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Found 11 results

  1. Version Version 2025

    669 downloads

    Indiana Jones: The Pinball Adventure is a wide-body pinball machine designed by Mark Ritchie and released by Williams in 1993. It is based on the first three Indiana Jones films: Raiders of the Lost Ark, Temple of Doom, and The Last Crusade. The playfield features rectangular light inserts for 12 modes, with four modes representing each movie. Additionally, there is one video mode corresponding to each film. The bottom row of lights represents modes for Raiders of the Lost Ark, while the top row corresponds to The Last Crusade. The kicker, located beneath the biplane, allows players to lock three balls for multiball. There are 3 additional multiball modes. The game's goal is to complete the 12 modes and start the wizzard mode, where you score one billion points. Actor John Rhys-Davies (reprising his role as Sallah) recorded some new voice quotes for the game. What truly sets this game apart is how thoughtfully designed and enjoyable all the modes are to play. About five years ago, Gimli and I modified the Future Pinball (FP) version of this table. The first-ever use of the miniplayfield option in BAM was on his Ultimatum 3 version. Gimli incorporated the miniplayfield option in several areas, most notably to enable the Path of Adventure (POA) to tilt when using the flippers. In previous FP versions of the table, the POA was static and unmoving. Gimli's tilting POA worked flawlessly. Although I added new textures to the plastics at the time, I couldn’t locate any other textures, so they remained unchanged. As a result, the textures for the POA and right ramp were quite dark, and the playfield was of marginal quality. When I decided to update this table, I searched for better graphics but initially had little success. However, I eventually came across Bigus1's VPX version of the table, which features a beautiful playfield texture of outstanding quality. Bigus1 graciously allowed me to use his playfield texture; as well as, any other textures from his table that I needed. Thank you, Bigus1! Gimli had previously added several animations to the table that everyone liked so I left them intact. He also added what he calls his "True Multiplayer" feature. This feature provides true multiplayer functionality, saving each player's game and restoring it on their next turn. Although he used most of the available save registers, I discovered an unused nvS register, which allowed me to add one tweaker. I chose to implement a game tweaker, the most versatile of the three tweakers that Gimli and I have developed. Video Overview of the Table In addition to the new textures and game tweaker, I added FizX, Surround Sound Feedback (SSF), and a color DMD. I also reworked the problematic right ramp for smoother performance and revamped all the lighting with new shadow maps and spotlights. Two versions of the cabinet are switchable (see the instruction PDF file for more information). It seems that more users are running AMD processors on their PCs. Historically, AMD CPUs have had compatibility issues with Future Pinball. Many users report hard crashes after about 10 minutes of gameplay—or even sooner. In addition to crashing, AMD processors can cause stuttering and other performance problems. I received a report from a user on another table, where the playfield appeared as a gray screen with no image, and the system was using an AMD CPU. Systems with AMD GPUs are even more prone to crashes, and unfortunately, there’s little that can be done to resolve these issues. AMD graphics cards are known to have compatibility problems with many games, not just Future Pinball. Table developers cannot be held responsible for issues related to AMD hardware. Some users mistakenly blame these issues on script errors when they are actually caused by hardware incompatibility. Users with AMD Ryzen CPUs paired with NVIDIA graphics cards have had more success running Future Pinball. I’ve received reports that some users with this configuration encounter a string error, but it was successfully fixed using a solution I posted in the script. You might want to try this fix if you’re experiencing other issues with this setup. Since I have an Intel CPU in my PC, I’m unable to replicate or test any AMD-related problems you may encounter. Gimli’s original menu system, though effective, combined certain options to minimize the number of save registers needed. For example, the balls-per-game option was combined with an easy play mode. With the addition of the game tweaker, I could save 28 parameters to a single save register. This allowed me to split the combined options into separate choices. I also added several new parameters and 13 audio controls for sound and music, similar to those I’ve implemented in other tables. Gimli’s original menu system for saving games is still included. It is explained in the instruction PDF file accompanying the download and also displays a list of high scores. Video Demonstrating the 3 Menu Systems I’ve done my best to optimize the playing experience for both desktop PCs and pinball cabinets. As part of this effort, I included three versions of the table in the download: 1. Main Version – Suitable for desktops, cabinets with two monitors, and virtual reality headsets. 2. Three-Monitor Version – Designed for cabinets with three monitor displays. This version removes the speaker panel from the backbox and it works with DMDExt. 3. Rotated Display Version – For desktop PCs with a single monitor that can rotate to an upright (portrait) orientation. Make sure to refer to the instruction PDF file included in the download for setup guidance. I prefer to play the rotated display version on my desktop PC because it fills about 90% of the monitor’s available space. In comparison, the Full Table 2 view in Future Pinball only occupies about 50% of the screen, excluding the HUD (which isn’t necessary for the rotated display version). The rotated display offers a more immersive and engaging gameplay experience. I want to express my sincere gratitude to MadMrMax for assisting with testing and providing some custom fonts he created. Also, enhancing the visual appearance of this table would not have been possible without Bigus1's textures. Thanks again, Bigus1! I aim to improve Future Pinball gameplay for everyone. I believe the color DMDs I’ve been adding to my table mods greatly enhance the gaming experience. There have been times when I struggled to discern what the DMD was displaying until I added color. Unfortunately, cabinets using DMDExt cannot display the color. I’ve submitted a DMDExt feature request to address this issue on the following website. This change would allow cabinet users to expand the color palette used on all tables. If you’d like to help, please post comments supporting this change on the linked page. Creating a login ID takes only a few minutes. https://github.com/freezy/dmd-extensions/issues/520 —George List of Changes 1) Replaced the art on the playfield apron with similar gold-colored art. 2) Added a new desktop table loading texture with a rope bridge, matching the table's rope bridge mode. 3) Got permission from Bigus1 to use textures from his VPX version of Indiana Jones, The Pinball Adventure. Used Bigus1's playfield texture, the texture for the Path of Adventure (POA), textures for both slingshot plastics, textures for stationary targets, a portion of his backwall, a portion of the rope bridge from his plastics, and a portion of the texture for the right ramp. 4) The backwall was raised higher so you can see more than just the top of it. Reworked it to make it brighter. 5) Filled in gaps in the rope bridge plastic that goes around objects on the real table that aren’t present in this version to create a rectangular shape. 6) Found a higher-resolution texture for the backglass. Reconstructed Slamt1lt's animated backglass using the new texture to recreate the 12-step sequence. 7) Created a custom texture for each flipper. 8. The original table's HUD underlay featured an image to the left of the DMD, which caused the DMD to be reduced in size. The texture was replaced with one that has narrow sides, allowing the DMD to be made larger. 9) The instruction cards were previously added to the texture for the plastics. I added two surfaces for instruction cards on the apron, allowing for the use of higher-resolution cards, making the text easier to read. 10) Fixed several textures so they fit the plastics better, filled in exposed bolt holes, and upscaled the textures using an AI program. Changed the edge of the upper plastics from red to a texture colored similarly to the top of the plastics. Extended the plastic on the sides of the right ramp so that they fit on top of the posts. Added screw heads to the plastics. 11) Combined "cookie-cutter" 2048x4096 textures for one of the plastics with the POA to save PC resources. 12) Edited Bigus1's lenses for "The Pit" and "Extra Ball" and added them to the texture for the POA. Reshaped the light inserts for these two lenses and modified them so that the "cookie-cutter" option could be used. Extended the top of the texture by creating content to fill the gap to the top of the POA. Moved some objects around on the POA to center the lanes and make them fit the texture. 13) Created new side blades for the cabinet interior. 14) As spectacular as Bigus1's playfield is, some adjustments were made to the dark blue color so that the two center lanes and columns are slightly lighter, matching photographs of the Williams table. The flesh tones of Willie, Marian, and Dr. Jones were lightened slightly. The text on the ball saver light (labeled "Eternal Life") was adjusted to a more consistent red color. 15) The Indy sign above the top of the backbox had stopped working. I exported the model of the sign from Slamt1lt's original table and imported it into this table, which made it work again. I then revised the texture to match the colors of the logo on the backbox texture. 16) Changed the model for the side blades and added a model for the top rail that covers the default rail. I also added a surface that covers the default apron. Covering the default rail and apron allows them to be changed to a dark brown color, as seen on the original Williams cabinet. 17) Replaced the round playfield light inserts for Sallah, Marion, and Dr. Jones with shapeable lights to accommodate areas of the lens that are not perfectly round. 18) Reshaped the metal box on the exit to the Path of Adventure to improve its fit and finish, ensuring a better attachment to the metal ramp. 19) Added a texture to the bottom of the exterior wall of the Path of Adventure to make it consistent with the rest of the wall. 20) Added a new floor to the right upper ramp to improve performance (making the ball travel faster). Replaced the existing ball guide on the right upper ramp, which was not visible. 21) Added FizX physics using an older version of the tweaker that does not save settings because all the save registers were already used. 22) Reconfigured the plunger and nearby objects so that the ball no longer gets stuck in an area where the plunger cannot hit it when the ball is kicked out. 23) Added a surface above the right ramp to stop the ball from flying too high and hitting the edge of the plastic above the ramp. 24) Added texture to the stationary target hidden behind the drop targets, where no texture had previously existed. 25) Added Fleep's recordings and Surround Sound Feedback, including his ball-rolling sound on the playfield and ramps. 25) Changed the shape of the entrance to the ball lock so that the ball no longer partially enters and bounces out. 26) The table has a "Status Report" that can sometimes display. It can also be manually triggered during a game by pressing the "S" key. 27) Resolved an issue with the "big boulder ball" special effect, which appeared to bounce after FizX was added. This was fixed by temporarily increasing the table slope to 7.5 when the boulder starts and reducing it after the effect ends. 28) Added a "Sound Level Control Panel" that allows for controlling the volume of all audio on the table. 29) Moved the rubber band above the ball lock kicker to prevent balls from getting stuck there. 30) Added snake sound effects to the arc animation when a player chooses poorly in the video game. 31) Added color DMDs and coded them to include a background color for DMD text. This feature must be turned off on pinball cabinets that use DMDExt by changing the ColorDMDStatus in the script to "2." Cabinets that do not use DMDExt (such as 2-monitor setups) can display the color DMDs. 32) Created an alternate version of the backglass animation that does not flash, making it more accessible for individuals with photophobia. 33) Added the Game Tweaker. Moved several combined options from the menu to the tweaker as separate parameters, such as easy mode, balls per game, enhanced mode on/off, game rooms, original/Disney cabinets, game console cabinet, pan & zoom, and lighting modes. Added new parameters for ray casting on/off, 14 desktop camera views, swapping 3 playfield sounds and 2 wire ramp sounds, swapping 3 different side blades, toggling flashes on backglass animation, and creating a custom backglass speaker grill, which can be switched with the original. The original menu was retained for game save options and high score displays. 34) Made the "special 1" and "special 2" keys switchable between the original menu and the tweaker, as an option in the script. 35) Added JP's game pause code to pause the game when using the stable save option. 36) Added 13 audio controls to the game tweaker, allowing all sound levels to be adjusted in-game. 37) Added a keyboard key to change lighting modes by pressing the "L" key, eliminating the need to open the Game Tweaker. 38) Added an audio preset option to the game tweaker that has presets for 9 parameters to reduce sound level in increments of 0.05. 39) Replaced the texture for the right plastic ramp with a combined version of the original and Bigus1's version. 40) Completely reworked all the lighting from the previous version, adding modes for Day, Dusk, Night, and Dark Night. These modes are switchable via the Game Tweaker or by pressing the "L" key on the keyboard. 41) Reworked all the shadow maps. 42) Added spotlights to the planes and lit the spotlight on the biplane when pressing the start game key, tying it to the voice quotes. 43) Added two versions of the table: one for 3-monitor cabinets and another for single-monitor rotated displays for desktops 44) Created an instruction manual in PDF format. 45) Reworked Gimli's PDF of "Adrian's Guide to Indiana Jones: The Pinball Adventure" with Gimli's comments about this table. 46) The drop target in front of the captive ball has been changed. Previously, the target only dropped on the third ball hit, while the first two hits left the target standing. Now, the target will drop for 1 second after the first two ball hits before raising back up. This change matches the behavior of the real Williams table. 47) Constructed a new boulder ball using a bump map. (Adding the bump map required creating a new ball). Added another new custom ball to replace an older one. 48) Added a feature to the script where the Easy Mode times can be increased by any desired percentage. Table Developers GLXB, Highlnder00, Slamt1lt, Gimli, GeorgeH Valued Contributors On this version: Bigus1 textures, MadMrMax for helping test the table and providing fonts that he created. Thanks to Popotte for creating the code to pause the ball when performing the stable save. On Gimli's versions: Starac, Umpa, and Skinooe for testing and physics, Miownkhan for custom balls, Wecoc for Array Template that permits True Multiplayer tracking, Gin for help with Tank Chase DMD fonts On GLXB's version: Pinbalt, Highrise, LordHiryu, Wtiger, Magnox, and Toxie
  2. View File Indiana Jones, The Pinball Adventure (Williams, 1993) (Color DMD, SSF, FizX 3.3) (Versions included for Desktop, 2 and 3 Monitor Setup and VR) Indiana Jones: The Pinball Adventure is a wide-body pinball machine designed by Mark Ritchie and released by Williams in 1993. It is based on the first three Indiana Jones films: Raiders of the Lost Ark, Temple of Doom, and The Last Crusade. The playfield features rectangular light inserts for 12 modes, with four modes representing each movie. Additionally, there is one video mode corresponding to each film. The bottom row of lights represents modes for Raiders of the Lost Ark, while the top row corresponds to The Last Crusade. The kicker, located beneath the biplane, allows players to lock three balls for multiball. There are 3 additional multiball modes. The game's goal is to complete the 12 modes and start the wizzard mode, where you score one billion points. Actor John Rhys-Davies (reprising his role as Sallah) recorded some new voice quotes for the game. What truly sets this game apart is how thoughtfully designed and enjoyable all the modes are to play. About five years ago, Gimli and I modified the Future Pinball (FP) version of this table. The first-ever use of the miniplayfield option in BAM was on his Ultimatum 3 version. Gimli incorporated the miniplayfield option in several areas, most notably to enable the Path of Adventure (POA) to tilt when using the flippers. In previous FP versions of the table, the POA was static and unmoving. Gimli's tilting POA worked flawlessly. Although I added new textures to the plastics at the time, I couldn’t locate any other textures, so they remained unchanged. As a result, the textures for the POA and right ramp were quite dark, and the playfield was of marginal quality. When I decided to update this table, I searched for better graphics but initially had little success. However, I eventually came across Bigus1's VPX version of the table, which features a beautiful playfield texture of outstanding quality. Bigus1 graciously allowed me to use his playfield texture; as well as, any other textures from his table that I needed. Thank you, Bigus1! Gimli had previously added several animations to the table that everyone liked so I left them intact. He also added what he calls his "True Multiplayer" feature. This feature provides true multiplayer functionality, saving each player's game and restoring it on their next turn. Although he used most of the available save registers, I discovered an unused nvS register, which allowed me to add one tweaker. I chose to implement a game tweaker, the most versatile of the three tweakers that Gimli and I have developed. Video Overview of the Table In addition to the new textures and game tweaker, I added FizX, Surround Sound Feedback (SSF), and a color DMD. I also reworked the problematic right ramp for smoother performance and revamped all the lighting with new shadow maps and spotlights. Two versions of the cabinet are switchable (see the instruction PDF file for more information). It seems that more users are running AMD processors on their PCs. Historically, AMD CPUs have had compatibility issues with Future Pinball. Many users report hard crashes after about 10 minutes of gameplay—or even sooner. In addition to crashing, AMD processors can cause stuttering and other performance problems. I received a report from a user on another table, where the playfield appeared as a gray screen with no image, and the system was using an AMD CPU. Systems with AMD GPUs are even more prone to crashes, and unfortunately, there’s little that can be done to resolve these issues. AMD graphics cards are known to have compatibility problems with many games, not just Future Pinball. Table developers cannot be held responsible for issues related to AMD hardware. Some users mistakenly blame these issues on script errors when they are actually caused by hardware incompatibility. Users with AMD Ryzen CPUs paired with NVIDIA graphics cards have had more success running Future Pinball. I’ve received reports that some users with this configuration encounter a string error, but it was successfully fixed using a solution I posted in the script. You might want to try this fix if you’re experiencing other issues with this setup. Since I have an Intel CPU in my PC, I’m unable to replicate or test any AMD-related problems you may encounter. Gimli’s original menu system, though effective, combined certain options to minimize the number of save registers needed. For example, the balls-per-game option was combined with an easy play mode. With the addition of the game tweaker, I could save 28 parameters to a single save register. This allowed me to split the combined options into separate choices. I also added several new parameters and 13 audio controls for sound and music, similar to those I’ve implemented in other tables. Gimli’s original menu system for saving games is still included. It is explained in the instruction PDF file accompanying the download and also displays a list of high scores. Video Demonstrating the 3 Menu Systems I’ve done my best to optimize the playing experience for both desktop PCs and pinball cabinets. As part of this effort, I included three versions of the table in the download: 1. Main Version – Suitable for desktops, cabinets with two monitors, and virtual reality headsets. 2. Three-Monitor Version – Designed for cabinets with three monitor displays. This version removes the speaker panel from the backbox and it works with DMDExt. 3. Rotated Display Version – For desktop PCs with a single monitor that can rotate to an upright (portrait) orientation. Make sure to refer to the instruction PDF file included in the download for setup guidance. I prefer to play the rotated display version on my desktop PC because it fills about 90% of the monitor’s available space. In comparison, the Full Table 2 view in Future Pinball only occupies about 50% of the screen, excluding the HUD (which isn’t necessary for the rotated display version). The rotated display offers a more immersive and engaging gameplay experience. I want to express my sincere gratitude to MadMrMax for assisting with testing and providing some custom fonts he created. Also, enhancing the visual appearance of this table would not have been possible without Bigus1's textures. Thanks again, Bigus1! I aim to improve Future Pinball gameplay for everyone. I believe the color DMDs I’ve been adding to my table mods greatly enhance the gaming experience. There have been times when I struggled to discern what the DMD was displaying until I added color. Unfortunately, cabinets using DMDExt cannot display the color. I’ve submitted a DMDExt feature request to address this issue on the following website. This change would allow cabinet users to expand the color palette used on all tables. If you’d like to help, please post comments supporting this change on the linked page. Creating a login ID takes only a few minutes. https://github.com/freezy/dmd-extensions/issues/520 —George List of Changes 1) Replaced the art on the playfield apron with similar gold-colored art. 2) Added a new desktop table loading texture with a rope bridge, matching the table's rope bridge mode. 3) Got permission from Bigus1 to use textures from his VPX version of Indiana Jones, The Pinball Adventure. Used Bigus1's playfield texture, the texture for the Path of Adventure (POA), textures for both slingshot plastics, textures for stationary targets, a portion of his backwall, a portion of the rope bridge from his plastics, and a portion of the texture for the right ramp. 4) The backwall was raised higher so you can see more than just the top of it. Reworked it to make it brighter. 5) Filled in gaps in the rope bridge plastic that goes around objects on the real table that aren’t present in this version to create a rectangular shape. 6) Found a higher-resolution texture for the backglass. Reconstructed Slamt1lt's animated backglass using the new texture to recreate the 12-step sequence. 7) Created a custom texture for each flipper. 8. The original table's HUD underlay featured an image to the left of the DMD, which caused the DMD to be reduced in size. The texture was replaced with one that has narrow sides, allowing the DMD to be made larger. 9) The instruction cards were previously added to the texture for the plastics. I added two surfaces for instruction cards on the apron, allowing for the use of higher-resolution cards, making the text easier to read. 10) Fixed several textures so they fit the plastics better, filled in exposed bolt holes, and upscaled the textures using an AI program. Changed the edge of the upper plastics from red to a texture colored similarly to the top of the plastics. Extended the plastic on the sides of the right ramp so that they fit on top of the posts. Added screw heads to the plastics. 11) Combined "cookie-cutter" 2048x4096 textures for one of the plastics with the POA to save PC resources. 12) Edited Bigus1's lenses for "The Pit" and "Extra Ball" and added them to the texture for the POA. Reshaped the light inserts for these two lenses and modified them so that the "cookie-cutter" option could be used. Extended the top of the texture by creating content to fill the gap to the top of the POA. Moved some objects around on the POA to center the lanes and make them fit the texture. 13) Created new side blades for the cabinet interior. 14) As spectacular as Bigus1's playfield is, some adjustments were made to the dark blue color so that the two center lanes and columns are slightly lighter, matching photographs of the Williams table. The flesh tones of Willie, Marian, and Dr. Jones were lightened slightly. The text on the ball saver light (labeled "Eternal Life") was adjusted to a more consistent red color. 15) The Indy sign above the top of the backbox had stopped working. I exported the model of the sign from Slamt1lt's original table and imported it into this table, which made it work again. I then revised the texture to match the colors of the logo on the backbox texture. 16) Changed the model for the side blades and added a model for the top rail that covers the default rail. I also added a surface that covers the default apron. Covering the default rail and apron allows them to be changed to a dark brown color, as seen on the original Williams cabinet. 17) Replaced the round playfield light inserts for Sallah, Marion, and Dr. Jones with shapeable lights to accommodate areas of the lens that are not perfectly round. 18) Reshaped the metal box on the exit to the Path of Adventure to improve its fit and finish, ensuring a better attachment to the metal ramp. 19) Added a texture to the bottom of the exterior wall of the Path of Adventure to make it consistent with the rest of the wall. 20) Added a new floor to the right upper ramp to improve performance (making the ball travel faster). Replaced the existing ball guide on the right upper ramp, which was not visible. 21) Added FizX physics using an older version of the tweaker that does not save settings because all the save registers were already used. 22) Reconfigured the plunger and nearby objects so that the ball no longer gets stuck in an area where the plunger cannot hit it when the ball is kicked out. 23) Added a surface above the right ramp to stop the ball from flying too high and hitting the edge of the plastic above the ramp. 24) Added texture to the stationary target hidden behind the drop targets, where no texture had previously existed. 25) Added Fleep's recordings and Surround Sound Feedback, including his ball-rolling sound on the playfield and ramps. 25) Changed the shape of the entrance to the ball lock so that the ball no longer partially enters and bounces out. 26) The table has a "Status Report" that can sometimes display. It can also be manually triggered during a game by pressing the "S" key. 27) Resolved an issue with the "big boulder ball" special effect, which appeared to bounce after FizX was added. This was fixed by temporarily increasing the table slope to 7.5 when the boulder starts and reducing it after the effect ends. 28) Added a "Sound Level Control Panel" that allows for controlling the volume of all audio on the table. 29) Moved the rubber band above the ball lock kicker to prevent balls from getting stuck there. 30) Added snake sound effects to the arc animation when a player chooses poorly in the video game. 31) Added color DMDs and coded them to include a background color for DMD text. This feature must be turned off on pinball cabinets that use DMDExt by changing the ColorDMDStatus in the script to "2." Cabinets that do not use DMDExt (such as 2-monitor setups) can display the color DMDs. 32) Created an alternate version of the backglass animation that does not flash, making it more accessible for individuals with photophobia. 33) Added the Game Tweaker. Moved several combined options from the menu to the tweaker as separate parameters, such as easy mode, balls per game, enhanced mode on/off, game rooms, original/Disney cabinets, game console cabinet, pan & zoom, and lighting modes. Added new parameters for ray casting on/off, 14 desktop camera views, swapping 3 playfield sounds and 2 wire ramp sounds, swapping 3 different side blades, toggling flashes on backglass animation, and creating a custom backglass speaker grill, which can be switched with the original. The original menu was retained for game save options and high score displays. 34) Made the "special 1" and "special 2" keys switchable between the original menu and the tweaker, as an option in the script. 35) Added JP's game pause code to pause the game when using the stable save option. 36) Added 13 audio controls to the game tweaker, allowing all sound levels to be adjusted in-game. 37) Added a keyboard key to change lighting modes by pressing the "L" key, eliminating the need to open the Game Tweaker. 38) Added an audio preset option to the game tweaker that has presets for 9 parameters to reduce sound level in increments of 0.05. 39) Replaced the texture for the right plastic ramp with a combined version of the original and Bigus1's version. 40) Completely reworked all the lighting from the previous version, adding modes for Day, Dusk, Night, and Dark Night. These modes are switchable via the Game Tweaker or by pressing the "L" key on the keyboard. 41) Reworked all the shadow maps. 42) Added spotlights to the planes and lit the spotlight on the biplane when pressing the start game key, tying it to the voice quotes. 43) Added two versions of the table: one for 3-monitor cabinets and another for single-monitor rotated displays for desktops 44) Created an instruction manual in PDF format. 45) Reworked Gimli's PDF of "Adrian's Guide to Indiana Jones: The Pinball Adventure" with Gimli's comments about this table. 46) The drop target in front of the captive ball has been changed. Previously, the target only dropped on the third ball hit, while the first two hits left the target standing. Now, the target will drop for 1 second after the first two ball hits before raising back up. This change matches the behavior of the real Williams table. 47) Constructed a new boulder ball using a bump map. (Adding the bump map required creating a new ball). Added another new custom ball to replace an older one. 48) Added a feature to the script where the Easy Mode times can be increased by any desired percentage. Table Developers GLXB, Highlnder00, Slamt1lt, Gimli, GeorgeH Valued Contributors On this version: Bigus1 textures, MadMrMax for helping test the table and providing fonts that he created. Thanks to Popotte for creating the code to pause the ball when performing the stable save. On Gimli's versions: Starac, Umpa, and Skinooe for testing and physics, Miownkhan for custom balls, Wecoc for Array Template that permits True Multiplayer tracking, Gin for help with Tank Chase DMD fonts On GLXB's version: Pinbalt, Highrise, LordHiryu, Wtiger, Magnox, and Toxie Submitter GeorgeH Submitted 04/01/25 Category Future Pinball Tables  
  3. Version 1.2

    858 downloads

    Thanks to all those who helped to make this table in VP8 and VP9 Destruk - Kristian - Dboyrecords, I hope not to forget anyone. especially thanks to 32Assassins who is always there to help when it is most needed, you are my savior, thanks also to all the people who helped in any way to finish this table, and I hope you enjoy it as much as I do. If they find errors (sure there are), let me know and within my possibilities I will solve them. Thanks Bord for allow me to use your primitive post and also to JPS for those who borrow the idea of the mobile target in their table Black Pyramid
  4. View File Contact (Williams 1978) Thanks to all those who helped to make this table in VP8 and VP9 Destruk - Kristian - Dboyrecords, I hope not to forget anyone. especially thanks to 32Assassins who is always there to help when it is most needed, you are my savior, thanks also to all the people who helped in any way to finish this table, and I hope you enjoy it as much as I do. If they find errors (sure there are), let me know and within my possibilities I will solve them. Thanks Bord for allow me to use your primitive post and also to JPS for those who borrow the idea of the mobile target in their table Black Pyramid Submitter kalavera3 Submitted 09/08/2018 Category Visual Pinball 10 - Tables ROM Name cntct_l1 Link to B2S http://vpuniverse.com/forums/files/file/3208-contact-williams-1978/ Link to Media Pack Permission to Mod Yes VP Version v10  
  5. View File PANTHERA 2.0 Notable Features: Flippers (2), Pop bumpers (2), Slingshots (3), 4-bank drop targets (3), Standup target (1), Kick-out hole (1), Rollunder spinner (1). Submitter fastdraw Submitted 01/22/2016 Category Future Pinball Tables Link to Media Pack  
  6. View File Algar (Williams 1980) I used a new image, and tried to be as faithful as possible with the real backglas, I saw many videos and photos to find the location and format of the text, I hope you enjoy it! Submitter kalavera3 Submitted 05/16/2018 Category B2S Backglasses  
  7. Version 1.0.0

    874 downloads

    I used a new image, and tried to be as faithful as possible with the real backglas, I saw many videos and photos to find the location and format of the text, I hope you enjoy it!
  8. Version 1.2.1

    45 downloads

    This is a Visual Pinball 9 desktop conversion of the VP8 Airborne Avenger table by John Shepherd and Destruk. I took some of the plastics from the Full Screen table by dboyrecords as well as various pictures on the internet. The main reason I made the table was to clean up the playfield as much as possible that will look decent in high resolution. This table is designed for 4x3 monitors. I have also uploaded a 16x9 version.
  9. Version 2.0

    476 downloads

    Notable Features: Flippers (2), Pop bumpers (2), Slingshots (3), 4-bank drop targets (3), Standup target (1), Kick-out hole (1), Rollunder spinner (1).
  10. Version 1.0.1

    199 downloads

    This is a cabinet version of my recently released Airborne Avenger desktop table. This is a Visual Pinball 9 conversion of the VP8 Airborne Avenger table by John Shepherd and Destruk. I took some of the plastics from the Full Screen table by dboyrecords as well as various pictures on the internet. The main reason I made the table was to clean up the playfield as much as possible that will look decent in high resolution. ***Note, I do not have a cabinet set up so I didn't make any kind of backglass. I would appreciate some help with it.***
  11. Version 1.2.1

    69 downloads

    This is a Visual Pinball 9 desktop conversion of the VP8 Airborne Avenger table by John Shepherd and Destruk. I took some of the plastics from the Full Screen table by dboyrecords as well as various pictures on the internet. The main reason I made the table was to clean up the playfield as much as possible that will look decent in high resolution. This table is designed for 16x9 monitors. I have also uploaded a 4x3 version.
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