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  1. Hey guys. I don't post often so let me preface this by saying thank you. thank you to this community, the devs and the table creators. You have created something for the ages, truly. much love. I had more and more issues with my start game key not working so last night i took another plunge trying to update to one of the 10.8.1 beta builds. After a lot of back and forth (you know how it is), I did manage to find a setup that worked. Awesome! What i noticed is that on some tables especially, it seems like lights are tuned way too strong compared to how they looked before (i have attached an example, theatre of magic 2.4, it is a bit of an older table). Is there any knob i can tune to tone them down or would that entail going into every light one by one adjusting them? Second question: Is there any config I can set so i dont see the errors pop up dialog on opening a table? (every table i opened has tons of errors there). Third question: Is there any config I can set to increase the font size for the f12 menu text? Bonus Feedback from dev to dev: For slider items in the f12 menu, it's not ideal that the slider knob color has the same color as the row highlight color so you cannot see the knob anymore when the row is selected. Excited for the future, beta and renderer improvements look super cool already. Thanks guys, I appreciate you ❤️ 26-08-23_152454.mp4
  2. Version 1.0.0

    4935 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
  3. Version 2.0

    30389 downloads

    ************************************** 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. Pupdmd - Frank H, HeartbeatMD 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 10.7.3 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
  4. Version 1.0

    16465 downloads

    Welcome to Jurassic Park! Dark's original table rebuilt and brought into the toolkit era. Flux started this by getting the table ready for the blender toolkit, Sixtoe gutted and rebuilt the layout in VPX and we were on our way to Isla Nublar. Apophis roared into action with all the standard VPW bells and whistles and DaRdog added a deadly Mega VR Room. Many others helped make this another fantastic table so....How about another tour of the park? VPW Park Staff Flux - John Hammond Sixtoe - Dr Vpx Grant Apophis - Dr "Will find a way" Malcolm DaRdog - "Hold on to your butts" Mega VR Room Rothbauerw - T-Rex Diagnostics TastyWasps - VR Backglass Primetime5k - Staged Flippers Mcarter78 - Ramp Sounds DGrimmReaper - VR Minimal Room & Scripting Dark - 3D Dinosaur Models & Plastics Redraw from his version. Tomate - 3D Support Gedankekojote97 - 3D Scanning Real Table Lab Testers - DarthVito, TastyWasps, Cliffy, HayJay, Benji, Tomate, Somatik, Bietekwiet, Bord, BountyBob, H3RBSKIx, Geradg, FlintBeastwood, Lumi, Colvert, lminimart, Studlygoorite Required Software (64-bit versions) VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1
  5. Version 1.0.1

    14631 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
  6. Version 1.0.1

    14261 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
  7. Version 3.0.3

    6023 downloads

    Solar Fire (Williams 1981) is one of several Williams System 7 machines, and one of the most complicated rulesets of the time, but only had 507 units made. It's a fun, fast table and higher scores are very achievable... 1M-2.5M is a good game. The Solar Gun feature is fun to achieve, as a magnet slings a captured ball back and forth while generating points when lit. There is a lot to do on this table with all the targets to hit to enable other functions. You'll find similarities to Black Knight, Grand Lizard, and other tables of that era. This table significantly utilizes magnasaves to keep your ball from going into the outlanes. I made Solar Fire a few years ago but was only an update to another table, and the playfield, graphics, etc were not great, nor accurate. Also, I've learned so much more since then, and physics, graphics and everything is leaps further now, I decided to redo the table from scratch. I found a playfield online that had accurate hole placement, and so @redbone completely upscaled, enhanced, and cleaned up the playfield. This 3.0 version utilizes the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Dozens of hours were spent studying gameplay videos to match the table shots and action. Also I loved what Mecha_Enron did in Cosmic Gunfight as far as an interactive tutorial, I decided to learn and implement in this table. To utilize, go into the F12 menu and turn on the tutorial. Also thanks to Primetime5k for implementing staged flippers and testing. As well as to the VPW team for testing. Once again, I've included several options in the F12 menu including various balls, ball brightness, GI brightness, insert brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting... AND the interactive tutorial. For the ROM settings... The baseline comes pretty much correct except for the high score to date is defaulted to something high and the coins are defaulted to one credit is 3 games. I've included a .nvram file that will adjust the coin/credits to 1 coin is 1 credit. Also, I've set the default high score to 100,000. Required Software (64-bit versions): VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases
  8. Pincab Toolbox — a big batch of updates Since my last post, a lot has changed under the hood, and most of it is stuff you asked for. Scanner: New interface (green, cleaner tables, a collapsible detail panel, a Tutorial tab that explains what each check actually does) Now available in English, French and Spanish A dozen more checks: missing B2S global config file, missing .ttf fonts a table script needs, hard-coded absolute paths in a script, local copies of core.vbs/controller.vbs, and more Scans a whole drive or multiple drives now, not just one folder A "Check for updates" button that compares your version to the latest release PDF export of your report Repair (still closed beta): Way less noise, only real issues become items to fix, not every single scan result The repaired history now shows exactly what changed on each item, not just a filename A new Beginner / Expert toggle, pick how much technical detail you want to see No longer needs Administrator rights for the whole app, Windows only asks when one specific fix truly needs it A "recheck my score" button that reruns the same scan after a repair and shows you the before/after Two new automatic fixes: repositioning an off-screen DMD window, and registering a missing or mismatched COM component (VPinMAME, B2S, FlexDMD) Six fixes working today, always backed up first, always undoable in one click Already have it? Open the app, hit "Check for updates" in the Scanner tab, and grab the new build. Never tried it? Download it, scan your cab, and tell me what's broken. And tell me what you'd want next, what checks or fixes would actually save you time on your cab? Follow the page for the next updates https://pincab-toolbox.vercel.app/ Happy flipping!
  9. [FREE TOOL] Pincab Toolbox — scan your VPX/Popper install and find what's broken (missing ROMs, 64-bit mismatches, backglasses…) Hi everyone, Like many of you, I've spent more evenings fixing my cab than playing it. A table crashing with a cryptic VPinMAME error, a DMD that died after moving to 64-bit, a backglass that stopped showing… and every time, an hour of digging through folders to find the cause. So I built the tool I wished existed: Pincab Toolbox, a free scanner that diagnoses your install in seconds (a bit longer on a large collection). What it checks: Missing ROMs — reads every table script (cGameName), resolves VPMAlias.txt, and names the exact missing .zip in VPinMAME\roms. Original/EM tables are recognized, so it doesn't flag them. Extracted ROMs — a ROM unzipped into a folder won't be loaded by VPinMAME; it flags that. 32/64-bit mismatches — THE trap of the VPX 10.8 transition: it inventories the bitness of every exe/DLL (VPinMAME, dmddevice, B2S, FlexDMD) and flags broken hybrid installs. Windows-blocked DLLs — a file extracted from a downloaded ZIP can be quarantined ("Mark of the Web") and fail to load; it detects that. Missing dependencies — B2S Backglass Server or FlexDMD required by your tables but absent. Backglass & Popper — missing .directb2s files, tables not registered in the PinUP Popper database, PUP-Pack presence. Compatibility — nFozzy/Roth physics signatures and minimum VPX versions declared in scripts. Outdated tables (beta) — checks against the open-source Virtual Pinball Spreadsheet database and links to the official page only. Script Diff — compare two versions of a table side by side before overwriting yours. Ground rules I committed to (because this community rightly cares): 100% local — nothing is uploaded, zero telemetry, no account. Read-only — the scanner NEVER modifies a file, a registry key or a database. Never downloads content — no tables, no ROMs, no media, ever. This is a diagnostic tool, not a downloader. The community sites remain THE source. Screenshot: [insert scan screenshot] Download: https://pincab-toolbox.vercel.app/ (Unsigned exe for now → the usual SmartScreen warning: "More info" → "Run anyway". Code signing lands in the next release.) There's a built-in demo mode if you want to see it in action before pointing it at your real setup. It's a v0.1 and I'm looking for blunt feedback — false positives, exotic tables, confusing messages. I fix fast. If it proves useful, a version that repairs some of what the scanner finds is in the works — always with a backup first, a preview of what will change, and undo. The scanner itself stays free and read-only, forever. Thanks, and happy flipping! Flipsync V
  10. Version 2.0

    22389 downloads

    Kick off your summer right with some donuts and beer! VPin Workshop proudly presents Simpsons Pinball Party We've given 32assassins classic the royal treatment including all new updates like nfozzy, fleep, flupper domes, flashers, rebuilt prims, sideblade art, dynamic shadows, rebuilt hardware, shots adjusted and on and on ... Skitso relit the table for version 2.0. Rawd has built an entire VR world around the simpsons (and we've also included lite versions to ease hardware usage) New artwork for desktop users by Hauntfreaks A companion Altsound featuring 500+ new music and sounds by idigstuff Make sure to check the script for options and set the table for your setup! VPW Pinball Party Planners ********************** Project Lead - idigstuff VPW Team - apophis, sixtoe, tomate, bord, nestorgian, iaakki, skitso v2.0 Table Lighting - Skitso VR Stuff - rawd, leojreimroc Desktop BG - hauntfreaks Testing - Rik, PinstratsDan, BountyBob Original Table Authors Coindropper, 32assassin 3D models : Dark, Watacaractr, Tomate Major Mods by: HauntedFreaks, Neofr45
  11. Version 1.2.2

    12071 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
  12. Version 3.1

    18424 downloads

    "One More Time…" This was one of VPWs first projects a few years ago after Brad1X had done a complete vector re-draw of it. At the time we released it with a lot of added dirt and scratches, but we always wanted a version a bit more cleaned up. In addition to new toolkit lighting, it has had a physics overhaul, and a very detailed Fleep sound pass with the sound package used in Bride of Pinbot (a table from the similar era). This update was driven primarily by Benji who did a great job updating the project with blender toolkit. Thanks to Apophis for his various scripting help and tutorials getting movables to work, Rothbauerw for various helps, Tomate for modeling new plastic ramps, Mcarter for all the script-side updates (especially Fleep sound package), Iaakki and MrGrynch for scripting support. Special Notes: VPX 10.8 Beta 7 (or higher) required for this table. This table also takes advantage of a new options page feature in 10.8, accessed via F12 key. The 3rd page in this menu has table specific options including some sweet mirrored side blades. These are disabled by default because they come at a decent performance cost, especially if you are playing in anaglyph or VR. The ‘Day/Night’ setting here is also where you will adjust the table brightness (not to be confused with the same functionality of old Day/Night slider). This project is dedicated to Brad1X who has done a few amazing re-draws for us and this is his favorite pinball table! 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!
  13. Version 2.1

    20883 downloads

    This is a mod of a mod based on Siggis’ excellent Spider-Man Classic graphics mod of the Spider-Man Vault Edition table (Stern 2016) made for Vpx originally by Alessio. Includes nFozzy physics, Fleep sounds, new metal textures, 3D inserts, new RGB GI lighting, minimal VR room by Sixtoe, and much more! Many thanks to everyone whose hands have touched and improved this table in the past. This release wouldn't have been possible without the legacy of those who came before us. 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
  14. Version 2.1

    9751 downloads

    In the darkened hall, the pinball's eerie call, A haunted house awaits, where ghostly thrills enthrall. VPW proudly presents our 13th blender toolkit based table (spoooooky)! It was just over a month ago that Apophis challenged Cyberpez with a scary proposition: update his Haunted House table with the latest techniques by Halloween. From there they summoned otherworldly powers of Rothbauerw and Tomate and the team found a way through the darkness with nothing but the glow of the pinball to light their way. VPW TEAM Cyberpez - Table maker, blender builder, and seance medium Apophis - Script toiler, undertaker Rothbauerw - Physics master, magician Tomate - Blender, baker, chef Hauntfreaks - Sideshow artist Sixtoe - Dust collector Testers – PinStratsDan, Primetime5k, BountyBob, passion4pins, bietekwiet, somatik, nFozzy, TastyWasps, Wylte, bord, Studlygoorite Notes: Use the in-game option menu to view many spooky options! Hold down both magnasave buttons before starting a game to open the menu. Yes, you need to use the magnasave buttons to operate flippers in the attic and basement, however you can optionally choose to use just normal flippers (at the risk of being cursed for life, so beware). Update your DOF config if you want to enjoy some minor enhancements
  15. Version 1.1

    13242 downloads

    Have You Ever Danced With the Devil in the Pale Moonlight? The VPin Workshop members present Batman by Data East! This is actually a really fun table that benefitted from a lot from a proper rebuild from the ground up and conversion to it's correct widebody dimensions, its definitely worth a play even if you didn't enjoy it before Includes a built in VR mode and numerous options which you can enable in the script. • Main table overhaul: Cyberpez • Visuals: Skitso • Inserts: iaaki • nFozzy physics: fluffhead35 • Fleep Sounds: baldgeek • VR Stuff: Sixtoe • Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, iaakki, Skitso, apophis, wylte, fluffhead35, oqqsan • Apron Primitive: tomate • Testing: Rik, VPW team This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version, some 3D models from Dark and the original playfield by 85vett. Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds. We recommend that you run this with the fabulous altsound from iDigStuff, which, like most Data East licensed tables, truly enhances the experience! ** VPW Mod V1.0 - CHANGE LOG ** ************************************** VPin Workshop Revisions ************************************** ' Started from Skitso mod of Javiers VPX version. ' 002 cyberpez - All table objects and playfield re-aligned, altered and resized to correct proportions. ' 003 skitso - visual pass ' 003 cyberpez - Added primitive playfield, Reworked Joker Ramp and trough (Primitives - got rid of fall through kickers) also reworked musuim kicker. Chanaged playfield image to one without transparent holes. ' 006 baldgeek - Added Fleep Sounds ' 007 fluffhead35 - nFozzy physics ' 008 skitso - repositioned and tweaked lower playfield GI lights, remade gangster inserts, batman face and logo inserts and moon insert with skitso style, removed primitive playfield that was of wrong size. ' 009 skitso - repositioned rest of the GI lights, made bat cave toy opaque, made flugelheim toy disable light from behind, fixed ton of depth bias issues around right plastic ramp. Cyberpez added mesh playfield back. ' 010 cyberpez - added nFozzy lighting script. Primitive inserts. Flupper Flasher Domes, sixtoe-tweaked plastic ramp. Probably other things. ' 011 skitso - redone joker ramp lighting and flashers, improved left side dome flashers, improved top flashers, added proper bumper lights, tweaked insert primitive material colors, slight tone tweak to PF, improved skitso style inserts (moon, batman face and bat logo), Added shadow to plunger lane and bat mobile. ' 013 skitso - improved backwall flashers (better color, a tad thicker font for better readability), improved left flashers, tweaked gangster inserts, small tweak to top bumper light ' 014 gtxjoe - add debug shot tester (Press 2 for outlane blocker, Press and hold key to test shots: w e r y u i p a s f g h. While holding a key, use flippers to adjust shot angle ) ' 014b cyberpez - reworked museum again. I think its working. ' 015 skitso - remade bat cave flasher, tweaked blue insert_on material ' 017 iaakki - 3 prim insert rework ' 018 iaakki - 3 prim insert rework continued ' 019 iaakki - 3 prim insert rework continued... ' 020 skitso - tweaked Joker ramp decals to have more pink tone. (warm lighting subdues the change though), improved right hand gangster insert (skitso style) and flasher, tweaked bumper lights more more accuracy, moved Flugelheim walls to more correct position and added shadow. ' 021c tomate - collidable ramp fixed, alternative apron adedd ' 022 skitso - tweaked iaakki's middle PF square 3 prim flashers. Added 2 arrow 3 prim flashers (first try, please be gentle) ' 023 iaakki - apron scaled, rubberizer added, targetbouncer added to posts and sleeves, live catch fixed, rubbers hit treshold fixed, slings tuned, flipper angles and sizes fixed, batcave texture swap disabled ' 024 Sixtoe - Fixed left flasher flare positions, added VR cabinet, room and modes, added blocker wall for left middle plastic as ball can jump over and behind it, aligned a couple of handful of metals, aligned top middle left flasher decal, removed collidable from a handful of things, aligned batmobile in shooter lane, aligned and resized batcave a bit (it was very tall in VR), adjusted triggers (dropped and lengthened), adjusted apron wall and made visible for VR, adjusted apron guard prim, adjusted depth bias of shooter land plastic to -1000 ' 025 skitso - added skitso style insert "see through" effect around center playfield square bat tv inserts, 'joker's mouth 4 million' insert, green multiplier inserts and 'shoot again' insert at the bottom of the table. ' 026 skitso - remade the two green lamps on top of the joker ramp, repositioned orange flasher domes. ' 027 cyberpez - started to change out nut bolts and things. Fixed plunger lane. Added ramp tweak to cave entrance . Started changing diverter. ' 028 skitso - set slope to 5.2, bumper force set to 9. Tweaked left dome flashers, moved multiplier insert prims to z-1, fixed million plus and batlogo flashers on top of the batcave, improved bat logo lamp on flugelheim front, improved plunger lane red bulb, resized all GI lights to new table measurements, fixed texture swap for bumpers and Flugelheim flashers, improved Flugelheim flashers, tweaked bumper off texture, made Flugelheim and dome flashers reflect from batcave, small tweaks, iaakki improved batcave fading and fixed flipper nudge values. ' 029 cyberpez - Changed plunger release speed to 90. Change slings to 4. Lowered back wall flashes. Added rails and primitive flasher bulbs under Joker. ' 030 iaakki - Flugelgugel flashers reworked to have own timer. Made it swap PF flash to different depending to port state. Levels to be adjusted ' 031 skitso - further tweaked Flugelheim flashers and added side blade reflection, tweaked Joker ramp flashers, improved Flugelheim rising wall texture, fixed sticky plungerlane ' 032 cyberpez - Adjusted clear plastics. More nuts / bolts / screws. Made top left gate/bracket custom primitive and animated. Maybe rotated left orage domes to line up with holes. Shifted Museum back and left a bit. Adjusted Museum trough, hope it fixed 3ball multiball. Adjusted rubber on the small random posts by bumpers. Adjusted top side of lane guides. ' 033 skitso - fixed museum flasher locations, fixed top right ramp/protector depth bias issue, removed ball reflection status from few GI bulbs, fixed jackpot insert below Flugelheim. Added a slideblade reflection to left dome flashers (code missing) ' 034 iaakki - flugelheim pTrough primitive adjusted to work better for 3-ball mb, bar hit sound added, left domereflection added to code ' 035 skitso - tweaked left dome reflection ' 036 skitso - fixed minor flasher clipping under Joker ramp, fixed clipping decal on top skill shot flasher dome, improved w/lit insert flasher ' 037 cyberpez - shrunk museum a bit. More nuts and bolts and things. adjusted switch 28 and 29 posistion, animated primitive gates. Animated switches for Joker Eye's and Mouth. Tweaks to diverter. ' 038 skitso - resized and moved museum flashers once more. Removed one stray peg inside museum, made Joker mouth flasher visible through the mouth hole. ' 039 iaakki - rtx ball shadow code included with ramp rolling etc. Some depth bias or z-order issues visible. Shadows are too dark on purpose. Should be reduced once it work ' 040 skitso - resized insert prims to correct size and shape. Removed playfield reflections from insert prims and a bunch of other crap that didn't need it for a hefty performance boost ' 041 iaakki - NormalMapped inserts only in VR mode, right ramp sleeves fixed, shadow depth bias debugged etc ' 042 cyberpez - orginization baby. Also tweaked bumper "ring drop offset. changed out "random" posts on either side of bumper area. ' 043 apophis - Fixed the Fleep installation. Fixed some ballshadow issues...shadows are still bugging on insert primitives. Cleaned up the script a bit. ' 044 Wylte - Fixed shadows, with update to latest primitive/image/materials. Updated RollingUpdate sub with latest shadow code. Thinned shadows slightly ' 045 fluffhead35 - Added BallPitchV Function and used for Plastic Ramp Sounds. Changed TargetBouncerFactor to 1.5. Added RubbersD point to make microbounces happen ' 046 fluffhead35 - Updated PlasticRamp Sound and amplified the volume of the sound. ' 047 fluffhead35 - Updated BallRoll Sound and amplified the volume of the sound. Fixed BallPitchV as it was on a BallRoll sound and put it on plastic ramp sound. Added in ligic by oqqsan to stop ball rolling sound at no balls in play. ' 048 fluffhead35 - Reverted TargetBouncer Logic to iaakki version. Changed BallRoll Sound to use version with lower amplification. Enabled sw14 for BIPL ' 049 oqqsan - Fix for poltergeist ball at plunger (forgot to save?) ' 050 Wylte - Implemented ". Commented out dynamic shadow z live updates, left ambient for ramps. Changed recommended TargetBouncerFactor maximum to 1.5 ' 051 fluffhead35 - Implemented option BallRollAmpFactor to set amplification factor for BallRoll Sounds. ' 052 cyberpez - added a couple stragic walls to help stop stuck balls. Added wall under Flugelgugel to stop clipping of plastic. Stop ball collison bellow 0 Z. Started adding options. ' 053 Sixtoe - New playfield mesh, adjusted playfield hole primitives and added new playfield edge texture, fixed lots of VR depth bias issues, hooked up plunger, changed black nut material to black powdercoat to make it slightly mmore visible, adjusted primtives to line up better in 3D, adjusted collidable primtivies so they line up correctly, adjusted sideblade flashers to light orange-ish so it doesn't blow out with pure white anymore, added cut down museum flasher so it doesn't stick out of the cabinet. Split rubber collidables where they have a post in the middle, probably some other stuff I've forgotten... ' 054 cyberpez - copied LUT swapper from tftc, JokerRampFlasher mod. halfpost mod. rubber color mod. added a couple missing screws and adjusted floating rubbers. ' 055 tomate - New apron added, cab POV changed ' 056 Skitso - fixed default LUT (vpx original) to what it was earlier, tweaked apron texture and disable lighting. Added subtle shadow to the plunger lane, below bat mobile/apron. Set white rubbers as default. Made final visual pass with tiny tweaks here and there. ' 057/8 Sixtoe - Various tweaks and fixed, desktop pov fixed, script cleaned, rails fixed in desktop, playfield mesh error fixed, lights cut to shape
  16. Version 1.1

    2909 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
  17. Version 1.0.0

    4964 downloads

    Based in CSI Stern 2008 CREDITS: FRANSISCO666 AND ROM: Models 3d and resources redraw GTXJOE: Animation the Skull MAKUSTE: For excelent PhysMod WILDMAN: B2S Backglass ARNGRIM: DOF Bodydump: DroppTargets Flippers Koadic: New Plunger code Zany: Flasher Domes Dark : Primitive screws bolts 32Assassin: VPX 10.4 comvertion I apologize if I forget to mention someone
  18. Version 2.0.5

    4441 downloads

    Dragonfist, the blackbelt of pins. It's the habit that's hard to kick! Dragonfist has something that keeps the pin player coming back for more. The backglass shows the number of spinner revolutions and can give the player a special bonus when 20, 40, 60, or 80 revolutions hit. Dropt Targets in the right and left orbit lanes, and a fun to hit spinner. It's a tough game to beat, a hard habit to kick, because Dragonfist is the blackbeld of Pins. Thanks to Redbone for providing me with a freshly stitched playfield, and for helping with upscales and lots of other graphics. Redbone also took lots of videos and pictures of an real table to help me in recreation. And thanks to Hauntfreaks and Redbone for providing me with an upscaled backglass for VR. Thanks also to the VPW team for testing and feedback! The whole table was done utilizing latest VPW standards for physics, lighting, GI baking, 3D inserts, shadows, drop targets, 3D inserts, etc. Dozens and dozens of hours were spent studying gameplay videos to match the table skill shots and physics action. There are plenty of options included in this table via the F12 menu including colors and marks for all targets, bumpers, flippers, walls, spinners, and LED plastic edges. There are also multiple VR room environment and other VR options all done via the F12 menu. You can also change the ROM sound volume in the F12 menu. (Note if you want to change the ROM volume, you'll need to restart the table after the change.). I've included default settings for the ROM options hard coded into the script. 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. Ball options are also available in the script. All other options are in the F12 menu. PLEASE NOTE: There is ANOTHER option for an updated ROM. If you use the alternate ROM... you will see the high spins to date on the Player 4 LED display during the high score attract mode. ALSO, it will preset the Max Credits to 00 (essentially putting it in freeplay mode). IF you want to change to have credits put in, you'll need to follow the instructions here: https://www.vpforums.org/index.php?app=tutorials&article=109 . Essentially to increase max credits... press 7 to open the ROM menu, keep pressing 7 until you see 18 in the display, then LONG press the "1" key to increase the max credits. The max credit change is only needed for the alternate ROM, not the default one. (I will also include the ROM change description in the zip package). Version 16 (found here: Version 16 alternate ROM REQUIRES VPINMAME 1122 or later Required Software (64-bit versions): VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2 VPinMame 3.6.0-1122: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-1122-79a301d
  19. Version 2.0.1

    2858 downloads

    Everyone goes to his final reward eventually. And few ever escape. Either way, their money ALWAYS remains behind in Catacomb - the thrilling pin game from Stern. Having a player controlled action-packed backglass, combined with a super fast playfield, Catacomb demands the ultimate in refined skills and cunning strategy. What numbers should be picked? What colors must be chosen? Only seconds to decide... as a simulated voice alerts the player to his options. Thanks to Hauntfreaks for providing me with a freshly scanned playfield, and thanks to Redbone for helping with various upscales and graphics cleanup, and lots of other graphic updates. The whole table was done utilizing latest VPW standards for physics, lighting, GI baking, 3D inserts, playfield mesh, shadows, drop targets, 3D inserts, etc. Dozens and dozens of hours were spent studying gameplay videos to match the table skill shots and physics action. I've included default settings for the ROM options, as well as being able to change the ROM sounds in the F12 menu. (Note if you want to change the ROM volume, you'll need to restart the table after the change.). Also, 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. Ball options are also available in the script. All other options (including VR rooms) are in the F12 menu. I reused the code from the prior HSM/lander table, as it was required to work with the B2S functionality. However it's been updated, AND if you are a VR user, I've created the backglass to be fully 3D and functional. Thanks also to the VPW team for testing and feedback! _________ 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
  20. Version 1.0.0

    1013 downloads

    Version 1.0 by Roosta, based on the Inder table from 1979. Please take this for what it is, a first learning project and a nostalgia trip to attempt to replicate the first pinball table that I remember playing from my school days, what feels like a hundred years ago. For a long time I’ve been enjoying the amazing work from the community, while at the same time getting more and more curious about the process of creating these tables. So I decided to finally give it a shot. I began by experimenting with Skateboard (JPSalas version) from the same manufacturer as Topaz (Inder). Then I downloaded the amazing Example Table by the VPW Team, and with the help of some of the fantastic video tutorials by Bord and Apophis from the VPWorkshop channel and the updated version of Canasta86 by Nestorgian, I started modifying my table with the new amazing physics and sounds. An old flyer from IPDB and a user manual were the only resources that I was able to find for this table. Maybe that together with my lack of skill can explain the atrocious quality of plastics and images. I want to thank JPSalas and Nestorgian for bringing back these old Spanish pinball tables (petacos) and, of course, Bord, Apophis and the whole VPW Team for their incredible work and for taking the extra time to provide resources (example tables, tutorial videos, etc.) for all of us in this incredible community. NOTES: I included a nvram file that should be copied into the Visual Pinball\VPinMame\nvram folder. DIP Switch settings are available via F6 during gameplay. I also included a LUT selector with ten levels of darkness that can be selected using the magnasave keys. VPX10.7 should work fine, but it was mostly tested on VPX 10.8 Beta 5 (1347).
  21. Version 1.3

    15074 downloads

    Beleive it or not, this VPW mod was started in June 2020! Based on the JPSalas version, this is one of the very first mods VPW attempted and has probably gone through more versions and more sets of hands than any other of our projects before, every time getting updated with whatever we were doing but never actually making it to release. Finally mcarter78 finally accepted the mission of getting it over the line and out the door, and here we are! (finally!) VPW Oddities ============ - mcarter78 - Project lead (well, the latest one anyway) - iaakki - Loads of stuff - Benji - Loads of early developement stuff - Sixtoe - All sorts of things - Apophis - Code & Tech support - RothbauerW - Varitarget support - Bord - Playfield mesh & physical scoop. - Hauntfreaks - Playfield image adjustments, cabinet and backglass images. - TastyWasps - VR Room and tweaks - PT5K - Staged flipper support - Ebislit - Early Insert work - Kingdids - Stern Bumpercaps - Kevv - Stripping and scanning his RBION for plastics - Wylte - Getting irl references - Passion4Pins - Additional graphics help - VPW team through the years - Testing - JPSalas - Original Version All options are available from in game menu accessed pressing F12
  22. View File Space Station (Williams 1987) "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 Submitter VPinWorkshop Submitted 12/23/25 Category VPX - Pinball Tables VPX Standalone Yes  
  23. Version 0.98

    13384 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.
  24. Version 1.0

    16744 downloads

    Prepare to be mesmerized by semi circular motion! VPW are proud to present Monster Bash by Williams! Shortly after helping with the last release of the Skitso mod of this table, Skitso joined VPW, and so this update to the mod has been released by VPW. Apart from lots of tweaks there's been a big upgrade to the tesla coil flashers so it looks even better now, physics improvements including TargetBouncer, Rubberizer, various flip tricks improvements and dynamic ball shadows. It also now includes a fully lit VR backlass. Check the script for lots of options! VPW Monsters ----------------- Project Lead - Skitso Lighting - Skitso, iaakki New Tesla Coil Modulated Flashers - iaakki, Leojremimroc Various Fixes / Tweaks - Rothbauerw, fluffhead35, iaakki, Sixtoe, apophis, Leojremimroc, Flupper VR Backglass - Leojremimroc New Wire Ramps - Tomate Testing - Rik, Pinstratsdan, VPW Team Based on earlier versions; Skitso mod by team rothborski - Skitso, Rothbauerw, Bord & thanks to VPW team. thanks to Tom Tower & Ninuzzu, Unclewilly and Randr for previous versions thanks to Flupper and Zany for the domes and bumpers thanks to VPDev Team for the freaking amazing VPX
  25. Version 1.1

    15368 downloads

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