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  1. Version 1.0.0

    838 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
  2. Version 2.0

    20056 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
  3. Version 1.2

    4078 downloads

    Balutito will make you live an experience beyond the limits. Pain and pleasure, indivisible With HELLRAISER Table ... This table was made in full collaboration with the TeamTuga This Table like all tables need to be run in VPX Exclusive Fullscreen ( Vpx-Preferences-Video/Graphic options-Force Exclusive Fullscreen Mode-Checked) ************************Script options******************************* *Apron Screens ON or OFF *Glow Ball color and intensity *2 playfieds To chose (chose the one You Like) *Ramps with and without Blood (chose the one You Like) *2 Backdrop images ( chose the one You Like) ******Everthing is OFF by Default*********** You Don't need the B2S File!!! To take full advantage of this table, I strongly advise you to use the superb Puppack made by TEAMTUGA, it's a little gem. Mago of Oz - original table By JPSALAS Reskin BY BALUTITO PuPPAck TEAMTUGA with the participation of Mario Paulo (Videos Cut) Dave Sousa - GlowBalls iaakki - Cube Animations Blood Trails (Multiball) Toy textures and GI Lighting Various Tweaks ******************************* Credits ********************************** JPSALAS NailBuster Terry RED Dave Sousa iaakki Mario Paulo Joey Picasso Hawkeyez Tony - The Living Arcade Marty Reynhart Frisco Dana JArvis Dom Wainright Chicken Nick Doran Ray Pritchard Alberto Medini John Furlong ......and so more Long list but you know u You are Thanks to all the people on the Chat and to all the VP community Enjoy 🍺Balutito🍺 All Logos, Music, Copyrights and Trademarks are property of their respective owners. Artist Ise Ananphada PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION!
  4. 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  
  5. Version 1.4.3

    18318 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.
  6. Version 1.03

    34160 downloads

    Halloween 1978-1981 (Original 2022) VPX UPDATE: Halloween 1978-1981 (Original 2022) 1.03 - - - - - - - - - - - - - - - - After extensive play in a tournament last week, a couple of small bugs were discovered: - Some lights not lighting up in order: FIXED - Multi-ball activation not fast enough: FIXED - Some repeat audio callouts on the drain: FIXED You ONLY need to download the table itself for this update. No other files were edited / changed. Thank you for all the comments, reviews and beer support! Apophis and I much appreciate it! - - - - - - - - - - - - - - - - BACKSTORY: - - - - - - This table is solely based on Halloween (1978) and Halloween II (1981) with a small reference to Halloween III (1982) Halloween 2 is one of the greatest movie theater experiences in my life! I was 11 and saw it in the theater after seeing the original Halloween (1978) on the original NBC broadcast (edited of course). The movie audience went absolutely nuts during the whole movie and people were screaming, running out - and when Loomis blows up Michael Myers at the end of the movie, everyone cheered - until he came walking out of the fire - and they started screaming "OH SHIT!!!!" I will never forget that experience! - - - - - - I started this VPX table back in 2018 with Xenonph about a month before the Halloween 2018 remake was gonna come out in movie theaters ... and I got about 80% done with the skills I had at the time which was basically a re-skin with some sound and music added. Then I went to see the 2018 remake of Halloween and absolutely hated it ... Fucking Blumhouse Garbage! I was so disappointed in the 2018 remake that I lost interest in finishing this table all together ... Cut to 4 years later ... After several years of medical issues / problems, and life and work taking up most of my time ... I decided to take another look at my table I had done about a month ago. I showed my progress to Apophis and he urged me to finish it in time for this Halloween season - because he thought is was a decent start and worth finishing. Since I starting using / learning VPX 2018, I have learned a lot more about making / modifying tables ... and between Apophis and I, we completely rebuilt the table it was originally based on (Medusa) replacing every single part on the playfield, re-writing 99% of the script, AND added a slew of new features, effects, and actions to it to basically now be able to call this table an ORIGINAL, and not a re-skin anymore. No detail or addition to this new table was added without serious thought put forth, and wouldn't enhance / add to the overall gameplay. Everything was approached with the "let's make it the BEST it can be!" attitude. If Apophis had not urged me to finish this table, or dedicate the time he did to work on this with me ... this table would never have seen the light of day - nor look / play as well as it does. And for that I am truly grateful. You can expect to see more great things come from the two of us collaborating in the future. As you can guess - this table took a huge amount of our time to create and make as perfect as possible - PLEASE SHOW YOUR SUPPORT BY USING THE LIKE BUTTON, COMMENT OR REVIEW, OR BEER US! So - without furthers a-due: "It's TIME, Michael! BOOM!" NOTES: - - - - - There are multiple ways to gain serious points on this table, SKILL SHOT, MULTI-BALL, BONUSES, and EXTRA BALL! Be sure to READ the RULES for the table by pressing and HOLDING the RIGHT magnasave BEFORE starting an actual game. TABLE OPTIONS: - - - - - We took a great amount of time to make sure this new table had all the necessary options for the player to get the full experience from it - whether playing in Desktop / Cabinet Mode, a system with robust sound system, or little computer speakers. Every aspect of the sound can be adjusted at the top of the script for you to be able to balance out ALL the sounds of the table to your personal preference. Mechanical Volume, Ball-Rolling Volume, Ramp-Rolling, CallOut Volumes, Effects Sounds, Simulated ROM Sounds, Music Volume, etc can all be adjusted to exactly what you want the table to sound like when you are playing. Additionally, there are 9 levels of LUT adjustments that can be made holding down the LEFT MAGNASAVE and then pressing the RIGHT MAGNASAVE. We strongly suggest you get the LUT set to how you want BEFORE you play a game because this table used the MAGNASAVE buttons for the 'Fire Gun' save post between the slippers during gameplay. The overall GI color scheme can be set as well from Normal, to Blue, to Orange coloring. This option can be permanently set at the top of the script, but can also be changed on the fly by pressing the BUY-IN (2) key on your keyboard during gameplay. SETUP: - - - - - Copy / Move the .vpx table to your 'Tables' folder. Copy / Move the B2S file to your 'Tables' folder - Make sure it is names exactly the same as the table. (If you use B2S Backglass files) Copy / Move the folder 'Halloween' to your Music folder. (Example: /Music/Halloween) DMDs and Topper have been included with this package. Choose the DMD (and Topper) that will work best with your system and load it into your front end (Ie: LCD DMD or Real Color DMD) Multiple versions of the Backglass (for cabinet users) have been included. Choose which backglass you like best to use with this table: Pro, Premium, or Limited Edition. This table was originally built and fully updated in VPX 10.62 and has been tested in 10.62 and 10.72. It HAS NOT BEEN tested in 10.8 because at the time of release 10.8 is still in Beta. CREDITS: - - - - - Apophis: - Physics: nFozzy physics, RothFozzy flippers, Roth drop targets and stand-up targets, playfield mesh - Visuals: Dynamic shadows, flipper primitives, lightning GI effect, GI dimming effect - Audio: Fleep sound effects, Ramp and ball rolling sounds - Scripting: Ballsave gate and Multiball mods, Ball number tracking, VUK kickers, Dip switch settings, Rules card zoom, new DOF commands - Countless other fixes and updates HiRez00: - All Screen Graphics (Playfield, Backglass, DMD, Topper, Wheels) - Table's Special Visual FX and Animation - Callouts, Sound Effects and Music Editing and Mixing - Conceptual design, add ons and updates - Additional Lighting - General scripting updates, additions and options Testing: FriscoPinball, AstroNasty, PinStratsDan, Smaug, Apophis, HiRez00 Xenonph: Lighting effects and GI coloring Additional Custom Callouts: Unsavory Moral Support and Putting Up with our Crazy Hobby: Mrs. HiRez00 and Mrs. Apophis (our Wives) JP Salas: Original 'Medusa' Table ' USER SCRIPT OPTIONS '*************************************************** ' ' - Change LUTs buy holding down left MagnaSaves and then pressing right MagnaSaves ' You should adjust the LUT before playing an actual game because MagnaSaves are used for 'Shoot Gun' post during gameplay. ' - Change the general illumination lights color by pressing the Extra Ball Buy-in button (or the number 2 button) ' - View a zoomed in Rules Card by pressing right MagnaSaves button before starting a game. ' '----- General Sound Options ----- Const VolumeDial = 0.8 'Overall Mechanical sound effect volume. Recommended values should be no greater than 1. Const BallRollVolume = 0.4 'Level of ball rolling volume. Value between 0 and 1 Const RampRollVolume = 0.7 'Level of ramp rolling volume. Value between 0 and 1 '----- Game Sound Option ----- Const MusicVol = 0.8 'Level of music volume. Value between 0 and 1 Const CalloutVol = 0.8 'Level of callout volume. Value between 0 and 1 '- Simulated ROM Sound Option - Const ROMSim = 1 '0 = Off, 1 = On (Simulates 80's Rom Sound Beeping When Score Increases) '----- GI Color Options ----- colornow = 2 '0=Normal,1=Blue,2=Orange '----- GI Dimming Option ----- Const GIDim = 1 '0=Normal GI lights behavior, 1=Dim GI with flipper current draw '----- ColorDMD -------- CDMD = 4 '0=Yellow, 1=Red, 2=White, 3=Blue, 4=Reg Orange '----- Flipper Colors -------- Const TopFlipperColor = 1 '1=White, 2=White No Text, 3=Orange, 4=Halloween Const BottomFlipperColor = 1 '1=White and Black, 2=White and Orange, 3=Halloween '----- Spinner Style -------- Const SpinnerStyle = 1 '1=Halloween II Logo, 2=Halloween Logo, 3=The Shape (MM Mask) '----- Shadow Options ----- Const DynamicBallShadowsOn = 1 '0 = no dynamic ball shadow ("triangles" near slings and such), 1 = enable dynamic ball shadow Const AmbientBallShadowOn = 1 '0 = Static shadow under ball ("flasher" image, like JP's) '1 = Moving ball shadow ("primitive" object, like ninuzzu's) '2 = flasher image shadow, but it moves like ninuzzu's '----- ROM Option ------- So as to not interfere with existing Medusa VPX table settings ----- Const cGameName = "medusa" ' Regular Version 'Const cGameName = "medusaa" ' Free Play - - - - - - - - - - Don't be a leech and just download the files ... leave a comment or at least hit the LIKE button if you download it and like it! You can show some support by hitting the 'Beer Me' button above ... I like beer! This is not to be considered 'begging' or a 'demand' on my part ... simply a nice gesture for the work I upload here! Please do not post this .zip or any of its contents anywhere else for download - you will be sacked! - - - - - - - - - - - - - - PLEASE NOTE: I create these videos for fun and for the dedicated VPX pinball users on this and other forum. I DID NOT create this for you to download as SELL, MAKE MONEY OR PROFIT ON! DO NOT include any of these files with other downloads or projects without asking permission first. All Logos, Characters, Copyrights and Trademarks property of their respective owners. PROVIDED STRICTLY FOR PERSONAL USE AND NOT FOR COMMERCIAL SALE OR DISTRIBUTION. PLEASE DO NOT RE-DISTRIBUTE.
  7. Version 2.3.2

    16968 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.
  8. Version 1.2

    3176 downloads

    VPX Table by: fuzzel, flupper1, rothbauerw Runs in regular table mode and VR, settings are in the script. V1.2: . Adjustments by tomate new metal plates for the ramps new less faceted prim for the upper right metal wall (I modified the vpx wall too) new metals textures. For VR: I added animated flipper buttons for VR (its the little things), Backglass now runs B2S files, be sure to disable grills, DMD, and B2S DMD in B2S settings (right click the backglass on the screen) Runs in regular desktop mode and VR Room. Edit script to VRRoom = 1 for VR Minimal Room. Updated to table: Issue with center lane (drive through lane) and ramps so ball doesn't always drain center and is more like the real table. Table rebuild by Sixtoe (updated ramps with lighting and asset changes, along with timer adjustments, along with other many miscellaneous items) Special thanks to fuzzel and rothbauerw for permission to mod.
  9. Version 1.6

    5244 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
  10. Version 1.22

    14181 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
  11. Version 2.5a

    8459 downloads

    v2.5a UPDATE: - - - - - - - - - - Due to popluar demand and requests - the backglass breaking effects has been added to the Original Backglass B2S as well. If you have already downloaded everything else, you ONLY need to re-download the 'Fog, The - Original Backglass 2.5a.zip' file. v2.5 UPDATE: - - - - - - - - - - This is a major update for The Fog (Gottlieb 1979) VPX table. NOTE: YOU MUST USE VISUAL PINBALL 10.7 TO PLAY THIS TABLE - 10.7 included features needed that were not in the previous version. You must update ALL the files, including the 'fog' music files folder and backglass. A ton of work went into not only improving the game / gameplay - but building in lots of cool extras. The table plays completely differently than before. 'Cabinet Users / Players' SHOULD DEFINITELY USE the new Special Collector's Edition Backglass - you won't be disappointed! Make sure you look at the top of the table script for setting the specific options. The table has already been configured for cabinet users especially - so you might need to change some options if you are a desktop player. I want to give a shout out to the VPW crew and Apophis who made some serious contributions to this table and was patient explaining things to me. Read the previous description (below) so you know how to set up things and use some of the great features now built into the table. Apophis Additions: - NEW - Playfield Mesh - NEW - nFozzy / Rothbauerw Physics and Flippers - NEW - Rothbauerw Drop Targets - NEW - Fog Animation Scripting HiRez00 Additions: - NEW Special Collector's Edition Backglass (THIS IS A MUST FOR CABINET USERS / PLAYERS) - NEW Included Video Backglass w/ Trailer .mp4 for Front-End System - Sound / Visual FX Enhancements - Graphics / Lighting Updates - Spelling Mistake Fixed on Original Backglass - More Intro Audio / Music Tracks Added - More Gameplay Audio / Music Tracks Added - More End Game Audio / Music Tracks Added - - - - - - - - - - - The late, great Loserman76 really helped me a lot with this table - so out of respect for his passing - I am uploading it here so more can enjoy it. - - - - - - - - - - - Fog, The (Gottlieb 1979) PLEASE READ - IMPORTANT INSTRUCTIONS INCLUDED: This VPX is a re-skin / re-theme of BorgDog's Space Walk (Gottlieb 1979) table. If Gottlieb had made this table back in the day ... this is what it SHOULD have looked like - with some extra modern features. A couple weeks ago, my wife an I had our weekly "date night" and decided to watch John Carpenter's original The Fog (1980) on Blu-Ray after not have seeing it for many years. I had forgotten how good a movie it is. In 1980 it was labelled as a gorey horror movie by critics, BUT, much like Halloween, there is practically no gore at all - and by today's standards - it is VERY tame in comparison. It is more of a creepy 'ghost story' than a 'horror movie'. The film relied on darkness, likable characters, story, and jump scares for it's driving force - and because visual pinball is a great platform to preserve a better / basic time of our lives ... I wanted to make a Fog pinball. Originally shot and slated for release in 1979 (which is why I chose a 1979 table to start with as a basis) the movies release date was pushed back several months into 1980 so the film makers could re-shoot / add some additional scenes and elements to compete with other 'horror' movies of the time. I decided to go with the very last EM table Gottlieb released as my basic starting point, keeping all the original basic integrity of an EM functionality - with some new bells and whistles - but not too much that would destroy / overwhelm the player. Kiss = Keep it simple, stupid. I wanted to start with a BASIC table with very simple rules and easy to play so you can actually enjoy the game. Call me old-fashioned. After being granted permission by BorgDog to use his original Space Walk table - I went through and redesigned all the artwork for the playfield, plastics, apron, backglass, etc. Because there are some 'bugs' with how a totally scripted table / b2s work - with the assistance of Loserman76's and Rascal's scripting knowledge - we went through and completely updated the script driven table, fixing some existing bugs, and improving on some functionality, added a load of features, updated SSF, and overall player experience. Because I am a 'cabinet' pinball user - I relied on Rascal to make sure everything worked properly for Desktop users as any cab user would as well. As I said, this was not just a re-skin / theme - this was a overhaul and update. TABLE ADDITIONS: - - - - - - - - - - New playfield, plastics, backglass, etc graphics. - Added 13 LUT Brightness / Contrast Adjustments that can be done during Gameplay. - Added Flipper Shadows that can be turned ON or OFF at the top of the table script. - Added Ball Shadows that can be turned ON or OFF at the top of the table script. - Added Score and Settings saving to the VPX Users folder as text file instead of Registry. - Fixed Desktop SSF and B2S when playing in Desktop Mode. - Added Alternate Flipper Color options that can be changed at the top of the table script. - Adjusted Hundreds of Playfield Parts, Lights and Options for smoother gameplay. - Enhanced GI Lighting. - Fixed Scoring and Player error. - Added Startup, Game Play, and Gave Over music / audio - Each able to be turned ON or OFF at the top of the table script. USING LUT OPTIONS (VERY IMPORTANT): - - - - - - - - - - - - - - - - - - When you boot the table for the first time, the table might appear a lot brighter than it is intended. Hold down the LEFT MAGNASAVE and then press the RIGHT MAGNASAVE to cycle through the 13 LUT options. This bypasses the need of using the Day / Night slider. Depending on the resolution of your playfield monitor, everyones preferred LUT setting is different. When you cycle through the LUT options, when you select the one you prefer for your setup - it will automatically be saved when you exit / quit the table for the next time you play the table. You can adjust the LUT Option at any time when the table is loaded, even during gameplay. PLEASE NOTE: Pressing the LEFT MAGNASAVE will shut off the music as well. Simply press the RIGHT MAGNASAVE (without the LEFT MAGNASAVE pressed) to resume music playback. MUSIC OPTION: - - - - - - - - - - I opted NOT to use sound fx and dialog from the movie within the table itself, i.e.: hitting bumpers or slingshots, etc. I wanted to keep all the original EM sound fx and not overwhelm the gameplay. The addition of music and dialog to this table is done in the background ambient audio tracks to create a 'mood' and NOT a sound fx and music extravaganza. It successfully creates an overall tone for the table very well, especially if you dim your lights in the room and play practically in the dark. By default, the table is set up to play one of several random startup tracks, cycled Game Play tracks, and several random Game Over tracks. Instead of giving the option to turn ON or OFF all music, we split the options up at the top of the table script. You can adjust each type of music playback based on your preference. You can isolate and turn ON or OFF either the 3 options at the top of the script. If you want to temporarily turn off the music, press the LEFT MAGNASAVE and it will stop the CURRENT music track. You can then press the RIGHT MAGNASAVE (without the LEFT MAGNASAVE pressed) to resume music playback. During gameplay, and ONLY during gameplay, you can change the music track by pressing the RIGHT MAGNASAVE to switch to one of 6 music tracks. During actual gameplay is the only time this feature works. All music and audio has been properly balanced, equalized, and completely re-mixed so no audio 'interferes' with the sounds of the game itself. OPTIONS MENU: - - - - - - - - - - - - - When NOT in gameplay (i.e.: no ball in the plunger lane or game started) you can access the Game Options Menu by holding down the LEFT FLIPPER for 2 - 3 seconds. This allows you to change the number of balls, free play or coin play, high score visible setting, or Replay Score settings. INSTALLATION (VERY IMPORTANT): - - - - - - - - - - - - - - - - - - - - - - - - - - The install is fairly standard and straight forward, except for 1 IMPORTANT thing, the Music folder for VPX. In order to avoid the growing 'mess' of a million .mp3 files in your Music folder, the additional audio / music files for this table NEED TO BE INSIDE a folder called 'fog'. This reduced adding to the clutter and global warming problem. So when you unzip the music / audio for this table, the directory structure should look like this when installed 'Visual Pinball / Music / fog'. You will get an error when you boot the table if the mp3 files are simply dumped into the Music folder. FINAL NOTES: - - - - - - - - - - - - - - Overall - the table turnout out exactly as I envisioned. The look, features, sound, music, graphics and gameplay are how "I" wanted it for my cab. This was all my preference, and may differ from your tastes of preferences, which is one of the reasons why I included multiple options. This was also a HUGE learning experience for me. I have never really touched scripting prior and only concentrated on the graphics for tables I was a part of making. I started with an EM table because I 'thought' it would be an easier learning curve. I was wrong, because EVERYTHING is driven from the script and not reliant on a ROM to do the calculations and workload. Even though I had some help with Rascal and advice from Loserman76 (the EM guru) on some more complex things I wanted to add / change with the table, I am very proud how it turned out and now have a lot more confidence in myself to make MORE tables of this calibre in the future. "Rascal who? Crank Caller, Crank Caller! Just kidding." - Inside joke. FILES INCLUDED: - - - - - - - - - - - - - - I have included enough extra materials / goodies as a complete package to fill out every screen of your cab (if you are playing in a cab), with 2 wheels styles for PinballX and Popper front ends, RealColorDMD and Toppers or Over / Unders for LCD screens, Video Backglass for your front end (PinballX users should use the additional mp3 file as 'Table Audio' for backglass video), and some other things. Fog, The (Gottlieb 1979) v2.5 for 10.7.vpx Fog, The (Gottlieb 1979) CE-Alt-Backglass.directB2S Fog, The (Gottlieb 1979) CE-Alt-Video Backglass.mp4 Fog, The (Gottlieb 1979) Flyer 1.png Fog, The (Gottlieb 1979) Flyer 2.png Fog, The (Gottlieb 1979) Logo Image.png Fog, The (Gottlieb 1979) Original Backglass.directB2S Fog, The (Gottlieb 1979) Original Video Backglass.mp4 Fog, The (Gottlieb 1979) RealColorDMD - 128x32.avi Fog, The (Gottlieb 1979) RealColorDMD - 128x32.gif Fog, The (Gottlieb 1979) Topper or LCD DMD - 1280x390.mp4 Fog, The (Gottlieb 1979) Video Backglass Audio for PinballX.mp3 Fog, The (Gottlieb 1979) Wheel 1.png Fog, The (Gottlieb 1979) Wheel 2 - SCE.png Gottlieb-EM-Topper-Fog-Colors-Large.mp4 Gottlieb-EM-Topper-Fog-Colors-Small.mp4 CREDITS: - - - - - - - - BorgDog - Original Space Walk table HiRez00 - Table Re-Theme / Re-Designs Apophis - New v2.5 Updates (See Above) nFozzy / Rothbauerw - Physics and Flippers Rothbauerw - Drop Targets Rascal - Scripting, Updates, and Testing Loserman76 - EM Knowledge / Advice - May you rest in Peace, Brother. JP Salas - LUT Selector Enhancement - - - - - - - - - - - - - - - - - - - - - Permission to Mod: NO - - - - - - - - - - - - - - - - - - - - - This project took considerable time and I wanted to share it with everyone ... so "thanks" or comments in the support topic would be greatly appreciated. PLEASE NOTE: I create these image, videos, tables and backglass files for fun and for the dedicated VPX pinball users on this and other forum. I DID NOT create this for you to download as SELL, MAKE MONEY OR PROFIT ON! DO NOT include any of these files with other downloads or projects without asking / getting permission first. 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!
  12. Version 1.1

    4362 downloads

    Old file is 1.0.1 update 1.1 is pending approval Step into the world of Tiki Bob.. A mid century retro atomic adventure filled with beautiful women, partying aliens, exotic animals , and fiery volcanos. AKA Tiki Bob's Exotic Beach Party (Original 2021) Just wanted to personally thank everyone that was nice enough to lend their time on this project. A special thank you to apophis for your big brain and stunning good looks;) Created by iDigStuff 2021, version 1.0.0 Co-piloted by Apophis B2S | media | scripting help| fleep sounds | nFozzy physics | ??? Special Thank You to VPin Workshop & Watacaractr & Scotty Wic & Peter G Much appreciation to JP Salas & VPNation DMD Artwork Joey B Primitive assistance Andrei Maraklov Testing by Rik Laubach, Apophis **************************************** Background info https://thesearchfortiki.com/tiki-mug-hall-of-fame/tiki-bob/ *********************************** MUSIC LINK LOCATED IN READ ME & TOP OF SCRIPT (Table will not work without it) Unzip and put folder "tiki" into :\\visualpinball\music Music Control Right Magna = Next Track Left Magna = Stop Music The start button can also be used to skip tracks if the player does not have magnasave buttons. Backglass & Front end media included in download ************************************************************************************ All Artwork, 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!
  13. 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  
  14. View File Tales From The Crypt VPW Premium (Data East 1993) 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 Submitter VPinWorkshop Submitted 07/08/2021 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/forums/files/file/6682-tales-from-the-crypt-data-east-1993-b2s/ Link to Media Pack  
  15. Version 1.0.0

    1691 downloads

    This is a mod of Dozers TWD LE version. I took all the credits from EBislits TWD table, hope they are right and all expectations are satisfied. A lot of great people joint there forces together to make this great table. I only made the graphic mod. TABLE BY ICPJUGGLA AND FRENETICAMNESIC SCRIPT BY FRENETICAMNESIC AND GTXJOE MODELS BY FRENETICAMNESIC, RANDR, FLUPPER, DARK, AND ZANY RESOURCES PROVIDED BY NORTHVIBE, URIELL, PAULO, AND PINBILL LE Conversion By Dozer - 3D Models / Ramps / Tex by DARK / Flupper Crossbow Technical Support provided by PinBill This is a reupload from VPinball. I hope you like it. .....and keep on playin' pinball Siggi
  16. Version 1.0.0

    901 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!
  17. Version 1.2

    2635 downloads

    Hi everybody I started from VPX recreation by tom tower & ninuzzu and retouche by Bigus to offer you this version, thanks to them for the work done upstream. I've done a makeover of the Playfield, Frankenstein and Ramps I was inspired by the superb work done on a real pinball machine here: https://www.2niro-pinball.com/monster-bash-custom/1691/ ROM = mb_106b Good Game, 🍻Balutito🍻 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!
  18. Version 1.0

    8601 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
  19. Version 2.0

    8822 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 ====================================================================
  20. Version 4.0.0

    7668 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
  21. Version 1.05

    11171 downloads

    Folks have been asking for this since the other site went down. Sorry to say I am not 100% certain this was the released version but I believe it is close. This includes the pup pack that Nailbuster helped configure. I realize things have moved forward quite a bit since this original release in 2020. There are 2 files in there to deploy using 2 or 3 screens for your back glass. Hoping it helps folks - if you have a working version already you are NOT likely going to get anything with this update/release. If there are issues and bugs - please feel free to post - I am trying to get back into the vpinball scene. Daryl allknowing2012
  22. Version 1.4

    2053 downloads

    THIS IS A JUMP SCARE TABLE, IF YOU HAVE ANY HEART CONDITIONS PLEASE BE CAREFULL! Happy Halloween! enjoy and please rank the table and leave a comment behind. Thanks for all the reactions, it really cost me a lot of time to build this or any table. First of all the round of thanks: Thanks to drjameshouse for helping and writing the code together Thanks to jpsalas for helping the kicker issue Thanks to godisnothere for the topper and wheels(included in the zip) Thanks to uers1983 for his lovely wheels(included in the zip) Thanks to tartzani to help me with the light issue Thanks to Hauntfreaks for his eye ball image, and solving the memory leak issue(my textures where to big 4096x4096 is the max you can use) Thanks to Tomato for helping with the tube in blender This is a original table with all the files included in the table. Modding only by approval. With 1,3 and 5 million you will get an extra ball This table started of as a request from gamemodder, so he could learn to build a table. Then he quit and i tried it with snapstick but he was to busy. Then i asked a friend and he also quit. Luckily i found drjameshouse and he helped with the code and things on the table to get familiar with vpx. We where on a time pressure, because i wanted to release the table before halloween. RULES: this table has a day and night modus. You start in the day 6:00 the time will move till you reach 00:00 there will be an intro and the scary part begins. Can you survive the night? Day modus the kickers for kitchen and stage are available(no time restriction, it will stop the day timer and after completing the items, the daytimer will be turned on again). Kitchen: collect 3 pizza slices collect 3 Milkshakes collect 3 Presents collect 3 pizza boxes collect 3 cans Stage: collect 3 Guitars collect 3 Monitors collect 3 Flashlights collect 3 voicerecorders collect 3 Microphones Targets: hit F-U-N-N-Y Night modus to escape the night hit and complete the targets: N-I-G-H-T. There will be a random timer so Freddy and his friends will jump scare you and then you will loose the ball. If you loose the ball in the night, you will have to start over the day just like in FNAF. add the end of the ball you will get an extra target bonus and bumberhits bonus How many nights can you survive?
  23. Version 1.5

    568 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
  24. View File Hellraiser (VR ROOM) The next VR Room Conversion i want to share with you is the great Hellraiser Table from BALUTITO. This is a cooperation between Jasmin Gagnon and me. Jasmin Gagnon made the start and created a solid basis on which I built up this Conversion. I converted this table for VR because he creates this creepy atmosphere and i love that and of cause it should not be missing in any VR collection. I hope someone has as much fun with it and liked it as I do, so I'm going to share it with you guys now. '*************************************** VR OPTIONS ************************************************** '***************************************************************************************************** 'VR Room - Set VRRooms = (1) or (2) to switch between the two Rooms. VRRooms = 1 'VR table Glass - Set Glass = 0 to turn off VR playfield Glass. Glass = 1 'VR Playfield Glass Scratches - Set to 0 if you want to turn them off. GlassScratch = 1 'VR Logo - Set VRLogo = 0 to turn off VR Logo. VRLogo = 1 '************************************END OF VR TABLE OPTIONS****************************************** '***************************************************************************************************** You Don't need the B2S File!!! To take full advantage of this table, I strongly advise you to use the superb Puppack made by TEAMTUGA, it expands the atmosphere drastically but there are no Pup Videos in VR playing. you can get it here: A big thanks to BALUTITO for creating such a creepy nice table and give me permission to bring it to the next Dimension. I also want to thank Rawd for his VR toys and Sixtoe for his great templates and of course Studlygoorite and Solters for beta testing and Jasmin Gagnon for the great basic work . And not to forget JP Salas for making the Original 'Mago of Oz' Table and TEAMTUGA for the great Pup Pack. Submitter Ahr1man Submitted 12/07/22 Category VR - Virtual Reality Pinball Modified by Ahr1man, Jasmin Gagnon  
  25. Version 2023.3

    1972 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.
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