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  1. Version 1.0.3

    2,162 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
  2. Version 2.2.0

    4,396 downloads

    Bad Cats v2.0 Table Tune-Up by members of VPin Workshop Discord. Completely overhauled version of Unclewilly's awesome Bad Cats table. Includes Desktop, Cab and VR versions in one VPX file as well as a Graphics Remastered B2S backglass file. Updated Plastics: Benji & Brad1X Playfield and Plastics: All table art completely re-drawn by Brad1X Inserts and Lights: iaakki Physics: Benji & iaakki Debug: Sixtoe & iaakki VR Stuff: Unclewilly & Sixtoe Testing: Tomate & VPin Workshop Discord Backglass Art Graphics Remaster: Brad1X Thank you to Unclewilly for letting us tune-up this table. Thank you to Flupper for 3D insert techniques. Thank you to Rothbauerw for nFozzy physics. 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! Permission to Mod: Yes with approval '069 - Wrd1972 - Added new flippers from Doctor Dude '070 - Benji - Added material to flippers, exported flipper texture and toned down saturation for more 'arcade' style flippers '071 - iaakki - Minor GI shape adjustments near flips. Livecatch tweaked, Cabinet mode added '072 - Sixtoe - Added VR Room & built in backbox, unified timers, removed redundant stuff, trimmed lights and fixed some lighting issues, dropped the triggers, transparancy issue remains on the centre glass roulette cover for VR, needs more work on lighting '073 - Brad1X - Updated Table Info and Script info '074 - iaakki - MetalSides option created, POV reworked by altering offsets only, VRBlockerWall made invisible in desktop and cabinet modes '075 - iaakki - Flashers reworked one more time.. '076 - Benji - Re-applied POV from 074 (it got changed at some point) '077 - iaakki - Smaller haze images '078 - Sixtoe - Added extra sideblade primitive and refactored mode switches, center glass disabled in VR. '079 - iaakki - Some cleanup, darksides feature removed, static rendering disabled for siderails. '2.01 - Skitso - GI rework '2.02 - iaakki - Updated to latest physics, also separated posts and rubber bands. '2.03 - Sixtoe - Redid VR options, minimal room added as big room is "heavy", fixed broken cabinet mode, added drop holes, various other fixes.
  3. Version 3.0

    2,588 downloads

    Earlier this year, JP Salas gave me permission to modify his Sorcerer table. Back then I added the VR conversions needed, as well as updated the VR backglass (thanks to Hauntfreak's backglass image) and did all the GI and alphanumeric displays in the table itself. Also added a fully animated/flashing VR backglass. Sixtoe assisted at that time with the GI intensity on the bumpers. Since then, I've done significant updates in version 2.0 and now 3.0. 3.0 includes 3D inserts and lots of lighting and other improvements. If you are playing in VR, you need to go into the script options and select VR_Room = 1. Desktop and Cab are now automated. Additional options in the script include two VR environments, a VR clock, posters, topper, LUT settings, ball brightness, cab side rails, and settings for dynamic shadows if you experience a performance hit Also in the script, you can choose to use two different versions of the ROM. It's defaulted to version 2. (https://www.vpforums.org/index.php?app=downloads&showfile=889) Version 3.0 Updates include: - Added 3D inserts - Updated lighting and GI brightness and fading routines. - Added the latest VPW physics, sounds - Added sling corrections - Some other various fixes done, including flippers still being activated and others - I also updated the desktop backglass as well as the VR backglass and other VR options. - There are also some performance improvements - All changed are documented in the script: For completeness, this is what was done in version 2.0: - Desktop, Cabinet, and VR hybrid modes - Fleep's sound package - nFozzy / Roth physics and flippers. - Modified the table, sling, and flipper physics - Updated to the new ramprolling sounds by fluffhead35. - Added the Iakki, Apophis, and Wylte dynamic shadows solution - Updated the drop targets to the solution created by Rothbauerw - Corrected the Demon / hold bonus light error - LUT and ball brightness options - Added additional VR options and updates - Rawd added glass and scratches option for VR users - Updated to include significant work done by Bord for GI, ramp primitives, playfield, flasher blooms, and more. - Added several other tweaks for physics, flipper tricks, etc. - Testing done by Bord, Lumi, PinStratsDan, Rawd, Rajo Joey, AstroNasty, Sheltemke, iaakki, apophis, RIK, Sixtoe, Rothbauerw, and several others on the VPW team. Thanks to everyone that helped!
  4. Version 1.22

    8,314 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
  5. Version 1.0.0

    127 downloads

    Table made by jpsalas. I would like to thank the following people: jpsalas 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. I hope, you have as much fun playing, as I had creating the room. Info There are two vr-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. You can change the DIP-settings by pressing F6 after starting the table.
  6. Version 2.05

    3,171 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.
  7. Version 1.0.0

    251 downloads

    It is a hybrid table. You can play it in FS, DT or VR. The original table was created by Dids666. I would like to thank Dids666 for allowing me to convert this table. I thank Bord for the help with scripting the drop targets. Info I made some changes to the layout of some objects. Also implemented or changed some other things: dyn. ballshadows, nFozzy's flipper physics. There are 16 LUT files in the table. You can change them with the left MagnaSave button. You can change the VR space with the right MagnaSave button.
  8. Version 1.0.2

    6,725 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
  9. Version 2.0.2

    1,653 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:
  10. Version 1.0.0

    150 downloads

    The table was made by the great Loserman76. May he rest in peace. 😢 The 2-player version of this game is Gottlieb's 1976 'Surfer'. I would like to thank him, for allowing me, to put all of his tables in a VR room. One of the masters of backglasses in VR made the backglass with flashers. Many thanks to @leojreimroc. 👍 Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 61/62 in the script. There are two rooms: the minimal room and a sphere. You could edit the line 61 in the script. There are different LUT-files in the table. So you can change the lightning. Click the left magnasave-button to change the LUT-file.
  11. Version 1.0.0

    148 downloads

    The table was made by the great Loserman76. May he rest in peace. 😢 The 4-player version of this game is Gottlieb's 1976 'Surf Champ'. I would like to thank him for allowing me to put all of his tables in a VR room. One of the masters of backglasses in VR made the backglass with flashers. Many thanks to Leojreimroc.👍 Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 61/62 in the script. There are two rooms: the minimal room and a sphere. You could edit the line 61 in the script. There are different LUT-files in the table. So you can change the lightning. Click the left magnasave-button to change the LUT-file.
  12. View File VR Room Surfer (Gottlieb 1976) The table was made by the great Loserman76. May he rest in peace. 😢 The 4-player version of this game is Gottlieb's 1976 'Surf Champ'. I would like to thank him for allowing me to put all of his tables in a VR room. One of the masters of backglasses in VR made the backglass with flashers. Many thanks to Leojreimroc.👍 Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 61/62 in the script. There are two rooms: the minimal room and a sphere. You could edit the line 61 in the script. There are different LUT-files in the table. So you can change the lightning. Click the left magnasave-button to change the LUT-file. Submitter RajoJoey Submitted 07/11/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/8198-surfer-gottlieb-1976-dof/ Link to Media Pack  
  13. View File VR Room Surf Champ (Gottlieb 1976) The table was made by the great Loserman76. May he rest in peace. 😢 The 2-player version of this game is Gottlieb's 1976 'Surfer'. I would like to thank him, for allowing me, to put all of his tables in a VR room. One of the masters of backglasses in VR made the backglass with flashers. Many thanks to @leojreimroc. 👍 Info It's a hybrid-table. So you can play in desktop-, cabinet- or VR-mode. To change the mode, open the script and edit the lines 61/62 in the script. There are two rooms: the minimal room and a sphere. You could edit the line 61 in the script. There are different LUT-files in the table. So you can change the lightning. Click the left magnasave-button to change the LUT-file. Submitter RajoJoey Submitted 07/11/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/8200-surf-champ-gottlieb-1976-dof/ Link to Media Pack  
  14. Version 1.0.1

    3,323 downloads

    **Reupload, nothing new since 1.0.1 - Dec. '20 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. 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. 'VPW edits ' 00X - benji/iaakki - various versions ' 006 - iaakki - NF script updated one more time, GI resolved, solenoid light control added, insert materials redone and adjusted, insert text flasher should be done ' 009 - iaakki - GI rework and various tweaks. Sidewalls are borked ' 010 - Benji - Added reflective metal texture to walls (only reflect with SSR Enabled) and color graded all the graphics. Added preliminary beveled edges to bottom half of plastics ' 011 - iaakki - RGB GI implemented, various fixes ' 014 - iaakki - pf&text images reworked, inserts made more shallow, GI adjusted different when mode on ' 015 - iaakki - villain spots created, heads material swapped ' 016 - Benji - Adjusted bevels and baked GI onto playfield (experimental) old playfield still in image manager ' 017 - iaakki - redid rgb gi, some cleanup ' 018.6 - Sixtoe - Added VR room and associated switches, replaced most flashers & hooked up flash prims to lighting, added global rgb gi flasher, tweaked spotlights and added character prims to lighting system, aligned ramps, unified timers, added ball shadow, replaced green goblin for comic version, reverted playfield, aligned apron wall and made visible, raised Apron, changed trigger shapes, removed numerous old incorrect walls and lights, raised metal screws and fittings up slightly ' 018.7 - Tomate - replaced wire run prims and textures ' 019 - Sixtoe - Made more holes in playfield for triggers aand targets, added wood drop sides, added new wall for sw43a image, added backglass to gi system, hooked up light refllection flashers on sandman and added some to goblin and lock lights. ' 020 - Benji - Added color grade to playfield from 019 ' 021 - Benji reintroduced more yellows to overall color grade ' 022 - tomate - spiderwebs and diverters redone, new textures for metals, diverters and spiderwebs. Improved wire ramp textures ' 023 - Sixtoe - fixed some depth bias issues, fixed rear back wood, fixed pop bumper flashers, fixed a few flashers ' 024 - tomate - Some tweaks to the textures, shadows in the apron and reduction of the file weight by lowering the resolution of some textures ' 025 - iaakki - Latest NF flips code, cabinetmode, fixed desktop mode, small fix to default pov, readjusted flips and fixed trigger areas ' 026 - iaakki - RGB GI brightness adjusted ' 029 - oqq - added some missing variables. swapped out 1 at ballwithball collision ( not sure if its the right one ) . Bumper sound ... swapped out Vol(activeball) with 0.2 at RandomSoundBumperTop ' 031 - tomate - add Goblin's bracket and some work on Goblin texture ' RC1 - iaakki - default options set, flipnudge check fixed, sandman standup target bank physics reworked ' RC2 - tomate - new prims and brackets for all villains, Sandman texture fixed so it doesn't collide with the ramp, add some thickness to central plastic, shadows added to apron ' RC3 - tomate - new bumper rings prims and new textures ' RC4 - Sixtoe - redid sandman and ock "holder" prims and textures, fixed goblin lighting, fixed spider sense lighting, unlinked difficulty rubbers from main prim and repositioned correctly, removed floating screw, various depth bias issues corrected, cleaned up unused images ' RC5 - iaakki - Some inserts fixed ' RC6 - iaakki - flupper domes ' RC7 - iaakki - dome flasher adjust, info fields updated, script cleanup ' RC8 - oqq/tomate - add movement to goblin bracket and separate prims ' RC9 - Sixtoe - Added invisible walls to stop ball being lost under top right ramp and hopping over centre targets, updated laser sensor lights, split cover plastics and adjusted position and materials so they're in the right place, added ultra minimal vr room options, colour corrected DMD ' RC10 - Sixtoe - Fixed what I broke because I can't code at 2am, various tweaks ' v1.0.0 - iaakki/sixtoe - Final tune and testing ' v1.0.1 - Sixtoe - made plastic protector over green goblin collidable and increased size of protector wall under venom ramp to prevent balls being trapped
  15. View File NBA Fastbreak (Bally 1997) VPW Mod 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 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. ' 005 - iaakki - PF and insert images, first inserts added. All lights moved to different layers ' 006 - iaakki - PF material fixed. Adding more inserts, right ramp invisible for now ' 007 - tomate - All the new geometry inside. Layer 1:Non-colidables primitives Layer 2:Colidables LowPoly primitives Layer 3:original VPX objetcs aligned. Added new rubber stuff. ' 008 - iaakki - fixed missing wall diverters ' 009 - tomate - Fixed issue with bumpers, remove collidable wall in position of diverter1, fixed plastics texture problems, added a collidable wall on shot clock, fixed geometry of the RRamp ' 010 - tomate - Added some new geometries, aligned rubbers and addded new POV ' 011 - iaakki - combined inserts and graphics from separate version ' 012 - tomate - New textures ' 013 - tomate - Improve plastic textures, shadows on PF, new apron ' 014 - tomate - More work on textures ' 015 - tomate - Work on file weight, fixed wall problem in player #3, new apron texture, some additional fixes ' 016 - Benji - Added nfozzy physics to flippers, rubber dampening is in script but not assigned to any objects yet.Physics material assigned to collidable ramp primitives ' 017 - Benji - Added darkening/contrast LUT and DL to ramps_laterl primitive (can be disabled in options below). Added collidable rubber sleeves primitives on layer 10 and assigned physics material and nfozzy dampening event ' 018 - tomate - New lighting and color correction with LUTs, new PF with color correction, shadow layer added ' 019 - tomate - Diverter added, fix on collideable walls to prevent ball from getting stuck, new flippers added, triggers fixed, some minor adjustments in textures, clock numbers fixed ' 020 - Benji - Added physics to rubber bands ' 021 - iaakki - flupper domes partially done ' 022 - tomate - Added PF mesh, values of sides passes fixed, force value for sw25 fixed, color correction to PF ' 023 - iaakki - flasher domes done ' 024 - iaakki - GI redone and connected, PF GI missing from strings 2 and 3, gInsertLevel const added to reduce insert brightness globally ' 025 - tomate - Clean script flippers williams logo, blenddisablelighting to Ramp_central added, new water level added, new transparent textures for plastic ramps added ' 026 - tomate - fix the height of the bulbs under Jam & Slam ramps, new siderails and sidewalls added, GlobalFlasher added on PF at layer10 ' 027 - Benji - Added Fleep sound package and DJRobX wire/plastic/metal ramp bumps. ' 030 - iaakki - included flipper logos. Flipnudge is having some issues still ' 031 - Sixtoe - Added VR Room, fixed flipper shadows, trimmed lights, unified timmers (including removing redundant timers), removed legacy nudging system, fixed numerous VR depth bias issues, replaced flasher for red left turbo bumper flasher and hooked it up to the flasher system ' 032 - Benji - Removed extra glosiness from new flippers by creating new material for flippers. Got new Flipper Nudge functionality working ' 033 - iaakki - Diverter2, Flipper_collide sub, FlipperSlack&Checklivecatch calls fixed and slackyFlips const added -> Flip tricks works ' 034 - tomate - fixed kicker sw66 (player # 3) shooting power, adjustments on collideable walls to prevent ball jamming, adjust DL of new bats ' 035 - tomate - Primitives of collidable Ramps fixed, usless old collidable objects removed ' 036 - sixtoe/tomate - Shadow ball added, gamma correction to ramps decals ' 037.1 - Sixtoe - Updated VR cabinet, corrected ramp materials for VR, added left ramp lid, aligned 3rd basket flasher, corrected blooms for all basket flashers, added new bloom for flasher10 ' 037.2 - Sixtoe - removed LowPoly_Ramps001 collision primitive as was a duplicate, hid everything visible outside of table limits, created apron "shoot" button and light, corrected apron prim so UV isn't broken, repositioned all slings and sling rubbers, fixed right sling ' 037.3 - Sixtoe - added cabinet start light, hooked up existing off cabninet start and shoot lights for desktop mode?, hooked GlobalFlasher to GI system, created sidewall "off" images and hooked up the sidewalls to the GI system for both the normal and VR version (crowd currently not implemented) ' 038 - iaakki - fixed POV and some insert light bulb values ' 039 - tomate - fixed upper right rubber, new texture for the ball, POV adjusted to show the full apron ' 040 - tomate - adjustments to apron and metals textures, tweaks DL on some objects, change ramp materials to look brighter ' 041 - iaakki - top area pf gi redone ' 042 - iaakki - Some plastic GI light heights retuned ' 043 - Sixtoe - changed lamp decal materials so that they work properly, set back to active so they're still see through, fixed some lights, fixed the start button to not show in vr, changed and adjusted the apron walls to show in VR, changed the material of the defender as it was broken in vr, hooked up rollvers to new sound code, removed old sound code and la1-6 walls, droppped playfield hole surrounds, tidied up playfield holes and made a new one for a sw43 target, ' 044 - tomate/iaakki - low res for some textures, StandUp targets separation into 3 prims and animation done, modify backwall texture ' 045 - tomate/oqq - correct apron wall height plastic under central ramp texture, add movments to bumperRings and separate prims ' 046 - tomate - add cabinet mode (working half), removed white things under the ramps, added subtle transparency to the ramp decals, so the lights below can be seen a bit, new yellow targets prims and textures ' 046.1 - tomate - yellow targets working ' 047 - Sixtoe - VR room settings fixed and tweaked, ultra minimal vr added, fixed desktop mode, fixed ball jumping into plunger lane by adding new cover wall, fixed ramp primitive have a hole in it, removed crowd sides for now, fixed desktop pov, turned flipper strength way down ' 048 - iaakki - Desktop POV adjusted, standup target bounces reduced, pf friction increased, Flasherbase1 height fixed ' 049 - Sixtoe - Fixed low poly ramp stopping ball going up left ramp, then fixed it getting stuck there!, adjusted right ramp roof again, added new wall on left by food kicker to stop ball trap, repositioned basket loop to fix POV and make sounds appear near top of table, added missing rubbers to outlane pegs, fixed blade/sidewall texture collision in cabinetmode, added wall on slam ramp to stop ball falling off wire ramp back onto slam ramp ' 050 - iaakki - Standup targets elasticity reduced. Sw64 surface fixed to 55h, l57 brightness reduced, insert paint layer color adjustment ' 051 - tomate - fix Pincab_rails mesh, change material settings and mapped. Fix POV's, now is working in FS and DT mode. ' 052 - iaakki - fine tuned flip positions, fixed lamp update functions to reset properly for all lamps. ' 053 - iaakki - sw46 and sw63 surface fixed, diverter sounds added ' 054 - tomate - Change size and textures of SideBlades, add roof to left plastic, raised the top of the LeftRamp roof to prevent ball hitting, add thickness to PF and mapping ' 054.1 - tomate - Restored the old roof of the left ramp as the new one didn´t work ' 055 - iaakki- ScSp reflections on by default, cabinetmode raises flasherblooms to 500, flasherlights adjusted and lifted to same level as the plastic. ' 056 - Sixtoe - extended collidable wall around the orbit loop to remove ball traps on the top corners, added code to adjust flashbloom height and Y position to cabinet mode, adjusted wire ramp disable lighting to stop lights coming through it in VR, removed rundant ring1/2/3 walls, switched metal post to plastic post under white flasher, adjusted switch 64 height, added bumper1 top wall, ' RC1 - tomate - make not visible wall over main bumper, set 100% sound effect Volume, set CabinetMode = 0 ' RC2 - Sixtoe - Adjusted slam ramp, added kicker primitives to basket shots, added additional wall on slingshot back, tweaked a handful of other things ' RC3 - Sixtoe - Adjusted flippers, removed sling added in error, changed height of wireexit1 ' RC4 - iaakki - Round standup target fixed to feel more natural, redclock script error fixed ' RC5 - tomate - red clock numbers added ' RC6 - tomate - redclocktimer enabled, add kicker primitive to middle-left hole, some tweaks in decal_ramps textures and Left ramp texture, new textures for laneguides ' RC7 - tomate - increase Cabflash.height value to 520, change POV to match cabinet view, add a wall under cnetral ramp to prevent ball jams, separate the primitives from the laneguides and made them non-collideable, add wall on the laneguides to avoid sorcery ' 100 - iaakki - flasherbloom default heights checked, ball counts fixed, default options set ' 1.01 - Sixtoe - Added option to disable flasherblooms', added wall under slam loop to stop trapped balls, changed colour of top right flasher to white, adjusted flasherlight's heights and turned lights down now they're both working. ' 1.02 - tomate - Corrected size of the upper domes, position of the central left dome slightly modified, added wall in the upper right plastic and sloping walls in the central ramp sector to prevent jamming, new sideblades ON/OFF textures for cabinet mode ' 1.03 - tomate - adds wall behind the basket to avoid jamming when the ball goes slow on the left ramp ' 1.04 - tomate - Adjusted the start angle of the flippers to 120/-120 and reduced the strength to 3200, lowered opacity of ShootbuttonOff and StartButtonOn so they are not visible in DT mode ' 1.05 - benji - adjusted nfozzy physics, sorted out rubbers added right physics materials ect. Sling sounds till broken. See line commmented out near line 600. ' 1.06 - iaakki - adjust rubbers, default to desktop mode, adjust flasher fade speeds, hide emreel basket in desktopmode, adjust top flasher positions, fix flasher lit sizes, reverted flip strength back to 3250 ' 1.07 - Benji - nFozzy physics 'one more time'. Properly separated rubber post meshes from rubberband meshes in 3D application, re-imported non-visible collidable rubber bands + posts assigned to dPosts and rubber bands physics materials ' 1.08 - Sixtoe - Added shoot button option for it to appear in shooter / plunger lane. ' 1.09 - Sixtoe - Went over the flashers and fixed numerous issues, fixed a couple of normal lights and adjusted a few things. Hooked up slacktimer to global timer. ' 1.10 - benji - Divided rubber bands into third segment (center 'stretched' segment'), imported this new invisible collidable mesh, and applied new physics material to it ' 1.11 - iaakki - updated some NF and scripts and parameters that were old, moved triggers sw115 and sw117 slightly ' 1.12 - iaakki - Laneguides and pegs tied to GI. Laneguide material changed. ' 1.13 - iaakki - Minor improvement to lighting dynamics. N/D slider 5 -> 4 and gInsertLevel 0.5 -> 0.9 ' 1.14 - tomate - make the shoot button a little smaller to fit better ' 1.15 - benji - reduced polygons on rubber bands collidable meshes ' 1.16 - iaakki - slingshot adjust ' 1.17 - iaakki - GI shape and insert adjust ' 1.18 - iaakki - Fixed one more ball stuck behind basket (wall14, sw117 reshape), "in paint" inserts dimmed a bit, improved basket front edge to work more like in real cabinet. ' 1.19 - tomate - Dashboard normals corrected ' 1.2.0 - tomate - invisible wall under defender to prevent ball stuck, rised disable lighting of decals a little bit, moved all colliadable objects to layer 2, collideable left lane protection added, roof upper right plastic added, lock all the objects ' 1.2.3 - iaakki - refactored NF flip code, postes_metalicos set non-collidable ' 1.2.4 - iaakki - Fixed slingshot thresholds, some rubber dampeners and sounds for few posts. Submitter VPinWorkshop Submitted 05/20/2021 Category VPX - Hybrid Releases Link to B2S Link to Media Pack Permission to Mod Contact Author First.  
  16. Version v1.2.1

    1,867 downloads

    'Checkpoint (Data East 1991) - agentEighty6 MOD (previously uploaded to VPinball) 'v1.2.0 'Updated version for VPU. Physics adjustments, sound adjustments, and table tweaks 'v1.1.0 'VR (and some graphical improvements) has been added courtesy of SixToe 'Playfield mesh and improved kicker compliments of bord 'Updated incorrect flasher assignment 'v1.0.0 'This MOD includes the following changes/enhancements: 'Added flupper flashers. 'Fixed flasher solenoid assignments. 'Added nfozzy flippers. 'Updated physics. 'Corrected various switches. 'Created and added main ramp primitive. 'Added led bulb lighting to signs. 'Improved gi lighting. 'Added car toy headlights. 'Updated lights on back panel. 'Added speaker panel and lights (for DT). 'Cleaned up insert lights. 'Changed inserts to reflect on ball. 'Added subway to left vuk. 'Animated bumpers like real table. 'Updated lights in bumpers. 'Based on VPX version by Goldchicco, 32assassin 'Also based on VP9 version by: 'Bodydump 'Requlem 'Destruk 'Batch
  17. View File Bad Cats (Williams 1989) VPW Mod Bad Cats v2.0 Table Tune-Up by members of VPin Workshop Discord. Completely overhauled version of Unclewilly's awesome Bad Cats table. Includes Desktop, Cab and VR versions in one VPX file as well as a Graphics Remastered B2S backglass file. Updated Plastics: Benji & Brad1X Playfield and Plastics: All table art completely re-drawn by Brad1X Inserts and Lights: iaakki Physics: Benji & iaakki Debug: Sixtoe & iaakki VR Stuff: Unclewilly & Sixtoe Testing: Tomate & VPin Workshop Discord Backglass Art Graphics Remaster: Brad1X Thank you to Unclewilly for letting us tune-up this table. Thank you to Flupper for 3D insert techniques. Thank you to Rothbauerw for nFozzy physics. 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! Permission to Mod: Yes with approval '069 - Wrd1972 - Added new flippers from Doctor Dude '070 - Benji - Added material to flippers, exported flipper texture and toned down saturation for more 'arcade' style flippers '071 - iaakki - Minor GI shape adjustments near flips. Livecatch tweaked, Cabinet mode added '072 - Sixtoe - Added VR Room & built in backbox, unified timers, removed redundant stuff, trimmed lights and fixed some lighting issues, dropped the triggers, transparancy issue remains on the centre glass roulette cover for VR, needs more work on lighting '073 - Brad1X - Updated Table Info and Script info '074 - iaakki - MetalSides option created, POV reworked by altering offsets only, VRBlockerWall made invisible in desktop and cabinet modes '075 - iaakki - Flashers reworked one more time.. '076 - Benji - Re-applied POV from 074 (it got changed at some point) '077 - iaakki - Smaller haze images '078 - Sixtoe - Added extra sideblade primitive and refactored mode switches, center glass disabled in VR. '079 - iaakki - Some cleanup, darksides feature removed, static rendering disabled for siderails. '2.01 - Skitso - GI rework '2.02 - iaakki - Updated to latest physics, also separated posts and rubber bands. '2.03 - Sixtoe - Redid VR options, minimal room added as big room is "heavy", fixed broken cabinet mode, added drop holes, various other fixes. Submitter VPinWorkshop Submitted 05/20/2021 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S Link to Media Pack  
  18. Version 1.3

    4,376 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.
  19. Version 2.0.0

    1,346 downloads

    Laser War! This table was originally done by Herwey (with help from others noted in the script), and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! It's a fun yet challenging table. Testers have indicated that the balls falling to the drain is tough, but acts identical to a real table. So, you might need to work on your nudging technique to save the ball from draining. I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics and sounds, 3D inserts, and other corrections, and making it a hybrid table (desktop, cabinet, and VR). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: Tomate (fixed ramp and wall primitives), Sixtoe (upper right wall placement), leojreimroc (VR backglass enhancements), and then AstroNasty, PinStratsDan, Smaug, and Rajo Joey for testing and feedback! If you are playing in VR... you MUST select VR_Room = 1 in the script!! Desktop and Cabinet mode should be automatic. There are several options to select in the script, including ball brightness, sidewalls and blades, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. GI mods and ramp color can be changed by clicking the right and left magna save buttons if you have that option on in the script as well. IF YOU experience performance issues... there are options you can try to change that. First of all, you can uncheck "Reflect Elements on Playfield in the table options window. Also, you can turn dynamic shadows off for additional performance if needed. Also, you can turn off In-Game AO, Post-proc AA, and 4xAA on the table options. Version 2.0 Updates include: - Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness. - Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc. And thanks to leojreimroc for backglass enhancements. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, standup targets, ramprolling sounds, sling corrections, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper domes. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Added 3D insert primitives and tuned the lighting significantly for those. Lots of work on the playfield cutouts, and associated text layer. - Changed lamp control to VPW Lampz. - Corrected some errors in the table. - Adjusted the lighting levels, and GI overhead. - Tomate fixed an issue with the ramp and wall primitive... as it wasn't built correctly in blender. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Created new background for desktop mode, with animated lighting. - And so many other updates, all documented in the script. Once again thank you to Herwey, the VPW team, especially Tomate, AstroNasty, Sixtoe, PinStratsDan, Smaug, leojreimroc, and Rajo Joey for testing, feedback, and some updates!
  20. Version 1.0.1

    1,991 downloads

    **Reupload, nothing new since 1.0.1 - Dec. '20 Fleep sounds, nFozzy Physics, 3D inserts, new ramp textures, lighting updates, Flupper domes and bumpers, integrated VR Room by Sixtoe, and more! Thanks to JP Salas for his original work on this table and permission to work on it. This release wouldn't have been possible without the legacy of those who came before us. Skate or die! 'xxx - benji - New plastics, fleeps sounds, physics, various versions '009 - iaakki - new cutout pf and insert text images, most of the insert types in, many inserts needs adjust, renaming and linking '010 - iaakki - some more inserts... '011 - iaakki - rest of the inserts layed, lights needs tuning, pf and insert images updated one more time, need to add additional lights for some inserts '012 - iaakki - insert work finished '013 - iaakki - Flupper domees... RampDecals to non-static '014 - iaakki - Flupper Bumpers '017 - iaakki - Desktop POV fixed, dropsounds checked, side blade reflections checked, some djent to those standup targets, DisableUpperSling option added 'RC1 - Sixtoe - Fixed the backglass cabinet lamps, tons of small corrections and tweaks to primitives, new holes in playfield, tweaked the vr room, fixed some depth bias issues, 'changed the drop target material so they pop a little more, changed table lighting settings 'RC2 - iaakki - Added DL to sideblades and ramps for GI update. Minor tweak to plunger lane. Flasher options fine tune. Reflections on for bats. 'RC3 - iaakki - bumper tune up, debug cleanup.. 'v100 - iaakki - release 'v101 - iaakki - CabinetMode off by default
  21. 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  
  22. Version 1.0.0

    4,047 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.
  23. Version 1.2

    5,857 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!
  24. Version 2.0.2

    1,829 downloads

    Thank you to Flupper for the permission to mod his 1.3 version of the table. Flupper did significant improvements to the lighting on 4k cabs, all lighting inserts, several glow ball options, and several other additions. It looks fantastic! I requested to make this a hybrid table for desktop and VR users. Also, I wanted to get all the latest VPW sound and physics updates added as well. Thanks to the VPW team for all tutorials, advice, code, etc. for the physics, sounds, etc. A HUGE thank you to Rothbauerw for all his advice, feedback, and suggestions on this table. It makes it play amazing! Also thanks to PinStratsDan, Apophis, Rawd, Wylte, Fluffhead, Sixtoe, Tomate, and Flupper for testing and feedback. There are LOTS of options on this table. All of Flupper's cabinet mode settings from his 1.3 version are intact and are the default settings for cabinet mode (lighting, ball choice, pov, reflections, bloom, etc.). IF you want to change that, it's all via the script options. Options include: VR, cab, desktop modes; VR room customizations, LUT, rail glow, brightness, bloom, flipper bats, a playfield RANSOM plate, and ball choices. They are all at the top of the script. NOTE: You MUST choose which mode you are going to play in the script options at a minimum... VR, desktop, or cab_mode. Updates by UnclePaulie include: - Hybrid mode for VR, cab, and desktop - Two VR room environments and an option for a clock and a topper - Animated backglass in VR - Brightness, bloom, reflections, and other lighting settings - Updated to Roth/nFozzy phsics and flipper physics settings - Updated to Fleep sounds - Updated the ramproll and ball rolling sounds. - Added dynamic shadows, and optimized to reduce stutter in VR on some systems. - Updated to newer drop targets and drop target physics. - Added in updated rubberizer code for flippers for more natural bounce. - Additional ball options added... especially for VR users. - Option for bright or dark LUT. - Adjusted some of the inset light shapes to correct for small light leaks - Adjusted rollover targets to be oriented correctly, and added plywood cutouts. - Resized the flipper to a more natural length. - Added a plunger groove to keep ball from floating around in plunger lane - Added new relay sounds to the various light objects that turn on and off. - Optimized other parts of code to help with stutter.
  25. View File Tales From The Crypt VPW Premium (Data East 1993) 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 Submitter VPinWorkshop Submitted 07/08/2021 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/forums/files/file/6682-tales-from-the-crypt-data-east-1993-b2s/ Link to Media Pack  
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