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  1. Version 1.1

    9,228 downloads

    Welcome CACTUS CANYON, Partner!! The VPin Workshop Discord members present this table tune-up. This started out as a "quick" physics update, but we ended up adding so much more! • Inserts & Lighting Overhaul: Skitso • nFozzy physics: apophis • Roth Drop Targets: rotherbauerw, Sixtoe, apophis • Fleep Sounds: apophis • Fluppers Flashers & VR Room: Sixtoe • Miscellaneous tweaks: Skitso, apophis, oqqsan, Sixtoe, tomate, iaakki • Testing: Rik, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, most notably, Ninuzzu and Tom Tower. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. ' 000 - Skitso - Updates to lighting, inserts, some flashers and LUT ' 001 - apophis - nFozzy flippers, rubber dampening, and materials applied. Adjusted plunger physics settings ' 002 - apophis - Added Fleep sounds package ' 003 - apophis - Added ramp sounds, fixed an issue with my implementation of flipper sounds, and hopefully fixed the stuck ball issue inside Bart ' 004 - apophis - Cabinet POV adjusted. Ramp rolling volume decreased, ball rolling volume increased slightly. Updated controller loading code, ' 005 - apophis - Adjusted autoplunger physics parameters. Removed duplicate flipper collision functions. ' 006 - apophis - Fixed GameTimer bug that prevented ball shadow from working. Added ShowBallShadows option. Fine-tuned autoplunger (thanks oqqsan) ' 006a - oqqsan - Added dynamic instruction card ' 007 - apophis - Added BartHatSoundEffects option. Removed unnecessary beer mug from game. ' 008 - skitso - Improved GI and inserts ' 009 - apophis - Updated flipper tricks to the latest version ' 010 - Sixtoe - Added vr cabvinet and room, fluppers flashers & roths droptargets, which are currently broken. ' 011 - apophis - Fixed drop targets. Change the method to check when target was successfully hit. ' 012/3 - Rotherbauerw - Fixed drop targets. ' 014 - Sixtoe - Added sound effects for drop targets, tried to fix ball traps, tidied up VR stuff, fixed rails, added rollover holes, changed rubber holder prims, adjusted a few minor things. ' 015 - iaakki - Fixed Desktop POV, ' 016 - Skitso - Remade all GI, altered some DL/DLFB values and modified textures for more accurate lighting. ' 017 - Sixtoe - Added Bart & hat to GI, adjusted to right GI so it doesn't look broken in GI, tweaked a few things including decals on traintrack ' 018 - apophis - Adjusted Cabinet POV ' 019 - Sixtoe - VR specific fixes and automatic switches, combined some timers, GI tweaks
  2. 184 downloads

    Thanks to Gedankekojote97 for letting me use your table. Thanks to Sixtoe for letting me update your VR ROOM with Gedankekojote97 table. Thanks Rajo Joey for helping with the backglass Original Table (MOD): Gedankekojote97's Table Original VR ROOM: Sixtoe's VR ROOM
  3. Version 1.0

    2,982 downloads

    No more foreplay… Astronasty is a big fan of JPJs original release of Goldeneye and after receiving a clean playfield stitch from EBisLit he decided to pull the trigger on the mod. We gave it a full shake down by updating with nFozzy physics, Flupper domes, 3D inserts, Fleep sound effects, new ramp textures, GI lighting and shadows improvements, Radar dish enhancements, a VR room, and more. The pleasure will be all yours. Based on the VPX table by JPJ, Team PP and many more Project lead: Astronasty Playfield cleanup: Astronasty, EBisLit Physics: Fluffhead35, Apophis Sound effects: Fluffhead35 3D Inserts: EBisLit, Oqqsan Dynamic Shadows: Wylte VR Room and Backglass: Leojreimroc, Sixtoe Lighting: Hauntfreaks, Sixtoe GI control update: Iaakki Radar dish updates: Apophis, Oqqsan Flasher dome updates: Apophis, Leojreimroc Script fixes: Oqqsan, Apophis Desktop background: Oqqsan Ramp updates: Tomate Testing: VPW team, 1 day by Rik
  4. Version 1.3

    4,665 downloads

    V-Pin Workshop proudly presents NBA Fastbreak by Bally! v1.3 Changes; Fully working VR backglass - Rawd & Leojreimroc Physics & script updates - iaakki LUT Switcher - Rawd When Tomate joined VPW he brought Darth Marino's NBA Fastbreak with him and hit the ground running! A veteran of Sketchup, he learned Blender surprisingly fast and baked out new textures for pretty much everything. There is only handful of objects that hasn't been redone in past 4 months. A thousand stuck balls later with much debugging, lighting and miscellaneous other contributions from iaakki and Sixtoe and we had shot and scored a decent tune-up for this table: Nfozzy physics, Fleep sounds, 3D inserts, flupper domes, VR room and more! Includes Desktop, Cab and VR versions in one VPX. Plastics, Ramps, Nuts, Bolts: Tomate Wires: Tomate, Mr_H Playfield: EBisLit, iaakki Physics: RothbauerW, Benji, iaakki Inserts: iaakki Lights: iaakki, Sixtoe VR Room: Sixtoe VR Fully Animated Backglass: Rawd Miscellaneous tweaks: iaakki, Sixtoe, Benji, Oqqsan Testing: VPin Workshop Discord, Rik Laubach This release wouldn't have been possible without the legacy of those who came before us including Darth Marino, DJRobX, CarnyPriest, MaX, Aurich, bmiki75, JPSalas Thank you to Flupper for 3D insert techniques & domes. Thank you to Rothbauerw for nFozzy physics.
  5. Version 2.0.3

    1,461 downloads

    Thank you to 32assassin for giving me permission to update this table! Also thank you to the VPW team for testing (especially Thalamus, Apophis, Bord, Rothbaurerw, leojreimroc, Sixtoe, and PinStratsDan)! Pharaoh (Williams 1981) is one of the four double playfield machines designed by Williams in 1980-81 (others are Black Knight, Jungle Lord and Solar Fire). It heavily uses the magna saves, and has lots of drop targets and other things to shoot for. Like Solar Fire, the captive ball is a tough shot, and there are other "tombs" that you can shoot the ball into. Updates in Version 2.0 done by UnclePaulie. Added VR, Desktop, and cab hybrid modes. Updated physics, drop targets, flippers, dynamic shadows, and lots of other updates to the VPW standards. Also added 3D inserts, updated lighting, the latest VPW physics, sounds, sling corrections and GI brightness and fading routines. Some other various fixes done. I also updated the desktop backglass as well as the VR animated backglass and other VR options. There are also some performance improvements, and I added a playfield mesh for upper and lower playfields, so there's a realistic bevel in the saucers. There are several options in the script. Including VR, ball brightness, and LUT lighting options. Since this table heavily relies on the usage of the magnasave buttons, the LUT changes are done by holding cntl (or left mangasave) and then while holding, scroll through the options with the right magnasave. This is a hybrid table, and it will automatically choose between desktop and cabinet, however, if you are playing in VR, you MUST change VR_Room to 1 in the script. Additional options in the script include two VR environments, a VR clock, and settings for dynamic shadows if you experience a performance hit, Thanks to everyone that helped!
  6. Version 1.1

    5,300 downloads

    I AM THE LAW! - V-Pin Workshop proudly presents Judge Dredd from Bally. This table has been a long time coming! It was started in December 2020 when Sixtoe decided to bring one of his favorite tables up to date (after having converting Dozer's version earlier in the year to VR and discovering it was still an old, albeit well made, vp9 table at heart). It was decided that due to the complexity of the table, rather than modify an existing table we'd start from scratch using all new assets and rendering the table out, so here were are 11 months later (there were coffee breaks) and we're really happy with the way it turned out and hope you enjoy it! V-Pin Workshop Judge Dredd Team Sixtoe - Project Lead, VPX Monkey, lives on gin, jack of all trades, master of none. Tomate - Primitives, Baron of Blender, helping Sixtoe to not suck (as much) at 3D stuff. iaakki - Scripting, Physics, Insert lighting, Complicated Stuff. Benji - Physics, Deadworld & Banana insert primitives. Daphishbowl & iaakki - Deadworld & Crane code (here be dragons). Flupper - Flipper & Insert primitives, ramp tutorial, general rendering assistance. Cyberpez - Opto's and VUK prims, aftermarket crane models, general assistance. RothebauerW - Physics tutorial, drop and standup target bug fixing, general assistance. Fluffhead, Apophis and Wylte - RTX Ball Shadows, general assistance. gtxjoe - Ball trough tweaking assistance. 3rdaxis - VR cabinet improvements, Working coin door and manual. Embee & Kingdids - Original crane primitive and texture redraw. EBisLit - Playfield photos. DJRobX - Still answering Sixtoes coding questions... Rik & VPW Team - Testing Everyone in VPW for their support and encouragement! Notes Only use JD-L1 Rom! Lots of options in the script, including VR and Cabinet modes. Table designed on and for VPX 10.6.2 (Rev 8678), tested OK on VPX 10.7.0 Final (Rev 310) Do not use 10.7 328 as it's broken and breaks this and other tables How To Play Start Button - Start normal Game Plunger - Launch Ball (note: real machine does not have a plunger, right firebutton launches balls) Right Magnasave - Start "Super Game" (instant multiball - needs 2 credits) Left Magnasave - Change LUT until game starts, then launches ball from left plunger lane in Air Raid / Missile mode. How to activate DeadWorld - Hit J-U-D-G-E drop targets in order (ball in judge subway lights a letter) How to start DW multiball - Get 3 balls into deadworld using left pursuit ramp after lighting J-U-D-G-E. How to get Ultimate Challenge - Defeat all 4 dark judges or light all chain missions.
  7. Version 2.0.0

    932 downloads

    *** Major Update to include basic DOF support, pup pack and artwork *** see change log for details Get Smart was a 60's TV Series that can still make me laugh today. I was inspired to develop this original table by seeing what others have done with tables like TNA and UT CTF. This table uses the AFM layout as the base as I like the mix or ramps/loops and the centre objective which I have re-purposed as Control HQ. No ROM needed and the game was principally designed for use in VR but has the elements to work in desktop and cabinet (amend in script). I have coded all the different game modes with some more obvious than others. I have used the advantage that this is virtual to create the Target Practice and Shoot Siegfried game modes. Try the skillshot 😉 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

    895 downloads

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

    464 downloads

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

    463 downloads

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

    374 downloads

    VR Room from JP's Attack from Mars 4.0 Thanks to jpsalas for permission!
  12. Version 1.2.2

    8,574 downloads

    Never Tell Me The Odds! - V-Pin Workshop proudly presents Star Wars from Data East. This popular Data East table was built in a 3D renderer by Dids666 when he decided to update his old table to a full rendered version, when that was complete we worked to bring it to life with all the normal VPW bells and whistles, including some fun VR stuff. Enjoy! VPin Workshop Rebellion ******************** - Dids666 - Full Table Rendering. - Sixtoe - VPW Project Lead, Vader Wrangling, VPX Abuse. - DJRobX - Original Script, Table Functional Advice. - Jesperpark - Scanned playfield and plastics. - Seth Hartman - Other machine photos / images. - Apophis - Tweaking fleep sounds & physics. - Wylte - Ramp Shadows, Reworked R2D2 movement code for new model - Tomate - Primitive bugfixing & POV work. - Rik - Destruction Testing - Rawd - Animated R2D2 VR Topper - Arvid - VR 360 Room Textures.
  13. Version 1.4

    4,864 downloads

    Send them to Davey Jones! - VPW Presents Black Rose by Bally! This one started with Sixtoe making some improvements on their VR version (based on the Coindropper VPX version) which included fluppers new bumpers and primitive and ramp fixes, when ebislit managed to get a new playfield stitch. Endi then came on board and did an amazing playfield redraw, and then pretty much every part of the table was tweaked and breathed on. We also now have a better understanding of how the GI lighting actually works on this table (the manual is misleading!) so it now has the funky cannon firing lighting it's supposed to have, including an updated GI makeover by Skitso. There are loads of options in the script, including VR, ball and flipper brightness and shadows. (If you have performance issues please turn dynamic shadows off to test) Enjoy Me Hearties! VPW Black Rose Crew *********************** Sixtoe - Project Lead endi - Amazing Playfield Redraw ebislit - New playfield stitch / scan Sheltemke - New backglass image and other images Skitso - New GI Lighting, Flasher & Insert Tweaking iaakki - Updated / fixed GI script to work with new GI lighting oqqsan - 3D Inserts Apophis - Numerous fixes and code issues Fluffhead - Ramp and ball rolling updated Onevox - Pirate Ship VR Room Rik & VPW Team - Testing Original VPX table thanks to Coindropper, gtxjoe, JayFoxRox, Xagesz & HauntFreaks. Help support VPW by buying a t-shirts or mug! https://vpin-workshop.creator-spring.com/ All profits go towards buying pinball bits and pieces (plastics, toys, playfields, hardware etc.)
  14. Version 1.0

    141 downloads

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

    1,748 downloads

    Welcome to Cactus Jack's! It's Party Time! This table was originally done by BorgDog and Bodydump on version 0.95. They had help from Dark (cactus models), Bord (lighting) and Rothbauerw (physics) some time ago. I asked for permission to add all the latest physics, sounds, etc. to the table. I also did quite a few updates in version 2.0 mentioned below. Also thanks to RIK, PinStratsDan, Apophis, and Wylte for testing the table. IMPORTANT: You MUST select what mode of table you are playing in the Script. VR, Desktop, or Cab. There are several other options to select as well, including ball brightness, VR Room, VR clock, VR posters, VR topper. LUT can be changed by clicking the right and left magna save buttons. (You can turn that off in the script as well) IF YOU experience performance issues... there are options to change that. First of all, there's an option to turn wobble off. Wobble allows the cacti on top of the bumpers to move when you nudge the table, or the ball hits the bumpers. A cool effect but not if you experience performance issues. Also, you can turn dynmaic shadows off for additonal performance if needed. Version 2.0 Updates: - The table is now a hybrid (desktop, cab, and VR) - VR includes an animated backglass (image from Wildman), and several VR options (room, poster, clock, topper). (Sixtoe originally provided VR cab art and other tweaks a year ago) - The table and flipper physics have been updated to the latest VPW standards, as well as dynamic shadows, drop targets, ramprolling sounds, and several other tweaks. - Fleep sounds added - Corrected a couple errors in the table, as the upper drop targets were reversed. Also tilt wasn't working. All corrected, and adjusted. - Enhanced performance as much as I could by removing all getballs calls and no longer destroy and recreate balls. I implemented only the gBOT global call. - Updated the trough code to manage all balls on the table. - Added LUT options. - I also typed up a rules sheet and included in the download, and in table info, since it can't be found on the web. RIK provided a link to a game play video here:
  16. Version 1.2

    6,093 downloads

    OK, OK, OK! Lethal Weapon 3 table Tune-Up by VPin Workshop. It all started by again by just thinking about adding nFozzy’s physics and some missing textures in the original table, then we started replacing some primitives and reworking the existing ones, then the apron, cabinet, metal ramp, bats and a few other things were replaced. Totally new 3d inserts. Then different lamps were added to have a better lighting of all the new baked textures and finally adding a built in VR room... • New/reworked primitives: tomate • Baked ON/OFF textures: tomate • Inserts: Sheltemke, oqqsan • Scripting: oqqsan • nFozzys physics: tomate, iaakki • Fleep sounds: apophis • Flashes & Lighting Overhaul: tomate, Sixtoe • VR Room and fixes: Sixtoe, 360 Room by pattyg234. • Miscellaneous tweaks: Sixtoe, tomate, oqqsan • Testing: Bord, Rik, oqqsan, VPW team This release would not have been possible without the legacy of those who came before us, including most notably, Javier for the original vpx table, EBisLit for the new playfield image and 32Assassin for the rework. Thank you. Thanks to Flupper for his beautiful domes and Bumpers caps, Rothbauerw for nFozzy physics and Fleep for sounds. Enjoy!
  17. Version 2.0.5

    1,916 downloads

    Originally done by mfuegemann, and then version 102a released by:Goldchicco & 32assassin. Thank you to Goldchicco for giving me permission to update this table! Also thank you to Apophis, Wylte, Smaug, and PinstratsDan for testing and feedback! This is a lower production 80s Williams table, but LOTs of fun to play. There is a lot to do on this table with all the targets to hit to enable other functions. You'll find similarities to Black Knight, Grand Lizard, and other tables of that era. This table significantly utilizes magnasaves to keep your ball from going into the outlanes. (see the rulesheet I typed up in the table info section for how to enable that and more). Updates in Version 2.0 done by UnclePaulie. Added VR, Desktop, and cab hybrid modes. Updated physics, drop targets, flippers, dynamic shadows, and lots of other updates to the VPW standards. Also added 3D inserts, updated lighting, the latest VPW physics, sounds, sling corrections and GI brightness and fading routines. Some other various fixes done, including a lot of work on the solar gun operation. I also updated the desktop backglass as well as the VR backglass and other VR options. There are also some performance improvements, and I added a playfield mesh for upper and lower playfields, so there's a realistic bevel in the saucers. There are several options in the script. Including VR, ball brightness, and LUT lighting options. Since this table heavily relies on the usage of the magnasave buttons, the LUT changes are done by holding cntl (or left mangasave) and then while holding, scroll through the options with the right magnasave. This is a hybrid table, and it will automatically choose between desktop and cabinet, however, if you are playing in VR, you MUST change VR_Room to 1 in the script. Additional options in the script include two VR environments, a VR clock, and settings for dynamic shadows if you experience a performance hit, Thanks to everyone that helped!
  18. Version 1.22

    8,736 downloads

    Welcome to the frightfully fun release of Tales From The Crypt from the VPW team! This is our first scratch built table using all the tips and tricks we've picked up in our past releases and mods, and we're super proud of it and hope you all enjoy it! ** Please use VPX 10.6, there may be issues with 10.7 This is now updated to 10.7. With all of the options on the table is quite "heavy", and the new "RTX" ball shadow code is fairly costly in terms of performance, we think it looks amazing (if we do say so ourselves!) but can be turned off. VR Options are all in the script, with options to include or exclude the RTX shadows. (by the way, RTX has nothing to do with nvidias RTX, it's just a name!) '*** V-Pin Workshop Spooky Crypt Team *** - Project Manager: Tomate - Models and textures with Blender & Octane: Tomate - Ramps: Tomate - Primitive fading code for GI and flashers: iaakki - "Three layer" 3D Inserts: iaakki - Tombstone Code: Sixtoe, DJRobX - PF edits and insert texts: iaakki - Additional lighting: iaakki, Sixtoe, Skitso, G5k, Tomate - Wylte RTX ball shadows: Wylte, apophis, iaakki - VR & Various Fixes: Sixtoe - nFozzy physics: iaakki, Benji - Rubberizer and TargetBouncer: iaakki - Fleep Sounds: iaakki, Benji - Miscellaneous fixes and tweaks: CyberPez, apophis, kingdids, baldgeek, fluffhead35, HauntFreaks - Testing: Rik, VPW team Table Rules ' 002 tomate - wireramps and metal ramps prims added ' 003 tomate - correct POV, backwall added ' 004 tomate - ramps height corrected ' 005 iaakki - NFozzy lighting script in, PF and new insert Text ramp, First inserts layed ' 006 iaakki - insert bulb primitives added for testing ' 008 iaakki - OFF insert Normal Map added ' 011 iaakki - round inserts done ' 012 iaakki - rec star inserts ' 013 iaakki - some insert adjustmens ' 014 iaakki - updated PF and text, rest of the inserts done. lamps on layer 8 needs adjustment ' 018 tomate - some new prims and textures added ' 019 tomate - rest of the new primitives and textures added (layer 1) ' 020 tomate - some tweaks on VPX stuff, low poly colidable ramps added (layer 2), some tweaks on LUTs ' 021 tomate - more tweaks on LUTs, add flippers prims to work properly, add new holes on PF mesh, tumbstone prim and VUKs works properly now, some tweaks on upper plastic, apron plastic primitive fixed ' 022 Benji - Physics scripting in place with working flippers, no rubber dampening applied to objects yet ' 023 kingdids - some tweaks on table lighting settings ' 024 tomate - correct all the textures from camera POV, some tweaks on lighting settings and LUTs ' 025 tomate - separate eye target and remplace original prims, separate drop targets and spinners prims (doesn't work yet), redone slingshots and separate prims of SLING1/2 ' 026 sixtoe - Refactored timers, added playfield trigger and top vuk hole sides, aligned ramp entrance lamp flashers, sorted out some of the vr cabinet prims (temp invisible), ' 027 iaakki - Checked physics code, made new collections for rubberbands and posts, added fleep sounds on most of the collisions (all other sounds removed for now), laneguides had wrong physics so ball felt spinning all the time ' 028 iaakki - RightFlipper1 added back with ssf sounds ' 029 iaakki - Plunger, drain, bumper and wire gate sounds tied. Upper right flipper live catch should be now possible ' 030 tomate - OFF textures added ' 031 iaakki - Metals and MetalRamps duplicate prims done to layers 7 and 9. Created material for fading and tied them to GIUpdates. ' 032 iaakki - some new material and cab sides tied to gi ' 033 tomate - rubbers posts and sleeves separated and applied to the collection dPosts and dSleeves respectively. Rubber bands separated and assigned to the aRubberBands collection. Physical materials assigned to rubber posts, sleeves, metal walls, plastics, and metal ramps. Correction of the location of a rubber post that invaded the loop ramp ' 034 tomate - erase original rubber bands, remplace LSling1/2 and RSling1/2 with baked prims. Cleaning g02 texture so that it looks correct when the slingshots kick ' 035 tomate - spinners and gates prims in place and hooked up, standup target and eye targets in place unhooked. ' 036 iaakki - wireramps added to gi fading, metalramp db issue fixed, ball shadows, insert text, flip shadows fixed by aadjusting Z. ' 037 iaakki - off prim D default values changed. Added more stuff to giupdates ' 038 tomate - animation of gate1 and 2 fixed. Collections created according to textures, primitives assigned to collections. All the primitives has "colormaxnoreflectionhalf" material ' 039 iaakki - rest of the OFF prims done, double checked all settings for ON and OFF prims. Dedicated materials created. GIupdates is now using UpdateMaterial with aLvl^5 for gi events. RF_plastics image imported, but not taken in use. ' 040 iaakki - created materials for each type of prims: gi_on_plastic,metals,cab,blubs and those are faded differently in giupdate. Made fading speed faster. ' 041 cyberpez - Animated standup targets. Reworked drops to be animated and Roths Double Drop mod. ' 042 iaakki - Added standup and drop target off prims and added to fading. Fixed drop target transZ to transY. Updated to rom tftc_400. UseSolenoids=2 in too. ' 043 tomate - A few textures fixed and some LUTs added ' 044 iaakki - PF GI flasher reworked, some OFF prim default DL values adjusted, MetalsOFF prim size adjustment to avoid z fighting, New on/off collections to hide primis when GI full on/off ' 045 iaakki - tombstoneOFF made to move too ' 046 iaakki - Sol4R created for right flasher, only gion state for now. ' 048 iaakki - Sol4R kind of working in gion and gioff state. Various DL values should be fixed in each state. Simple preloader done ' 049 tomate - All prims with DL=1, plastics prims replaced, top_plastic unhooked from GI, plastics_off texture modified, collideable metal walls reworked (ball now acts naturally when left VUK kicks or when falls from left spinner), collideable prim for center vuk added , center vuk strength corrected ' 050 iaakki - flipper physics restored and loophelper implemented. ' 054 iaakki - RF and LF code implemented to debug version ' 055 iaakki - textures imported back. cab_RF was broken and fixed it. Plunger lane plastic is broken on some textures. ' 058 iaakki - flasher and gi fading finalized, 68 and 71 lamps assigned, sling animation items added to fading, but removed from visibility swaps. May flicker in VR?? ' 059 iaakki - new plastics prim and GI control. Changed PLAYFIELD_GI1 depth bias as it had issues with plastics. OFF flips made darker ' 060 iaakki - ball brightness fading with GI. Consts ballbrightMin and ballbrightMax are used to set the limits. ' 061 tomate - new set of prims added, new set of texures added, prims separated and placed into collections ' 062 iaakki - fixed some DB issues, added flasherblooms, adjusted lighting ' 063 tomate - bumpers prims divided, bumperRing 1/2/3 animation done, off primitives still missing ' 064 iaakki - fixed sling DL values that were not consistent, added some magnasave button action, made some tests to pf flashers, GI bulbs still broken, some other lighting tweaks ' 065 tomate - new set of backwall textures added, slings DL values bring to 0, erase slings from g02, scatter value added to left plunger to make shots more random, modified strenght of central VUK to match with gameplay videos ' 065a tomate - increase scatter value to the left plunger, bumperRing Off prims added to Script ' 066 Sixtoe - Split ramp bulbs out of g02 and added them to DL, split bumper caps out of bumpers and added them to DL, cut holes in PF, adjusted some lights and flashers, realigned and coded VR cabinet & modes, adjusted shooter lighting and disconnected bulb from g02 prim, added under table GI lights for ball reflections, ' 067 iaakki - tombstone redone and shaking. rubberizer and targetbouncer added; not adjusted ' 068 tomate - jurassic dome OFF texture tweaked, LF and RF flasherbloom moved up, main gate texture changed, PF thickness added to hole near upper flipper, bulbs primitive separated in ---> bulbs and lamp_bulbs and placed into collections ' 073 iaakki - Merge various triggers and ballshadow code from duplicate 065 version ' 074 baldgeek - set plunger to auto, added enter/exit sounds for scoop next to left ramp ' 075 baldgeek - fixed scoop exit sound ' 076 gtxjoe - Add debug shot testing. Press 2 to block outlanes/drain. Press and hold any of these keys to test shots: W, E, R, Y, U(Vuk), I(Crypt Vuk), P, A, S, F, G ' 077 iaakki - At least the ball uservalue bug fixed by having an array to carry wireramp status. Uses BallGoesWire sub. TargetBouncer taken in use for targets, posts and sleeves. ' 078 fluffhead35 - Added RampRolling sound playback logic for wire ramp sounds. Implemented WireRampOn for sw47 & sw58 and WireRampOff for Trigger1 & Trigger2 ' 079 iaakki - ramproll stuff combined to ball shadow code. Triggers reworked one more time, Right vuk ramp fixed as ball jumped over the triggers, rdampen set to 10ms timer ' 080 benji - wire ramp loop sound swapped out for more seamless one. fx_vukExit_wire sound added to manager, added to VUK subs replacing 'popper' sound needs to be tested. ' 082 benji - reimported missing droptarget sounds, changed kickback sound from missing 'popper' to new KickBack2.wav ' 083 fluffhead35 - tweaked ramp shadow code when looking up the ramptype from Wire RampRoll variables ' 084 iaakki - major merge for new trough from cyberpez. All the solflashers and related inserts recoded. tnob increased so can debug. ' 085 iaakki - adjusted flashers and added backplate vpx flashers ' 086 fluffhead35 - merged in 082 and 083 changes. Added more balls to the RampRoll array because it was too small for the number of balls. Added More RampRoll and WireRampRoll sounds as you need one per ball ' 087 iaakki - targetBouncer values reduced, scoop vuk fixed ' 089 tomate - wall008 at layer 1 deleted, underVUK prim at layer 2 reimported, pUpKicker material changed and lowered it to -10, cab/pf_adges/apron prims replaced, ScSp. relfections turned off ' 090 tomate - walls over the plastics at layer1 added, sw68 - captive Ball fixed (thanks gtxjoe!), central VUK fixed (thanks apophis!) ' 091 iaakki - Crypt shot fixed, BS depth bias issue solved, plunger -> droptarget -> drain fixed, ' 092 iaakki - PF GI flasher style changed ' 092a tomate - collideable wall tweaked so ball doesn't touch slinshot after right orbit ' 093 iaakki - fixed bugs from ball shadow code and improved perf, new PF gion/gioff images with larger hard edges on insert holes, new insert text image with edges, spot lamp tied to gi. Narnia check should bring the ball back in game.maybe.. Report your findings. ' 094 benji - add sound scoopExit. Crypt VUK exit/eject sound should be "fx_vukExit_wire" but i cannot get it to play... ' 095 iaakki - f53TOP added, wood sound added to one wall, right orb return matched to few videos, rtxfactor 0.8, right wireramp exit hacked, coin sounds added, sw52 sounds improved, ball shadows removed when large flashers bright, diverter sound added, some debug cleanup, additional wall added under trough ' 096 Sixtoe - Organised some layers, sorted height walls, deleted old redundant assets, fixed plunger exit gate textures, cropped the bottom of 2 bulb prims that were showing through holes, dropped lamp under skillshot rubber as it was clipping, manually edited all the g02 textures because dropping the lamp under the rubber meant part of it was black..., redid texture of left flasher so it doesn't look odd when off, manually edited g01_ON.png to brighten back of spinners ' 0961 iaakki - Bug fix and script optimizations for RTXBS on VR ' 097 tomate - Switch and diverter prims separeted and placed in collections. New clear plastics texture added. ' 0971 iaakki - Diverter and wireramp switches animated with sounds. ' 0974 tomate - diverter DB issue fixed, jurassic dome material changed, slanted sideblades added, cabinet mode added, POV corrected to cabinet mode ' 098 apophis - included RTX BS distance calculation optimizations ' 099 fluffhead35 - added logic to only show RTX shadows for 3 balls ' 099.1 Wylte - changed shadow DB to -2000, upped flasher intensity required to hide shadows to 0.7 ' 099.9 iaakki - 991 merge, Tied GI bulbs prim to updates, minor tweak to GI levels and collections, RTXBallShadows script option added, LockBarKey support added ' 100 Sixtoe - Split bulbs from g02 primitive (again!), tidied up layers a bit, deleted redundant stuff, added off prims to cabinet script, probably still needs more work. Left captive ball wall moved so ball isn't floating, Plugged hole in upper left plastic to stop ball trap. ' 101 iaakki - VUK issue solved, sideblades fixed, cabinetmode with fblooms fixed, TargetBouncerFactor introduced and default set 1.1 for now, flippernudge values corrected, red bulbs set to fading collections, metalramp DLFB values changed to make them blend better. ' 102 iaakki - Recoded LUT selector with 14 LUT files. save/load mechanism included. ' 103 iaakki - Insert OFF state normals added and insert balance tune, HauntFreak top notch tweak to red bulb flashers. ' 104 Sixtoe - Split off bumper prims, fixed script for them ' 105 apophis - fixed never ending ball rolling sounds. fixed slingshot sound effect locations ' 106 iaakki - ball shadow DB's adjusted more, RTX image changed (Thanks BorgDog for reference), RTX parameters changed to match new reference ' 107 tomate - post pass fixed, angleSidewalls for cabinet mode fixed (thanks Sixtoe!), angleSidewalls prims reworked and put into collections, OFF plastics textures tweaked ' 108 tomate - wall added over top plastics ' 109 iaakki - cleanup, crypt jam insert material tuned, spinner sounds added, rubberizer tuned, left ramp entrance gate tuned, DT threshold tuned ' 110 iaakki - subway redone, needs more testing ' 111 iaakki - Narnia rework, cleanup, subway tuned, collidable walls added under flips ' 112 iaakki - Lut changer tuned, insert off prim normals as script option, some insert prims were accidentally collidable, relay sounds added ' 113 iaakki - Some walls added on top of plastics, GTXJoe's "Debug Table testing routines" removed ' 114 Skitso - Fixed a bunch of lights ' 115 iaakki - upped sw39 hit threshold and tested it, under PF walls added to eliminate light bleed from inserts, VRRoom 1 and 3 disables RTX ball shadows, GI relay, Lutselector and spinner sound increased ' 116 Sixtoe - Fixed a couple of VR issues with the sidewalls, spent some time with how the ball looks ' 116DL1 tomate - all prims moved to DL=1, default LUT changed, apron texture fixed, flippers textures fixed ' 117 tomate - domes/ramps/bats textures fixed, bumper cap texture fixed Skitso!, trail strenght lowered to 30, POV tweaked, reflection strenght on PF lowered to 20 ' 118 iaakki - vrroom mode fixed, plunger lane gate tuned, ball made a bit brighter with const ballbrightMax and ballbrightMin, improved GI bulbs that reflect to balls, plastics DB set to -110 to fix laneguides ' RC1 iaakki - bumpertop materials changed, metals and laneguide DL values to 0.5, bumpertop ID fix, default value checks ' RC2 iaakki - Bumpertop image swaps and DL tied to GI plus lampz, sw38 improved and wall added to center the ball, script cleanup, bumper lights adjusted for GIOFF state ' RC3 tomate - plastic texture over the bumper fixed, right slingshot rubber texture fixed, logo added ' RC4 tomate - VPW original LUT fixed, HauntFreaks LUT added, compressed images by g5k added ' RC5 tomate - SSR set OFF by default, LUT added
  19. Version 1.0

    4,060 downloads

    Prepare to be mesmerized by semi circular motion! VPW are proud to present Monster Bash by Williams! Shortly after helping with the last release of the Skitso mod of this table, Skitso joined VPW, and so this update to the mod has been released by VPW. Apart from lots of tweaks there's been a big upgrade to the tesla coil flashers so it looks even better now, physics improvements including TargetBouncer, Rubberizer, various flip tricks improvements and dynamic ball shadows. It also now includes a fully lit VR backlass. Check the script for lots of options! VPW Monsters ----------------- Project Lead - Skitso Lighting - Skitso, iaakki New Tesla Coil Modulated Flashers - iaakki, Leojremimroc Various Fixes / Tweaks - Rothbauerw, fluffhead35, iaakki, Sixtoe, apophis, Leojremimroc, Flupper VR Backglass - Leojremimroc New Wire Ramps - Tomate Testing - Rik, Pinstratsdan, VPW Team Based on earlier versions; Skitso mod by team rothborski - Skitso, Rothbauerw, Bord & thanks to VPW team. thanks to Tom Tower & Ninuzzu, Unclewilly and Randr for previous versions thanks to Flupper and Zany for the domes and bumpers thanks to VPDev Team for the freaking amazing VPX
  20. Version 1.2

    4,047 downloads

    Quiet! We Are Playing! VPW is proud to present Jokerz! by Williams. Another table designed by the late great Barry Ousler, Tomate saw a video of it on the PAPA youtube channel and thought it looked like an interesting and great fun table, so we decided to get it done. Thanks to Bord we were lucky to be able to get hold of a brand new hardtop playfield and also a set of plastics, so we could build the machine properly (with the correct dimensions) from the ground up, and because of this we decided to make it one of our completely rendered tables. We're super happy with how it turned out and we hope you enjoy it! Project Lead & Rendering - Tomate VPX Monkey - Sixtoe Center Ramp Mech - Apophis Physics Tweaks - iaakki, bord, clarkkent Random Scripting Stuff - Apophis, iaakki Fluppers LUT Selector - fluffhead35 VR Cabinet from VR version by Sixtoe, Walter Whitmer & DJRobX VR Backglass fully working card deck from by DJRobX VR Backbox - Leojreimroc Desktop Card Deck from JP's Jokerz New Hardtop Playfield - Chris Playfield Cutouts - AstroNasty Testing - VPW Team
  21. Version 2.0

    5,970 downloads

    Kick off your summer right with some donuts and beer! VPin Workshop proudly presents Simpsons Pinball Party We've given 32assassins classic the royal treatment including all new updates like nfozzy, fleep, flupper domes, flashers, rebuilt prims, sideblade art, dynamic shadows, rebuilt hardware, shots adjusted and on and on ... Skitso relit the table for version 2.0. Rawd has built an entire VR world around the simpsons (and we've also included lite versions to ease hardware usage) New artwork for desktop users by Hauntfreaks A companion Altsound featuring 500+ new music and sounds by idigstuff Make sure to check the script for options and set the table for your setup! VPW Pinball Party Planners ********************** Project Lead - idigstuff VPW Team - apophis, sixtoe, tomate, bord, nestorgian, iaakki, skitso v2.0 Table Lighting - Skitso VR Stuff - rawd, leojreimroc Desktop BG - hauntfreaks Testing - Rik, PinstratsDan, BountyBob Original Table Authors Coindropper, 32assassin 3D models : Dark, Watacaractr, Tomate Major Mods by: HauntedFreaks, Neofr45
  22. Version 1.3

    4,899 downloads

    Keep your eyes on the road! Red & Teds Road Show Tune-Up by VPin Workshop based on Knorr and Clark Kents version. Loads of new stuff including new physics, lighting, flashers, inserts, sounds, shadows and other things. VPW Road Crew ************ Sixtoe - Project Lead Skitso - Lighting Clark Kent - Physics Tweaking, real table comparison Additional Script Work - apophis, fluffhead, Wylte Testing - Rik, Pinstratsdan, VPW Team Uses code from; Flashers & Bumper Code - Flupper Physics - nfozzy & rothbauerw Audio - Fleep Original Table Thanks; Knorr and Clark Kent '************* 'VPW Changelog '************* 'v0.001 - Sixtoe - Script butchery, physical trough and blast zone (save the balls!) 'v0.002 - Sixtoe - Continued script butchery, nfozzy physics, fleep sound calls (but no sounds) 'v0.003 - Sixtoe - Implemented physical ted lock, well, I say that, but it doesn't work. Locks if you hold a ball above sw52. 'v0.004 - apophis - Got the multiball lock mech working 'v0.005 - Sixtoe - Lighting! Flupper Flashers, Lampz, GI, Flupper Bumpers, Light Shaping, Blooms, Cab Lockdown & Rails, loads of other tweaks. 'v0.006 - Sixtoe - Fixed bumpers (thanks Oqqsan), Added VR cabinet and minimal room, fixed some VR issues, fluppers flippers added, flipper shadows added. 'v0.007 - Skitso - Full GI remake. Color / brightness corrected textures, replaced PF texture to one without ramp shadows, improved over pf bulbs, fixed red bulbs over ramp entrances, improved spots, rotated bumper caps to correct position, new ball, new lut, tons of DL tweaking. 'v0.008 - Sixtoe - Primitive Inserts added and hooked up (need tuning), new playfield cutout & insert text layer, city kicker tuned down, hooked up blast zone playfield flasher. 'v0.009 - Skitso - Tuned primitive inserts. Reverted map edge inserts back to original white (instead of red/blue/white, should maybe add this as a mod?) Reverted banana insert/flasher as a skitso style. Further improvements to GI, added a bit more oooph to flashers 'v0.010 - Skitso - Improved flashers 'v0.011 - fluffhead35 - Wiring up Fleep Sounds, Ball Roll Sounds, and Wire Ramp Sounds. Removed Duplicate function lampfilter 'v0.012 - Sixtoe - Removed duplicate bumpers, changed some physics materials, adjusted flipper physics surrounds, adjusted right vuk kicker, turned up the bumpers, increased the table slope to 6.5, added delay script to drain, changed a few post settings, 'v0.013 - Sixtoe - Messed around with the subways again, changed head materials, underplayfield wall installed, rectangle spotlight hoods installed, moved ball lock exit wall blocker, adjusted spinner sound, set physics to mid 90's onwards, flipper and physics tweaks as per nfozzy and clark kents suggestions, 'v0.013a - ClarkKent - Tweaked physics 'v0.014 - Sixtoe - Reinforced the entire table to try and prevent wall gaps, hooked up sound for scoops, added dynamic shadows, tidied up and removed unused resources 'v0.015 - Sixtoe - Re-added missing inlane walls. 'v0.016 - Sixtoe - Fixed broken playfield material 'v0.017 - N/A 'v0.018 - Sixtoe - Redid playfield mesh (twice), spent ages trying to tweak city start hole, replaced metal walls, added wigwag flashing lights for ramps (thanks nfozzy & iaakki), added flipper bounces (thanks apophis), changed wall entrance profile on left uturn (thanks clarkkent), fixed dynamic shadow depth bias (thanks apophis), fixed right wire ramp exit, changed tedtrig, changed left plunger strength, adjusted outlane rubbers 'v0.019 - Sixtoe - Tweaked lower small flipper area (thanks ClarkKent), adjusted blastzone sounds (thanks wytle), added hit sounds to Red and Ted's mouth plastics, fixed some other sounds, changed depth bias for upper flipper shadows, blastzone wall cutout added, updated VR cabinet images (thanks ClarkKent). 'v0.020 - fluffhead35 - Removed VolumeDial from the BallRoll and RampRoll sound math to make the sound louder. Uncommented shadow code from RollingUpdate. Added option to use Alternate WireRamp sounds from original table. 'v0.021 - Sixtoe - Fixed lower stubby flipper ball trap, fixed apron sound ' Clark Kent - tweaked flippers, adjusted rubbers, adjusted position of the left slingshot rubber bands, moved pegs, tweaked bumpers, reduced elasticity of gates, 'v0.022/23 - Clark Kent - Tweaks 'v0.024 - apophis - Updated flasher code to support modulated flasher levels 'v0.025/26 - Clark Kent - Tweaks 'v0.027 - apophis - Updated sw78 kick strength. Fixed Lampz Update1 to work with -1 timer. Modified fading speeds per as necessary. Implemented some performance improvements when flashers stack. 'v0.027a - apophis - Fixed Bumper and flasher initialization conflict. Fixed some insert bloom falloff sizes. 'v0.032 - Sixtoe - Fixed flashers, fixed bumpers, fixed bumper central flasher, added aftermarket target decals, add delay to dropsound, 'v0.033 - Clark Kent - Wall002 adjusted 'v0.034 - Wylte - Adjusted clear post material, added arch sounds to BlockerWall1, enabled hit sounds for metal walls, set FS pov 'v0.034a - apophis - Fixed bumpers.
  23. View File Pharaoh (Williams 1981) w VR Room Thank you to 32assassin for giving me permission to update this table! Also thank you to the VPW team for testing (especially Thalamus, Apophis, Bord, Rothbaurerw, leojreimroc, Sixtoe, and PinStratsDan)! Pharaoh (Williams 1981) is one of the four double playfield machines designed by Williams in 1980-81 (others are Black Knight, Jungle Lord and Solar Fire). It heavily uses the magna saves, and has lots of drop targets and other things to shoot for. Like Solar Fire, the captive ball is a tough shot, and there are other "tombs" that you can shoot the ball into. Updates in Version 2.0 done by UnclePaulie. Added VR, Desktop, and cab hybrid modes. Updated physics, drop targets, flippers, dynamic shadows, and lots of other updates to the VPW standards. Also added 3D inserts, updated lighting, the latest VPW physics, sounds, sling corrections and GI brightness and fading routines. Some other various fixes done. I also updated the desktop backglass as well as the VR animated backglass and other VR options. There are also some performance improvements, and I added a playfield mesh for upper and lower playfields, so there's a realistic bevel in the saucers. There are several options in the script. Including VR, ball brightness, and LUT lighting options. Since this table heavily relies on the usage of the magnasave buttons, the LUT changes are done by holding cntl (or left mangasave) and then while holding, scroll through the options with the right magnasave. This is a hybrid table, and it will automatically choose between desktop and cabinet, however, if you are playing in VR, you MUST change VR_Room to 1 in the script. Additional options in the script include two VR environments, a VR clock, and settings for dynamic shadows if you experience a performance hit, Thanks to everyone that helped! Submitter UnclePaulie Submitted 09/19/2022 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S https://vpuniverse.com/files/file/2216-pharaohwilliams-1981/ Link to Media Pack  
  24. Version 1.0.1

    3,676 downloads

    **Reupload, nothing new since 1.0.1 - Dec. '20 This is a mod of a mod based on Siggis’ excellent Spider-Man Classic graphics mod of the Spider-Man Vault Edition table (Stern 2016) made for Vpx originally by Alessio. Includes nFozzy physics, Fleep sounds, new metal textures, 3D inserts, new RGB GI lighting, minimal VR room by Sixtoe, and much more! Many thanks to everyone whose hands have touched and improved this table in the past. This release wouldn't have been possible without the legacy of those who came before us. Thank you to Flupper for 3D insert techniques and Flasher domes. Thank you to Fleep for the sound package. Thank you to Rothbauerw and NFozzy for physics. Thank you to Wrd1972 for bouncy standup targets. 'VPW edits ' 00X - benji/iaakki - various versions ' 006 - iaakki - NF script updated one more time, GI resolved, solenoid light control added, insert materials redone and adjusted, insert text flasher should be done ' 009 - iaakki - GI rework and various tweaks. Sidewalls are borked ' 010 - Benji - Added reflective metal texture to walls (only reflect with SSR Enabled) and color graded all the graphics. Added preliminary beveled edges to bottom half of plastics ' 011 - iaakki - RGB GI implemented, various fixes ' 014 - iaakki - pf&text images reworked, inserts made more shallow, GI adjusted different when mode on ' 015 - iaakki - villain spots created, heads material swapped ' 016 - Benji - Adjusted bevels and baked GI onto playfield (experimental) old playfield still in image manager ' 017 - iaakki - redid rgb gi, some cleanup ' 018.6 - Sixtoe - Added VR room and associated switches, replaced most flashers & hooked up flash prims to lighting, added global rgb gi flasher, tweaked spotlights and added character prims to lighting system, aligned ramps, unified timers, added ball shadow, replaced green goblin for comic version, reverted playfield, aligned apron wall and made visible, raised Apron, changed trigger shapes, removed numerous old incorrect walls and lights, raised metal screws and fittings up slightly ' 018.7 - Tomate - replaced wire run prims and textures ' 019 - Sixtoe - Made more holes in playfield for triggers aand targets, added wood drop sides, added new wall for sw43a image, added backglass to gi system, hooked up light refllection flashers on sandman and added some to goblin and lock lights. ' 020 - Benji - Added color grade to playfield from 019 ' 021 - Benji reintroduced more yellows to overall color grade ' 022 - tomate - spiderwebs and diverters redone, new textures for metals, diverters and spiderwebs. Improved wire ramp textures ' 023 - Sixtoe - fixed some depth bias issues, fixed rear back wood, fixed pop bumper flashers, fixed a few flashers ' 024 - tomate - Some tweaks to the textures, shadows in the apron and reduction of the file weight by lowering the resolution of some textures ' 025 - iaakki - Latest NF flips code, cabinetmode, fixed desktop mode, small fix to default pov, readjusted flips and fixed trigger areas ' 026 - iaakki - RGB GI brightness adjusted ' 029 - oqq - added some missing variables. swapped out 1 at ballwithball collision ( not sure if its the right one ) . Bumper sound ... swapped out Vol(activeball) with 0.2 at RandomSoundBumperTop ' 031 - tomate - add Goblin's bracket and some work on Goblin texture ' RC1 - iaakki - default options set, flipnudge check fixed, sandman standup target bank physics reworked ' RC2 - tomate - new prims and brackets for all villains, Sandman texture fixed so it doesn't collide with the ramp, add some thickness to central plastic, shadows added to apron ' RC3 - tomate - new bumper rings prims and new textures ' RC4 - Sixtoe - redid sandman and ock "holder" prims and textures, fixed goblin lighting, fixed spider sense lighting, unlinked difficulty rubbers from main prim and repositioned correctly, removed floating screw, various depth bias issues corrected, cleaned up unused images ' RC5 - iaakki - Some inserts fixed ' RC6 - iaakki - flupper domes ' RC7 - iaakki - dome flasher adjust, info fields updated, script cleanup ' RC8 - oqq/tomate - add movement to goblin bracket and separate prims ' RC9 - Sixtoe - Added invisible walls to stop ball being lost under top right ramp and hopping over centre targets, updated laser sensor lights, split cover plastics and adjusted position and materials so they're in the right place, added ultra minimal vr room options, colour corrected DMD ' RC10 - Sixtoe - Fixed what I broke because I can't code at 2am, various tweaks ' v1.0.0 - iaakki/sixtoe - Final tune and testing ' v1.0.1 - Sixtoe - made plastic protector over green goblin collidable and increased size of protector wall under venom ramp to prevent balls being trapped
  25. View File Cactus Canyon (& Continued) (Bally 1998) VPW Mod Welcome CACTUS CANYON, Partner!! The VPin Workshop Discord members present this table tune-up. This started out as a "quick" physics update, but we ended up adding so much more! • Inserts & Lighting Overhaul: Skitso • nFozzy physics: apophis • Roth Drop Targets: rotherbauerw, Sixtoe, apophis • Fleep Sounds: apophis • Fluppers Flashers & VR Room: Sixtoe • Miscellaneous tweaks: Skitso, apophis, oqqsan, Sixtoe, tomate, iaakki • Testing: Rik, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, most notably, Ninuzzu and Tom Tower. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. ' 000 - Skitso - Updates to lighting, inserts, some flashers and LUT ' 001 - apophis - nFozzy flippers, rubber dampening, and materials applied. Adjusted plunger physics settings ' 002 - apophis - Added Fleep sounds package ' 003 - apophis - Added ramp sounds, fixed an issue with my implementation of flipper sounds, and hopefully fixed the stuck ball issue inside Bart ' 004 - apophis - Cabinet POV adjusted. Ramp rolling volume decreased, ball rolling volume increased slightly. Updated controller loading code, ' 005 - apophis - Adjusted autoplunger physics parameters. Removed duplicate flipper collision functions. ' 006 - apophis - Fixed GameTimer bug that prevented ball shadow from working. Added ShowBallShadows option. Fine-tuned autoplunger (thanks oqqsan) ' 006a - oqqsan - Added dynamic instruction card ' 007 - apophis - Added BartHatSoundEffects option. Removed unnecessary beer mug from game. ' 008 - skitso - Improved GI and inserts ' 009 - apophis - Updated flipper tricks to the latest version ' 010 - Sixtoe - Added vr cabvinet and room, fluppers flashers & roths droptargets, which are currently broken. ' 011 - apophis - Fixed drop targets. Change the method to check when target was successfully hit. ' 012/3 - Rotherbauerw - Fixed drop targets. ' 014 - Sixtoe - Added sound effects for drop targets, tried to fix ball traps, tidied up VR stuff, fixed rails, added rollover holes, changed rubber holder prims, adjusted a few minor things. ' 015 - iaakki - Fixed Desktop POV, ' 016 - Skitso - Remade all GI, altered some DL/DLFB values and modified textures for more accurate lighting. ' 017 - Sixtoe - Added Bart & hat to GI, adjusted to right GI so it doesn't look broken in GI, tweaked a few things including decals on traintrack ' 018 - apophis - Adjusted Cabinet POV ' 019 - Sixtoe - VR specific fixes and automatic switches, combined some timers, GI tweaks Submitter VPinWorkshop Submitted 04/28/2021 Category VPX - Hybrid Releases - Desktop/Cabinet/VR single file Link to B2S Link to Media Pack  
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