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Showing results for tags 'vpx'.
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Version 3.0.3
5146 downloads
About 2 months ago, when I was suddenly faced with copious amount of free time I decided to dive into VPX table creation/modding and took at stab at using VLM/Blender to rejuvenate one of my favorites 80s table... Fathom. I hit so many walls and limitations of my knowledge that after 2 weeks I gave up and decided to tackle a simpler project (Stern's Cheetah). Having released that few weeks ago, I took what I learned during that process and what knowledge the fine VPW folks shared with me in meantime and felt more confident to revisit Fathom. The table has been cooking and been tested by the VPW Team for few weeks now and today, I'm finally ready to part with a version of it and share it with you guys. Hope you all enjoy it! p.s. (Frankly, I could easily spend another week or 2 to nitpick even more details and get the VR setup to integrate better with the baked lighting (and use a proper cabinet), hope there is plenty to enjoy in the table in its current shape.) # Version 3.0 by FrankEnstein based on Version 2.0 by UnclePaulie **v3.0 info:** This version is FrankEnstein's VLM/Blender makeover of UnclePaulies already excellent table from 2023 so it has all the goodies he and redbone put in, but jazzed up with raytraced renders and all the goodness Blender has to offer. Certain parts were replaced and remodeled for proper raytracing but the table still largely uses most of the assets from the previous version, therefore including the previous detailed credits below. Thanks to Apophis for his code updates, code cleanup, tying the room brightness controls to the VR setup, and immense knowledge of all things VPX and the willingness to share it. Thanks to all the folks on the VPW team that helped with testing and advice (Apophis, tomate, Passion4Pins, DGrimmReaper, Sturdlygoorite, Sixtoe, Darth Vito, redbone...) as well as all contributors to the VLM Kit parts library. Most of all thanks to Uncle Paulie and Redbone for their excellent v2.0 that I used as a starting point and used most of the assets from and his permission to mod his table. **v2.0 info/credits:** Table includes Hybrid VR/desktop/cabinet modes, new upscaled playfield by EBisLIT and Redbone, VPW physics, Fleep sounds, 3D inserts, new GI, sling corrections, targets, saucers, playfield mesh, etc. Updated playfield, plastics, targets, apron, flippers, and more. This version done with UnclePaulie's prior Bally tables as a baseline to start. Built everything ground up from there. Used a few prims and images from Goldchicco's prior table, as well as some logic. I used EBisLit's playfield as a baseline, and Redbone did lots graphics updates to that playfield, as well as the plastics, targets, apron, flippers, and others. The VPW team did lots of testing and recommended that I use Circus's VR room as an option, as it has you playing on the ocean floor with fish swimming around you, so his very cool environment is also included, and is the default environment for VR users. ___________________________________________________________ Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c VPinMame 3.6.0-998 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-998-a77c2d2 B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 -
Version 1.2.2
23128 downloads
Never Tell Me The Odds! - V-Pin Workshop proudly presents Star Wars from Data East. This popular Data East table was built in a 3D renderer by Dids666 when he decided to update his old table to a full rendered version, when that was complete we worked to bring it to life with all the normal VPW bells and whistles, including some fun VR stuff. Enjoy! VPin Workshop Rebellion ******************** - Dids666 - Full Table Rendering. - Sixtoe - VPW Project Lead, Vader Wrangling, VPX Abuse. - DJRobX - Original Script, Table Functional Advice. - Jesperpark - Scanned playfield and plastics. - Seth Hartman - Other machine photos / images. - Apophis - Tweaking fleep sounds & physics. - Wylte - Ramp Shadows, Reworked R2D2 movement code for new model - Tomate - Primitive bugfixing & POV work. - Rik - Destruction Testing - Rawd - Animated R2D2 VR Topper - Arvid - VR 360 Room Textures. -
Version 1.0
1412 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 -
View File ACDC LUCI (Stern 2013) VPW Mod It's a long way to the top if you wanna rock n' roll! This mod started out as a simple collaboration between Hauntfreaks and Fluffhead35 to add new physics and VR room ended up as so much more. This table has had the bell code completely reworked by Apophis to work more like the real table. The playfield has been tweaked by none other than nFozzy himself to be more in line with the blueprint. He also fixed the right and left ramps to be true to the real table. nFozzy has graced this table with his experience to make it table amazing to play. This table was a mod of Sixtoe's AC/DC VR Room, where we made it a hybrid table. Fluffhead35 - Fleep, nFozzy physics, dynamic shadows, drop target code and new drop targets, 3d inserts, added new flipper bats, lighting tweaks, added Lampz code, adjusted nudge HauntFreak - Added new VR Room, Lighting Adjustments, Playfield Shadows Sixtoe - Original VR, Lighting, separated out horns on the train, many more he could not remember. Fixed right ramp, fixed bumper flashers. Realignment and prettying up rubbers and stuff. Apophis - New Bell Physics, scripting, guidance nFozzy - new collidable ramps to fix the shapes of them, moved top hole variance, bell metal/orbit metal tweaks, playfield reshape to correct dimensions. implemented ramp protectors, blank sidewalls, ramp stickers, adjusted bell position. Tomate - New visual ramps Retro27 - VR Room / Cabinet Reworked, New DMD Decals, Start button, tournament mode lights added. Adjustment to Instructions cards, added new render mode for VR Schlabber34 – reworked drop targets and other objects in blender for use in table. Bietekwiet, PinStratsDan, BountyBob, VPW Team - Beta testing! Many thanks to the original team who built this table from the ground up: ninuzzu, DJRobX, dark, tom tower, knorr, rysr, Peter J and Javier. And thanks to the VPDevTeam for the freaking amazing VPX. Submitter VPinWorkshop Submitted 12/21/22 Category VPX - Pinball Tables VPX Standalone No
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Version 1.0.0
4704 downloads
Voici une nouvelle création complétement créer de A à Z où j’y ai passé pas mal de temps (genre proche de 7-8 mois) … Je ferais probablement une mise à jour en fonction de vos commentaires s’ils sont pertinents uniquement, pour les petits problèmes personnels je ne répondrais probablement pas désolé. C’est une table qui est à la fois compliqué au gameplay (il faut y passer un peu de temps pour avoir un score convenable) mais aussi au niveau du code donc merci de pas être trop négatif sur vos commentaires. Je me suis principalement inspiré de mes parties de jeu sur console « super nintendo» ainsi que le dessin animé Disney de 1992 pour situer l’ambiance. Comme cela existait dans me jeux d’enfance ce jeux possédais un mode de triche qui permettais de passer les niveaux pour avancer dans le mode aventure, j’ai donc ajouté un avancement comme cela dans le menu F12. Je vous conseil d’ailleurs de l’utiliser pour passer au mode 1 dès le départ lorsque ce mode (collecter la lampe magique pour faire des vœux) vous semblera trop répétitif. Chaque mode d’avancement d’histoire se passe dans le mode souterrain ! Table requise: - VPX 64 bit version 10.8.0 (or +) - Pinup: Version 1.5.2 (or +) Ne pas m’envoyer de message pour les utilisateurs non pinup ou autres qui ne sont pas à jours. Cette table est faite uniquement pour jouer avec un PupDmd dernière génération - Dof : à mettre à jour Merci pour l’aide à 2 plus grand de mes amis de la communauté de SuperTilted : - @Burger pour les sons Nfozzy de la table et son aide au quotidien pour moi - @Gman pour ces quelques vidéos de fourniture du PupPack (il faut limité ce gars il est tellement fou de vidéo, lol) - Pour le reste merci à moi-même 😊 Bon jeu à tous ------------------------------------------------ Here's a brand new creation, made entirely from scratch, on which I spent quite a bit of time (around 7-8 months)... I'll probably update it based on your feedback, but only if it's relevant. I probably won't respond to minor personal issues, sorry. It's a table that's both complex in terms of gameplay (you need to spend some time to get a decent score) and in terms of code, so please don't be too negative in your comments. I was mainly inspired by my Super Nintendo console games and the 1992 Disney animated film to set the mood. Like in my childhood games, this game had a cheat mode that allowed you to skip levels to progress in adventure mode. So I added a similar progression option to the F12 menu. I recommend using it to jump straight to mode 1 when this mode (collecting the magic lamp to make wishes) starts to feel too repetitive. Each story progression mode takes place in the underground mode! Table requirements: - VPX 64-bit version 10.8.0 (or higher) - Pinup: Version 1.5.2 (or higher) Please do not message me if you are not using Pinup or if your system is not up to date. This table is designed exclusively for use with the latest generation PupDmd. - DoF: needs updating Thanks to two of my best friends in the SuperTilted community for their help: - @Burger for the Nfozzy sounds for the table and his daily support - @Gman for the PupPack videos (this guy needs to be limited, he's such a video fanatic, lol) - For everything else, thanks to myself 😊 Happy gaming everyone -
Version 2.0.0
1938 downloads
Bally's 1978 Mata Hari had a production run of 16,260 units, it is the ninth most produced Pinball machine in history. The theme is based upon the legend of Mata Hari, aka Margaretha Zelle (1876-1917) who was a popular exotic dancer throughout the early 20th century. She was accused and convicted in France of “Consorting with the Enemy” during World War I, which led to her being executed by firing squad. Thanks to Apophis for providing a high resolution playfield scan. Thanks also to @redbone for updating, scaling, and cleaning the playfield up, as well as assisting in the many other graphics including the plastics, flippers, apron, and targets! I used Hauntfreaks backglass for VR. And thank you to Tomate for helping with the saucer primitive. This table was done from scratch placing everything, and implementing the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth drop targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, playfield mesh for the saucer, Flupper style bumpers and lighting. I also baked the GI and interior wood walls. I've once again studied hours of videos to ensure accurate placement, gameplay, bounces, physics, etc. I've provided a .nvram file for the ROM menu settings, and I've hard coded the DIP switch settings as usual. This table is loaded with options in the F12. Various balls, ball brightness, flippers, screw caps, plastic edge colors, LUTs, Dip settings, and plenty of other VR stuff, including LED undercab lighting. Please NOTE there are several items to consider on the ROM settings: The default settings for the ROM options are hard coded into the script and are based on the recommended values from Bally for 3 balls. If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change. However... I am not able to hard code the ROM menu options. Typically, there are levels of score achievements that award a free play. The default ROM has that set to off. I've included an nvram file you can use that sets that to match the instruction/score cards and Bally's recommendation (200,000, 340,000, and 480,000). I also have instructions in the script on how to change that if you wish to do yourself. Thanks again to Apophis, Redbone, Hauntfreaks, and Tomate! Also thanks to everyone else from the VPW team that provided testing and feedback! Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3 -
Version 0.98
13112 downloads
"Glass? Who gives a shit about glass? Who the fuck is this?" ⚠️WARNING: This machine is rated R and there is no family friendly mode... It's been quite the ride, but Die Hard Trilogy is finally here. From the bullshit mind of Astronasty comes five modes, three multiballs, two wizards, and a partridge in a pear tree. Choose to DIE HARD or DIE HARDER and find the best way to run up your score, but choose your plan of attack wisely, you can only complete the modes once. Featuring work by some of the most talented Vpin authors ever assembled. Cutting edge visuals are going to blow you away! Yippie Ki Yay MOTHERFUCKERS! NEW‼️ Automatically post your high score to the Die Hard iScored Leaderboard by enabling at the top of the script. Be sure to enter a unique cab name. DESIGN TEAM: Game Designer: Astronasty Layout: Dapheni, Astronasty PupDmd Design: Scampa123, Astronasty, Nailbuster Coding: Wizball, Oqqsan, Fluffhead Light Shows: Oqqsan Blender Work: Flux, Gedankekojote, Cyberpez VR Room: Rawd Backwall Mirror: Iaakki 3D Model Assistance: JoePicasso Original Artwork: Astronasty Sound Design: Frisco, Scampa123, Astronasty Monthly Leaderboard: iScored Dan, Nailbuster, Scampa123 Emotional Support: Rik SPECIAL THANKS: Apophis - Did a little bit of everything. Niwak - Toolkit magician. NailBuster - PupDMD magician. Sixtoe - He was around. JoePicasso - Makes me want to be a better man. Fleep - Dem soundz tho. Flupper - Godfather of rampz. NFozzy - Wizard. KetchupJonMustard - Endured hours of me bouncing ideas off of him at work. TerryRed - My go-to source for bitching about stuff in DMs. Manu - Made us make the game more betterer. Hawkeyez - Having the eyes of a hawk. RetroG33K - Reasons redacted Scott Danesi - LIONMAN! TryToTilt - Didn't do shit. Testers: PinStratsDan, Bietekwiet, MPT3K, OutsiderArts, KetchupJonMustard, Dom, Rick, Shaggy, Nesta78, and the rest of the VPW Jellyfish. EXTRA SPECIAL THANKS: To the V-pin community: Thank you for giving me an outlet for my creativity. I've never felt more motivated to create and I am beyond grateful for the team that helped me turn my ideas into (virtual) reality. I hope you enjoy our countless hours of work. ❤️ Astro REQUIRED: Visual Pinball 10.8.0 beta 7, 64-bit (or later): https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1807-39824d6 Pup Framework v1.5 beta 3 (or later): https://www.nailbuster.com/wikipinup/doku.php?id=pinup_upgrade_v15 Pup Pack: https://mega.nz/file/69MBzJDR#uG_lUhuvuCySANQc5EE7UkQTXNY4bf48UgtYh5RhIss PLEASE NOTE: Yes you need 64 bits, goddamit. Welcome to the party, pal. Don't forget to run the appropriate BAT file in the DieHard pup pack directory for your particular screen setup. All game options can be adjusted by pressing F12 and then left flipper button during the game. Press start button to save your options. If you have a cab and you want the full experience, please refresh your DOF config files. If you have some stuttering try: (a) Disabling real time protection. (b) Disabling the mirror in options. (c) Limiting texture sizes to 3k. -
Version 1.3
12366 downloads
V-Pin Workshop proudly presents NBA Fastbreak by Bally! v1.3 Changes; Fully working VR backglass - Rawd & Leojreimroc Physics & script updates - iaakki LUT Switcher - Rawd When Tomate joined VPW he brought Darth Marino's NBA Fastbreak with him and hit the ground running! A veteran of Sketchup, he learned Blender surprisingly fast and baked out new textures for pretty much everything. There is only handful of objects that hasn't been redone in past 4 months. A thousand stuck balls later with much debugging, lighting and miscellaneous other contributions from iaakki and Sixtoe and we had shot and scored a decent tune-up for this table: Nfozzy physics, Fleep sounds, 3D inserts, flupper domes, VR room and more! Includes Desktop, Cab and VR versions in one VPX. Plastics, Ramps, Nuts, Bolts: Tomate Wires: Tomate, Mr_H Playfield: EBisLit, iaakki Physics: RothbauerW, Benji, iaakki Inserts: iaakki Lights: iaakki, Sixtoe VR Room: Sixtoe VR Fully Animated Backglass: Rawd Miscellaneous tweaks: iaakki, Sixtoe, Benji, Oqqsan Testing: VPin Workshop Discord, Rik Laubach This release wouldn't have been possible without the legacy of those who came before us including Darth Marino, DJRobX, CarnyPriest, MaX, Aurich, bmiki75, JPSalas Thank you to Flupper for 3D insert techniques & domes. Thank you to Rothbauerw for nFozzy physics. -
Version 1.1
22971 downloads
You Call This Archeology? - V-Pin Workshop proudly presents Indiana Jones the Pinball Adventure from Williams. v.1.1 - Fixed SSF sounds, updated physics, tweaked environmental emission, added LUT changer, numerous other fixes. See changelog for details. This table has been a WIP since before VPW started. The plastics were modeled fresh but most of the primitives are re-used from the Ninuzzu and Tom Tower’s prior version. Iaakki spent countless hours refining the multilayered inserts over the past year and a half, but when Brad1x offered to completely re-draw the playfield we knew we had to keep working on this table until everything was right. It was the first table where we tried to apply the light baking methods that G5K, Flupper, Bord and others pioneered. Waiting for the redraw meant progressing on other projects and preparing them for release, so this got put off for quite some time and it is exciting to finally get it out to finish the year off in style! Playfield Redraw - Brad1X Graphics / 3D Work - Benji, iaakki, Tomate, Sixtoe Scripting - iaakki, Benji, Apophis, Sixtoe Sound - Benji, Apophis, Fluffhead, iaakki Physics - iaakki, Benji, Sixtoe, rothbauerw Lighting - iaakki, Benji, Skitso, Sixtoe Shadows - Apophis, Wylte VR - Sixtoe, Leojreimroc Testing - Rik, PinStratsDan, CalleV, Astronasty/nicey & VPW team. VPW Mod based on Ninuzzu / Tom Tower v1.2 Thanks to destruk for original code, knorr and clark kent for the art resources, flupper for bumper caps & flasher domes models and VP Dev team for VPX! A video from Rik showing how to get to wizard mode for competition play; -
Version 1.2.2
11842 downloads
This mod was originally supposed to be a small one, with just adding updated physics, sound and a VR room, then everyone got carried away and the table ended up being rendered and redone and tweaked to infinity Big thanks to ICPJuggla, Mfuegemann, Dark & Ben Logan for the original table. VR and other options are all in the script. Enjoy! *** V-Pin Workshop Taxi Drivers *** Tomate - Project Manager, including new primitives, textures. Bord - nFozzy flippers and physics apophis - Fleep sound, rtx shadows, general tweaks. Sixtoe - VR Stuff, lots of fiddling about. oqqsan - Playfield inserts and fading GI. UnclePaulie - VR backbox improvements & fixes. iaakki & fluffhead35 - misc tweaks and debugging Rik - Testing and feedback VPW Crew - Playtesting and suggestions **CHANGE LOG ** ' 001 - bord - Added nFozzy flippers and physics ' 002 - apophis - Added Fleep sound package ' 003 - apophis - Added missing knockerposition prim ' 004 - tomate - New flippers prims added ' 005 - tomate - Shadows flippers size fixed ' 006 - Sixtoe - VR stuff, fully operational built in backbox / dmd / backglass, fixed loads of light and glow weirdness, unified timers, added cabinet mode. ' 007 - tomate - upper left VUK direction corrected, exits of collidable wireRamps fixed, metal wall near express lane2 fixed, cab POV corrected ' 009 - tomate - new giOn baked textures added, warm lut added, plastic Ramps textures retouched with a warm photo filter to match ' 010 - tomate - some giOff textures aded, slingshots missing sounds fixed, deformed slings rubbers replaced by prims ' 011 - oqqsan - inserts and 4step sidewalls and pf .. needs adjustments ' 012 - tomate - rest of giOff textures added, plastics textures added to 4 steps fade, some GI lights repositioned, textures size optimized ' 013 - Sixtoe - Removed one set of GI, hooked it all back up and dropped under playfield, tidied up assets, set old walls to non-visible to stop clashes, played with loads of lights, removed redundant scripts and images. ' 014 - iaakki - fiddled with GI steps and PF flasher. Fixed flip shadow DP and Z issues. tied some prims to gi steps ' 015 - apophis - Replaced the ringing_bell sound effect. Increased alpha mask on PF images to get rid of insert jaggies. Increased inserts DL. Fixed BS DB. ' 016 - apophis - Added RTX BS. Fixed GI lights so that ball reflection work now. ' 017 - UnclePaulie - Animated the VR backglass flasher Lights. Fixed the jackpot displays. Hid the desktop / cabinet mode backbox lights. Moved ball shadow primatives. Added a VRCab bottom so you can't see the floor through cab. ' 018 - apophis - Updated RTX BS. Added target bouncer, flipper rubberizer, and flipper coil ramp up options. Fixed ball bouncing out left outlane after ramp drop. ' 019 - Sixtoe - Fixed playfield rendering weirdly, numerous other tweaks and adjustments, adjusted some lights, put the roof back on the spinout ' 020 - apophis - Fixed RTX shadow DB issue. Chnaged rampsDecals DL from below to 0 and DB to -100. Added a differnt ball HDR. Messed with the DT mode backglass. ' 021 - fluffhead35 - Updated Flipper Physics to be inline with nfozzy ' 022 - Sixtoe - Added physical wires under flippers and outlanes, hooked up bumpers to GI system, adjust shooter lane gate, messed around the table lights again including materials, set height walls to non-collidable. ' 023 - Sixtoe - Fixed GI, added bumper bulbs to GI system, some small tweaks and fixes here and there. ' 024 - apophis - Revered the DT backglass object positions. Force GI on at table initialization. Changed flipper DB. Increased plunger strength/speed. Increased target hit volume. ' 025 - iaakki - flip trigger areas reworked, rdampen 10ms timer added, rubberizer options added, catapult timer improved, tied drop target DL to GI, fixed insert fading for few inserts ' 026 - apophis - finished up fixing inserts fading ' 027 - Sixtoe - Target bounce set to 1.5 -
Version 1.1
2036 downloads
The pinball that fights back. This classic 1980 widebody from Gottlieb will have you fighting against aliens to keep your bonus alive. As the rockets come raining down on your playfield, you must destroy them by dropping all of their targets. The quicker your stop them, the better the reward. This table includes all the bells and whistles of a modern VPX table including VPW's toolkit visuals, Nfozzy physics, and Fleep sounds. This includes two downloads: 1) Counterforce (Gottlieb 1980) - a full feature table with desktop, cabinet, and VR modes 2) Counterforce (Gottlieb 1980) Basic - a trimmed down VR-less version for quicker load times and smaller file size The original Counterforce was a 6-digit system holding us back from our true potential of millions of points. As such, line 53 in the script is set to RomSet=1 by default enabling 7-digit gameplay. This requires both cntforce.zip and cntforc7.zip roms. If you would like to stay true to the 6-digit, change RomSet to a value of 0. I couldn't have made this without lots of help. Special thanks to Balater for his original Counterforce provided guidance especially on coding the rockets, UnclePaulie, cyberpez, and BorgDog for the 6-digit/7-digit debacle, carny_priest for alerting me to the 7-digit rom, and the VPW team for the other 95% of it. Thanks to Studlygoorite, apophis, DGrimmReaper, tomate, Lumi, somatik and many more for playtesting. -
View File Counterforce (Gottlieb 1980) The pinball that fights back. This classic 1980 widebody from Gottlieb will have you fighting against aliens to keep your bonus alive. As the rockets come raining down on your playfield, you must destroy them by dropping all of their targets. The quicker your stop them, the better the reward. This table includes all the bells and whistles of a modern VPX table including VPW's toolkit visuals, Nfozzy physics, and Fleep sounds. This includes two downloads: 1) Counterforce (Gottlieb 1980) - a full feature table with desktop, cabinet, and VR modes 2) Counterforce (Gottlieb 1980) Basic - a trimmed down VR-less version for quicker load times and smaller file size The original Counterforce was a 6-digit system holding us back from our true potential of millions of points. As such, line 53 in the script is set to RomSet=1 by default enabling 7-digit gameplay. This requires both cntforce.zip and cntforc7.zip roms. If you would like to stay true to the 6-digit, change RomSet to a value of 0. I couldn't have made this without lots of help. Special thanks to Balater for his original Counterforce provided guidance especially on coding the rockets, UnclePaulie, cyberpez, and BorgDog for the 6-digit/7-digit debacle, carny_priest for alerting me to the 7-digit rom, and the VPW team for the other 95% of it. Thanks to Studlygoorite, apophis, DGrimmReaper, tomate, Lumi, somatik and many more for playtesting. Submitter Mecha_Enron Submitted 02/17/25 Category VPX - Pinball Tables VPX Standalone Yes
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Version 1.4
15894 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! -
Version 1.0
3607 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 -
Version 0.99.0
7536 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- 265 comments
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View File Blood Machines (VPW Original 2022) ************************************** Version 2.0 Additional instruction: This needs VPX 10.7.3 or later and for VR it is optimized for 10.8 #814. Lighting works a bit differently per revision Scorbit uses 3 extra EXE files that should be but into VPX tables folder. Same place where you put the VPX file and BloodMachinesDMD-folder. Notice that some of these EXE files may need to be unblocked 2 of the EXE's are same than previous Scorbit tables, but this time they are just stored in tables folder. 3rd one is QRView which is made to enable QR code to be seen in VPX table. VPX doesn't normally support loading of external image files. Sources: https://github.com/iaakki/VPXQRView By default it runs still with FlexDMD. You must enable PUP from script and also remember to use options batch files under pup folder. ************************************** Alright, let’s do this old school… VPinWorkshop are proud to present our very first original table, “Blood Machines”, based on the movie from Seth Ickerman with music by Carpenter Brut. After watching Blood Machines iaakki thought that it would make a great theme for a pinball table, so we started talking about it in VPW and decided that if we were going to do it as our first completely original VPW table, that we wanted to do it properly. With this in mind we contacted Seth Ickerman to see if they would be interested in the project and to see if there was any chance they would be able to provide any assets that we could use. Thankfully Not only were they amazed at what we were doing, but they supplied us with 70gig of 3D models and textures which were used in the film! The only issue now was that these were so high detail that a huge amount of work was needed to optimize them so they would even load in VPX, but thankfully Flupper came to the rescue and did a fantastic job optimising the models and textures so we could put them in the table without setting your PC on fire (for example the ship went down from 8 million polygons to 130,000!) At the time of writing this the table was at revision 335 (release candidate 1.5) with *well* over 1000 man-hours sunken into it, the amount of work has been staggering but we hope that you’ll agree that it was worth it. The table itself has loads of features that have never been seen before in other VPX tables and we have tried our best to keep most/all of it secret as we want everyone to experience it for themselves firsthand, which is why until very recently we’ve kept details very close to our chest. *IMPORTANT* In order to fully enjoy the table and play it as it was designed to be played, you will need to purchase the awesome soundtrack by Carpenter Brut (about £5/$5/5e) and place the MP3s in your vpinball music directory: C:\Visual Pinball\Music\BLOOD MACHINES OST We really hope people do support the artist and purchase it from; https://carpenterbrut.bandcamp.com/album/blood-machines-ost VPW Blood Machines Project Lead – iaakki Table Layout Design – iaakki, Dapheni Art Lead & 2D Graphics – Astronasty 3D Objects & Textures – Tomate, Flupper, iaakki, Sixtoe, D.J. Scripting & Coding – iaakki, Apophis, oqqsan, Wylte, Lumigado, fluffhead35 DMD – Oqqsan, eMBee, Astronasty, Lumigado. VR – Sixtoe, leojreimroc, iaakki Table Rules – Apophis, iaakki, VPW Team. Shot Tester – gtxjoe Testing – Rik, PinStratsDan, VPW Team Installation Instructions =================== VPX 10.7 https://github.com/vpinball/vpinball/releases VPVR 10.7 https://github.com/vpinball/vpvr/releases/ FlexDMD v1.8.0 https://github.com/vbousquet/flexdmd/releases/ Windows 11 Crashing with oPlayer1 error? Go into windows11 apps>optional features>more windows features and check "media features" Riks Cabinet WIP Video PinStratsDan Desktop Video Rawds VR video: You can watch the film on Shudder, AMC’s streaming service; https://www.shudder.com/series/watch/blood-machines/033e95260abc2604?season=1 Submitter VPinWorkshop Submitted 04/13/2022 Category VPX - Pinball Tables
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Version 2.0.2
4135 downloads
Welcome to Cactus Jack's! It's Party Time! This table was originally done by BorgDog and Bodydump on version 0.95. They had help from Dark (cactus models), Bord (lighting) and Rothbauerw (physics) some time ago. I asked for permission to add all the latest physics, sounds, etc. to the table. I also did quite a few updates in version 2.0 mentioned below. Also thanks to RIK, PinStratsDan, Apophis, and Wylte for testing the table. IMPORTANT: You MUST select what mode of table you are playing in the Script. VR, Desktop, or Cab. There are several other options to select as well, including ball brightness, VR Room, VR clock, VR posters, VR topper. LUT 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, there's an option to turn wobble off. Wobble allows the cacti on top of the bumpers to move when you nudge the table, or the ball hits the bumpers. A cool effect but not if you experience performance issues. Also, you can turn dynmaic shadows off for additonal performance if needed. Version 2.0 Updates: - The table is now a hybrid (desktop, cab, and VR) - VR includes an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Sixtoe originally provided VR cab art and other tweaks a year ago) - 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 - Corrected a couple errors in the table, as the upper drop targets were reversed. Also tilt wasn't working. All corrected, and adjusted. - 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. - Added LUT options. - I also typed up a rules sheet and included in the download, and in table info, since it can't be found on the web. RIK provided a link to a game play video here: -
Version 2.0
1882 downloads
Some explanation first. My username on VPinball was Warbler33. It still is over at VPForums. Why did I change my name here? If I had really thought about it, I probably would’ve been CactusDude everywhere from the start. But things didn’t happen that way. So after VPinball closed, I considered starting fresh here (you know, in that way high schoolers plan to become cool kids in college?). But in the aftermath of the shutdown, I kept learning about all the awesome tables I didn’t know about until they were already gone. I’d hate for anyone to be searching high and low for my stuff, so I decided to upload them at VPF under my old name. But I’ve come to learn that plenty of authors over here, that I enjoy the work of, don’t/can’t spend time over at VPF. Rather than give the impression that I support one site over the other, and to give more people access to my tables, I’ll be uploading stuff over here as well. TL;DR – Warbler33 at VPF is CactusDude here at VPUniverse. I’m not reposting someone else’s tables without permission. They’re mine to share. I hope you enjoy them. *** Here's "Ballyhoo" - the smash-hit that kicked off Bally's success back in 1932, recreated in VPX. No flippers in sight - just pins and balls living in the moment. A huge thank you to mfuegemann for creating "Cavalcade (Stoner 1935)" which I stripped down and rebuilt as Ballyhoo. This was my first recreation in VPX (I did it in the fall of 2020) and I'm still proud of it. I hope you enjoy playing it as much as I enjoyed making it. This is essentially the version that was on VPinball. I just added the right magna key as a ball loader in addition to the originally mapped right flipper. Download includes the table with a static backglass. There are also two wheels to choose from. *** August 26, 2022 UPDATE: Thanks to Dan (dude81818) for contacting me with an offer to send over much nicer looking playfields/aprons/plungers for the table. He also spent a lot of time making sure that the frame around the table looked WAY better. If you open up the script, there are numbers you can change under "Playfield Options" which toggles the playfield/apron/plunger images. Trust me, a redownload is worth it - the table looks better than I ever could've hoped when I first made it. -
Version 1.5
14516 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. -
Version 1.0.0
451 downloads
PINBALL ACTION (Tehkan 1985) Recreation of this beloved 80s multi-table arcade videogame, by JBBolcato. Includes regeneration of all artwork and audio, plus coding logic in VS script. Game is complete with all 4 tables (1 main and 3 warp Red Green Blue ones). This is half height pinball (4/3 vertical video game screen), so for full size cabinets, expect some space at the top! Also, all the scores and high scores are embedded in the bottom/apron part of the pinball, so the backglass is just for looking pretty - a simple one is included. Check the media folders for additional goodies like dmd video and topper/wheels. See rules for details on how to play. (pdf, or ingame/Press R or D) Enjoy! Tested only in desktop mode, and cabinet mode 3 screens. Feedback welcome! This is my very first table, so plenty to learn still. Many thanks to JPSalas for his advice and support, plus all the amazing Vpinball community for its endless supply of cool tables, programs and tutorials to welcome newbies like me. Version history: 1.0 - 24/12/2024 / initial release -
Version 1.0
4902 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 -
Version 2.0.0
5559 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!! -
Version 2.0
17569 downloads
In this world, the bad guys can win! Tomate brought this table to life with great playfield and plastics images, and of course top notch 3d modeling and rendering. Sixtoe completely rebuilt the bones of the table. Flux and Apophis worked some code magic to bring it to life. Leo delivered the VR backglass. This is surely our most graphically demanding table thus far! Make sure to check out the in-game options menu by pressing both magnasave buttons at the same time. Enjoy the show! VPW FILM CREW Tomate - 3D modeling and rendering, playfield stich. Cinematographer/Director. Apophis - Toolkit script-side integration. Physics, animations. Crane operator. Sixtoe - Table-side full scratch build and scripting. VR room. Set construction. Flux - Toolkit integration and support. Script editing. Leojreimroc - VR backglass. Gaffer. Testers and Stunt-Doubles: Bietekwiet, PinStratsDan, Wylte, Bord, Colvert, Primetime5k Based on previous work by: javier1515 (Original Author), ninuzzu (logic assignments), knorr (crane animation), dark (crane model) Version 2.0 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 -
Version 1.6
33695 downloads
The Quest stands upon the edge of a knife. Stray but a little, and it will fail, to the ruin of all. The VPin Workshop Fellowship proudly presents an entirely reimagined and originally illustrated Lord of the Rings pinball experience. The journey began when we received an excellent playfield scan, but soon found ourselves wanting to drastically change the artwork. So began the long journey into the depths of Mordor, where many challenges were encountered and overcome. The table is entirely rebuilt, with much effort spent toward making it as physically accurate as possible. All the figurines have been scanned from the actual pinball toys. The table is exquisitely modelled and raytraced, with special visual features added to some modes to enhance the drama. Your quest through this game will not be easy, but we hope it will be enjoyable! • Apophis - Project Lead, Scripting, Determination. Hairy feet. • Astronasty - All Original Artwork. Large Axe. • Tomate - 3D Magic and Wizardry. • Sixtoe - Random Stuff, VR Things, Screaming. Sword. • iaakki - Some flashers, random stuff. Bow and Arrow. • Skitso - Lighting tuning. • EBIsLit - Baseline playfield scan, purchasing the playfield figurines. • Dazz - 3D scans of all the figurines. • Wylte - Ball Shadows, Palantir Sauron eye movement. • Fluffhead35 - Ramp and ball rolling sounds. • HauntFreaks - Blackglass B2S. • Bord - Playfield mesh. • GTXJoe - Shot testing tool • Flupper - General assistance with rendering issues. • RothbauerW - Physics tutorial, general assistance. • PinStratsDan & VPW Team - Testing. • Rik - Lord of the Screams. • Everyone in VPW for their support and encouragement! • The PinMAME and VPX Developers for the programmes we all use! This release would not have been possible without the legacy of those who came before us. Fly, you fools! -
Version 1.0.0
4577 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