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  1. Version 1.0.0

    2007 downloads

    Young Frankenstein (hauntfreaks 2021) this version MUST use 10.7 this is a parody of a 1974 film by Mel Brooks.... personally one of my favorite movies Table Features: this is a MUCH smaller file size do to the new files that can be used in VPX 10.7 4K graphics 92 movie callouts Multiball <---very hard CREDITS Builders: HauntFreaks <-- Concept, Layout, Design, Graphics, teency bit of coding BorgDog <-- Original table, rebuild of script Rawd <-- tons of scripting help fluffhead35 <-- Added nFozzy Flippers, targetbouncer logic, flipper Rubberizer logic, and fleep sounds Leojreimroc <-- VR segmented scoring display Testers: RIK Wylte apophis Scampa123 tomate Special Thanks: Rawd for "forcing me to code a bunch of shit myself" aka "teaching a man to fish" Scampa123 for last minute testing and helping Rawd with the VR!! AstroNasty for last minute ramp graphic!! the VP Dev's that make this all possible!! Disclaimer: Please do not redistribute, repost, repurpose or use the content for public or commercial purposes, images, or software code is prohibited without prior permission from author... in other words "dont be a POS" Reason for disclaimer: do to the total disrespect of the VP builders (tables, b2s, frontend , backend, etc.) and its community, certon talentless, low self esteem, trying to compensate individuals have taken it upon themselves to redistribute our work as if it is there god given right to do so.... the statements expressed are my personal opinions and not of VPU or its other members
  2. View File Blood Machines (VPW Original 2022) ************************************** Version 2.0 Additional instruction: This needs VPX 10.7.3 or later and for VR it is optimized for 10.8 #814. Lighting works a bit differently per revision Scorbit uses 3 extra EXE files that should be but into VPX tables folder. Same place where you put the VPX file and BloodMachinesDMD-folder. Notice that some of these EXE files may need to be unblocked 2 of the EXE's are same than previous Scorbit tables, but this time they are just stored in tables folder. 3rd one is QRView which is made to enable QR code to be seen in VPX table. VPX doesn't normally support loading of external image files. Sources: https://github.com/iaakki/VPXQRView By default it runs still with FlexDMD. You must enable PUP from script and also remember to use options batch files under pup folder. ************************************** Alright, let’s do this old school… VPinWorkshop are proud to present our very first original table, “Blood Machines”, based on the movie from Seth Ickerman with music by Carpenter Brut. After watching Blood Machines iaakki thought that it would make a great theme for a pinball table, so we started talking about it in VPW and decided that if we were going to do it as our first completely original VPW table, that we wanted to do it properly. With this in mind we contacted Seth Ickerman to see if they would be interested in the project and to see if there was any chance they would be able to provide any assets that we could use. Thankfully Not only were they amazed at what we were doing, but they supplied us with 70gig of 3D models and textures which were used in the film! The only issue now was that these were so high detail that a huge amount of work was needed to optimize them so they would even load in VPX, but thankfully Flupper came to the rescue and did a fantastic job optimising the models and textures so we could put them in the table without setting your PC on fire (for example the ship went down from 8 million polygons to 130,000!) At the time of writing this the table was at revision 335 (release candidate 1.5) with *well* over 1000 man-hours sunken into it, the amount of work has been staggering but we hope that you’ll agree that it was worth it. The table itself has loads of features that have never been seen before in other VPX tables and we have tried our best to keep most/all of it secret as we want everyone to experience it for themselves firsthand, which is why until very recently we’ve kept details very close to our chest. *IMPORTANT* In order to fully enjoy the table and play it as it was designed to be played, you will need to purchase the awesome soundtrack by Carpenter Brut (about £5/$5/5e) and place the MP3s in your vpinball music directory: C:\Visual Pinball\Music\BLOOD MACHINES OST We really hope people do support the artist and purchase it from; https://carpenterbrut.bandcamp.com/album/blood-machines-ost VPW Blood Machines Project Lead – iaakki Table Layout Design – iaakki, Dapheni Art Lead & 2D Graphics – Astronasty 3D Objects & Textures – Tomate, Flupper, iaakki, Sixtoe, D.J. Scripting & Coding – iaakki, Apophis, oqqsan, Wylte, Lumigado, fluffhead35 DMD – Oqqsan, eMBee, Astronasty, Lumigado. VR – Sixtoe, leojreimroc, iaakki Table Rules – Apophis, iaakki, VPW Team. Shot Tester – gtxjoe Testing – Rik, PinStratsDan, VPW Team Installation Instructions =================== VPX 10.7 https://github.com/vpinball/vpinball/releases VPVR 10.7 https://github.com/vpinball/vpvr/releases/ FlexDMD v1.8.0 https://github.com/vbousquet/flexdmd/releases/ Windows 11 Crashing with oPlayer1 error? Go into windows11 apps>optional features>more windows features and check "media features" Riks Cabinet WIP Video PinStratsDan Desktop Video Rawds VR video: You can watch the film on Shudder, AMC’s streaming service; https://www.shudder.com/series/watch/blood-machines/033e95260abc2604?season=1 Submitter VPinWorkshop Submitted 04/13/2022 Category VPX - Pinball Tables  
  3. Version 1.0.0

    1222 downloads

    Happy Halloween 2023 NOSFERATU 1922, Is an Abomination of Science! This One Player table is so stitched and scrambled together it should have been called Frankenstein!! Built on the framework of Sands of the Aton, using JP Salas' DMD, This is my Second table, but first solo project. It was designed and built in Visual Pinball 10.8, in Desktop Mode, using only the 10.8 editor and a 2003 version of Microsoft Picture It (table contains editor physics only...with some elements slightly modified). This table's Hybridized and Modernized Classic Design has No LUT options, No Magna Save, No "Traditional" Ball Save, and NO TILT OUT!!! - I want it to look the way it does ...Frustrate YOU ...and I want you to beat the crap out of it, After all it IS A MONSTER ...and this is Halloween 2023! This table is true to the movie also,There is no garlic, and no bats, just the facts, Only the SUN can kill this shape shifting demon! There is also ...no alternate desktop background, no wheel, no B2S...Please make one if you like... BEWARE! The Seed of Belial!! THE VAMPYRE!!! NOSFERATU!!!!!!!!!!! but most of all... have FUN!!!! NOSFERATU 1922 RULES Sun Multipliers and Sun Phase Bonus - Roll over the Sun Multiplier Buttons to increase in-game multipliers and Sun Phase Bonuses. You can collect your Sun Phase Bonus at any time by shooting the ball through the spinner, but you will lose your multiplier, so choose wisely. Blood Cell Bonus - You can Collect the Blood Cell Bonus and Raise the Protective Doors at any time, by hitting the Mid-Playfield Saucers, but you will lose your Nosferatu Targets and Blood Is Life Targets, so chose wisely. Character Bonus - Use the EHKO Rattle Strips and the Bumpers to Spell Character’s Names and shoot the upper saucer to collect Character Bonuses Dead Flowers 4 Ellen - Hit the Flat “A” Plague Target to light Dead Flowers 4 Ellen and Collect the bonus by rolling over the Left In-Lane Trigger. Land of Spectres - Hit the Flat “G” Plague Target to light Land of Spectres and Collect the bonus by rolling over the Right In-Lane Trigger. Werewolf Bonus - Hit the Flat “U” Plague Target to raise the Werewolf and Drop the Target to Collect the Werewolf Bonus CarriageMan Bonus - Hit the Flat “L” Plague Target to raise the CarriageMan and Drop the Target to Collect the CarriageMan Bonus Sailor Bonus - Hit the Flat “E” Plague Target to light up ‘5 DEAD SAILORS’, then shoot the ball underneath the ill-fated Empusa cargo ship to raise the dead sailors from the playfield. Knock them all down to Collect the Sailor Bonus. RATS Bonus - Hit the Flat “P” Plague Target 4 times to spell ‘RATS‘, and raise the Vermin which are hiding in the playfield. Knock them all down to Collect the RATS Bonus. Blood Is Life - Use the Active Red Pegs, 2 Small Coffins, and Under Targets to Spell Blood Is Life, and shoot the upper saucer to start B.I.L. Multi-Ball. Plague Bonus - When all P-L-A-G-U-E Lights are lit, the next Plague Target will activate the Plague Mode. Shoot the Right Mid-Playfield Saucer to start Plague. Shoot the Horseshoe Orbit and the Copper Plague Target 3 times to Raise the Nosferatu Plague Drop Target, and Knock him down to Collect the Plague Bonus. Nosferatu Bonus - Spell Nosferatu and then shoot the Left Mid-Playfield Saucer to Raise Nosferatu. Shoot him 7 times to defeat the Vampyre and Collect Nosferatu Bonus. Nosferatu Multiball music by Damon Alexander and the Ten Cent Rentals. Nosferatu 1922, specifically, is dedicated to JP Salas, teisen, Scottacus, bord, SG1bsoN, loserman76, and UnclePaulie as you have all had a hand in inspiring it's creation! ...and soon it will belong to the community. Cheers, dea TEE
  4. Version 2023.3

    4158 downloads

    Simpsons Treehouse of Horror MOD "redux" Halloween is among us!!! Thanks to @apophis for his first release and most of the inspiration for this recreation. It's hard to come up with new ideas when the first one was so good. The entire base pf and plastics set was upscaled and then work started from there. The main part of the playfield was recreated exactly like apophis had it. Many easter eggs and other playfield additions brought in all over the place. Some you won't discover until you turn some models on in the script. I found myself going in circles at one point and things became cluttered and started to feel like a fake table (which it is) instead of a table that could really exist. Clutter was removed and some things on the plastics for example were reeled back in and simplified which I think brought some realism to the table. Thank you to @hawkeyez88 for working on updating his puppack for TOH. The table and puppack go hand in hand and I do not recommend having the table without the puppack! I'd like to thank @hauntfreaks for making a special edition backglass for this release as well. (included GrimmReaper (discord) had one of the last edits in testing on the table for VR users. He replaced the Backglass with HF's image and put the puppack videos on the apron. Thank you. Lastly, I'd like to thank the initial conversation with VPW team and allowing me to use their table in a "redux MOD" of what had already been done by apophis. I give everyone involved in The Simpsons Pinball Party VPW release much thanks! I know I'm missing someone. Heck.. I should tag @UnclePaulie just because I'm certain he helped me somehow. lol The enjoyment of this table is 100% audio and visual related. Original rules of the game remain original. This is the season and time for some spooky pinball tables! I hope everyone enjoys. -redbone *** Please read before playing. There are several pieces/options to consider before you play! *** Table: The table script has cGameName="simpprtyh" set. You must set an alias in your VPMAlias.txt file to "simpprtyh,simpprty" or change cGameName back to "simpprty". This is a must or the table will not run unless you then go and modify the script yourself. Rom and sound: It is recommended you use the included muted rom with this release. To negate any effects the muted rom has when playing the original game, you have two choices: 1. use the pup-pack included that adds the muted music back unmodified game. 2. Use the media pack for the official release. I have tested and both seem to work. I prefer option 2, as the altsound pack is awesome for the original game! Altsound file found here - AGAIN... Altsound is for original game to negate the effects of the muted rom! PUP-PACK: Thanks to Hawkeyez88 for doing an update to his puppack this release. It has new music selections and some bug fixes that really bring this all together. Get the pup-pack here - Altcolor: While not required, two options for altcolor are included. See folders altcolor.pac and altcolor.pal-vni respectively. Either should go in your altcolor folder, but NOT BOTH. Choose the right one(s) for your setup and what you want. Since you have an alias entered for "simpprtyh", you will need to have both the altcolor folders simpprty and simpprtyh dropped into your altcolor folder if you want a color dmd for both original and TOH. I hope that makes sense. Backglass: Two options for backglasses are included - a "2Screen" and a "3Screen". If you use the puppack, I suggest using the 2 screen. Although, in testing there were some that didn't use a backglass file at all and just did everything with the puppack. I really like what Hauntfreaks did with the backglass though. It's all personal preference.
  5. Version 3.0.22

    17314 downloads

    Early in 2021, I received permission from Bigus to update this table and add the VR conversions... originally done by Tom Tower and Ninuzzu. The VR conversion included backglass, flashers, lighting, GI, and other table issue fixes (high score initials, trough multiball and tilt issue, and others). I used the Blacksad dark image from his backglass, as it looks amazing. All the interactivity was done in the script. Sixtoe did a lot of lighting updates as well, including bloom lighting, overlay, etc. Version 2.0 includes a hybrid mode for desktop, cab, and VR. Plus all the latest updates that the VPW team has been doing lately. It includes Fleep sounds, nFozzy / Roth physics and flippers, and general table physics updates. It also has Rothbauerw drop targets, VPW Dynamics Shadows by Iakki, Apophis, and Wylte, Flupper Domes, and LUT options. Bord also added a playfield mesh so the ball goes into the center saucer more realistically. I also added a recent update by fluffhead35 for ballrolling and ramproll amplication sounds. Hauntfreaks provided a couple lighter ball images as well. I also added more VR options to include a wall clock, and additional animation. There are plenty of options in the script including LUT lighting changes, ball brightness, VR, cab, and desktop modes, dynamic shadows, rolling amplification, and other sound and shadow options. Also for VR users, you can change to different room environments. If you get 3 credits each time you add a coin, I put instructions in the script on how to modify your ROM to only add one coin. Anyway, I hope you enjoy! And thanks again to all involved!
  6. Version 1.0.0

    12874 downloads

    This has been A long time coming! I have worked on this table for over 2 years ( learning to script ,gimp and video editing), and is my first Original table. This table would still be sitting on my desktop had I not had the help of a few people, to many for me to list here...which is why I put the thanks in the "attract mode" of the table! So, as I mentioned this is my first creation, if you find "bugs" feel free to comment here and I will try to fix them as time permits. I hope you enjoy the game! Voodoo started as A table about voodoo, then I thought about doing "killer clowns from outer space". Not being able to make my mind up , I combined the ideas to what it is now. A carnival run by an evil clown 😁 this version has no wizard mode...yet. it is also a difficult game (shot wise) . check the script for options! this is a "pup" required table so you will need to have pinup player working. It was created in 10.6 but plays fine in 10.7 Orbital pin framework was the base of this table All DOF ( for those lucky enough to have it set up) scripting was done by Apophis rules write up by Wylte NOTE: for people without default keys, open the script and comment out or delete line 1357. If you havent had a problem, no need to worry.
  7. Version 1.0

    16253 downloads

    Prepare to be mesmerized by semi circular motion! VPW are proud to present Monster Bash by Williams! Shortly after helping with the last release of the Skitso mod of this table, Skitso joined VPW, and so this update to the mod has been released by VPW. Apart from lots of tweaks there's been a big upgrade to the tesla coil flashers so it looks even better now, physics improvements including TargetBouncer, Rubberizer, various flip tricks improvements and dynamic ball shadows. It also now includes a fully lit VR backlass. Check the script for lots of options! VPW Monsters ----------------- Project Lead - Skitso Lighting - Skitso, iaakki New Tesla Coil Modulated Flashers - iaakki, Leojremimroc Various Fixes / Tweaks - Rothbauerw, fluffhead35, iaakki, Sixtoe, apophis, Leojremimroc, Flupper VR Backglass - Leojremimroc New Wire Ramps - Tomate Testing - Rik, Pinstratsdan, VPW Team Based on earlier versions; Skitso mod by team rothborski - Skitso, Rothbauerw, Bord & thanks to VPW team. thanks to Tom Tower & Ninuzzu, Unclewilly and Randr for previous versions thanks to Flupper and Zany for the domes and bumpers thanks to VPDev Team for the freaking amazing VPX
  8. Version 2.0

    11976 downloads

    Halloween - Big Bloody Mike (PinEvent V2, FizX) Version: 2.0 (Feb 2024) This is SLAMT1LT’s Halloween (Ultimate Pro) table which has been updated to my Big Bloody Mike mod. It has been completely updated to use the newest BAM features to create an amazing real-time visual treat with many cool new additions, as well as excellent new mechanical sounds from FLEEP! See new effects, such as blood spilling down the playfield during Score Drain, animated spotlights, flashlight ball, pumpkin ball, and animated Michael Myers character which will stalk you on the playfield and in the VR Game Room. This table has been fully updated with FizX for game changing new physics on Future Pinball. FizX uses techniques similar to nFozzy on VPX to completely change the physics for the flippers, slings, rubbers, targets, ball behavior and more that allows this table play much more realistically than anyone ever thought was possible on Future Pinball. You will be amazed at the difference! PinEvent V2 This table is also updated to fully support PinEvent V2 features (DOF, PUP SSF, PUP DMD). It has modern PUP DMD display options that can work with all setups. With it's crisp HD text and dazzling videos, it's sure to wow everyone who sees it. For a video walkthrough of the updates, new features, and all game modes, watch here: Screenshots: Thanks of course to these awesome contributors: SLAMT1LT: created the original Ultimate Pro 1.02 table TerryRed: BIG BLOODY MIKE mod, PinEvent V2, FizX Schlabber34: insert jewel images FLEEP: mechanical sounds JLou: FizX and support ravarcade: BAM and support Nailbuster: Pinup Player, PUP DMD, PUP SSF Chris Leathley: Future Pinball DISCLAIMER: This table is a fan-made work of passion, and is NOT intended for commercial usage or to be included in any part of a commercial sale! ==================================================================== This table is single player only. ==================================================================== Desktop Static Camera Views (attract mode) during attract mode only, you can press plunger to toggle integrated static desktop camera views if you want to use your own BAM camera settings, or a FP camera view, then you must disable this feature in TABLE OPTIONS in the table script During Attract, the flipper buttons will toggle between Pumpkin Ball and Chrome Ball ==================================================================== BAM Ray Cast Ball Shadows: this table was created to look best with the new BAM Ray Cast Ball shadows this feature is ENABLED on the table script by default this feature requires a fast video card, and will use much more of your GPU if the table doesn’t run smooth, then your PC may not be fast enough to handle this feature (and you should disable it) To disable this feature, you MUST “first” disable it in TABLE OPTIONS (in the table script) BAM Menu - Light and Post Processing settings: BAM Lighting and Post Processing settings are set by the table script and will ALWAYS override the user's settings this is required to ensure that all lighting is set correctly at all times on this table, you can make changes to the Ambient and Diffusion Lighting in the table script in TABLE OPTIONS Physics: FizX v3.3 =================================================================== Game not running smooth? Try the following: run FP in Fullscreen, not Windowed disable RayCast Ball Shadows in TABLE OPTIONS (in table script) disable Reflections options in FP's Video / Rendering settings reduce / disable Antialiasing in FP's Video / Rendering settings disable any SSAO options in BAM plugins menu (disabled by default) ==================================================================== TABLE REQUIREMENTS (very important!) all Visual C Runtime updates DirectX Future Pinball the latest BAM update FuturePinball.exe and FPLoader.exe patched for 4 GB access BAM Settings files installed FizX 1K ball model (for more accurate physics, default.zip in BAM folder) the REQUIRED “Video / Rendering Options” and “Editor Options” in Future Pinball video settings All of the above is included with the latest FP and BAM Essentials AIO package! Super easy to use for a new install, or just to update your existing install. I recommend everyone install this package to ensure you have the latest required BAM updates. https://vpuniverse.com/files/file/14807-future-pinball-and-bam-essentials-all-in-one-complete/ ==================================================================== INSTALL INSTRUCTIONS (REQUIRED) PLEASE read the Install Instructions (included with the table's zip file) it shows you how to check what version of BAM you have installed it shows you how to install all the REQUIRED items above it shows you how to easily setup FP and BAM with the REQUIRED settings It's super easy, and only takes minutes to do! ==================================================================== How to run Future Pinball to play the table PLEASE read the Install Instructions (included with the table's zip file) to know how to properly use FP and BAM ==================================================================== PROBLEMS? Read the Install Instructions included in the table's zip file. It tells you everything you need to know! ==================================================================== Table MODS please read the Disclaimer in the Install Instructions included with the table please ask me first, as I am still updating this table ====================================================================
  9. Version 1.1

    5338 downloads

    Hello there, here i want to present to you an upgraded version of Fuzzels "Gorgar" table. I have implemented the nFozzy Physics, Fleep Sounds, and a LUT selector (Hold LMagna and scroll through the LUTs with the RMagna). I have also done some rubber cleanups and small changes. I want to thank Fuzzel for his table, VPW Team for their awesome example table, Bigus1 for his graphic overhaul and all other that are involved in there to deliver a much better VPX experience ! Cheers and have fun
  10. View File Monster Bash (Williams 1998) VPWmod Prepare to be mesmerized by semi circular motion! VPW are proud to present Monster Bash by Williams! Shortly after helping with the last release of the Skitso mod of this table, Skitso joined VPW, and so this update to the mod has been released by VPW. Apart from lots of tweaks there's been a big upgrade to the tesla coil flashers so it looks even better now, physics improvements including TargetBouncer, Rubberizer, various flip tricks improvements and dynamic ball shadows. It also now includes a fully lit VR backlass. Check the script for lots of options! VPW Monsters ----------------- Project Lead - Skitso Lighting - Skitso, iaakki New Tesla Coil Modulated Flashers - iaakki, Leojremimroc Various Fixes / Tweaks - Rothbauerw, fluffhead35, iaakki, Sixtoe, apophis, Leojremimroc, Flupper VR Backglass - Leojremimroc New Wire Ramps - Tomate Testing - Rik, Pinstratsdan, VPW Team Based on earlier versions; Skitso mod by team rothborski - Skitso, Rothbauerw, Bord & thanks to VPW team. thanks to Tom Tower & Ninuzzu, Unclewilly and Randr for previous versions thanks to Flupper and Zany for the domes and bumpers thanks to VPDev Team for the freaking amazing VPX Submitter VPinWorkshop Submitted 02/09/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/forums/files/file/7195-monster-bash-williams-1998-2-3-screens-directb2s-b2s-db2s/ Link to Media Pack  
  11. Version 1.22

    21233 downloads

    Welcome to the frightfully fun release of Tales From The Crypt from the VPW team! This is our first scratch built table using all the tips and tricks we've picked up in our past releases and mods, and we're super proud of it and hope you all enjoy it! ** Please use VPX 10.6, there may be issues with 10.7 This is now updated to 10.7. With all of the options on the table is quite "heavy", and the new "RTX" ball shadow code is fairly costly in terms of performance, we think it looks amazing (if we do say so ourselves!) but can be turned off. VR Options are all in the script, with options to include or exclude the RTX shadows. (by the way, RTX has nothing to do with nvidias RTX, it's just a name!) '*** V-Pin Workshop Spooky Crypt Team *** - Project Manager: Tomate - Models and textures with Blender & Octane: Tomate - Ramps: Tomate - Primitive fading code for GI and flashers: iaakki - "Three layer" 3D Inserts: iaakki - Tombstone Code: Sixtoe, DJRobX - PF edits and insert texts: iaakki - Additional lighting: iaakki, Sixtoe, Skitso, G5k, Tomate - Wylte RTX ball shadows: Wylte, apophis, iaakki - VR & Various Fixes: Sixtoe - nFozzy physics: iaakki, Benji - Rubberizer and TargetBouncer: iaakki - Fleep Sounds: iaakki, Benji - Miscellaneous fixes and tweaks: CyberPez, apophis, kingdids, baldgeek, fluffhead35, HauntFreaks - Testing: Rik, VPW team Table Rules ' 002 tomate - wireramps and metal ramps prims added ' 003 tomate - correct POV, backwall added ' 004 tomate - ramps height corrected ' 005 iaakki - NFozzy lighting script in, PF and new insert Text ramp, First inserts layed ' 006 iaakki - insert bulb primitives added for testing ' 008 iaakki - OFF insert Normal Map added ' 011 iaakki - round inserts done ' 012 iaakki - rec star inserts ' 013 iaakki - some insert adjustmens ' 014 iaakki - updated PF and text, rest of the inserts done. lamps on layer 8 needs adjustment ' 018 tomate - some new prims and textures added ' 019 tomate - rest of the new primitives and textures added (layer 1) ' 020 tomate - some tweaks on VPX stuff, low poly colidable ramps added (layer 2), some tweaks on LUTs ' 021 tomate - more tweaks on LUTs, add flippers prims to work properly, add new holes on PF mesh, tumbstone prim and VUKs works properly now, some tweaks on upper plastic, apron plastic primitive fixed ' 022 Benji - Physics scripting in place with working flippers, no rubber dampening applied to objects yet ' 023 kingdids - some tweaks on table lighting settings ' 024 tomate - correct all the textures from camera POV, some tweaks on lighting settings and LUTs ' 025 tomate - separate eye target and remplace original prims, separate drop targets and spinners prims (doesn't work yet), redone slingshots and separate prims of SLING1/2 ' 026 sixtoe - Refactored timers, added playfield trigger and top vuk hole sides, aligned ramp entrance lamp flashers, sorted out some of the vr cabinet prims (temp invisible), ' 027 iaakki - Checked physics code, made new collections for rubberbands and posts, added fleep sounds on most of the collisions (all other sounds removed for now), laneguides had wrong physics so ball felt spinning all the time ' 028 iaakki - RightFlipper1 added back with ssf sounds ' 029 iaakki - Plunger, drain, bumper and wire gate sounds tied. Upper right flipper live catch should be now possible ' 030 tomate - OFF textures added ' 031 iaakki - Metals and MetalRamps duplicate prims done to layers 7 and 9. Created material for fading and tied them to GIUpdates. ' 032 iaakki - some new material and cab sides tied to gi ' 033 tomate - rubbers posts and sleeves separated and applied to the collection dPosts and dSleeves respectively. Rubber bands separated and assigned to the aRubberBands collection. Physical materials assigned to rubber posts, sleeves, metal walls, plastics, and metal ramps. Correction of the location of a rubber post that invaded the loop ramp ' 034 tomate - erase original rubber bands, remplace LSling1/2 and RSling1/2 with baked prims. Cleaning g02 texture so that it looks correct when the slingshots kick ' 035 tomate - spinners and gates prims in place and hooked up, standup target and eye targets in place unhooked. ' 036 iaakki - wireramps added to gi fading, metalramp db issue fixed, ball shadows, insert text, flip shadows fixed by aadjusting Z. ' 037 iaakki - off prim D default values changed. Added more stuff to giupdates ' 038 tomate - animation of gate1 and 2 fixed. Collections created according to textures, primitives assigned to collections. All the primitives has "colormaxnoreflectionhalf" material ' 039 iaakki - rest of the OFF prims done, double checked all settings for ON and OFF prims. Dedicated materials created. GIupdates is now using UpdateMaterial with aLvl^5 for gi events. RF_plastics image imported, but not taken in use. ' 040 iaakki - created materials for each type of prims: gi_on_plastic,metals,cab,blubs and those are faded differently in giupdate. Made fading speed faster. ' 041 cyberpez - Animated standup targets. Reworked drops to be animated and Roths Double Drop mod. ' 042 iaakki - Added standup and drop target off prims and added to fading. Fixed drop target transZ to transY. Updated to rom tftc_400. UseSolenoids=2 in too. ' 043 tomate - A few textures fixed and some LUTs added ' 044 iaakki - PF GI flasher reworked, some OFF prim default DL values adjusted, MetalsOFF prim size adjustment to avoid z fighting, New on/off collections to hide primis when GI full on/off ' 045 iaakki - tombstoneOFF made to move too ' 046 iaakki - Sol4R created for right flasher, only gion state for now. ' 048 iaakki - Sol4R kind of working in gion and gioff state. Various DL values should be fixed in each state. Simple preloader done ' 049 tomate - All prims with DL=1, plastics prims replaced, top_plastic unhooked from GI, plastics_off texture modified, collideable metal walls reworked (ball now acts naturally when left VUK kicks or when falls from left spinner), collideable prim for center vuk added , center vuk strength corrected ' 050 iaakki - flipper physics restored and loophelper implemented. ' 054 iaakki - RF and LF code implemented to debug version ' 055 iaakki - textures imported back. cab_RF was broken and fixed it. Plunger lane plastic is broken on some textures. ' 058 iaakki - flasher and gi fading finalized, 68 and 71 lamps assigned, sling animation items added to fading, but removed from visibility swaps. May flicker in VR?? ' 059 iaakki - new plastics prim and GI control. Changed PLAYFIELD_GI1 depth bias as it had issues with plastics. OFF flips made darker ' 060 iaakki - ball brightness fading with GI. Consts ballbrightMin and ballbrightMax are used to set the limits. ' 061 tomate - new set of prims added, new set of texures added, prims separated and placed into collections ' 062 iaakki - fixed some DB issues, added flasherblooms, adjusted lighting ' 063 tomate - bumpers prims divided, bumperRing 1/2/3 animation done, off primitives still missing ' 064 iaakki - fixed sling DL values that were not consistent, added some magnasave button action, made some tests to pf flashers, GI bulbs still broken, some other lighting tweaks ' 065 tomate - new set of backwall textures added, slings DL values bring to 0, erase slings from g02, scatter value added to left plunger to make shots more random, modified strenght of central VUK to match with gameplay videos ' 065a tomate - increase scatter value to the left plunger, bumperRing Off prims added to Script ' 066 Sixtoe - Split ramp bulbs out of g02 and added them to DL, split bumper caps out of bumpers and added them to DL, cut holes in PF, adjusted some lights and flashers, realigned and coded VR cabinet & modes, adjusted shooter lighting and disconnected bulb from g02 prim, added under table GI lights for ball reflections, ' 067 iaakki - tombstone redone and shaking. rubberizer and targetbouncer added; not adjusted ' 068 tomate - jurassic dome OFF texture tweaked, LF and RF flasherbloom moved up, main gate texture changed, PF thickness added to hole near upper flipper, bulbs primitive separated in ---> bulbs and lamp_bulbs and placed into collections ' 073 iaakki - Merge various triggers and ballshadow code from duplicate 065 version ' 074 baldgeek - set plunger to auto, added enter/exit sounds for scoop next to left ramp ' 075 baldgeek - fixed scoop exit sound ' 076 gtxjoe - Add debug shot testing. Press 2 to block outlanes/drain. Press and hold any of these keys to test shots: W, E, R, Y, U(Vuk), I(Crypt Vuk), P, A, S, F, G ' 077 iaakki - At least the ball uservalue bug fixed by having an array to carry wireramp status. Uses BallGoesWire sub. TargetBouncer taken in use for targets, posts and sleeves. ' 078 fluffhead35 - Added RampRolling sound playback logic for wire ramp sounds. Implemented WireRampOn for sw47 & sw58 and WireRampOff for Trigger1 & Trigger2 ' 079 iaakki - ramproll stuff combined to ball shadow code. Triggers reworked one more time, Right vuk ramp fixed as ball jumped over the triggers, rdampen set to 10ms timer ' 080 benji - wire ramp loop sound swapped out for more seamless one. fx_vukExit_wire sound added to manager, added to VUK subs replacing 'popper' sound needs to be tested. ' 082 benji - reimported missing droptarget sounds, changed kickback sound from missing 'popper' to new KickBack2.wav ' 083 fluffhead35 - tweaked ramp shadow code when looking up the ramptype from Wire RampRoll variables ' 084 iaakki - major merge for new trough from cyberpez. All the solflashers and related inserts recoded. tnob increased so can debug. ' 085 iaakki - adjusted flashers and added backplate vpx flashers ' 086 fluffhead35 - merged in 082 and 083 changes. Added more balls to the RampRoll array because it was too small for the number of balls. Added More RampRoll and WireRampRoll sounds as you need one per ball ' 087 iaakki - targetBouncer values reduced, scoop vuk fixed ' 089 tomate - wall008 at layer 1 deleted, underVUK prim at layer 2 reimported, pUpKicker material changed and lowered it to -10, cab/pf_adges/apron prims replaced, ScSp. relfections turned off ' 090 tomate - walls over the plastics at layer1 added, sw68 - captive Ball fixed (thanks gtxjoe!), central VUK fixed (thanks apophis!) ' 091 iaakki - Crypt shot fixed, BS depth bias issue solved, plunger -> droptarget -> drain fixed, ' 092 iaakki - PF GI flasher style changed ' 092a tomate - collideable wall tweaked so ball doesn't touch slinshot after right orbit ' 093 iaakki - fixed bugs from ball shadow code and improved perf, new PF gion/gioff images with larger hard edges on insert holes, new insert text image with edges, spot lamp tied to gi. Narnia check should bring the ball back in game.maybe.. Report your findings. ' 094 benji - add sound scoopExit. Crypt VUK exit/eject sound should be "fx_vukExit_wire" but i cannot get it to play... ' 095 iaakki - f53TOP added, wood sound added to one wall, right orb return matched to few videos, rtxfactor 0.8, right wireramp exit hacked, coin sounds added, sw52 sounds improved, ball shadows removed when large flashers bright, diverter sound added, some debug cleanup, additional wall added under trough ' 096 Sixtoe - Organised some layers, sorted height walls, deleted old redundant assets, fixed plunger exit gate textures, cropped the bottom of 2 bulb prims that were showing through holes, dropped lamp under skillshot rubber as it was clipping, manually edited all the g02 textures because dropping the lamp under the rubber meant part of it was black..., redid texture of left flasher so it doesn't look odd when off, manually edited g01_ON.png to brighten back of spinners ' 0961 iaakki - Bug fix and script optimizations for RTXBS on VR ' 097 tomate - Switch and diverter prims separeted and placed in collections. New clear plastics texture added. ' 0971 iaakki - Diverter and wireramp switches animated with sounds. ' 0974 tomate - diverter DB issue fixed, jurassic dome material changed, slanted sideblades added, cabinet mode added, POV corrected to cabinet mode ' 098 apophis - included RTX BS distance calculation optimizations ' 099 fluffhead35 - added logic to only show RTX shadows for 3 balls ' 099.1 Wylte - changed shadow DB to -2000, upped flasher intensity required to hide shadows to 0.7 ' 099.9 iaakki - 991 merge, Tied GI bulbs prim to updates, minor tweak to GI levels and collections, RTXBallShadows script option added, LockBarKey support added ' 100 Sixtoe - Split bulbs from g02 primitive (again!), tidied up layers a bit, deleted redundant stuff, added off prims to cabinet script, probably still needs more work. Left captive ball wall moved so ball isn't floating, Plugged hole in upper left plastic to stop ball trap. ' 101 iaakki - VUK issue solved, sideblades fixed, cabinetmode with fblooms fixed, TargetBouncerFactor introduced and default set 1.1 for now, flippernudge values corrected, red bulbs set to fading collections, metalramp DLFB values changed to make them blend better. ' 102 iaakki - Recoded LUT selector with 14 LUT files. save/load mechanism included. ' 103 iaakki - Insert OFF state normals added and insert balance tune, HauntFreak top notch tweak to red bulb flashers. ' 104 Sixtoe - Split off bumper prims, fixed script for them ' 105 apophis - fixed never ending ball rolling sounds. fixed slingshot sound effect locations ' 106 iaakki - ball shadow DB's adjusted more, RTX image changed (Thanks BorgDog for reference), RTX parameters changed to match new reference ' 107 tomate - post pass fixed, angleSidewalls for cabinet mode fixed (thanks Sixtoe!), angleSidewalls prims reworked and put into collections, OFF plastics textures tweaked ' 108 tomate - wall added over top plastics ' 109 iaakki - cleanup, crypt jam insert material tuned, spinner sounds added, rubberizer tuned, left ramp entrance gate tuned, DT threshold tuned ' 110 iaakki - subway redone, needs more testing ' 111 iaakki - Narnia rework, cleanup, subway tuned, collidable walls added under flips ' 112 iaakki - Lut changer tuned, insert off prim normals as script option, some insert prims were accidentally collidable, relay sounds added ' 113 iaakki - Some walls added on top of plastics, GTXJoe's "Debug Table testing routines" removed ' 114 Skitso - Fixed a bunch of lights ' 115 iaakki - upped sw39 hit threshold and tested it, under PF walls added to eliminate light bleed from inserts, VRRoom 1 and 3 disables RTX ball shadows, GI relay, Lutselector and spinner sound increased ' 116 Sixtoe - Fixed a couple of VR issues with the sidewalls, spent some time with how the ball looks ' 116DL1 tomate - all prims moved to DL=1, default LUT changed, apron texture fixed, flippers textures fixed ' 117 tomate - domes/ramps/bats textures fixed, bumper cap texture fixed Skitso!, trail strenght lowered to 30, POV tweaked, reflection strenght on PF lowered to 20 ' 118 iaakki - vrroom mode fixed, plunger lane gate tuned, ball made a bit brighter with const ballbrightMax and ballbrightMin, improved GI bulbs that reflect to balls, plastics DB set to -110 to fix laneguides ' RC1 iaakki - bumpertop materials changed, metals and laneguide DL values to 0.5, bumpertop ID fix, default value checks ' RC2 iaakki - Bumpertop image swaps and DL tied to GI plus lampz, sw38 improved and wall added to center the ball, script cleanup, bumper lights adjusted for GIOFF state ' RC3 tomate - plastic texture over the bumper fixed, right slingshot rubber texture fixed, logo added ' RC4 tomate - VPW original LUT fixed, HauntFreaks LUT added, compressed images by g5k added ' RC5 tomate - SSR set OFF by default, LUT added
  12. View File Gorgar (MOD) by NitroNimbus VPX conversion of my FP MOD of Gorgar. Full credit to the table author and others who have also modded this table. Special mention to Slamt1lt who made the original FP version that I used many resources and idea's from. Muted the ROM and added sound effects, music, lights, animations and general touch ups here and there. I also added some extra's bits. BALL SAVER: We all need one of those. SCORCHED BALL: Put the ball in the Hell Hole and it will burn the ball and get darker each time you do, resets at every new ball. HELL BAT or DEMON BALL: This can only happen once per ball. When you hit the snake pit you will have a change to battle the Hell Bat (black ball) or a Gorgar Demon (red ball). If you can get it in the burning Hell Hole you WIN..., if it drains you LOSE... each time it gets harder win or lose. I implemented this feature for all 4 players, it remembers how many battles each player has and adjusts accordingly. Hope you enjoy it, cheers! Submitter Nitronimbus Submitted 06/12/2022 Category Modified (MOD) Games Modified by Bigus1, Gedankekojote97, NitroNimbus Original Table Author Fuzzel Link to B2S  
  13. Version 1.0.1

    13549 downloads

    Love Never Dies They say you are a man of good... eh... taste.... (you must be because you are here). We very proudly present this killer of a table. It was built from the ground up, with new scans of the playfield, plastics, and sculpts. The ramps are based on numerous measurements from the real table. If you are feeling brave, check out the original VR room. Includes the latest and greatest of everything VPW has to offer. Enjoy! VPW TEAM FrankEnstein - 3D modeling and rendering. Blood sucking. Apophis - Scripting, physics, VR rooms and associated trickery. Blood bathing. Sixtoe - Table building and research. Bloody hell. Stavcas - Initial table build and coding. Blood donating. Schlabber34 - 3D models of the ramps. Blood chilling. Kevv - 3D scans of the sculpts, numerous measurements and photos of real machine. Bleeder. DGrimmReaper - Initial VR minimal room work. Blood letting. HauntFreaks - Backglass image and supporting b2s. Blood tasting. Testers: BountyBob, Darth Vito, guus_8005, DaRdog, Studlygoorite, Primetime5k, mcarter78, wrd1972, Kemurro, somatic, RIK, Smaug, MetaTed, cl4ve, Colvert, redbone, Mecha_Enron Special thanks to Landers and Dorsola for their Mist magnet script (it was used with minor modifications) and to ClarkKent for the playfield scan. Thanks to all the previous authors that worked on this title: JPSalas, ICPjuggla, Dozer316, Thalamus Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2
  14. Version 4.0.0

    9960 downloads

    +++Please update your VPX 10.7 to the latest version 10.7.1 if you have troubles to run the latest 1.0.6 table update! Thanks Vpx 10.7.1 here : https://github.com/vpinball/vpinball/releases?fbclid=IwAR2cUWKCwbS1rDcjUYPqvOrnwd0gFHzEWxnbLugaSc0XpeBo3i0fbfo2nC4 (this pup pack includes Adult theme videos Violence and Nudity ) +18 11 random intros i think ( i dont remember ) + 12 movies scenes ... Etc etc if you like blood and boobies you not gonna be disapointed .. Dont Tilt please .. You need vpx 10.7 to run this Table and Puppack The Puppack only works with the table inside the download folder Script - Options for ApronScreens - Backdrop and Slow Pcs are Off by Default just choose the one you like (Aprons screens are amazing ) Just Run the Bat file inside the puppack for your Screens Setup Enjoy Thanks To my TeamTuga Mate Pedro Peres Thanks Joe Picasso and Mario Thanks All Teamtuga
  15. View File Simpsons Treehouse of Horror MOD (Simpsons Pinball Party, The (Stern 2003) VPW MOD) Simpsons Treehouse of Horror MOD "redux" Halloween is among us!!! Thanks to @apophis for his first release and most of the inspiration for this recreation. It's hard to come up with new ideas when the first one was so good. The entire base pf and plastics set was upscaled and then work started from there. The main part of the playfield was recreated exactly like apophis had it. Many easter eggs and other playfield additions brought in all over the place. Some you won't discover until you turn some models on in the script. I found myself going in circles at one point and things became cluttered and started to feel like a fake table (which it is) instead of a table that could really exist. Clutter was removed and some things on the plastics for example were reeled back in and simplified which I think brought some realism to the table. Thank you to @hawkeyez88 for working on updating his puppack for TOH. The table and puppack go hand in hand and I do not recommend having the table without the puppack! I'd like to thank @hauntfreaks for making a special edition backglass for this release as well. (included GrimmReaper (discord) had one of the last edits in testing on the table for VR users. He replaced the Backglass with HF's image and put the puppack videos on the apron. Thank you. Lastly, I'd like to thank the initial conversation with VPW team and allowing me to use their table in a "redux MOD" of what had already been done by apophis. I give everyone involved in The Simpsons Pinball Party VPW release much thanks! I know I'm missing someone. Heck.. I should tag @UnclePaulie just because I'm certain he helped me somehow. lol The enjoyment of this table is 100% audio and visual related. Original rules of the game remain original. This is the season and time for some spooky pinball tables! I hope everyone enjoys. -redbone *** Please read before playing. There are several pieces/options to consider before you play! *** Table: The table script has cGameName="simpprtyh" set. You must set an alias in your VPMAlias.txt file to "simpprtyh,simpprty" or change cGameName back to "simpprty". This is a must or the table will not run unless you then go and modify the script yourself. Rom and sound: It is recommended you use the included muted rom with this release. To negate any effects the muted rom has when playing the original game, you have two choices: 1. use the pup-pack included that adds the muted music back unmodified game. 2. Use the media pack for the official release. I have tested and both seem to work. I prefer option 2, as the altsound pack is awesome for the original game! Altsound file found here - AGAIN... Altsound is for original game to negate the effects of the muted rom! PUP-PACK: Thanks to Hawkeyez88 for doing an update to his puppack this release. It has new music selections and some bug fixes that really bring this all together. Get the pup-pack here - Altcolor: While not required, two options for altcolor are included. See folders altcolor.pac and altcolor.pal-vni respectively. Either should go in your altcolor folder, but NOT BOTH. Choose the right one(s) for your setup and what you want. Since you have an alias entered for "simpprtyh", you will need to have both the altcolor folders simpprty and simpprtyh dropped into your altcolor folder if you want a color dmd for both original and TOH. I hope that makes sense. Backglass: Two options for backglasses are included - a "2Screen" and a "3Screen". If you use the puppack, I suggest using the 2 screen. Although, in testing there were some that didn't use a backglass file at all and just did everything with the puppack. I really like what Hauntfreaks did with the backglass though. It's all personal preference. Submitter redbone Submitted 10/26/23 Category Modified (MOD) Games Modified by redbone  
  16. Version 1.0.0

    44 downloads

    Instruction card for Halloween 1978-1981 by HiRez00
  17. Version 1.5

    29718 downloads

    "Don't you realize? The next time you see sky, it'll be over another town. The next time you take a test, it'll be in some other school. Our parents, they want the best of stuff for us. But right now, they got to do what's right for them. Because it's their time. Their time! Up there! Down here, it's our time. It's our time down here." The VPin Workshop members present The Goonies: Never Say Die Pinball! This project started out by adding physics and fleep sound to Hawkeyez88 pup-pack release. In doing so many scripting issues were found in the original table. We decided to not only fix the current table, but have added support for FlexDMD, new modes, ramps, shadows, playfield, sounds, ect. Pretty much every piece of this table has been touched, enhanced, and tested. This table is setup to work with the FlexDMD out of the box. You can disable the FlexDMD and enable the pupPack created by Hawkeyez88 by changing the options in the script. * Main table overhaul: fluffhead35, oqqsan * nfozzy and fleep: fluffhead35 * DOF: apophis * New playfield design: HauntFreaks * Playfield, image and lighting updates: HauntFreaks * Backglass: HauntFreaks * Droptarget Shadows: HauntFreaks * Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, apophis, wylte, fluffhead35, oqqsan, Nailbuster * 3d Inserts: oqqsan * flupperdomes : oqqsan * FlexDMD : oqqsan * Apron Primitives: oqqsan and Tomate * Ramp Primitives: tomate * New Toy Primitives Chester,coins,key: oqqsan * Scoring and game play enhancements: Rik, apophis, oqqsan * Testing: Rik, apophis, VPW team * Bone Organ Primitives: Tomate * Bone Organ Animations: oqqsan * wylte: Flasher shadows on ramp * Original pupdmd code: Nailbuster * Previous DMD animations: VPFiends This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version. Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds.
  18. Version 2.0

    29843 downloads

    ************************************** Version 2.0 Additional instruction: This needs VPX 10.7.3 or later and for VR it is optimized for 10.8 #814. Lighting works a bit differently per revision Scorbit uses 3 extra EXE files that should be but into VPX tables folder. Same place where you put the VPX file and BloodMachinesDMD-folder. Notice that some of these EXE files may need to be unblocked 2 of the EXE's are same than previous Scorbit tables, but this time they are just stored in tables folder. 3rd one is QRView which is made to enable QR code to be seen in VPX table. VPX doesn't normally support loading of external image files. Sources: https://github.com/iaakki/VPXQRView By default it runs still with FlexDMD. You must enable PUP from script and also remember to use options batch files under pup folder. ************************************** Alright, let’s do this old school… VPinWorkshop are proud to present our very first original table, “Blood Machines”, based on the movie from Seth Ickerman with music by Carpenter Brut. After watching Blood Machines iaakki thought that it would make a great theme for a pinball table, so we started talking about it in VPW and decided that if we were going to do it as our first completely original VPW table, that we wanted to do it properly. With this in mind we contacted Seth Ickerman to see if they would be interested in the project and to see if there was any chance they would be able to provide any assets that we could use. Thankfully Not only were they amazed at what we were doing, but they supplied us with 70gig of 3D models and textures which were used in the film! The only issue now was that these were so high detail that a huge amount of work was needed to optimize them so they would even load in VPX, but thankfully Flupper came to the rescue and did a fantastic job optimising the models and textures so we could put them in the table without setting your PC on fire (for example the ship went down from 8 million polygons to 130,000!) At the time of writing this the table was at revision 335 (release candidate 1.5) with *well* over 1000 man-hours sunken into it, the amount of work has been staggering but we hope that you’ll agree that it was worth it. The table itself has loads of features that have never been seen before in other VPX tables and we have tried our best to keep most/all of it secret as we want everyone to experience it for themselves firsthand, which is why until very recently we’ve kept details very close to our chest. *IMPORTANT* In order to fully enjoy the table and play it as it was designed to be played, you will need to purchase the awesome soundtrack by Carpenter Brut (about £5/$5/5e) and place the MP3s in your vpinball music directory: C:\Visual Pinball\Music\BLOOD MACHINES OST We really hope people do support the artist and purchase it from; https://carpenterbrut.bandcamp.com/album/blood-machines-ost VPW Blood Machines Project Lead – iaakki Table Layout Design – iaakki, Dapheni Art Lead & 2D Graphics – Astronasty 3D Objects & Textures – Tomate, Flupper, iaakki, Sixtoe, D.J. Scripting & Coding – iaakki, Apophis, oqqsan, Wylte, Lumigado, fluffhead35 DMD – Oqqsan, eMBee, Astronasty, Lumigado. Pupdmd - Frank H, HeartbeatMD VR – Sixtoe, leojreimroc, iaakki Table Rules – Apophis, iaakki, VPW Team. Shot Tester – gtxjoe Testing – Rik, PinStratsDan, VPW Team Installation Instructions =================== VPX 10.7 https://github.com/vpinball/vpinball/releases VPVR 10.7.3 https://github.com/vpinball/vpvr/releases/ FlexDMD v1.8.0 https://github.com/vbousquet/flexdmd/releases/ Windows 11 Crashing with oPlayer1 error? Go into windows11 apps>optional features>more windows features and check "media features" Riks Cabinet WIP Video PinStratsDan Desktop Video Rawds VR video: You can watch the film on Shudder, AMC’s streaming service; https://www.shudder.com/series/watch/blood-machines/033e95260abc2604?season=1
  19. Version 1.0.0

    1298 downloads

    I'm uploading my reskinned version of the South Park table as it died with Vpinball. Was a fun table to begin with and I wanted to give it a Halloween look/feel. Note, I changed the gameName to sprk_103h so update your VPAlias file to have sprk_103h,sprk_103. This resolves the issue with it calling in the orginal South Park Backglass/Pup. Also, hawkeyez88 made a PUP pack that goes with the table. Enjoy and Happy Halloween!
  20. Version 1.0.2

    19927 downloads

    Requirements: 10.8 64-bit, Updated PinupPopper Features: •VR room full and minimal •Scorbit (enable or disable in table script) •Nfozzy Physics •Fleep Sounds •Full PupDMD •Full media pack •F12 Tweak Menu containing Many options: •Difficulty options, flipper size, outlane size and trust post on or off, etc •Number of balls per game •Rule cards you can turn on and off •VR Room Options •Many others
  21. View File The Walking Dead LE Hanibals 4k Blood Mod Blood Mod of the very nice table from Dozer, and tx for the permission to mod. I have changed this things: - new Hires playfield - new apron - new physics - new sounds - new animation - new lights - new grfx - more blood Have fun and enjoy Submitter Hanibal2001 Submitted 04/21/17 Category VPX - Pinball Tables  
  22. Version 1.0.0

    1118 downloads

    I am very happy to offer you for the first time a table in black and white. I chose the Mary Shelley's Frankenstein table and thanked Schlabber34 for allowing me to modify it. I hope you enjoy playing on this Frankenstable 😏 you can reactivate the original rom sound in the script line 186 and 187 0 = no sound 1 = ROM sound All Logos, Copyrights and Trademarks are property of their respective owners. PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION! If you have read this far and you like my tables, know that I love beer don't hesitate to pay me a shot from time to time 🍺 THANK YOU
  23. View File VooDoo's Carnival pinball This has been A long time coming! I have worked on this table for over 2 years ( learning to script ,gimp and video editing), and is my first Original table. This table would still be sitting on my desktop had I not had the help of a few people, to many for me to list here...which is why I put the thanks in the "attract mode" of the table! So, as I mentioned this is my first creation, if you find "bugs" feel free to comment here and I will try to fix them as time permits. I hope you enjoy the game! Voodoo started as A table about voodoo, then I thought about doing "killer clowns from outer space". Not being able to make my mind up , I combined the ideas to what it is now. A carnival run by an evil clown 😁 this version has no wizard mode...yet. it is also a difficult game (shot wise) . check the script for options! this is a "pup" required table so you will need to have pinup player working. It was created in 10.6 but plays fine in 10.7 Orbital pin framework was the base of this table All DOF ( for those lucky enough to have it set up) scripting was done by Apophis rules write up by Wylte NOTE: for people without default keys, open the script and comment out or delete line 1357. If you havent had a problem, no need to worry. Submitter kcron666 Submitted 03/19/2022 Category PuP-Pack Original (PuP-Original) Game Creations Modified by  
  24. Version 2.3.2

    22836 downloads

    This was a huge labour of love for the team. g5k and 3rdAxis had started a build and reached out to Sliderpoint who had also been working on an update. We joined together to make this recreation. This version is the version from my (g5k) cabinet that I maintain. I know 3rdAxis has been maintaining a VR version which has optimisation not relevant to cabinet and desktop users. If you are a VR user grab his, if you are a cabinet or desktop user this is the latest uncompromised version relative to the original release. F6 for the options (must have exclusive full screen off to set up these and then turn back on after setting your mods) and script options. Enjoy and please don't redistribute or use this for financial gain. Shoutout to Sliderpoint, hope you are doing well mate and ok. ps. Make sure you pickup the incredible colorisation as well on this site by NetzZwerg and WOB.
  25. Version 1.6

    8437 downloads

    Blood Mod of the very nice table from Dozer, and tx for the permission to mod. I have changed this things: - new Hires playfield - new apron - new physics - new sounds - new animation - new lights - new grfx - more blood Have fun and enjoy
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