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Showing results for tags 'hybrid'.
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Version 1.0.0
2045 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) -
View File Total Nuclear Annihilation (Spooky 2017) VPW Welcome To The Future! (v2.0!) VPW are very proud to present Total Nuclear Annihilation V2.0! This project started in April '21 when EBisLit obtained a full set of new plastics for TNA for scanning, and gtxjoe started updating the script of the original v1.0 release with numerous fixes and rolling in both nfozzy physics and fleep audio, supported by Scott Danesi who provided the original DMD media, TNA light animations and sound effects. Over the next 2 years the table was worked on by a number of people in the community changing and updating nearly everything, bringing it as close in line with the real table as possible, including programming the light shows and now using the original machines video. What you see is the culmination of thousands of man hours of development, we're super happy with it, and hope you will be too! (and yes it's meant to be that hard!) TABLE MUSIC =========== This VPX table **does not** come with the TNA soundtrack. For the full music experience, you will need to BUY the TNA Album and possibly convert the songs from FLAC format to mp3 format with a tool like this: https://www.freac.org/ It is available here: https://www.scottdanesi.com/?download=scott-danesi-total-nuclear-annihilation-flac-audio After buying them rename all mp3 files to TNA1.mp3 through TNA10.mp3 (Scarlet.mp3 is not used) Place the tracks in the \Visual Pinball\Music\TNA folder, then you must find and set bMusicOn to true in the script like this: Const bMusicOn = True and then you can disable the TNA message by setting Disable_TNA_Message = True Please show Scott Danesi your support and thanks for creating an awesome pinball game and for making the music available for us to buy. This release is fully compatible with the old release for anyone who purchased the soundtrack for that. PinUp Player *Now Required* =========================== ** Download the Pup Pack from the Download button on this page! *** Pinup Player 1.44 or higher is required. Install files and setup guide can be found here: http://www.nailbuster.com/wikipinup/doku.php?id=install_guide ● PuP-Pack folder "tna" needs to be copied to your PUPVideos folder. ● Windows "Text and Scaling" / DPI must be set to 100 for ALL your screens! ● your "PuP Backglass" display needs to be a proper 16:9 ratio (such as 1920x1080) ● if you have a dedicated 3rd LCD screen that is 16:9 ratio or full size (similar to the real TNA cabinet), ● then your Pup "FullDMD" display must be positioned on that 3rd screen and at 16:9 ratio (1920x1080, 1366x768, 1280x720,etc) ● it's VERY important to have the PuP Backglass and PuP Music displays at proper 16:9 ratio, or the text will NOT display correctly ● the pup displays can be configured with the PinUpPlayerConfigDisplays.bat There are 4 PuP-Pack options (depending on your cabinet / setup): Navigate to the; PinUPSystem\PUPVideos\tna Directory and double click on the option you will be using to set up PuP properly. Option 1 - PUPDMD on the Backglass. For those who don't have a dedicated fullsize 3rd monitor / TV for the PUPDMD text and videos. Option 2 - PUPDMD on the Backglass with B2S. Same as above, but setup to allow the 4 player score from the directb2s to show on the bottom. Option 3 - PUPDMD on a Fullscreen (similar to a modern Stern or TNA cabinet). Display the PUPDMD and Text on a 3rd dedicated 16:9 fullscreen. This option allows you to also view the entire TNA Backglass at the same time. Option 4 - VR or Desktop. This is to display everything on one screen for both desktop and VR users. DOF CONFIG ============ If you use DOF in your cab, be sure to download and update to the latest config files. CREDITS ======= GTXJOE: VPX Table Lead Pinballfan2018: PUPDMD iaakki: Scorbit, Lighting, Scripting, and more Fleep: Mechanical sound engineering, processing and scripting, drop target animations hawkeyez88: Pup help RetroG33K: Pup help daphishbowl: Pup and Gif animations help leojreimroc: VR room and backglass apophis: Physics updates, script help Sixtoe: VR Cab, VPX layout, Acrylics, Playfield Redraw, Apron and More. Astronasty: Graphics help BorgDog: Apron photos, checking gameplay against his real machine Stat: DirectB2S backglass EBisLIt: TNA plastic scans Arelyel: Pup screen support redbone: Plastic and Playfield adjustments WildDogAracde: Mechanical sound effects recordings Morttis: TNA MOD V1.6 update (Graphic updates) trochjochel: PuP Media Help Joey Beaulieu: PuP Media Help HiRez00: PuP Media Help NailBuster: Pinup Player, PUPDMD Thalamus: RBG light data help VPW and VPC beta testers VPX Dev Team: Visual Pinball SCOTT DANESI: Providing all the genuine DMD media and table sound effects from the amazing Total Nuclear Annihilation "real" Pinball game. And the kick ass music! Submitter VPinWorkshop Submitted 05/09/23 Category VPX - Pinball Tables VPX Standalone No
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Version 1.2
2045 downloads
Thank you to @allknowing2012 for creating this, and to @bigus1 for his extensive visual and layout improvements. And thanks to both for allowing the mod! Volcano is a pinball machine from September 1981, manufactured by D. Gottlieb & Co.. Volcano is a fast, chaotic pinball game where you shoot lit craters to send balls underground and build toward explosive multiball. When the volcano erupts, everything comes rushing back at you, so control and timing are everything. Thanks @RusstyT for extensive playfield graphics, lighting, and visual improvements throughout the table. Huge thanks to @kellyf who partnered up on this one! We tried our best to make this game play similar to the real table. It's not perfect, but we tried our best! Thanks very much also to @outhere for verifying the DOF solenoids are working properly, a behind the scenes hero Thanks @studly_do_right for testing Thanks @gnomulus for adding the VR cabinet and room Thanks @DGrimmReaper for adding VR digits Note: This table uses both Magnasave buttons! The left Magnasave controls the left outlane ball save — the light must be on, and you need to time it correctly The right Magnasave is used to aim the ball on launch (the right launch wall moves! look closely) and to freeze the crater lights for one second -
Version 1.0.0
412 downloads
Description: *************** The table is made by the great Jeff Whitehead (Loserman76). May he rest in peace. 😞 I hope, there are pinballs where you are, Jeff. I would like to thank Jeff, for allowing me, to convert his tables to VR. Info It is a hybrid table. So you can play in VR, desktop or cabinet mode, but you need the external backglass. There is no need to change the script. A VR headset is automatically detected. I added the following things: VR room, artwork for cabinet, backbox and flyer, animations for buttons and plungers, LUT files (change with magnasave buttons). '* Table build/scripted by Loserman76 '* VR update by Rajo Joey Works in 10.7.2, but best to play in VPinball_GL 10.8: https://github.com/vpinball/vpinball/actions/workflows/vpinball.yml *********************************************** These are quick conversions, as I don't like playing in a dark room and don't want to spend more days or weeks to convert a table. If you want to do your own conversions, I wrote two tutorials for EM tables like Loserman76's and make templates of the tables, pictures and materials. Also there are some .psd files, to change the artwork in an easy way for example. In the template tables there are generic artwork for the cabinet and the backbox. Some people may be happy with that and don't need the real artwork. There is a short tutorial for people, who know the editor and a longer one for newbies. Both instructions are in English and German. https://mega.nz/folder/5csAGRAa#gSFFQN_jXbw03y7LpQENHg -
Version 1.0.4
1827 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 2.1
14579 downloads
HADOUKEN !!!! Gedankekojote97 and Apophis battled through the development to bring you the most beautiful and accurate SF2 virtual pinball yet! If you have VR, check out the trashed arcade room and the totally custom topper design. We hope you enjoy this labor of love from the team. VPW Team Gedankekojote97 - Blender, VR rooms, table build Apophis - Scripts, physics, animations, table work CainArg - Graphics cleanup Sixtoe - Table support Special Thanks to Onevox for providing many photos of his real SF2 for reference Niwak for everything he does, and for testing this table Bandito79 for the playfield scan Jpsalas for his table used as a reference VPW testers: guus_8005, somatic, Studlygoorite, Kemurro, hauntfreaks, MetaTed, Primetime5k NOTE: To get the ROM to work, you will need to use the NVRAM file provided in the downloaded ZIP. Or you can download it here: sfight2.nv 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 1.0
1723 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 2.4
22628 downloads
The park is now open! Feast your eyes on this marvel of a table. After modding older version of this table Gedankekojote97 finally decided to buy the real machine, and then he meticulously 3D modeled and recreated this table from scratch. Apophis brought it to life by scripting together the lighting and mechanisms. And Rawd developed another totally immersive VR environment for us all to enjoy. Do you have what it takes to be a Tycoon? VPW TYCOONS Gedankekojote97 - Scratch table build, 3D modeling and rendering, Sound effects, Rollercoaster operator Apophis - Scripting, physics, Ride mechanic and janitor Rawd - VR Room and scripting, Cotton candy and funnel cake maker Testing - Bietekwiet, Eighties8, Benji, JLou, PinStratsDan, Studlygoorite, DGrimmReaper, AstroNasty, TastyWasps, iDigStuff, HauntFreaks, Wylte, ClarkKent, Primetime5k, Somatik Version 2.0 Required Software (Use 64-bit versions): VPX 10.8.0 RC7 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2046-043fac7 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 -
Version 1.0.1
1542 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. -
Version 1.2.1
36559 downloads
"When you play the Game of Thrones, you win or you die" Welcome to VPW's "Original" recreation of one of Stern's most complex machines. This project started with Skillman wanting to learn VPX and playing around reverse engineering the Stern SPIKE ROMs. Thanks to the detailed Youtube series by ChuckWurt the complete ruleset was documented, allowing it to be implemented in VBScript for this release. When the beta table was introduced to the VPW team they really took an interest in taking it to the next level, and what you see is the result of nearly a year of their work. This table requires VPX 10.8.0 Final or later and FlexDMD 1.9.1 or later. Controls: Use Right Magnasave during gameplay as the Action button Access the DMD Options menu with left+right magnasave during Attract mode or press F12 to access options in the Tweak menu instead. From the Options menu, change cabinet mode, LUTs, and presence of a "real" lockbar button Access the Stern Service Menu with the service buttons to adjust standard game settings House VPW ========= Project Leader : Skillman Script/VPX : Skillman, Apophis, Oqqsan, Sixtoe, Daphishbowl 3D Rendering : Tomate, Niwak Graphics : Skillman, Tomate, Astronasty, Oqqsan, Sixtoe VR: Rawd, Leojreimroc, Sixtoe Testing: VPW Team -
Version 1.0.0
987 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- 8 comments
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Version 2.1.1
8657 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 1.0.1
15389 downloads
"The Castle Burns! Get the Marshmallows!" VPW are proud to present Medieval Madness by Williams. This one has been stuck in development hell since 2021. Sixtoe picked up the project in 2022 and built a new functioning VPX layout with the new playfield scan supplied by ClarkKent, but it had no graphics and we had a load of other projects in work. So, it languished as there was already a nice verion from Tom Tower and Ninuzzu. In early 2024 Tomate built some of the 3D side for fun and Sixtoe worked on the VPX side a bit more before moving onto other projects again (and Sixtoe half jokingly said Medieval Madness shall get delayed another month every time someone asked for it in another table's release). Then, in September 2025 Sixtoe and Tomate picked it up again to finally get it over the finish line with lots of help from Apophis, a VR room from DaRDog, and contributions from the rest of the gang, aided by MajorDrain giving 1:1 feedback against his real machine. It's worth noting that this has been side-by-side tested against 2 separate real machines, so it should be pretty faithful to the real thing. With that in mind; Stuff you'll be annoyed we replicated that aren't bugs Merlin's Magic - Some shots go through avoiding the saucer, this happens on the real machine. Castle Side Door - Some shots bounce off the edges and don't go through the door, this happens on the real machine. It's not an easy machine, the slings can be lethal and slow balls off the right orbit are dangerous. VPW Peasant Sixtoe - Project Lead, Scratch Table Build Tomate - 3D Modeling and Rendering Apophis - Physics, Lighting, and Animation Scripting DaRDog - VR Mega Room and Cab Mcarter - Adding Roth Targets, Tweaks ClarkKent - Playfield Scan Bord - Playfield Scan Color Correction CainArg - Playfield Scan Masks Freezy - Blender 3D Playfield HauntFreaks - Backglass Image MajorDrain - Real table reference, troll trapdoor audio and side by side testing Tyson171 - Real table reference Niwak - VPX and VPinMame support Gedankekojote97 - Early table dev support PinStratsDan - In-depth testing Testers - Studlygoorite, Iaakki, Unsavory, Superhac Castle Animation Scripting - Borrowed from Tom Tower and Ninuzzu's old version. If you want to use 109b or c ROM you will need both the mm_10 ROM and the mm_10b ROM as well, as the audio files are in the mm_10 ROM. Version Log '0.01 - Gedankekojote97 - nFozzy Flipper trigger and prim resize, flipper adjustments, dynamic Ball shadows added, slingshot corrections added, gi Relay Sound added, Latest scripts from VPW, New environment image '0.02 - Sixtoe - New playfield image, realigned entire playfield and important objects, replaced some parts with correct parts, updated physics and sound scripts, butchered entire table in preparation for toolkit import, removed and simplified loads of things, split into many layers to try and organise and figure out table. '0.03 - Sixtoe - Fixed left ramp losing balls and trolls crashing table. More minor tweaks. Cleaned old images out to reduce file size. '0.04 - Sixtoe - Aligned bolts and screws, aligned ramps to blueprint (adjusted right ramp interface prim), added inrect to actually fix trolls (duh), tweaks from apophis, added/fixed a few other things. '0.05 - Sixtoe - Ongoing alignment, construction and cleaning work, lights hooked up, pretty playable now. '0.06 - apophis - Added TOC and reorg script. Updated flipper triggers and physics scripts. Added tweak options menu. Removed old LUT code. Added PWM functionality for lamps, flashers, and GI. Removed old dynamic shadows, updated ambient. '0.07 - apophis - Set UseVPMModSol = 2 '0.08 - Sixtoe - Rebuilt entire castle physical area, new playfield mesh, various other physics changes. '0.09 - apophis - Fixed draw bridge script (HandleMech=0). Reduced flipper strength to 3000. Fortified some stuck ball areas. '0.10 - apophis - Fixed some ramp trigger locations. Fixed Diverter script. Flipper strength to 3050. Fixed some gate sound effects. '0.11 - Sixtoe - Reinforced entire table layout, walls are on "blocker walls" layer, changed merlin physical primitive scoop, various other minor tweaks '0.12 - Sixtoe - Realigned entire table as dimensions were out, rebuilt catapult ramp, rebuilt spiral ramp to stop ball trap, tweaked castle lock entrance '0.13 - Sixtoe - Redid GI assignments thanks to tyson171, some minor layout tweaks. '0.14 - tomate - 2k batch added, most VPX objects hidden, make some fixes in script to make it playable '0.15 - Sixtoe - Redid trolls physical objects, made other vpx objects hidden, adjusted drain area and wall heights, '0.16 - tomate - flippers animated, slingshots animated (still need some work) '0.17 - apophis - fixed draw bridge animation '0.18 - Sixtoe - Changed spinners to gates, fixed a few other things, tidied up some stuff. '0.19 - tomate - new 2k batch added with blender fixes '0.20 - apophis - Enabled room brightness option. Deleted Prim_Toys layer (and objects). Fixed animations: bumper rings, bumper skirts, castle towers, diverter, slings, trolls, casle gate, catapult, lock door, lock post, wire triggers. Still TODO: Roth stand up targets '0.21 - apophis - Fixed damsel lock. Adjusted desktop POV. Add desktop DMD visibility option. '0.22 - Sixtoe - Remade playfield mesh and combined with moat physical primitive, remade moat vuk scoop and mech, removed and merged redundant assets, converted merlin saucer to physical kicker, remade physical right ramp and physical ramp deflectors on both ramps and ramp entrances. '0.23 - tomate - damsel light added, some fixes on castle model, room light brighter to get mayor day/night range, unwrapped textures for plastic ramps, few other fixes here and there '0.24 - apophis - fixed DiverterP rotx and animation. '0.25 - tomate - new 2k batch added with some new unwrapped textures and fixes at blender side '0.26 - mcarter78 - hook up roth standup target code '0.27 - tomate - fine tune for inserts and flashers, troll bracket separated, some fixes for plastic ramps, new 2k batch added '0.28 - apophis - Fixed troll visuals. Added flasher and insert brightness options. Added outlane difficulty option. Added refraction and relfection probles. Added ramp and bumper cap materials. '0.29 - Sixtoe - Tweaked playfield mesh, rebuilt merlin kicker/kicker area, refactored collidable physics area around the castle and created a huge low poly collidable castle prim, replaced damsel tower, tweaked moat VUK, probably other things, tweaked inlanes, testing turning inserts to linear fading. '0.30 - apophis - Added back sw37 pulse in DoorPortculis_Hit. Fixed zfighting issue on drawbridge. Fixed iron gate down position (was going thru floor). Tweaked target elasticity. '0.31 - Sixtoe - Adjusted flipper angles (I feed on your tears), unified blocker walls and walls, few other tweaks and fixes '0.32 - apophis - Fixed(?) draw bridge initialization. Made post passes a little easier. '0.33 - tomate - 4k batch added, cleaned the file a little bit '0.34 - Sixtoe - Added gate to Damsel tower, reset flipper physics to default-ish williams. '0.35 - apophis - Tinted bumper lightmaps to purple. Adjust plastics material. Enabled reflections for BM_Parts. '0.36 - DaRdog - Added VR Mega room, VR Mimimal Room, VR Cab, Animated buttons, Animated Torches, Lighted start and launch buttons (Thanks Rawd and Apophis for help), VR scripting. Total damage is 35mb for images and 110k polys (includes VR rooms and VR Cab, not bad i think). '0.37 - DaRdog - small vr fix, coindoor key was crooked '0.38 - apophis - Show rails in desktop mode. Make some VR elements respond do day night slider. '0.39 - DaRdog - modified some vr elements material brightness to counteract the day/night slider darkening '0.40 - apophis - Animated VR backglass (thanks HauntFreaks). '0.41 - Sixtoe - Fixed various and numerous legacy sound issues, tweaked vr backglass (Apophis) '0.42 - tomate - few performance improvements and fixes on blender side, new 4k batch added '0.43 - apophis - Adjusted flipper angles (and triggers). Fixed flipper shaddow DB. Added rightmagna and lockbar buttons to plunger launch. '0.44 - tomate - Castle PF protector, ramp decals and dragon plastic fixed in blender, new 4k batch added 'RC1 - apophis - Commented out sw37_Hit to eliminate double pulse on switch 37. Updated table info and added rules card. Adjusted cab POV. A few cleanups for release candidate. 'RC2 - Sixtoe - Added sw37 back so it's only active when castle portcullis is open. Updated credits. 'RC3 - apophis - Increased sling strength (5.1) and lowered sling thresh (1.8). Tweaked sling correction curve . Dropped pf friction slightly (0.22). Lowered ST target mass (0.1). 'RC4 - mcarter78 - Add random rampstop and delayed ball drop sounds to ramp ends, decrease ramp stop bounceback, fix Y alignment between visual/physical flippers 'RC5 - apophis - Adjusted EB insert to be red. 'RC6 - apophis - Updated Trolls mech sound effects (thanks MajorDrain). 'RC7 - Sixtoe - minor tweak to wall, updated credits, changed default ROM to 1.09b as its a bugfix rom, added material for VRCab_LaunchButtonHousing, applied gateflooraccent texture, tweaked left inlane marginally. 'Release 1.0 1.0.1 - apophis - Added refraction option. Added default 1-to-1 LUT. Fixed Table1_exit (and un/pause) subs -
Version 1.0.0
5082 downloads
"This is VPW control to Major Tom, you've really made the grade!" VPW are proud to (xmas) present Space Station by Williams! This machine is pretty unique in that it doesn't have inlanes, just slings leading straight on to the flippers, so there's no chance of a respite from the action! It's a bit of a hidden gem if you've not played it before. Tomate really fancied doing this one and luckily we managed to track down a playfield we could buy to scan (thanks to those of you who donated through our beer me link here or bought something through our merch store!), and as part of developing it he also played with the way we do inserts and flashers and made them look even more special! We honestly think it's one of the best looking machines we've done so far and the light show is something else, especially in multiball. *WARNING* There are versions of vpinmame where the solenoid sticks on for System 11 games, but the released versions are fine, be warned and check your solenoids are not latching on if you're using a "non release" version. VPW CREW Tomate - Commander. Blender modeling. Sixtoe - Pilot. VPX table build. Apophis - Flight Engineer. Fixing parts. MCarter - Payload Specialist. GI wiring. DGrimmReaper - EVA Specialist. Porting Rawd's VR room from the old version. Rawd - Special Specialist. Original VR Room. bthlonewolf - Mission Specialist. Ball tinting. RobbyKingPin - Crew Medical Officer. Fleep sounds. nFozzy - Flight Controller. Space Station toy code and his previous table version. iaakki - Machine specialist, side by side testing with a real machine. Our Merch Store - 100% of profits go into buying stuff to make new machines Changelog '001 - tomate - blank VPX table with correct dimensions created '002 - tomate - first 512 batch to place the objects on VPX '003 - Sixtoe - Built... Everything? Crashes. Sucks to be me. '004 - apophis - Ground control to Major Sixtoe. Fixed crashes, standup targets, some collections. Trough, kickback, GI still not working correctly. '005 - Sixtoe - I think my spaceship knows which way to go. Hooked up space station & placeholder prim, Fixed trough, added settings to flippers, slings and pop bumpers, adjusted flipper triggers, kickback fixed, turned everything invisible, added more blocker walls, loads of small fixes and tweaks. Still no GI. Fully playable now? '006 - tomate - New 2k batch added, GI doesnt work yet - No flashers added '007 - mcarter78 - Hook up modulated GI with coil driven color toggle '008 - tomate - New 2k batch added, inserts fixed, added Flupper LUT and desaturated options (see 2°, 3° and 4° option into game menu), changed material for upper PF color and added option menu for MB GI color '009 - mcarter78 - Add more MB GI color options and random option. Fix for GI level after multiball end. '010 - tomate - Extra LUT options added, l30 fixed, tweaked blue MB color '011 - tomate - new 2k batch added with a lot of blender fixes, movable objects collection set (not hooked up yet), flashers and bumper lights added '012 - apophis - simplified the GI code '013 - tomate - new 2k batch added, new flashers, more LUT options added '014 - tomate - new 2k batch added, tweaked flashers materisl, improved upperPF material, fixed upper PF inserts and bulbs '015 - Sixtoe - Hooked up movables (flippers, slings, targets, spacestation and diverter) but there are visual issues (space station lighting and drop targets?), made upper pf hole fractionally bigger, added plunger texture and tweaked power '016 - apophis - Fixed some fleep stuff. Fixed some animation stuff. Set up ramp rolling sfx triggers. Made bumper lights follow GI. Adjusted flipper strength. Removed old space station toy prim. '017 - tomate - unwrapped PF, added diverter and space station stages, tried to fix upper PF front wall but failed '018 - apophis - Fix motor sfx issue. Trying to get the SS and Diverter animations to work. Still broken. '019 - tomate - New batch added, several fixes at blender side (finally upperPF looks correct), new diverter/SS stages added '020 - apophis - SS and Diverter animations working. Added desktop alphanumeric display. '021 - Reverted '022 - Sixtoe - Tweaked and randomised kickers, including kickback, hard coded sling timer and reduced to 10 (still bugs out occasionally?), split shooter wall and changed to wood, retooled orbit exit and gate lower rubber, made physical drop target smaller, made cone rubbers smaller, swapped to correct Const EOSTnew (thanks RobbyKingPin) '023 - tomate - tweaked upperPF and bumpers caps materials. Added missing materials to room brightness array '024 - tomate - new 2k batch added, new flahser domes, unwrapped textures for flippers and targets, fixed PF texture, changed value for DTDropUnits (thanks Apophis!) '025 - apophis - Made desktop LED display only visible in desktop mode. '026 - tomate - flasher domes fixed '027 - tomate - new 2k batch, inserts color corrected, performance improvements '028 - Sixtoe - new 4k batch '029 - tomate - added missing renders, separated GINS and GIGS for raytraced shadows, modified upper PF hole to get some ball flirting, fixed slingshots default position (thanks bthlonewolf!) '030 - tomate - added "Vibrant" LUT for the ones that prefer to play with AGX instead Reinhard filter '031 - tomate - diverted fixed '032 - tomate - PF texture fixed '033 - apophis - Sling lightmap visibility bug fixed '034 - DGrimmReaper - Ported over VR from Rawd's Table (still need to hook up Backglass lights) '035 - RobbyKingPin - Created a custom Fleep Sound package made from assets and codes used from Bride of Pinbot. Customized to be more identical to the original Fleep codes to make future conversions a bit more easy. '036 - DGrimmReaper - Hooked Up VR Backglass Lights '037 - tomate - new natural green MB option added, lighting tweaks, ball reflection decreased, bloom strength increased '038 - tomate - re-rendered GI lighting, now swappable by script (still need to add this as an option in f12 menu) '039 - DGrimmReaper - cleaned up images and converted larger images to webp '040 - RobbyKingPin - Fixed an issue with the Rothbauer droptarget codes. Hooked up relay sounds for flashers and GI. Removed a duplicate subroutine for the GI color. '041 - tomate - right flipper texture fixed '042 - bthlonewolf - ball tint in multiball, added color temp settings to tie into existing code '043 - apophis - Cab rails visible in desktop mode. Small tweak to bumper positions. Hooked up GI Backbox solenoid to VR backbox GI. Adjusted cRed_Ball and cGreen_Ball. Updated VR plaque. Some code cleanup. '044 - apophis - Fixed random GI color option. Added info card. '045 - bthlonewolf - added tint scaling in multiball, option in tweak to disable 'RC1 - apophis - Animated: bumpers, gates, switches. Fixed VR backglass positions. Adjusted rail position in desktop mode. Added VPW logo layer. Updated table credits. Tweaked ball tint colors. Updated relay sounds for flashers and gi and rubber sound (thanks RKP). Updated upperpf prim (thanks Sixtoe). 'RC2 - bthlonewolf - Tint z-axis fix, gate animations/speed fixed 'RC3 - tomate - Inserts glitches fixed (Thanks Mecha Enron), wall right and wall left added to Metal collection (thanks Studlygoorite) 'RC4 - bthlonewolf - gate fix for real this time 'RC5 - Mecha_Enron - Create option for siderails/lockbar 'RC6 - RobbyKingPin - Reverted back to the old balldrop sounds. 'RC7 - tomate - PF reflections fixed, blockdown bar position adjusted for desktop mode, ball rolling sounds adjusted 'RC8 - bthlonewolf - tilt switch changed to 9 'RC9 - Sixtoe - Removed stray rubber, tweaked plunger area, tweaked centre targets, removed collidable from many VR objects, updated credits, tidied file. 'RELEASE 1.0 -
Version 1.0
2099 downloads
We are pleased to share this exquisite reproduction of the rare, weird, fun, cult classic: Andromeda. It has hot alien females and bat-dogs, what more could you ask for? Legend has it that Tomate, during a pinball fever dream, conjured the playfield image and 3D models directly from the cyber-aether, formed from pure digital radiance. Apophis, mesmerized and in a fit of spontaneous fervor, and with the help of a small team of machine elves, constructed the maniacal clockwork animating the little universe contained within the boundaries of this simulation. We hope you enjoy! VPW Team Tomate - Playfield image, 3D modeling and rendering Apophis - Scripting, Physics DGrimmReaper - VR Room Mecha_Enron - Gate anmimations Testers: PinStratsDan, StudlyDoRight, Nestorgian, bthlonewolf Thanks to Basti and Ext2k for VR assets -
Version 1.1
15977 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 1.0.1
923 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
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Version 1.1.1
11801 downloads
"Ride The Boney Beast!" VPW proudly present a table that'll keep you up! This started about a year ago when Sixtoe got hold of a playfield scan of Scared Stiff and decided to follow through on a long time promise he'd made to make a series of "how to vpx" videos showing how to build a table totally from scratch. VPW How To VPX on Youtube It's one mcarter78's favorite tables, so he started to build it in the toolkit and got hold of some of the toys to scan them, Tomate came in to finish the blender side of things, and Apophis came on board to sort out some script things and add the VR bells and whistles. Cyberpez built a new 3D backglass and Tomate made a new 3D spider for it. During building it Sixtoe found a bug in VPX and Niwak fixed it, so now all of the flashers work properly and fade nicely now PWM is implemented properly (you'll need a recent-ish vpinmame for this!), and we think you'll enjoy the lightshow Check out all the options in the F12 menu, which includes the latest and greatest of everything VPW has to offer. Enjoy! VPW STIFFS Sixtoe - Project Lead, scratch table build and scripting. Tomate - 3D modeling and rendering. MCarter78 - 3D scanning, modeling and scripting. Apophis - Scripting and VR support. Cyberpez - Playfield Cutting, VR backglass. DGrimmReaper - Custom VR ball shooter. FrankEnstein - Custom instruction card. Testers - Pinstratsdan, Rik, Studleygoorite, mecha_enron, dad-e-drums, bthlonewolf, bountybob, robbykingpin, nestorgian, guus_8005, wrd1972 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 Version Log 001 - Sixtoe - "Just in case" Upload - Unplayable 002 - Sixtoe - Hit a script wall, please send help 003 - Sixtoe - IT'S ALIVE 004 - Sixtoe - Fully Playable 005 - tomate - First 2k batch added, most of the VPX objects set as not visible,VLM materials applied 006 - mcarter78 - Add room brightness, ball & plunger textures, make lights hidden, hide a few other trigger objects 007 - mcarter78 - Movables animation WIP (flippers, gates, crate, targets, bumpers, slings) 008 - tomate - dozens of fixes in Blender, not so many in VPX 009 - mcarter78 - Animate Leapers & diverter, fix GI string #s in update callback, Add rules card, cabinet mode & art blades to option menu 010 - mcarter78 - Reduce height of collidable targets under ramps causing stuck balls 011 - mcarter78 - Increase bumper ring speed 012 - mcarter78 - add collections/sfx for walls, metals & apron, add ramp rolling, crate hit, and autoplunger sounds 013 - mcarter78 - animate closed crate hit & ramp flap from spider VUK, hide ramp triggers 014 - tomate - some axis fixed in blender, open/close coffin prims added, fixed coffin position in VPX (thanks Apophis!), bumpers and gates elements re-named in blender and changed in the script, backgorund set to black for desktop mode 015 - apophis - Animated boogie arms. Updated desktop POV. Fixed GI rtx shadows. New ball image. 016 - tomate - crate and boogies textures fixed, set "hide parts behind" for PF object 017 - apophis - Adjusted slingshot strength and threshold. Fixed flipper shadows. Added ball shadows. Animated coffin door and cadaver. Added options: desktop DMD visibility, outlane difficulty, ramp refractions 018 - apophis - Fixed coffin diverter logic. 019 - tomate - 4k batch added 020 - tomate - some fixes on blender side, new 4k batch added, VPX unused textures deleted 021 - apophis - Increased flipper strength to 2500. Increased upper gates elasticity to 0.85 022 - mcarter78 - Animate autoplunger & leaper rods, less bouncy gates 023 - cyberpez - backglass first draft 024 - tomate - new 4k batch added, previous issues fixed (cadaver, top lanes and insert), collidalbe low poly right ramp updated to match visual ramp 025 - mcarter78 - Fix autoplunger gate, open up the crate more when entering 026 - tomate - new 4k batch added, targets textures fixed, GIL on group0 issue fixed 027 - apophis - Backglass second draft. Made BG visible in desktop mode. 028 - apophis - Added VR Cab. Made desktop backglass optional. Light blocker below playfield. Adjusted visible crate opening angle. 029 - Sixtoe - Crate VUK rejigged and randomised, various rubber tweaks, redid wall and rubber layout in blocker format, made l53 visible temporarily. 030 - tomate - new 4k batch added, flippers and l53 fixed, vpx l53 back to hide, changed PF render probe to dynamic, add a hole on PF blocker to see the visual VUK 031 - tomate - added default LUT and saturation option menu 032 - apophis - Fixed tilt switch assignment. Changed default LUT is 1to1. Made insert lights reflect on ball. Changed default cab POV. Added info card to tweak menu (thanks FrankEnstein). 033 - apophis - Improved post passes. Added inlane slowdown code. Added custom shooter knob option (thanks DGrimmReaper). Added minimal VR room with movie poster options. 034 - apophis - Fixed spider b2s issues. Disabled reflections of some items. RC1 - apophis - Fixed boogie man analog nudging. Updated some backglass flashers (thanks cyberpez). Updated custom rules card in tweak menu (thanks FrankEnstein). Fixed knocker sfx. Updated frog target hit sfx and scoop entrance sfx. Fixed VR poster visible bug. RC2 - mcarter78 - Only animate crate door on hit if not already currently animating RC3 - apophis - Solved crate door issue? Added playfield reflection options. Lowered plunger speed. RC4 - apophis - Accounted for frame rate in frog speed calcs. Adjusted down frog leap speed. Slowed down right vuk eject and ramps (slightly). Slingshots strength set to 4.2 from 4.5 RC5 - mcater78 - lowered ball height threshold for vuk trapdoor to >= 109 from > 110 and added a Y value failsafe RC6 - apophis - Updated (optimized) the reflection scope option. Improved spider wheel icon images (thanks HauntFreaks). Chnaged z lift on sw36 kicker from 100 to 105. RC7 - Sixtoe - Added metal hit to leaper targets, refactored entire cadaver coffin exit area, -
Version 1.1.1
20526 downloads
"Gone fishin', leave a message." The Visual Pinball Workshop proudly presents, Fish Tales by Williams! This table has been in the VPW development queue since December 20th, 2020. Since then, there have been many contributors. We thank them all! VPW Fishermen -------------------------- Blender Toolkit: Benji, fluffhead Physics/Scripting: rothbauerw, fluffhead Artwork: Brad1X (playfield, apron, and decal redraws), Hauntfreaks (backglass) VR Room: Rawd and DaRdog81 VR Backglass: leojreimroc Blender advice, Flipper and Plastic Ramp rebuilds: tomate Editor and scripting assistance, tuning and clean-up: apophis, Sixtoe Physics calibrations, flipper measurements, and testing: JLou Other contributions: sheltemke, iaakki, Schlabber34, bord, redbone, Steely 3D modeling and assets (plastics and playfield scans and touch-up): g5k 3D modeling: 3rdaxis Artwork assistance: EBisLit Playfield Scan: Clarkkent Table references: Kevv Previous authors: Pinball58, Skitso Testers: Studlygoorite, PinstratsDan, geradg, Primetime5k, DGrimmReaper, Wylte, RIK, somatik, passion4pins, JLou, Dazz, BountyBob, HauntFreaks, redbone, DarthVito, Robby King Pin, CalleVesterdahl, Colvert, HayJay, TastyWasps --- This table is pushing the limits. If you experience performance issues, adjust the refractions probes in the Tweak Menu if you have VPX 10.8 RC1 or later, or follow the recommendations in the Performance Tip PDF attached to the download. https://github.com/vpinball/vpinball/releases --- All options are in the Tweak Menu (F12): - Refraction Probe Settings (Available in 10.8 RC1 or later) - used for performance tuning, if needed - Ramp Cover Decals (enable/disable ramp cover decal mod) - Playfield Reflections Options (enable/disable static or dynamic reflections) - Side Blade z-scale for cabinet users - VR Room options (why would anyone want anything other than the fishing scene?) - VR Back Box topper toggle - VR Ambient sound options - View VR Room in desktop - Outlane Difficulty - Flipper Tricks Difficulty - Volume Dial - Ball Roll Volume - Ramp Roll Volume - Table Brightness - Ball Brightness - LUT Options (not applicable in Fishing Scene) --- There is a DMD rom text size patch available here if you want it; Also check out Fish Tales Altsound package by idigstuff -
Version 1.3
18931 downloads
"The Meanest, Greenest Game on the Street" The Godzilla pinball machine was released in August 1998 by SEGA. The game is based on the Godzilla movie released earlier that year by TriStar Pictures. Godzilla was the last pinball machine manufactured by SEGA before shutting down their pinball operations. This virtual project started out with incredibly detailed specifications of the physical and visual dimensions of the SEGA machine from EBisLit. Of course, who can turn those specifications into gold? Mr. Sixtoe himself, the grandmaster of blueprints, schematics and more. Next some initial scripting / foundation objects were added by TastyWasps and Apophis which leads into the STUNNING blender toolkit 3D renders from Tomate which highlights the massive Godzilla sculpt in this table that may be one of the largest sculpts ever made in pinball history. The tail end of the project (no pun intended) consists of laborious detail into each aspect of the machine to play as close to the real thing as possible with help from EBisLit's experience and other play testers' input. The collaboration of so many passionate authors, creators, scripters, artists, testers, etc. have truly made this project come to life in the digital medium. VPW TEAM TastyWasps - Project Lead, nFozzy, Fleep, toolkit script-side integration, VR room Apophis - Project Lead, toolkit script-side integration, various scripting tweaks, mentoring Tomate - Graphics modeling and rendering Sixtoe - Table full scratch build and various scripting, VR support Iaakki - Scripting tweaks EBisLit - Playfield, plastics, inserts & 3d scans with measurements ClarkKent - Playfield Stitch Niwak - Blender Toolkit HauntFreaks – Backglass image Testing - PinStratsDan, BountyBob, Bietekwiet, Studlygoorite, Smaug, Bord, VPW Team Toxie - VPX and pushing out the newest 10.8 as a beta so we could release. Also, a big thanks to the original SEGA team for the original Godzilla pinball machine. Version 1.3 Required Software (Use 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 -
Version 1.0
2706 downloads
Gear up for a high-octane adventure in Secret Agent, a Saturday morning cartoon-inspired virtual pinball machine! Take control of a super spy, as he battles a rogue gallery of elemental villains who threaten Earth’s balance. Navigate through dynamic missions, from infiltrating the skies to diving deep into treacherous oceans, dodging traps and explosive hazards as you go. Featuring: 6 stackable multiballs 21 different modes Over 200 callouts If you use the B2S to display scores, disable the FlexDMD display by changing line 26 of the script to: Dim bEnableFlexDMD : bEnableFlexDMD = False If you leave FlexDMD on, I encourage enabling Freezy's alphanumeric rendering for this game by including the following in DmdDevice.ini [secretagent-AlphaNum] virtualdmd enabled = false alphanumeric enabled = true Credits Layout and code: Wizball Playfield art and 3D models: Joe Picasso Character art: Verminator studios Music, sound effects, post models, audio editing: Lumigado Music: Dark Fantasy Studios Mechanical sounds: Fleep, Robby King Pin Voice acting: Decimal Random, Paula, Smaug, Sonicmega, Stardust, Wizball DOF: DarrinVPCLE, CharlieVPCLE Testing: Pinballwiz45B Lampz: Aphophis, nFozzy Flashers and bumpers: Flupper Flipper and physics corrections: nFozzy, Rothbauerw, iaakki, wrd1972, apophis VR Cabinet & Room: Sixtoe, Flupper, 3rdaxis, DGrimmReaper secret_agent_rule_sheet.pdf -
Version 2.0
11816 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 1.0.4
5304 downloads
Welcome to the Game of Dog. Dogs are the ultimate point scorers and Ralph is the ultimate dog. In Game of Dog, you play Ralphy boy, zipping and zooming through life with unstoppable exuberance, doing what dogs do with a mouthful of lip for the big tough doggo Spike. Ralphy boy is cheeky and he is quick to move to the next opportunity whether it's chasing sheep, cats or anything that moves. That’s right! Ralph is an absolute legend and I hope you feel the joy and freedom to be a dog for a small moment in time. For those who'd like to see your dog on the game apron there is a how to card in the screenshots. Please pop a picture of your dog on the apron in the comments.Share a little bit about your dog . There are 4 downloads available depending on your setup including; *A combined VisualPinballX file for desktop, cabinet and virtual reality *Loaded Weopon's cabinet side blade mod for cabinet only * A backglass bundle which includes A 3 screen/2screen backglass and a 2 screen backglass with the bonometer are included in the backglass download and also can be found here https://vpuniverse.com/files/file/30978-game-of-dog-original-2026-2-3-screen-backglass-and-exclusive-2-screen-backglass/ *Rules and media No Rom is required. Desktop players please choose between the DesktopGameOfDog-Backglass1a, 1b, 1c & 1d images in the editor. Depending on your setup you may or may not see the active backglass and some prefer floorboards rather than parquetry . VR is detected automatically but ensure desktop mode is set in video graphics options. This now has a nice active backglass. The F12 menu includes game software requirements, Luts, 2 song set choices, volume settings & choice to show your dog picture on the apron Game of Dog was inspired by Martin McKenna, the boy who lived with dogs and sound and game concept and design was by good old Russ dog. Credit to the following people @jpsalas- Game framework and I used some objects from his games @burger- Physics, Fleep & help sought through a couple of issues @outhere -DOF @LoadedWeaponDid the nice little doggo bones on the flippers @DGrimmReaperEnabled active backglass for VR M.Carter -VR Room. This is cool Dr Beaglestein for allowing me to use his bonometer invention. @Gravy -detail checks and final polish Oqqsan- put me in the right direction to do an interactive backglass @bietekwiet- checked for analglyph and early testing The following people also provided feedback and checked to make sure the game wasn’t doing anything silly @lminimart, @studly_do_right , @Cliffy, @gramps Lights and stuff from the VPW example table Bord mesh tutorial was handy. This game is not for sale. -
View File Andromeda (Game Plan 1985) VPW We are pleased to share this exquisite reproduction of the rare, weird, fun, cult classic: Andromeda. It has hot alien females and bat-dogs, what more could you ask for? Legend has it that Tomate, during a pinball fever dream, conjured the playfield image and 3D models directly from the cyber-aether, formed from pure digital radiance. Apophis, mesmerized and in a fit of spontaneous fervor, and with the help of a small team of machine elves, constructed the maniacal clockwork animating the little universe contained within the boundaries of this simulation. We hope you enjoy! VPW Team Tomate - Playfield image, 3D modeling and rendering Apophis - Scripting, Physics DGrimmReaper - VR Room Mecha_Enron - Gate anmimations Testers: PinStratsDan, StudlyDoRight, Nestorgian, bthlonewolf Thanks to Basti and Ext2k for VR assets Submitter VPinWorkshop Submitted 08/07/26 Category VPX - Pinball Tables VPX Standalone Yes
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View File The Shadow VPW Mod (Bally 1994) "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) Submitter VPinWorkshop Submitted 09/06/26 Category VPX - Pinball Tables VPX Standalone Yes