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Showing results for tags 'ss'.
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Version 1.1
3561 downloads
Who Dunnit 1947 is an attempt to bring the 1995 Bally game closer to its classic noir origins, reducing the color palette and redesigning many art elements to a more subdued deco style. This mod of ninuzzu/djrobx's Who Dunnit project was given new art, rothfozzy physics, the full fleep sound package, and rendered lighting and textures. Thanks to all who contributed to the mod: rothbauerw for physics and scripting help, benji for the sound work and insert models, tomate, sixtoe, and the rest of the VPW crew for testing and troubleshooting, flupper for insert models, JR for always being up for talking classic film noir, and a host of early testers. Most of all thanks to ninuzzu and djrobx for the game that I built this on. I highly recommending changing your DMD color palette to black and white before playing. Enjoy and go watch Out of the Past this weekend. -
Version 1.2
5321 downloads
Ladies and Gentlemen I give you my rendition of the Barbwire table, New art, new models, new physics everything! Thanks to Aubrel for allowing me to mod his table. Make sure to grab the Puppack by Hawkeyez88 that goes with it: Thank you to Astronasty for taunting me and pushing me to finish this project. And Thanks to everyone who jumped on board to help me where my skills were lacking. Table is 10.7 ' CREDITS ' Art for playfeild and plastics all created by Joe Picasso ' Help with 3d guns by Remdwaas ' Gun fire switch and animations by Devious 626 ' Table Light shaping by Pedro Peres ' 3d Bulldozer cropped and aided by Andrei Maraklov ' JLouLou For Recreating both ramps in blender and creating their texture packs. ' JPsalas For helping me fix left set of ramps having issues. ' nFozzy Physics, Fleep Sounds, Ramp Rolling SFX, Plastics and Flipper Swaps added by Scampa123 (also added options for muting rom for puppack in script and ability to switch from PG mode to Adult Mode) ' Flipper primitives by zany ' Ball shadow by ninuzzu ' Ball control by rothbauerw ' DOF by arngrim ' Table rebuilt by Aubrel for VPX (thanks to Destruk, TAB, Rascal and Bigus for the previous builds) ' Initial table created by Bigus, fuzzel, jimmyfingers, jpsalas, toxie & unclewilly (in alphabetical order) ' Plus a lot of input from the whole community (sorry if we forgot you :/) Cheers! -
Version 2.1.0
2622 downloads
'Dungeons & Dragons (Bally 1987) ' 'Development by agentEighty6 2019 for Visual Pinball X (Previously uploaded on VPinball) ' I would like to send a very special thanks to the following. ' - mfuegemann : For being able to freely use his VP9 table graphical resources. ' - Herweh : Your Atlantis table and techniques you used were invaluable in me learning VPX. ' - nFozzy : For coming up with those brilliant flipper physics subroutines ' - flupper1 : For creating another great set of resources (flupperDomes2) for more realistic flashers. ' - sheltemke : For playtesting the table and advice on tweeks and improvements. ' - brandonlaw : For help in cleaning up and improving the payfield, plastics, and ball graphics. ' - I could go on forever thanking many many more of you guys for the hard work bringing this hobby up to such an awesome level! ' - VPX development team: For making and keeping VP up to date and one of the best pinball simulators available ' - To anyone I may have forgotten, please let me know and I'll add you. 'Versions: ' 2.1.0 - Updated version for VPU -- physics and lighting adjustments and table tweaks **** If you have never used this table or you are having problems getting it to accept coins, please try using the attached NVRAM file (put it in your nvram folder). **** dungdrag.nv- 20 comments
- 2 reviews
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- 129
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Version 1.1
733 downloads
Re-upload of vpinball.com table. No changes made. This is a complete VPX rebuild of hauntfreaks vp9 Asteroid Annie, using mostly haunts resources that he gave me sometime last year. I found some better plastics images online, but I am currently in conversion with a guy on pinside that has 2 (yes 2! they only made like 200 of them) Annie's he is going to restore and he is willing to get me some better resources, mainly the playfield is a pieced together hack that is not likely very accurate as far as placement of everything goes, so hopefully in the not to distant future I will rebuild again! In the mean time, enjoy, it is a fun machine.- 6 comments
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Version 2.1.0
2552 downloads
'Big Betty's Truck Stop (Bally 1988) ' ' Development by agentEighty6 2020 for Visual Pinball X (previously uploaded to VPinball) ' Version 2.1.0 ' I would like to send a very special thanks to the following. ' - sindbad : For being able to use his VP9 table resources. ' - BrandonLaw : Playfield and plastics cleanup and enhancement ' - bigus1 : Beta testing and lighting tweeks ' - flupper, nFozzy, and others : Flipper physics, flasher lighting, etc. ' - VPX development team: As always, thanks for your work in keeping VP alive and well ' - To anyone I may have forgotten, please let me know and I'll add you. ' Release notes: ' Version 2.1.0 - Physics overhaul and added dampening plus a bunch of table tweaks/corrections- 21 comments
- 6 reviews
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- 138
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Version 2.0.0
2373 downloads
A classic Stern designed by Harry Williams. Purported to be the first game with a controlled general illumination circuit. I built this back in 2018 and was content to let it disappear post-vpinball.com but @nestorgian picked it up and gave it new life with nfozzy physics and fleep sounds and cleaned up playfield artwork. I did some small visual and physics tweaks and the VPW braintrust jumped in with additional help. Nestorgian - physics, sound, desktop view and script update Wylte - physics adjustment, field testing, troubleshooting Apophis - physics adjustments TastyWasps - VR Room leojreimroc - VR backglass, desktop scoring Hauntfreaks - desktop assets bord - physics meshes, various new visual meshes, general tinkering Sixtoe - absolutely nothing 😝 -
Version 1.0.0
85 downloads
Anthias original theme Desktop displays can be enabled in script but are just text. For the full dmd, you need to use the B2S files. Two are included, a 2 screen and a 3 screen for full dmd users. The 3 screen is provided untested and as is. If it doesn't work please advise, as I am not equipped to test three screen rigs. I do not have DOF, additional LEDs or solenoids. If you want to mod for their use, go for it, mods are permitted on all my tables. Gnome Slayer: Yuki uses original artwork, music and sounds. It is not a licensed theme or existing IP, any similarity to existing IP is coincidental. This is an original table, not a recreation. Before anybody asks, I will not be producing loading videos or pups. I am not a film studio, I'm just a bloke using his own work. As there is no movie or tv show etc in existence, there is no material for a PUP pack. Gnome Slayer: Yuki - the concept, characters etc remain property of M. Mortimer and are not to be exploited outside of this table. The book will be written at some point in the future. The story: Tokyo, 2135. Yuki Katugo exists in the mystical underbelly of the city, a world of spirits, gods and mythical creatures. This world's interactions with the human world are largely controlled by the malevolent entities known as the gnomes. The manipulate and interfeer in human affairs for wealth, power, or perhaps mere sport. When they chose to embark on a series of sabotage acts against the factories of Kaguto Motor Co, the end result, at the culmination of their campaign, was the death of Yuki's father along with hundred of his workers in a factory explosion that would destroy the company and bankrupt the family. Destitute on the streets of tokyo, Yuki's mother, unable to return to her family in Melbourne, lost her life to the bitter winter in a seedy back lane, leaving Yuki, at 13, lost and alone on the streets of the city. THe child was taken in by a Yakuza family, who on seeing the fire in her, and her grim determination for vengeance, trained her as an assassin. In her mid 20s' with the utter annialation of a competing syndicate repaying her debt to the Yakuza family, she was granted freedom from that life, along with the truth of the gnome's involvement in her family's demise, and the secret of access to that hidden underworld of the mystical. Now, she seeks out the precise gnomes responsible, and soon, she will have her revenge. Yuki is soon feared among all of the hidden world, and she is known there as, Gnome Slayer. built from my old vp8 template script with modern improvements. Uses some script borrowed from: JPSalas for physics, flippers, ball sounds Ichigo B2S snippets Both these guys are absolute legends. Game rules: TOP LANES: Completing lanes steps up the Bonus Multiplier to 2x, 3x, 4x & 5x. etc. You can rack up more times than the lights, they all flash when you exceed 5x. GNOMES:light all gnomes by hitting each of the targets and receive the value of all gnomes lit EG if you have lit the first three you will recieve 50k, 100k and 150k for a total of 200k. The bombs in the left collumn are lit by hitting the kicker near the left in lane. They are each 50k more than the light before them. So if you light them all you get 50k+100k+150K+200k+250k+300K. :left loop lane shot spots a light shown on the displays and back panel.lighting all then shooting the ramps again increases the table multiplier by 1. ALL scoring is multiplied by this figure, (5x maximum, at 5 the three X lights will flash.) so after the first time completing it, scoring is doubled, second time tripled etc. Drop the drop targets to set the target set light flashing, drop again to activate HUNT MODE. HUNT MODE lasts one minute and DOUBLES all points on the table! Complete the centre target bank targets to light right hand gnome lights. When all are lit, a final hit of the four targets lights the shot to the right of the playfield. Hit that to light the kicker on left, hit that to activate the diverter to access the depot and kill a den of gnomess. Then shooting the top kicker activates a 4 ball multiball mode. During any multiball, scoring doubles. SLAYER MULTI-BALL: Lock 2 balls in the ramp locks to enable the multiball feature. Shooting lane to left of the playfield releases the locked balls. During any multiball, scoring doubles. LOOP SHOTS: Hit left or right ramp to light loop shots. Hit them again for doubled points, growing exponentially until the loop time expires. Skillshot: Shoot left kicker from plunger for 15k skillshot hitting SLAY targets activates ramps for an additional 5k for a brief time. -
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- https://www.ipdb.org/machine.cgi?id=887
- flight 2000
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View File Lost World (Bally 1978) This originates a few years back in the vpinball.com days. This new update was picked up by iaakki and was given updated physics and sound. nfozzy/fleep. The works. Big thanks to him for all the work. VR based on rajojoey's work. Major assists from Wylte, Hauntfreaks, DGrimmReaper, DarthVito, and testers at VPW. Submitter bord Submitted 01/05/24 Category VPX - Pinball Tables
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View File Gnome Slayer: Yuki (Anthias, Original, 2024, B2S FS, SS) Anthias original theme Desktop displays can be enabled in script but are just text. For the full dmd, you need to use the B2S files. Two are included, a 2 screen and a 3 screen for full dmd users. The 3 screen is provided untested and as is. If it doesn't work please advise, as I am not equipped to test three screen rigs. I do not have DOF, additional LEDs or solenoids. If you want to mod for their use, go for it, mods are permitted on all my tables. Gnome Slayer: Yuki uses original artwork, music and sounds. It is not a licensed theme or existing IP, any similarity to existing IP is coincidental. This is an original table, not a recreation. Before anybody asks, I will not be producing loading videos or pups. I am not a film studio, I'm just a bloke using his own work. As there is no movie or tv show etc in existence, there is no material for a PUP pack. Gnome Slayer: Yuki - the concept, characters etc remain property of M. Mortimer and are not to be exploited outside of this table. The book will be written at some point in the future. The story: Tokyo, 2135. Yuki Katugo exists in the mystical underbelly of the city, a world of spirits, gods and mythical creatures. This world's interactions with the human world are largely controlled by the malevolent entities known as the gnomes. The manipulate and interfeer in human affairs for wealth, power, or perhaps mere sport. When they chose to embark on a series of sabotage acts against the factories of Kaguto Motor Co, the end result, at the culmination of their campaign, was the death of Yuki's father along with hundred of his workers in a factory explosion that would destroy the company and bankrupt the family. Destitute on the streets of tokyo, Yuki's mother, unable to return to her family in Melbourne, lost her life to the bitter winter in a seedy back lane, leaving Yuki, at 13, lost and alone on the streets of the city. THe child was taken in by a Yakuza family, who on seeing the fire in her, and her grim determination for vengeance, trained her as an assassin. In her mid 20s' with the utter annialation of a competing syndicate repaying her debt to the Yakuza family, she was granted freedom from that life, along with the truth of the gnome's involvement in her family's demise, and the secret of access to that hidden underworld of the mystical. Now, she seeks out the precise gnomes responsible, and soon, she will have her revenge. Yuki is soon feared among all of the hidden world, and she is known there as, Gnome Slayer. built from my old vp8 template script with modern improvements. Uses some script borrowed from: JPSalas for physics, flippers, ball sounds Ichigo B2S snippets Both these guys are absolute legends. Game rules: TOP LANES: Completing lanes steps up the Bonus Multiplier to 2x, 3x, 4x & 5x. etc. You can rack up more times than the lights, they all flash when you exceed 5x. GNOMES:light all gnomes by hitting each of the targets and receive the value of all gnomes lit EG if you have lit the first three you will recieve 50k, 100k and 150k for a total of 200k. The bombs in the left collumn are lit by hitting the kicker near the left in lane. They are each 50k more than the light before them. So if you light them all you get 50k+100k+150K+200k+250k+300K. :left loop lane shot spots a light shown on the displays and back panel.lighting all then shooting the ramps again increases the table multiplier by 1. ALL scoring is multiplied by this figure, (5x maximum, at 5 the three X lights will flash.) so after the first time completing it, scoring is doubled, second time tripled etc. Drop the drop targets to set the target set light flashing, drop again to activate HUNT MODE. HUNT MODE lasts one minute and DOUBLES all points on the table! Complete the centre target bank targets to light right hand gnome lights. When all are lit, a final hit of the four targets lights the shot to the right of the playfield. Hit that to light the kicker on left, hit that to activate the diverter to access the depot and kill a den of gnomess. Then shooting the top kicker activates a 4 ball multiball mode. During any multiball, scoring doubles. SLAYER MULTI-BALL: Lock 2 balls in the ramp locks to enable the multiball feature. Shooting lane to left of the playfield releases the locked balls. During any multiball, scoring doubles. LOOP SHOTS: Hit left or right ramp to light loop shots. Hit them again for doubled points, growing exponentially until the loop time expires. Skillshot: Shoot left kicker from plunger for 15k skillshot hitting SLAY targets activates ramps for an additional 5k for a brief time. Submitter Anthias Submitted 10/04/24 Category VPX - Pinball Tables
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View File Meducks This is a fun if silly table about a bunch of quacks in a dodgy clinic! I hope you have a quacking time playing this table. 2 screen/3screen b2s included. Wheel included. Submitter Anthias Submitted 09/05/24 Category VPX - Pinball Tables
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View File Madlax (Original, 2006, v1.4bam 2021) Another from the back catalogue. A 2006 FP table updated for BAM in 2021. Haven't played this for years, but I always enjoyed it. And the DMD was cool 1.4 (2021) MADLAX BAM Edition When this table was first made in 2006, FP didn't support ramps, and it didn't have any native DMD, so a DMD engine was built from overlays. That engine is still in this table, but it is hidden by default, as when FP did get DMD native, it was converted to use it, but older PC's ran better with the overlays. It's an interesting thing to look through if you are into coding, but only really a curiosity these days. Just use the FP DMD, it looks better. For years 1.3 has been the latest version, which had the FP DMD implemented. Now, fifteen years to the month after the first release, I have given it BAM physics and flippers 1.3 (2006) MADLAX (Original) v1.3 Fanwork dedicated to the anime series "MADLAX." THIS TABLE HAS TWIN DMD SYSTEMS! it contains the original Overlay 'fake' DMD the table was created with and also has been adapted to use the FP dmd that has since been created. By default the Overlay DMD is turned OFF. Press the letter "o" on the keyboard to toggle it back on or off. This table incorporates "twin rulesets" - two seperate and functional rulesets that operate simultaneously using the same table elements. For 1st release, I have removed several unworkable rules. Some will be reworked others replaced for a future update. For now, I feel the set that is here is ok for initial release. It will be a long while before the update, which is to include more rules, more animations, and more sound samples. RULESET 1: (Basic) Light TALUTA targets to open first lock (back left) lock 1st to open second (centre/lower left) lock 2nd to open 3rd (lower right) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi to see the essence! Light ELDA targs to light the bumper lamp for 3x bumpers. Light MADLAX top lanes for bonus mulitplier Light in/out lanes for ballsaver. RHS loop channel (below TALUTA) doubles point each hit while lit. RULESET 2: (Advanced) Light ELDA TALUTA - Without locking ramps - for ESSENCE MODE (table x 3 for 60 seconds) ELDA activatees left ramp lock TALUTA activates right ramp lock Lock both to set kicker (lowest left) - shoot that left loop kicker once active for NEW ERA mode / Margaret and Madlax multiball Submitter Anthias Submitted 08/21/24 Category Future Pinball Tables
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Version 1.0.0
204 downloads
A table from the back catalogue. This table was first released in 2012, and this BAM edition with improved physics in 2021. Uploading here to ensure tables aren't lost due to not being at all the major locations. It is friday night, and the working week is done. You are standing in the front bar, leaning against a tired old pinball machine, waiting for the pool table to be free as you idly sip your beer. You listen to the banter of Bruce and his wife, Sheila, as they chatter with the patrons of the pub to the muffled background sounds of the local band, playing a gig in the back bar. It's a hot dusty summer outside, the tiny town of Pinballee having all turned out to enjoy some beer, some music, a bit of chatter and the air conditioned bar. This table was an abandoned WIP for nearly 7 years, in various guises until it finally settled on those iconic Aussie names, Bruce and Sheila. In 2012, the adventures are gone from the title, but not the table as it becomes Bruce and Sheila's Outback Pub. In 2021, the table gets BAM physics and flippers, for improved play. Light five BRUCE targets to open first lock (back left) lock 1st to open second (centre/lower left) lock 2nd to open t3rd (lower right) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi. Light 3 PUB targets to light the bumper lamp for 3x bumpers. Light BAR lanes for bonus multiplier Light in/out lanes for ballsaver. centre loop trigger doubles point each hit while lit. (between verander and PUB lights) Light the four POOL targets to lower the ramp hiding top lock. shoot the lock to lock, then shoot spinner on main playfield UNDERNEATH the pool room area (light will flash to point the way) to release for two ball multiball, and increment table multiplier. The table multiplier increased all scoring on the table until end of ball. Light the B n S targets near the spinning disc to light the Pinball Bitter logo next to them. While this logo is lit (45 seconds) ALL targets score 4x normal for a hit. Light both arms of the habitrail (the ramp that drops to the inlanes) to set them flashing. This multiplies the spinners by 10 for the rest of the ball! (YOU WILL NEED TO BE A NUDGE NINJA!) -
Version 1.4
93 downloads
Another from the back catalogue. A 2006 FP table updated for BAM in 2021. Haven't played this for years, but I always enjoyed it. And the DMD was cool 1.4 (2021) MADLAX BAM Edition When this table was first made in 2006, FP didn't support ramps, and it didn't have any native DMD, so a DMD engine was built from overlays. That engine is still in this table, but it is hidden by default, as when FP did get DMD native, it was converted to use it, but older PC's ran better with the overlays. It's an interesting thing to look through if you are into coding, but only really a curiosity these days. Just use the FP DMD, it looks better. For years 1.3 has been the latest version, which had the FP DMD implemented. Now, fifteen years to the month after the first release, I have given it BAM physics and flippers 1.3 (2006) MADLAX (Original) v1.3 Fanwork dedicated to the anime series "MADLAX." THIS TABLE HAS TWIN DMD SYSTEMS! it contains the original Overlay 'fake' DMD the table was created with and also has been adapted to use the FP dmd that has since been created. By default the Overlay DMD is turned OFF. Press the letter "o" on the keyboard to toggle it back on or off. This table incorporates "twin rulesets" - two seperate and functional rulesets that operate simultaneously using the same table elements. For 1st release, I have removed several unworkable rules. Some will be reworked others replaced for a future update. For now, I feel the set that is here is ok for initial release. It will be a long while before the update, which is to include more rules, more animations, and more sound samples. RULESET 1: (Basic) Light TALUTA targets to open first lock (back left) lock 1st to open second (centre/lower left) lock 2nd to open 3rd (lower right) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi to see the essence! Light ELDA targs to light the bumper lamp for 3x bumpers. Light MADLAX top lanes for bonus mulitplier Light in/out lanes for ballsaver. RHS loop channel (below TALUTA) doubles point each hit while lit. RULESET 2: (Advanced) Light ELDA TALUTA - Without locking ramps - for ESSENCE MODE (table x 3 for 60 seconds) ELDA activatees left ramp lock TALUTA activates right ramp lock Lock both to set kicker (lowest left) - shoot that left loop kicker once active for NEW ERA mode / Margaret and Madlax multiball -
[New Future Pinball]Bruce And Sheila's Outback Pub (Original)
Anthias posted a topic in New Releases
View File Bruce And Sheila's Outback Pub (Original) A table from the back catalogue. This table was first released in 2012, and this BAM edition with improved physics in 2021. Uploading here to ensure tables aren't lost due to not being at all the major locations. It is friday night, and the working week is done. You are standing in the front bar, leaning against a tired old pinball machine, waiting for the pool table to be free as you idly sip your beer. You listen to the banter of Bruce and his wife, Sheila, as they chatter with the patrons of the pub to the muffled background sounds of the local band, playing a gig in the back bar. It's a hot dusty summer outside, the tiny town of Pinballee having all turned out to enjoy some beer, some music, a bit of chatter and the air conditioned bar. This table was an abandoned WIP for nearly 7 years, in various guises until it finally settled on those iconic Aussie names, Bruce and Sheila. In 2012, the adventures are gone from the title, but not the table as it becomes Bruce and Sheila's Outback Pub. In 2021, the table gets BAM physics and flippers, for improved play. Light five BRUCE targets to open first lock (back left) lock 1st to open second (centre/lower left) lock 2nd to open t3rd (lower right) At any time, hit upper centre right kicker to release any locks. Release all at once for 4 ball multi. Light 3 PUB targets to light the bumper lamp for 3x bumpers. Light BAR lanes for bonus multiplier Light in/out lanes for ballsaver. centre loop trigger doubles point each hit while lit. (between verander and PUB lights) Light the four POOL targets to lower the ramp hiding top lock. shoot the lock to lock, then shoot spinner on main playfield UNDERNEATH the pool room area (light will flash to point the way) to release for two ball multiball, and increment table multiplier. The table multiplier increased all scoring on the table until end of ball. Light the B n S targets near the spinning disc to light the Pinball Bitter logo next to them. While this logo is lit (45 seconds) ALL targets score 4x normal for a hit. Light both arms of the habitrail (the ramp that drops to the inlanes) to set them flashing. This multiplies the spinners by 10 for the rest of the ball! (YOU WILL NEED TO BE A NUDGE NINJA!) Submitter Anthias Submitted 08/15/24 Category Future Pinball Tables -
Version 1.1
1920 downloads
This originates a few years back in the vpinball.com days. This new update was picked up by iaakki and was given updated physics. Big thanks to him for all the work. Also thanks to TastyWasps for: VR integration (based on rajojoey), fleep sounds, dynamic ball shadows, script cleanup, desktop digits, deluxe VR Room. Major assists from Wylte, Hauntfreaks, DGrimmReaper, DarthVito, and testers at VPW. -
Version v1.2.1
2396 downloads
'Checkpoint (Data East 1991) - agentEighty6 MOD (previously uploaded to VPinball) 'v1.2.0 'Updated version for VPU. Physics adjustments, sound adjustments, and table tweaks 'v1.1.0 'VR (and some graphical improvements) has been added courtesy of SixToe 'Playfield mesh and improved kicker compliments of bord 'Updated incorrect flasher assignment 'v1.0.0 'This MOD includes the following changes/enhancements: 'Added flupper flashers. 'Fixed flasher solenoid assignments. 'Added nfozzy flippers. 'Updated physics. 'Corrected various switches. 'Created and added main ramp primitive. 'Added led bulb lighting to signs. 'Improved gi lighting. 'Added car toy headlights. 'Updated lights on back panel. 'Added speaker panel and lights (for DT). 'Cleaned up insert lights. 'Changed inserts to reflect on ball. 'Added subway to left vuk. 'Animated bumpers like real table. 'Updated lights in bumpers. 'Based on VPX version by Goldchicco, 32assassin 'Also based on VP9 version by: 'Bodydump 'Requlem 'Destruk 'Batch- 24 comments
- 3 reviews
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- 135
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View File Barbwire Joe Picasso Mod 1.2 Ladies and Gentlemen I give you my rendition of the Barbwire table, New art, new models, new physics everything! Thanks to Aubrel for allowing me to mod his table. Make sure to grab the Puppack by Hawkeyez88 that goes with it: Thank you to Astronasty for taunting me and pushing me to finish this project. And Thanks to everyone who jumped on board to help me where my skills were lacking. Table is 10.7 ' CREDITS ' Art for playfeild and plastics all created by Joe Picasso ' Help with 3d guns by Remdwaas ' Gun fire switch and animations by Devious 626 ' Table Light shaping by Pedro Peres ' 3d Bulldozer cropped and aided by Andrei Maraklov ' JLouLou For Recreating both ramps in blender and creating their texture packs. ' JPsalas For helping me fix left set of ramps having issues. ' nFozzy Physics, Fleep Sounds, Ramp Rolling SFX, Plastics and Flipper Swaps added by Scampa123 (also added options for muting rom for puppack in script and ability to switch from PG mode to Adult Mode) ' Flipper primitives by zany ' Ball shadow by ninuzzu ' Ball control by rothbauerw ' DOF by arngrim ' Table rebuilt by Aubrel for VPX (thanks to Destruk, TAB, Rascal and Bigus for the previous builds) ' Initial table created by Bigus, fuzzel, jimmyfingers, jpsalas, toxie & unclewilly (in alphabetical order) ' Plus a lot of input from the whole community (sorry if we forgot you :/) Cheers! Submitter JoePicasso Submitted 03/29/2022 Category VPX - Pinball Tables
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Version 1.0.0
140 downloads
Billiard Queen was a comic I started drawing about 25 years ago. When FP launched, it was among the first tables themes I considered for the platform. A promo poster was in the game room on the the first version of Flame Reaper. Sadly the initial concept layout in FP as well as pretty much all the art I had drawn is lost. But I have decided to resurrect the concept. Giving the art a vaguely 1950s/60s comic feel. Some layout elements from it were on my firepower tribute table, so it's kind of fitting that I've used FPT as a launchpad for this build. Of course the two tables are radically different in the end. wheel and logo both included. Built using FizX3.3 RULES hit left spot target then right kicker for quick multi sink the captive ball for the current pocket value. Starts at 5k, adds 5k for each time the captive ball hits the side walls of its field before sinking. drop center target, then light full lights of one of the six loop triggers, to light one of the girls. Drop that girls target to set her as a candidate for billiard queen. Sink the captive ball while she is set, and she becomes queen. The value of the pocket for that sink is doubled. queen items are then all reset. light QUEEN for bonus x light IARD for bumpers x 3 light BILLIARD and CANON to light lock once locked, shoot target (left og playfield) to release for three ball multiball. Light arrows and three trailing lights at loops to set arrows flashing, flash all six for table x. (note: each arrow will reset after 60 seconds if not completed in that time.) light in out lanes for ball saver.- 2 comments
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View File Billiard Queen Billiard Queen was a comic I started drawing about 25 years ago. When FP launched, it was among the first tables themes I considered for the platform. A promo poster was in the game room on the the first version of Flame Reaper. Sadly the initial concept layout in FP as well as pretty much all the art I had drawn is lost. But I have decided to resurrect the concept. Giving the art a vaguely 1950s/60s comic feel. Some layout elements from it were on my firepower tribute table, so it's kind of fitting that I've used FPT as a launchpad for this build. Of course the two tables are radically different in the end. wheel and logo both included. Built using FizX3.3 RULES hit left spot target then right kicker for quick multi sink the captive ball for the current pocket value. Starts at 5k, adds 5k for each time the captive ball hits the side walls of its field before sinking. drop center target, then light full lights of one of the six loop triggers, to light one of the girls. Drop that girls target to set her as a candidate for billiard queen. Sink the captive ball while she is set, and she becomes queen. The value of the pocket for that sink is doubled. queen items are then all reset. light QUEEN for bonus x light IARD for bumpers x 3 light BILLIARD and CANON to light lock once locked, shoot target (left og playfield) to release for three ball multiball. Light arrows and three trailing lights at loops to set arrows flashing, flash all six for table x. (note: each arrow will reset after 60 seconds if not completed in that time.) light in out lanes for ball saver. Submitter Anthias Submitted 05/26/24 Category Future Pinball Tables
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View File Paragon (Bally 1979) Just like with Lost World, iaakki picked up this old crusty Paragon build and revamped the physics, giving it a new lease on life. RothbauerW helped with drop target physics. Fleep sounds, dynamic ball shadows and VR room by TastyWasps based on a VR room by Rajo Joey. Upscales by redbone. Tested at VPW. Visuals aren't as modernized as I'd like them to be, but it holds up ok. Submitter bord Submitted 01/05/24 Category VPX - Pinball Tables
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Version 2.5
1977 downloads
Just like with Lost World, iaakki picked up this old crusty Paragon build and revamped the physics, giving it a new lease on life. RothbauerW helped with drop target physics. Fleep sounds, dynamic ball shadows and VR room by TastyWasps based on a VR room by Rajo Joey. Upscales by redbone. Tested at VPW. Visuals aren't as modernized as I'd like them to be, but it holds up ok. -
Version 1.0.0
190 downloads
The Sand Reapers are a non existent electronica/rock fusion band. This table is based on their non existent album: Assassins of the Desert. All 14 tracks are included in this table. It uses my stereo system (originally from my Road Trip table, which this layout was built upon,) so you can skip tracks, set to random etc. Tracks were generated by an AI ("Accidental Intersection" between their reality and ours 😛 with the band name and album and year 1999 as prompt.) Track list: 1- Melting Heat 2- Drifting Sands 3- Diving into the shadows 4- Imagining an oasis 5- Hunting the bounty 6- Campfire Ambush 7- Falling in blood 8- How it ends 9- Tired of running 10- Whatever the cost 11- No way home 12- Being a ghost 13- Companion in arms 14- Dunes of wrath Ruleset: Light REAPER targets to open first lock (back left) lock 1st to open second (center/lower left) lock 2nd to open 3rd (lower right) At any time, hit upper center right kicker to release any locks. Release all at once for 4 ball multi across the desert Light SAND targets to light the bumper lamp for 3x bumpers. Light top RUN lanes for bonus multiplier Light in/out lanes for ballsaver. center loop channel doubles point each hit while lit. Light the HUNT letter spots to get some nice points. Hit the H and T targets immediately below the left and right channels while the target is already lit to raise the ramps to access the raised playfield. hit three platform exit triggers to light, then light assassins targets to trigger three ball multiball event. The three triggers remain lit for the rest of your ball. Hitting the lower left and right bumpers or kickers will activate the out lane diverters. Additional notes: This table is coded as a late SS era table, however it has potential for some radical later DMD era ruleset changes, so feel free to mod if you feel inspired and capable. This table, like most of my recent work, is free to mod. I also realise that the simple audio controls share key bindings with some of the bam functions. Sorry about that, the audio stuff was coded long ago, and I don't have the energy to dive back into them right now (though if I ever do, I will add much more controls to them, like volume etc.) The key sharing situation does not impact gameplay at all, so I let it slide.- 2 comments
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