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Showing results for tags 'hybrid'.
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Version 0.98
13827 downloads
"Glass? Who gives a shit about glass? Who the fuck is this?" ⚠️WARNING: This machine is rated R and there is no family friendly mode... It's been quite the ride, but Die Hard Trilogy is finally here. From the bullshit mind of Astronasty comes five modes, three multiballs, two wizards, and a partridge in a pear tree. Choose to DIE HARD or DIE HARDER and find the best way to run up your score, but choose your plan of attack wisely, you can only complete the modes once. Featuring work by some of the most talented Vpin authors ever assembled. Cutting edge visuals are going to blow you away! Yippie Ki Yay MOTHERFUCKERS! NEW‼️ Automatically post your high score to the Die Hard iScored Leaderboard by enabling at the top of the script. Be sure to enter a unique cab name. DESIGN TEAM: Game Designer: Astronasty Layout: Dapheni, Astronasty PupDmd Design: Scampa123, Astronasty, Nailbuster Coding: Wizball, Oqqsan, Fluffhead Light Shows: Oqqsan Blender Work: Flux, Gedankekojote, Cyberpez VR Room: Rawd Backwall Mirror: Iaakki 3D Model Assistance: JoePicasso Original Artwork: Astronasty Sound Design: Frisco, Scampa123, Astronasty Monthly Leaderboard: iScored Dan, Nailbuster, Scampa123 Emotional Support: Rik SPECIAL THANKS: Apophis - Did a little bit of everything. Niwak - Toolkit magician. NailBuster - PupDMD magician. Sixtoe - He was around. JoePicasso - Makes me want to be a better man. Fleep - Dem soundz tho. Flupper - Godfather of rampz. NFozzy - Wizard. KetchupJonMustard - Endured hours of me bouncing ideas off of him at work. TerryRed - My go-to source for bitching about stuff in DMs. Manu - Made us make the game more betterer. Hawkeyez - Having the eyes of a hawk. RetroG33K - Reasons redacted Scott Danesi - LIONMAN! TryToTilt - Didn't do shit. Testers: PinStratsDan, Bietekwiet, MPT3K, OutsiderArts, KetchupJonMustard, Dom, Rick, Shaggy, Nesta78, and the rest of the VPW Jellyfish. EXTRA SPECIAL THANKS: To the V-pin community: Thank you for giving me an outlet for my creativity. I've never felt more motivated to create and I am beyond grateful for the team that helped me turn my ideas into (virtual) reality. I hope you enjoy our countless hours of work. ❤️ Astro REQUIRED: Visual Pinball 10.8.0 beta 7, 64-bit (or later): https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1807-39824d6 Pup Framework v1.5 beta 3 (or later): https://www.nailbuster.com/wikipinup/doku.php?id=pinup_upgrade_v15 Pup Pack: https://mega.nz/file/69MBzJDR#uG_lUhuvuCySANQc5EE7UkQTXNY4bf48UgtYh5RhIss PLEASE NOTE: Yes you need 64 bits, goddamit. Welcome to the party, pal. Don't forget to run the appropriate BAT file in the DieHard pup pack directory for your particular screen setup. All game options can be adjusted by pressing F12 and then left flipper button during the game. Press start button to save your options. If you have a cab and you want the full experience, please refresh your DOF config files. If you have some stuttering try: (a) Disabling real time protection. (b) Disabling the mirror in options. (c) Limiting texture sizes to 3k. -
Version 1.0.0
583 downloads
Explore the mysteries of the deep with Playmatic's Nautilus (1984)! Many thanks to goldchicco and mfuegemann for their incredible creation, along with everyone who contributed to the project, including Arngrim, 32assassin, and movieguru! Credits for this release: Teisen: Enhanced playfield visuals, inserts, plastics, lighting, reflections, shadows, materials, bumpers, targets, rails, and the overall environment. Added flashers, playfield holes, and a backbar, along with improved images and a new desktop backdrop with relocated apron lights. Burger: Added nFozzy physics, Fleep sounds, VR hybrid support with animated backglass and buttons, desktop LED scoring, and F12 LUT options. Fine-tuned gameplay to better match the real machine and attempted to resolve an issue where Special or Match awards disable the pop bumpers. Special Thanks: @Studly_do_right for helping identify and resolve issues. @Ext2k for providing the VR room assets. ROM: nautilus B2S Backglass: https://www.vpforums.org/index.php?app=downloads&showfile=12481 IPDB: https://www.ipdb.org/machine.cgi?id=822 VR Room Included: Yes Created by: goldchicco, mfuegemann -
Version 1.3
15501 downloads
Beleive it or not, this VPW mod was started in June 2020! Based on the JPSalas version, this is one of the very first mods VPW attempted and has probably gone through more versions and more sets of hands than any other of our projects before, every time getting updated with whatever we were doing but never actually making it to release. Finally mcarter78 finally accepted the mission of getting it over the line and out the door, and here we are! (finally!) VPW Oddities ============ - mcarter78 - Project lead (well, the latest one anyway) - iaakki - Loads of stuff - Benji - Loads of early developement stuff - Sixtoe - All sorts of things - Apophis - Code & Tech support - RothbauerW - Varitarget support - Bord - Playfield mesh & physical scoop. - Hauntfreaks - Playfield image adjustments, cabinet and backglass images. - TastyWasps - VR Room and tweaks - PT5K - Staged flipper support - Ebislit - Early Insert work - Kingdids - Stern Bumpercaps - Kevv - Stripping and scanning his RBION for plastics - Wylte - Getting irl references - Passion4Pins - Additional graphics help - VPW team through the years - Testing - JPSalas - Original Version All options are available from in game menu accessed pressing F12 -
Version 1.0.6
3080 downloads
Dragon is a 4 player, Solid State machine by Gottlieb 1978 designed by Ed Krynski and Artwork by Gordon Morrision. This is great game to learn and practice shatzing the inlanes to help set up end of ball bonus. 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 1.0.0
929 downloads
Adventure awaits in the lost City of Gold! Thanks to everyone who contributed to building this table, including @jbg4208, 32Assassin, @Thalamus, @outhere, @theGhost787 Credits for this release: @burger Added nFozzy physics, Fleep sounds, VR support, and LUT options. Fine-tuned gameplay to better match the real machine and adjusted one area of the layout for improved accuracy @Wildman for the b2s assets used in VR @studly_do_right for fine-tuning a few lighting issues and identifying additional sound problems -
Version 1.0.1
805 downloads
Embark on a thrilling pinball adventure around the world with Jules Verne! I'd like to thank @jpsalas for creating this magnificent table! Thanks also to everyone else who previously contributed including @freneticamnesic, @gtxjoe, @pedator and @Akiles! Version notice: Tested successfully with VPX 10.8, but some users have experienced a problem with 10.8.1 where the "Submarine" kicker fails to eject the ball. Credits for this release: @burger nFozzy physics, Fleep sounds, VR support, gameplay tuning, and an attempted fix for a ROM/switch issue that could lead to suspended games @studly_do_right for fine-tuning some lighting issues and identifying additional sound problems, and other issues @Wildman for the B2S assets used in VR @Nesta78 helped streamline the VR implementation by creating the VPX VR Injector tool that I made good use of! ROM volume control: Press 9 a few times to reach the volume adjustment in the service menu. Once there, press Enter to raise the volume or press 1 to lower it Enabling Timed Ball Save feature: Press F6 to access the DIP switches. Check DIP switch #13 to enable the feature, then press OK and restart End of Game Buy-in: Press the plunger to cancel, or press 2 to continue -
Version 1.5
16254 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. -
[New VP10 Alert] Nautilus (Playmatic 1984)
teisen posted a topic in New Visual Pinball 10 - Releases
View File Nautilus (Playmatic 1984) Explore the mysteries of the deep with Playmatic's Nautilus (1984)! Many thanks to goldchicco and mfuegemann for their incredible creation, along with everyone who contributed to the project, including Arngrim, 32assassin, and movieguru! Credits for this release: Teisen: Enhanced playfield visuals, inserts, plastics, lighting, reflections, shadows, materials, bumpers, targets, rails, and the overall environment. Added flashers, playfield holes, and a backbar, along with improved images and a new desktop backdrop with relocated apron lights. Burger: Added nFozzy physics, Fleep sounds, VR hybrid support with animated backglass and buttons, desktop LED scoring, and F12 LUT options. Fine-tuned gameplay to better match the real machine and attempted to resolve an issue where Special or Match awards disable the pop bumpers. Special Thanks: @Studly_do_right for helping identify and resolve issues. @Ext2k for providing the VR room assets. ROM: nautilus B2S Backglass: https://www.vpforums.org/index.php?app=downloads&showfile=12481 IPDB: https://www.ipdb.org/machine.cgi?id=822 VR Room Included: Yes Created by: goldchicco, mfuegemann Submitter teisen Submitted 10/27/26 Category VPX - Pinball Tables VPX Standalone No -
Version 1.0
2769 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 1.0.4
428 downloads
Halloween 1978 1981 VR Hybrid Conversion About this VR / Hybrid mod: I am pleased to share my VR / HYBRID conversion of Halloween 1978-1981 (Original 2022), based on version 1.03 of the table by HiRez00, Apophis and Xenonph. Their Halloween table is based on JPSalas's Medusa recreation, using the Bally Medusa ROM. All credit for the original table, rules, gameplay and underlying work remains with the original creators. ** This release now also includes a hybrid table, with automatic VR detection and support for VR, desktop PC and cabinet play ** There are 2 versions to download. Either a solely VR ROOM version which will only run in VR, or a HYBRID version. Desktop and VR have been tested successfully, along with cabinet-mode gameplay on a PC. It should work on a correctly configured cabinet, although physical cabinet and multi-screen testing is still pending. Please report any display or gameplay issues, particularly on cabinet setups. All original credits and acknowledgements from the previous release continue to apply. What this conversion adds: - A fitted VR cabinet with Halloween artwork on the cabinet sides, coin door and backbox sides. - A custom John Carpenter's Halloween upper backglass with illumination and game-triggered lighting effects. - An embedded score, ball and credit display / DMD . - A compact horror-themed room and an animated wooden knife-handle plunger. Permissions and publication status: Apophis has granted me permission to upload this VR conversion. I also contacted HiRez00 but have not received a reply at the time of writing. Xenonph replied that his involvement with the table was limited and advised me to ask Apophis and HiRez00. His reply is recorded here as a referral, not as a separate grant of permission, and I am not treating HiRez00's lack of reply as approval. If any original table author or contributing asset creator requests removal, I will remove this download from VPUniverse. I will also correct any missing or inaccurate credit brought to my attention. Tested configuration: - Visual Pinball X 10.8.0, 64-bit GL build 2058 (10.8.0.2058, revision 800a99c). - VPinMAME 3.6.0, 64-bit build 1227 (3.6.0.1227, revision ecd032e). The completed conversion was tested in a Quest 2 VR headset and on a Windows PC. Installation: 1. Extract the supplied .vpx and matching .ini as well as the .b2s files into your chosen table folder. Keep all files together with the same base filename. 2. Place the Medusa ROM archive, medusa.zip, in your configured VPinMAME roms folder. Leave the archive zipped. The table script uses the ROM name medusa. The ROM must be supplied separately. 3. Retain the original Halloween music files. Put the complete Halloween music folder inside your VPX Music folder, preserving the filenames. For example: VisualPinball\Music\Halloween\AH01.mp3. Keep all tracks, not just that example. If the original table already plays its music correctly, retain that setup. The VR room, cabinet artwork, custom backglass, speakers, plunger and VR score panel are embedded. A separate .directb2s file is still required for desktop and cabinet mode. The script has PuP support switched off; a PuP-Pack is not required for this configuration. Useful controls and troubleshooting: The original table uses the MagnaSave controls for the save post or gun during play. Its script also provides pre-game rules-card and LUT controls; retain your normal button mappings. If credits register but the credit count is missing, open the ROM DIP settings with F6 and enable Credits displayed. If music is missing, check the Music\Halloween folder and filenames. If the ROM cannot start, check medusa.zip in the VPinMAME roms folder. If an older external .vbs file has the same base name as this VR table, move that older script aside so VPX uses the embedded conversion script. Credits and thanks: This conversion builds on a great deal of community work. Thank you to everyone who created the original table and the tools and assets that made this VR version possible. - HiRez00, Apophis and Xenonph: the original Halloween table team. Thank you to Apophis for permission to share this conversion and to Xenonph for replying and directing me to the relevant authors. - JPSalas, also known as JP: the original Medusa VPX recreation credited in the Halloween script as the 2017 version 1.0.4, which provided the foundation for the Halloween table. - Unsavory, FriscoPinball, AstroNasty, PinStratsDan and Smaug: additional contributors credited for the original Halloween release. - Nesta78: creator of VPX VR Injector, used to establish the VR cabinet, backbox and room. Thanks also to the creators of the cabinet and room resources supplied through its Bally pack. - Vinrax: Knife Low-poly, released under CC0, adapted into the wooden plunger handle by omitting the blade and fitting, resizing and rotating the handle. - Fleep, Rothbauerw, Iaakki, Wylte, Wrd1972 and Apophis: sound, target, shadow and other community routines credited within the retained table script. All existing script credits continue to apply. - The Visual Pinball, VPinMAME and VPVR development communities, including Caligula for the original VPVR work, and VPUniverse for hosting and supporting the hobby. The Halloween films, characters, music and related material remain the work of their respective creators and rights holders, including John Carpenter and the original film teams. Original work and asset links: VPX VR Injector by Nesta78 https://vpuniverse.com/files/file/31587-vpx-vr-injector/ Knife Low-poly by Vinrax on OpenGameArt under CC0 https://opengameart.org/content/knife-low-poly Thanks to the original creators and everyone who continues to support virtual pinball. I hope you enjoy playing this version in VR!- 9 comments
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Version 1.0
2497 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 1.0.0
3022 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 Verne's World (Spinball 1996) Embark on a thrilling pinball adventure around the world with Jules Verne! I'd like to thank @jpsalas for creating this magnificent table! Thanks also to everyone else who previously contributed including @freneticamnesic, @gtxjoe, @pedator and @Akiles! Version notice: Tested successfully with VPX 10.8, but some users have experienced a problem with 10.8.1 where the "Submarine" kicker fails to eject the ball. Credits for this release: @burger nFozzy physics, Fleep sounds, VR support, gameplay tuning, and an attempted fix for a ROM/switch issue that could lead to suspended games @studly_do_right for fine-tuning some lighting issues and identifying additional sound problems, and other issues @Wildman for the B2S assets used in VR @Nesta78 helped streamline the VR implementation by creating the VPX VR Injector tool that I made good use of! ROM volume control: Press 9 a few times to reach the volume adjustment in the service menu. Once there, press Enter to raise the volume or press 1 to lower it Enabling Timed Ball Save feature: Press F6 to access the DIP switches. Check DIP switch #13 to enable the feature, then press OK and restart End of Game Buy-in: Press the plunger to cancel, or press 2 to continue Submitter burger Submitted 10/23/26 Category VPX - Pinball Tables VPX Standalone No
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Version 3.0.22
18079 downloads
Early in 2021, I received permission from Bigus to update this table and add the VR conversions... originally done by Tom Tower and Ninuzzu. The VR conversion included backglass, flashers, lighting, GI, and other table issue fixes (high score initials, trough multiball and tilt issue, and others). I used the Blacksad dark image from his backglass, as it looks amazing. All the interactivity was done in the script. Sixtoe did a lot of lighting updates as well, including bloom lighting, overlay, etc. Version 2.0 includes a hybrid mode for desktop, cab, and VR. Plus all the latest updates that the VPW team has been doing lately. It includes Fleep sounds, nFozzy / Roth physics and flippers, and general table physics updates. It also has Rothbauerw drop targets, VPW Dynamics Shadows by Iakki, Apophis, and Wylte, Flupper Domes, and LUT options. Bord also added a playfield mesh so the ball goes into the center saucer more realistically. I also added a recent update by fluffhead35 for ballrolling and ramproll amplication sounds. Hauntfreaks provided a couple lighter ball images as well. I also added more VR options to include a wall clock, and additional animation. There are plenty of options in the script including LUT lighting changes, ball brightness, VR, cab, and desktop modes, dynamic shadows, rolling amplification, and other sound and shadow options. Also for VR users, you can change to different room environments. If you get 3 credits each time you add a coin, I put instructions in the script on how to modify your ROM to only add one coin. Anyway, I hope you enjoy! And thanks again to all involved! -
Version 1.0.4
6088 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 Halloween 1978-1981 (Original 2022) VR HYBRID MOD Halloween 1978 1981 VR Hybrid Conversion About this VR / Hybrid mod: I am pleased to share my VR / HYBRID conversion of Halloween 1978-1981 (Original 2022), based on version 1.03 of the table by HiRez00, Apophis and Xenonph. Their Halloween table is based on JPSalas's Medusa recreation, using the Bally Medusa ROM. All credit for the original table, rules, gameplay and underlying work remains with the original creators. ** This release now also includes a hybrid table, with automatic VR detection and support for VR, desktop PC and cabinet play ** There are 2 versions to download. Either a solely VR ROOM version which will only run in VR, or a HYBRID version. Desktop and VR have been tested successfully, along with cabinet-mode gameplay on a PC. It should work on a correctly configured cabinet, although physical cabinet and multi-screen testing is still pending. Please report any display or gameplay issues, particularly on cabinet setups. All original credits and acknowledgements from the previous release continue to apply. What this conversion adds: - A fitted VR cabinet with Halloween artwork on the cabinet sides, coin door and backbox sides. - A custom John Carpenter's Halloween upper backglass with illumination and game-triggered lighting effects. - An embedded score, ball and credit display / DMD . - A compact horror-themed room and an animated wooden knife-handle plunger. Permissions and publication status: Apophis has granted me permission to upload this VR conversion. I also contacted HiRez00 but have not received a reply at the time of writing. Xenonph replied that his involvement with the table was limited and advised me to ask Apophis and HiRez00. His reply is recorded here as a referral, not as a separate grant of permission, and I am not treating HiRez00's lack of reply as approval. If any original table author or contributing asset creator requests removal, I will remove this download from VPUniverse. I will also correct any missing or inaccurate credit brought to my attention. Tested configuration: - Visual Pinball X 10.8.0, 64-bit GL build 2058 (10.8.0.2058, revision 800a99c). - VPinMAME 3.6.0, 64-bit build 1227 (3.6.0.1227, revision ecd032e). The completed conversion was tested in a Quest 2 VR headset and on a Windows PC. Installation: 1. Extract the supplied .vpx and matching .ini as well as the .b2s files into your chosen table folder. Keep all files together with the same base filename. 2. Place the Medusa ROM archive, medusa.zip, in your configured VPinMAME roms folder. Leave the archive zipped. The table script uses the ROM name medusa. The ROM must be supplied separately. 3. Retain the original Halloween music files. Put the complete Halloween music folder inside your VPX Music folder, preserving the filenames. For example: VisualPinball\Music\Halloween\AH01.mp3. Keep all tracks, not just that example. If the original table already plays its music correctly, retain that setup. The VR room, cabinet artwork, custom backglass, speakers, plunger and VR score panel are embedded. A separate .directb2s file is still required for desktop and cabinet mode. The script has PuP support switched off; a PuP-Pack is not required for this configuration. Useful controls and troubleshooting: The original table uses the MagnaSave controls for the save post or gun during play. Its script also provides pre-game rules-card and LUT controls; retain your normal button mappings. If credits register but the credit count is missing, open the ROM DIP settings with F6 and enable Credits displayed. If music is missing, check the Music\Halloween folder and filenames. If the ROM cannot start, check medusa.zip in the VPinMAME roms folder. If an older external .vbs file has the same base name as this VR table, move that older script aside so VPX uses the embedded conversion script. Credits and thanks: This conversion builds on a great deal of community work. Thank you to everyone who created the original table and the tools and assets that made this VR version possible. - HiRez00, Apophis and Xenonph: the original Halloween table team. Thank you to Apophis for permission to share this conversion and to Xenonph for replying and directing me to the relevant authors. - JPSalas, also known as JP: the original Medusa VPX recreation credited in the Halloween script as the 2017 version 1.0.4, which provided the foundation for the Halloween table. - Unsavory, FriscoPinball, AstroNasty, PinStratsDan and Smaug: additional contributors credited for the original Halloween release. - Nesta78: creator of VPX VR Injector, used to establish the VR cabinet, backbox and room. Thanks also to the creators of the cabinet and room resources supplied through its Bally pack. - Vinrax: Knife Low-poly, released under CC0, adapted into the wooden plunger handle by omitting the blade and fitting, resizing and rotating the handle. - Fleep, Rothbauerw, Iaakki, Wylte, Wrd1972 and Apophis: sound, target, shadow and other community routines credited within the retained table script. All existing script credits continue to apply. - The Visual Pinball, VPinMAME and VPVR development communities, including Caligula for the original VPVR work, and VPUniverse for hosting and supporting the hobby. The Halloween films, characters, music and related material remain the work of their respective creators and rights holders, including John Carpenter and the original film teams. Original work and asset links: VPX VR Injector by Nesta78 https://vpuniverse.com/files/file/31587-vpx-vr-injector/ Knife Low-poly by Vinrax on OpenGameArt under CC0 https://opengameart.org/content/knife-low-poly Thanks to the original creators and everyone who continues to support virtual pinball. I hope you enjoy playing this version in VR! Submitter Tex308 Submitted 10/22/26 Category VR - Virtual Reality Pinball Modified by TEX308
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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 1.0.1
16768 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 1.1.1
12303 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, -
View File El Dorado City of Gold (Gottlieb 1984) Adventure awaits in the lost City of Gold! Thanks to everyone who contributed to building this table, including @jbg4208, 32Assassin, @Thalamus, @outhere, @theGhost787 Credits for this release: @burger Added nFozzy physics, Fleep sounds, VR support, and LUT options. Fine-tuned gameplay to better match the real machine and adjusted one area of the layout for improved accuracy @Wildman for the b2s assets used in VR @studly_do_right for fine-tuning a few lighting issues and identifying additional sound problems Submitter burger Submitted 10/17/26 Category VPX - Pinball Tables VPX Standalone No
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Version 1.0.1
1205 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
1918 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 1.0.0
3769 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 1.0.1
1389 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 Genesis (Gottlieb 1986) VPW 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. Submitter VPinWorkshop Submitted 09/04/26 Category VPX - Pinball Tables VPX Standalone Yes