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  1. Version 4.28

    2,192 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! 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
  2. Version 2.0.0

    1,065 downloads

    Laser War! This table was originally done by Herwey (with help from others noted in the script), and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! It's a fun yet challenging table. Testers have indicated that the balls falling to the drain is tough, but acts identical to a real table. So, you might need to work on your nudging technique to save the ball from draining. I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics and sounds, 3D inserts, and other corrections, and making it a hybrid table (desktop, cabinet, and VR). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: Tomate (fixed ramp and wall primitives), Sixtoe (upper right wall placement), leojreimroc (VR backglass enhancements), and then AstroNasty, PinStratsDan, Smaug, and Rajo Joey for testing and feedback! If you are playing in VR... you MUST select VR_Room = 1 in the script!! Desktop and Cabinet mode should be automatic. There are several options to select in the script, including ball brightness, sidewalls and blades, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. GI mods and ramp color can be changed by clicking the right and left magna save buttons if you have that option on in the script as well. IF YOU experience performance issues... there are options you can try to change that. First of all, you can uncheck "Reflect Elements on Playfield in the table options window. Also, you can turn dynamic shadows off for additional performance if needed. Also, you can turn off In-Game AO, Post-proc AA, and 4xAA on the table options. Version 2.0 Updates include: - Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness. - Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc. And thanks to leojreimroc for backglass enhancements. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, standup targets, ramprolling sounds, sling corrections, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper domes. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Added 3D insert primitives and tuned the lighting significantly for those. Lots of work on the playfield cutouts, and associated text layer. - Changed lamp control to VPW Lampz. - Corrected some errors in the table. - Adjusted the lighting levels, and GI overhead. - Tomate fixed an issue with the ramp and wall primitive... as it wasn't built correctly in blender. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Created new background for desktop mode, with animated lighting. - And so many other updates, all documented in the script. Once again thank you to Herwey, the VPW team, especially Tomate, AstroNasty, Sixtoe, PinStratsDan, Smaug, leojreimroc, and Rajo Joey for testing, feedback, and some updates!
  3. Version 2.0.0

    1,367 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!!
  4. View File Laser War (Data East 1987) w VR Room Laser War! This table was originally done by Herwey (with help from others noted in the script), and he gave me the permission to add all the latest physics, sounds, etc. to this fun table. Thank you very much, Herwey! It's a fun yet challenging table. Testers have indicated that the balls falling to the drain is tough, but acts identical to a real table. So, you might need to work on your nudging technique to save the ball from draining. I did quite a few updates in version 2.0 mentioned below (and detailed in the vpx script), essentially getting up to the latest VPW physics and sounds, 3D inserts, and other corrections, and making it a hybrid table (desktop, cabinet, and VR). Also thank you to all the testers on the VPW team for testing, feedback, and suggestions for improvement: Tomate (fixed ramp and wall primitives), Sixtoe (upper right wall placement), leojreimroc (VR backglass enhancements), and then AstroNasty, PinStratsDan, Smaug, and Rajo Joey for testing and feedback! If you are playing in VR... you MUST select VR_Room = 1 in the script!! Desktop and Cabinet mode should be automatic. There are several options to select in the script, including ball brightness, sidewalls and blades, color mods, GI and Flasher options, VR Room, VR clock, VR posters, VR topper. GI mods and ramp color can be changed by clicking the right and left magna save buttons if you have that option on in the script as well. IF YOU experience performance issues... there are options you can try to change that. First of all, you can uncheck "Reflect Elements on Playfield in the table options window. Also, you can turn dynamic shadows off for additional performance if needed. Also, you can turn off In-Game AO, Post-proc AA, and 4xAA on the table options. Version 2.0 Updates include: - Implemented the table to a hybrid (desktop, cab, and VR), and has options for ball brightness. - Added VR to include an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Thanks to Sixtoe's VR templates). Also animated all the flippers, plunger, etc. And thanks to leojreimroc for backglass enhancements. - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, standup targets, ramprolling sounds, sling corrections, and several other tweaks. - Fleep sounds added, as well as relay sounds. - Added Flupper domes. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Added 3D insert primitives and tuned the lighting significantly for those. Lots of work on the playfield cutouts, and associated text layer. - Changed lamp control to VPW Lampz. - Corrected some errors in the table. - Adjusted the lighting levels, and GI overhead. - Tomate fixed an issue with the ramp and wall primitive... as it wasn't built correctly in blender. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Created new background for desktop mode, with animated lighting. - And so many other updates, all documented in the script. Once again thank you to Herwey, the VPW team, especially Tomate, AstroNasty, Sixtoe, PinStratsDan, Smaug, leojreimroc, and Rajo Joey for testing, feedback, and some updates! Submitter UnclePaulie Submitted 06/16/2022 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/files/file/2392-laser-wardata-east-1987/ Link to Media Pack  
  5. Version 1.0.0

    317 downloads

    The Shadow (Bally 1994) By Alessio with further visual, sound, and physics enhancements by Skitso, Markrock76, and Bord. VR stuff and tweaks by Sixtoe
  6. Version 1.1

    645 downloads

    Some rework was done to this, updated some primitives and artwork, adjusted some scripting issues, and changed some lighting. VPX Table by: JPJ - Team PP - (origional Vp9 by Mfuegemann)
  7. Version 2.0.2

    1,757 downloads

    Thank you to Flupper for the permission to mod his 1.3 version of the table. Flupper did significant improvements to the lighting on 4k cabs, all lighting inserts, several glow ball options, and several other additions. It looks fantastic! I requested to make this a hybrid table for desktop and VR users. Also, I wanted to get all the latest VPW sound and physics updates added as well. Thanks to the VPW team for all tutorials, advice, code, etc. for the physics, sounds, etc. A HUGE thank you to Rothbauerw for all his advice, feedback, and suggestions on this table. It makes it play amazing! Also thanks to PinStratsDan, Apophis, Rawd, Wylte, Fluffhead, Sixtoe, Tomate, and Flupper for testing and feedback. There are LOTS of options on this table. All of Flupper's cabinet mode settings from his 1.3 version are intact and are the default settings for cabinet mode (lighting, ball choice, pov, reflections, bloom, etc.). IF you want to change that, it's all via the script options. Options include: VR, cab, desktop modes; VR room customizations, LUT, rail glow, brightness, bloom, flipper bats, a playfield RANSOM plate, and ball choices. They are all at the top of the script. NOTE: You MUST choose which mode you are going to play in the script options at a minimum... VR, desktop, or cab_mode. Updates by UnclePaulie include: - Hybrid mode for VR, cab, and desktop - Two VR room environments and an option for a clock and a topper - Animated backglass in VR - Brightness, bloom, reflections, and other lighting settings - Updated to Roth/nFozzy phsics and flipper physics settings - Updated to Fleep sounds - Updated the ramproll and ball rolling sounds. - Added dynamic shadows, and optimized to reduce stutter in VR on some systems. - Updated to newer drop targets and drop target physics. - Added in updated rubberizer code for flippers for more natural bounce. - Additional ball options added... especially for VR users. - Option for bright or dark LUT. - Adjusted some of the inset light shapes to correct for small light leaks - Adjusted rollover targets to be oriented correctly, and added plywood cutouts. - Resized the flipper to a more natural length. - Added a plunger groove to keep ball from floating around in plunger lane - Added new relay sounds to the various light objects that turn on and off. - Optimized other parts of code to help with stutter.
  8. Version 2.1

    1,555 downloads

    Earlier this year, JP Salas gave me permission to modify his Sorcerer table. Back then I added the VR conversions needed, as well as updated the VR backglass (thanks to Hauntfreak's backglass image) and did all the GI and alphanumeric displays in the table itself. Also added a fully animated/flashing VR backglass. Sixtoe assisted at that time with the GI intensity on the bumpers. Since then, I've done significant updates in version 2.0 to the table including: - Desktop, Cabinet, and VR hybrid modes - Fleep's sound package - nFozzy / Roth physics and flippers. - Modified the table, sling, and flipper physics - Updated to the new ramprolling sounds by fluffhead35. - Added the Iakki, Apophis, and Wylte dynamic shadows solution - Updated the drop targets to the solution created by Rothbauerw - Corrected the Demon / hold bonus light error - LUT and ball brightness options - Added additional VR options and updates - Rawd added glass and scratches option for VR users - Updated to include significant work done by Bord for GI, ramp primitives, playfield, flasher blooms, and more. - Added several other tweaks for physics, flipper tricks, etc. - Testing done by Bord, Lumi, PinStratsDan, Rawd, Rajo Joey, AstroNasty, Sheltemke, iaakki, apophis, RIK, Sixtoe, Rothbauerw, and several others on the VPW team. In the script options you MUST choose values for VR_Room, or Cab_mode. (The default is desktop mode of zero values). If you are using a full cabinet, VR_Room = 0, and cab_mode = 1. Desktop mode they are both zero. Additional options in the script include two VR environments, a VR clock, and settings for dynamic shadows if you experience a performance hit, Also in the script, you can choose to use two different versions of the ROM. It's defaulted to version 2. (https://www.vpforums.org/index.php?app=downloads&showfile=889) Thanks to everyone that helped!
  9. Version 2.0.0

    1,422 downloads

    So you wanna mouse around! 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, OldSkoolGamer, ICPjuggla, Cosmic80, Flupper, JPSalas, 32assassin, Sliderpoint, Ninuzzu, Dark, DJRobX, TTTTTWii, Bork 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 and sounds, and other corrections. Also thanks to Rothbauerw, PinStratsDan, Bord, Tomate, Sixtoe, Thalamus, and Benji for improvements, testing, and feedback on the 2.0 version! 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. Color mods and flippers 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, 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). - 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, as well as relay sounds. - Added Flupper dome and Flupper bumpers. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Corrected a couple errors in the table, as the million lights didn't light up correctly, and a few other things. - Adjusted the lighting levels some. - Rothbauerw corrected some code to control the motorbank correctly, as there were cases it wouldn't move or impact nvram. He also helped correct some other trap code issues. - Tomate added new plastic ramps and textures. - 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 back wall. - And several other updates, all documented in the script. Once again thank you to Herwey, Rothbauerw, PinStratsDan, Bord, Tomate, Sixtoe, Thalamus, and Benji for improvements, testing, and feedback!!
  10. View File Atlantis (Bally 1989) w VR Room 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!! Submitter UnclePaulie Submitted 05/24/2022 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/files/file/3125-atlantis-bally-1989/ Link to Media Pack  
  11. Version 1.0.2

    290 downloads

    VR Room – Super Marion Bros. Mushroom World (Gottlieb 1992) v1.0.2 It’s me Mario... Notes: Options in script to adjust the table height for Kids mode, options to add and remove Backglass Reflection, DMD Reflection, Scratched Glass and Logo Any problems with credit issues. once the game is loaded and running, press 7 key to enter the Rom's settings. Press the left flipper button to enter settings. Press 1 key which loaded the factory Rom settings, then press again. Close and restart. Recommended B2S by: Wildman Versions: v1.0.2 - VR Room by Retro27, added flasher to start button, topper and adjusted table height, added insert coin, and other tweets to the table. v1.0.1 - Original Table by 32Assassin
  12. View File Mousin' Around! (Bally 1989) w VR Room So you wanna mouse around! 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, OldSkoolGamer, ICPjuggla, Cosmic80, Flupper, JPSalas, 32assassin, Sliderpoint, Ninuzzu, Dark, DJRobX, TTTTTWii, Bork 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 and sounds, and other corrections. Also thanks to Rothbauerw, PinStratsDan, Bord, Tomate, Sixtoe, Thalamus, and Benji for improvements, testing, and feedback on the 2.0 version! 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. Color mods and flippers 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, 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). - 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, as well as relay sounds. - Added Flupper dome and Flupper bumpers. - Adjusted the flippers to be actual size, and tweaked the flipper physics. - Corrected a couple errors in the table, as the million lights didn't light up correctly, and a few other things. - Adjusted the lighting levels some. - Rothbauerw corrected some code to control the motorbank correctly, as there were cases it wouldn't move or impact nvram. He also helped correct some other trap code issues. - Tomate added new plastic ramps and textures. - 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 back wall. - And several other updates, all documented in the script. Once again thank you to Herwey, Rothbauerw, PinStratsDan, Bord, Tomate, Sixtoe, Thalamus, and Benji for improvements, testing, and feedback!! Submitter UnclePaulie Submitted 04/20/2022 Category VPX - Hybrid Releases Link to B2S https://vpuniverse.com/files/file/5062-mousin-around-bally-1989/ Link to Media Pack  
  13. Version 1.0.0

    187 downloads

    A minimal VR room for the fantastic EM era "Cuphead Pro (Perdition Edition)" table by Onevox, Loserman76, Scottacus and Bord. The VR room graphics and cabinet artwork were supplied by Onevox, WalterWhitmer made the era accurate Gottlieb cabinet and Unclewilly coded the EM reel backglass. Apart from that there's some graphics tweaks here and there for VR, and I drilled a few holes in the table Enjoy this EM era art deco piece!
  14. Version 1.0.0

    410 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
  15. Version 2.0.0

    2,397 downloads

    X-Men LE (Stern 2012) v2.0.1 Wolverine and Magneto LE editions, also with built in optional minimal VR room! Tables evolution; Original table by: Freneticamnesic Modified by: ICPjuggla Modified by: HauntFreaks (visuals, lighting, 3D models for LE toys) Converted to LE by: DJrobX (code, lighting, flashers, LE toys), primitives: Bord (ramps, ramps shadows) Extensive code work by DJrobX Add modulated flasher support VPX surround sound support LE conversion: Re-mapped table lights to LE locations Add moving Iceman ramp Add night crawler pop-ups and animations Add magneto spinning turntable Color GI support Physics tweaks 7 color GI mod to change the GI colors with 7 distinct colors ~~~~~~~~~~~~~~~ V2.0 : New playfield by ebislit. Adjusted most table assets to match new playfield and remove VR issues. (Sixtoe) Added 3D Apron (thanks Knorr) (Sixtoe) Added primitive rails (3rdaxis/Flupper/Sixtoe) Added fluppers flashers (thanks Flupper) Added missing and replacement of fixtures and fittings primitives (thanks Dark) (Sixtoe) Reworked flipper lanes and laneguide assets to match real machine. (Sixtoe) Added table GI LED flasher and local GI bulb glows. (Sixtoe) Changed lower spotlights to flashers. (Sixtoe) Numerous bugfixes (including fixing magneto centre lane, iceman ramp ball clipping, ball draining directly from wolverine magnet, improved magnets, Cyclops spinner being upside down and ramp gates being...funky). (Sixtoe) Modification of some existing primitives and walls to fix issues, including splitting most of the large all in one fixture & fittings primitives, so you can now move the drain pins independently. Numerous bits of artwork... work? (Sixtoe) Added Magneto LE theme as script option. (Sixtoe) Added VR cabinet and minimal VR room (cabinet by 3rdaxis, simplified by flupper, further simplified and unified assets by Sixtoe, Minimal VR Room by Sixtoe) Added VR cabinet and room as script option (Sixtoe) Fixing the code when Sixtoe's brain hurt (DJRobX) Added fastflips (Sixtoe) Rework back GI lights and create proper backwall flashers (DJRobX/Sixtoe) Rework physics per NFozzy/Rothbauerw tutorial (DJRobX) ~~~~~~~~~~~~~~~ v2.0.1 Physics updates to more closely match recently played real one (BrandonLaw) Fix apron and plunger elements to dynamic so Magneto mode shows correct apron We also want thank all the testers and devs! Enjoy
  16. Version 1.0.1

    307 downloads

    Batman 66 Original Original table based on the 1979 Williams table, Flash. This table is the child of LuvtheCubs-jpsalas-Onevox This is LuvtheCubs first attempt at a VPX table. This is a re-themed version of JP Salas' and Onevox's Williams The Flash (1979). Not to be confused with the Stern version. Thanks to JP and Onevox for giving me permission to bring this table to VR. LuvtheCubs has a permission to mod on VPforum. The DirectB2S is included in the zip. The table requires the Flash (L-1) - ROM - flash_l1.zip. If you have the pup pack, I suggest setting all the videos to play on screen 1, DMD forced On. Background playlist as topper (and topper_1.mp4). Looks great 🙂 . I use the alias feature for vpinmame so you can change the rom name in the script to a name similar to flash_l1 (eg flash_l1bm) and add the translation in the alias file (VPMAlias.txt) in the vpinmame folder and add the line flash_l1bm,flash_l1. You can change the ROM name in the script to the pup pack ROM (and the DMD.visible command). Change the pupvideo folder to the new rom name. These are some extra instructions for using a pup pack over that listed above PUP pack - edit PUP pack positions to use backglass on second screen x/y (0,0) [on second screen !!] & 800 v 400 (assuming screen 2 is 800 x 600) - edit PUP pack positions to use DMD on second screen x/y (0,400) [on second screen !!] & 800 v 200 (assuming screen 2 is 800 x 600)[so under backglass] - edit B2S screen res file so the b2s backglass is at screen 2, x/y (0,0) & 800 v 400 (assuming screen 2 is 800 x 600) - edit DmdDevice.ini and point the virtual DMD coordinates at the pup pack dmd coordinates as below use VPM's registry values when positioning the virtual dmd useregistry = false ; x-axis of the window position (this assumes screen 1 is 1920x1080 - change left depending on your screen res) left = 1920 ; y-axis of the window position top = 400 ; width of the dmd in monitor pixels (this assumes second screen is 800x600) width = 800 ; height of the dmd in monitor pixels height = 200 In the PUP pack ROM, a .bat file (pupinit.bat) maybe needed to layer the screens (DMD and backglass and b2s). Consider if you require after trying to play code needed is: cd /d "%~dp0..\..\" start "" pupwinpos.exe "PUPSCREEN1*" -1 2 0 start "" pupwinpos.exe "Form1" 1 2 0 start "" pupwinpos.exe "Virtual*" 1 1 0 start "" pupwinpos.exe "Visual Pinball Player*" -2 2 1 Script: - find "Const cGameName" and change to the ROM name for PUP pack - under cGameName is a dmd.visible command. change to 1 to display dmd All the best
  17. Version 1.0.0

    352 downloads

    A minimal VR room for Theatre of Magic by Bally based on the Fleep, Rothbauerw, 3rdaxis and Skitso Mod VPX version, which in turn was based on the version by Ninuzzu and Tom Tower and has again seemingly had most people in the VP community touch it at one point or another Enjoy!
  18. Version 2.1

    551 downloads

    *edit* Has not been updated, needed updating as screenshot corrupted. A minimal VR Room version of Starship Troopers by Sega, based on mine and embee's original VPX version.
  19. Version 1.0.0

    379 downloads

    A minimal VR Room for Scottywic's amazing Harry Potter and the Goblet of Fire original table. The conversion involved a fair amount of tweaking to get it looking right in VR as I think it was very tuned for cabinet view, I wanted to spend quite a while with it to do it the justice it deserves, which also involved creating a pinball cabinet and artwork for it, and I'm pretty happy with the result all things considered Please read and follow the installation instructions on the original page, and then follow the instructions for setting it up for one screen use before you even attempt to run this in VR. Enjoy!
  20. Version 1.0.0

    315 downloads

    A minimal VR Room for The Sopranos by Stern. VPX original by 32assassin, Freneticamnesic, Hauntfreaks VR Conversion by Sixtoe. This one needed a significant number of alterations to look right in VR, it probably looked fine from overhead in cabinet mode, but definitely looked odd in 3D when you moved around it. Enjoy!
  21. Version 1.0.3

    186 downloads

    VPX Table by: Watacaractr VR Room for Tom and Jerry. Room is Jerry's mouse hole with Tom looking over your shoulder. Be sure to set "VR far plane" to 20000 in Preferences -> VR Settings for best quality. Special Thanks to: Sixtoe for helping with the DMD and various tweaks and animations!
  22. Version 1.0.0

    362 downloads

    A minimal VR Room for ICPJuggla and Freneticamnesics excellent Walking Dead table. Table by ICPJuggla, Freneticamnesic, GTXJOE, Randr, Flupper, Dark and Zany. Resources provided by Northvibe, Uriell, Paulo and Pinbull LE Conversion By Dozer - 3D Models / Ramps / Tex by Dark / Flupper / Playfield by Neo. VR Conversion by Sixtoe
  23. Version 2.0.2

    1,579 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:
  24. Version 1.0.0

    841 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!
  25. View File Cactus Canyon Minimal VR Room (Bally 1998) This was where my old VR version of this table lived, I have now linked to my VPW version, which just requires VR turned on in the script. Submitter Sixtoe Submitted 09/08/2020 Category VR - Virtual Reality Pinball Modified by Original Table Author Sixtoe  
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