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  1. Version 1.0

    3,295 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
  2. I have watched incomplete videos and have read many incomplete guides on VPVR. Can someone point out a complete how to guide from A-Z. Example, one guide explains open vr and were to download then explains nothing how to use it. Thanks
  3. View File Iron Man Vault Edition (Stern 2014) VPW Edition "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 (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; 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 https://github.com/vbousquet/flexdmd ROM Iron Man Rules https://www.pinballnews.com/games/ironman/index5b.html Submitter VPinWorkshop Submitted 11/10/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/2440-iron-man-stern-2010/ Link to Media Pack  
  4. Version 2.0.0

    1,819 downloads

    This table was originally done by Herwey, and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! On his version 1.1 he had help from several others including Schreibi, 32assassin, OldSkoolGamer, Cosmic80, Bord, Rosve, Batch, Vogliadicane, Flupper, Ninuzzu, Dark, DJRobX, and Thalamus. 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, lights, and sounds, and other corrections. This was the first table I put the 3D inserts in (Thanks to apophis for his tutorial, feedback, and advice!). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi! Note: If you are playing in VR... you MUST select VR_Room = 1 in the script!! There are several options to select in the script, including ball brightness, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. Sub mods and flippers can be changed by clicking the right and left magna save buttons. (You can turn that option off in the script as well) IF YOU experience performance issues... there are options 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. 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. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, drop targets, standup targets, ramprolling sounds, 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, including spinner movement, rebounder action, some ramp lift code, timing on saucer entry, and a few other things. - Adjusted the lighting levels, and GI overhead. - Tomate added new Bally Flipper primitives, wall textures, and fixed an issue with the ramp lift 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. - Updated some images to implement see through holes in the apron and sub. - Created new background for desktop mode, with animated lighting. - Added updated center drain post dome from Bord's space shuttle (done by Rothbauerw). - And so many other updates, all documented in the script. Once again thank you to Herwey, nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi for testing, and feedback!!
  5. Version 1.1

    958 downloads

    VR version of the incredible Twilight Zone. This is the Skitso Mod version. The table is initially created by Ninuzzu, coindropper, nFozzy, JPSalas, Tom Tower, Hauntfreaks, Flupper and Zany. This table deserves to be played in VR. The detail is stunning and everything looks just amazing. The shadows, lighting, high quality textures.... It plays fantastic in VR. Needed some light tweaking to ensure no lights were shining through the cabinet. This does not influence the initial lighting made :). This is also another widebody with full VR widebody dimensions. Did some cleanup of the backglass image and thanks to good old photoshop added the original DMD apron. The dmd color is blue, I really feel it completes the table. If you are more into the traditional orange you can easily change the color of the DMD by selecting the flasher object (Primary_DMD flasher) and select your color preference :). Credits go to: - Skitso for his excellent mod (v1.5) and Ninuzzu, coindropper, nFozzy, JPSalas, Tom Tower, Hauntfreaks, Flupper and Zany for this incredible table - 3rdaxis for sharing his great VR work and for inspiring me to start VR conversions - Caligula for bringing us VPX VR via VPVR! - wildman for his backglass art Keep a close eye out for more releases, VR is going to be the future of visual pinball :).
  6. Version 1.02

    3,864 downloads

    It's Dine Time!!!!! The VPin Workshop presents an update to Flupper's amazing Diner Table. Fluffhead35 - Project Lead, Scripting, Roth/nFozzy physics, Fleep sound effects, Flupper Domes, Dynamic Shadows, insert lighting, Roth DropTargets, apophis slings Leojreimroc - VR Room, Animated Backglass, Desktop DMD Skitso - Update GI, LUT, Textures, Inserts, and Ramp materials Apophis - Various Lighting suggests, fixed insert alignment and DINER Inserts Sixtoe - Ramp Adjustments and VR Adjustments Iaakki - Flipper Primitive and Angle Adjustments and Solved ball getting stuck on Left Ramp Rawd - VR Testing and added that amazing Burger and Fries object Rik - Testing and gameplay knowledge PinStratsDan, VPW Team - Testing If you are using Blacksad's great backglass (see below) then you can enable its cool feature by going into the vpx script and setting EnableBlacksadBackglass to 1. A big thanks goes out to Flupper for allowing us to update this beautiful table and to all that came before us... Diner by Flupper Based on VP9 version by Tamoore which was based on Pac-Dude's version Playfield redraw by Bodydump Plastics redraws by Ben Logan Several plastics photos from George standup target by Dark many sounds from Knorr's sound package testing by Clark Kent and Ben Logan Shadow ball code by Ninuzzu RIK's Video
  7. Version 1.3

    5,383 downloads

    Keep your eyes on the road! Red & Teds Road Show Tune-Up by VPin Workshop based on Knorr and Clark Kents version. Loads of new stuff including new physics, lighting, flashers, inserts, sounds, shadows and other things. VPW Road Crew ************ Sixtoe - Project Lead Skitso - Lighting Clark Kent - Physics Tweaking, real table comparison Additional Script Work - apophis, fluffhead, Wylte Testing - Rik, Pinstratsdan, VPW Team Uses code from; Flashers & Bumper Code - Flupper Physics - nfozzy & rothbauerw Audio - Fleep Original Table Thanks; Knorr and Clark Kent '************* 'VPW Changelog '************* 'v0.001 - Sixtoe - Script butchery, physical trough and blast zone (save the balls!) 'v0.002 - Sixtoe - Continued script butchery, nfozzy physics, fleep sound calls (but no sounds) 'v0.003 - Sixtoe - Implemented physical ted lock, well, I say that, but it doesn't work. Locks if you hold a ball above sw52. 'v0.004 - apophis - Got the multiball lock mech working 'v0.005 - Sixtoe - Lighting! Flupper Flashers, Lampz, GI, Flupper Bumpers, Light Shaping, Blooms, Cab Lockdown & Rails, loads of other tweaks. 'v0.006 - Sixtoe - Fixed bumpers (thanks Oqqsan), Added VR cabinet and minimal room, fixed some VR issues, fluppers flippers added, flipper shadows added. 'v0.007 - Skitso - Full GI remake. Color / brightness corrected textures, replaced PF texture to one without ramp shadows, improved over pf bulbs, fixed red bulbs over ramp entrances, improved spots, rotated bumper caps to correct position, new ball, new lut, tons of DL tweaking. 'v0.008 - Sixtoe - Primitive Inserts added and hooked up (need tuning), new playfield cutout & insert text layer, city kicker tuned down, hooked up blast zone playfield flasher. 'v0.009 - Skitso - Tuned primitive inserts. Reverted map edge inserts back to original white (instead of red/blue/white, should maybe add this as a mod?) Reverted banana insert/flasher as a skitso style. Further improvements to GI, added a bit more oooph to flashers 'v0.010 - Skitso - Improved flashers 'v0.011 - fluffhead35 - Wiring up Fleep Sounds, Ball Roll Sounds, and Wire Ramp Sounds. Removed Duplicate function lampfilter 'v0.012 - Sixtoe - Removed duplicate bumpers, changed some physics materials, adjusted flipper physics surrounds, adjusted right vuk kicker, turned up the bumpers, increased the table slope to 6.5, added delay script to drain, changed a few post settings, 'v0.013 - Sixtoe - Messed around with the subways again, changed head materials, underplayfield wall installed, rectangle spotlight hoods installed, moved ball lock exit wall blocker, adjusted spinner sound, set physics to mid 90's onwards, flipper and physics tweaks as per nfozzy and clark kents suggestions, 'v0.013a - ClarkKent - Tweaked physics 'v0.014 - Sixtoe - Reinforced the entire table to try and prevent wall gaps, hooked up sound for scoops, added dynamic shadows, tidied up and removed unused resources 'v0.015 - Sixtoe - Re-added missing inlane walls. 'v0.016 - Sixtoe - Fixed broken playfield material 'v0.017 - N/A 'v0.018 - Sixtoe - Redid playfield mesh (twice), spent ages trying to tweak city start hole, replaced metal walls, added wigwag flashing lights for ramps (thanks nfozzy & iaakki), added flipper bounces (thanks apophis), changed wall entrance profile on left uturn (thanks clarkkent), fixed dynamic shadow depth bias (thanks apophis), fixed right wire ramp exit, changed tedtrig, changed left plunger strength, adjusted outlane rubbers 'v0.019 - Sixtoe - Tweaked lower small flipper area (thanks ClarkKent), adjusted blastzone sounds (thanks wytle), added hit sounds to Red and Ted's mouth plastics, fixed some other sounds, changed depth bias for upper flipper shadows, blastzone wall cutout added, updated VR cabinet images (thanks ClarkKent). 'v0.020 - fluffhead35 - Removed VolumeDial from the BallRoll and RampRoll sound math to make the sound louder. Uncommented shadow code from RollingUpdate. Added option to use Alternate WireRamp sounds from original table. 'v0.021 - Sixtoe - Fixed lower stubby flipper ball trap, fixed apron sound ' Clark Kent - tweaked flippers, adjusted rubbers, adjusted position of the left slingshot rubber bands, moved pegs, tweaked bumpers, reduced elasticity of gates, 'v0.022/23 - Clark Kent - Tweaks 'v0.024 - apophis - Updated flasher code to support modulated flasher levels 'v0.025/26 - Clark Kent - Tweaks 'v0.027 - apophis - Updated sw78 kick strength. Fixed Lampz Update1 to work with -1 timer. Modified fading speeds per as necessary. Implemented some performance improvements when flashers stack. 'v0.027a - apophis - Fixed Bumper and flasher initialization conflict. Fixed some insert bloom falloff sizes. 'v0.032 - Sixtoe - Fixed flashers, fixed bumpers, fixed bumper central flasher, added aftermarket target decals, add delay to dropsound, 'v0.033 - Clark Kent - Wall002 adjusted 'v0.034 - Wylte - Adjusted clear post material, added arch sounds to BlockerWall1, enabled hit sounds for metal walls, set FS pov 'v0.034a - apophis - Fixed bumpers.
  8. Version 1.2.2

    5,286 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
  9. Version 1.1

    5,524 downloads

    I AM THE LAW! - V-Pin Workshop proudly presents Judge Dredd from Bally. This table has been a long time coming! It was started in December 2020 when Sixtoe decided to bring one of his favorite tables up to date (after having converting Dozer's version earlier in the year to VR and discovering it was still an old, albeit well made, vp9 table at heart). It was decided that due to the complexity of the table, rather than modify an existing table we'd start from scratch using all new assets and rendering the table out, so here were are 11 months later (there were coffee breaks) and we're really happy with the way it turned out and hope you enjoy it! V-Pin Workshop Judge Dredd Team Sixtoe - Project Lead, VPX Monkey, lives on gin, jack of all trades, master of none. Tomate - Primitives, Baron of Blender, helping Sixtoe to not suck (as much) at 3D stuff. iaakki - Scripting, Physics, Insert lighting, Complicated Stuff. Benji - Physics, Deadworld & Banana insert primitives. Daphishbowl & iaakki - Deadworld & Crane code (here be dragons). Flupper - Flipper & Insert primitives, ramp tutorial, general rendering assistance. Cyberpez - Opto's and VUK prims, aftermarket crane models, general assistance. RothebauerW - Physics tutorial, drop and standup target bug fixing, general assistance. Fluffhead, Apophis and Wylte - RTX Ball Shadows, general assistance. gtxjoe - Ball trough tweaking assistance. 3rdaxis - VR cabinet improvements, Working coin door and manual. Embee & Kingdids - Original crane primitive and texture redraw. EBisLit - Playfield photos. DJRobX - Still answering Sixtoes coding questions... Rik & VPW Team - Testing Everyone in VPW for their support and encouragement! Notes Only use JD-L1 Rom! Lots of options in the script, including VR and Cabinet modes. Table designed on and for VPX 10.6.2 (Rev 8678), tested OK on VPX 10.7.0 Final (Rev 310) Do not use 10.7 328 as it's broken and breaks this and other tables How To Play Start Button - Start normal Game Plunger - Launch Ball (note: real machine does not have a plunger, right firebutton launches balls) Right Magnasave - Start "Super Game" (instant multiball - needs 2 credits) Left Magnasave - Change LUT until game starts, then launches ball from left plunger lane in Air Raid / Missile mode. How to activate DeadWorld - Hit J-U-D-G-E drop targets in order (ball in judge subway lights a letter) How to start DW multiball - Get 3 balls into deadworld using left pursuit ramp after lighting J-U-D-G-E. How to get Ultimate Challenge - Defeat all 4 dark judges or light all chain missions.
  10. Version 1.1

    7,522 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.
  11. View File Diner (Williams 1990) VPW Mod It's Dine Time!!!!! The VPin Workshop presents an update to Flupper's amazing Diner Table. Fluffhead35 - Project Lead, Scripting, Roth/nFozzy physics, Fleep sound effects, Flupper Domes, Dynamic Shadows, insert lighting, Roth DropTargets, apophis slings Leojreimroc - VR Room, Animated Backglass, Desktop DMD Skitso - Update GI, LUT, Textures, Inserts, and Ramp materials Apophis - Various Lighting suggests, fixed insert alignment and DINER Inserts Sixtoe - Ramp Adjustments and VR Adjustments Iaakki - Flipper Primitive and Angle Adjustments and Solved ball getting stuck on Left Ramp Rawd - VR Testing and added that amazing Burger and Fries object Rik - Testing and gameplay knowledge PinStratsDan, VPW Team - Testing If you are using Blacksad's great backglass (see below) then you can enable its cool feature by going into the vpx script and setting EnableBlacksadBackglass to 1. A big thanks goes out to Flupper for allowing us to update this beautiful table and to all that came before us... Diner by Flupper Based on VP9 version by Tamoore which was based on Pac-Dude's version Playfield redraw by Bodydump Plastics redraws by Ben Logan Several plastics photos from George standup target by Dark many sounds from Knorr's sound package testing by Clark Kent and Ben Logan Shadow ball code by Ninuzzu RIK's Video Submitter VPinWorkshop Submitted 07/09/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/4892-diner-williams-1990-2-3-screens-db2s/ Link to Media Pack  
  12. View File VRRoom Hardbody (Bally 1987) The table is made by @ARMYAVIATION I would like to thank the following people: @ARMYAVIATION for the permission to put his tables in a VR-room. @UnclePaulie for help with the alphanumeric display. If I forget someone, please tell me. Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 29/30 at the beginning of the script. I can't remember all of the changes, unfortunately, since I created the table a few months ago. I remember, I adjusted a few objects like the ramps, which were way to high above the playfield in VR. This is a very unusual table. You can use the magnasave buttons to close the left and right outlanes. Test it yourself and if you notice anything negative, let me know. There are two rooms: the minimal room and a sphere. You can also change this at the beginning of the script. Submitter RajoJoey Submitted 06/26/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/5654-hardbody-bally-1987/ Link to Media Pack  
  13. Version 2.0.0

    1,690 downloads

    So you wanna mouse around! This table was originally done by Herwey, and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! On his version 1.1 he had help from several others including Schreibi, OldSkoolGamer, ICPjuggla, Cosmic80, Flupper, JPSalas, 32assassin, Sliderpoint, Ninuzzu, Dark, DJRobX, TTTTTWii, Bork and Thalamus. 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, and other corrections. Also thanks to Rothbauerw, PinStratsDan, Bord, Tomate, Sixtoe, Thalamus, and Benji for improvements, testing, and feedback on the 2.0 version! If you are playing in VR... you MUST select VR_Room = 1 in the script!! There are several options to select in the script, including ball brightness, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. Color mods and flippers can be changed by clicking the right and left magna save buttons. (You can turn that off in the script as well) IF YOU experience performance issues... there are options 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. 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). - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, drop targets, ramprolling sounds, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper dome and Flupper bumpers. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Corrected a couple errors in the table, as the million lights didn't light up correctly, and a few other things. - Adjusted the lighting levels some. - Rothbauerw corrected some code to control the motorbank correctly, as there were cases it wouldn't move or impact nvram. He also helped correct some other trap code issues. - Tomate added new plastic ramps and textures. - 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. - Updated some images to implement see through holes in the apron and back wall. - And several other updates, all documented in the script. Once again thank you to Herwey, Rothbauerw, PinStratsDan, Bord, Tomate, Sixtoe, Thalamus, and Benji for improvements, testing, and feedback!!
  14. View File Red and Ted's Road Show (Williams 1994) VPW Mod Keep your eyes on the road! Red & Teds Road Show Tune-Up by VPin Workshop based on Knorr and Clark Kents version. Loads of new stuff including new physics, lighting, flashers, inserts, sounds, shadows and other things. VPW Road Crew ************ Sixtoe - Project Lead Skitso - Lighting Clark Kent - Physics Tweaking, real table comparison Additional Script Work - apophis, fluffhead, Wylte Testing - Rik, Pinstratsdan, VPW Team Uses code from; Flashers & Bumper Code - Flupper Physics - nfozzy & rothbauerw Audio - Fleep Original Table Thanks; Knorr and Clark Kent '************* 'VPW Changelog '************* 'v0.001 - Sixtoe - Script butchery, physical trough and blast zone (save the balls!) 'v0.002 - Sixtoe - Continued script butchery, nfozzy physics, fleep sound calls (but no sounds) 'v0.003 - Sixtoe - Implemented physical ted lock, well, I say that, but it doesn't work. Locks if you hold a ball above sw52. 'v0.004 - apophis - Got the multiball lock mech working 'v0.005 - Sixtoe - Lighting! Flupper Flashers, Lampz, GI, Flupper Bumpers, Light Shaping, Blooms, Cab Lockdown & Rails, loads of other tweaks. 'v0.006 - Sixtoe - Fixed bumpers (thanks Oqqsan), Added VR cabinet and minimal room, fixed some VR issues, fluppers flippers added, flipper shadows added. 'v0.007 - Skitso - Full GI remake. Color / brightness corrected textures, replaced PF texture to one without ramp shadows, improved over pf bulbs, fixed red bulbs over ramp entrances, improved spots, rotated bumper caps to correct position, new ball, new lut, tons of DL tweaking. 'v0.008 - Sixtoe - Primitive Inserts added and hooked up (need tuning), new playfield cutout & insert text layer, city kicker tuned down, hooked up blast zone playfield flasher. 'v0.009 - Skitso - Tuned primitive inserts. Reverted map edge inserts back to original white (instead of red/blue/white, should maybe add this as a mod?) Reverted banana insert/flasher as a skitso style. Further improvements to GI, added a bit more oooph to flashers 'v0.010 - Skitso - Improved flashers 'v0.011 - fluffhead35 - Wiring up Fleep Sounds, Ball Roll Sounds, and Wire Ramp Sounds. Removed Duplicate function lampfilter 'v0.012 - Sixtoe - Removed duplicate bumpers, changed some physics materials, adjusted flipper physics surrounds, adjusted right vuk kicker, turned up the bumpers, increased the table slope to 6.5, added delay script to drain, changed a few post settings, 'v0.013 - Sixtoe - Messed around with the subways again, changed head materials, underplayfield wall installed, rectangle spotlight hoods installed, moved ball lock exit wall blocker, adjusted spinner sound, set physics to mid 90's onwards, flipper and physics tweaks as per nfozzy and clark kents suggestions, 'v0.013a - ClarkKent - Tweaked physics 'v0.014 - Sixtoe - Reinforced the entire table to try and prevent wall gaps, hooked up sound for scoops, added dynamic shadows, tidied up and removed unused resources 'v0.015 - Sixtoe - Re-added missing inlane walls. 'v0.016 - Sixtoe - Fixed broken playfield material 'v0.017 - N/A 'v0.018 - Sixtoe - Redid playfield mesh (twice), spent ages trying to tweak city start hole, replaced metal walls, added wigwag flashing lights for ramps (thanks nfozzy & iaakki), added flipper bounces (thanks apophis), changed wall entrance profile on left uturn (thanks clarkkent), fixed dynamic shadow depth bias (thanks apophis), fixed right wire ramp exit, changed tedtrig, changed left plunger strength, adjusted outlane rubbers 'v0.019 - Sixtoe - Tweaked lower small flipper area (thanks ClarkKent), adjusted blastzone sounds (thanks wytle), added hit sounds to Red and Ted's mouth plastics, fixed some other sounds, changed depth bias for upper flipper shadows, blastzone wall cutout added, updated VR cabinet images (thanks ClarkKent). 'v0.020 - fluffhead35 - Removed VolumeDial from the BallRoll and RampRoll sound math to make the sound louder. Uncommented shadow code from RollingUpdate. Added option to use Alternate WireRamp sounds from original table. 'v0.021 - Sixtoe - Fixed lower stubby flipper ball trap, fixed apron sound ' Clark Kent - tweaked flippers, adjusted rubbers, adjusted position of the left slingshot rubber bands, moved pegs, tweaked bumpers, reduced elasticity of gates, 'v0.022/23 - Clark Kent - Tweaks 'v0.024 - apophis - Updated flasher code to support modulated flasher levels 'v0.025/26 - Clark Kent - Tweaks 'v0.027 - apophis - Updated sw78 kick strength. Fixed Lampz Update1 to work with -1 timer. Modified fading speeds per as necessary. Implemented some performance improvements when flashers stack. 'v0.027a - apophis - Fixed Bumper and flasher initialization conflict. Fixed some insert bloom falloff sizes. 'v0.032 - Sixtoe - Fixed flashers, fixed bumpers, fixed bumper central flasher, added aftermarket target decals, add delay to dropsound, 'v0.033 - Clark Kent - Wall002 adjusted 'v0.034 - Wylte - Adjusted clear post material, added arch sounds to BlockerWall1, enabled hit sounds for metal walls, set FS pov 'v0.034a - apophis - Fixed bumpers. Submitter VPinWorkshop Submitted 08/06/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/2672-red-and-teds-road-show-williams-1994/ Link to Media Pack  
  15. Version 1.3

    6,689 downloads

    Ante Up! Welcome aboard the Lauren Belle for the release of Maverick from the VPW team! This one is one of many peoples grails, with (as far as we know) no version since a vp9 one. We were lucky that someone supplied us with a lovely set of photos with which we could build a lovely playfield from so this could finally be a reality! ** Please use VPX 10.7 ** - This won't necessarily be normal for VPW, as it's caused more than a few issues, but we wanted to try it as an experiment. ** Make sure you have the latest VPX 10.7 build, 249 was broken. ** VR Options are all in the script. '*** V-Pin Workshop Mavericks *** Antisect - 99% of the table construction and work! Edizzle - Donating his script for the rotating wheel from his vp9 table and advice. Tomate - Primitive ramps and flippers, primitive assistance Sixtoe - VR Room & general fixes and tweaks Apophis - Dynamic ball shadows, physics additions, scripting stuff, playfield cleanup and redrawing Flupper - Ramp assistance and tutorial Fluffhead35 - Wire rolling sounds. Ebislit - Playfield alignment assistance. Dark - Lauren Bell Boat Model iaakki & daphishbowl - script assistance Rik & VPW Team - Testing The whole VPW Team, for their assistance and support. '001 - 039 - Antisect - 99% of table completed. '040 - Sixtoe - Added VR table and scripted in some bits and pieces, physics tweaked, loads of old and/or redundant script stripped out and things rescripted, redirected game load to de.vbs, fixed drop target bricking, adjusted kickback and plunger, should be more reliable? not sure how strong the plunger is supposed to be. '041 - apophis - Added Wylte's RTX dynamic ball shadows. Removed old ball shadow stuff, Increased plunger strength and speed. Removed duplicate sound related functions. '042 - apophis - Updated RTX BS to current version '043 - fluffhead35 - Adding RampRoll Sound Loops, Added new RampSound Triggers to turn RampRolling on and Off on table '044 - apophis - Fixed ball release bug. Added target bouncer, flipper rubberizer and coil rampup mods. Tweaked RTX shadows. Reduced skillshot autoplunger strength. '045 - Sixtoe - Compressed some webp images, converted audio from wav to mp3 (cut 90meg off the file size), '046 - apophis - Work around for ball release bug '047 - Sixtoe - Bugfixes '1.0.1 - Apophis - Positional sound calls added / updated (specifically for the VUK etc.) '1.0.2 - Sixtoe - Flashers updated / tweaked, desktop room tweaked, plunger tweaked. '1.1 - Sixtoe - Reverted all mp3's to wavs (should fix all audio issues, there is mp3 support in 10.7, but not for things like ball rolling etc.), Flashers updated / tweaked, Desktop background tweaked, Plunger speed tweaked (you should be able to make the skill shot more reliably now, Updated credits '1.2 RC1 - Sixtoe - Flipper power adjusted and lowered and table gradient reduced (thanks Rik and Randy), plunger adjusted (thanks to Goldchicco & Rik) '1.2 RC2 - apophis - Removed ball shadow z position dependency on ball z position. '1.2 - Sixtoe - Final tweaks and tidying
  16. Version 1.1.6

    485 downloads

    VR version of Dr Dude. Full VR Room experience. Updated version from vpinball.com, added cab animations and gfx/lights and room adjustments. Integrated digits in the backglass for scoring. Credits go to: - wrd1972 for his incredible table - Caligula for bringing us VPX VR via VPVR Keep a close eye out for more releases, VR is going to be the future of visual pinball :).
  17. Version 1.0.0

    133 downloads

    This is the VR Room of my Defender Table. My normal Visual Pinball Defender Table is gone since vpinball.com is offline. This VR Room Table was initial uploaded to vpinball.com. Nothing changed since this table was uploaded to vpinball.com.
  18. Version 1.0.1

    649 downloads

    The table is made by @ARMYAVIATION I would like to thank the following people: @ARMYAVIATION for the permission to put his tables in a VR-room. @leojreimroc for the flasher in the backglass and all his help. If I forget someone, please tell me. Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 33/34 at the beginning of the script. I can't remember all of the changes, unfortunately, since I created the table a few months ago. I remember, I adjusted a few objects like the apron, which is floating in the air in VR. The lower field wasn't seeable in VR. Also I change the text and inserts on the playfield. This is a very unusual table. Particularly striking is the bridge, which is without sides and requires an accurate shot. Test it yourself and if you notice anything negative, let me know. There are two rooms: the minimal room and a sphere. You also changed this at the beginning of the script. There are also different LUT-files in the table. So you can change the lightning. For me it looks best with the original LUT file from @ARMYAVIATION (LUT 17). Click the left magna save-button to change the LUT-file.
  19. Version 1.0.0

    366 downloads

    The table is made by @ARMYAVIATION I would like to thank the following people: @ARMYAVIATION for the permission to put his tables in a VR-room. @UnclePaulie for help with the alphanumeric display. If I forget someone, please tell me. Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 29/30 at the beginning of the script. I can't remember all of the changes, unfortunately, since I created the table a few months ago. I remember, I adjusted a few objects like the ramps, which were way to high above the playfield in VR. This is a very unusual table. You can use the magnasave buttons to close the left and right outlanes. Test it yourself and if you notice anything negative, let me know. There are two rooms: the minimal room and a sphere. You can also change this at the beginning of the script.
  20. Version 1.1.3

    1,355 downloads

    VR version of the incredible Indiana Jones The Pinball Adventure by ninuzzu and tom tower. This is the first Wide Body custom VR Room table and boy this is awesome! Finally I can enjoy the great work ninuzzu and tom tower did on this table and the widebody really makes this table! Took me quite some time to get the wide body scaling right but I think it turned out really nice. I included the 1985 Indiana Jones Arcade cabinet to make this a complete experience :). Credits go to: - ninuzzu & tom tower for their incredible table, we miss you guys! - 3rdaxis for sharing his great VR work and the template for creating a VR Room - Stuzza for sharing his cabinet art - Caligula for bringing us VPX VR via VPVR! Keep a close eye out for more releases, VR is going to be the future of visual pinball :).
  21. Version 2.0.0

    1,593 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!
  22. View File VR Room Escape from the Lost World (Bally 1988) The table is made by @ARMYAVIATION I would like to thank the following people: @ARMYAVIATION for the permission to put his tables in a VR-room. @leojreimroc for the flasher in the backglass and all his help. If I forget someone, please tell me. Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 33/34 at the beginning of the script. I can't remember all of the changes, unfortunately, since I created the table a few months ago. I remember, I adjusted a few objects like the apron, which is floating in the air in VR. The lower field wasn't seeable in VR. Also I change the text and inserts on the playfield. This is a very unusual table. Particularly striking is the bridge, which is without sides and requires an accurate shot. Test it yourself and if you notice anything negative, let me know. There are two rooms: the minimal room and a sphere. You also changed this at the beginning of the script. There are also different LUT-files in the table. So you can change the lightning. For me it looks best with the original LUT file from @ARMYAVIATION (LUT 17). Click the left magna save-button to change the LUT-file. Submitter RajoJoey Submitted 06/26/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/2613-escape-from-the-lost-world-bally-1987/ Link to Media Pack  
  23. View File Laser War (Data East 1987) w VR Room 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! Submitter UnclePaulie Submitted 06/16/2022 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/files/file/2392-laser-wardata-east-1987/ Link to Media Pack  
  24. Version 1.0.0

    280 downloads

    VR version of Cheece and Chong Full VR Room experience. I had blast building this VR experience together with watacaractr and Rawd. It's a very original table and screamed for a VR experience. Hang out in the crib of Cheece and Chong with all their favourite stuff. Have some pizza, drink some coke or beer. Crash on their couch and enjoy a smoke and trip on the lavalamp :). The script provides several VR options to play with. The default settings provide a full VR experience with random rug and doormats each time you start the table. It also provides an option to minimize the VR experience for possible performance issues running on low/mid end VR hardware. Installation: Requires VPinMAME 3.4 beta. Make sure you following the installation instruction that come with the orginal vpx table (https://vpuniverse.com/forums/files/file/7061-cheech-chong-road-trippin-bally-2021/). Replace the vpx table with the VR version and you should be good to go! Credits go to: - watacaractr for his incredible original table and creating custom cabinet artwork in VR - Rawd for some VR resources, smoke animation and Quality Assurance - Steely for providing the Lavalamp routine (very cool) - several artists who provided free 3d models via cgtrader (great site for VR resources) - Caligula for bringing us VPX VR via VPVR Keep a close eye out for more releases, VR is going to be the future of visual pinball :).
  25. View File Atlantis (Bally 1989) w VR Room This table was originally done by Herwey, and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! On his version 1.1 he had help from several others including Schreibi, 32assassin, OldSkoolGamer, Cosmic80, Bord, Rosve, Batch, Vogliadicane, Flupper, Ninuzzu, Dark, DJRobX, and Thalamus. 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, lights, and sounds, and other corrections. This was the first table I put the 3D inserts in (Thanks to apophis for his tutorial, feedback, and advice!). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi! Note: If you are playing in VR... you MUST select VR_Room = 1 in the script!! There are several options to select in the script, including ball brightness, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. Sub mods and flippers can be changed by clicking the right and left magna save buttons. (You can turn that option off in the script as well) IF YOU experience performance issues... there are options 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. 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. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, drop targets, standup targets, ramprolling sounds, 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, including spinner movement, rebounder action, some ramp lift code, timing on saucer entry, and a few other things. - Adjusted the lighting levels, and GI overhead. - Tomate added new Bally Flipper primitives, wall textures, and fixed an issue with the ramp lift 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. - Updated some images to implement see through holes in the apron and sub. - Created new background for desktop mode, with animated lighting. - Added updated center drain post dome from Bord's space shuttle (done by Rothbauerw). - And so many other updates, all documented in the script. Once again thank you to Herwey, nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi for testing, and feedback!! Submitter UnclePaulie Submitted 05/24/2022 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/files/file/3125-atlantis-bally-1989/ Link to Media Pack  
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