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Showing results for tags 'hybrid'.
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Version 1.0.0
42 downloads
Kickstart your chopper! Who rules the post-apocalyptic wasteland? The Road Kings! Thank you to @sliderpoint for creating this table, with thanks to @arngrim for his contributions to other revisions as well. Released by Williams in 1986, Road Kings is a post-apocalyptic motorcycle-themed pinball machine designed by Mark Ritchie. It features two ramps, two-ball multiball, and a production run of 5,500 machines. Credits for this release: @teisen made extensive visual improvements, including playfield and plastic updates, new inserts and bumper caps, refined lighting and reflections, dynamic shadows, flashers, and adjustments to various table elements and materials. @burger added nFozzy physics, Fleep sounds, VR support with animated backglass, plunger buttons and digits, F12 LUT options, flipper shadows, and layout refinements. Also adjusted switch placement and tuned gameplay to better match the real machine. @hauntfreaks b2s assets used in VR @studly_do_right for help resolving all sorts of issues -
Version 1.0.1
808 downloads
You can run, you can hide, but you can't escape the THUNDER! Originally created for VP9 by @mfuegemann, this table was converted to VPX by @Rascal, who also added VR support and made it a hybrid table with automatic mode detection. Additional contributors to previous versions include @Ahr1man, @Rawd, @gigalula, and @tamoore. A big thank you to everyone involved in creating, improving, and sharing this table, and for allowing others to continue building upon your work! New in this version: Added nFozzy physics Added Fleep sound Added a playfield mesh and subway Moved LUT selection to the E12 menu Attempted to enhance the look of a few things -
View File Road Kings (Williams 1986) Kickstart your chopper! Who rules the post-apocalyptic wasteland? The Road Kings! Thank you to @sliderpoint for creating this table, with thanks to @arngrim for his contributions to other revisions as well. Released by Williams in 1986, Road Kings is a post-apocalyptic motorcycle-themed pinball machine designed by Mark Ritchie. It features two ramps, two-ball multiball, and a production run of 5,500 machines. Credits for this release: @teisen made extensive visual improvements, including playfield and plastic updates, new inserts and bumper caps, refined lighting and reflections, dynamic shadows, flashers, and adjustments to various table elements and materials. @burger added nFozzy physics, Fleep sounds, VR support with animated backglass, plunger buttons and digits, F12 LUT options, flipper shadows, and layout refinements. Also adjusted switch placement and tuned gameplay to better match the real machine. @hauntfreaks b2s assets used in VR @studly_do_right for help resolving all sorts of issues Submitter burger Submitted 10/11/26 Category VPX - Pinball Tables VPX Standalone No
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Version 1.0.1
1046 downloads
Get ready for some Tag-Team action! A huge thank you to @roccodimarco for creating this table and so kindly making it available for others to modify. And to @bigus1, I’m totally blown away by the work you did to make this table look so stunningly beautiful. Thank you both! Credits for this release: @burger – Added nFozzy physics, Fleep sounds, VR cabinet/room/digits, playfield mesh, and gameplay adjustments to match the new physics. @Nesta78 – Helped streamlined the VR implementation by creating the VPX VR Injector tool that I made good use of! @studly_do_right – Identified and resolved numerous visual and sound issues. @hauntfreaks – Provided the backglass assets used for the VR backglass. Enjoy, and let the main event begin!- 11 comments
- 9 reviews
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- 108
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Version 1.1
16190 downloads
Join the Cirqus! Many peoples favorite table, this started as a "lite" internal update by HayJay just to bring the physics and sound up to date, but then as everyone likes it people just chipped in with bits and pieces and it went from there VPX 10.8 and VPinMame 3.6 Required Update to Cirqus Voltaire by Knorr, ClarkKent, Randr, Dark & Sixtoes VR Room Version VPW Clowncar =========== HayJay: Project Lead, nFozzy/Rothbauerw physics, Fleep Sounds, Ramp rolling sounds, various fixes. Sixtoe: VR room, rebuilt physics objects, numerous tweaks, some texture and lighting rework, project support and guidance. Rothbauerw: VR Backglass physically working rebuild, physics and script wizardry, general assistance and tech support. Leojreimroc - VR backglass lighting, PWM flashers, Flupper domes. ClarkKent: Various new HQ textures, new backbox rear transfer, lock ramp adjustment. Apophis: Project guidance, inlane cradle collision code, script support. Iaakki: Solutions expert, script support. RobbyKingPin - Project support and guidance. Wylte: Script support. Tasty Wasps: VR flipper button animation fix. PinStratsDan: Various advice for improvements. jsm174: VPX Standalone support. VPW testing: PinStratsDan, Studlygoorite, BountyBob, TastyWasps, Shaggysrsg, RobbyKingPin, Fluffhead A big thank you to Knorr and ClarkKent for allowing us to update this table. -
Version 1.0
2152 downloads
Step into the lab and bring the machine to life! Released by Gottlieb in September 1986, Genesis tasks you with collecting four body parts to assemble a robot, then striking the vari-target to power up the Regenerator and witness its awakening. The playfield multiplier can climb as high as 32x during multiball as scoring compounds fast with every shot. This recreation faithfully captures the table's striking color-contrast playfield, 1980s sci-fi flair, and punishing difficulty. Please Note: You will need the latest pre-release of VPinMame (build v3.7.0-237 or later) for this table to run properly. (not PinMame, it has to be VPinMame) https://github.com/vpinball/pinmame/releases VPW Mad Scientists mcarter78 - built and scripted the table, physics tuning, Blender/VLM rendering Robby King Pin - Trough & ball-release scripting, physics tuning, backdrop art, desktop displays apophis - programming, physics tuning, PWM/lighting fixes, drop target shadows MetaTed - Ramp modeling and playfield VLM/lighting bakes eMBee - Plastics artwork, apron decals, playfield underside decal DigitalJedi084 - Plastic scans and reference photography Mecha_Enron - Cabinet/backbox model, display code, lightmap baking guidance CainArg - Vector redraws of apron and Premier logo artwork BorgDog - Gottlieb parts library assets (rails, aprons) DaRdog - VR room build DGrimmReaper - VR cabinet/VR digits integration bthlonewolf - DOF mapping code for slings and pop bumpers Testers - Nestorgian, studly_do_right, PinStratsDan, burger Special thanks to SG1bsoN for permission to start from his MOD, even though it ended up being a scratch build! Special thanks to Niwak for VPM support on this project. -
Version 1.0
3860 downloads
"IT'S THE FASTEST MOVING PINBALL EVER!" VPW presents Stern's Quicksilver. Enjoy this verdant 1980's classic overloaded with bizarre artwork, fast-paced action and multiple high-scoring strategies. VPW TEAM Blender VLM Table Build, VR Cab & Coding by MetaTed Playfield image provided by BorgDog Plastic scans provided by bord Blender VLM Baking by MechaEnron Backglass by Hauntfreaks VLM & Coding Tutelage by apophis Blender Assistance by FrankEnstein Modded ROM provided by Carny_Priest Code assistance by somatik Font assist by ZandysArcade Physical Saucer by Sixtoe Testers: PinStratsDan, Studlygoorite, JFR, DGrimmReaper, somatik, Nestorgian, tomate, Darth Vito -
Version 1.0.0
3243 downloads
For Rod "Rawd" Ferguson, a man of many talents, a lover of pinball and golf, and our good friend. Another long standing machine which Six had on his list which has been calling out for a new version for ages, but no decent scanned assets were available. As luck would have it a playfield came up for sale local to iaakki, and we were able to buy and scan it thanks to the donation money generously given by some of you. Embee then touched up the damaged playfield, Sixtoe scratch built the vpx and Tomate did his always fantastic job of modelling the table, with Apophis coming in and fixing the scripting and animations. DaRdog then made a fantastic "mega" VR room, and DGrimmReaper finished off the VR backglass. There has been a longstanding bug in pinmame with the roulette wheel control, this has now been fixed in the latest vpinmame github actions if you are comfortable using those if you want to authentic experience. VPW Greenkeepers Sixtoe - Scratch build, Scripting, Giving the playfield a finger. Tomate - 3D Modeling and Rendering. Apophis - Scripting and Animating. iaakki - Playfield Scan. Embee - Playfield Touchup. DaRdog - VR (Mega Room) DGrimmReaper - VR Backglass Testing - PinstratsDan, Studly_do_right, Somatik ------------- Changelog '0.001 - Sixtoe - Initial VPX Construction '0.002 - Sixtoe - Large scale construction largely complete, initial scripting done, doesn't boot, am sad. '0.003 - apophis - Fixed some minor script issues. Added some standup target related objects. Added some empty solenoid subs. Added options script. '0.004 - Sixtoe - Ongoing contruction, table mostly work now, not happy with turntable implementation, ramp and upper playfield heights a guess, jump ramp hacked in until graphics done. '0.005 - Sixtoe - Added missing switches 25 and 45 in subways (fixes multiball), newton ball fixed, clubhouse kicker fixed, correctly positioned flashers (ish), few other tweaks '0.006 - Sixtoe - Built upper playfield (thanks to MajorDrain for measurements), rebuilt physical ramps as primitives, added missing flashers, added GI, added subway entrance deflectors, rebuilt subway exit vuk as it's a strange low profile thing, tweaked everything again. '0.007 - Sixtoe - Fixed a few bugs, tweaked physics. '0.008 - Sixtoe - Added physical tunnel from upper playfield to subway, added blocker walls, fixed left ramp hitch, rebuilt jump ramp, '0.009 - tomate - Added First 2k batch, set as not visible most of the physical objects '0.010 - tomate - Added new 2k batch with a lot of blender fixes '0.011 - apophis - Added GI calls. Animated flippers. '0.012 - tomate - Finally got all the lights rendered, new 2k batch added. '0.013 - Sixtoe - Redid physical ramps, made stuff invisible, loads of small tweaks, corrected materials etc. '0.014 - apophis - Enabled room brightness and alt card options. Wired up spotlights. Animated: Bumper rings and skirts, wire rollovers, spinners, some standup targes (other pending), Gate001, Autoplunger mech, LeftGoferBlock, RightGoferBlock. Jump_Ramp '0.015 - tomate - Rised left ramp roof,added new 2k batch with unwrapped textures, PF texture hacked ATM to make it looks correct '0.016 - apophis - Added: reflection and refration options, upper pf opacity option, right outlane option, ramp and bumper tint. Animated: the rest of the standups, flippers, sling rubbers '0.017 - tomate - Added new batch with all the needed unwrapped textures, Separated bumper caps and whell into different collections/applied correct materials '0.018 - apophis - Refactored spin wheel (needs pinmame fix to work properly). Animated wheel and blur effect. Added gofer and ramp animations. Animated sling arms. Added jump ramp shadow. Removed captive ball reflections. '0.019 - apophis - Fixed DL on disc prim. Removed some old prims. Animated ramp arms. Added rolling ramp sound effect triggers. Added upper pf hit sfx. Wired up sw74. Added golf car hit animation. Improved gofer/ramp animations. Reduced turntable strength. '0.020 - apophis - Added velocity depended animation and sfx on gofer hits. Made all mechanical sfx mono. '0.021 - DaRdog - Added VR (Mega Room, Minimal, Animations and Hybrid support) '0.022 - DGrimmReaper - Bumper lights linked and added VR Backglass lights '0.023 - Sixtoe - Fixed(?) subway trigger height issues(?), tweaked some ball trap areas, including tweaking the ramp prim shape '0.024 - tomate - Added 4k batch with some blender fixes. 'RC1 - apophis - Fix bumper caps. Adjusted upper pf opacity option. Added ball reflections to wheel. Enabled reflections for some objects per Studly. 'RC2 - apophis - Added ramp rolling sfx to upper pf. Added cab rails option. Standard apron cards by default. Added card to F12 menu. Adjusted POVs. Hacked a fix for flipper twitch issue. 'RC3 - apophis - Added a few more hit sounds. Increased chance of getting rolling sounds on upper pf. 'RC4 - tomate - Added new blender batch with some fixessss 'RC5 - Sixtoe - Tweaked subway triggers, added blocker wall by pop bumper. 'RC6 - Sixtoe - Re-tweaked triggers, added alternate ball images to image manager -
Version 2.0.0
2135 downloads
"Thou art gazing at the brightest star of all." Star Gazer (Stern 1980) is an addicting game with 3 spinners and concave scoops feeding the flippers. It's fast and lots of points can be achieved with building the values of bonus and spinners. Even though there were only 869 units produced this is very much a "gotta play again" table. One of the "best spinner" games out there. Thanks to apophis for providing a playfield scan to @redbone. And especially thanks to Redbone for prepping and cleaning the playfield as well as other images, plastics, targets, etc. Also thanks to HauntFreaks for providing the VR backglass images (redraws by Felsi). And again thanks to Apophis for guidance on blender to bake the metal walls to be shiny, as well as some performance enhancements. This table was done from scratch placing everything, and implementing the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. I also baked the GI and interior wood and metal walls. I've once again studied hours of videos to ensure accurate placement, gameplay, bounces, physics, etc. Lots of time was spent on getting the spinners timed correctly, and shots matching video play. I've provided a .nvram file for the ROM menu settings, and I've hard coded the DIP switch settings as usual. This table is loaded with options in the F12. Various balls, ball brightness, flasher options, flippers, screw caps, plastic edge colors, LUTs, Dip settings, and plenty of other VR stuff, including LED undercab lighting. Please NOTE there are several items to consider on the ROM settings: The default settings for the ROM options are hard coded into the script and are based on the recommended values from Stern for 3 balls. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Stern's recommendation (720,000 and 1,440,000). I also have instructions in the script on how to change that if you wish to do yourself. Thanks again to Redbone, Apophis and Hauntfreaks! Also thanks to everyone else from the VPW team that provided testing and feedback! Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3 -
View File Operation Thunder (Gottlieb 1992) You can run, you can hide, but you can't escape the THUNDER! Originally created for VP9 by @mfuegemann, this table was converted to VPX by @Rascal, who also added VR support and made it a hybrid table with automatic mode detection. Additional contributors to previous versions include @Ahr1man, @Rawd, @gigalula, and @tamoore. A big thank you to everyone involved in creating, improving, and sharing this table, and for allowing others to continue building upon your work! New in this version: Added nFozzy physics Added Fleep sound Added a playfield mesh and subway Moved LUT selection to the E12 menu Attempted to enhance the look of a few things Submitter burger Submitted 10/07/26 Category VPX - Pinball Tables VPX Standalone No
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Version 1.0.0
1098 downloads
Game on with World Challenge Soccer! World Challenge Soccer is a 1994 Gottlieb System 3 pinball machine designed by Jon Norris, featuring three flippers, a soccer-themed playfield, and three-ball multiball. Only 1,470 machines were produced, making it a relatively uncommon Gottlieb title from the DMD era. A very special thanks to @fredobiwan for creating this wonderful table in the first place, and for graciously allowing us to build on his work and share this update. We truly appreciate it! Credits: @teisen extensive visual improvements, including playfield and insert color adjustments, plastics, metalwork and reflections, lighting, shadows, playfield holes, materials, environment, ramps, and the addition of a new backbar. @burger added nFozzy physics and Fleep sound, a playfield mesh, and best effort at matching gameplay to real table. @dacstyle for the beautify hybrid VR cabinet and room! @studly_do_right for testing, identifying and resolving issues @kellyf for testing- 9 comments
- 9 reviews
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Version 2.1.1
9163 downloads
Bad Move Human! Centaur (Bally 1981) has quickly become my favorite pinball machine after doing this development. Its fun, challenging, and the multiballs are awesome! Thanks to Bord, @redbone, and Hauntfreaks for graphics assistance. Bord provided a real scanned playfield, and Redbone updated it for scaling, inserts, and other touchups. Redbone also created images for the plastics, apron, bumpers, and targets. The VR backglass images are from Hauntfreaks. Version 2.0 is a complete build from scratch utilizing full VPW standards, physics, baked GI VLM, 3D inserts, AllLamps routines, shadows, updated backglass for desktop, roth drop and standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Lot of hours were spent studying gameplay videos to match the table skill shots and physics action. I've implemented a full two trough system in this table to recreate what the actual table has and does for the orbs multiballs. A lot of work and timing went into getting that just right. Many primitives were redone in blender to get as accurate as I could. Some were reused and/or updated from Bord's prior table. And as usual, there are plenty of options in the F12 menu, including ball choices, flipper colors, targets, screw caps, pulsing Queen's Chamber, and brightness of bumpers when off and when lit. There are also multiple VR room environments and other VR options all done via the F12 menu, including LED undercab lighting, toppers, and more. You can also change the ROM sound volume in the F12 menu. (Note if you want to change the ROM volume, you'll need to restart the table after the change.). I've also implemented some mods to replicate the recent Haggis Pinball Centaur Orblivion mod/update. Graphics, VR updates, targets, etc. will be automatically updated with the Haggis mod in the F12 menu. You can also get all the mods individually by selecting them one at a time. Please NOTE there are several items to consider on the ROM settings: The default settings for the ROM options are hard coded into the script and are based on the recommended values from Bally for 3 balls and harder play, AND a one free tilt with a warning. If you want to change the ROM settings yourself, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Bally's recommendation (1,200,000 and 2,800,000). Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file. I also have instructions in the script on how to change that if you wish to do yourself. Thanks again to Redbone for providing all the graphics updates, and to Hauntfreaks for the updated backglass images, and Bord for the playfield! Required Software (64-bit versions): VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases -
Version 1.0.0
2720 downloads
"You still think you can control the game with brute force?" Everyone loves The Shadow... Sixtoe was approached by Dough Nut and Burger at almost the same time asking about modding his old VR mod of a mod of a mod, with Dough Nut having made a fancy new VR mega room, and Burger doing a great job implementing nfozzy physics and fleep sound code, so we thought "why not merge them and fix a few more things along the way?" and here we are. It wasn't that easy modding a table after spending so long scratch building tables, so a 5 minute project turned into a few months as Sixtoe tinkered away, but we finally got it in good enough shape where we're happy enough to release it, so enjoy! Shadows This table is based on Sixtoes VR mod which was a mod of Skitso's Detail mod by Skitso, Markrock76, and Bord which was a mod of Alessio's original table. Sixtoe - Refactored table, new physical build, flupper flashers, new ramps, completely rebuilt battlefield at least 3 times, loads of other stuff, who knows at this point... Burger - Added nFozzy physics, added Fleep code, optimized ball shadow, removed duplicate subs Dough Nut - Mega VR Room added. tomate - Baked new ON/OFF textures for metal ramps and sidewalks, change GI to 2700k, lowered bloom strength to 0.2 apophis - Fixed script indentations (FML). Removed difficulty option for the battlefield. DGrimmReaper - VR Auto Detect. F12 Options for VR Room, VR Backglass and DT SideRails. Staged Flipper Support. DT Backdrop (HauntFreaks Backglass Assets) -
Version 1.0.4
2197 downloads
Dragon is a 4 player, Solid State machine by Gottlieb 1978 designed by Ed Krynski and Artwork by Gordon Morrision. This version is a modification to Borgdogs and Hauntfreaks virtual reproproduction and also includes VR Assets from rajo Joey's VR version of this game. Thankyou to these guys and some good VP fellahs who made sure you get a nice game to play. Included in this mod are, NFozzy physics, thankyou Burger for checking Fleep sounds, thankyou Lminimart for checking Playfield touchup and new desktop background with backglass. Light Inserts. VR default is M.Carters barroom with some unexpected guests coming in to watch you play. Thankyou D'Grimmreaper for sorting out VR issues Option for VRSphere and and simple room, cabinet transferred from Rajo Joey's VR version of this game. Thankyou Rajo Joey. Included missing 10,100,1000 chime sounds, Adjusted leaf switch rubbers to register 10 point scoring, adjusted plunger apron divide wall Link to Rom -
Version 1.2.2
31228 downloads
Help your favorite intergalactic group of friends make all their deliveries across the universe! PinUp Player 1.5 beta is required: https://www.nailbuster.com/wikipinup/doku.php?id=pinup_upgrade_v15 Don't forget to run the appropriate BAT file in the futurama pup pack directory for your particular screen setup. Those who have cabs with RealDMDs or SlimDMDs can enable FlexDMD in the options at the top of the script. Based on the VPW example table by 3rdaxis, apophis, Benji, Fleep, Flupper, iaakki, nFozzy, oqqsan, Rothbauerw, Sixtoe, wrd1972, Wylte -
Version 3.0.3
6211 downloads
Solar Fire (Williams 1981) is one of several Williams System 7 machines, and one of the most complicated rulesets of the time, but only had 507 units made. It's a fun, fast table and higher scores are very achievable... 1M-2.5M is a good game. The Solar Gun feature is fun to achieve, as a magnet slings a captured ball back and forth while generating points when lit. There is a lot to do on this table with all the targets to hit to enable other functions. You'll find similarities to Black Knight, Grand Lizard, and other tables of that era. This table significantly utilizes magnasaves to keep your ball from going into the outlanes. I made Solar Fire a few years ago but was only an update to another table, and the playfield, graphics, etc were not great, nor accurate. Also, I've learned so much more since then, and physics, graphics and everything is leaps further now, I decided to redo the table from scratch. I found a playfield online that had accurate hole placement, and so @redbone completely upscaled, enhanced, and cleaned up the playfield. This 3.0 version utilizes the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Dozens of hours were spent studying gameplay videos to match the table shots and action. Also I loved what Mecha_Enron did in Cosmic Gunfight as far as an interactive tutorial, I decided to learn and implement in this table. To utilize, go into the F12 menu and turn on the tutorial. Also thanks to Primetime5k for implementing staged flippers and testing. As well as to the VPW team for testing. Once again, I've included several options in the F12 menu including various balls, ball brightness, GI brightness, insert brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting... AND the interactive tutorial. For the ROM settings... The baseline comes pretty much correct except for the high score to date is defaulted to something high and the coins are defaulted to one credit is 3 games. I've included a .nvram file that will adjust the coin/credits to 1 coin is 1 credit. Also, I've set the default high score to 100,000. Required Software (64-bit versions): VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases -
Version 2.1
19072 downloads
Hey, pal, there’s a cover charge here! Welcome to the Big Bang Bar, the bangin’est place in the galaxy. We wondered, what table would be a good showpiece for some of the new lighting techniques that have been developed lately and BBB was a clear choice with amazing light shows. Plus, it’s just really fun. Have a drink, hit the mosh pit, and try not to get bounced! Your VPW Big Bang Bartenders Gedankekojote97: 3D rebuild and rendering with light mapper, nFozzy physics and Fleep sounds Apophis: Light mapper script integration, tons of script updates, table rebuild #savetheballs Rawd: New RGB VR room and VR cab setup Leojreimroc: VR backglass (image by HauntFreaks) ClarkKent: 2D and 3D assets, physics tweaks Jsm174: VPX standalone support Toxie: VPinMAME support Sixtoe: Table cleanup nFozzy: Improved alien animation VPW Testers: bietekwiet, Primetime5k, PinStratsDan, HauntFreaks, Wylte, H3RBSKIx, RetroG33k, Lukpcn, Colvert, TastyWasps, Smaug Special Thanks To Niwak for creating the amazing blender toolkit! Steely for the VR backbox hinge model and lava lamp code UncleWilly, Jimmyfingers, Grizz, and Rom, the original team that made BBB in VP9 and FP Ninuzzu and ClarkKent for their VPX conversion The VPX and VPinMAME developers. Without them the party would have never started Installation Notes: The download zip file includes the VPX file and a NV ram file. Place the VPX file in your Tables folder and place the NV file in your >VPinMAME>nvram folder. Version 2.0 Required Software: VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e -
Version 1.5
16027 downloads
"It's The Biggest Game In The World!" VPW are proud to present World Cup Soccer '94 from Bally. This one has been kicking around for a good few years, a few people looked into converting Knorrs fantastic version to our latest physics including Sixtoe and RobbykingPin, especially as it didn't work properly in VR as a hybrid version. However due to it being constructed on a different scale none of our normal physics maths worked, so it always sat in the "too difficult" pile to do properly. That is until one day mcarter78 decided to break the seal and rebuild the table from scratch in VPX, roping tomate (our resident football fan) into building it in the blender toolkit where he rescaled the 3D modeling by Knorr and added / updated various bells and whistles, and replaced all the textures, then everyone else piled in and did their thing, with Sixtoe messing with everything and making the table work fully physically (#savetheballs), and DGrimmReaper and DaRdog working on the VR side, and apophis did script things that no-one else understood. Astronasty has access to a real one so we got to side by side test it to get it as close to the real one as possible in VPX. Enjoy! Team VPW mcarter78 - Captain tomate - Striker Sixtoe - Forward apophis - Winger DaRdog - Midfielder DGrimmReaper - Defender RobbyKingPin - Goalkeeper Astronasty - Ball Based on original recreation by Knorr and Clark Kent. Testing - pinstratsdan, bthlonewolf, nestorgian, bountybob, hauntfreaks, chugalaefoo, cl4ve, Studlygoorite, leojreimroc, DaRdog, redbone, hauntfreaks, colvert. Please note: The table has 4x button triggers on the playfield, the ball is *supposed* to be affected by them if it hits them, especially when they're hit slowly, tested side by side with the real machine. Change Log ' 0.001 - mcarter78 - Initial build - posts, walls, flippers, kickers, targets, all lights, initial scripting ' 0.002 - RobbyKingPin - Adjusted flipper dimensions and reshaped flippertriggers. Added rubber dampeners on posts, pegs and sleeves. Small corrections on nFozzy settings inside the script. Added Fleep parts into collections ' 0.003 - mcarter78 - Add plastic ramp prims & playfield mesh from tomate. Adding ramp triggers WIP ' 0.004 - Sixtoe - Added skillshot primitive ramp, added physical wire ramp, redid playfield mesh, changed all kickers to physical, added goalie ramp, added goalie kicker and scoop, added blueprint image ' 0.005 - mcarter78 - Added and adjusted height for remaining ramp triggers. Added skillshot triggers, WIP soccer ball & goalie mechs ' 0.006 - mcarter78 - Added ramp diverter & kickback plunger, minor scripting fixes ' 0.007 - tomate - ramp diverter modified sighly, some flashers adedd/moved to their right position, most of th gates still missing ' 0.008 - mcarter78 - Add lock area with magnet & switches, add missing ramp switches & missing gates ' 0.009 - tomate - most of the objects set as not visibles, first 10% test bumpy batch added ' 0.010 - tomate - new 2k batch adedd, color lut from flupper for AGX filter added ' 0.011 - Sixtoe - Turned a few more things non-visible, removed some redundant materials and images, rebuilt subway kicker so it works now ' 0.012 - mcarter78 - Set up GI, Animate flippers, slings, bumpers & rollovers ' 0.013 - tomate - Blender changes: GI setup, some changes to flasher and GI placement to match the real table, added flippers up position. VPX: new 2k batch added ' 0.014 - mcarter78 - Add animations for gates, ramp switches, soccer ball (wip), add new GI to collection, finish flipper animation ' 0.015 - mcarter78 - Add swPlunger for autoplunge, Add missing GI lights for bumpers ' 0.016 - tomate - blender fixes, unwrapped textures, new 2k batch added ' 0.017 - mcarter78 - Fix diverter operation and animation, add new right ramp mesh ' 0.018 - apophis - Soccerball animation updates. It is not all working yet. ' 0.019 - apophis - Soccerball animation working. ' 0.020 - mcarter78 - Implementation/Animation for goalie mech, finish standup targets implementation, add bottom sling posts to NoTargetBouncer ' 0.021 - mcarter78 - Fix goalie targets size/shape, add Y rotation to visual goalie to match real thing ' 0.022 - Sixtoe - Split skill ramp into frame and pins, changed pins to sleeve material, remade playfield mesh with physical button holes, added physical playfield buttons to physics layer (not hooked up to anything yet) ' 0.023 - mcarter78 - Hook up and animate playfield buttons, fix plunger alignment/strength, fix kickback visuals, tweak kicker angles, fix a couple stuck ball spots ' 0.024 - mcarter78 - Fix goalie walls (thanks DGrimmReaper, add wall sound to goalie hit, add metal sound to goal hit ' 0.025 - mcarter78 - Add wall between soccer ball and standup target to prevent stuck ball ' 0.026 - mcarter78 - Fix diverter orientation and power/hold logic ' 0.027 - mcarter78 - Another attempt to fix stuck ball at top lanes ' 0.028 - apophis - Updated bumper cap material and render probe. ' 0.029 - DGrimmReaper - Initial VR Setup (Not fully ready but playable) ' 0.030 - DGrimmReaper - VR Extra Ball button added, most buttons animations added (Left Magna and Extra Ball still needed). Still to do: VRBackglass ' 0.031 - mcarter78 - Hook up left magnasave button and EB buy-in button (also allows player to use lockdown bar button for buy-in) ' 0.032 - DGrimmReaper - Thanks to DaRdog for HD Cab Art and Mega Room. Animated Buttons for Left Magna and Extra Ball. Still to do: VRBackglass ' 0.033 - mcarter78 - Remove duplicate GT036 in GoalieWalls array ' 0.034 - mcarter78 - Fix positioning for gates, add under pf wall to prevent ball from sinking around soccer ball ' 0.035 - apophis - Reworked the goalie mech. ' 0.036 - Sixtoe - Experiment with table buttons, remade goalie ramp run and changed goalie subway, remade kickers, replaced playfield mesh with one I didn't mess up. ' 0.037 - DaRdog - Slimmed down 60mb ' 0.038 - apophis - Reworked the flipper angles and triggers. Fixed flipper shadows. Changed ball image. Added outlane difficulty option. Fixed GWalls_Hit. ' 0.039 - tomate - new 2k batch added, several fixes at blender side ' 0.040 - mcarter78 - Fix flippers position/angles & trigger shapes, add goal roof and ramp posts/pegs, enable mechanical plunger, add scoops to metals collection ' 0.041 - tomate - new 4k batch added, Pf set as hide part behind and layer0 set as not visible ' 0.042 - mcarter78 - Add sounds for soccer ball & goalie, fix lock magnet & inlane guides alignment, add KnockerPosition and enable Knocker, hook up and animate spinner, fix ramp end sounds, animate plunger, remove trough gate from sounds collection, tune kicker angles, animate diverter ' 0.043 - tomate - new 4k batch added, new soccer ball texture unwrapped, center target texture fixed, a few others improvements, desktop POV fixed ' 0.044 - Sixtoe - Added GI hack for left sling gi light, added physical deflector plates behind all kickers, rebuilt extra ball hole area, changed pop bumper size and position slightly, refactored most walls, added blocker areas, modified vuk scoop angle, changed physics material of all sleeves, added external faces to both ramp primitives, rebuilt lock area, added goalie net primitive, numerous other tweaks and fixes ' 0.045 - apophis - Added tint to bumper caps. Tweaked playfield button physics. Fixed goalie going into pf when moving. Wired up ball blurring effect. Fixed diverter animation. Added color to insert ball reflections. Removed reference blueprint image. ' 0.046 - apophis - Optimized ball blurring method. ' 0.047 - apophis - Improved blurring method (two blur images). ' 0.048 - tomate - Ball blur images changed ' 0.049 - Sixtoe - Changed throwin ramp primitive, changed ball physical object, removed collidable from ballblur prim, added collidable plastics, rebuilt goalie area AGAIN and adjusted VUK (should be fine now, might need a feed gate for multiple balls?), rebuilt lock area, fixed spinner direction, fixed some ball traps, adjusted vr cab and rails, automated rail visibility for VR and desktop, probably some other stuff I've forgotten. ' 0.050 - DGrimmReaper - VR Backglass bulbs and flashers added (thanks to Hauntfreaks for image and bulb/flasher placements) ' 0.051 - Sixtoe - Removed diverter bar protection island from lower ramp, converted diverters to primitives to stop them fouling lower ramps, tweaked free kick kicker, added some sound to the throw in ramp and area, hooked up trigger end top of upper ramp hole, added another option to ball buy in, rotated sling0 vlm's 180 degrees, made backbox rear solid, added another plastic protector. ' 0.052 - apophis - Refactored goalie mech so that it runs smooth. Optimized some frametimer stuff. Fix cab mode rails. Fixed custom shooter knob option. Enabled ball shadows near slings. ' 0.053 - DGrimmReaper - BP_Plunger animation for button press. Pitch image reduced to 4000x4000 and VRCabinet adjusted for coin toss on front of cab. ' 0.054 - tomate - missing flasher light added, splitted GI lights reduces, flasher power reduced, missing GI light on the left slinshot added, gi013 light hack removed, bumper caps material changed, ramps material improved, coin toss plastic improved ' 0.055 - apophis - Fixed plunger animation (for cab). Minor color adjustment on flasher LMs. Fixed visual sling rubbers. Fixed bumper caps refractions. Added playfield reflections option. ' 0.056 - Sixtoe - Fixed some trigger heights, added blocker wall and extra switch for sw42 goalie vuk and logic to stop multiple balls blocking VUK, unified some of the walls because there's something wrong with me. ' RC1 - apophis - Tweaks to goalie animation. Added cab rail option. ' RC2 - apophis - Adjusted magnet strengths and trigger sizes. ' RC3 - apophis - Reworked kicker sw42 logic to be more robust (hopefully). Made lock magnet grab center. Updated FS POV. ' RC4 - apophis - Fortified ramp near lock pin. Fixed tilt switch assignment. ' RC5 - apophis - Fixed goalie switches (thanks Astro). ' Release 1.0 ' 1.0.1 - apophis - Fixed ball motor sfx issue. Initialze slingshots properly. ' 1.0.2 - apophis - Added Narnia ball check ' 1.0.3 - Sixtoe - Fixed coin toss switches, fixed ball trap behind goal net, tested and tweaked goalie vuk, tweaked coin toss frame ' Release 1.1 ' 1.2 - Sixtoe - Redid pf mesh a bit, tweaked some physics objects ' 1,3 - Sixtoe - Redid loads of physics items, integrated ext2k's changes, remade hinges and messed about with rails ' 1.4 - Sixtoe - Turned on reflections in BM_Parts, Tweaked trough entrance, added new hinges to vr_cab collection, turned off reflections from vrcab_backbox. -
Version 2.0
12315 downloads
I made the game that I always wanted to play... Prepare yourself for the looming Dark Chaos. You must fly into the maelstrom of oncoming cosmic debris and destroy all you can before it reaches earth. Collect power-ups along the way to help you survive the onslaught of meteor waves. Run training missions to improve your ability to collect power-ups. Make it through the gauntlet to take on the final, monstrous, planet killing asteroid. Our fragile Earth is depending on you. This game blends pinball with classic arcade concepts. I hope you find the gameplay uniquely thrilling. You will be constantly fighting to survive. The game fights back, so keep an eye on your health meter. There are defensive and offensive power-ups, but only a limited time to collect them, so choose wisely. Good luck, Defender. *Please See Setup Notes Below Defenders and Destroyers Apophis: Game design, modeling, light shows, DOF, and coding Unsavory: Music, sound effects, and callouts. Art design support Flux: Game logic framework. Coding support Special Thanks Idigstuff: Ideation and music support DaRdog: Help on VR room Niwak: Blender toolkit The VP dev team Testers: mikepmcs, Bounty Bob, Sixtoe, Frankenstein, Studlygoorite, PinStratsDan, Primetime5k, Wizball, Darth Vito, tomate, bord, mcarter78, DaRDog, cl4ve, somatic, cyberpez, Dad-E-drums, TerryRed, DGrimmReaper, HauntFreaks, Robby King Pin, redbone, Nestorgian, superhac, Thalamus, chugalaefoo Enormous thank you to Flux and Unsavory. So much technical and artistic talent! I really could not have done this without you guys. The game logic for this table was developed using Flux's VBScript port of Mission Pinball Framework which he calls the VPX Game Logic Framework (GLF). Go check it out at https://mpcarr.github.io/vpx-glf/ Setup Notes (PLEASE READ) Requires the VPX 10.8.0 Final release (64-bit) and the latest FlexDMD. Do not report bugs here if you are using any other version of VPX! If you are playing on a cabinet with DOF, please update your DOF config! Please allow at least 20 seconds for the table to load. This table has a large script, so it takes a little time to initialize. Press F12 in the game to open the Tweak Menu. Rules description and game options are provided. If you want to use the FlexDMD rendered alphanumeric display, enable the "GLF Virtual Segment DMD" option in the Tweak Menu. Press start button to save options. You might need to position the DMD with your mouse the first time you enable it. The position automatically saves. For nice alphanumeric display rendering, add the following text to the bottom of your DmdDevice.ini file: [darkchaos] virtualdmd enabled = false alphanumeric enabled = true Performance Tips. If you are having performance issues, doing one or more of the following might help: In the table's Tweak menu: Disable "Clear Plastic Refractions" in option menu Disable "Playfield Reflections" in option menu Set "Glf Min Lightmap Update Rate" option to your display's update rate In VPX Video/Graphics options: Disable all "Anti-Aliasing" options Try using a different "Synchronization mode" Set "Max Texture Dimensions" to something less than Unlimited. Start with 7168. For those willing to live on the edge, VPX 10.8.1 BGFX provides significant performance improvements. Users say that Dark Chaos plays perfectly smooth on BGFX. You can simply extract the latest build to its own folder and run the exe. But be sure to backup your VPinballX.ini file before trying it. Game Rules Video by Kongedam -
Version 1.0.1
14864 downloads
Love Never Dies They say you are a man of good... eh... taste.... (you must be because you are here). We very proudly present this killer of a table. It was built from the ground up, with new scans of the playfield, plastics, and sculpts. The ramps are based on numerous measurements from the real table. If you are feeling brave, check out the original VR room. Includes the latest and greatest of everything VPW has to offer. Enjoy! VPW TEAM FrankEnstein - 3D modeling and rendering. Blood sucking. Apophis - Scripting, physics, VR rooms and associated trickery. Blood bathing. Sixtoe - Table building and research. Bloody hell. Stavcas - Initial table build and coding. Blood donating. Schlabber34 - 3D models of the ramps. Blood chilling. Kevv - 3D scans of the sculpts, numerous measurements and photos of real machine. Bleeder. DGrimmReaper - Initial VR minimal room work. Blood letting. HauntFreaks - Backglass image and supporting b2s. Blood tasting. Testers: BountyBob, Darth Vito, guus_8005, DaRdog, Studlygoorite, Primetime5k, mcarter78, wrd1972, Kemurro, somatic, RIK, Smaug, MetaTed, cl4ve, Colvert, redbone, Mecha_Enron Special thanks to Landers and Dorsola for their Mist magnet script (it was used with minor modifications) and to ClarkKent for the playfield scan. Thanks to all the previous authors that worked on this title: JPSalas, ICPjuggla, Dozer316, Thalamus Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 -
Version 4.0.4
11031 downloads
Let the Sorcerer work a little magic for you! I've done a few versions of this table in the past, as well as other authors. The past versions I did built on older versions. Apophis reached out to me that the physics weren't quite right on the other tables, as he plays one a lot in the arcade. So, I completely overhauled the table to version 4.0 and essentially started from scratch, reusing only a few primitives. Redbone worked a new playfield, plastics, and other graphics for me. I did a full implementation of current VPW standards, physics, targets, 3D inserts, playfield mesh, VR, hybrid, baked GI lighting, shadows, etc. There's an F12 menu with some options in there. Also thanks also to Primetime5k, who helped me get staged flippers implemented and tested. Note: a new alternate gsound was recently released, however if you choose to use that, the ROM volume option needs to be at 0... which is default. However is you don't use gsound, I recommend turning that ROM volume down to -12 or something... as it can get a bit annoying if too loud. Also, you can turn off the background sound. Instructions for that and others are at the bottom of the script, however, here's the instructions as well: ROM Instructions and example to turn off background sound Start table as usual Press (8) to get into ROM menu Press (7) to start correct advancement Press (8) several times until 04 is shown in the Credit Display. 'Auto-Up / Manual-Down switch is controlled by (7) Press (8) repeatedly until you get to the adjustment number desired. For example, background sound is defaulted to on. It is adjustment number 35. You'll see a 1 in the upper left display. Press (1) to change that value. To turn off sound, set the value to 0. Note: Press (7) to reverse the advancement up or down. (9) will exit/reset Note: Auto-Up / Manual-Down (7) also controls the direction the menus will advance Enjoy, and hopefully you also feel that the physics and table play much harder, and closer to the actual table. Thanks again to Redbone, apophis, and Primetime5k, as well as the VPW team for testing. Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 VPinMame 3.6.0-1122: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-1122-79a301d -
Version 1.0.1
1819 downloads
Thanks to 32assassin, @Javier15, and Francisco666 for their work on the previous versions that served as the foundation for this update. Heavy Metal Meltdown is a 1987 Bally pinball machine designed by Dan Langlois, with artwork by Tony Ramunni and a production run of just 1,600 machines. Its rock-music theme features a five-ball multiball, a ball-lock ramp, and distinctive stereo-speaker toppers that fit its over-the-top heavy-metal presentation. Credits for this release: @teisen – Made extensive visual improvements throughout the table, including updated artwork, inserts, plastics, ramps, metalwork, lighting, flashers, bumpers, shadows, materials, and numerous playfield details. @burger – Added nFozzy physics and Fleep sounds, with gameplay tuning to match the real machine. Added bonus lights to the back wall, resolved several layout and gameplay issues, and improved lock-ball tracking and behavior. @DGrimmReaper – Added the VR cabinet and room, including animated cabinet buttons and VR digits, and converted the table into a full hybrid that automatically supports Desktop, Cabinet, and VR play. @studly_do_right – Extensive testing and valuable feedback throughout development to help refine gameplay and catch issues. @hauntfreaks – Provided the B2S assets used to bring the backglass artwork into the VR environment. @kellyf – Performed extensive testing and provided detailed feedback to help tune the table’s gameplay and behavior as closely as possible to the real machine. Note: An NVRAM file is included with the download. Using this version from Bally prevents ROM issues, so I suggest placing it in your VPinMAME NVRAM folder. -
View File Star Trek The Next Generation (Williams 1993) VPW Mod Engage! VPW are proud to present a table tune up of Knorr and Clark Kent's version of Star Trek the Next Generation from Williams. Although already great, we've added updated nfozzy physics, added some fleep sound whilst keeping the original recordings from the real machine, added the full VR room suite from Rawd and Steely, updated Sixtoes VR cabinet with Leojreimroc making a fully functional backbox in VR and lots of other tweaks and fixes along the way. The table now plays even closer to the real thing and we hope you enjoy it! VPW Mod v1.0 ============ Project Lead - fluffhead35 VR Holodeck - Rawd/Steely VR Work/Backglass - Sixtoe/Leojreimroc Tweaks - ClarkKent, Apophis, Sixtoe ============ v01 - fluffhead35 - Added Flipper Triggers, Rubbers and Posts, Bumpers, slings, flipper, and table physics corrections. Adding in fliper and physic damperner code. - Adding in materials for all code v02 - fluffhead35 - Added Fleep sound v03 - fluffhead35 - finished Fleep sound and fixing upper flipper, changing flipper polarity to early 90's and later. Added Sling correction. Increased plunger strength. - Added logic to stop ball rolling sounds in subways. Set FlipperCoilRampupMode to 2 v05 - leojreimroc - Imported Rawd's Holodeck VR Room. Adjusted Laser barriers for VR. v06 - fluffhead35 - fixed flipper triggers. Rubber thickness fixed on upper flipper. Increased flipper hit sound level. Updated sling rubbers to use bottom corner for post pass. v07 - clarkkent - deleted zCol_Rubber_Sleeve008, RubberPost4, SubwayScoop_Prim v08 - fluffhead35 - Made Posts for post pass collidable, adjusted flippers to be in line with guide. Adjust playfield friction to .15. Adjusted sling posts physics for post pass. v09 - apophis - Added new playfield mesh. Increased speed of slingshot animations. v10 - Rawd - Added ClarkKent Cabinet artwork, some VR fixes and tweaks v11 - leojreimroc - Implemented Iaaki's flasher code to all solenoid flashers. Fixed a few flasher positions that were past the cabinet. Implemented VR Backglass lighting. v13 - fluffhead35 - Added new ball launch sound to help prevent high bass sounds. Adjusted size of sleave and physic materials of start mission scoop. Removed ball dampening triggers. v14 - fluffhead35 - updated the sling posts for post pass based on clark kents suggestions. Changed Table difficulty to 56. Added option to switch if ball launch should have bass lowered. v15 - fluffhead35 - Set default wire Ramp sounds to be from clark kents samples. Added option to use the other samples if user wants. Changed ball out to brighter ball. Turned off flipper corrections on upper right Flipper. - Changed environment emission image to be shinyenvironment3blur4. Adjusted gi around inlanes and inline insert lightings. 15d - set the falloff of gi lights to 5. Set the day night to 1, set environment lighting to black, adjusted warbird material, adjusted lighting around upper lanes. Adjusted some random insert lighting. Adjusted ramp friction based on clark kents suggestions. 15e - changed elasticity and scatter of sw57 to give ball more random bounces and goes down inlanes based on BountyBobs testing 16 - fluffhead35 - merged in nfozzy changed to init throughts at game start as well as using new flipper physics. Removed target bouncer from sleeve in start mission scoop. Lowered bumpercap3 from 25 to 20. Added TargetBouncer to Targets_hit 17 - Sixtoe - Added VR logo back in, hooked up cannon light primitives to lighting system, cleaned up script Submitter VPinWorkshop Submitted 02/19/2023 Category VPX - Pinball Tables
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Version 1.1
19771 downloads
Engage! VPW are proud to present a table tune up of Knorr and Clark Kent's version of Star Trek the Next Generation from Williams. Although already great, we've added updated nfozzy physics, added some fleep sound whilst keeping the original recordings from the real machine, added the full VR room suite from Rawd and Steely, updated Sixtoes VR cabinet with Leojreimroc making a fully functional backbox in VR and lots of other tweaks and fixes along the way. The table now plays even closer to the real thing and we hope you enjoy it! VPW Mod v1.0 ============ Project Lead - fluffhead35 VR Holodeck - Rawd/Steely VR Work/Backglass - Sixtoe/Leojreimroc Tweaks - ClarkKent, Apophis, Sixtoe ============ v01 - fluffhead35 - Added Flipper Triggers, Rubbers and Posts, Bumpers, slings, flipper, and table physics corrections. Adding in fliper and physic damperner code. - Adding in materials for all code v02 - fluffhead35 - Added Fleep sound v03 - fluffhead35 - finished Fleep sound and fixing upper flipper, changing flipper polarity to early 90's and later. Added Sling correction. Increased plunger strength. - Added logic to stop ball rolling sounds in subways. Set FlipperCoilRampupMode to 2 v05 - leojreimroc - Imported Rawd's Holodeck VR Room. Adjusted Laser barriers for VR. v06 - fluffhead35 - fixed flipper triggers. Rubber thickness fixed on upper flipper. Increased flipper hit sound level. Updated sling rubbers to use bottom corner for post pass. v07 - clarkkent - deleted zCol_Rubber_Sleeve008, RubberPost4, SubwayScoop_Prim v08 - fluffhead35 - Made Posts for post pass collidable, adjusted flippers to be in line with guide. Adjust playfield friction to .15. Adjusted sling posts physics for post pass. v09 - apophis - Added new playfield mesh. Increased speed of slingshot animations. v10 - Rawd - Added ClarkKent Cabinet artwork, some VR fixes and tweaks v11 - leojreimroc - Implemented Iaaki's flasher code to all solenoid flashers. Fixed a few flasher positions that were past the cabinet. Implemented VR Backglass lighting. v13 - fluffhead35 - Added new ball launch sound to help prevent high bass sounds. Adjusted size of sleave and physic materials of start mission scoop. Removed ball dampening triggers. v14 - fluffhead35 - updated the sling posts for post pass based on clark kents suggestions. Changed Table difficulty to 56. Added option to switch if ball launch should have bass lowered. v15 - fluffhead35 - Set default wire Ramp sounds to be from clark kents samples. Added option to use the other samples if user wants. Changed ball out to brighter ball. Turned off flipper corrections on upper right Flipper. - Changed environment emission image to be shinyenvironment3blur4. Adjusted gi around inlanes and inline insert lightings. 15d - set the falloff of gi lights to 5. Set the day night to 1, set environment lighting to black, adjusted warbird material, adjusted lighting around upper lanes. Adjusted some random insert lighting. Adjusted ramp friction based on clark kents suggestions. 15e - changed elasticity and scatter of sw57 to give ball more random bounces and goes down inlanes based on BountyBobs testing 16 - fluffhead35 - merged in nfozzy changed to init throughts at game start as well as using new flipper physics. Removed target bouncer from sleeve in start mission scoop. Lowered bumpercap3 from 25 to 20. Added TargetBouncer to Targets_hit 17 - Sixtoe - Added VR logo back in, hooked up cannon light primitives to lighting system, cleaned up script -
Version 1.0
17104 downloads
Welcome to Jurassic Park! Dark's original table rebuilt and brought into the toolkit era. Flux started this by getting the table ready for the blender toolkit, Sixtoe gutted and rebuilt the layout in VPX and we were on our way to Isla Nublar. Apophis roared into action with all the standard VPW bells and whistles and DaRdog added a deadly Mega VR Room. Many others helped make this another fantastic table so....How about another tour of the park? VPW Park Staff Flux - John Hammond Sixtoe - Dr Vpx Grant Apophis - Dr "Will find a way" Malcolm DaRdog - "Hold on to your butts" Mega VR Room Rothbauerw - T-Rex Diagnostics TastyWasps - VR Backglass Primetime5k - Staged Flippers Mcarter78 - Ramp Sounds DGrimmReaper - VR Minimal Room & Scripting Dark - 3D Dinosaur Models & Plastics Redraw from his version. Tomate - 3D Support Gedankekojote97 - 3D Scanning Real Table Lab Testers - DarthVito, TastyWasps, Cliffy, HayJay, Benji, Tomate, Somatik, Bietekwiet, Bord, BountyBob, H3RBSKIx, Geradg, FlintBeastwood, Lumi, Colvert, lminimart, Studlygoorite Required Software (64-bit versions) VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1