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  1. 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.
  2. 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:
  3. Version 2.0.5

    4351 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
  4. Version 2.0

    17502 downloads

    OK, OK, OK! Lethal Weapon 3 table Tune-Up by VPin Workshop. It all started by again by just thinking about adding nFozzy’s physics and some missing textures in the original table, then we started replacing some primitives and reworking the existing ones, then the apron, cabinet, metal ramp, bats and a few other things were replaced. Totally new 3d inserts. Then different lamps were added to have a better lighting of all the new baked textures and finally adding a built in VR room... • New/reworked primitives: tomate • Baked ON/OFF textures: tomate • Inserts: Sheltemke, oqqsan • Scripting: oqqsan • nFozzys physics: tomate, iaakki • Fleep sounds: apophis • Flashes & Lighting Overhaul: tomate, Sixtoe • VR Room and fixes: Sixtoe, 360 Room by pattyg234. • Miscellaneous tweaks: Sixtoe, tomate, oqqsan • Testing: Bord, Rik, oqqsan, VPW team This release would not have been possible without the legacy of those who came before us, including most notably, Javier for the original vpx table, EBisLit for the new playfield image and 32Assassin for the rework. Thank you. Thanks to Flupper for his beautiful domes and Bumpers caps, Rothbauerw for nFozzy physics and Fleep for sounds. Enjoy!
  5. Version 1.0.0

    11104 downloads

    The VPin Workshop members present a table tune-up for Congo by Williams! This is one from Williams "rubbish film, great pinball!" series, and really shouldn't be missed, a true under appreciated gem. • Inserts & Lighting Overhaul: Skitso • nFozzy physics: Rastan350 • Fleep Sounds: Rastan350 • Ramps: Flupper & Benji • VR Stuff & Fixes: Sixtoe • Miscellaneous fixes and tweaks: Sixtoe, iaakki, Skitso, tomate • Apron and VUK guard Primitives: tomate • Playfield Mesh: Bord • Jungle 360 VR Room: 3rdaxis (from his Grand Lizard VR Room) • Table Assets and Scans: Mwong • Testing: Rik, Rastan350, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, in this case nFozzy, Dark, LoadedWeapon and JPSalas. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. 'Started from Skitsos personal mod '004 - Rastan350 - new physics and sounds '005 - Skitso - reworked all GI and flashers, improved insert lighting, new LUT '006 - iaakki - debugged some flip physics issues and now live catch and nudge works, flip angles changed, removed some lights, flip physics parameters updated '007 - Skitso - temporary fix for broken flashers. Replaced SHOOT AGAIN and KICKBACK insert textures to a more visually pleasing ones. '008 - iaakki - merged flashers. Solflash17 created for "modulated" Amy flasher '009 - Skitso - fixed flashers, fixed ball shadow depth bias issue, added one missing GI light under left ramp, made upper lane guide lamps to show through AMY's hand, new volcano ramp textures, improved Grey playfield texture and shadows, new dark texture for yellow hit targets on Grey playfield, added tiny bit of DL to Grey when GI is lit, fixed right sligshot plastics material and repositioned light beneath '010 - Skitso - improved rule card texture, backwall texture and left ramp decal. Added backfacing transparent triangles rendering to ramps, improved bumber lighting. '011 - iaakki - ball drop sounds fixed. It is still bugged occasionally but not sure why.. '012 - Skitso - better upper PF laneguide prim, improved lights for upper lane guides, tweaked flashers. '015 - iaakki - fixed ramp exits so that ball drop sounds can work properly '016 - Sixtoe - Re-organised whole table, added VR room and assets, replaced rails and sideblades (switchable for art ones, which I redid a bit), raised some lights and dropped others (to stop it cutting prims in half), fixed z fighting for several walls, removed numerous unused assets, redid sling rubbers and area (including physics objects), cut holes in playfield and made drop holes, turned off backfacing rendering for ramps as it breaks VR, will try and find a workaround, raised DL meanwhile, removed redundant drop code, removed wall that stopped ball dropping off wire ramp, probably some other stuff I forgot '017 - Benji - New ramps based on flupper's new tutorial '018 - Flupper - New ramp models, new ramp textures. "plsatic_ramps" texture in image manager is better for VR '019 - tomate - LowPoly left ramp added. '020 - tomate - flipperTimer added, flippers prims and shadows, slightly corrected left flipper location, New wireRamps prims, plastic ramps slightly modified to fit wire ramps, DC-3 model added '021 - tomate - WireRamps textures added, split wire ramps (up and down), down wireRamp reflection disabled, plastic plane recovered from previous version '022 - iaakki - Gorilla flips physics change, LUT changer added with failsafe improvements, Cabinet mode improved, RampLook option added '023 - Sixtoe - Complete fixtures and fittings pass, changed most things, tons of small tweaks and adjustments to positions of things, drilled a hole in the plastic ramp, added seperate VR graphics setup for ramps and wire runs, unified timers, probably something else I forgot. '024 - Sixtoe - Tinkered with the metals and lighting to get the fixings more natural and suited to table. '026 - tomate - new 3d apron and apron texture added, apron rails and POV fixed '027 - Sixtoe - Added playfield mesh from Bord, more tinkering and adjusting including apron area for VR and finally punting it out the door 'RC2 - Skitso - Fixed playfield mesh location, made ball shinier, altered few materials, made apron a tad more in shadow. 'RC3 - iaakki - Fixed GI control, added TargetBouncerEnabled and RubberizerEnabled script options to make table feel more real 'RC4 - Skitso - Improved GI, small insert tweaks 'RC4.1 - Skitso - Grouped a few missing GI lights 'RC4.2 - tomate - post-draw textures added, new primitives and textures for VUK exits added 'RC5 - Sixtoe - Sling kickers adjusted, changed back wall layout, adjusted vuk prims and added material, fixed leftrampdrop height and visibility, tweaked metal pole on left orbit, changed env image, altered materials and textures for metals and volcano, cropped new GI lamps. 'RC6 - iaakki - FlipperNudge tuned. Sw55 target had incorrect phys parameters. gi_bulb022/23 adjust 'RC7 - Skitso - tuned satellite inserts and made all purple inserts more natural color, tuned Gi_Bulb014, tuned perimeter defence flasher 'RC8 - iaakki - l82f fixed. ramp tied to gi. RubberBand material adjusted, ramp41 decal adjusted 'RC9 - Sixtoe - Fixed VR script, altered desktop backdrop, minor tweaks.
  6. Version 3.0.22

    17314 downloads

    Early in 2021, I received permission from Bigus to update this table and add the VR conversions... originally done by Tom Tower and Ninuzzu. The VR conversion included backglass, flashers, lighting, GI, and other table issue fixes (high score initials, trough multiball and tilt issue, and others). I used the Blacksad dark image from his backglass, as it looks amazing. All the interactivity was done in the script. Sixtoe did a lot of lighting updates as well, including bloom lighting, overlay, etc. Version 2.0 includes a hybrid mode for desktop, cab, and VR. Plus all the latest updates that the VPW team has been doing lately. It includes Fleep sounds, nFozzy / Roth physics and flippers, and general table physics updates. It also has Rothbauerw drop targets, VPW Dynamics Shadows by Iakki, Apophis, and Wylte, Flupper Domes, and LUT options. Bord also added a playfield mesh so the ball goes into the center saucer more realistically. I also added a recent update by fluffhead35 for ballrolling and ramproll amplication sounds. Hauntfreaks provided a couple lighter ball images as well. I also added more VR options to include a wall clock, and additional animation. There are plenty of options in the script including LUT lighting changes, ball brightness, VR, cab, and desktop modes, dynamic shadows, rolling amplification, and other sound and shadow options. Also for VR users, you can change to different room environments. If you get 3 credits each time you add a coin, I put instructions in the script on how to modify your ROM to only add one coin. Anyway, I hope you enjoy! And thanks again to all involved!
  7. Version 2.0.4

    3254 downloads

    Gottlieb's 1980 Buck Rogers is based on the 1979 film and TV series "Buck Rogers in the 25th Century.", featuring a space adventure theme highlighted by vibrant sci-fi artwork on the backglass and playfield. Thanks to cwgoss28 for providing a playfield scan and Borgdog for plastic scans. Then of course thanks to @redbone who took those scans of the playfield and plastics and did a lot of work to get them to look so good! Also thanks to Apophis for proving video and pictures of actual gameplay as well as testing. Hauntfreaks also provided the higher resolution VR backglass images. I also want to thank Sixtoe for teaching me how to improve the playfield_mesh to avoid ball sticking issues. For this table, I updated to the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. The vari-target was done utilizing Roth's method, but modified to work with this table. Dozens and dozens of hours were spent studying gameplay videos (several photos and videos provided by Apophis.) to match the table shots and action. Once again, I've included several options in the F12 menu including various balls, ball brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting. For the ROM... since the latest VPinMAME, there is an error with older Gottlieb System 1 ROMs (they were using a bad "CF" spider chip dump all these years). So, if you download off of Pinball Nirvana... you'll likely get an error. The "New Fixed ROMs" can be found in the required software section below, called "new fixed ROMS for vpinmame" You'll see 17 ROMs in the pack. buckrgrs.zip is one of them, and you'll need that for this table. 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 Gottlieb 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 Gottlieb's recommendation (190,000, 320,000 and 460,000). Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file. I also have instructions in the script on how to change that if you wish to do yourself. 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 ROM: https://pinballnirvana.com/forums/resources/new-fixed-roms-for-vpinmame-v3-6-0-963-beta.8379/
  8. Version 2.0.0

    1371 downloads

    "Solar Ride," released by Gottlieb in February 1979, features a captivating outer space theme and "vibrant" backglass artwork. This machine was produced in two versions: an electro-mechanical model and a solid-state version. (this is the solid state version). Not much to this table, but gameplay is fun and getting bonus early is definitely desirable. Key strategies include shooting the drop targets to light up the special, managing the bonus multiplier, and utilizing the top left lane for a 2X bonus. In the F12 instructions, I have other strategy and tips as well. Thanks to CainArg for providing a playfield scan as well as the cleanup of it. Then of course thanks to @redbone who scaled it, as well as providing the apron, and upscaling the plastics. For this table, I updated to the latest VPW standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Baked GI, walls, and created a playfield mesh for the saucer physics. Many hours were spent studying gameplay videos to match the table shots and action. I put as much detail into the table as I could... animating the upper gates, all the rubber animations, saucers, etc. Once again, I've included several options in the F12 menu including various balls, ball brightness, flippers, caps, plastic edge colors, LUTs, and other VR stuff, including LED undercab lighting. For the ROM... since the latest VPinMAME, there is an error with older Gottlieb System 1 ROMs (they were using a bad "CF" spider chip dump all these years). So, if you download that specific ROM off of Pinball Nirvana... you'll likely get an error. The "New Fixed ROMs" can be found in the required software section below. You'll see 17 ROMs in the pack. solaride.zip is one of them, and you'll need that for this table. 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 Gottlieb 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 Gottlieb's recommendation (170,000, 350,000 and 430,000). Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file. I also have instructions in the script on how to change that if you wish to do yourself. 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 ROM: https://pinballnirvana.com/forums/resources/new-fixed-roms-for-vpinmame-v3-6-0-963-beta.8379/
  9. Version 1.1

    26080 downloads

    Welcome CACTUS CANYON, Partner!! The VPin Workshop Discord members present this table tune-up. This started out as a "quick" physics update, but we ended up adding so much more! • Inserts & Lighting Overhaul: Skitso • nFozzy physics: apophis • Roth Drop Targets: rotherbauerw, Sixtoe, apophis • Fleep Sounds: apophis • Fluppers Flashers & VR Room: Sixtoe • Miscellaneous tweaks: Skitso, apophis, oqqsan, Sixtoe, tomate, iaakki • Testing: Rik, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, most notably, Ninuzzu and Tom Tower. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. ' 000 - Skitso - Updates to lighting, inserts, some flashers and LUT ' 001 - apophis - nFozzy flippers, rubber dampening, and materials applied. Adjusted plunger physics settings ' 002 - apophis - Added Fleep sounds package ' 003 - apophis - Added ramp sounds, fixed an issue with my implementation of flipper sounds, and hopefully fixed the stuck ball issue inside Bart ' 004 - apophis - Cabinet POV adjusted. Ramp rolling volume decreased, ball rolling volume increased slightly. Updated controller loading code, ' 005 - apophis - Adjusted autoplunger physics parameters. Removed duplicate flipper collision functions. ' 006 - apophis - Fixed GameTimer bug that prevented ball shadow from working. Added ShowBallShadows option. Fine-tuned autoplunger (thanks oqqsan) ' 006a - oqqsan - Added dynamic instruction card ' 007 - apophis - Added BartHatSoundEffects option. Removed unnecessary beer mug from game. ' 008 - skitso - Improved GI and inserts ' 009 - apophis - Updated flipper tricks to the latest version ' 010 - Sixtoe - Added vr cabvinet and room, fluppers flashers & roths droptargets, which are currently broken. ' 011 - apophis - Fixed drop targets. Change the method to check when target was successfully hit. ' 012/3 - Rotherbauerw - Fixed drop targets. ' 014 - Sixtoe - Added sound effects for drop targets, tried to fix ball traps, tidied up VR stuff, fixed rails, added rollover holes, changed rubber holder prims, adjusted a few minor things. ' 015 - iaakki - Fixed Desktop POV, ' 016 - Skitso - Remade all GI, altered some DL/DLFB values and modified textures for more accurate lighting. ' 017 - Sixtoe - Added Bart & hat to GI, adjusted to right GI so it doesn't look broken in GI, tweaked a few things including decals on traintrack ' 018 - apophis - Adjusted Cabinet POV ' 019 - Sixtoe - VR specific fixes and automatic switches, combined some timers, GI tweaks
  10. Version 1.0.3

    7072 downloads

    **Reupload, nothing new since 1.0.3 - Nov. '20 Austin Powers Table Tune-Up by members of VPin Workshop Discord. This was going to be just a fast rework for this fine table, but we ended up doing way more. Includes Desktop, Cab and VR versions in one VPX file as well as two POV files. nFozzy Physics: Benji, iaakki, Rothbauerw, Javier PF rework, graphics: iaakki, EBisLit, Tomate, Brad1x Inserts and lights: iaakki VR work & Various Fixes: Sixtoe Ramp plastics: Benji Fleep's Sound package integration: Benji 3D model changes: Benji, Tomate, Sixtoe Various script changes by iaakki, Javier Testing: people of VPin Workshop Discord, Rik Laubach We also included a new flipper trick with Rothbauerw to physics. It is called FlipNudge. One can use it for slowing the ball on the bat by spamming the other bat. Deadflip calls this "Fanning", but it was a lame name. This release wouldn't have been possible without the legacy of those who came before us including, most notably, Javier, 32Assassin, DStruct, Francisco666, Rom, ClarkKent and Ninuzzu Thank you to Flupper for 3D insert techniques and Flasher domes. Thank you to Fleep for the sound package. Thank you to Rothbauerw and NFozzy for physics. Thank you to Wrd1972 for bouncy standup targets. ' 1.0.1 - Sixtoe - Adjusted right ramp, fixed some minor issues. ' 1.0.2 - Sixtoe - Redid all the ramp gates including prims and switches so everything both works and looks better, fixed 2 flasher switches not working. ' 1.0.2 - iaakki - added one hidden Wall003 and minor flip tweak ' 1.0.3 - iaakki - VUK fixed
  11. Version 1.22

    21233 downloads

    Welcome to the frightfully fun release of Tales From The Crypt from the VPW team! This is our first scratch built table using all the tips and tricks we've picked up in our past releases and mods, and we're super proud of it and hope you all enjoy it! ** Please use VPX 10.6, there may be issues with 10.7 This is now updated to 10.7. With all of the options on the table is quite "heavy", and the new "RTX" ball shadow code is fairly costly in terms of performance, we think it looks amazing (if we do say so ourselves!) but can be turned off. VR Options are all in the script, with options to include or exclude the RTX shadows. (by the way, RTX has nothing to do with nvidias RTX, it's just a name!) '*** V-Pin Workshop Spooky Crypt Team *** - Project Manager: Tomate - Models and textures with Blender & Octane: Tomate - Ramps: Tomate - Primitive fading code for GI and flashers: iaakki - "Three layer" 3D Inserts: iaakki - Tombstone Code: Sixtoe, DJRobX - PF edits and insert texts: iaakki - Additional lighting: iaakki, Sixtoe, Skitso, G5k, Tomate - Wylte RTX ball shadows: Wylte, apophis, iaakki - VR & Various Fixes: Sixtoe - nFozzy physics: iaakki, Benji - Rubberizer and TargetBouncer: iaakki - Fleep Sounds: iaakki, Benji - Miscellaneous fixes and tweaks: CyberPez, apophis, kingdids, baldgeek, fluffhead35, HauntFreaks - Testing: Rik, VPW team Table Rules ' 002 tomate - wireramps and metal ramps prims added ' 003 tomate - correct POV, backwall added ' 004 tomate - ramps height corrected ' 005 iaakki - NFozzy lighting script in, PF and new insert Text ramp, First inserts layed ' 006 iaakki - insert bulb primitives added for testing ' 008 iaakki - OFF insert Normal Map added ' 011 iaakki - round inserts done ' 012 iaakki - rec star inserts ' 013 iaakki - some insert adjustmens ' 014 iaakki - updated PF and text, rest of the inserts done. lamps on layer 8 needs adjustment ' 018 tomate - some new prims and textures added ' 019 tomate - rest of the new primitives and textures added (layer 1) ' 020 tomate - some tweaks on VPX stuff, low poly colidable ramps added (layer 2), some tweaks on LUTs ' 021 tomate - more tweaks on LUTs, add flippers prims to work properly, add new holes on PF mesh, tumbstone prim and VUKs works properly now, some tweaks on upper plastic, apron plastic primitive fixed ' 022 Benji - Physics scripting in place with working flippers, no rubber dampening applied to objects yet ' 023 kingdids - some tweaks on table lighting settings ' 024 tomate - correct all the textures from camera POV, some tweaks on lighting settings and LUTs ' 025 tomate - separate eye target and remplace original prims, separate drop targets and spinners prims (doesn't work yet), redone slingshots and separate prims of SLING1/2 ' 026 sixtoe - Refactored timers, added playfield trigger and top vuk hole sides, aligned ramp entrance lamp flashers, sorted out some of the vr cabinet prims (temp invisible), ' 027 iaakki - Checked physics code, made new collections for rubberbands and posts, added fleep sounds on most of the collisions (all other sounds removed for now), laneguides had wrong physics so ball felt spinning all the time ' 028 iaakki - RightFlipper1 added back with ssf sounds ' 029 iaakki - Plunger, drain, bumper and wire gate sounds tied. Upper right flipper live catch should be now possible ' 030 tomate - OFF textures added ' 031 iaakki - Metals and MetalRamps duplicate prims done to layers 7 and 9. Created material for fading and tied them to GIUpdates. ' 032 iaakki - some new material and cab sides tied to gi ' 033 tomate - rubbers posts and sleeves separated and applied to the collection dPosts and dSleeves respectively. Rubber bands separated and assigned to the aRubberBands collection. Physical materials assigned to rubber posts, sleeves, metal walls, plastics, and metal ramps. Correction of the location of a rubber post that invaded the loop ramp ' 034 tomate - erase original rubber bands, remplace LSling1/2 and RSling1/2 with baked prims. Cleaning g02 texture so that it looks correct when the slingshots kick ' 035 tomate - spinners and gates prims in place and hooked up, standup target and eye targets in place unhooked. ' 036 iaakki - wireramps added to gi fading, metalramp db issue fixed, ball shadows, insert text, flip shadows fixed by aadjusting Z. ' 037 iaakki - off prim D default values changed. Added more stuff to giupdates ' 038 tomate - animation of gate1 and 2 fixed. Collections created according to textures, primitives assigned to collections. All the primitives has "colormaxnoreflectionhalf" material ' 039 iaakki - rest of the OFF prims done, double checked all settings for ON and OFF prims. Dedicated materials created. GIupdates is now using UpdateMaterial with aLvl^5 for gi events. RF_plastics image imported, but not taken in use. ' 040 iaakki - created materials for each type of prims: gi_on_plastic,metals,cab,blubs and those are faded differently in giupdate. Made fading speed faster. ' 041 cyberpez - Animated standup targets. Reworked drops to be animated and Roths Double Drop mod. ' 042 iaakki - Added standup and drop target off prims and added to fading. Fixed drop target transZ to transY. Updated to rom tftc_400. UseSolenoids=2 in too. ' 043 tomate - A few textures fixed and some LUTs added ' 044 iaakki - PF GI flasher reworked, some OFF prim default DL values adjusted, MetalsOFF prim size adjustment to avoid z fighting, New on/off collections to hide primis when GI full on/off ' 045 iaakki - tombstoneOFF made to move too ' 046 iaakki - Sol4R created for right flasher, only gion state for now. ' 048 iaakki - Sol4R kind of working in gion and gioff state. Various DL values should be fixed in each state. Simple preloader done ' 049 tomate - All prims with DL=1, plastics prims replaced, top_plastic unhooked from GI, plastics_off texture modified, collideable metal walls reworked (ball now acts naturally when left VUK kicks or when falls from left spinner), collideable prim for center vuk added , center vuk strength corrected ' 050 iaakki - flipper physics restored and loophelper implemented. ' 054 iaakki - RF and LF code implemented to debug version ' 055 iaakki - textures imported back. cab_RF was broken and fixed it. Plunger lane plastic is broken on some textures. ' 058 iaakki - flasher and gi fading finalized, 68 and 71 lamps assigned, sling animation items added to fading, but removed from visibility swaps. May flicker in VR?? ' 059 iaakki - new plastics prim and GI control. Changed PLAYFIELD_GI1 depth bias as it had issues with plastics. OFF flips made darker ' 060 iaakki - ball brightness fading with GI. Consts ballbrightMin and ballbrightMax are used to set the limits. ' 061 tomate - new set of prims added, new set of texures added, prims separated and placed into collections ' 062 iaakki - fixed some DB issues, added flasherblooms, adjusted lighting ' 063 tomate - bumpers prims divided, bumperRing 1/2/3 animation done, off primitives still missing ' 064 iaakki - fixed sling DL values that were not consistent, added some magnasave button action, made some tests to pf flashers, GI bulbs still broken, some other lighting tweaks ' 065 tomate - new set of backwall textures added, slings DL values bring to 0, erase slings from g02, scatter value added to left plunger to make shots more random, modified strenght of central VUK to match with gameplay videos ' 065a tomate - increase scatter value to the left plunger, bumperRing Off prims added to Script ' 066 Sixtoe - Split ramp bulbs out of g02 and added them to DL, split bumper caps out of bumpers and added them to DL, cut holes in PF, adjusted some lights and flashers, realigned and coded VR cabinet & modes, adjusted shooter lighting and disconnected bulb from g02 prim, added under table GI lights for ball reflections, ' 067 iaakki - tombstone redone and shaking. rubberizer and targetbouncer added; not adjusted ' 068 tomate - jurassic dome OFF texture tweaked, LF and RF flasherbloom moved up, main gate texture changed, PF thickness added to hole near upper flipper, bulbs primitive separated in ---> bulbs and lamp_bulbs and placed into collections ' 073 iaakki - Merge various triggers and ballshadow code from duplicate 065 version ' 074 baldgeek - set plunger to auto, added enter/exit sounds for scoop next to left ramp ' 075 baldgeek - fixed scoop exit sound ' 076 gtxjoe - Add debug shot testing. Press 2 to block outlanes/drain. Press and hold any of these keys to test shots: W, E, R, Y, U(Vuk), I(Crypt Vuk), P, A, S, F, G ' 077 iaakki - At least the ball uservalue bug fixed by having an array to carry wireramp status. Uses BallGoesWire sub. TargetBouncer taken in use for targets, posts and sleeves. ' 078 fluffhead35 - Added RampRolling sound playback logic for wire ramp sounds. Implemented WireRampOn for sw47 & sw58 and WireRampOff for Trigger1 & Trigger2 ' 079 iaakki - ramproll stuff combined to ball shadow code. Triggers reworked one more time, Right vuk ramp fixed as ball jumped over the triggers, rdampen set to 10ms timer ' 080 benji - wire ramp loop sound swapped out for more seamless one. fx_vukExit_wire sound added to manager, added to VUK subs replacing 'popper' sound needs to be tested. ' 082 benji - reimported missing droptarget sounds, changed kickback sound from missing 'popper' to new KickBack2.wav ' 083 fluffhead35 - tweaked ramp shadow code when looking up the ramptype from Wire RampRoll variables ' 084 iaakki - major merge for new trough from cyberpez. All the solflashers and related inserts recoded. tnob increased so can debug. ' 085 iaakki - adjusted flashers and added backplate vpx flashers ' 086 fluffhead35 - merged in 082 and 083 changes. Added more balls to the RampRoll array because it was too small for the number of balls. Added More RampRoll and WireRampRoll sounds as you need one per ball ' 087 iaakki - targetBouncer values reduced, scoop vuk fixed ' 089 tomate - wall008 at layer 1 deleted, underVUK prim at layer 2 reimported, pUpKicker material changed and lowered it to -10, cab/pf_adges/apron prims replaced, ScSp. relfections turned off ' 090 tomate - walls over the plastics at layer1 added, sw68 - captive Ball fixed (thanks gtxjoe!), central VUK fixed (thanks apophis!) ' 091 iaakki - Crypt shot fixed, BS depth bias issue solved, plunger -> droptarget -> drain fixed, ' 092 iaakki - PF GI flasher style changed ' 092a tomate - collideable wall tweaked so ball doesn't touch slinshot after right orbit ' 093 iaakki - fixed bugs from ball shadow code and improved perf, new PF gion/gioff images with larger hard edges on insert holes, new insert text image with edges, spot lamp tied to gi. Narnia check should bring the ball back in game.maybe.. Report your findings. ' 094 benji - add sound scoopExit. Crypt VUK exit/eject sound should be "fx_vukExit_wire" but i cannot get it to play... ' 095 iaakki - f53TOP added, wood sound added to one wall, right orb return matched to few videos, rtxfactor 0.8, right wireramp exit hacked, coin sounds added, sw52 sounds improved, ball shadows removed when large flashers bright, diverter sound added, some debug cleanup, additional wall added under trough ' 096 Sixtoe - Organised some layers, sorted height walls, deleted old redundant assets, fixed plunger exit gate textures, cropped the bottom of 2 bulb prims that were showing through holes, dropped lamp under skillshot rubber as it was clipping, manually edited all the g02 textures because dropping the lamp under the rubber meant part of it was black..., redid texture of left flasher so it doesn't look odd when off, manually edited g01_ON.png to brighten back of spinners ' 0961 iaakki - Bug fix and script optimizations for RTXBS on VR ' 097 tomate - Switch and diverter prims separeted and placed in collections. New clear plastics texture added. ' 0971 iaakki - Diverter and wireramp switches animated with sounds. ' 0974 tomate - diverter DB issue fixed, jurassic dome material changed, slanted sideblades added, cabinet mode added, POV corrected to cabinet mode ' 098 apophis - included RTX BS distance calculation optimizations ' 099 fluffhead35 - added logic to only show RTX shadows for 3 balls ' 099.1 Wylte - changed shadow DB to -2000, upped flasher intensity required to hide shadows to 0.7 ' 099.9 iaakki - 991 merge, Tied GI bulbs prim to updates, minor tweak to GI levels and collections, RTXBallShadows script option added, LockBarKey support added ' 100 Sixtoe - Split bulbs from g02 primitive (again!), tidied up layers a bit, deleted redundant stuff, added off prims to cabinet script, probably still needs more work. Left captive ball wall moved so ball isn't floating, Plugged hole in upper left plastic to stop ball trap. ' 101 iaakki - VUK issue solved, sideblades fixed, cabinetmode with fblooms fixed, TargetBouncerFactor introduced and default set 1.1 for now, flippernudge values corrected, red bulbs set to fading collections, metalramp DLFB values changed to make them blend better. ' 102 iaakki - Recoded LUT selector with 14 LUT files. save/load mechanism included. ' 103 iaakki - Insert OFF state normals added and insert balance tune, HauntFreak top notch tweak to red bulb flashers. ' 104 Sixtoe - Split off bumper prims, fixed script for them ' 105 apophis - fixed never ending ball rolling sounds. fixed slingshot sound effect locations ' 106 iaakki - ball shadow DB's adjusted more, RTX image changed (Thanks BorgDog for reference), RTX parameters changed to match new reference ' 107 tomate - post pass fixed, angleSidewalls for cabinet mode fixed (thanks Sixtoe!), angleSidewalls prims reworked and put into collections, OFF plastics textures tweaked ' 108 tomate - wall added over top plastics ' 109 iaakki - cleanup, crypt jam insert material tuned, spinner sounds added, rubberizer tuned, left ramp entrance gate tuned, DT threshold tuned ' 110 iaakki - subway redone, needs more testing ' 111 iaakki - Narnia rework, cleanup, subway tuned, collidable walls added under flips ' 112 iaakki - Lut changer tuned, insert off prim normals as script option, some insert prims were accidentally collidable, relay sounds added ' 113 iaakki - Some walls added on top of plastics, GTXJoe's "Debug Table testing routines" removed ' 114 Skitso - Fixed a bunch of lights ' 115 iaakki - upped sw39 hit threshold and tested it, under PF walls added to eliminate light bleed from inserts, VRRoom 1 and 3 disables RTX ball shadows, GI relay, Lutselector and spinner sound increased ' 116 Sixtoe - Fixed a couple of VR issues with the sidewalls, spent some time with how the ball looks ' 116DL1 tomate - all prims moved to DL=1, default LUT changed, apron texture fixed, flippers textures fixed ' 117 tomate - domes/ramps/bats textures fixed, bumper cap texture fixed Skitso!, trail strenght lowered to 30, POV tweaked, reflection strenght on PF lowered to 20 ' 118 iaakki - vrroom mode fixed, plunger lane gate tuned, ball made a bit brighter with const ballbrightMax and ballbrightMin, improved GI bulbs that reflect to balls, plastics DB set to -110 to fix laneguides ' RC1 iaakki - bumpertop materials changed, metals and laneguide DL values to 0.5, bumpertop ID fix, default value checks ' RC2 iaakki - Bumpertop image swaps and DL tied to GI plus lampz, sw38 improved and wall added to center the ball, script cleanup, bumper lights adjusted for GIOFF state ' RC3 tomate - plastic texture over the bumper fixed, right slingshot rubber texture fixed, logo added ' RC4 tomate - VPW original LUT fixed, HauntFreaks LUT added, compressed images by g5k added ' RC5 tomate - SSR set OFF by default, LUT added
  12. Version 2.1

    20336 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
  13. Version 2.0.3

    3629 downloads

    Thank you to 32assassin for giving me permission to update this table! Also thank you to the VPW team for testing (especially Thalamus, Apophis, Bord, Rothbaurerw, leojreimroc, Sixtoe, and PinStratsDan)! Pharaoh (Williams 1981) is one of the four double playfield machines designed by Williams in 1980-81 (others are Black Knight, Jungle Lord and Solar Fire). It heavily uses the magna saves, and has lots of drop targets and other things to shoot for. Like Solar Fire, the captive ball is a tough shot, and there are other "tombs" that you can shoot the ball into. Updates in Version 2.0 done by UnclePaulie. Added VR, Desktop, and cab hybrid modes. Updated physics, drop targets, flippers, dynamic shadows, and lots of other updates to the VPW standards. Also added 3D inserts, updated lighting, the latest VPW physics, sounds, sling corrections and GI brightness and fading routines. Some other various fixes done. I also updated the desktop backglass as well as the VR animated backglass and other VR options. There are also some performance improvements, and I added a playfield mesh for upper and lower playfields, so there's a realistic bevel in the saucers. There are several options in the script. Including VR, ball brightness, and LUT lighting options. Since this table heavily relies on the usage of the magnasave buttons, the LUT changes are done by holding cntl (or left mangasave) and then while holding, scroll through the options with the right magnasave. This is a hybrid table, and it will automatically choose between desktop and cabinet, however, if you are playing in VR, you MUST change VR_Room to 1 in the script. Additional options in the script include two VR environments, a VR clock, and settings for dynamic shadows if you experience a performance hit, Thanks to everyone that helped!
  14. View File Alien Star (Gottlieb 1984) Gottlieb's 1984 Alien Star! Journey to an Alien Star for a pinball battle in space! Multiball, skill shots, and plenty of fast action! So much fun to play! Thanks to Borgdog for providing original playfield and plastic scans, cabinet stencils, and physical measurements of his actual table. He also had lots of authentic Gottlieb primitives to use, and did a tremendous amount of testing! Thanks also to @redbone who took those scans of the playfield and plastics and did a tremendous amount of work to get them to look so good! He also spent a ton of time with all the other graphics on the table as well as a ton of testing! Hauntfreaks provided the higher resolution VR backglass. DarthVito did the VR wall environment. In Version 3.0.0 (May 2025), I started the table over completely from scratch, as the prior version had incorrect table dimensions, wrong VR cab size, and lots of other things that needed updating. I updated to the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. I baked the GI, AND the metal walls, interior wood walls, spinner, plastic posts, and the reflections on them. Redbone further updated the playfield, the plastics, apron, and other images. Thanks to Borgdog for original playfield scans, image assets, and cab stencils. Dozens and dozens of hours were spent studying gameplay videos, many of which were done by Borgdog, to match the table skill shots and action. This table is loaded with options in the F12; including various balls, room brightness, flippers, tents, screw caps, plastic edge colors, LUTs, Dip settings, side wall colors, special Mother of Pearl solid inserts, and plenty of other VR stuff, including LED undercab lighting. The ROM can be found at pinballnirvana.com... alienstr.zip). 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 Gottlieb 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 Gottlieb's recommendation (600,000 and 1,400,000). Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file. I also have instructions in the script on how to change that if you wish to do yourself. There's also an option for "Tourney Mode". In that mode it'll play a little harder with different DIP settings, which excludes extra ball... and only allows for points on 3 balls. Tourney mode also sets colors and rainbow'ed LEDs on plastics. NOTE: you'll have to start and restart the first time in that mode for the DIP changes to take effect. If you want to change the DIPs... you will need to go into the script options and change SetDIPSwitches to 1, then open the table, hit F6 (that'll load the default DIPS and display them). You can then select various ROM options. Once entered, you can exit out, and restart. That will then set the new ROM settings. These are the default DIPS that are and set at original table launch: 1=Coin Chute same 0=3rd coin chute no effect 0=Game mode of replay for hitting threshold 1=Number of balls = 3 0=Unlimited number of replays can be earned per game 1=Playfield Special of extra ball (Tourney mode this is zero) 0=Novelty of normal game mode (Tourney mode this set to 1) 1=Match feature 1=Background Sound Thanks again to Borgdog and Redbone for the playfield and plastic images, the stencils, the testing, and all the feedback! Also thanks to Hauntfreaks for the updated Backglass images. Also thanks to everyone else from the VPW team that provided testing and feedback! 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 Submitter UnclePaulie Submitted 01/27/24 Category VPX - Pinball Tables VPX Standalone Yes  
  15. Version 2.0.0

    1887 downloads

    "Thou art gazing at the brightest star of all." Star Gazer (Stern 1980) is an addicting game with 3 spinners and concave scoops feeding the flippers. It's fast and lots of points can be achieved with building the values of bonus and spinners. Even though there were only 869 units produced this is very much a "gotta play again" table. One of the "best spinner" games out there. Thanks to apophis for providing a playfield scan to @redbone. And especially thanks to Redbone for prepping and cleaning the playfield as well as other images, plastics, targets, etc. Also thanks to HauntFreaks for providing the VR backglass images (redraws by Felsi). And again thanks to Apophis for guidance on blender to bake the metal walls to be shiny, as well as some performance enhancements. This table was done from scratch placing everything, and implementing the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. I also baked the GI and interior wood and metal walls. I've once again studied hours of videos to ensure accurate placement, gameplay, bounces, physics, etc. Lots of time was spent on getting the spinners timed correctly, and shots matching video play. I've provided a .nvram file for the ROM menu settings, and I've hard coded the DIP switch settings as usual. This table is loaded with options in the F12. Various balls, ball brightness, flasher options, 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 Stern 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 Stern's recommendation (720,000 and 1,440,000). I also have instructions in the script on how to change that if you wish to do yourself. Thanks again to Redbone, Apophis and Hauntfreaks! Also thanks to everyone else from the VPW team that provided testing and feedback! Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3
  16. Version 3.1

    18213 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!
  17. Version 1.0.1

    751 downloads

    It is a hybrid table. You can play it in FS, DT or VR. The original table was made by BorgDog. I would like to thank BorgDog for allowing me to use his table in a VR room. Thanks to Rascal for an easier way to incorporate the reel into older EM tables. Info The playfield had poor quality. Therefore I have redrawn it almost completely. I also reworked the Plastics. There are 16 LUT files in the table. Here's how to change the lighting. Hold the left magna-save button and click the right magna-save button to change the LUT file. I have integrated the backglass; no external BG is needed in VR. You can change the DIP-settings by pressing F6 after starting the table.
  18. View File VRRoom T.K.O. (Gottlieb 1979) It is a hybrid table. You can play it in FS, DT or VR. The original table was made by BorgDog. I would like to thank BorgDog for allowing me to use his table in a VR room. Thanks to Rascal for an easier way to incorporate the reel into older EM tables. Info The playfield had poor quality. Therefore I have redrawn it almost completely. I also reworked the Plastics. There are 16 LUT files in the table. Here's how to change the lighting. Hold the left magna-save button and click the right magna-save button to change the LUT file. I have integrated the backglass; no external BG is needed in VR. You can change the DIP-settings by pressing F6 after starting the table. Submitter RajoJoey Submitted 02/13/2022 Category VPX - Hybrid Releases Link to B2S Link to Media Pack  
  19. Version 3.0.2

    7342 downloads

    Gottlieb's 1984 Alien Star! Journey to an Alien Star for a pinball battle in space! Multiball, skill shots, and plenty of fast action! So much fun to play! Thanks to Borgdog for providing original playfield and plastic scans, cabinet stencils, and physical measurements of his actual table. He also had lots of authentic Gottlieb primitives to use, and did a tremendous amount of testing! Thanks also to @redbone who took those scans of the playfield and plastics and did a tremendous amount of work to get them to look so good! He also spent a ton of time with all the other graphics on the table as well as a ton of testing! Hauntfreaks provided the higher resolution VR backglass. DarthVito did the VR wall environment. In Version 3.0.0 (May 2025), I started the table over completely from scratch, as the prior version had incorrect table dimensions, wrong VR cab size, and lots of other things that needed updating. I updated to the latest VPW (2025) standards, physics, alllamps and 3D inserts, backglass for desktop, roth standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. I baked the GI, AND the metal walls, interior wood walls, spinner, plastic posts, and the reflections on them. Redbone further updated the playfield, the plastics, apron, and other images. Thanks to Borgdog for original playfield scans, image assets, and cab stencils. Dozens and dozens of hours were spent studying gameplay videos, many of which were done by Borgdog, to match the table skill shots and action. This table is loaded with options in the F12; including various balls, room brightness, flippers, tents, screw caps, plastic edge colors, LUTs, Dip settings, side wall colors, special Mother of Pearl solid inserts, and plenty of other VR stuff, including LED undercab lighting. The ROM can be found at pinballnirvana.com... alienstr.zip). 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 Gottlieb 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 Gottlieb's recommendation (600,000 and 1,400,000). Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file. I also have instructions in the script on how to change that if you wish to do yourself. There's also an option for "Tourney Mode". In that mode it'll play a little harder with different DIP settings, which excludes extra ball... and only allows for points on 3 balls. Tourney mode also sets colors and rainbow'ed LEDs on plastics. NOTE: you'll have to start and restart the first time in that mode for the DIP changes to take effect. If you want to change the DIPs... you will need to go into the script options and change SetDIPSwitches to 1, then open the table, hit F6 (that'll load the default DIPS and display them). You can then select various ROM options. Once entered, you can exit out, and restart. That will then set the new ROM settings. These are the default DIPS that are and set at original table launch: 1=Coin Chute same 0=3rd coin chute no effect 0=Game mode of replay for hitting threshold 1=Number of balls = 3 0=Unlimited number of replays can be earned per game 1=Playfield Special of extra ball (Tourney mode this is zero) 0=Novelty of normal game mode (Tourney mode this set to 1) 1=Match feature 1=Background Sound Thanks again to Borgdog and Redbone for the playfield and plastic images, the stencils, the testing, and all the feedback! Also thanks to Hauntfreaks for the updated Backglass images. Also thanks to everyone else from the VPW team that provided testing and feedback! 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
  20. Version 1.0.0

    457 downloads

    Table made by Balater. I would like to thank the following people: Balater for the permission to put the table in a vr-room. Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Info There are two rooms: the minimal room and a sphere. You can easily switch rooms by pressing the magna save-buttons. There are 16 LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  21. Version 2.0.0

    8731 downloads

    After the VP competition a few weeks ago, there were several errors reported on Twister (Sega 1996). I updated all of those errors, and since it was open... I did LOTS of updates. The version that was played, I had done about a year ago, and only did a VR room option, Fleep sounds, and VPW physics. In Version 2.0, I've now updated to the latest physics, slings, Lampz fading routines, 3D light inserts, dynamic shadows, flupper flashers and bumpers (modded), major GI updates, shadows, playfield mesh, and a complete redo of the ball trough and multiball lock trough. Also gBOT (global ball on table) is used throughout to improve performance. I've also changed the desktop background, as well as VR updates. I created a 3D fan model in blender, and then reused the animated fan blade and code from Flupper's whirlwind. There are several other updates, and there are several options as well. It has been converted to VPX 10.72, based on recommendations from the VPW team. VR Room, Desktop, and Cab are now automatically chosen. In the options, you can change the bulbs to white or blue, VR Rooms, and other items. Thanks to the VPW team for testing, especially tastywasps, apophis, bord, sixtoe, leojreimroc, and the feedback from the community on the VP competition! This table works for desktop, cab, and VR Room.
  22. Version 2.0.0

    5145 downloads

    Bally's Safe Cracker combines pinball and board games! The goal is to advance to the board game for a chance to break into the safe while avoiding obstacles along the way. Players spin and stop the safe dial to determine how many spaces to advance. The player can collect winnings and resume playing pinball after each dial spin, or spin again and risk losing it all. Players must risk it all for a chance to break into the bank vault and win the token award. The original 1.0 version was done by fuzzel, flupper1, rothbauerw; with the VR room originally being done by b4ast1. Apophis requested that I update the table with an updated playfield scan from EBisLit, and include all the new VPW code, 3D inserts, hybrid mode, physics, drop, standup, and vari-targets, bumpers, flashers, playfield mesh, fleep sounds, etc. Redbone further cleaned the playfield up, as well as some other images. I was able to bake the GI lights using blender light maps to make it look as real as possible (thanks for teaching me, apophis!), as well as implementing a pwm approach to the fading. I've also included other VR rooms, a topper, a flasher/siren, and F12 options. I reused the ramps and other prims from fuzzel's table, as well several pieces of code from rothbauerw. Other options in the script include a constant called, "useownb2s". If you set this to 1, you will turn off the desktop built in backglass. This is for desktop users that want to use a b2s backglass, not the built in one. MAGIC TOKENs... if you win the board game, the table will issue you a magic token (you'll see the coin roll down). How the ROM works... is the next game played will force you to use the magic token/s that you've won, and you play a 4 ball multiball for 90 seconds. Awesome! But you need to earn the tokens... REQUIREMENTS: ROMs: You will need two ROMs: A percentaging version is for the number of tokens issued is limited based on the game's earnings, and in a home environment you want to be able to obtain tokens. They are located here: https://vpuniverse.com/files/file/5161-safe-cracker-18-no-percentaging-s11/ https://vpuniverse.com/files/file/5162-safe-cracker-18-s11/ VPX: version 10.8.0 RC3 or higher: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPM: version 3.6.0 or higher: https://github.com/vpinball/pinmame/actions/runs/8893510521 B2S: version 2.1.1 or higher (if using b2s) https://github.com/vpinball/b2s-backglass/releases Two versions of the b2s are available... one for 2 screens from wildman, and one that is 3 screens by ryguy417. https://vpuniverse.com/files/file/6999-safe-cracker-bally-1996/ https://vpuniverse.com/files/file/13623-safe-cracker-bally-1996-b2s-with-full-dmd/ Thanks to apophis, rothbauerw, ebislit, fuzzle, flupper1, redbone, and many others from the VPW team for testing and feedback.
  23. Version 1.0.0

    528 downloads

    Description: *************** The table is made by the hauntfreaks. I would like to thank hauntfreaks, for allowing me, to convert his tables to VR. Info It is a hybrid table. So you can play in VR, desktop or cabinet mode, but you need the external backglass. There is no need to change the script. A VR headset is automatically detected. I added the following things: VR room, artwork for cabinet, backbox and flyer, animations for buttons and plungers, LUT files (change with magnasave buttons). '* Layout and graphics by HauntFreaks '* Scripting by BorgDog '* VR update by Rajo Joey Works in 10.7.2, but best to play in VPinball_GL 10.8: https://github.com/vpinball/vpinball/actions/workflows/vpinball-gl.yml *********************************************** These are quick conversions, as I don't like playing in absolute darkness. If you want to do your own conversions, I wrote two tutorials for EM tables like Loserman76's and make templates of the tables, pictures and materials. Also there are some .psd files, to change the artwork in an easy way for example. In the template tables there are generic artwork for the cabinet and the backbox. Some people may be happy with that and don't need the real artwork. There is a short tutorial for people, who know the editor and a longer one for newbies. Both instructions are in English and German. https://mega.nz/folder/5csAGRAa#gSFFQN_jXbw03y7LpQENHg
  24. Version 2.1.4

    14932 downloads

    I Added the VR conversions to Apollo 13 last year (2020), the version of the table that was modified was done by Balater (Thanks for the permission to mod!), originally done by Herweh, Fransisco666, and 32assassin. Over time several authors worked on the early versions of that table including, Thalamus, JP, DJRobX, Rothbauerw, Amgrim, ClarKent, Chucky87, agentEight6, and Bigus1. I also used the dark image from chucky87's backglass file and imported into the table for use in VR. That mod done in 2020 had several updates specifically for VR, and other light mods. Sixtoe assisted at that time as well. Also, Retro27 added a topper and a few other VR updates and I animated the backglass for VR as well. Since that time I added several more updates, including nFozzy and Roth physics and flippers, Fleep sounds, several physics updates to the table, slings, and bumpers. A few other modifications were done as well to the sounds, playfield, and other adjustments. Thanks to Bord for posting tutorial videos. Also thanks to the VPW team for their help and examples. I also added dynamic shadows done by Iakki, Apophis, and Wylte. The latest update, Version 2.0, includes so many fixes and updates. I've corrected the number of balls coming out of the rocket during multiball, as well as the rocket timing, and subway trough. The ramp behind the moon now works for the orbiter and moon gravity missions, the trap door for the 8-ball lock is animated, fixed the slings, and added holes under the sling movements. Also the left spinner lane didn't send the ball into the upper saucer. That is now corrected. I've also added 16 switchable LUTs. Then, several members from the VPW team jumped in and made this table so amazing. What a great group! Thank you all! oqqsan: Added Flupper dome lights and flashers. Also fixed the ball stuttering when the moon rotated with the ball. Tomate: created new ramps and textures (they look so real!) Also wire ramps, posts, gates, apron, missing materials in some screws, and other stuff. Skitso: redid the GI lighting, spot lights and inserts. Also warmed the LUT a bit. Sixtoe: Did some visual updates to the ball, moon, rocket, and plastic ramp Apophis: Updated the playfield image for alpha cutouts for Lampz inserts. Added Lampz code, and new inserts. Updated some flipper nudge physics. Corrected the triangularization dynamic shadow effects, removed the subway ball shadows, and lowered the number of dynamic sources. Sheltemke: Provided an updated translite image for the backglass. It's now included in the VR version, and Wildman created a new b2s file. Also, modified the text on the inserts to a text flasher to make it more readable. RIK, Fluffhead35, Lumi, and Wylte all tested and provided feedback. Wylte: Updated the ball shadow code to not turn on when in subways, and other optimizations. Also modified for better performance. Separated dynamic and ambient ball shadow options, and added lockbar key as plunger alternative. This table is a hybrid release, so it will work on desktop, cabinet, and VR. OPTIONS: Options can be selected in the script to change to desktop, cabinet, or VR mode. For VR mode, there's an option for two different room environments, and to add a clock on the wall. Also... VR users... the Dynamic Shadows performance issue has been corrected. However, if you still experience performance issues, you can turn off dynamic shadows or ambient shadows or both in the script. Anyway, I hope you enjoy! And thanks again to Balater, retro27, Sixtoe, oqqsan, tomate, skitso, apophis, sheltemke, RIK, Fluffhead35, Lumi, and Wylte, and the entire team of authors that have contributed to this table over time. If I missed anyone in the credits, let me know, and I'll add, as I don't mean to miss anyone.
  25. View File Laser War (Data East 1987) w VR Room Laser War! This table was originally done by Herwey (with help from others noted in the script), and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! It's a fun yet challenging table. Testers have indicated that the balls falling to the drain is tough, but acts identical to a real table. So, you might need to work on your nudging technique to save the ball from draining. I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics and sounds, 3D inserts, and other corrections, and making it a hybrid table (desktop, cabinet, and VR). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: Tomate (fixed ramp and wall primitives), Sixtoe (upper right wall placement), leojreimroc (VR backglass enhancements), and then AstroNasty, PinStratsDan, Smaug, and Rajo Joey for testing and feedback! If you are playing in VR... you MUST select VR_Room = 1 in the script!! Desktop and Cabinet mode should be automatic. There are several options to select in the script, including ball brightness, sidewalls and blades, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. GI mods and ramp color can be changed by clicking the right and left magna save buttons if you have that option on in the script as well. IF YOU experience performance issues... there are options you can try to change that. First of all, you can uncheck "Reflect Elements on Playfield in the table options window. Also, you can turn dynamic shadows off for additional performance if needed. Also, you can turn off In-Game AO, Post-proc AA, and 4xAA on the table options. Version 2.0 Updates include: - Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness. - Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc. And thanks to leojreimroc for backglass enhancements. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, standup targets, ramprolling sounds, sling corrections, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper domes. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Added 3D insert primitives and tuned the lighting significantly for those. Lots of work on the playfield cutouts, and associated text layer. - Changed lamp control to VPW Lampz. - Corrected some errors in the table. - Adjusted the lighting levels, and GI overhead. - Tomate fixed an issue with the ramp and wall primitive... as it wasn't built correctly in blender. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Created new background for desktop mode, with animated lighting. - And so many other updates, all documented in the script. Once again thank you to Herwey, the VPW team, especially Tomate, AstroNasty, Sixtoe, PinStratsDan, Smaug, leojreimroc, and Rajo Joey for testing, feedback, and some updates! Submitter UnclePaulie Submitted 06/16/2022 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/files/file/2392-laser-wardata-east-1987/ Link to Media Pack  
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