvious I like it. GeorgeH List of Changes 1) Added FizX Lite 3.0 with the latest version of the FizX tweaker and overlays that explain each FizX parameter. 2) Added a new loading screen image for desktop with less graphic imagery for children. 3) Added attract mode (the previous version did not have one) with light sequences and music. 4) Created easy mode which does not delete your progress in the game when the ball drains. 5) Added other easy mode options to allow changes to the length of two timed modes. 6) Made shadow maps brighter than version 1.3 and changed settings on the lighting modes. 7) Created a rotated display version of the table using BAM's desktop camera option in the script. 😎 Added ball configuration and ray casting to the script. 9) Added rolling ball sounds to the playfield. See the beginning of the script for changes to previous versions. Table Developers Ruckage Protricity NoppZ Djpretzel Pangier GeorgeH Contributions by: Gimli – Codeveloper of the Tweaker JLou5641 - Creator of FizX Fleep - Created recordings for mechanical sounds TerryRed – Developer of the "All in One" template of FizX- 12 comments
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Version 1.0.1
14 downloads
This is a higher-resolution ball model meant for BAM-Future Pinball's FizX. It was made from a NURBS parametrization of a sphere, based on a rhombic triacontahedron. The polycount for this model is exactly 3x the original icosphere (3840 vs 1280 tris) The .zip is a simple drag & drop into the main BAM folder of an installation of TerryRed's "Future Pinball and BAM Essentials - All in One". Don't forget to delete the original "default.zip" before renaming "Ball3840Tris.zip" to "default.zip"! -
Version 1.0.4
1822 downloads
A video demonstration of this table in a cabinet using DOFLinx can be seen here: DOFLinx - "A powerful utility for cabinet owners to make the most of force feedback and lighting." - by DDH69 This Future Pinball table has DOFLinx commands added to it. This will enable support for pinball cabinet force feedback devices such as solenoids (flippers,bumpers,slingshots,drop targets,etc), RGB lighting and flashers, beacon, strobes, blower fan, shaker and more! Requirements / Installation: Regardless of using this table with force feedback (Pinball Cabinet) or without (Desktop), you MUST install the current DOFLinx.vbs script into your ‘Future Pinball\Scripts’ folder. Running the table without DOFLinx.vbs will cause an error. (FF_INIT) Copy the *.fpt and .xml files to your Future "Pinball\Tables" folder DOFLinx.vbs is included with the DOFLinx install package. This file is not included with this table to avoid version mismatches. DOFLinx install package download: The current download of DOFLinx can be found through this post at vpforums: http://www.vpforums.org/index.php?showtopic=35852 It is recommended to use this table with BAM (Better Arcade Mode), in order to get the most accurate version of physics intended for this table. Copy the *.fpt and *.xml within this archive to your "Future Pinball\Tables" directory. Cabinet Use: For cabinet users running DOFLinx: This table will function with the in-game sounds for mechanical devices such as flippers, slingshots, bumpers, etc muted. Instead, you will only hear your cabinets feedback devices for those actions. The rest of the games sounds will play normally as intended by the table author. Desktop Use: For desktop users: This table will still function normally without the need for DOFLinx to be running or installed. You will however require the DOFLinx.vbs file (read "Requirements / Installation"). It will play perfectly with the original in-game mechanical sounds playing through your PCs speakers. Note: Any DMDs or HudOverlays intended for desktop use were relocated to the backbox, so that cabinet users will be able to see them. Night Mode: For cabinet users who want to play at night with their cabinet noise makers turned off, this table can be toggled between Cabinet Use (noisy), and Desktop Use (Night Mode). Please consult the DOFLinx guide (included with the DOFLinx install package) for more information on how to use Night Mode. We hope you enjoy the DOFLinx cabinet experience! For SLAMT1LTs newest versions of his tables (without DOFLinx support), goto his website: http://speak1970.wixsite.com/slamspinballemporium Changelog: DOFLinx (Cabinet) Mod by TerryRed --------------------------------- DOFLinx devices supported in this table: Left flipper Right flipper Left slingshot Right slingshot Mid field left solenoid Mid field centre solenoid Mid field right solenoid Back left solenoid Back right solenoid Flasher, outside left Flasher, inside left Flasher, centre Flasher, outside right Flasher, inside right Blower Fan Shaker Gear Motor Strobe Beacon Start button Coin button Launch Ball button RGB Undercab Lighting ULTIMATE Edition by SLAMT1LT ** ULTIMATE Edition 1.04 ** new movie clips added new music track added new mode added - Super Bumps fixed tilt ball search not working correctly removed upper right flipper improved graphics adjusted flippers ** ULTIMATE Edition 1.03 ** new movie clips added new quotes added backglass lighting improved incorrect score value for cerain shots changed fixed LCD not showing correct information after URSA bonus is collected fixed score value when Kryptonite Bonus collected from plunger lane fixed playfield lighting not resetting properly improved DMD timers fixed mediation error when bumpers are hit too often in a row ** ULTIMATE Edition 1.02 ** fixed mediation error during multiball fixed tilting the table not resetting multiball lights fixed Fortress of Solitude lights not flashing when mode is ready the P-U-R targets now only make a sound fx when collected added new quote when table is tilted changed DMD text to SUPER instead of SUPERMAN changed colour of upper lane guide posts and rubbers fixed Zod LCD display not showing when Zod is ready- 1 comment
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View File Medieval Madness (Williams, 1997) (FizX 3.3) Although Medieval Madness was not a huge commercial success at launch, it quickly became a fan favorite and is now widely considered one of the greatest pinball machines of all time. The game features a medieval theme combined with modern elements and tongue-in-cheek humor. It was designed by Brian Eddy, who also created the highly acclaimed Attack From Mars (AFM), which I recently finished modifying. While AFM remains my favorite table, Medieval Madness is a close second. Video Overview of the Table: As with Attack from Mars, my goal was to enhance Medieval Madness to be functional, visually appealing, and play well using the latest BAM tools—without overloading it with excessive models or animations. As a result, the table now features four light settings, FizX 3.3, Surround Sound Feedback (SSF), and numerous new graphics. Additionally, it allows users to adjust more than 50 parameters in real-time through the Game, Lighting, and FizX menus (referred to as "tweakers"). I also installed a four-color Dot Matrix Display (DMD). Please refer to the included PDF for instructions on installing the table and the zip file. On the MEGA 1.3.5 version of Medieval Madness, Flug added two game modes to Slamt1lt's ULTIMATE 1.02 version that are easier to play. Flug's version ended up having Slamt1lt's Normal play mode, "Mega-Multiball" and "Mega-Easy". This table modifies Flug's version. The game modes can be switched after the game loads but before the game starts by pressing the Special 2 key. There is also an option on the game tweaker that can switch game modes. The tweaker is started by pressing the Special 1 key. The instruction PDF provides discussion on how to operate the tweakers. You should however be able to navigate and operate the system by reading the overlays that appear when you start it. The only thing you really need to remember is to open the tweaker with the Special 1 key. Video Demonstrating the "Tweakers" Menu System: Slamt1lt’s original audio was decent, but I knew it could be improved. To enhance the sound, I added the "Sound Level Control Panel," a feature I previously developed in AFM. This tool categorizes sounds into music, game mechanical sounds, special effects, and voice quotes, each with separate volume adjustments for loud and soft levels where necessary. I also integrated these sound categories into the Game Tweaker. Since Medieval Madness contains four times as many voice quotes and more than double the total number of audio files as AFM, the process of fine-tuning the sound was much more time-consuming. I’ve heard that some cabinet users have trouble hearing the ball rolling sound on some tables. To address this, I added the same option I used in AFM to lower the volume of all other sounds except for the ball rolling sound. Note that Future Pinball provides two options to adjust music and game sounds. I recommend setting both to maximum and not using them, as the music manager includes various non-musical sounds that are best managed through the Game Tweaker’s sound options. Since I don't have a cabinet setup myself, a user known as Enthusiast generously helped me test the table on his cabinet. I’ve put in my best effort to provide the best playing experience on both desktop PCs and pinball cabinets. As part of this effort, I included three versions of the table in the download: Main Version – For desktops, cabinets with two monitors, and virtual reality headsets. Three-Monitor Version – For cabinets with three monitor displays, which removes the speaker panel from the backbox texture and aligns the lights to the texture. Rotated Display Version – For desktop PCs with a single desktop PC monitor that can rotate to a portrait orientation. Be sure to follow the instructions in the included PDF for setting up these three versions correctly. I prefer to play the rotated display version on my desktop PC, as it fills about 90% of the monitor's available space. In contrast, the full table 2 view in Future Pinball only occupies about 50% of the screen, not including the HUD, which isn't necessary for the rotated display version. The rotated display offers a much more immersive and engaging gameplay experience. I’ve recorded a video that explains the simple setup process and showcases some gameplay: Video Demonstrating the Rotated Display Version: I want to express my sincere gratitude to Enthusiast for his invaluable help testing the table on his pinball cabinet. I’m always looking for ways to improve my table modifications. In this version, I figured out how to display a color background on DMD frames that show text. I also enhanced the lightning effects added by Slamt1lt. I’ve added several new frames of lightning on the backwall and thunder sounds, which now play randomly, and I’ve introduced a spotlight effect that illuminates the castle during the lightning sequence. This effect now plays during several game modes, as well as during the attract mode, greatly enhancing the drama of the game. I worked on this table every day for the last two months. It required a lot of effort, but it was also incredibly fun. I hope you enjoy playing it as much as I have. — George List of Changes: 1. Added color DMD with a newly discovered method for adding background color to DMD text. 2. Added two new loading textures: one for desktops and one for cabinets. 3. Darkened the red side rails and lockdown bar. 4. Fixed the right ramp to prevent the ball from getting stuck and ensure smoother performance. Replaced the half-circle section of the right ramp with a new ramp and removed the kicker assist. 5. Replaced the old dynamic flippers with FizX, using the latest version of the tweaker. 6. Added Surround Sound Feedback (SSF) and ball rolling sound on ramps using Fleep's recordings. 7. Changed the start game sequence to allow the game to begin at any time, instead of requiring a timer to run out in the attract mode. 8. Changed the "execute" command in the script to use alternate coding to prevent stuttering. 9. Replaced the exposed wood in the playfield area around the catapult with hand painted. Also edited the seam between two playfield photo merges to make it seamless. 10. Reworked the texture for the three stationary targets to make them larger and more visually appealing. 11. Changed the color, edited, and upscaled the texture of Merlin above Merlin's magic kicker. 12. Replaced the exterior cabinet textures with new high-resolution versions. 13. Found a higher-resolution version of the art for the game room, upscaled it, and installed it. 14. After upscaling the textures, added bump maps to the castle texture, two castle gates, and the dragon to create a 3D effect. 15. Changed the color of the castle interior floor and upscaled it. 16. Resized the six overlays on the backbox to make them smaller and moved "Troll Bombs" to the right so it aligns with the other overlays. 17. Upscaled the textures for the plastics, adjusted the color to make them brighter with less purple, and filled in numerous holes. Increased the brightness and contrast of the archers on top of the slingshots. Touched up the texture on the left ramp. No changes were made to the plastic with the flags below the catapult. 18. Changed the metal surface around the sides and back of the castle from bronze to black metal. 19. Created a custom texture for the flippers. 20. Fixed the right inlane barrier so that the top surface aligns with the bottom layer. Made changes to the texture to fit the new shape. 21. Found that the original texture of the damsel was too dark. Brightened it, touched it up, and upscaled it. 22. Deleted all unused audio files to improve table performance. 23. Revised Slamt1lt's lightning effect on the backwall. Updated the coding, added 9 new backwall textures, and 7 lightning sound effect files. Added a spotlight and 4 bulbs on the castle to simulate lightning flashes. Increased the number of calls to run the lightning effect. 24. Added a topper above the backbox. 25. Added a missing bulb to the plastics in the back area of the table. 26. Added lighting and game tweakers. 27. Added 3 spotlights and 1 nanoflasher to provide general illumination, controlled by the lighting tweaker. 28. Added specular lighting controlled by the lighting tweaker. 29. Added code for 63 light inserts, allowing control of 3 lighting options via the tweaker. Made many adjustments to backbox lights and added settings for each light mode in the lighting tweaker. Also adjusted the brightness of approximately 50 textures for each of the 4 light modes. 30. Added 8 missing voice quotes from the original table. 31. Changed the color of all light inserts on the playfield to use richer, less garish colors. 32. Changed the background color of the light lenses on the catapult tower to make them easier to identify. 33. Added another bulb to the castle-on-fire sequence and slightly adjusted the timing. 34. Added Flug's game modes to the Game Tweaker, which can also be changed by pressing the Special 2 key. 35. Adjusted the 14 desktop views from Attack From Mars to work with this table. 36. Categorized all audio files, added variables for each, and integrated a "Sound Level Control Panel" into the script. Added adjustment options to the Game Tweaker. 37. Replaced one of Merlin's voice quotes, which had significant noise, with a cleaner version of the same quote. Also adjusted the sound level of one of the damsel voice quotes to match the level of the others. 38. Created a version of the table for pinball cabinets with three monitors. 39. Created a version of the table for desktop PCs with swivel monitors. Submitter GeorgeH Submitted 11/14/24 Category Future Pinball Tables
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