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  1. Version 1.0

    1404 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
  2. Version 1.3

    18493 downloads

    "The Meanest, Greenest Game on the Street" The Godzilla pinball machine was released in August 1998 by SEGA. The game is based on the Godzilla movie released earlier that year by TriStar Pictures. Godzilla was the last pinball machine manufactured by SEGA before shutting down their pinball operations. This virtual project started out with incredibly detailed specifications of the physical and visual dimensions of the SEGA machine from EBisLit. Of course, who can turn those specifications into gold? Mr. Sixtoe himself, the grandmaster of blueprints, schematics and more. Next some initial scripting / foundation objects were added by TastyWasps and Apophis which leads into the STUNNING blender toolkit 3D renders from Tomate which highlights the massive Godzilla sculpt in this table that may be one of the largest sculpts ever made in pinball history. The tail end of the project (no pun intended) consists of laborious detail into each aspect of the machine to play as close to the real thing as possible with help from EBisLit's experience and other play testers' input. The collaboration of so many passionate authors, creators, scripters, artists, testers, etc. have truly made this project come to life in the digital medium. VPW TEAM TastyWasps - Project Lead, nFozzy, Fleep, toolkit script-side integration, VR room Apophis - Project Lead, toolkit script-side integration, various scripting tweaks, mentoring Tomate - Graphics modeling and rendering Sixtoe - Table full scratch build and various scripting, VR support Iaakki - Scripting tweaks EBisLit - Playfield, plastics, inserts & 3d scans with measurements ClarkKent - Playfield Stitch Niwak - Blender Toolkit HauntFreaks – Backglass image Testing - PinStratsDan, BountyBob, Bietekwiet, Studlygoorite, Smaug, Bord, VPW Team Toxie - VPX and pushing out the newest 10.8 as a beta so we could release. Also, a big thanks to the original SEGA team for the original Godzilla pinball machine. Version 1.3 Required Software (Use 64-bit versions): VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1
  3. Version 0.98

    13111 downloads

    "Glass? Who gives a shit about glass? Who the fuck is this?" ⚠️WARNING: This machine is rated R and there is no family friendly mode... It's been quite the ride, but Die Hard Trilogy is finally here. From the bullshit mind of Astronasty comes five modes, three multiballs, two wizards, and a partridge in a pear tree. Choose to DIE HARD or DIE HARDER and find the best way to run up your score, but choose your plan of attack wisely, you can only complete the modes once. Featuring work by some of the most talented Vpin authors ever assembled. Cutting edge visuals are going to blow you away! Yippie Ki Yay MOTHERFUCKERS! NEW‼️ Automatically post your high score to the Die Hard iScored Leaderboard by enabling at the top of the script. Be sure to enter a unique cab name. DESIGN TEAM: Game Designer: Astronasty Layout: Dapheni, Astronasty PupDmd Design: Scampa123, Astronasty, Nailbuster Coding: Wizball, Oqqsan, Fluffhead Light Shows: Oqqsan Blender Work: Flux, Gedankekojote, Cyberpez VR Room: Rawd Backwall Mirror: Iaakki 3D Model Assistance: JoePicasso Original Artwork: Astronasty Sound Design: Frisco, Scampa123, Astronasty Monthly Leaderboard: iScored Dan, Nailbuster, Scampa123 Emotional Support: Rik SPECIAL THANKS: Apophis - Did a little bit of everything. Niwak - Toolkit magician. NailBuster - PupDMD magician. Sixtoe - He was around. JoePicasso - Makes me want to be a better man. Fleep - Dem soundz tho. Flupper - Godfather of rampz. NFozzy - Wizard. KetchupJonMustard - Endured hours of me bouncing ideas off of him at work. TerryRed - My go-to source for bitching about stuff in DMs. Manu - Made us make the game more betterer. Hawkeyez - Having the eyes of a hawk. RetroG33K - Reasons redacted Scott Danesi - LIONMAN! TryToTilt - Didn't do shit. Testers: PinStratsDan, Bietekwiet, MPT3K, OutsiderArts, KetchupJonMustard, Dom, Rick, Shaggy, Nesta78, and the rest of the VPW Jellyfish. EXTRA SPECIAL THANKS: To the V-pin community: Thank you for giving me an outlet for my creativity. I've never felt more motivated to create and I am beyond grateful for the team that helped me turn my ideas into (virtual) reality. I hope you enjoy our countless hours of work. ❤️ Astro REQUIRED: Visual Pinball 10.8.0 beta 7, 64-bit (or later): https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1807-39824d6 Pup Framework v1.5 beta 3 (or later): https://www.nailbuster.com/wikipinup/doku.php?id=pinup_upgrade_v15 Pup Pack: https://mega.nz/file/69MBzJDR#uG_lUhuvuCySANQc5EE7UkQTXNY4bf48UgtYh5RhIss PLEASE NOTE: Yes you need 64 bits, goddamit. Welcome to the party, pal. Don't forget to run the appropriate BAT file in the DieHard pup pack directory for your particular screen setup. All game options can be adjusted by pressing F12 and then left flipper button during the game. Press start button to save your options. If you have a cab and you want the full experience, please refresh your DOF config files. If you have some stuttering try: (a) Disabling real time protection. (b) Disabling the mirror in options. (c) Limiting texture sizes to 3k.
  4. Version 1.0.0

    30 downloads

    "Ice Fever (Gottlieb 1985) VPW" vpx wheels and dmd picture if you appreciate the work, then thank you for not forgetting a "like" or a "review" , it's nice! Personal, non-commercial use only. Please contact me if you would like to use it in another way. All Logos, Copyrights and Trademarks are property of their respective owners. PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION!
  5. Version 1.4

    15893 downloads

    Landers, Mutants, and Bombs… Oh My! The VPin Workshop presents the classic pinball from the late great Barry Oursler, based on the classic arcade game of the same name, DEFENDER. Once we tracked down the beautiful playfield and plastics scans of this rare machine, building the table from the ground up was inevitable (and fun). Defend those poor Humanoids from Landers and from becoming Mutants… Avoid the Baiters, destroy the Swarmers, and Warp yourself into victory! Apophis - Project lead, scripting, Roth/nFozzy physics, Fleep sound effects, Flupper 3D inserts Bord - 3D models and rendering Uncle Paulie - VR Room Jutsuka - Asset research and testing G94 - Playfield and plastics scans Scutters - FlexDMD Option Primetime5k - Staged flipper updates Cliffy - Desktop view updates Jsm174 - Standalone updates VPW Team - Testing Version 1.3 Update Notes: Enable the new FlexDMD by setting UseFlexDMD=True at the top of the script All other table options are in the Tweak menu (Press f12) Required: FlexDMD 1.9.1: https://github.com/vbousquet/flexdmd/releases/tag/1.9.1 Recommend: VPX 10.8.0 RC2 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1934-9bb99ca This release would not have been possible without the legacy of those who came before us. Thank you!
  6. Version 1.0

    3601 downloads

    "IT'S THE FASTEST MOVING PINBALL EVER!" VPW presents Stern's Quicksilver. Enjoy this verdant 1980's classic overloaded with bizarre artwork, fast-paced action and multiple high-scoring strategies. VPW TEAM Blender VLM Table Build, VR Cab & Coding by MetaTed Playfield image provided by BorgDog Plastic scans provided by bord Blender VLM Baking by MechaEnron Backglass by Hauntfreaks VLM & Coding Tutelage by apophis Blender Assistance by FrankEnstein Modded ROM provided by Carny_Priest Code assistance by somatik Font assist by ZandysArcade Physical Saucer by Sixtoe Testers: PinStratsDan, Studlygoorite, JFR, DGrimmReaper, somatik, Nestorgian, tomate, Darth Vito
  7. Version 0.99.0

    7533 downloads

    **************************************************************** The Matrix 0.99 By: Pincredibles and VPW **************************************************************** PuP-Pack Download: https://mega.nz/file/3J4yVQqZ#RqHEl3K3V3HbbnSCwGPH-Whjw6ZAlhHTYyo9SDO18TY Mirror: https://drive.google.com/file/d/1puuPlAQGACEs2e2ECu6O6gjZhfcOYAU-/view?usp=sharing **************************************************************** **************************************************************** The Team: DAPHISHBOWL - Pincredibles MPT3K - Pincredibles MR.H - Pincredibles HARLAN - Pincredibles FLUX - VPW ASTRONASTY - VPW SIXTOE - VPW APOPHIS - VPW IAAKKI - VPW DAPHENI NAILBUSTER - PinUp DARDOG - VR FLIPSTREAM PINSTRATSDAN STUDLY_DO_RIGHT BTHLONEWOLF BRUCE BEARDEDRIK IROD2001_ DIRTYPOOLPINBALL Special Thanks: STEPHEN SILVER KELLY MAZUROWSKI PAUL MARINO JACK DANGER JEFF DODSON **************************************************************** Intro: Wake up, Neo. Welcome to The Matrix Pinball, by Pincredibles. Prepare for a pinball adventure like no other. You are stationed aboard The Nebuchadnezzar aided by Tank, your operator. Tank will help you as you guide the crew; Neo, Trinity, Niobe and Morpheus as they try to free the minds of the human race and free them from the imprisonment of the Matrix. It won’t be smooth sailing. Agent Smith, Brown and Jones will attempt to stop you at all costs. Cypher is sneaking about, waiting to betray Morpheus and the crew. Sentinels will attack the ship and the Zion outpost. Visiting the Oracle could bring you some answers and perks to help. Do not forget to go through the training programs to gain perks and increase your Matrix mode score. Good luck. Maybe Morpheus was right. Maybe you are The One. **************************************************************** How it came to be: The goal of the Pincredible tables has always been to push things to the next level. All of the work done up to this point has been about building a strong foundation that would allow us to create our own original table. We began this project on February 27, 2022. By December 2024, I thought we were getting close to the finish line—but there was still so much more to add and improve. A tremendous amount of work has gone into this from many different people, and the entire process has been an incredible experience Basic requirements: VPX 64 bit version 10.8.0 2051 (or greater) Pinup: Version 1.5.2 DOF: Please make sure you update your DOF config **************************************************************** PuP-Pack Download: https://mega.nz/file/3J4yVQqZ#RqHEl3K3V3HbbnSCwGPH-Whjw6ZAlhHTYyo9SDO18TY **************************************************************** INSTALL: 1) Copy VPX file to your VPX Tables directory 2) Copy unzip the Pup Pack to the PinUPSystem\PUPVideos\ folder. You will see a Matrix folder 3) Run the batch file in the pup pack that matches your config. It should make all necessary script changes for you. 4) Update DOF (If necessary) **************************************************************** Version History: 0.99 - Initial version
  8. Version 1.5

    14509 downloads

    "It's The Biggest Game In The World!" VPW are proud to present World Cup Soccer '94 from Bally. This one has been kicking around for a good few years, a few people looked into converting Knorrs fantastic version to our latest physics including Sixtoe and RobbykingPin, especially as it didn't work properly in VR as a hybrid version. However due to it being constructed on a different scale none of our normal physics maths worked, so it always sat in the "too difficult" pile to do properly. That is until one day mcarter78 decided to break the seal and rebuild the table from scratch in VPX, roping tomate (our resident football fan) into building it in the blender toolkit where he rescaled the 3D modeling by Knorr and added / updated various bells and whistles, and replaced all the textures, then everyone else piled in and did their thing, with Sixtoe messing with everything and making the table work fully physically (#savetheballs), and DGrimmReaper and DaRdog working on the VR side, and apophis did script things that no-one else understood. Astronasty has access to a real one so we got to side by side test it to get it as close to the real one as possible in VPX. Enjoy! Team VPW mcarter78 - Captain tomate - Striker Sixtoe - Forward apophis - Winger DaRdog - Midfielder DGrimmReaper - Defender RobbyKingPin - Goalkeeper Astronasty - Ball Based on original recreation by Knorr and Clark Kent. Testing - pinstratsdan, bthlonewolf, nestorgian, bountybob, hauntfreaks, chugalaefoo, cl4ve, Studlygoorite, leojreimroc, DaRdog, redbone, hauntfreaks, colvert. Please note: The table has 4x button triggers on the playfield, the ball is *supposed* to be affected by them if it hits them, especially when they're hit slowly, tested side by side with the real machine. Change Log ' 0.001 - mcarter78 - Initial build - posts, walls, flippers, kickers, targets, all lights, initial scripting ' 0.002 - RobbyKingPin - Adjusted flipper dimensions and reshaped flippertriggers. Added rubber dampeners on posts, pegs and sleeves. Small corrections on nFozzy settings inside the script. Added Fleep parts into collections ' 0.003 - mcarter78 - Add plastic ramp prims & playfield mesh from tomate. Adding ramp triggers WIP ' 0.004 - Sixtoe - Added skillshot primitive ramp, added physical wire ramp, redid playfield mesh, changed all kickers to physical, added goalie ramp, added goalie kicker and scoop, added blueprint image ' 0.005 - mcarter78 - Added and adjusted height for remaining ramp triggers. Added skillshot triggers, WIP soccer ball & goalie mechs ' 0.006 - mcarter78 - Added ramp diverter & kickback plunger, minor scripting fixes ' 0.007 - tomate - ramp diverter modified sighly, some flashers adedd/moved to their right position, most of th gates still missing ' 0.008 - mcarter78 - Add lock area with magnet & switches, add missing ramp switches & missing gates ' 0.009 - tomate - most of the objects set as not visibles, first 10% test bumpy batch added ' 0.010 - tomate - new 2k batch adedd, color lut from flupper for AGX filter added ' 0.011 - Sixtoe - Turned a few more things non-visible, removed some redundant materials and images, rebuilt subway kicker so it works now ' 0.012 - mcarter78 - Set up GI, Animate flippers, slings, bumpers & rollovers ' 0.013 - tomate - Blender changes: GI setup, some changes to flasher and GI placement to match the real table, added flippers up position. VPX: new 2k batch added ' 0.014 - mcarter78 - Add animations for gates, ramp switches, soccer ball (wip), add new GI to collection, finish flipper animation ' 0.015 - mcarter78 - Add swPlunger for autoplunge, Add missing GI lights for bumpers ' 0.016 - tomate - blender fixes, unwrapped textures, new 2k batch added ' 0.017 - mcarter78 - Fix diverter operation and animation, add new right ramp mesh ' 0.018 - apophis - Soccerball animation updates. It is not all working yet. ' 0.019 - apophis - Soccerball animation working. ' 0.020 - mcarter78 - Implementation/Animation for goalie mech, finish standup targets implementation, add bottom sling posts to NoTargetBouncer ' 0.021 - mcarter78 - Fix goalie targets size/shape, add Y rotation to visual goalie to match real thing ' 0.022 - Sixtoe - Split skill ramp into frame and pins, changed pins to sleeve material, remade playfield mesh with physical button holes, added physical playfield buttons to physics layer (not hooked up to anything yet) ' 0.023 - mcarter78 - Hook up and animate playfield buttons, fix plunger alignment/strength, fix kickback visuals, tweak kicker angles, fix a couple stuck ball spots ' 0.024 - mcarter78 - Fix goalie walls (thanks DGrimmReaper, add wall sound to goalie hit, add metal sound to goal hit ' 0.025 - mcarter78 - Add wall between soccer ball and standup target to prevent stuck ball ' 0.026 - mcarter78 - Fix diverter orientation and power/hold logic ' 0.027 - mcarter78 - Another attempt to fix stuck ball at top lanes ' 0.028 - apophis - Updated bumper cap material and render probe. ' 0.029 - DGrimmReaper - Initial VR Setup (Not fully ready but playable) ' 0.030 - DGrimmReaper - VR Extra Ball button added, most buttons animations added (Left Magna and Extra Ball still needed). Still to do: VRBackglass ' 0.031 - mcarter78 - Hook up left magnasave button and EB buy-in button (also allows player to use lockdown bar button for buy-in) ' 0.032 - DGrimmReaper - Thanks to DaRdog for HD Cab Art and Mega Room. Animated Buttons for Left Magna and Extra Ball. Still to do: VRBackglass ' 0.033 - mcarter78 - Remove duplicate GT036 in GoalieWalls array ' 0.034 - mcarter78 - Fix positioning for gates, add under pf wall to prevent ball from sinking around soccer ball ' 0.035 - apophis - Reworked the goalie mech. ' 0.036 - Sixtoe - Experiment with table buttons, remade goalie ramp run and changed goalie subway, remade kickers, replaced playfield mesh with one I didn't mess up. ' 0.037 - DaRdog - Slimmed down 60mb ' 0.038 - apophis - Reworked the flipper angles and triggers. Fixed flipper shadows. Changed ball image. Added outlane difficulty option. Fixed GWalls_Hit. ' 0.039 - tomate - new 2k batch added, several fixes at blender side ' 0.040 - mcarter78 - Fix flippers position/angles & trigger shapes, add goal roof and ramp posts/pegs, enable mechanical plunger, add scoops to metals collection ' 0.041 - tomate - new 4k batch added, Pf set as hide part behind and layer0 set as not visible ' 0.042 - mcarter78 - Add sounds for soccer ball & goalie, fix lock magnet & inlane guides alignment, add KnockerPosition and enable Knocker, hook up and animate spinner, fix ramp end sounds, animate plunger, remove trough gate from sounds collection, tune kicker angles, animate diverter ' 0.043 - tomate - new 4k batch added, new soccer ball texture unwrapped, center target texture fixed, a few others improvements, desktop POV fixed ' 0.044 - Sixtoe - Added GI hack for left sling gi light, added physical deflector plates behind all kickers, rebuilt extra ball hole area, changed pop bumper size and position slightly, refactored most walls, added blocker areas, modified vuk scoop angle, changed physics material of all sleeves, added external faces to both ramp primitives, rebuilt lock area, added goalie net primitive, numerous other tweaks and fixes ' 0.045 - apophis - Added tint to bumper caps. Tweaked playfield button physics. Fixed goalie going into pf when moving. Wired up ball blurring effect. Fixed diverter animation. Added color to insert ball reflections. Removed reference blueprint image. ' 0.046 - apophis - Optimized ball blurring method. ' 0.047 - apophis - Improved blurring method (two blur images). ' 0.048 - tomate - Ball blur images changed ' 0.049 - Sixtoe - Changed throwin ramp primitive, changed ball physical object, removed collidable from ballblur prim, added collidable plastics, rebuilt goalie area AGAIN and adjusted VUK (should be fine now, might need a feed gate for multiple balls?), rebuilt lock area, fixed spinner direction, fixed some ball traps, adjusted vr cab and rails, automated rail visibility for VR and desktop, probably some other stuff I've forgotten. ' 0.050 - DGrimmReaper - VR Backglass bulbs and flashers added (thanks to Hauntfreaks for image and bulb/flasher placements) ' 0.051 - Sixtoe - Removed diverter bar protection island from lower ramp, converted diverters to primitives to stop them fouling lower ramps, tweaked free kick kicker, added some sound to the throw in ramp and area, hooked up trigger end top of upper ramp hole, added another option to ball buy in, rotated sling0 vlm's 180 degrees, made backbox rear solid, added another plastic protector. ' 0.052 - apophis - Refactored goalie mech so that it runs smooth. Optimized some frametimer stuff. Fix cab mode rails. Fixed custom shooter knob option. Enabled ball shadows near slings. ' 0.053 - DGrimmReaper - BP_Plunger animation for button press. Pitch image reduced to 4000x4000 and VRCabinet adjusted for coin toss on front of cab. ' 0.054 - tomate - missing flasher light added, splitted GI lights reduces, flasher power reduced, missing GI light on the left slinshot added, gi013 light hack removed, bumper caps material changed, ramps material improved, coin toss plastic improved ' 0.055 - apophis - Fixed plunger animation (for cab). Minor color adjustment on flasher LMs. Fixed visual sling rubbers. Fixed bumper caps refractions. Added playfield reflections option. ' 0.056 - Sixtoe - Fixed some trigger heights, added blocker wall and extra switch for sw42 goalie vuk and logic to stop multiple balls blocking VUK, unified some of the walls because there's something wrong with me. ' RC1 - apophis - Tweaks to goalie animation. Added cab rail option. ' RC2 - apophis - Adjusted magnet strengths and trigger sizes. ' RC3 - apophis - Reworked kicker sw42 logic to be more robust (hopefully). Made lock magnet grab center. Updated FS POV. ' RC4 - apophis - Fortified ramp near lock pin. Fixed tilt switch assignment. ' RC5 - apophis - Fixed goalie switches (thanks Astro). ' Release 1.0 ' 1.0.1 - apophis - Fixed ball motor sfx issue. Initialze slingshots properly. ' 1.0.2 - apophis - Added Narnia ball check ' 1.0.3 - Sixtoe - Fixed coin toss switches, fixed ball trap behind goal net, tested and tweaked goalie vuk, tweaked coin toss frame ' Release 1.1 ' 1.2 - Sixtoe - Redid pf mesh a bit, tweaked some physics objects ' 1,3 - Sixtoe - Redid loads of physics items, integrated ext2k's changes, remade hinges and messed about with rails ' 1.4 - Sixtoe - Turned on reflections in BM_Parts, Tweaked trough entrance, added new hinges to vr_cab collection, turned off reflections from vrcab_backbox.
  9. Version 1.0

    4901 downloads

    Get ready for a world tour with the one and only Harlem Globetrotters! Inspired by his love of playing this game in league play, mcarter78 decided to take Mikcab’s mod of the JPSalas original through the blender toolkit and returned with this beauty. Rebuilt from the rim to the floor, this brutal but fun early Bally solid state offers all the challenge and reward of the era. Aside from the updated graphics (playfield from Clark Kent, cabinet art from DaRdog), animations (apophis), and physics, you’ll also find a new VR room where you can play on the streets of New York like an aspiring Globetrotter. Thanks to everyone who helped this one along the way! Enjoy! Starting Lineup mcarter78 - Point Guard (Project Lead, Blender Toolkit, Physics, Sound, Code, VR mega room) apophis - Center (Animation, Blender Support, Code) RetroRitchie - Guard (Blender Support) tomate - Forward (Blender Support) bord - Forward (Blender Support) Equipment Managers Clark Kent (Playfield Image) DaRdog (Cabinet Images, VR Support) CainArg (Graphics Support) Coaching Staff VPW Team (Testing) Special Thanks to Niwak for the blender toolkit and parts library Mikcab for his MOD that this was based on JPSalas for his original table
  10. Version 1.0.0

    4568 downloads

    "This is VPW control to Major Tom, you've really made the grade!" VPW are proud to (xmas) present Space Station by Williams! This machine is pretty unique in that it doesn't have inlanes, just slings leading straight on to the flippers, so there's no chance of a respite from the action! It's a bit of a hidden gem if you've not played it before. Tomate really fancied doing this one and luckily we managed to track down a playfield we could buy to scan (thanks to those of you who donated through our beer me link here or bought something through our merch store!), and as part of developing it he also played with the way we do inserts and flashers and made them look even more special! We honestly think it's one of the best looking machines we've done so far and the light show is something else, especially in multiball. *WARNING* There are versions of vpinmame where the solenoid sticks on for System 11 games, but the released versions are fine, be warned and check your solenoids are not latching on if you're using a "non release" version. VPW CREW Tomate - Commander. Blender modeling. Sixtoe - Pilot. VPX table build. Apophis - Flight Engineer. Fixing parts. MCarter - Payload Specialist. GI wiring. DGrimmReaper - EVA Specialist. Porting Rawd's VR room from the old version. Rawd - Special Specialist. Original VR Room. bthlonewolf - Mission Specialist. Ball tinting. RobbyKingPin - Crew Medical Officer. Fleep sounds. nFozzy - Flight Controller. Space Station toy code and his previous table version. iaakki - Machine specialist, side by side testing with a real machine. Our Merch Store - 100% of profits go into buying stuff to make new machines Changelog '001 - tomate - blank VPX table with correct dimensions created '002 - tomate - first 512 batch to place the objects on VPX '003 - Sixtoe - Built... Everything? Crashes. Sucks to be me. '004 - apophis - Ground control to Major Sixtoe. Fixed crashes, standup targets, some collections. Trough, kickback, GI still not working correctly. '005 - Sixtoe - I think my spaceship knows which way to go. Hooked up space station & placeholder prim, Fixed trough, added settings to flippers, slings and pop bumpers, adjusted flipper triggers, kickback fixed, turned everything invisible, added more blocker walls, loads of small fixes and tweaks. Still no GI. Fully playable now? '006 - tomate - New 2k batch added, GI doesnt work yet - No flashers added '007 - mcarter78 - Hook up modulated GI with coil driven color toggle '008 - tomate - New 2k batch added, inserts fixed, added Flupper LUT and desaturated options (see 2°, 3° and 4° option into game menu), changed material for upper PF color and added option menu for MB GI color '009 - mcarter78 - Add more MB GI color options and random option. Fix for GI level after multiball end. '010 - tomate - Extra LUT options added, l30 fixed, tweaked blue MB color '011 - tomate - new 2k batch added with a lot of blender fixes, movable objects collection set (not hooked up yet), flashers and bumper lights added '012 - apophis - simplified the GI code '013 - tomate - new 2k batch added, new flashers, more LUT options added '014 - tomate - new 2k batch added, tweaked flashers materisl, improved upperPF material, fixed upper PF inserts and bulbs '015 - Sixtoe - Hooked up movables (flippers, slings, targets, spacestation and diverter) but there are visual issues (space station lighting and drop targets?), made upper pf hole fractionally bigger, added plunger texture and tweaked power '016 - apophis - Fixed some fleep stuff. Fixed some animation stuff. Set up ramp rolling sfx triggers. Made bumper lights follow GI. Adjusted flipper strength. Removed old space station toy prim. '017 - tomate - unwrapped PF, added diverter and space station stages, tried to fix upper PF front wall but failed '018 - apophis - Fix motor sfx issue. Trying to get the SS and Diverter animations to work. Still broken. '019 - tomate - New batch added, several fixes at blender side (finally upperPF looks correct), new diverter/SS stages added '020 - apophis - SS and Diverter animations working. Added desktop alphanumeric display. '021 - Reverted '022 - Sixtoe - Tweaked and randomised kickers, including kickback, hard coded sling timer and reduced to 10 (still bugs out occasionally?), split shooter wall and changed to wood, retooled orbit exit and gate lower rubber, made physical drop target smaller, made cone rubbers smaller, swapped to correct Const EOSTnew (thanks RobbyKingPin) '023 - tomate - tweaked upperPF and bumpers caps materials. Added missing materials to room brightness array '024 - tomate - new 2k batch added, new flahser domes, unwrapped textures for flippers and targets, fixed PF texture, changed value for DTDropUnits (thanks Apophis!) '025 - apophis - Made desktop LED display only visible in desktop mode. '026 - tomate - flasher domes fixed '027 - tomate - new 2k batch, inserts color corrected, performance improvements '028 - Sixtoe - new 4k batch '029 - tomate - added missing renders, separated GINS and GIGS for raytraced shadows, modified upper PF hole to get some ball flirting, fixed slingshots default position (thanks bthlonewolf!) '030 - tomate - added "Vibrant" LUT for the ones that prefer to play with AGX instead Reinhard filter '031 - tomate - diverted fixed '032 - tomate - PF texture fixed '033 - apophis - Sling lightmap visibility bug fixed '034 - DGrimmReaper - Ported over VR from Rawd's Table (still need to hook up Backglass lights) '035 - RobbyKingPin - Created a custom Fleep Sound package made from assets and codes used from Bride of Pinbot. Customized to be more identical to the original Fleep codes to make future conversions a bit more easy. '036 - DGrimmReaper - Hooked Up VR Backglass Lights '037 - tomate - new natural green MB option added, lighting tweaks, ball reflection decreased, bloom strength increased '038 - tomate - re-rendered GI lighting, now swappable by script (still need to add this as an option in f12 menu) '039 - DGrimmReaper - cleaned up images and converted larger images to webp '040 - RobbyKingPin - Fixed an issue with the Rothbauer droptarget codes. Hooked up relay sounds for flashers and GI. Removed a duplicate subroutine for the GI color. '041 - tomate - right flipper texture fixed '042 - bthlonewolf - ball tint in multiball, added color temp settings to tie into existing code '043 - apophis - Cab rails visible in desktop mode. Small tweak to bumper positions. Hooked up GI Backbox solenoid to VR backbox GI. Adjusted cRed_Ball and cGreen_Ball. Updated VR plaque. Some code cleanup. '044 - apophis - Fixed random GI color option. Added info card. '045 - bthlonewolf - added tint scaling in multiball, option in tweak to disable 'RC1 - apophis - Animated: bumpers, gates, switches. Fixed VR backglass positions. Adjusted rail position in desktop mode. Added VPW logo layer. Updated table credits. Tweaked ball tint colors. Updated relay sounds for flashers and gi and rubber sound (thanks RKP). Updated upperpf prim (thanks Sixtoe). 'RC2 - bthlonewolf - Tint z-axis fix, gate animations/speed fixed 'RC3 - tomate - Inserts glitches fixed (Thanks Mecha Enron), wall right and wall left added to Metal collection (thanks Studlygoorite) 'RC4 - bthlonewolf - gate fix for real this time 'RC5 - Mecha_Enron - Create option for siderails/lockbar 'RC6 - RobbyKingPin - Reverted back to the old balldrop sounds. 'RC7 - tomate - PF reflections fixed, blockdown bar position adjusted for desktop mode, ball rolling sounds adjusted 'RC8 - bthlonewolf - tilt switch changed to 9 'RC9 - Sixtoe - Removed stray rubber, tweaked plunger area, tweaked centre targets, removed collidable from many VR objects, updated credits, tidied file. 'RELEASE 1.0
  11. Version 1.2

    7776 downloads

    “Aaaahhraaaaa!!” This was a real team effort that spanned over a year. Special Force is an underappreciated, grubby, rowdy, 80’s war movie pin. Kinda feels like you got dropped into a bad version of Rambo (but in a good way!) We hope you enjoy. VPW Platoon Apophis - Blender work, table work, scripting, physics tuning Flux - Blender work, toolkit scripting and fixes Cyberpez - Blender work and support Sixtoe - Table building and VR work ArmyAviation - Playfield photos, plastics scans, expert testing (owns the real table) EBisLit - Inital playfield stitch TastyWasps - VR room integrations, backglass and desktop digits Benji - Blender and refraction probe help HauntFreaks - Backglass resources Bord - Modeling help Mlager8 - Support Cliffy - Desktop backdrop VPW Testers - PinStratsDan, Studlygoorite, DGrimmReaper, DarthVito, BountyBob, somatik, Colvert Special thanks to: Siggi - Playfield redraw 3rdAxis - The jungle VR room Toxie - Fixed some VPinMame issues for this game Destruk & TAB - For their VP9 table that was used as a reference Niwak and the VPX team for everything they do
  12. View File Ice Fever (Gottlieb 1985) VPW 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 Submitter VPinWorkshop Submitted 06/09/26 Category VPX - Pinball Tables VPX Standalone Yes  
  13. Version 1.0.1

    13105 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
  14. Version 2.4

    21616 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
  15. Hello everyone, i'm realy stuck here, need help. I downloaded Stern ACDC LE 1.70 game code (also Premium 1.70) and tried everything to make table work but i can't. I tried all possible variations (leaving original BIN name and zipping it acd_170h.rar OR both bin and rar same name; "acd_170h" Done this for LE and Premium codes aswell, none worked for me. I'm sharing all screens below. Can you help me please? I realy want to play this piece of art table. Best Regards,
  16. Version 1.2

    11962 downloads

    "And now, on with the show!" VPW proudly present this monster of a table! This has been the machine cooking for longest in VPW, dating back to August 2020! It went through a few tweaks and iterations until everything was totally scrapped when we got a new playfield scan and Sixtoe scratch rebuilt it in 2022, and Niwak built it in the what was then brand new blender toolkit as he wanted to to test fancy overlapping transparent ramps. After doing everytihng, we realised the whole table has been built on slightly the wrong scale and were sad, Niwak then got distracted by updating vpinmame so the ramp lights worked properly and then completely rewriting vpx and vpinmame, and Sixtoe got distracted by a squirrel (this happens more than you'd expect). Then at the start of May '25 Apophis held Sixtoe upside down over the vpw swamp and said "are you gonna finish this or what? what we have is better than not having one!" and brought it up to date with mcarter78 and FrankEnstein, and here we are, finally with a release! Check out the original swampy VR room and all the options in the F12 menu, which includes the latest and greatest of everything VPW has to offer. Enjoy! The ramp running lights work in all versions, but they'll look a bit prettier in the newest pinmame (3.7.0.43) as correct emulation of the special pcb has now been added by Niwak. VPW Creatures Niwak - Blender Model, scripting, running lights code in VPX. Sixtoe - VPX scratch table build. Apophis - Updating blender model, updating scripting, fancy backglass lighting. FrankEnstein - 3D and scripting work. mcarter78 - Script work. Tomate - 3D work. DaRdog and Rawd - VR Black Lagoon. HauntFreaks - Backglass image information and supporting b2s. Clark Kent - Playfield Scan Skitso & iaakki - Playfield Scan Tweaks Testers: PinStratsDan, Mecha_Enron, Somatik, Studlygoorite, bthlonewolf, carny_priest, guus_8005, MetaTed, Dad-E-drums, mlager8, cl4ve, DGrimmReaper, CalleVesterdahl Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.43 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15285924979 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3 Version Log 001 - iaakki - New PF scan in for realignment. Layer 1 started. 002 - Sixtoe - Complete culling and complete rebuild to new alignment. Physics, shadows, preliminary audio scripting, preliminary standup scripting, something weird up with left ramp. 003 - Sixtoe - Lampz and prims. 004 - Niwak - Add Blender model of the table, hide all previous graphic elements, wired up Lampz 005 - Scrapped 006 - Niwak - New render 007 - Sixtoe - Physics objects adjustment and rebuilding, ball traps filled, collidable primtiive bowl hole narrowed, removed redundant objects, fixed depth bias on flipper shadows, 008 - Niwak - Link visuals to solenoids & lamps, add in game menu, add Lampz/VPX support, add a playfield mesh, add (slightly) tinted refracting ramps, add Flupper & Fuzzel chase light work around, add gate animations 009 - Sixtoe - Lower right physical VUK hooked up, added fleep sounds, adding ramprolling sounds. 010 - Niwak - New render, use native light instead of Lampz, fix light properties, add missing ones, fixed options and most mods, rewrite GI and chase light 011 - Niwak - New render, single room lighting (smaller and better perf), fix chase light, setup to use pinmame 3.7 beta for GI, add lift ramp and most options 012 - mcarter78 - Updated physics for flippers/targets, Updated PWM, Added instruction card & options to F12 menu, added room/ball brightness, moved animations to FrameTimer 013 - apophis - Fixed room brightness issue. Updated all animations with new VLM arrays. Added new 2k bake. 014 - apophis - Added temperature tint to flashers. Fixed some ball rolling sounds and other sfx. Updated ambient ball shadows. Added FlipperCradleCollision to OnBallBallCollision. Added ball brightness routine. Fixed ramp and bumper materials. Added light blocker below PF. 015 - apophis - Added 4k bake. Fixed upper left ramp animation. Deleted unused timers. 016 - apophis - Fixed plunger (room brightness and spring). Added some options: playfield reflections, ramp refractions, outlane difficulty. 017 - DaRdog - Added VR room 018 - apophis - Animated VR buttons and plunger. 019 - apophis - Fixed tilt switch. Fixed some ramp sfx triggers. Added Rubber_4 sfx. Slightly reduced pf friction and sling strength. 020 - apophis - Added animated VR backglass lighting. 021 - DaRdog and Rawd- Black Lagoon MEGA room 022 - apophis - New 4k bake. Tweaked ramp friction and outer orbit lane returns. 023 - Sixtoe - Added physical sw34 VUK, tweaked playfield mesh and added primitive scoop guide, now behaves in a much more satisfying manner. Reinforced Apron. Tweaked Ramps, Tweaked VR backglass and right flipper button (thanks to DGrimmReaper). 024 - tomate - hard GIU reflections on backwall fixed, transmition issue on plastic ramp over f25 fixed 025 - Sixtoe - Made snack bar shot a lot harder by making the rubber sleeve the correct shape and size (replaced standard sleeve with larger tapered sleeve). Numerous alignment fixes. 026 - apophis - Fixed left orb return. Added scoop sfx. Dropped flipper strength to 2450. Made ball darker when in right vuk saucer. Tweaked ramp vlm.bake.ramps material. Moved PFLightBlocker up to -50 z. 027 - apophis - New 4k batch. 028 - FrankEnstein - New 2k batch with improved visual ramps. More prominent flashers in the back of playfield. 029 - apophis - Added color to insert light ball reflections. 030 - FrankEnstein - Added option to enable static vs dynamic reflections (default to static). Fixed baked glass reflection. Updated 4k bake 031 - FrankEnstein - Fixed right scoop flasher, fixed car lights, fixed black gate wires 032 - FrankEnstein - Added option in F12 to turn on or off bumper lights, factory and mod states 033 - FrankEnstein - Updated 4k bake. 034 - FrankEnstein - Optimized dynamic refleictions option. RC1 - apophis - Updated 4k bake. Updated cab POV. Added desktop DMD visible option. Cleaned up script comments. RC2 - Sixtoe - Tweaks'n'stuff Release v1.0
  17. View File Jurassic Park (Data East 1993) VPW 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 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 Submitter VPinWorkshop Submitted 05/16/24 Category VPX - Pinball Tables VPX Standalone No  
  18. Version 2.0

    10943 downloads

    "What A Rush!" This started back in 2023 when JLou asked Sixtoe with help to update his fantastic version of Stargate to the latest bells and whistles, the project was put on hold due to having too many projects going on at once until mcarter78 picked it up in August and threw himself at it, then everyone else jumped in and the project actually got knocked out pretty quickly, because we already had fantastic assets from the old table and access to 2 real machines and people who knew them (which really helps!) We have numbered our version v2.0 to pay homage to JLous original. VPW STARGATE V2.0 CREW mcarter78 - Initial project build, physics, sounds, scripts, blender model MechaEnron - 3D modeling and rendering, playfield image cleanup Sixtoe - Table build updates and fixes Rothbauerw - Kicker target and trough updates Apophis - Physics updates and support DaRdog - VR Mega room DGrimmReaper - VR updates and fixes Rawd - VR Stargate animation Tomate - 3D modeling support JLou - Table assets and real machine behaviour consulting Wylte - Real machine consulting Testers - PinStratsDan, Studlygoorite, bthlonewolf, Paladin, guus_8005, StangRetro, bord, superhac STARGATE v1.xx Original Credits from 32Assassin and JLouLoulou With help from: Thalamus-JPJ-Fleep-Rothbaeur for SSF DjRobx for Glidercraft script Arngrim for DOF Specials thanks to Fuzzel, Rascal, Chucky, Mat'for their advise, testing and feedback. Thanks to Rothbauer and Fleep for TOM soundfiles and SSF script parts Thanks to Chucky for making b2s backglass and long long testing VR Conversion by Sixtoe --- Enjoy!
  19. Version 3.1

    5001 downloads

    Emperor Ming Awaits! Prepare for the VPW Mod of the fantastic Flash Gordon 2.0 created by rothbauerw and bord — true saviors of the universe whose powers rival even the Hawkmen themselves. For this update, the table has been amped up with a full visual refresh utilizing the power of the blender toolkit. Materials gleam brighter than the lightning fields of Mongo, lighting has been tuned with all the drama of a space-opera spotlight, and inserts now pop like a proper technicolor showdown. Much of bord’s original Blender work remains proudly woven into the build. On the gameplay front, the physics have been updated in collaboration with rotherbauerw, incorporating his latest refinements since the previous release. The soul is still here — just with more heroic momentum behind every shot. So, tighten your gauntlets, summon your inner stadium-chant energy, and step boldly into the arena — FLASH! Original credits: Physics, sound, scripting and VR: rothbauerw Blender: Bord Backglass: Blacksad VPW Mod Earthlings mcarter78 - blender toolkit, physics/sound updates, code updates & migrating options to F12 menu cyberpez/MetaTed - blender help apophis - code help rothbauerw - flipper physics adjustments, VR rooms bord - 3d modeling
  20. Version 1.1

    15376 downloads

    Join the Cirqus! Many peoples favorite table, this started as a "lite" internal update by HayJay just to bring the physics and sound up to date, but then as everyone likes it people just chipped in with bits and pieces and it went from there VPX 10.8 and VPinMame 3.6 Required Update to Cirqus Voltaire by Knorr, ClarkKent, Randr, Dark & Sixtoes VR Room Version VPW Clowncar =========== HayJay: Project Lead, nFozzy/Rothbauerw physics, Fleep Sounds, Ramp rolling sounds, various fixes. Sixtoe: VR room, rebuilt physics objects, numerous tweaks, some texture and lighting rework, project support and guidance. Rothbauerw: VR Backglass physically working rebuild, physics and script wizardry, general assistance and tech support. Leojreimroc - VR backglass lighting, PWM flashers, Flupper domes. ClarkKent: Various new HQ textures, new backbox rear transfer, lock ramp adjustment. Apophis: Project guidance, inlane cradle collision code, script support. Iaakki: Solutions expert, script support. RobbyKingPin - Project support and guidance. Wylte: Script support. Tasty Wasps: VR flipper button animation fix. PinStratsDan: Various advice for improvements. jsm174: VPX Standalone support. VPW testing: PinStratsDan, Studlygoorite, BountyBob, TastyWasps, Shaggysrsg, RobbyKingPin, Fluffhead A big thank you to Knorr and ClarkKent for allowing us to update this table.
  21. View File SpongeBob's Bikini Bottom Pinball VPW 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" Submitter VPinWorkshop Submitted 10/16/23 Category VPX - Pinball Tables  
  22. Version 1.1

    7178 downloads

    "Lets Play 8 Ball!" This great machine from Capcom was supposed to be released after Big Bang Bar, Kingpin, and Flipper Football, but was ready sooner so was put out before, which is lucky as otherwise we probably never would have got to play it! A misleadingly simple looking table, there's more going on here than meets the eye and it's a very popular table with everyone who plays it with an old school vibe backed up by modern technology. Jan 2023 - Niwak wanted to test his toolkit on a simple table so we chose Capcoms Breakshot, Sixtoe built the table but it was soon obvious that the table wasn't as simple as it first seemed with a few oddities in how it worked if we wanted to get it working exactly right. During development it was found that the real Breakshot made significant use of PWM on the lamps on its inserts, so Niwak went off and wrote the complete PWM (controlled fading of lamps) code in vpinmame and vpx to make it work properly. A year and a half later and with the latest VPX build fully supporting PWM and all the other things required for this table and it's finally time to release it! VPW Hustlers Niwak - Graphics & Script Work Sixtoe - Table & Script Work Apophis - Script Work & Tweaks Tastywasps - VR Object Animations ClarkKent - Playfield and Plastics Flupper - Graphics Consultation VPW Team - Testing & Feedback Kraken has also released a new Serum color DMD to go along with this release; https://vpuniverse.com/files/file/20470-breakshot-serum-colorization/ VPW Changelog ============= '0.001 - Sixtoe - Built Table '0.002 - Niwak - Add first bake, wire up rollover and flipper bats, add option menu '0.003 - Sixtoe - Added playfield mesh, added physical kickers, newton ball code done for captive ball, tweaked table layout, added some missing sounds, changed flipper angles '0.004 - Sixtoe - Fixed kickers (it was bugging me) '0.005 - Niwak - New batch bake, fix options menu, implement solenoid gates (flap and wire), fix flasher, better bumper skirt anim, drop/stand target '0.006 - Niwak - New batch bake, add sling animation, fix drop target axis, fix plastic lighting, remove unused second newton ball bake, fix center pole up/down and controlled gates, add outpost difficulty, initial buggy simplified physics for the center post '0.007 - Sixtoe - Fixed pop bumper ball traps, filled in some potential balltrap holes, '0.008 - apophis - Reworked center post mech. Updated kicker code. Adjusted flipper triggers. Adjusted upper right flipper physics params. Added phys mtl to inlane guides. '0.009 - Sixtoe - Tweaked some walls, tweaked centre ball mass, tweaked kickback plunger, added VR cabinet and room. '0.010 - Sixtoe - Something? '0.011 - Niwak - Added the GI shadows (and checked the spherical map of the ball for the time being '0.012 - Sixtoe - Even More stuff? '0.013 - Sixtoe - Tuned centre colllision post, tuned flippers, adjusted kicker, adjusted a few physics objects, added apophis flipper disable code. '0.014 - Sixtoe - Something else. '0.015 - ClarkKent - Adjusted Flippers '0.016 - Apophis - Fixed flipper bake/lightmap positions. Reverted to v13 UR flipper size. Adjusted some flipper physics params be more consistent with nFozzy standards. Animated center post hits. Added FlipperCradleCollision. Reduced nudge strength. Fixed sling arm animations. Added UpdateBallBrightness. Fixed post passes. '0.017 - Niwak - Use latest PWM outputs from PinMame 3.6, removed EnableFlips '0.018 - Niwak - Adjust for latest PinMame, change ball, adjust GI reflection, move options to TweakUI, adjusted reflections '0.019 - Sixtoe - Added and hooked up shooter rod to VR room, fixed and repositioned pincab DMD, setlocale '0.020 - TastyWasps - Animations for VR toys and flipper buttons. '0.021 - Sixtoe - Fixed VR cabinet, adjusted flipper positions and flipper primitive positions. '0.022 - Niwak - Fix ball reflections, fix invalid timers, add roughness to reflections '0.023 - Sixtoe - Removed roughness for playfield reflections in VR, added new default LUT from HF, added image to plunger '0.024 - Niwak - Add rule card to tweak menu '0.025 - Niwak - Remove timers below framerate except for cor tracker (to be done later) '0.026 - apophis - Same as 025 but file not corrupt (Added CorTimer and copied script from 025 into o24 and resaved) '0.027 - Niwak - Only enabled VR timer when VR is used '0.028 - Niwak - Clean ups to account for latest VPX changes '0.029 - Niwak - New Blender 4 bake: better lights, some bulb with filaments near the center post, tinting for these bulbs, still needs some light balancing (white inserts too strong ?) '0.030 - apophis - Set bloom strength to 0.05. Set "Hide parts behind" for BM_Playfield. Fixed flipper triggers. Updated flipper corrections and tricks. '0.031 - Niwak - New Blender 4 bake with better insert balance '0.032 - Niwak - Use tweening instead of timers, adjust center post height, more script cleanups '0.033 - Niwak - Fix flipper shadow, experiment with using tweens for Rothbauer targets and bumpers '0.034 - Niwak - Simplify script again '0.035 - Niwak - New bake: adjust plain inserts again, adjust bulb height, keep more bulbs for VR, do not remove backface for VR '0.036 - apophis - Adjusted center post up position. Lowered drop targets down position. Added correction to aBall.velz in dampener code. Updated gate physics params, flipper bumper and sling strengths, PF fric. Reduced ball reflection of PF. Updated DisableStaticPreRendering functionality to be consistent with VPX 10.8.1 API. '0.037 - apophis - Script fix for standalone compatibility. 'RC1 - apophis - Added plunger line visualization option and Desktop DMD visibility option. 'RC2 - Sixtoe - Script tidied up, various fixes
  23. Version 2.1

    14317 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"
  24. Version 1.0.1

    13550 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
  25. Version 2.1

    18397 downloads

    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. Version 2.0 Required Software: 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
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