Jump to content
  • SYSTEM SEARCH

    System Scanners Online:

    Username: Guest

    >> System Scan?
    >> The Universe >


    Incoming Message:
    Due to system limitations searching with words of 3 or less characters will not return results. For instance; Doctor Who.  This will not return results as the system is trying to search for both Doctor AND Who in which Who will not be found as it's a 3 character word.  To find Doctor Who; you'd search for either Doctor or "Doctor Who". 

    Search Tips:
    For specific searches; enclose your search with quotes. Example: "Doctor Who" or "Addams Family".
     

Search the Community

Showing results for tags 'vr room'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to the VPUniverse
    • VPU General Discussion
    • Community Development & Site Problem Reporting
    • Site News & Announcements
    • VPU Polls
    • The Big Bang
    • VPU Classifieds - Buy / Sell / Trade
    • Pinball Festivals, Groups & Gatherings
  • New Releases
    • B2S New Releases
    • Visual Pinball New Releases
    • Future Pinball New Releases
    • Front End & Support Files New Releases
    • Pinup-Popper & PuP-Pack Releases
  • VPUniverse.com Online Virtual Pinball League
    • General Tournament & League Discussion
    • Tournament & League Rules Discussion
    • Tournament & League Game Discussion - Game Suggestions
  • Digital Pinball Cabinets
    • Cabinet Builds
    • Cabinet Discussion
    • PinCab/Pinball Hardware Development
    • Arcade 1UP & AtGames Legends Modding
  • Pin2DMD Forums
    • Pin2DMD General Discussion
    • Pin2DMD DMD Colorization Works in Progress
    • Pin2DMD Research & Ideas
    • DMD Extensions
  • Planet Visual Pinball Engine
    • Visual Pinball Engine General Discussion
  • Planet Visual Pinball
    • Visual Pinball Support
    • Visual Pinball General Discussion
    • Visual Pinball Development
    • Table Development / MODding
  • Planet Future Pinball
    • Future Pinball General Discussion
    • Table Development and Releases
    • Future Pinball Support
  • Planet Virtual Reality
    • VPVR - Virtual Pinball in Virtual Reality
    • Pinball FX in VIrtual Reality
    • General Virtual Reality
  • Artwork
    • Backglass Artwork
    • Feature Requests
    • Playfield Artwork
  • Pinup Popper
    • Installation Support
    • Pinup Popper Support
    • Pinup Popper VR
    • Pup-Pack Support
  • Pinball Front-Ends
    • HyperPin Support
    • Pinball X Support
    • Pinball Y Support
  • PinMAME
    • PinMAME Support
    • PinMAME Development
  • Real Pinball & Arcade Gaming Discussion
    • Real Pinball Discussion
    • Arcade Gaming Discussion
  • Direct Output Framework
    • Direct Output Announcements
    • Direct Output General Discussion
    • Direct Output Support
  • B2S Development
    • B2S Development Support
  • Console & PC Virtual Pinball
    • Pinball Arcade
    • ProPinball
    • Console & PC Gaming Discussion
    • Other Virtual Pinball & Gaming Discussion
  • DMD Colorization's Topics
  • VPU Online Virtual Pinball Tournament & League's League Discussion

Categories

  • Audio Files
    • ALTSound
  • Backglass Downloads
    • B2S - For Developers
    • B2S Install & Support Files
    • Animated Backglasses
    • Backglass Resources
  • Direct Output Framework
  • Future Pinball
    • Future Pinball Files
    • Future Pinball Tables
  • VPURemix - Patching System
  • Visual Pinball
    • Visual Pinball 10 - Install & Support Files
    • VPX - Pinball Tables
    • VPX - Hybrid Releases - Desktop/Cabinet/VR single file
    • VPX - Game Resources
    • VPX - Physics Sets
    • Visual Pinball - 9.x.x
  • VR - Virtual Reality Pinball
    • VR Pinball Install Required Files
    • VR - Room Resources
  • Other Digital Pinball
  • PinMAME
    • PinMAME Source
    • PinMAME Roms
    • SAM - Color ROM Patches
    • Pin2DMD Colorizations - Virtual Pinball
    • Pin2DMD Colorizations - Real Pinball
  • Pin2DMD Files
    • Pin2DMD Documentation
    • Pin2DMD Firmware
    • Table Support Files
    • ROM Frame Dumps
    • Pin2DMD Tools
    • Pin2DMD Color Palettes
    • DMD Extensions
    • PCB Files
  • Cabinet Resources
    • Cabinet Plans
    • Wiring Schematics
    • Cabinet Artwork
    • Support Files
  • Pinup Popper Files
    • FullDMD Videos
    • PuP - Underlays
    • PuP Packs
    • T-Arc Loading Videos
  • Pinball Frontend Downloads
    • HyperPin Support Files
    • Frontend Media Files
    • Plugins
    • Media Managers
  • Development Resources
    • Table Resources
    • Table Creation Resources
  • VPinWorkshop - Desktop - Blood Machines
  • VPU Online Virtual Pinball Tournament & League's Files

Categories

  • News Articles
  • News From Planet Future Pinball
  • News From Planet Visual Pinball
  • Pinball News from around the galaxy

Categories

  • Cabinet Building & Configurations
  • DMD Colorization Tutorials
  • VpinMAME
  • Game Specific Tips & Tricks
  • Future Pinball
  • B2S Tutorials
  • Visual Pinball - How Tos & Wikis

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 184 downloads

    Thanks to Gedankekojote97 for letting me use your table. Thanks to Sixtoe for letting me update your VR ROOM with Gedankekojote97 table. Thanks Rajo Joey for helping with the backglass Original Table (MOD): Gedankekojote97's Table Original VR ROOM: Sixtoe's VR ROOM
  2. Version v1.5.1

    1,673 downloads

    The Simpsons (Data East 1990) v1.5.1 Eat my Shorts. Notes: Options in script for Flyer Poster, DMD & Backglass Reflections, Scratched Glass, Custom Flippers, Blades, Instructions Cards and add and remove the B2S Backglass. etc. LUT Lighting can be changed with manga save buttons. Recommended B2S by: Wildman Versions: v1.5.1 - Added brightness options to magna save buttons, added custom instructions and flippers v1.5.0 - Massive overhall, fixed problem with kicker being seen through cabinet wall, table now a hybrid table, added options to change to desktop, fullscreen. Added new side blades artwork. Added new Mystery lights on DMD. tweaks to the playfiled and gameplay. Added missing lights on playfield. v1.4.1 - Added option to disable VR Logo v1.4 - Added flashed to the Mystery DMD area, with help from Psiomicron v1.3 - Added options to remove Flyer Poster, DMD & Backglass Reflections, Scratched Glass and add and remove the B2S Backglass. v1.2 - Revisited the artwork and cleaned up and added tweaked v1.1 - Tweaks by Sixtoe Deleted left and right rail ramps, left hand lights on layer11 cut to side of cabinet to prevent light bleed, deleted old sidewall primitives, aligned cabinet, wall 298 height raised by 0.1 and plastic 9 & 10 raised by 1 to stop z fighting (flashing, when 2 objects share exactly the same Position), redid GI on the lower slingshots, adjusted DMD, dropped entire cabinet and room -30, made a new back cosmetic back wall, adjusted l85r & l85l, hooked up shooter rod animation, added ultra-minimal switch, adjusted various playfield lamps v1.0.1 - VR Room and artwork by Retro27 v1.0 - Original Table by Herweh
  3. Version 2.0.3

    1,462 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!
  4. Version 2.0.0

    932 downloads

    *** Major Update to include basic DOF support, pup pack and artwork *** see change log for details Get Smart was a 60's TV Series that can still make me laugh today. I was inspired to develop this original table by seeing what others have done with tables like TNA and UT CTF. This table uses the AFM layout as the base as I like the mix or ramps/loops and the centre objective which I have re-purposed as Control HQ. No ROM needed and the game was principally designed for use in VR but has the elements to work in desktop and cabinet (amend in script). I have coded all the different game modes with some more obvious than others. I have used the advantage that this is virtual to create the Target Practice and Shoot Siegfried game modes. Try the skillshot πŸ˜‰ The animation is inspired by the Lord of the Rings pinball I have tried to recreate the ambience of a TV episode especially with the background audio and random callouts from iconic scenes. I hope this brings back memories for those familiar to the TV show and for those not, maybe encourage them to watch a show. Game rules are on the table with some points to note: The aim is to complete all tasks and challenges to start Agent Frenzy - a timed unlimited multiball to return agents to Control HQ. I have introduced a new (I think) concept. Extra Life. Seeing games are free to play, the concept of buying a ball has been changed to earn the ability to buy a ball at the end of the game. This carries from game to game and the player has the choice to play the life or save it for another game. Extra life is earned during game play only and is not easy to earn. There is a small chance to get a random award in Carlsons lab. I have borrowed table elements from many different sources so would like to thank everyone in the community for their contributions to virtual pinball. I would like to thank leojreimroc for testing the table and providing great suggestions including nudging me to make it desktop compatible. Thanks Rawd for all your tips and guidance on table creation along the way. The invite/challenge is out there... if you can create some unique playfield artwork and/or plastics that would suit the game (rather than my mugs attempt at amending the AFM artwork), I will work on a pup pack to bring some of the iconic scenes to the DMD. Game lights can be moved around or tweaked to suit a more interesting artwork design πŸ˜‰ There are a large number or elements that make this game so if you find any bugs, please let me know so I can repair. If you have any suggestions that would enhance the game play, I am all ears. Set up in script for various game modes. Please note I don't have a cabinet so I cannot test the game fully in that mode. Apologies in advance if there are some bugs or added instructions required. Once you change the script as you want, save and play. If you have played a game and change the mode of play, you will likely need to shut VPX completely and re-start (as the controller may be changed). VR - Just set VRroom = 1 in script and everything else should sort itself out. Desktop users: Set VRroom = 0 & desktopmode = 1. You will also need to set up the Backglass/POV to be in desktop mode FSS users: Set VRroom = 1 try inclination at 60, FOV 35, layback, XY rotation, X offset, Y offset = 0, Z offset = -700 and X, Y, Z scale at 1. Cabinet Users: Set VRroom = 0 , desktopmode = 0 , b2son = 1, form1_off = 0. You will also need to set up the Backglass/POV to be in Fullscreen mode and uncheck "Test Desktop". Some I believe also have the general Video/Graphics set as "Use always FS backdrop settings". That should work I believe. A directb2s is included in the zip file. Please let me know if there are any issues with it (as I don't have a cabinet to test all aspects of it) Note, I have placed the DMD onto the bottom right instruction area for cabinet users (as I don't know how to put it on a directb2s or FlexDMD). Please enjoy
  5. Version 1.0.0

    895 downloads

    A minimal VR room for ACDC LUCI Premium by Stern based on Ninuzzu 's excellent VPX original. There is a VR version already, but this one is based on the Luci version and solves some of the performance, visual and flasher issues the original ones have, including blown out lighting in VR and some other cosmetic issues, Enjoy!
  6. Version 1.0.0

    464 downloads

    A minimal VR room for Data East's Jurassic Park (1993), based on Dark & Friends fantastic VPX version of the table. I've wanted to do an updated VR version for this for a while as it's one of my favorite tables, mainly because I played it loads back in the day for one reason or another, but I've really got a soft spot for it (unusually for a Data East!). It needed some real love in VR because of how the table is built and I'm hoping I did Darks version justice Thanks to Dark for the Topper and Gun primitives (and the original table of course!), to Onevox for the art for the VR Room, and to Thalamus for the updated SSF script from his github repository. A small note, currently the glowball option just doesn't work in VR due to VPVR rendering limitations, so don't turn it on as it won't work and will just potentially slow the table down. Enjoy! === Original Readme; Hold onto your butts! See script for lots of options! Everything for this table was redrawn and is presented in HD. If you have performance issues you may want to consider some upgrades :P. In the meantime however you can export the PF and plastics images and just reduce image size in half as well as disable some extra effects in the script options. The highly anticipated Jurassic Park VPX update is here and oh man what a journey. It all started what feels like a year ago when bodydump Tom offered to redraw the PF for me. I had started updating my Trex model but it was really Tom's play field that made the project take it's first steps into becoming a full fledged project. So I really can't thank Tom enough for the stellar job he did especially considering the level of detail. You can see the table's progress in this project: https://vpinball.com/bb_project/jurassic-park-t-rex-update-wip/ Spared no expense on this table: Dark: Just about entire table in 3D + plastics redraws, lots of custom lighting+effects. Bodydump: Amazing play field redraw, Trex box redraw, graphics help. Rothbauerw: Innovative scripting solutions, trex ball swallow ball effect (game ball actually get's picked up and swallowed). Implemented 'flupper' style base lighting for me. Randr: He was basically my slave on this project, I can't thank him enough for his infinite patience with me in seeing my vision come to life. I won't apologise for being a slave driver though. He entertained every crazy idea I had and helped me build many aspects of the table. Hauntfreaks: A huge help color balancing and remastering a lot of the plastics. flupper: Super custom JP pop bumper caps, DE flippers and flasher domes. Shoutout to ICPjuggla for his input. Resources: Trex pics: Jkimbrell, More Trex and table pics: Sliderpoint and his friend "Jim" Even got a bunch of measured pics (ruler in pics) thanks! I really hope you all enjoy this table, a lot went into it. Regards Dark
  7. Version 1.0.0

    463 downloads

    Minimal VR room version of g5k's Terminator 2 by Williams.
  8. Version 4.0

    374 downloads

    VR Room from JP's Attack from Mars 4.0 Thanks to jpsalas for permission!
  9. Version 1.0

    141 downloads

    Many thanks to ScottyWic for his ok to upload! A Puppack is needed for the table. You can find it on ScottyWic's page: https://orbitalpin.com/
  10. Version 2.0.2

    1,748 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:
  11. Version 2.0.5

    1,917 downloads

    Originally done by mfuegemann, and then version 102a released by:Goldchicco & 32assassin. Thank you to Goldchicco for giving me permission to update this table! Also thank you to Apophis, Wylte, Smaug, and PinstratsDan for testing and feedback! This is a lower production 80s Williams table, but LOTs of fun to play. There is a lot to do on this table with all the targets to hit to enable other functions. You'll find similarities to Black Knight, Grand Lizard, and other tables of that era. This table significantly utilizes magnasaves to keep your ball from going into the outlanes. (see the rulesheet I typed up in the table info section for how to enable that and more). 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, including a lot of work on the solar gun operation. I also updated the desktop backglass as well as the VR 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!
  12. View File Pharaoh (Williams 1981) w VR Room 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! Submitter UnclePaulie Submitted 09/19/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/2216-pharaohwilliams-1981/ Link to Media Pack  
  13. Version 1.0.5

    443 downloads

    VR Room - Centaur (Bally 1981) v1.0.5 Destroy Centaur Notes: This is a joint release by Retro27 & Psiomicron Options in script for Flyer Poster, Backglass Reflections, Scratched Glass, Custom Cards and add and remove the B2S Backglass. Recommended B2S by: darquayle Versions: v1.0.5 Update to the Bumpers and Slingshot as was not working, Added better physics to the Bumpers and reposition the Slingshot walls v1.0.4 - Updated the artwork, added options to for the Flyer Poster, Backglass Reflections, Scratched Glass, Custom Cards, and some small tweaks. By Retro27 New backglass, got better lighting, upgraded sounds for SSF, redid some of the materials, got the digits and b2s to run, and flipper buttons now work, and added the side rails that are on the original add by Psiomicron Tweaks by Sixtoe, shooter lane lighting look better, amended rubbers materials and triggers V1.0.3 - Changed the cabinet style as incorrect added backglass reflection, Scratched Glass by Retro27 V1.0.2 - Original VR Table by Senseless V1.0.1b - Original Table by Bord
  14. View File VR ROOM Centaur (Bally 1981) Minimal v1.0.5 VR Room - Centaur (Bally 1981) v1.0.5 Destroy Centaur Notes: This is a joint release by Retro27 & Psiomicron Options in script for Flyer Poster, Backglass Reflections, Scratched Glass, Custom Cards and add and remove the B2S Backglass. Recommended B2S by: darquayle Versions: v1.0.5 Update to the Bumpers and Slingshot as was not working, Added better physics to the Bumpers and reposition the Slingshot walls v1.0.4 - Updated the artwork, added options to for the Flyer Poster, Backglass Reflections, Scratched Glass, Custom Cards, and some small tweaks. By Retro27 New backglass, got better lighting, upgraded sounds for SSF, redid some of the materials, got the digits and b2s to run, and flipper buttons now work, and added the side rails that are on the original add by Psiomicron Tweaks by Sixtoe, shooter lane lighting look better, amended rubbers materials and triggers V1.0.3 - Changed the cabinet style as incorrect added backglass reflection, Scratched Glass by Retro27 V1.0.2 - Original VR Table by Senseless V1.0.1b - Original Table by Bord Submitter retro27 Submitted 04/11/2021 Category VR - Virtual Reality Pinball Modified by Retro27 / Psiomicron Original Table Author Bord  
  15. Version 1.0.4

    400 downloads

    VPX Table by: rascal, bigus, and vogliadicane Thanks to all three for permission to mod. Lighting, timer, and primitive tweaks by Sixtoe. Dynamic lighting and Semi minimal room by Rawd
  16. Version 1.0.1

    475 downloads

    Custom VPX Table by randr – original table by Rom – converted to VPX by randr – details, pf videos, DOF, PuP by TerryRed – SSF by Thalamus – PUPDMD by LynnInDenver Performance and lighting tweaks by Sixtoe.
  17. Version 1.0.0

    423 downloads

    A minimal VR Room for Scottywic's fantastic Stranger Things original table. Inspired by how much fun the Harry Potter conversion was I decided to take a run at this, and this was just as much fun to do (depending on your definition of fun!). Loads of puzzles to solve and I think it's turned out fantastically (if I do say so myself!), hopefully doing Scottywics original justice Enjoy!
  18. Version 1.1

    4,976 downloads

    Have You Ever Danced With the Devil in the Pale Moonlight? The VPin Workshop members present Batman by Data East! This is actually a really fun table that benefitted from a lot from a proper rebuild from the ground up and conversion to it's correct widebody dimensions, its definitely worth a play even if you didn't enjoy it before Includes a built in VR mode and numerous options which you can enable in the script. β€’ Main table overhaul: Cyberpez β€’ Visuals: Skitso β€’ Inserts: iaaki β€’ nFozzy physics: fluffhead35 β€’ Fleep Sounds: baldgeek β€’ VR Stuff: Sixtoe β€’ Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, iaakki, Skitso, apophis, wylte, fluffhead35, oqqsan β€’ Apron Primitive: tomate β€’ Testing: Rik, VPW team This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version, some 3D models from Dark and the original playfield by 85vett. Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds. We recommend that you run this with the fabulous altsound from iDigStuff, which, like most Data East licensed tables, truly enhances the experience! ** VPW Mod V1.0 - CHANGE LOG ** ************************************** VPin Workshop Revisions ************************************** ' Started from Skitso mod of Javiers VPX version. ' 002 cyberpez - All table objects and playfield re-aligned, altered and resized to correct proportions. ' 003 skitso - visual pass ' 003 cyberpez - Added primitive playfield, Reworked Joker Ramp and trough (Primitives - got rid of fall through kickers) also reworked musuim kicker. Chanaged playfield image to one without transparent holes. ' 006 baldgeek - Added Fleep Sounds ' 007 fluffhead35 - nFozzy physics ' 008 skitso - repositioned and tweaked lower playfield GI lights, remade gangster inserts, batman face and logo inserts and moon insert with skitso style, removed primitive playfield that was of wrong size. ' 009 skitso - repositioned rest of the GI lights, made bat cave toy opaque, made flugelheim toy disable light from behind, fixed ton of depth bias issues around right plastic ramp. Cyberpez added mesh playfield back. ' 010 cyberpez - added nFozzy lighting script. Primitive inserts. Flupper Flasher Domes, sixtoe-tweaked plastic ramp. Probably other things. ' 011 skitso - redone joker ramp lighting and flashers, improved left side dome flashers, improved top flashers, added proper bumper lights, tweaked insert primitive material colors, slight tone tweak to PF, improved skitso style inserts (moon, batman face and bat logo), Added shadow to plunger lane and bat mobile. ' 013 skitso - improved backwall flashers (better color, a tad thicker font for better readability), improved left flashers, tweaked gangster inserts, small tweak to top bumper light ' 014 gtxjoe - add debug shot tester (Press 2 for outlane blocker, Press and hold key to test shots: w e r y u i p a s f g h. While holding a key, use flippers to adjust shot angle ) ' 014b cyberpez - reworked museum again. I think its working. ' 015 skitso - remade bat cave flasher, tweaked blue insert_on material ' 017 iaakki - 3 prim insert rework ' 018 iaakki - 3 prim insert rework continued ' 019 iaakki - 3 prim insert rework continued... ' 020 skitso - tweaked Joker ramp decals to have more pink tone. (warm lighting subdues the change though), improved right hand gangster insert (skitso style) and flasher, tweaked bumper lights more more accuracy, moved Flugelheim walls to more correct position and added shadow. ' 021c tomate - collidable ramp fixed, alternative apron adedd ' 022 skitso - tweaked iaakki's middle PF square 3 prim flashers. Added 2 arrow 3 prim flashers (first try, please be gentle) ' 023 iaakki - apron scaled, rubberizer added, targetbouncer added to posts and sleeves, live catch fixed, rubbers hit treshold fixed, slings tuned, flipper angles and sizes fixed, batcave texture swap disabled ' 024 Sixtoe - Fixed left flasher flare positions, added VR cabinet, room and modes, added blocker wall for left middle plastic as ball can jump over and behind it, aligned a couple of handful of metals, aligned top middle left flasher decal, removed collidable from a handful of things, aligned batmobile in shooter lane, aligned and resized batcave a bit (it was very tall in VR), adjusted triggers (dropped and lengthened), adjusted apron wall and made visible for VR, adjusted apron guard prim, adjusted depth bias of shooter land plastic to -1000 ' 025 skitso - added skitso style insert "see through" effect around center playfield square bat tv inserts, 'joker's mouth 4 million' insert, green multiplier inserts and 'shoot again' insert at the bottom of the table. ' 026 skitso - remade the two green lamps on top of the joker ramp, repositioned orange flasher domes. ' 027 cyberpez - started to change out nut bolts and things. Fixed plunger lane. Added ramp tweak to cave entrance . Started changing diverter. ' 028 skitso - set slope to 5.2, bumper force set to 9. Tweaked left dome flashers, moved multiplier insert prims to z-1, fixed million plus and batlogo flashers on top of the batcave, improved bat logo lamp on flugelheim front, improved plunger lane red bulb, resized all GI lights to new table measurements, fixed texture swap for bumpers and Flugelheim flashers, improved Flugelheim flashers, tweaked bumper off texture, made Flugelheim and dome flashers reflect from batcave, small tweaks, iaakki improved batcave fading and fixed flipper nudge values. ' 029 cyberpez - Changed plunger release speed to 90. Change slings to 4. Lowered back wall flashes. Added rails and primitive flasher bulbs under Joker. ' 030 iaakki - Flugelgugel flashers reworked to have own timer. Made it swap PF flash to different depending to port state. Levels to be adjusted ' 031 skitso - further tweaked Flugelheim flashers and added side blade reflection, tweaked Joker ramp flashers, improved Flugelheim rising wall texture, fixed sticky plungerlane ' 032 cyberpez - Adjusted clear plastics. More nuts / bolts / screws. Made top left gate/bracket custom primitive and animated. Maybe rotated left orage domes to line up with holes. Shifted Museum back and left a bit. Adjusted Museum trough, hope it fixed 3ball multiball. Adjusted rubber on the small random posts by bumpers. Adjusted top side of lane guides. ' 033 skitso - fixed museum flasher locations, fixed top right ramp/protector depth bias issue, removed ball reflection status from few GI bulbs, fixed jackpot insert below Flugelheim. Added a slideblade reflection to left dome flashers (code missing) ' 034 iaakki - flugelheim pTrough primitive adjusted to work better for 3-ball mb, bar hit sound added, left domereflection added to code ' 035 skitso - tweaked left dome reflection ' 036 skitso - fixed minor flasher clipping under Joker ramp, fixed clipping decal on top skill shot flasher dome, improved w/lit insert flasher ' 037 cyberpez - shrunk museum a bit. More nuts and bolts and things. adjusted switch 28 and 29 posistion, animated primitive gates. Animated switches for Joker Eye's and Mouth. Tweaks to diverter. ' 038 skitso - resized and moved museum flashers once more. Removed one stray peg inside museum, made Joker mouth flasher visible through the mouth hole. ' 039 iaakki - rtx ball shadow code included with ramp rolling etc. Some depth bias or z-order issues visible. Shadows are too dark on purpose. Should be reduced once it work ' 040 skitso - resized insert prims to correct size and shape. Removed playfield reflections from insert prims and a bunch of other crap that didn't need it for a hefty performance boost ' 041 iaakki - NormalMapped inserts only in VR mode, right ramp sleeves fixed, shadow depth bias debugged etc ' 042 cyberpez - orginization baby. Also tweaked bumper "ring drop offset. changed out "random" posts on either side of bumper area. ' 043 apophis - Fixed the Fleep installation. Fixed some ballshadow issues...shadows are still bugging on insert primitives. Cleaned up the script a bit. ' 044 Wylte - Fixed shadows, with update to latest primitive/image/materials. Updated RollingUpdate sub with latest shadow code. Thinned shadows slightly ' 045 fluffhead35 - Added BallPitchV Function and used for Plastic Ramp Sounds. Changed TargetBouncerFactor to 1.5. Added RubbersD point to make microbounces happen ' 046 fluffhead35 - Updated PlasticRamp Sound and amplified the volume of the sound. ' 047 fluffhead35 - Updated BallRoll Sound and amplified the volume of the sound. Fixed BallPitchV as it was on a BallRoll sound and put it on plastic ramp sound. Added in ligic by oqqsan to stop ball rolling sound at no balls in play. ' 048 fluffhead35 - Reverted TargetBouncer Logic to iaakki version. Changed BallRoll Sound to use version with lower amplification. Enabled sw14 for BIPL ' 049 oqqsan - Fix for poltergeist ball at plunger (forgot to save?) ' 050 Wylte - Implemented ". Commented out dynamic shadow z live updates, left ambient for ramps. Changed recommended TargetBouncerFactor maximum to 1.5 ' 051 fluffhead35 - Implemented option BallRollAmpFactor to set amplification factor for BallRoll Sounds. ' 052 cyberpez - added a couple stragic walls to help stop stuck balls. Added wall under Flugelgugel to stop clipping of plastic. Stop ball collison bellow 0 Z. Started adding options. ' 053 Sixtoe - New playfield mesh, adjusted playfield hole primitives and added new playfield edge texture, fixed lots of VR depth bias issues, hooked up plunger, changed black nut material to black powdercoat to make it slightly mmore visible, adjusted primtives to line up better in 3D, adjusted collidable primtivies so they line up correctly, adjusted sideblade flashers to light orange-ish so it doesn't blow out with pure white anymore, added cut down museum flasher so it doesn't stick out of the cabinet. Split rubber collidables where they have a post in the middle, probably some other stuff I've forgotten... ' 054 cyberpez - copied LUT swapper from tftc, JokerRampFlasher mod. halfpost mod. rubber color mod. added a couple missing screws and adjusted floating rubbers. ' 055 tomate - New apron added, cab POV changed ' 056 Skitso - fixed default LUT (vpx original) to what it was earlier, tweaked apron texture and disable lighting. Added subtle shadow to the plunger lane, below bat mobile/apron. Set white rubbers as default. Made final visual pass with tiny tweaks here and there. ' 057/8 Sixtoe - Various tweaks and fixed, desktop pov fixed, script cleaned, rails fixed in desktop, playfield mesh error fixed, lights cut to shape
  19. Version 1.0.0

    89 downloads

    Star Trek the Next Generation Minimal VR Room (Williams 1993)
  20. Version 1.3

    1,251 downloads

    Thanks to both authors who made this table possible! Original author of the Future Pinball version is blindmankind. Randr is the author of the vpx version. I have found out that Randr is no longer active. Not on VPF and VPU. I hope this is ok with the table otherwise this table can be taken down. Should I have forgotten someone please report so that I can include them in the credits. ################################### i added the function to switch between cabinet and vr room. nothing more. The table is designed for Cabinet and VR. Desktop I have not tried. The VR part does not need a backglass. In the script VR Room can be turned on or off. Move the mp3's to the music folder in the visual pinball folder.
  21. 235 downloads

    Let's see what grandpa has for us? - A Munsters VR Room Thanks to allknowing2012 for the table. I hope everyone "likes" the VR table
  22. Version 1.0.0

    204 downloads

    VR Room for 32assassins classic Strikes and Spares table by Bally. VR conversion done by Walter Whitmer with minimal tweaking by Sixtoe.
  23. Version 4.28

    2,449 downloads

    With this tool it's possible to switch tables without the need of removing your VR-headset. You can use this tool as launcher for 2D-VPX too. For setup instructions see hints below. Now you can stay at your cabinet while playing and switching tables without the need of VR-controls. The newest version includes most of the released VR-tables as preview-tables. If you want me to add new tables simple leave a comment here. Check out, how it works: Version 4 (coded in Unity) Big thanks to A. Rubin for his amazing work on hundreds of tableskins! NEW FEATURES tabledata offline or ONLINE coded in unity/c# for oculus vr OR openvr (32bit windows) starts only once and takes control, when vpx is quitting 0% CPU-usage while playing VPX much faster loading time Favourites are controlled ingame. Hold filterkey and add/remove current table as favourite. You can share your tableartwork and get online artwork inside app INSTALLATION Extract ZIP in your "Visual Pinball"-folder (home of VPinballX_GL.exe). "vpx vr-launcher4.exe" and application-folder "/vrlauncher4" should be directly in this folder. Inside /vrlauncher4/config/ rename _config.xml to config.xml Before 1st launch edit /vrlauncher4/config/config.xml. Oculus-users set <vrdevice>oculus</vrdevice>!!! Other uses <vrdevice>openvr</vrdevice>. Start "vpx vr-launcher4.exe" based next to VPinballX_GL.exe. Setup instruction inside /vrlauncher4/readme.txt! ---------------------------------------------------------- πŸ”΄ Important info using 10.7.1: πŸ”΄ If you use 10.7.1 for playing 10.6 and 10.7 tables, what i recommend to do you should set same startparams for both in the settings-section of config.xml. from (default): <vp106params>-minimized /exit /play</vp106params> <vp107params>-Minimized -Play</vp107params> to: <vp106params>-Minimized -Play</vp106params> <vp107params>-Minimized -Play</vp107params> ---------------------------------------------------------- New suspendmodes since 4.21! Users reported problems with the behavior of the program when starting VPX. That's why I've added another mode that behaves like the old launcher. I have also revised the other two modes and, hopefully, optimized them. You should try first suspendmode 0. If that causes problems, try 1. If that also causes problems, use mode 2. ---------------------------------------------------------- CONFIGURATION /vrlauncher4/config/config.xml NEW SINCE 4.18 you can have multiple setups: <setup1>...</setup1> default setup optional: <setup2>...</setup2> <setup3>...</setup3> you can pass the setup as startparam in different shortcuts: "C:\VP\VPX VR-Launcher 4.exe" setup2 ---------------------------------------------------------- Mapping controls section <keys>: Letter keys a, b, c... Number keys 1, 2, 3... Arrow keys up, down, left, right Numpad keys [1], [2], [3], [+], [equals]... Modifier keys right shift, left shift, right ctrl, left ctrl, right alt, left alt, right cmd, left cmd Special keys backspace, tab, return, escape, space, delete, enter, insert, home, end, page up, page down Function keys f1, f2, f3... Mouse buttons mouse 0, mouse 1, mouse 2... A specific button on any joystick joystick button 0, joystick button 1, joystick button 2... A specific button on a specific joystick joystick 1 button 0, joystick 1 button 1, joystick 2 button 0... Hint: If button 1 doesnt't work, try (button 0) reducing the number by 1. ---------------------------------------------------------- section <filters>: This is a FILENAME filtersystem <filter> <name><![CDATA[Williams 80's]]></name> <needed><![CDATA[williams,198]]></needed> </filter> You can add as many filters, you want. "name" holds the name displayed. "needed" is a commaseperated string of words to must be in filename. ---------------------------------------------------------- section <paths>: <tables>E:\Tables-VR\</tables> here are your vpx-vr files stores <vp106exe>C:\VP\VPinballX_GL.exe</vp106exe> the vpx.exe to start 10.6 tables Hint: If you want to use the launcher in 2d context set this value to VPinballX.exe. <vp107exe>C:\VP\VPinballX_GL_10.7.exe</vp107exe> the vpx.exe to start 10.7 tables used by tablenames containing "(10.7)" in filename <highscores>C:\VP\PINemHi\PINemHi.exe</highscores> Optional: Path to an highscore-tool like pinemhi. Display your highscores next to the table. Default: Tablenames are passed as param. Optional: Romnames are passed as param, if you setup the section <highscores> -> read there. ---------------------------------------------------------- section <settings>: <onlinedata>0</onlinedata> If set to 1 version will be checked on each start. New tables will automatically be added to the tablearray in folder "onlinedata". new artwork for tables will be downloaded from imgdatabase to the same folder. Please share your custom artwork. There is an easy function inside app now! <onlinename>Anonymous</onlinename> Optional name for sharing your artwork and possible stuff in the future. <vrdevice>openvr</vrdevice> "oculus" uses oculus driver directly (best for oculus devices) "openvr" for all other devices Hint: If you want to use the launcher in 2d context let this empty. <vrtracking>1</vrtracking> you can enable or disable (0) the rotation tracking of your headset <vrtrackingtype>0</vrtrackingtype> 0 = rotation only 1 = rotation and position <vrcontroller>0</vrcontroller> 0 = no vr-controller eventlistening 1 = vrcontroller button-layout 1 2 = vrcontroller button-layout 2 3 = vrcontroller button-layout 3 <startdebug>0</startdebug> set this to 1, if you want to start with info-overlay <cameraheight>16</cameraheight> <cameradistance>40</cameradistance> <cameraangle>8</cameraangle> adjustment for your view (you can reduce distance to stay nearer the cabs) <fontsize>24</fontsize> You can resize fontsize of the dotmatrix-display showing the tablename. <effects>1</effects> Set this to 1 to enable additional visual effects <quality>5</quality> Values from 5 (best image quality) to 1 (lowest image quality) Reduce this value if you have performance problems and you should try disable effects too. <sounds>1</sounds> 0 = sounds disabled <swapsounds>0</swapsounds> Set this to 1 to swap left and right <startfocusgrab>1</startfocusgrab> If set to 1 focusmanagement will hold both pinballapps topmost window. It toggles automatically between launcher and player. Disable this only if you have issues. <autodisableb2s>1</autodisableb2s> Set to 1 if you want VPX VR Launcher 4 to manage activation of directb2s inside VPX. If a filename.vpx has an filename.directb2s using this will be automatically activated. If no directb2s file exists directb2s will be disabled. This is nice to avoid file not found-errors by VPX. <tablerotationangle>55</tablerotationangle> You can now customise the rotation-angle of the selected table. If you set this to 0, it will not rotate. <tablerotationspeed>3.5</tablerotationspeed> You can now customise the rotation-speed of the selected table. <suspendmode>0</suspendmode> 0 (default/best/use this😞 This method instructs Launcher4 to wait an infinite amount of time for VPX process and event handlers to exit. This can cause Launcher4 to stop responding. Zero Launcher4-CPU usage while playing. Best loading-times. This only works if you start "vpx vr-launcher4.exe" based next to VPinballX_GL.exe. 1: Launcher4 will stay alive without animation and userinteractions until vpx finishes. Launcher4's CPU-usage is low. Good loading-times. 2: Launcher4 launches VPX and terminates itself. Only the ToolbarHelper is listening to VPX-Exit and will restart Launcher4 automatically. Zero Launcher4-CPU usage while playing. Worst loading-times. ---------------------------------------------------------- Section <highscores> (optional): Please read section paths above too! Here you can map roms to tables. So launcher can send them as a param to highscore-tools like pinemhi. Pinemhi will grap the current highscores of the rom and launcher can show them next to previewtable. Example: <highscores> <table> <name><![CDATA[AC-DC PREMIUM]]></name> <rom>acd_170h</rom> </table> <table> <name><![CDATA[Attack - from Mars]]></name> <rom>afm_113b</rom> </table> <table> <name><![CDATA[Bad Cats]]></name> <rom>bcats_l5</rom> </table> </highscores> *** NEW in 4.28 *** VRlauncher autogenerates a file /config/highscores.xml for you. It analyses your nvram-files and checks them against tablearray. It will only be generated once. If you want a refresh, delete the file. You can use the entries in your config.xml. This is just a little help for many tables. You should check the result manually. ---------------------------------------------------------- Table Config /vrlauncher4/config/offlinedata/tables.csv /vrlauncher4/config/onlinedata/{version}.csv ---------------------------------------------------------- New online functionality: If you set <onlinedata>1<onlinedata> new table-artwork and new table-recognition will automatically get downloaded and used. With activated onlinedata your used tablearray is here: "/onlinedata/{version}.csv" But your customimages (offlinedata) will farther be loaded at higher priority. If you want to stay offline, you can edit tables by yourself: Tables can be edited (added) inside /offlinedata/tables.csv. (You should use an (online-)editor.) CSV structure name, display, manufactor, needed, forbidden, image, dmd, imgur "name" sortname of table without formating (used for filenames) "display" you set the displayed tablename (with html tags like <size> or <color> or <br>). optional you can set a html-hexvalue of an rgb color inside a <color> tag. color=#{red}{green}{blue} valide hexvalues for the rgb-colors from 00 to FF "needed" commaseperated words have to be found in filename THEY NEED QUOTES: "word1,word2,word3" "forbidden" opposit of "needed" THEY NEED QUOTES: "word1,word2,word3" "image" filename of image (jpg/png) without extension If you want your own custom tableimages, place them inside offlinedata. The filename should be the "name" of tablearray with "{name}.jpg" or "{name}.png". [column image is only used internaly] Example: Name (1st column): "Adams Family" Filename has to be "Adams Family.png" or "Adams Family.jpg" If you have customimages created, there is a new item in filtermenu wich allows you to share your artwork with the community. Thank you for your support! The imagefile will be uploaded and a "{name}.txt" file coresponding to the imagefile is generated with infos about the upload. If this file exists next to your imagefile, the imagefile will not be uploaded again. There is a template file for creating your own images: /vrlauncher4/config/template.png If an image-file exists in /config/offlinedata it overwrites the app-included image. Otherwise the included image will be used. If you want to know how to make an table-artwork, Rawd made a great instructionvideo: https://www.youtube.com/watch?v=9u0maGURFoM "dmd" if you set 0 the DMD area will not be rendered - the table will show another backbox with a fullheight image. If set to 1 the DMD with speakers will be rendered. "imgur" internal value used by onlinefunctionality ---------------------------------------------------------- have fun! BaSti
  24. Version 1.0

    231 downloads

    Re-upload of The Phantom Of The Opera VR room, originally on VPinball. No changes yet so no need to re-download if you already have it. The room is based around Bigus' mod v1.40 of 32assassin's original table. Use the left magnasave to toggle room elements for better performance if needed. Thanks to all developers and table authors!
  25. View File VR ROOM Wrath of Olympus Thanks JP for the awesome table! I tried my best to get cabinet pictures and had to scrape them together somehow. If someone has better pictures especially for the coindoor then please contact me Submitter Solters Submitted 08/14/2022 Category VR - Virtual Reality Pinball Modified by Original Table Author jpsalas  
Γ—
  • Create New...