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  1. Version 1.0.0

    27 downloads

    Updated VR room for Stranger Things, created for Scottywic's Stranger Things original table. This is for VR only, not a hybrid. Thanks to Scottywic for the permission. VR Cabinet Assets taken from Sixtoe's minimal VR table, with permission. PUP pack required and can be downloded from Scottywic page here: https://orbitalpin.com/downloads/ (Or direct link here: https://mega.nz/file/6UEnSQyC#Wm57VL2YfCzi2Sr3bVEUBIc4KGwThQX3fVInnuhj8jM) (password for the unzip is friendsdontlie) After unzipping, place the STLE folder in the PUPVideos folder. If you enjoy the VR room, please click the like button or leave a comment. Enjoy! Stranger Things.mov
  2. View File Stranger Things Mega VR Room (Orbital 2018) Updated VR room for Stranger Things, created for Scottywic's Stranger Things original table. This is for VR only, not a hybrid. Thanks to Scottywic for the permission. VR Cabinet Assets taken from Sixtoe's minimal VR table, with permission. PUP pack required and can be downloded from Scottywic page here: https://orbitalpin.com/downloads/ (Or direct link here: https://mega.nz/file/6UEnSQyC#Wm57VL2YfCzi2Sr3bVEUBIc4KGwThQX3fVInnuhj8jM) (password for the unzip is friendsdontlie) After unzipping, place the STLE folder in the PUPVideos folder. If you enjoy the VR room, please click the like button or leave a comment. Enjoy! Stranger Things.mov Submitter DaRdog81 Submitted 02/23/24 Category VR - Virtual Reality Pinball Modified by DaRdog81  
  3. Version 4.81 BETA

    5007 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! Big thanks to Rajo Joey for providing his tablesound-archive! Installation: ---------- Install downloaded VPX VR-Launcher x.xx.msi. read /vrlauncher4/readme.txt start VPX VR-Launcher 4.exe (from the root) right click trayicon and select settings problems with autoupdate? try starting launcher as admin Changelog: --------- What's new in version 4.67 Tablesounds are included in the resources. If you want to overwrite the existing sound you can can place your own tablesounds inside /vrlauncher4/config/tablesounds/ The filenames have to match against the tablearray like the vpx-names. What's new in version 4.64 If you want to hear backgroundmusic place mp3 here: /vrlauncher4/config/music.mp3. What's new in version 4.63 You can (it's optional) launch vpx with special params for vr or novr. vrlauncher4/config/config.xml: <vpparams2d>-ini novr.ini -Minimized -Play</vpparams2d> These params will be passed to VPX if you are in launcher 2d-mode. Since 10.8 Beta 5 you can launch VPX with an ini-file with settings. If you setup a novr.ini with the following setting... [PlayerVR] AskToTurnOn = 2 ... VPX will start in 2d mode (turn off VR). <vpparams2d>-ini novr.ini -Minimized -Play</vpparams2d> in vrlauncher4/config/config.xml will load this ini-file while launching tables. The result of these settings is that you can set in the launcher whether you want to play in VR or 2D. The launcher automatically detects if you have a VR device connected, so you won't receive any more error messages in VPX because of that. (F9 toggles VR/2D) What's new in version 4.62 online /config/offlinedata/mytables.csv merges into tablearray You can place your special tables there (readme.txt) What's new in version 4.61 + VR-settingseditor in VR-mode + 2D-settingseditor in 2D-mode Hint: If you want a full table-rotation set rotation angle to 180° What's new in version 4.53 The program was created with the latest Unity LTS compiler and is delivered with an MSI installer to prevent blocked DLLs and read-only directories from causing issues. New features in this version include automatic online and offline updates. Starting from this version, the program can update itself automatically online or manually through copied update files. What's new in version 4.50 1) tablename.bat files will launch corectly. 2) Autoupdate-function added. Please check if /vrkauncher4/update/xdelta.exe is not blocked! Otherwise the update will not work. To activate autoupdates you have to setup settings in config.xml to: <autoupdate>1</autoupdate> Problems: to fix update pls check /vrlauncher4/update/ ✅ check if the xdelta.exe in this folder is not blocked. ✅ check if update_{YOUVERSION}.zip was downloaded ✅ there is a file version.cfg - check if it‘s {YOURVERSION}. if not, zip was not extracted ✅ set version in version.cfg back to {YOURVERSION} to reset update ✅ restart launcher What's new in Version 4.36 <suspendmode>4</suspendmode> Launcher4 will stay alive without animation and userinteractions until vpx finishes. Launcher4's CPU-usage is low. Good loading-times. (waits in an own task) <msaaSampleCount>4</msaaSampleCount> Antialiasing higher = better quality but less performance possible values: 0 disabled 2 = 2x 4 = 4x 8 = 8x <renderScale>1.0</renderScale> UniversalRenderPipelineAsset render scale (Renderresolution of viewport) <floor>1</floor> 0 = disable floor and shadow-rendering on it <bgcolor>0.0,0.0,0.0</bgcolor> Backgroundcolor float values R , G , B 1.0,0.0,0.0 = red 1.0,0.0,1.0 = purple (red+blue) What's New in Version 4.35 <vpxpreviewx>-1</vpxpreviewx> <vpxpreviewy>-1</vpxpreviewy> <vpxprevieww>1200</vpxprevieww> <vpxpreviewh>800</vpxpreviewh> You can move and resize the VPX-Preview window. (x,y,w,h) (-1,-1 disables this movement.) What's New in Version 4.34 <settings> <vrrecentermode>0</vrrecentermode> <gamma>1.0</gamma> </settings> vrrecentermode: 0: launcher calls device-recenter-function. 1: launcher calls device-recenter-function AND resets main camera to viewport. (Meta does not allow device-recenter-function anymore.) gamma: Values between 0.0 and 2.0 will change gamma post process. What's New in Version 4.33 Released October 13 focusgrab works with vpx 10.8 (hidden sdl window) recenter workaround for oculus and openxr What's New in Version 4.32 Released October 12 -ini param removed (because VPX 10.8 beta is handling them automatically) What's New in Version 4.31 Released October 10 If you have a 64bit-system this is your config: <paths> <tables>E:\Tables-VR\</tables> <vpexe32bit>C:\VP\VPinballX_GL_32bit.exe</vpexe32bit> <vpexe64bit>C:\VP\VPinballX_GL_64bit.exe</vpexe64bit> <defaultversion>64bit</defaultversion> <vpparams>-Minimized -Play</vpparams> <highscores>C:\VP\PINemHi\PINemHi.exe</highscores> </paths> If you have 32bit tables you can name them something with "32bit" inside filename. If you have a 32bit-system this is your config: <paths> <tables>E:\Tables-VR\</tables> <vpexe32bit>C:\VP\VPinballX_GL_32bit.exe</vpexe32bit> <vpexe64bit>C:\VP\VPinballX_GL_64bit.exe</vpexe64bit> <defaultversion>32bit</defaultversion> <vpparams>-Minimized -Play</vpparams> <highscores>C:\VP\PINemHi\PINemHi.exe</highscores> </paths> If you have 64bit-tables you can name them something with "64bit" inside filename. What's New in Version 4.30 Released October 1 This time a little update for technicians: Launcher checks for tablepath/tablename.ini sends -ini params to vpx. Launcher checks for tablepath/tablename.bat to launch this instead of exe+params. Tablename and vpx params are sent as params to the bat-file. Make sure, that your bat file waits for VPX to exit. What's New in Version 4.29 alpha Released September 24 64bit compiled with newest stable Unity release all 2023 table-artwork included new "openxr" device value 4.28 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 than v.3 Favourites are controlled ingame. Hold filterkey and add/remove current table as favourite. You can share your tableartwork and get online artwork inside app since 4.29 coded in unity/c# for oculus vr OR openvr, openxr (64bit windows) ------------------------------------------ INSTALLATION Install downloaded VPX VR-Launcher 4.57.msi. Setup instruction inside /vrlauncher4/readme.txt! start VPX VR-Launcher 4.exe (from the root) right click trayicon and select settings ---------------------------------------------------------- Important info using VR-Launcher since 4.31: 🔴 If you're using VP 10.7.1 for playing 10.6 and 10.7 tables you should set same startparams for both in the settings-section of config.xml. If you have a 64bit-system this is your config: <paths> <tables>E:\Tables-VR\</tables> <vpexe32bit>C:\VP\VPinballX_GL_32bit.exe</vpexe32bit> <vpexe64bit>C:\VP\VPinballX_GL_64bit.exe</vpexe64bit> <defaultversion>64bit</defaultversion> <vpparams>-Minimized -Play</vpparams> <highscores>C:\VP\PINemHi\PINemHi.exe</highscores> </paths> If you have some 32bit tables you can name them something with "32bit" inside filename. If you have a 32bit-system this is your config: <paths> <tables>E:\Tables-VR\</tables> <vpexe32bit>C:\VP\VPinballX_GL_32bit.exe</vpexe32bit> <vpexe64bit>C:\VP\VPinballX_GL_64bit.exe</vpexe64bit> <defaultversion>32bit</defaultversion> <vpparams>-Minimized -Play</vpparams> <highscores>C:\VP\PINemHi\PINemHi.exe</highscores> </paths> If you have 64bit-tables you can name them something with "64bit" inside filename. <vpparams>-Minimized -Play</vpparams> [" "+filename] of selected table follows directly after last param 10.8 startparams: -UnregServer Unregister VP functions -RegServer Register VP functions -DisableTrueFullscreen Force-disable True Fullscreen setting -EnableTrueFullscreen Force-enable True Fullscreen setting -Minimized Start VP in the 'invisible' minimized window mode (autoclose after table-exit) -ExtMinimized Start VP in the 'invisible' minimized window mode, but with enabled Pause Menu -Primary Force VP to render on the Primary/Pixel(0,0) Monitor\n\n-GLES [value] Overrides the global emission scale (day/night setting, value range: 0.115..0.925) -LessCPUthreads Limit the amount of parallel execution -Edit [filename] Load file into VP -Play [filename] Load and play file -PovEdit [filename] Load and run file in camera mode, then export new pov on exit -Pov [filename] Load, export pov and close -ExtractVBS [filename] Load, export table script and close -Ini [filename] Use a custom settings file instead of loading it from the default location -c1 [customparam] .. -c9 [customparam] Custom user parameters that can be accessed in the script via GetCustomParam(X)", ---------------------------------------------------------- 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
  4. Version v1.1

    200 downloads

    VR Room added to @loserman76 table. Thanks to @RajoJoey for the cab artwork! This was my favorite EM to play at the Pinball Hall of Fame and I had to bring it to VR. b2s required and included
  5. Version 1.0

    6443 downloads

    "Who Wants Some!" VPW are proud to present X-Men Wolverine and Magneto Limited Edition by Stern! This table requires at least VPX 10.7.2 and the VR version requires at least 10.8.0-514 (Download Links Below) Niwak wanted to port this table as one of the initial experiments for the blender toolkit, and I'm hoping you'll agree it came out rather well! We took the opportunity to upgrade it to all the latest VPW bells and whistles as well along the way! New Options Menu *WHILE IN GAME* hold the left magnasave and tap right magnasave. *Requires FlexDMD (linked below) V-Pin Workshop Mutants Sixtoe - Project Lead, Physical Rebuild, Audio Niwak - Playfield graphical rebuild, blender toolkit implementation and lighting, scripting. Apophis - Iceman Ramp, Kickers, and Script Tweaks Iaakki - Magneto magnet helper Wylte - Shadows and script tweaks. Testing - Rik, BountyBob, PinStratsDan, VPW Team Based On: VPX Mod by Sixtoe, DJRobX, EBIsLit VPX Mod by ICPJuggla, HauntFreaks, DJRobX and Arngrim based on the original FP conversion by Freneticamnesic. VPX 10.7.2 Official Release (Required) https://github.com/vpinball/vpinball/releases/tag/v10.7.2-366-f94da1e VPX 10.8.0-514 Pre-Release (fixes for VR Users) https://github.com/vpinball/vpinball/actions/runs/3405492533 Flex DMD (Required) https://github.com/vbousquet/flexdmd '**************************************************************** ' Changelog '**************************************************************** 'v2.0.1 - Sixtoe / DJRobX - Initial base version 'v2.1.0 - Niwak - Blender Toolkit Initial Import 'v2.1.1 - Sixtoe - Cleaned VPX 'v2.1.2 - Sixtoe - Redid lots of physical objects, added all (?) nfozzy physics, added various shadows, added physical trough, redid physical kickers, fixed ball traps, added playfield physics mesh, added fleep sounds, probably other things I've forgotten, 'v2.1.3 - apophis - Rebuilt physical version of bsLHole and bsL. Made dPosts, dSleeves, Rollovers collections fire hit events. Created Apron and Walls collections, Made flipper triggers 150 units high. Updated some flipper physics params. Cleaned up spotlight shadows implementation. Removed unneeded DynamicLamps class. 'v2.1.4 - Sixtoe - Fixed kickers (grmbl), new prim playfield, new vuk guide prim, fixed iceman wall start layout as ball was catching there, fixed some broken walls, added missing aounds 'v2.1.5 - apophis - Converted VUKs to use switches and kickball sub rather than kickers. Fixed the ball shadow conflict with flipper shadows. A few minor physics parameter adjustments. 'v2.1.6 - Niwak - animated switch wires, fix spinner animation, hide visible physics, fix orbit diverter 'v2.1.7 - Sixtoe - Rebuilt shooter lane, messed around with the blackbird physical hole and it seems to be working with 2 balls as well now (hopefully that's it now forever and I never have to look at it again, ever.).disabled a few more duplicate prims (including bumpers), hooked up cabinetmode and vrroom modes. 'v2.1.8 - Niwak - Fix iceman ramp being stuck, fix slingshot anim, fade lightmaps on iceman ramp depending on position 'v2.1.9 - Sixtoe - Hid things which should have been invisible. 'v2.2.0 - Sixtoe - Upped playfield friction to 0.24, calibrated plunger, changed ball, added collision sounds to wolverine and better sounds to nightcrawler, turned up spinner fractionally, added triggers and enabled ramprolling sounds. 'v2.2.1 - Niwak - Add option UI, add blackbird mod, add staged flippers, add dual lighting, fix base GI, adjust ball brightness 'v2.2.2 - Sixtoe - Tweaked magneto turntable so it tries to kill you more effectively now, tuned slings down a bit, fixed the iceman ramp motor sound I broke, 'v2.2.3 - Niwak - Full rebake, more backpanel GI light, new lit room setting, better blackbird mod, complete magneto mod, fix flipper bat size, fix upper post bake, add outpost difficulty setting, adjust rails light level 'v2.2.4 - Sixtoe - Added physical C scoop for blackbird, various table fixes, table and script tidy-ups. 'v2.2.5 - Niwak - Fix diverter position, fix wolverine entering Scoop 'v2.2.6 - Sixtoe - Resized pop bumpers and rebuilt pop bump area slightly, rebuilt left ramp to avoid clipping through beast wall, shrunk blackbird scoop metal, tweaked magneto magnet. 'v2.2.7 - Sixtoe - Fixed scoop exit so ball doesnt his iceman ramp when it's sideways, apron made higher to catch flyballs, turned down nudge, droped underplayfield layer, cleaned up unused images. 'v2.2.8 - Sixtoe - Fixed Playfield Lighting, Turned down flasher reflections, adjusted xavier kickout, turned a couple of things invisible, boosted apron lamps, fixed some minor gi issues, minor tweaks. 'v2.2.9 - Sixtoe - Renamed TriggerRF, Upped nightcrawler speed from 1 to 1.5, adjusted right niqhtcrawler hit threshold. 'v2.3.0 - Niwak - Rebake with higher resolution, baked spinner and flipper bats, updated gate animations 'v2.3.1 - Niwak - Fix lock diverter, add baked plunger, dynamic ball color & brightness 'v2.3.2 - Niwak - Adjust ball coloring, disable bloom, AO and screenspace reflections 'v2.3.3 - apophis - Iceman ramp now works while a ball is rolling on it! Made Lampz use only one timer with -1 interval. 'v2.3.4 - Niwak - Rework of lots of parts using parts from the pinball core part library, full 4K rebake with latest toolkit 'v2.3.5 - Niwak - Reworked plastic, magnets, playfield holes, missing rail guide fixtures 'v2.3.6 - Niwak - Add details to account for ramps being wrong. Prepare for 10.8 (support for refraction) 'v2.3.7 - Niwak - Fix wrong bakes, add support for VR autodetection, move VR options to in-game menu, use new toolkit arrays, fix sling animation, fix Wolverine not registering too strong hit 'v2.3.8 - apophis - Fixed slope of iceman ramp collidable floor. 'v2.3.9 - iaakki - Magnet helper to prevent 4th ball escaping the hold 'v2.4.0 - Wylte - Shadow update, commented out speeddownlim enabled/disabled references, lowered rubber hit volumes, metals hit sounds added to scoop 'v2.4.1 - iaakki - fixed magnet helper 'v2.4.2 - apophis - Reduced flipper length from 120 to 114.7 (and associated primitives). Reduced flipper strength from 3200 to 3100. 'v2.4.3 - apophis - Improved robustness of left scoop walls/floor. Added Narnia catcher. Added Magneto lock pin solenoid sounds. Removed ball collision sounds under Magneto. Removed targetbouncer from both slings bottom post. Made Wolverine magnet grabcenter=false (more realistic). Rebuilt Wolverine wobble. 'v2.4.4 - Niwak - Adjusted baked flipper bats to match physics one 'RC1 - apophis - Reduced digital nudge strength. Increased tilt sensitivity. 'RC2 - Sixtoe - Added visible apron wall for VR, manually fixed magneto texture (VLM.Nestmap0), adjusted sw53 and removed group properties, added missing one way gate behind magneto (to stop balls being knocked out top of lock), added missing rubbers by top diverter, 'RC3 - apophis - Added code to kick ball out of the way if on top of night crawlers 'RC4 - apophis - Added desaturation LUTs to option menu. Fixed cab mode option menu setting (needed to be applied after VR room setting). Added AstroNasty's artwork to desktop background. 'RC5 - Niwak - Added light reflections from inserts on ball. 'RC6 - apophis - Fixed conflict between cabinetmode and vrroom. 'RC7 - Niwak - Update render: align right sling spot, new magnets, dust on ramps, less saturated red/blue GI 'RC8 - Niwak - Full render rework: new plastics, fixed playfield, new ramps, improved magneto, moved Sentinel to a mod 'RC9 - Sixtoe - Redid physical ramps and upper layer and realigned all triggers, tweaked ramp entries, changed the magneto opto's and blackbird rollover to 23 & 24 radius, moved right sling spotlight shadows to match new position, fixed broken prioritys with spotlight shadows vs. rtx shadows, fixed playfield mesh alignment issue and blackbird hole feed, added bevel to blackbird hole, added some dampening to the rubber feed for blackbird, added ball velocity dampning for inlanes (thanks apophis), rebuilt primitive collidable iceman ramps 'RC10 - Niwak - Fix missing flashers and little bake errors, fix under playfield visibility for VPX<10.8, enable 10.8 ball shadows 'RC11 - Niwak - Add incandescent bulb option, deactivate 10.8 stuff for initial release 'RC12 - Sixtoe - Upped ramp friction to 0.2 to match Iron Man. 'v1.0 Mod Release
  6. Version 1.0.0

    306 downloads

    VR Room added to @Goldchicco's table. Requires included bs2. Thanks to @RajoJoey for the cab artwork! Unique plunger housing created by @Ext2k
  7. Version 2.0.0

    2051 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 😉 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 😉 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
  8. Version 1.0.0

    135 downloads

    Created a minimal VR Room for Big Trouble from Balutito. VR only, not a hybrid table Requires PUP pack, use option 3. PUP here: Thanks to Balutito for Big Trouble JP Salas TeamTuga for puppack Sixtoe for templates
  9. 342 downloads

    Thank you Balutito. Your tables are awesome! Link --> Original Table und Puppack A few words about the Puppack. Since VR needs a lot of resources and not everyone has a high-end computer and it crashes please do the following. Set the puppack as in the screenshot that at least the dmd and the music is there. A resize over nailbusters files would also help
  10. Version 1.0.1

    1772 downloads

    VR room for the incredible Willy Wonka Pro table submitted by 'marty02'. This VR room was design based on the Jersey Jack Willy Wonka Limited Edition cabinet. This download comes with the table with VR room and the required PUP video pack that goes into your PinUpSystem/PUPVideos/ folder. NOTE: If you already have the required PUP video pack for this table, choose the version WITHOUT the PUP pack. The table itself has not been changed or modified in any way from the original submitter. ENJOY!
  11. View File Apollo 13 (Sega 1995) w VR Room 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. Submitter UnclePaulie Submitted 10/20/2021 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/forums/files/file/2331-apollo-13sega-1995/ Link to Media Pack Permission to Mod Yes  
  12. Version 2.0.1

    1256 downloads

    Gottlieb's 1984 Alien Star! Journey to an Alien Star for a pinball battle in space! Multiball, skill shots, and plenty of fast action! So much fun to play! Thanks to Borgdog for providing original playfield and plastic scans, cabinet stencils, and physical measurements of his actual table. He also had lots of authentic Gottlieb primitives to use, and did a tremendous amount of testing! Thanks also to Redbone who took those scans of the playfield and plastics and did a tremendous amount of work to get them to look so good! He also spent a ton of time with all the other graphics on the table as well as a ton of testing! Hauntfreaks provided the higher resolution VR backglass. DarthVito did the VR wall environment. I updated to latest VPW standards, physics, GI and shadow baking, Lampz and 3D inserts, dynamic shadows, updated backglass for desktop, playfield mesh for a saucer bevel, roth standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid modes, Flupper style bumpers and lighting, gBOT system and trough. Dozens and dozens of hours were spent studying gameplay videos (2 streams were recorded by Borgdog) to match the table skill shots and action. Thanks also to Rothbauerw for providing updated flipper physics code to help with the skillshots. That code was needed to be able to do some of the skillshots. This table is loaded with options. Various balls, ball brightness, flippers, tents, caps, plastic edge colors, LUTs, Dip settings, siderails, and plenty of other VR stuff. Redbone encouraged me to include special edge LED lighting in the plastics that iaakki originally did for another table. Looks really cool, and is included as an option. The ROM can be found at pinballnirvana.com... alienstr.zip). There's an option in the script to change the DIPS, however it will load a default set when you launch the table. NOTE: YOU HAVE TO START THE TABLE 1ST, EXIT, AND THEN RESTART FOR DIP CHANGES TO TAKE EFFECT. This is ONLY the first time you launch the table. There's also an option for "Tourney Mode". In that mode it'll play a little harder with different DIP settings, which excludes extra ball... and only allows for points on 3 balls. Tourney mode also sets colors and rainbow'ed LEDs on plastics. NOTE: you'll have to start and restart the first time in that mode for the DIP changes to take effect. If you want to change the DIPs... you will need to go into the script options and change SetDIPSwitches to 1, then open the table, hit F6 (that'll load the default DIPS and display them). You can then select various ROM options. Once entered, you can exit out, and restart. That will then set the new ROM settings. These are the default DIPS that are and set at original table launch: 1=Coin Chute same 0=3rd coin chute no effect 0=Game mode of replay for hitting threshold 1=Number of balls =3 1=Playfield Special of extra ball (However in tourney mode this is zero) 0=Novelty of normal game mode (However in tourney mode this is zero) 1=Match feature 1=Background Sound Thanks again to Borgdog and Redbone for the playfield and plastic images, the stencils, the testing, and all the feedback! Also thanks to Hauntfreaks for the updated Backglass images, and to Rothbauerw for his flipper physics code. Also thanks to pinstratsdan, and everyone else from the VPW team that provided testing and feedback!
  13. Version 2.0.1

    1330 downloads

    Gottlieb's Super Orbit! Lots of fun to play, with a varitarget, orbits, and lots of bonus opportunities. Redbone spent considerable time to get the playfield and plastic images just right, as resources for this table were very limited. As usual lots of hours were put in on this one, and lots of tweaking on the varitarget and physics to emulate a real machine. I implemented the latest VPW standards, physics, GI and shadow baking, Lampz and 3D inserts, dynamic shadows, updated backglass for desktop, roth standup and varitarget targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid modes, Flupper style bumpers and lighting, gBOT system and trough. Redbone provided the playfield and updated the plastics and apron, and other images. Hauntfreaks provided the higher resolution VR backglass and Silversurfer updated the cab artwork. I also added options for balls, ball brightness, LUTs, Dip settings, siderails, and plenty of other VR stuff. DarthVito provided a few additional wallpaper VR Room walls. You can find the ROM at pinballnirvana.com... sorbit.zip. Also, I've included the nvram file to initially set the Dips, as the ROM creates settings that should be adjusted. You can either grab the nvram file and put it in your nvram directory, or follow this process to do an initial setup for yourself. (When you open the table, hit F6 (that'll load the default DIPS and display them). You can then select various ROM options, and I recommend these shown below. Once entered, you can exit out, and in the script, you can set the SetDIPSwitches to zero. That will set the ROM settings and turn off the option. If you later want to change that, you can turn it back on and change the dips.) - 3 ball - Playfield special of "extra ball" - Game mode of "replay" - Novelty of "normal" - Check the Match, Credits Thanks again to Redbone for the playfield and plastic images, Rothbauerw for the varitarget code, Hauntfreaks for the updated VR Backglass, DarthVito for additional VR walls, and Silversurfer for the cab art images! Also thanks to everyone else from the VPW team that provided feedback!
  14. Version 1.1

    11869 downloads

    It's a long way to the top if you wanna rock n' roll! This mod started out as a simple collaboration between Hauntfreaks and Fluffhead35 to add new physics and VR room ended up as so much more. This table has had the bell code completely reworked by Apophis to work more like the real table. The playfield has been tweaked by none other than nFozzy himself to be more in line with the blueprint. He also fixed the right and left ramps to be true to the real table. nFozzy has graced this table with his experience to make it table amazing to play. This table was a mod of Sixtoe's AC/DC VR Room, where we made it a hybrid table. Fluffhead35 - Fleep, nFozzy physics, dynamic shadows, drop target code and new drop targets, 3d inserts, added new flipper bats, lighting tweaks, added Lampz code, adjusted nudge HauntFreak - Added new VR Room, Lighting Adjustments, Playfield Shadows Sixtoe - Original VR, Lighting, separated out horns on the train, many more he could not remember. Fixed right ramp, fixed bumper flashers. Realignment and prettying up rubbers and stuff. Apophis - New Bell Physics, scripting, guidance nFozzy - new collidable ramps to fix the shapes of them, moved top hole variance, bell metal/orbit metal tweaks, playfield reshape to correct dimensions. implemented ramp protectors, blank sidewalls, ramp stickers, adjusted bell position. Tomate - New visual ramps Retro27 - VR Room / Cabinet Reworked, New DMD Decals, Start button, tournament mode lights added. Adjustment to Instructions cards, added new render mode for VR Schlabber34 – reworked drop targets and other objects in blender for use in table. Bietekwiet, PinStratsDan, BountyBob, VPW Team - Beta testing! Many thanks to the original team who built this table from the ground up: ninuzzu, DJRobX, dark, tom tower, knorr, rysr, Peter J and Javier. And thanks to the VPDevTeam for the freaking amazing VPX.
  15. View File Hellraiser (VR ROOM) The next VR Room Conversion i want to share with you is the great Hellraiser Table from BALUTITO. This is a cooperation between Jasmin Gagnon and me. Jasmin Gagnon made the start and created a solid basis on which I built up this Conversion. I converted this table for VR because he creates this creepy atmosphere and i love that and of cause it should not be missing in any VR collection. I hope someone has as much fun with it and liked it as I do, so I'm going to share it with you guys now. '*************************************** VR OPTIONS ************************************************** '***************************************************************************************************** 'VR Room - Set VRRooms = (1) or (2) to switch between the two Rooms. VRRooms = 1 'VR table Glass - Set Glass = 0 to turn off VR playfield Glass. Glass = 1 'VR Playfield Glass Scratches - Set to 0 if you want to turn them off. GlassScratch = 1 'VR Logo - Set VRLogo = 0 to turn off VR Logo. VRLogo = 1 '************************************END OF VR TABLE OPTIONS****************************************** '***************************************************************************************************** You Don't need the B2S File!!! To take full advantage of this table, I strongly advise you to use the superb Puppack made by TEAMTUGA, it expands the atmosphere drastically but there are no Pup Videos in VR playing. you can get it here: A big thanks to BALUTITO for creating such a creepy nice table and give me permission to bring it to the next Dimension. I also want to thank Rawd for his VR toys and Sixtoe for his great templates and of course Studlygoorite and Solters for beta testing and Jasmin Gagnon for the great basic work . And not to forget JP Salas for making the Original 'Mago of Oz' Table and TEAMTUGA for the great Pup Pack. Submitter Ahr1man Submitted 12/07/22 Category VR - Virtual Reality Pinball Modified by Ahr1man, Jasmin Gagnon  
  16. Version 2.0.0

    2982 downloads

    This table was originally done by Herwey, and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! On his version 1.1 he had help from several others including Schreibi, 32assassin, OldSkoolGamer, Cosmic80, Bord, Rosve, Batch, Vogliadicane, Flupper, Ninuzzu, Dark, DJRobX, and Thalamus. I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics, lights, and sounds, and other corrections. This was the first table I put the 3D inserts in (Thanks to apophis for his tutorial, feedback, and advice!). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi! Note: If you are playing in VR... you MUST select VR_Room = 1 in the script!! There are several options to select in the script, including ball brightness, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. Sub mods and flippers can be changed by clicking the right and left magna save buttons. (You can turn that option off in the script as well) IF YOU experience performance issues... there are options to change that. First of all, you can uncheck "Reflect Elements on Playfield in the table options window. Also, you can turn dynamic shadows off for additional performance if needed. Version 2.0 Updates include: - Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness. - Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, drop targets, standup targets, ramprolling sounds, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper domes. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Added 3D insert primitives and tuned the lighting significantly for those. Lots of work on the playfield cutouts, and associated text layer. - Changed lamp control to VPW Lampz. - Corrected some errors in the table, including spinner movement, rebounder action, some ramp lift code, timing on saucer entry, and a few other things. - Adjusted the lighting levels, and GI overhead. - Tomate added new Bally Flipper primitives, wall textures, and fixed an issue with the ramp lift primitive... as it wasn't built correctly in blender. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Updated some images to implement see through holes in the apron and sub. - Created new background for desktop mode, with animated lighting. - Added updated center drain post dome from Bord's space shuttle (done by Rothbauerw). - And so many other updates, all documented in the script. Once again thank you to Herwey, nFozzy, apophis, Aubrel, Wylte, Rik, Rajo Joey, iaaki, BountyBob, rothbauerw, tomate, PinStratsDan, and Lumi for testing, and feedback!!
  17. Version 1.0.0

    210 downloads

    VR Room added to @nestorgian's table. Please set the bs2 as shown in the screen shot.
  18. Version 1.0.0

    726 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!
  19. Version 1.0

    8083 downloads

    "Pinball Fans, Sometimes you gotta run before you can walk!" At last! Here it is! VPW are very proud to present our first blender toolkit table! This table requires at least VPX 10.7.2 and the VR version requires at least 10.8.0-514 **edit** PinMAME 3.5 is also required. (Download Links Below) Iron Man is a very hard arcade style pinball by John Borg with short brutal games and is a regular of the pinball competition circuit. Development started in September 2021, Sixtoe had talked about wanting to redo it as there was no accurate version, but the only available playfield was wrongly aligned, poor quality and there were no other decent assets for it so it was a non-starter. But whilst Sixtoe was finishing off Judge Dredd, out of the blue Bord supplied a full playfield scan including all plastics! So at this point it was all systems go, we then spent some t-shirt money on a full set of decals, Dazz got the Iron Monger toy and EBisLit got the Whiplash and Warmachine toys and Dazz 3D scanned them all in for us. A few months into development when it was playing well and being built in Blender by Sixtoe, Niwak started to make real progress with the blender toolkit, and rather than going through the process of Tomate running it through blender octane and building all the UVmaps (which takes a looong time) we decided to shift development to the toolkit version and put it on hold whilst that was developed further. A few months later when the toolkit was working well, development was picked up again on Iron Man with Sixtoe, Tomate and Niwak working together developing both the table and Niwak bugfixing the toolkit as problems arose (particularly with the Iron Monger toy!). Then just lots of testing and tweaking and here we are! Current default ROM is 1.85ve as 1.86ve does not have fastflips enabled yet. New Options Menu *WHILE IN GAME* hold the left magnasave and tap right magnasave. *Requires FlexDMD (linked below) - Light Level - Colour Saturation - Outpost Difficulty - Mech Volume - Ramp Volume - Ball Volume - Cabinet Mode (Hides Rails) - Incandescent GI (Real machine has pure white LED's, not incandescent bulbs) - Dynamic Ball Shadows - Spotlight Shadows - Ambient Ball Shadows - VR Room Choice (Minimal / Ultra Minimal) - VR Backglass (Static / Animated) - VR Sideblades (Original / Static image with no reflections) - VR Topper (On / Off) VPW Iron Man Mechanics ******************** Project Lead - Sixtoe Playfield & Plastic Scans - Bord Table Modeling - Sixtoe & Tomate Blender Toolkit Work - Tomate, Niwak & Sixtoe Lighting - Sixtoe & iaakki Fleep Sounds & Sound Scripting - Apophis & Sixtoe Iron Monger Toy - Dazz for the model & 3D scanning it, Flupper for the 3d model simplification Whiplash & Warmachine Toys - EBisLit for the models, Dazz for 3D scanning, Tomate for the 3d model simplification Iron Monger Animation Code - DJRobX, Sixtoe, iaakki, apophis, NNiwak Various fixes and script assistance - apophis, iaakki, Bord, flux, fluffhead35, Niwak Plastic Redraws - Sixtoe & Embee Iron Man Custom Topper - Rawd Backglass Image - Wildman VR Backglass - leojreimroc Desktop Background - JoePicasso Testing - Entire VPW Team VPX 10.7.2 Official Release (Required) https://github.com/vpinball/vpinball/releases/tag/v10.7.2-366-f94da1e VPX 10.8.0-514 Pre-Release (fixes for VR Users) https://github.com/vpinball/vpinball/actions/runs/3405492533 Flex DMD (Required) https://github.com/vbousquet/flexdmd PinMAME 3.5 (Required) https://github.com/vpinball/pinmame/releases ROM Iron Man Rules https://www.pinballnews.com/games/ironman/index5b.html
  20. Version 1.1

    6373 downloads

    "The Ultimate Hard (Pinball Machine) Drive" The latest in Sixtoe's "lets build the hardest machines in pinball", VPW are proud to present Johnny Mnemonic by Williams! v1.1 - Brighter default environment lighting. Improved ramp textures, decals, and refractions. Some mesh optimizations. Fixed: playfield reflections, EB buy-in button, and Access Code 2 insert light This was started way back in April 2021 because, like Iron Man, there wasn't an accurate version available, with the only available version being an old vp9 conversion. Sixtoe prefers to work on tables which don't have a "modern" version, so the process began to build from the ground up using all new assets. It was finished to a certain point quite a while ago but we decided to wait for VPX and Niwaks toolkit project to catch up before going for another big render job, so it's sat there for about a year waiting, but now everything has caught up so here it is! Like Iron Man, this is known as being an incredibly fast, brutal and unforgiving machine, don't expect many long games! VPW Hackers ========== Sixtoe - Table-side full scratch build and scripting, VR Room - Dolphin Wrangler. Tomate - Graphics modeling and rendering - 3D Street Preacher. Apophis - Toolkit script-side integration, miscellanious script magic, ramp refraction probes - Neuromancer. Iaakki - Glove, Matrix and Diverter - Handy Man. Flux - Various Tweaks and assistance - LoTek Support. Niwak - Blender Toolkit. EBisLit - Playfield images. Clark Kent - Plastic scans. Baldgeek - Buying JM Glove. Dazz - 3D Scanning JM Glove. Leojreimroc - VR Backglass. Scampa123 & RobbyKingPin - Tweaks. Testing - PinStratsDan, Lumi, Tastywasps, Luk, BountyBob, bietekwiet, Clark Kent, CalleV, jsm174 - VPW Yakuza Toxie - VPX and pushing out the newest 10.8 as a beta so we could release. This uses a heavily modified version of DJRobX's glove and matrix code from Alessio/DJRobX/Ninnuzzu's version. THIS RELEASE NEEDS AT LEAST VPX 10.8 BETA 5 and VPinMAME 3.6 https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1347-3d585e7 THIS RELEASE ALSO NEEDS VPinMAME 3.6 TO GET BEST RESULTS https://github.com/vpinball/pinmame/releases/tag/v3.6-369-102e419 (it's recommended to get a newer build from github actions though)
  21. Version 2.1.3

    3779 downloads

    A version of Barracora VPX was originally done by Dids and GtxJoe, however in this release, nearly everything was done or redone from scratch. The original table size was incorrect, which required me to completely redo everything like I did on Jungle Lord. The more I worked on this... the more I just redid everything... primitives, sounds, images, etc. Love this table... as its another great early 80's Williams table like Black Knight, Solar Fire, Jungle Lord, Pharaoh, etc. This has a very complicated ruleset, but excellent game play, as well as challenging lock shots and hungry outlanes! Table instructions are included in the Table info section, and there's a great tutorial by PAPA online. Included in this Version 2.0 is Hybrid VR/desktop/cabinet modes, new upscaled playfield, VPW physics, flipper tricks, dynamic shadows, Fleep sounds, Lampz, 3D inserts, new general illumination lighting, sling corrections, drop and stand-up targets, saucers, playfield mesh, various primitives, etc. Significant time was spent on researching online videos, to ensure accuracy of shots, ball drops, kickouts, and overall playability. I also created a desktop backglass with a cool lighting effect, as well as the VR backglass and other VR options. There are also some performance improvements, and I added a playfield mesh for the playfield, so there's a realistic bevel in the saucers. I would like to thank the VPW team for testing and feedback (especially Apophis, Tomate, Smaug, FriscoPinball, Bountybob, Lumi, Bietekwiet, Armyaviation, Wylte and all others who tested!) And... an additional thank you to Tomate for providing the lower rail primitive. There are several options in the script. Including VR, ball brightness, LUT lighting options, and you can turn the bell off if you don't like that sound. 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 done in VPX 10.72, and I have code in here to automatically choose between VR, desktop, and cabinet. Additional options in the script include two VR environments, a VR clock, a topper, posters, and settings for dynamic shadows if you experience a performance hit Thanks again to the VPW team for feedback! There are two great b2s's out there... one by Wildman (https://vpuniverse.com/files/file/4220-barracora-williams-1981/), and one by Hauntfreaks if you would like the full dmd version (https://vpuniverse.com/files/file/12399-barracora-williams-1981-b2s-with-full-dmd/).
  22. Version 1.0.0

    222 downloads

    This VR ROOM is based on original JP Salas Table. I just added Game Room based on TastyWasps VR Room. You can change Darkness with pressing Right Ctrl+Right Ctrl. This tables requires B2S, see on link to b2S
  23. View File Jolly Park (Spinball - 1996) v4 Ext2k Conversion This VR ROOM is based on original JP Salas Table. I just added Game Room based on TastyWasps VR Room. You can change Darkness with pressing Right Ctrl+Right Ctrl. This tables requires B2S, see on link to b2S Submitter Ext2k Submitted 02/08/24 Category VPX - Pinball Tables  
  24. Version v3.0

    1549 downloads

    VR Room for @Goldchicco awesome table
  25. Version 2.1.1

    7591 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.
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