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Showing results for tags 'vpvr'.
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Version 2.1
14557 downloads
HADOUKEN !!!! Gedankekojote97 and Apophis battled through the development to bring you the most beautiful and accurate SF2 virtual pinball yet! If you have VR, check out the trashed arcade room and the totally custom topper design. We hope you enjoy this labor of love from the team. VPW Team Gedankekojote97 - Blender, VR rooms, table build Apophis - Scripts, physics, animations, table work CainArg - Graphics cleanup Sixtoe - Table support Special Thanks to Onevox for providing many photos of his real SF2 for reference Niwak for everything he does, and for testing this table Bandito79 for the playfield scan Jpsalas for his table used as a reference VPW testers: guus_8005, somatic, Studlygoorite, Kemurro, hauntfreaks, MetaTed, Primetime5k NOTE: To get the ROM to work, you will need to use the NVRAM file provided in the downloaded ZIP. Or you can download it here: sfight2.nv Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 -
Version 1.0
1716 downloads
Step into the lab and bring the machine to life! Released by Gottlieb in September 1986, Genesis tasks you with collecting four body parts to assemble a robot, then striking the vari-target to power up the Regenerator and witness its awakening. The playfield multiplier can climb as high as 32x during multiball as scoring compounds fast with every shot. This recreation faithfully captures the table's striking color-contrast playfield, 1980s sci-fi flair, and punishing difficulty. Please Note: You will need the latest pre-release of VPinMame (build v3.7.0-237 or later) for this table to run properly. (not PinMame, it has to be VPinMame) https://github.com/vpinball/pinmame/releases VPW Mad Scientists mcarter78 - built and scripted the table, physics tuning, Blender/VLM rendering Robby King Pin - Trough & ball-release scripting, physics tuning, backdrop art, desktop displays apophis - programming, physics tuning, PWM/lighting fixes, drop target shadows MetaTed - Ramp modeling and playfield VLM/lighting bakes eMBee - Plastics artwork, apron decals, playfield underside decal DigitalJedi084 - Plastic scans and reference photography Mecha_Enron - Cabinet/backbox model, display code, lightmap baking guidance CainArg - Vector redraws of apron and Premier logo artwork BorgDog - Gottlieb parts library assets (rails, aprons) DaRdog - VR room build DGrimmReaper - VR cabinet/VR digits integration bthlonewolf - DOF mapping code for slings and pop bumpers Testers - Nestorgian, studly_do_right, PinStratsDan, burger Special thanks to SG1bsoN for permission to start from his MOD, even though it ended up being a scratch build! Special thanks to Niwak for VPM support on this project. -
Version 2.4
22621 downloads
The park is now open! Feast your eyes on this marvel of a table. After modding older version of this table Gedankekojote97 finally decided to buy the real machine, and then he meticulously 3D modeled and recreated this table from scratch. Apophis brought it to life by scripting together the lighting and mechanisms. And Rawd developed another totally immersive VR environment for us all to enjoy. Do you have what it takes to be a Tycoon? VPW TYCOONS Gedankekojote97 - Scratch table build, 3D modeling and rendering, Sound effects, Rollercoaster operator Apophis - Scripting, physics, Ride mechanic and janitor Rawd - VR Room and scripting, Cotton candy and funnel cake maker Testing - Bietekwiet, Eighties8, Benji, JLou, PinStratsDan, Studlygoorite, DGrimmReaper, AstroNasty, TastyWasps, iDigStuff, HauntFreaks, Wylte, ClarkKent, Primetime5k, Somatik Version 2.0 Required Software (Use 64-bit versions): VPX 10.8.0 RC7 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2046-043fac7 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 -
Version 1.0
14413 downloads
"Pinball Fans, Sometimes you gotta run before you can walk!" At last! Here it is! VPW are very proud to present our first blender toolkit table! This table requires at least VPX 10.7.2 and the VR version requires at least 10.8.0-514 **edit** PinMAME 3.5 is also required. (Download Links Below) Iron Man is a very hard arcade style pinball by John Borg with short brutal games and is a regular of the pinball competition circuit. Development started in September 2021, Sixtoe had talked about wanting to redo it as there was no accurate version, but the only available playfield was wrongly aligned, poor quality and there were no other decent assets for it so it was a non-starter. But whilst Sixtoe was finishing off Judge Dredd, out of the blue Bord supplied a full playfield scan including all plastics! So at this point it was all systems go, we then spent some t-shirt money on a full set of decals, Dazz got the Iron Monger toy and EBisLit got the Whiplash and Warmachine toys and Dazz 3D scanned them all in for us. A few months into development when it was playing well and being built in Blender by Sixtoe, Niwak started to make real progress with the blender toolkit, and rather than going through the process of Tomate running it through blender octane and building all the UVmaps (which takes a looong time) we decided to shift development to the toolkit version and put it on hold whilst that was developed further. A few months later when the toolkit was working well, development was picked up again on Iron Man with Sixtoe, Tomate and Niwak working together developing both the table and Niwak bugfixing the toolkit as problems arose (particularly with the Iron Monger toy!). Then just lots of testing and tweaking and here we are! Current default ROM is 1.85ve as 1.86ve does not have fastflips enabled yet. New Options Menu *WHILE IN GAME* hold the left magnasave and tap right magnasave. *Requires FlexDMD (linked below) - Light Level - Colour Saturation - Outpost Difficulty - Mech Volume - Ramp Volume - Ball Volume - Cabinet Mode (Hides Rails) - Incandescent GI (Real machine has pure white LED's, not incandescent bulbs) - Dynamic Ball Shadows - Spotlight Shadows - Ambient Ball Shadows - VR Room Choice (Minimal / Ultra Minimal) - VR Backglass (Static / Animated) - VR Sideblades (Original / Static image with no reflections) - VR Topper (On / Off) VPW Iron Man Mechanics ******************** Project Lead - Sixtoe Playfield & Plastic Scans - Bord Table Modeling - Sixtoe & Tomate Blender Toolkit Work - Tomate, Niwak & Sixtoe Lighting - Sixtoe & iaakki Fleep Sounds & Sound Scripting - Apophis & Sixtoe Iron Monger Toy - Dazz for the model & 3D scanning it, Flupper for the 3d model simplification Whiplash & Warmachine Toys - EBisLit for the models, Dazz for 3D scanning, Tomate for the 3d model simplification Iron Monger Animation Code - DJRobX, Sixtoe, iaakki, apophis, NNiwak Various fixes and script assistance - apophis, iaakki, Bord, flux, fluffhead35, Niwak Plastic Redraws - Sixtoe & Embee Iron Man Custom Topper - Rawd Backglass Image - Wildman VR Backglass - leojreimroc Desktop Background - JoePicasso Testing - Entire VPW Team VPX 10.7.2 Official Release (Required) https://github.com/vpinball/vpinball/releases/tag/v10.7.2-366-f94da1e VPX 10.8.0-514 Pre-Release (fixes for VR Users) https://github.com/vpinball/vpinball/actions/runs/3405492533 Flex DMD (Required) https://github.com/vbousquet/flexdmd PinMAME 3.5 (Required) https://github.com/vpinball/pinmame/releases ROM Iron Man Rules https://www.pinballnews.com/games/ironman/index5b.html -
Version 1.0.1
15374 downloads
"The Castle Burns! Get the Marshmallows!" VPW are proud to present Medieval Madness by Williams. This one has been stuck in development hell since 2021. Sixtoe picked up the project in 2022 and built a new functioning VPX layout with the new playfield scan supplied by ClarkKent, but it had no graphics and we had a load of other projects in work. So, it languished as there was already a nice verion from Tom Tower and Ninuzzu. In early 2024 Tomate built some of the 3D side for fun and Sixtoe worked on the VPX side a bit more before moving onto other projects again (and Sixtoe half jokingly said Medieval Madness shall get delayed another month every time someone asked for it in another table's release). Then, in September 2025 Sixtoe and Tomate picked it up again to finally get it over the finish line with lots of help from Apophis, a VR room from DaRDog, and contributions from the rest of the gang, aided by MajorDrain giving 1:1 feedback against his real machine. It's worth noting that this has been side-by-side tested against 2 separate real machines, so it should be pretty faithful to the real thing. With that in mind; Stuff you'll be annoyed we replicated that aren't bugs Merlin's Magic - Some shots go through avoiding the saucer, this happens on the real machine. Castle Side Door - Some shots bounce off the edges and don't go through the door, this happens on the real machine. It's not an easy machine, the slings can be lethal and slow balls off the right orbit are dangerous. VPW Peasant Sixtoe - Project Lead, Scratch Table Build Tomate - 3D Modeling and Rendering Apophis - Physics, Lighting, and Animation Scripting DaRDog - VR Mega Room and Cab Mcarter - Adding Roth Targets, Tweaks ClarkKent - Playfield Scan Bord - Playfield Scan Color Correction CainArg - Playfield Scan Masks Freezy - Blender 3D Playfield HauntFreaks - Backglass Image MajorDrain - Real table reference, troll trapdoor audio and side by side testing Tyson171 - Real table reference Niwak - VPX and VPinMame support Gedankekojote97 - Early table dev support PinStratsDan - In-depth testing Testers - Studlygoorite, Iaakki, Unsavory, Superhac Castle Animation Scripting - Borrowed from Tom Tower and Ninuzzu's old version. If you want to use 109b or c ROM you will need both the mm_10 ROM and the mm_10b ROM as well, as the audio files are in the mm_10 ROM. Version Log '0.01 - Gedankekojote97 - nFozzy Flipper trigger and prim resize, flipper adjustments, dynamic Ball shadows added, slingshot corrections added, gi Relay Sound added, Latest scripts from VPW, New environment image '0.02 - Sixtoe - New playfield image, realigned entire playfield and important objects, replaced some parts with correct parts, updated physics and sound scripts, butchered entire table in preparation for toolkit import, removed and simplified loads of things, split into many layers to try and organise and figure out table. '0.03 - Sixtoe - Fixed left ramp losing balls and trolls crashing table. More minor tweaks. Cleaned old images out to reduce file size. '0.04 - Sixtoe - Aligned bolts and screws, aligned ramps to blueprint (adjusted right ramp interface prim), added inrect to actually fix trolls (duh), tweaks from apophis, added/fixed a few other things. '0.05 - Sixtoe - Ongoing alignment, construction and cleaning work, lights hooked up, pretty playable now. '0.06 - apophis - Added TOC and reorg script. Updated flipper triggers and physics scripts. Added tweak options menu. Removed old LUT code. Added PWM functionality for lamps, flashers, and GI. Removed old dynamic shadows, updated ambient. '0.07 - apophis - Set UseVPMModSol = 2 '0.08 - Sixtoe - Rebuilt entire castle physical area, new playfield mesh, various other physics changes. '0.09 - apophis - Fixed draw bridge script (HandleMech=0). Reduced flipper strength to 3000. Fortified some stuck ball areas. '0.10 - apophis - Fixed some ramp trigger locations. Fixed Diverter script. Flipper strength to 3050. Fixed some gate sound effects. '0.11 - Sixtoe - Reinforced entire table layout, walls are on "blocker walls" layer, changed merlin physical primitive scoop, various other minor tweaks '0.12 - Sixtoe - Realigned entire table as dimensions were out, rebuilt catapult ramp, rebuilt spiral ramp to stop ball trap, tweaked castle lock entrance '0.13 - Sixtoe - Redid GI assignments thanks to tyson171, some minor layout tweaks. '0.14 - tomate - 2k batch added, most VPX objects hidden, make some fixes in script to make it playable '0.15 - Sixtoe - Redid trolls physical objects, made other vpx objects hidden, adjusted drain area and wall heights, '0.16 - tomate - flippers animated, slingshots animated (still need some work) '0.17 - apophis - fixed draw bridge animation '0.18 - Sixtoe - Changed spinners to gates, fixed a few other things, tidied up some stuff. '0.19 - tomate - new 2k batch added with blender fixes '0.20 - apophis - Enabled room brightness option. Deleted Prim_Toys layer (and objects). Fixed animations: bumper rings, bumper skirts, castle towers, diverter, slings, trolls, casle gate, catapult, lock door, lock post, wire triggers. Still TODO: Roth stand up targets '0.21 - apophis - Fixed damsel lock. Adjusted desktop POV. Add desktop DMD visibility option. '0.22 - Sixtoe - Remade playfield mesh and combined with moat physical primitive, remade moat vuk scoop and mech, removed and merged redundant assets, converted merlin saucer to physical kicker, remade physical right ramp and physical ramp deflectors on both ramps and ramp entrances. '0.23 - tomate - damsel light added, some fixes on castle model, room light brighter to get mayor day/night range, unwrapped textures for plastic ramps, few other fixes here and there '0.24 - apophis - fixed DiverterP rotx and animation. '0.25 - tomate - new 2k batch added with some new unwrapped textures and fixes at blender side '0.26 - mcarter78 - hook up roth standup target code '0.27 - tomate - fine tune for inserts and flashers, troll bracket separated, some fixes for plastic ramps, new 2k batch added '0.28 - apophis - Fixed troll visuals. Added flasher and insert brightness options. Added outlane difficulty option. Added refraction and relfection probles. Added ramp and bumper cap materials. '0.29 - Sixtoe - Tweaked playfield mesh, rebuilt merlin kicker/kicker area, refactored collidable physics area around the castle and created a huge low poly collidable castle prim, replaced damsel tower, tweaked moat VUK, probably other things, tweaked inlanes, testing turning inserts to linear fading. '0.30 - apophis - Added back sw37 pulse in DoorPortculis_Hit. Fixed zfighting issue on drawbridge. Fixed iron gate down position (was going thru floor). Tweaked target elasticity. '0.31 - Sixtoe - Adjusted flipper angles (I feed on your tears), unified blocker walls and walls, few other tweaks and fixes '0.32 - apophis - Fixed(?) draw bridge initialization. Made post passes a little easier. '0.33 - tomate - 4k batch added, cleaned the file a little bit '0.34 - Sixtoe - Added gate to Damsel tower, reset flipper physics to default-ish williams. '0.35 - apophis - Tinted bumper lightmaps to purple. Adjust plastics material. Enabled reflections for BM_Parts. '0.36 - DaRdog - Added VR Mega room, VR Mimimal Room, VR Cab, Animated buttons, Animated Torches, Lighted start and launch buttons (Thanks Rawd and Apophis for help), VR scripting. Total damage is 35mb for images and 110k polys (includes VR rooms and VR Cab, not bad i think). '0.37 - DaRdog - small vr fix, coindoor key was crooked '0.38 - apophis - Show rails in desktop mode. Make some VR elements respond do day night slider. '0.39 - DaRdog - modified some vr elements material brightness to counteract the day/night slider darkening '0.40 - apophis - Animated VR backglass (thanks HauntFreaks). '0.41 - Sixtoe - Fixed various and numerous legacy sound issues, tweaked vr backglass (Apophis) '0.42 - tomate - few performance improvements and fixes on blender side, new 4k batch added '0.43 - apophis - Adjusted flipper angles (and triggers). Fixed flipper shaddow DB. Added rightmagna and lockbar buttons to plunger launch. '0.44 - tomate - Castle PF protector, ramp decals and dragon plastic fixed in blender, new 4k batch added 'RC1 - apophis - Commented out sw37_Hit to eliminate double pulse on switch 37. Updated table info and added rules card. Adjusted cab POV. A few cleanups for release candidate. 'RC2 - Sixtoe - Added sw37 back so it's only active when castle portcullis is open. Updated credits. 'RC3 - apophis - Increased sling strength (5.1) and lowered sling thresh (1.8). Tweaked sling correction curve . Dropped pf friction slightly (0.22). Lowered ST target mass (0.1). 'RC4 - mcarter78 - Add random rampstop and delayed ball drop sounds to ramp ends, decrease ramp stop bounceback, fix Y alignment between visual/physical flippers 'RC5 - apophis - Adjusted EB insert to be red. 'RC6 - apophis - Updated Trolls mech sound effects (thanks MajorDrain). 'RC7 - Sixtoe - minor tweak to wall, updated credits, changed default ROM to 1.09b as its a bugfix rom, added material for VRCab_LaunchButtonHousing, applied gateflooraccent texture, tweaked left inlane marginally. 'Release 1.0 1.0.1 - apophis - Added refraction option. Added default 1-to-1 LUT. Fixed Table1_exit (and un/pause) subs -
Version 1.0
2096 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 -
View File Andromeda (Game Plan 1985) VPW We are pleased to share this exquisite reproduction of the rare, weird, fun, cult classic: Andromeda. It has hot alien females and bat-dogs, what more could you ask for? Legend has it that Tomate, during a pinball fever dream, conjured the playfield image and 3D models directly from the cyber-aether, formed from pure digital radiance. Apophis, mesmerized and in a fit of spontaneous fervor, and with the help of a small team of machine elves, constructed the maniacal clockwork animating the little universe contained within the boundaries of this simulation. We hope you enjoy! VPW Team Tomate - Playfield image, 3D modeling and rendering Apophis - Scripting, Physics DGrimmReaper - VR Room Mecha_Enron - Gate anmimations Testers: PinStratsDan, StudlyDoRight, Nestorgian, bthlonewolf Thanks to Basti and Ext2k for VR assets Submitter VPinWorkshop Submitted 08/07/26 Category VPX - Pinball Tables VPX Standalone Yes
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View File 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
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Version 2.1
14920 downloads
We are ugly and we are proud. Introducing VPW's latest creation, SpongeBob's Bikini Bottom Pinball by the original table author, Skillshot! Dive into the deep sea fun with your favorite sponge and friends in this exciting new table. Immerse yourself in Bikini Bottom's quirky world with innovative gameplay and stunning graphics. Get ready for a pinball adventure like no other! Gedank hit up Astro and was like, "Hey update this playfield." Astro was like "Aight." Then Gedank demanded, "Apophis, do some random script stuff" and Apophis said, "Flux haallp!" Flux said (British accent), "With pleasure." Then they all begged Rawd to build an awesome VR room and Rawd was like, "It shall be done." And it was. It was working great then they thought, "This table needs a better DMD"… TWELVE EONS LATER … Oqqsan comes out of the shadows and DROPPED THE F&%KING HAMMER on the code!!!--like he always does. Then other people (Friscopinball, Leojreimroc, MrGrynch, Sixtoe) did some awesome stuff and then they all released it to everyone else. Enjoy! Original author: Skillshot Modded from JPSalas' AFM Blender work: Gedankekojote 2d art: Astronasty Coding: Oqqsan Vr room: Rawd Whatever flux did: Flux Sound update: Friscopinball Audio fixes: MrGrynch Backglass stuff: Leojreimroc, Remdwaas Apophis did lots of random essential stuff Sixtoe did some stuff too and wanted everyone to know. PinStratsDan made the game harder Testing: VPW jellyfish Special thanks to Niwak. NOTE: Update your DOF config to use new DOF enhancements provided in version 2.1 REQUIRED! VPX 10.8 beta 5 or later, FlexDMD 1.9, Freezy external DMD 2.0 or later, Instrument Mayonnaise Tip to prevent progressive stuttering: Locate flexdmd.log.config and in a text editor change minlevel="info" to minlevel="error" -
Version 1.13
27723 downloads
It's a long way to the top if you wanna rock n' roll! This mod started out as a simple collaboration between Hauntfreaks and Fluffhead35 to add new physics and VR room ended up as so much more. This table has had the bell code completely reworked by Apophis to work more like the real table. The playfield has been tweaked by none other than nFozzy himself to be more in line with the blueprint. He also fixed the right and left ramps to be true to the real table. nFozzy has graced this table with his experience to make it table amazing to play. This table was a mod of Sixtoe's AC/DC VR Room, where we made it a hybrid table. Fluffhead35 - Fleep, nFozzy physics, dynamic shadows, drop target code and new drop targets, 3d inserts, added new flipper bats, lighting tweaks, added Lampz code, adjusted nudge HauntFreak - Added new VR Room, Lighting Adjustments, Playfield Shadows Sixtoe - Original VR, Lighting, separated out horns on the train, many more he could not remember. Fixed right ramp, fixed bumper flashers. Realignment and prettying up rubbers and stuff. Apophis - New Bell Physics, scripting, guidance nFozzy - new collidable ramps to fix the shapes of them, moved top hole variance, bell metal/orbit metal tweaks, playfield reshape to correct dimensions. implemented ramp protectors, blank sidewalls, ramp stickers, adjusted bell position. Tomate - New visual ramps Retro27 - VR Room / Cabinet Reworked, New DMD Decals, Start button, tournament mode lights added. Adjustment to Instructions cards, added new render mode for VR Schlabber34 – reworked drop targets and other objects in blender for use in table. Bietekwiet, PinStratsDan, BountyBob, VPW Team - Beta testing! Many thanks to the original team who built this table from the ground up: ninuzzu, DJRobX, dark, tom tower, knorr, rysr, Peter J and Javier. And thanks to the VPDevTeam for the freaking amazing VPX. THIS UPDATE NEEDS THE LATEST VPINMAME, AT LEAST v3.6.0-1209 https://github.com/vpinball/pinmame/releases -
View File Street Fighter II (Gottlieb 1993) VPW HADOUKEN !!!! Gedankekojote97 and Apophis battled through the development to bring you the most beautiful and accurate SF2 virtual pinball yet! If you have VR, check out the trashed arcade room and the totally custom topper design. We hope you enjoy this labor of love from the team. VPW Team Gedankekojote97 - Blender, VR rooms, table build Apophis - Scripts, physics, animations, table work CainArg - Graphics cleanup Sixtoe - Table support Special Thanks to Onevox for providing many photos of his real SF2 for reference Niwak for everything he does, and for testing this table Bandito79 for the playfield scan Jpsalas for his table used as a reference VPW testers: guus_8005, somatic, Studlygoorite, Kemurro, hauntfreaks, MetaTed, Primetime5k NOTE: To get the ROM to work, you will need to use the NVRAM file provided in the downloaded ZIP. Or you can download it here: sfight2.nv Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 Submitter VPinWorkshop Submitted 09/29/24 Category VPX - Pinball Tables VPX Standalone No
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Version 2.0.0
5416 downloads
Bally's Safe Cracker combines pinball and board games! The goal is to advance to the board game for a chance to break into the safe while avoiding obstacles along the way. Players spin and stop the safe dial to determine how many spaces to advance. The player can collect winnings and resume playing pinball after each dial spin, or spin again and risk losing it all. Players must risk it all for a chance to break into the bank vault and win the token award. The original 1.0 version was done by fuzzel, flupper1, rothbauerw; with the VR room originally being done by b4ast1. Apophis requested that I update the table with an updated playfield scan from EBisLit, and include all the new VPW code, 3D inserts, hybrid mode, physics, drop, standup, and vari-targets, bumpers, flashers, playfield mesh, fleep sounds, etc. Redbone further cleaned the playfield up, as well as some other images. I was able to bake the GI lights using blender light maps to make it look as real as possible (thanks for teaching me, apophis!), as well as implementing a pwm approach to the fading. I've also included other VR rooms, a topper, a flasher/siren, and F12 options. I reused the ramps and other prims from fuzzel's table, as well several pieces of code from rothbauerw. Other options in the script include a constant called, "useownb2s". If you set this to 1, you will turn off the desktop built in backglass. This is for desktop users that want to use a b2s backglass, not the built in one. MAGIC TOKENs... if you win the board game, the table will issue you a magic token (you'll see the coin roll down). How the ROM works... is the next game played will force you to use the magic token/s that you've won, and you play a 4 ball multiball for 90 seconds. Awesome! But you need to earn the tokens... REQUIREMENTS: ROMs: You will need two ROMs: A percentaging version is for the number of tokens issued is limited based on the game's earnings, and in a home environment you want to be able to obtain tokens. They are located here: https://vpuniverse.com/files/file/5161-safe-cracker-18-no-percentaging-s11/ https://vpuniverse.com/files/file/5162-safe-cracker-18-s11/ VPX: version 10.8.0 RC3 or higher: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPM: version 3.6.0 or higher: https://github.com/vpinball/pinmame/actions/runs/8893510521 B2S: version 2.1.1 or higher (if using b2s) https://github.com/vpinball/b2s-backglass/releases Two versions of the b2s are available... one for 2 screens from wildman, and one that is 3 screens by ryguy417. https://vpuniverse.com/files/file/6999-safe-cracker-bally-1996/ https://vpuniverse.com/files/file/13623-safe-cracker-bally-1996-b2s-with-full-dmd/ Thanks to apophis, rothbauerw, ebislit, fuzzle, flupper1, redbone, and many others from the VPW team for testing and feedback. -
Version 1.0.1
14542 downloads
Love Never Dies They say you are a man of good... eh... taste.... (you must be because you are here). We very proudly present this killer of a table. It was built from the ground up, with new scans of the playfield, plastics, and sculpts. The ramps are based on numerous measurements from the real table. If you are feeling brave, check out the original VR room. Includes the latest and greatest of everything VPW has to offer. Enjoy! VPW TEAM FrankEnstein - 3D modeling and rendering. Blood sucking. Apophis - Scripting, physics, VR rooms and associated trickery. Blood bathing. Sixtoe - Table building and research. Bloody hell. Stavcas - Initial table build and coding. Blood donating. Schlabber34 - 3D models of the ramps. Blood chilling. Kevv - 3D scans of the sculpts, numerous measurements and photos of real machine. Bleeder. DGrimmReaper - Initial VR minimal room work. Blood letting. HauntFreaks - Backglass image and supporting b2s. Blood tasting. Testers: BountyBob, Darth Vito, guus_8005, DaRdog, Studlygoorite, Primetime5k, mcarter78, wrd1972, Kemurro, somatic, RIK, Smaug, MetaTed, cl4ve, Colvert, redbone, Mecha_Enron Special thanks to Landers and Dorsola for their Mist magnet script (it was used with minor modifications) and to ClarkKent for the playfield scan. Thanks to all the previous authors that worked on this title: JPSalas, ICPjuggla, Dozer316, Thalamus Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 -
Version 2.0.0
2915 downloads
Bally's 1977 Eight Ball was the first in the series of 3 pool related Bally tables with a production run of over 20,000 units. Thanks to @redbone for creating a high resolution playfield, as well as assisting in the many other graphics including the plastics, flippers, apron, and targets! Also thanks to Hauntfreaks, as I used his backglass images for VR. This table was done from scratch placing everything, and implementing the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. I also baked the GI and interior wood and metal walls. I've once again studied hours of videos to ensure accurate placement, gameplay, bounces, physics, etc. Lots of time was spent on getting the left kickback accurate, timed correctly, and matching video play. I've provided a .nvram file for the ROM menu settings, and I've hard coded the DIP switch settings as usual. This table is loaded with options in the F12. Various balls, ball brightness, flippers, screw caps, plastic edge colors, LUTs, Dip settings, and plenty of other VR stuff, including LED undercab lighting. Please NOTE there are several items to consider on the ROM settings: The default settings for the ROM options are hard coded into the script and are based on the recommended values from Bally for 3 balls. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Bally's recommendation (180,000, 340,000, 560,000). I also have instructions in the script on how to change that if you wish to do yourself. Thanks again to Redbone, and Hauntfreaks! Also thanks to everyone else from the VPW team that provided testing and feedback! Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3 -
Version 1.1
20860 downloads
Greetings Program! Tron Legacy LE Tune-Up by members of VPin Workshop . This one was supposed to, again, be just a fast physics update; "Yeah, we'll just do a quick 'add nfozzy physics to this' and get it out the door..." *a month later after everyone's tweaked every part of the table* "doh..." Turns out everyone is very fond of the table and wanted to join in, it might well get updated again in the future... especially if we can find a proper playfield scan (especially of the LE!) Loads of new stuff including new physics, ramps, acrylic protectors, flashers, lighting, inserts, sound and shadows, Enjoy! - nFozzy physics: Astro, Fluffhead35, iaakki, Sixtoe - Physical Re-alignment: Sixtoe - Playfield and Inserts: Sixtoe, Astronasty, iaakki - Ramp & Ropelight Primitive Update: Tomate - Fleep Sounds: Fluffhead - Flashers and Lighting: Sixtoe, iaakki, Hauntfreaks - Shadows: Wylte - Acrylics and Plastics: Sixtoe - VRRoom: Sixtoe (Minimal Room), Rawd (Fancy Room), leojreimroc (3D Backglass) - Misc Tweaks: VPW Team - Advice / Real Machine Comparison: G5k - Testing: Rik & VPW Team '0.00 - Astronasty - Added nfozzy physics, rubberizer aand target bouncer code. '0.01 - Sixtoe - Physical object table rebuild including missing rubbers and objects, flupper flashers added, nfozzy physics table objects added on layer 9, realigned some visual table objects, some other tweaks, cut lights to VR cabinet dimensions. '0.02 - Sixtoe - Significantly adjusted all collidable objects, filled holes, added missing rubbers in shooter lane and above pop bumpers and removed certain things. '0.03 - Fluffhead35 - Completed Nfozzy Physics. Added new targetbouncer logic, added 2nd rummberizer function for flippers, added coil rampup, fleep sound '0.04 - Fluffhead35 - Fixed typo in Class_Initialize in myTurnTable class '0.05 - Wylte - Dynamic Ball Shadows, Spotlight tweaks '0.06 - iaakki - Ball image update, FastFlips changed, Alternative TargetBouncer added as option 2, Left orb return fixed '0.07 - Wylte - Fixed spotlights not being in GI -_-" '0.08 - iaakki - Right outlane fix, all lights moved to use NF Lampz, GI redone, some insert prims, textures and materials imported, TargetBouncer values tuned '0.09 - Scrapped '0.10 - Sixtoe - Insert prims set up (still WIP, need some new textures), slings redone (still WIP), disc texture touched up, some table prims edited, maybe other tweaks. '0.11 - iaakki - added one missing insert texture. Fixed some other insert textures. '0.12 - iaakki - new PF and insert text images added, positions fine tuned, adding lights to lit the texts properly. Adding fXXTOP flashers to inserts to light the text properly '0.13 - iaakki - saved insert text layer on PSP and it fixed the edges, now all insert Z's are at zero '0.14 - Astronasty - Added new PF/inserts images with recognizer cutout. Shifted end of ramp stop to make ball bounce back more. '0.15 - Sixtoe - Added disc overlays to their inserts and changed insert primitives, redid most of the ambient insert lighting, added text flasher overlay to most inserts, messed around with light colours, added optional aftermarket acrylics, tweaked some stuff, probably other things... '0.16 - tomate - Added plastic ramps prims with some fixes and new textures, POV fixed, night/day cycle reduced a bit '0.17 - Astronasty - Actually changed the POV, commented out blue flippers and added white one, added new PF with yellow top lanes. '0.18 - iaakki - reworked some GI areas so they don't affect inserts that much. Adjusted Tron inserts and some other inserts. '0.19 - Astronasty - New PF and insert PNGs to try to reduce jaggies. '0.20 - tomate - Right ramp beginning fixed, ramps metal plates fixed, left VPX ramp cap fixed, LED strip prim and VPX fixed to match the new ramp shape, Astronasty's improved playfield placed '0.21 - Fluffhead35 - Added in option for original target bouncer alongside new one '0.22 - Messed with GI more, split out lighting so that's easier to mess with now, added missing rubber. '0.23 - iaakki - fixed some lights and code. Made that top flip shot possible. Targetbouncer fiddled once more. '0.24 - iaakki - cabinet mode improved, flipper strength to 2900, FlipperCoilRampupMode default to 1, Wall54 fixed so orb feels better. Green insert off materials done, inserts 51-53 done '0.25 - Sixtoe - Added discs back on playfield, added color corrected slings, adjusted flynn kicker, adjusted height of acrylic walls, fixed VR depth bias issues (argh!), added LE rubbers (White) with switch, hooked up flynn sign to GI, flasherbases adjusted so they're rotated correctly. '0.26 - HauntFreaks - GI tweaks '0.27 - Wylte - Added fading materials to spotlight shadows, tweaks to cutoff. Attempted to add a toggle, but I don't know Lampz well enough yet '0.28 - iaakki - Adjusted SW7 and SW8 collidables, adjusted Wall61, double checked default options '0.29 - Sixtoe - Hooked up acrylics to GI, fixed f129a floating, fixed primitive32 sunken plastic, fixed rear flasher flares so they're correctly aligned, moved spotlight shadow prims so they're hidden in vr, set some solid prims to disable light from below, fixed some metals material & texture issues, changed height of shadows to stop z clashing, fixed rear right vr cabinet foot normals, tweaked GI on left inlane to better match right side and stop blowing out left sling plastic as much. '0.30 - apophis - Fixed spotlight shadow error. 'v1.0 - Sixtoe - Tidied up for release, changed VR backbox shape. ' ' We thank the previous friends of TRON (Apologies if we have missed anyone) ' G5k: Playfield, plastics, ramps and other graphical improvements, new arcade primitive, modified ramp primitives, Lighting, material and physics adjustments and general trial and error adjustments. ' DJRobX: Updated physics and code to bring table inline with VPX 10.4 routines, ROM-controlled GI and PWM flasher support. Merging changes between existing tables. Fastflips hardcoded.. ' Sixtoe: VR conversion, table mods and tweaking. ' ICPjuggla, freneticamnesic: Original VPX Table (V1.3f) ' 85Vette: Original VP9 table ' Rom: Original FP table ' TerryRed: PinUp Player original mod removed (to work with Pinup proper May 2018 onward) Table is a standard VPX table now. Ball Controller Mod added. ' Dozer: Fixed recognizer and disc turntable movement (not all light mods moved to this version) ' RustyCardores: Surround sound mod, new sounds added (where there were none) ' Hannibal: Lighting and graphical improvements ' Draifet: Physics and graphical improvements ' HauntFreaks: Graphical and material improvements. -- End Of Line. -
Version 2.0.1
2046 downloads
Gottlieb's Super Orbit! Lots of fun to play, with a varitarget, orbits, and lots of bonus opportunities. Redbone spent considerable time to get the playfield and plastic images just right, as resources for this table were very limited. As usual lots of hours were put in on this one, and lots of tweaking on the varitarget and physics to emulate a real machine. I implemented the latest VPW standards, physics, GI and shadow baking, Lampz and 3D inserts, dynamic shadows, updated backglass for desktop, roth standup and varitarget targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid modes, Flupper style bumpers and lighting, gBOT system and trough. Redbone provided the playfield and updated the plastics and apron, and other images. Hauntfreaks provided the higher resolution VR backglass and Silversurfer updated the cab artwork. I also added options for balls, ball brightness, LUTs, Dip settings, siderails, and plenty of other VR stuff. DarthVito provided a few additional wallpaper VR Room walls. You can find the ROM at pinballnirvana.com... sorbit.zip. Also, I've included the nvram file to initially set the Dips, as the ROM creates settings that should be adjusted. You can either grab the nvram file and put it in your nvram directory, or follow this process to do an initial setup for yourself. (When you open the table, hit F6 (that'll load the default DIPS and display them). You can then select various ROM options, and I recommend these shown below. Once entered, you can exit out, and in the script, you can set the SetDIPSwitches to zero. That will set the ROM settings and turn off the option. If you later want to change that, you can turn it back on and change the dips.) - 3 ball - Playfield special of "extra ball" - Game mode of "replay" - Novelty of "normal" - Check the Match, Credits Thanks again to Redbone for the playfield and plastic images, Rothbauerw for the varitarget code, Hauntfreaks for the updated VR Backglass, DarthVito for additional VR walls, and Silversurfer for the cab art images! Also thanks to everyone else from the VPW team that provided feedback! -
Version 1.1
9083 downloads
GIMME SHELTER! Prepare to shake, rattle, and roll your way through the epicenter of VPW's latest masterpiece, Earthshaker! Created by Bally/Williams in 1989 and designed by the seismic duo of Pat Lawlor and Larry Demar, this System 11 pin is a timeless classic. Break out your Richter scale of fun as VPW is ready to rock your world. The main objective of Earthshaker is to complete the Earthquake Institute's prediction for today. The predicted zones are lit in the windows of the building toy and to complete each prediction you must visit the lit earthquake zones; -Zones 1, 2, 3, and 4 are the standup targets -Zone 5 is the eject hole -Zone 6 is the loop under the Fault Zone (CA/NV) -Zones 7 and 8 are the right and left return lanes -Zone 9 is the captive ball Once you complete all the predicted zones, a lock is enabled and the bonus multiplier increases! Lock your first ball up the right ramp or in the drop hole. Then lock your second ball up the right ramp, plunge your third ball, and your MULTIBALL will begin! This tribute to one of pinball's best machines wouldn't exist without the immense talent from VPW and its support. I may be listed as the project lead, but the true credits go to "tremor-ific" expertise of Apophis, Tomate, Sixtoe, UnclePaulie, TastyWasps, Bord, Benji, Oqqsan, rothbauerw, Fliptronic, Niwak and our quake-tested testers PinStratsDan, Cliffy, Lumi, Darth Vito, Studlygoorite, jarr3, somatic, DGrimmReaper, and Bietekwiet. Building upon the original works of 32Assassin, I hope you look at the names above and realize how much hard work was done here. Truly, thank you everyone. - Friscopinball So, get your flippers warmed up and get ready to feel like you're right in the middle of a fault line, Earthshaker is the aftershock you've been waiting for. *Secret Bonus: Check out the amazing Sinking Institute mod that even original owners didn't get with their pin 🙂 VPW Seismologists Friscopinball - Project Lead, asset scans Tomate - 3D Modeling and Rendering Sixtoe - Building Physical Table, Lots of VR Stuff Apophis - Blender toolkit scripting, physics updates, animations, options UnclePaulie - VR backglass and alphanumeric DMD TastyWasps - Additional physics, Fleep updates, Deluxe VR Room Bord, Benji & Oqqsan - merged WIP versions, physics updates Primetime5k - Staged flipper functionality, testing Niwak - VPX Blender Toolkit, VPX Part Library VPW Testers - PinStratsDan, Cliffy, Bietekwiet, Lumi, Darth Vito, Studlygoorite, jarr3, somatic, DGrimmReaper Fliptronic - Playfield assets, research Based on works by 32Assassin Required Software (Use 64-bit versions): VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1 -
View File Medieval Madness (Williams 1997) VPW "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. 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 Submitter VPinWorkshop Submitted 10/08/25 Category VPX - Pinball Tables VPX Standalone Yes
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View File Starship Troopers (Sega 1997) VPW Mod “The only good bug is a dead bug.” This is a tune-up of the already great table created by Clark Kent and team. We gave it a full physics scrub (which was tricky in this case), sound effects updates, VR room, and some other tweaks to give you the best gameplay dynamics without changing the original visual experience. Join the mobile infantry and save the world. Service guarantees citizenship! Do your part. Would you like to know more? VPW Roughnecks: Eighties8: Complete rescale and nFozzy physics rebuild, Fleep sounds TastyWasps: VR room integration iaakki: Physics, lighting, and animation support Aubrel: Lighting adjustments Sixtoe: Table level and target animation fixes apophis: Dynamic shadows, some visual, sound, and physics support leojreimroc and HauntFreaks: VR backglass Special Thanks to: Clark Kent and team for their VPX recreation JPSalas, Arngrim, Vinthar Toxie, Fuzzel and the VPX Dev Team Submitter VPinWorkshop Submitted 03/31/2023 Category VPX - Pinball Tables
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View File Big Bang Bar (Capcom 1996) VPW Hey, pal, there’s a cover charge here! Welcome to the Big Bang Bar, the bangin’est place in the galaxy. We wondered, what table would be a good showpiece for some of the new lighting techniques that have been developed lately and BBB was a clear choice with amazing light shows. Plus, it’s just really fun. Have a drink, hit the mosh pit, and try not to get bounced! Your VPW Big Bang Bartenders Gedankekojote97: 3D rebuild and rendering with light mapper, nFozzy physics and Fleep sounds Apophis: Light mapper script integration, tons of script updates, table rebuild #savetheballs Rawd: New RGB VR room and VR cab setup Leojreimroc: VR backglass (image by HauntFreaks) ClarkKent: 2D and 3D assets, physics tweaks Jsm174: VPX standalone support Toxie: VPinMAME support Sixtoe: Table cleanup nFozzy: Improved alien animation VPW Testers: bietekwiet, Primetime5k, PinStratsDan, HauntFreaks, Wylte, H3RBSKIx, RetroG33k, Lukpcn, Colvert, TastyWasps, Smaug Special Thanks To Niwak for creating the amazing blender toolkit! Steely for the VR backbox hinge model and lava lamp code UncleWilly, Jimmyfingers, Grizz, and Rom, the original team that made BBB in VP9 and FP Ninuzzu and ClarkKent for their VPX conversion The VPX and VPinMAME developers. Without them the party would have never started Installation Notes: The download zip file includes the VPX file and a NV ram file. Place the VPX file in your Tables folder and place the NV file in your >VPinMAME>nvram folder. This table uses many large images, therefore a lot of RAM, so you will most likely need to run it with a 64-bit build of VPX. Follow this guide if you want to update your software to 64-bit. This approach allows you to also run with the legacy 32-bit software if you want to. https://www.youtube.com/watch?v=zc_6cr4Fo8k If you want to lighten the GPU load from this table, and you never intend to use its VR capability, then here is a simple hack that may improve performance for you: Open the table in the editor, then go to top menu item Table>Image Manager… Within the image manager, click on the Import Path column header to sort the images by path name. Select all the images that have a path name starting with “C:\User\Rod” and then click the Delete button. Additionally, you can delete the following images “BBB_BG”, “BBB_BG_Fluo”, and “BBB_BG_Lit”. Save the table. Submitter VPinWorkshop Submitted 03/17/23 Category VPX - Pinball Tables
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Version 2.0.0
4104 downloads
Laser War! This table was originally done by Herwey (with help from others noted in the script), and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! It's a fun yet challenging table. Testers have indicated that the balls falling to the drain is tough, but acts identical to a real table. So, you might need to work on your nudging technique to save the ball from draining. I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics and sounds, 3D inserts, and other corrections, and making it a hybrid table (desktop, cabinet, and VR). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: Tomate (fixed ramp and wall primitives), Sixtoe (upper right wall placement), leojreimroc (VR backglass enhancements), and then AstroNasty, PinStratsDan, Smaug, and Rajo Joey for testing and feedback! If you are playing in VR... you MUST select VR_Room = 1 in the script!! Desktop and Cabinet mode should be automatic. There are several options to select in the script, including ball brightness, sidewalls and blades, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. GI mods and ramp color can be changed by clicking the right and left magna save buttons if you have that option on in the script as well. IF YOU experience performance issues... there are options you can try to change that. First of all, you can uncheck "Reflect Elements on Playfield in the table options window. Also, you can turn dynamic shadows off for additional performance if needed. Also, you can turn off In-Game AO, Post-proc AA, and 4xAA on the table options. Version 2.0 Updates include: - Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness. - Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc. And thanks to leojreimroc for backglass enhancements. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, standup targets, ramprolling sounds, sling corrections, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper domes. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Added 3D insert primitives and tuned the lighting significantly for those. Lots of work on the playfield cutouts, and associated text layer. - Changed lamp control to VPW Lampz. - Corrected some errors in the table. - Adjusted the lighting levels, and GI overhead. - Tomate fixed an issue with the ramp and wall primitive... as it wasn't built correctly in blender. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Created new background for desktop mode, with animated lighting. - And so many other updates, all documented in the script. Once again thank you to Herwey, the VPW team, especially Tomate, AstroNasty, Sixtoe, PinStratsDan, Smaug, leojreimroc, and Rajo Joey for testing, feedback, and some updates! -
Version 1.1
3045 downloads
Pinball on Ice! Score a winning goal with ICE FEVER! This classic 1985 Gottlieb pinball machine comes from a time when there was more blood than sweat on the rink and everyone was still riding the high of the Miracle on Ice in 1980. While the machine may look simple, it plays fast and require precise shooting to really raise the score. One noticeable feature is the amazing sound effects of a crowd cheering in the arena and the buzzer of the goal when you make it past the Goalie Drop Targets. MechaEnron - Team Lead DGrimmReaper - VR Lead studly_do_right - Test Lead apophis - VPX & code help Sixtoe - Lighting and physics help Nestorgian - VPX help mcarter78 - VPX help Bord - Playfield stitch -
Version 1.0
16779 downloads
Welcome to Jurassic Park! Dark's original table rebuilt and brought into the toolkit era. Flux started this by getting the table ready for the blender toolkit, Sixtoe gutted and rebuilt the layout in VPX and we were on our way to Isla Nublar. Apophis roared into action with all the standard VPW bells and whistles and DaRdog added a deadly Mega VR Room. Many others helped make this another fantastic table so....How about another tour of the park? VPW Park Staff Flux - John Hammond Sixtoe - Dr Vpx Grant Apophis - Dr "Will find a way" Malcolm DaRdog - "Hold on to your butts" Mega VR Room Rothbauerw - T-Rex Diagnostics TastyWasps - VR Backglass Primetime5k - Staged Flippers Mcarter78 - Ramp Sounds DGrimmReaper - VR Minimal Room & Scripting Dark - 3D Dinosaur Models & Plastics Redraw from his version. Tomate - 3D Support Gedankekojote97 - 3D Scanning Real Table Lab Testers - DarthVito, TastyWasps, Cliffy, HayJay, Benji, Tomate, Somatik, Bietekwiet, Bord, BountyBob, H3RBSKIx, Geradg, FlintBeastwood, Lumi, Colvert, lminimart, Studlygoorite Required Software (64-bit versions) VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1 -
Version 1.2.2
12193 downloads
This mod was originally supposed to be a small one, with just adding updated physics, sound and a VR room, then everyone got carried away and the table ended up being rendered and redone and tweaked to infinity Big thanks to ICPJuggla, Mfuegemann, Dark & Ben Logan for the original table. VR and other options are all in the script. Enjoy! *** V-Pin Workshop Taxi Drivers *** Tomate - Project Manager, including new primitives, textures. Bord - nFozzy flippers and physics apophis - Fleep sound, rtx shadows, general tweaks. Sixtoe - VR Stuff, lots of fiddling about. oqqsan - Playfield inserts and fading GI. UnclePaulie - VR backbox improvements & fixes. iaakki & fluffhead35 - misc tweaks and debugging Rik - Testing and feedback VPW Crew - Playtesting and suggestions **CHANGE LOG ** ' 001 - bord - Added nFozzy flippers and physics ' 002 - apophis - Added Fleep sound package ' 003 - apophis - Added missing knockerposition prim ' 004 - tomate - New flippers prims added ' 005 - tomate - Shadows flippers size fixed ' 006 - Sixtoe - VR stuff, fully operational built in backbox / dmd / backglass, fixed loads of light and glow weirdness, unified timers, added cabinet mode. ' 007 - tomate - upper left VUK direction corrected, exits of collidable wireRamps fixed, metal wall near express lane2 fixed, cab POV corrected ' 009 - tomate - new giOn baked textures added, warm lut added, plastic Ramps textures retouched with a warm photo filter to match ' 010 - tomate - some giOff textures aded, slingshots missing sounds fixed, deformed slings rubbers replaced by prims ' 011 - oqqsan - inserts and 4step sidewalls and pf .. needs adjustments ' 012 - tomate - rest of giOff textures added, plastics textures added to 4 steps fade, some GI lights repositioned, textures size optimized ' 013 - Sixtoe - Removed one set of GI, hooked it all back up and dropped under playfield, tidied up assets, set old walls to non-visible to stop clashes, played with loads of lights, removed redundant scripts and images. ' 014 - iaakki - fiddled with GI steps and PF flasher. Fixed flip shadow DP and Z issues. tied some prims to gi steps ' 015 - apophis - Replaced the ringing_bell sound effect. Increased alpha mask on PF images to get rid of insert jaggies. Increased inserts DL. Fixed BS DB. ' 016 - apophis - Added RTX BS. Fixed GI lights so that ball reflection work now. ' 017 - UnclePaulie - Animated the VR backglass flasher Lights. Fixed the jackpot displays. Hid the desktop / cabinet mode backbox lights. Moved ball shadow primatives. Added a VRCab bottom so you can't see the floor through cab. ' 018 - apophis - Updated RTX BS. Added target bouncer, flipper rubberizer, and flipper coil ramp up options. Fixed ball bouncing out left outlane after ramp drop. ' 019 - Sixtoe - Fixed playfield rendering weirdly, numerous other tweaks and adjustments, adjusted some lights, put the roof back on the spinout ' 020 - apophis - Fixed RTX shadow DB issue. Chnaged rampsDecals DL from below to 0 and DB to -100. Added a differnt ball HDR. Messed with the DT mode backglass. ' 021 - fluffhead35 - Updated Flipper Physics to be inline with nfozzy ' 022 - Sixtoe - Added physical wires under flippers and outlanes, hooked up bumpers to GI system, adjust shooter lane gate, messed around the table lights again including materials, set height walls to non-collidable. ' 023 - Sixtoe - Fixed GI, added bumper bulbs to GI system, some small tweaks and fixes here and there. ' 024 - apophis - Revered the DT backglass object positions. Force GI on at table initialization. Changed flipper DB. Increased plunger strength/speed. Increased target hit volume. ' 025 - iaakki - flip trigger areas reworked, rdampen 10ms timer added, rubberizer options added, catapult timer improved, tied drop target DL to GI, fixed insert fading for few inserts ' 026 - apophis - finished up fixing inserts fading ' 027 - Sixtoe - Target bounce set to 1.5 -
Version 2.1
9875 downloads
In the darkened hall, the pinball's eerie call, A haunted house awaits, where ghostly thrills enthrall. VPW proudly presents our 13th blender toolkit based table (spoooooky)! It was just over a month ago that Apophis challenged Cyberpez with a scary proposition: update his Haunted House table with the latest techniques by Halloween. From there they summoned otherworldly powers of Rothbauerw and Tomate and the team found a way through the darkness with nothing but the glow of the pinball to light their way. VPW TEAM Cyberpez - Table maker, blender builder, and seance medium Apophis - Script toiler, undertaker Rothbauerw - Physics master, magician Tomate - Blender, baker, chef Hauntfreaks - Sideshow artist Sixtoe - Dust collector Testers – PinStratsDan, Primetime5k, BountyBob, passion4pins, bietekwiet, somatik, nFozzy, TastyWasps, Wylte, bord, Studlygoorite Notes: Use the in-game option menu to view many spooky options! Hold down both magnasave buttons before starting a game to open the menu. Yes, you need to use the magnasave buttons to operate flippers in the attic and basement, however you can optionally choose to use just normal flippers (at the risk of being cursed for life, so beware). Update your DOF config if you want to enjoy some minor enhancements