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  1. Version 1.0.12

    17319 downloads

    Iron Maiden Legacy of the Beast By: VPW ************************************** Version 1.0.12 Additional instruction: Download and update the new PUP pack. ** Backup your music files first if you purchased them. They are in the Music directory inside the PUP pack. ** 1.0.11 PUP Pack location https://mega.nz/file/KFpxTAhC#gqsHVYJLRxtGYU0erF3SvoBQi7q7LBnT9YNUkcBG5iE If you have a cab with MX LEDs and you want to see a custom fire animation on your back panel, download the following animated GIF and place it in your \DirectOuput\Config directory. https://drive.google.com/file/d/1JdxWgsUjNwwpt6Mx8UcBuF5IiLmO6YHE/view?usp=share_link ************************************** So many hours from so many users were put into this tribute table to show how far things have really come with the possibilities of VPX. We wanted to get this out there for all to enjoy and expand the user base since we have exhausted our testing. This is one of the most complex tables so far and we have pounded on it for months, but I am sure there are still issues that are lurking. If you find an issues, please post to the forums so we can work through them. Without the following people this could never happen. Special thanks to: RetroG33K, Soundscape, Iaakki, Daphishbowl, Apophis, Benji, Hawkeye, Sixtoe, MrH, Rik, Nailbuster, Tomate, AstroNasty, TerryRed, DarkStar, HiRez00, Seirif, Rothbauerw, PinStratsDan, leojreimroc, BountyBob, and many more. NOTES: **Don't change the variable PuPDMDDriverType=2. There was an oversight on bat file directions shown and no pup variables need to be changed for this table** - Make sure your PINUP is up to date: https://www.nailbuster.com/wikipinup/doku.php?id=release_notes - VPX Version: 10.7.2 INSTALL: 1) Copy VPX to your VPX Tables directory 2) Download the pup pack (link below) 3) Copy IM_LOTB directory inside the pup zip to <drive>:\PinUPSystem\PUPVideos 4) Run the batch file in the pup pack that matches your config. It should make all necessary script changes for you. 5) To get the full music, view the readme in the Pup Music directory <drive>:\PinUPSystem\PUPVideos\IM_LOTB\Music 6) Update your DOF config files 1.0.0 PUP Pack location https://mega.nz/file/jQoUiZ5Z#BhKnoLmeTdD2UbIcZ9yxeTpyxVtoz3jh2y-u43ZTOAQ MPT3K Scorbit Setup and Tutorial Manu made a great step by step on how to setup and use Scorbit https://youtu.be/Sb6GF_3wDtc
    556 likes
  2. Version 1.1.0

    17066 downloads

    BATMAN 66 Stern Tribute Daphishbowl, Mr H, MPT3k & Harlan Special Thanks: Harlan - Pup help, graphics, sounds MPT3K - Gameplay, videos, real table comparison, sound and testing Dimi - Video & resources Flipstream - Awesome Gameplay videos EbIsLit - Playfield scan Nailbuster - Massive Pup help (and VPX code tips!) Rik - Massive Testing TerryRed - DOF and lots of support wAxx - Awesome Physics and detail tweaks Joey - Backglass graphics DJRobX - Turntable help Sixtoe - VR Room G5K - Turntable help Pinballfan2018 - Table support VPW - nFozzy fixes and details (Benji, Apophis, Iaakki, Astronasty, Bord, Sixtoe) Alpha/Beta Testers - Too many to list INTRO: Huge thanks to everyone for the massive help! After a year in the making we hope yall enjoy it and feel it was worth the wait. Nobody can match the amazing code Lyman Sheats did for the original table but this was hand coded and shows how much work it must of taken to make the real table. We tried to replicate every detail on the gameplay with exact scoring, bonuses, modes, pinup interactions, gadgets, service menus and so forth. In the 27K lines of code I am sure there are a few things we still missed so feel free to let us know. Our goal is to pay tribute to this amazing table but also show that there are no limits when it comes to originals. We hope this will bring something the community will enjoy and inspire others to join in on the fun. NOTE: YOU WILL NEED THE NEW 1.4.6 PINUP (also included in the Baller Installer): https://www.nailbuster.com/wikipinup/doku.php?id=release_notes PUP Pack: Run the appropriate batch file and "Read the on screen instructions to know how to setup the script in VPX" Version 1.1.0 - https://mega.nz/file/XMIgnRwC#LmRlA5GjAzxrWdjxl4O87PxqjUldOF4kA-fLoU0odFQ Version 1.0.0 - https://mega.nz/file/eJh0lARL#BCzPwXZLqc9ylRgwwlLtEFd6FAmdGymNMrrPf_kIiEo The Rules: There is a lot to this table so don’t forget to read the rules so you can enjoy all this has to offer http://tiltforums.com/t/batman-66-rulesheet/2463 Ownership: This table is collectively owned by all of those that contributed to it in order to give back to the community. No one author retains the right to pull this table from the community. If you would like to mod this table you shall obtain permission from one of the authors, leave the list of original authors at the top of the source and finally add your name to the list. If for some reason we all leave this community and we are unreachable then this table will then become open to anyone in the community.
    555 likes
  3. Version 1.4

    18526 downloads

    The Quest stands upon the edge of a knife. Stray but a little, and it will fail, to the ruin of all. The VPin Workshop Fellowship proudly presents an entirely reimagined and originally illustrated Lord of the Rings pinball experience. Ver 1.4 Notes; VPX 10.8 is required now. Refractions added to the sword! Added in-game options menu with lots of features. New options include PWM flashers and movable outlane difficulty post settings. Some minor visual and physics improvements. Most images resaved as lossless webp to save some space. Ver 1.3 Notes; Among other things this should help a lot with anyone who was getting white texture issues and fix some stuttering issues for some people. Ver 1.1 Notes; LOTR was designed in 10.6 (as are 99% of our tables) and this time converted to 10.7 on the very last revision so that we could use webp image support to cut the file size down to almost 1/4 of the size. However it seems that there are numerous issues with how 10.7 deals with either large textures, large file sizes or something else, which has resulted in the white textures reported. We're looking into why this happens and will work with the VPX devs in any way we can. These bugs, combined with 10.7 not being fully compatible with VR yet have led to us to revert to 10.6 (as all of our previous files have been). Other fixes including minor physics repositioning and cabinet mode tweaks. The journey began when we received an excellent playfield scan, but soon found ourselves wanting to drastically change the artwork. So began the long journey into the depths of Mordor, where many challenges were encountered and overcome. The table is entirely rebuilt, with much effort spent toward making it as physically accurate as possible. All the figurines have been scanned from the actual pinball toys. The table is exquisitely modelled and raytraced, with special visual features added to some modes to enhance the drama. Your quest through this game will not be easy, but we hope it will be enjoyable! • Apophis - Project Lead, Scripting, Determination. Hairy feet. • Astronasty - All Original Artwork. Large Axe. • Tomate - 3D Magic and Wizardry. • Sixtoe - Random Stuff, VR Things, Screaming. Sword. • iaakki - Some flashers, random stuff. Bow and Arrow. • Skitso - Lighting tuning. • EBIsLit - Baseline playfield scan, purchasing the playfield figurines. • Dazz - 3D scans of all the figurines. • Wylte - Ball Shadows, Palantir Sauron eye movement. • Fluffhead35 - Ramp and ball rolling sounds. • HauntFreaks - Blackglass B2S. • Bord - Playfield mesh. • GTXJoe - Shot testing tool • Flupper - General assistance with rendering issues. • RothbauerW - Physics tutorial, general assistance. • PinStratsDan & VPW Team - Testing. • Rik - Lord of the Screams. • Everyone in VPW for their support and encouragement! • The PinMAME and VPX Developers for the programmes we all use! This release would not have been possible without the legacy of those who came before us. Thank you... Fly, you fools! ========================================================== Performance Tips; Set DynamicBallShadowsOn to 0. Additional VR Performance Tips; Set PlayfieldToys to 0.
    545 likes
  4. Version 2.1.1

    27039 downloads

    **************************************************************** Guardians of the Galaxy 2.1.0 By: Pincredibles **************************************************************** Special thanks: Arngrim, MPT3k, Mr H, Nailbuster, Rik, Harlan, Orbital Group, VAAS, wAxx, Ashtone6, Al, Terry VPW Team, namely Apophis, PinStratsDan, BountyBob, Sixtoe, Wylte, Hauntfreaks and many more... **************************************************************** Intro: This is my first table and I really want to thank everyone for all the help. The table script was hand coded to match the original table. I tried to replicate every detail on the gameplay with exact scoring, bonuses, modes, pinup interactions and so forth I am sure there are things I missed in the 11K lines of code but I am hoping the hundreds of hours we put into the making of this will bring something the community will enjoy and show there are no limits to what can be done. NOTES: - Make sure your PINUP is up to date: https://www.nailbuster.com/wikipinup/doku.php?id=release_notes - VPX Version: I tested in VPX 10.6 but works in 10.7. Some users identified some stutter in 10.7 so try 10.6 if you see this. - Enabling Orbital Scoreboard will hide your local scores but not achievement scores. **************************************************************** INSTALL: 1) Copy VPX to your VPX Tables directory 2) Copy GOTG_2020 insize the pup zip to your <drive>:\PinUPSystem\PUPVideos directory 3) Run the batch file in the pup pack that matches your config. It should make all necessary script changes for you. 4) Update DOF (If necessary) **************************************************************** 2.1.0 PUP Pack location https://mega.nz/file/DVoQRTrZ#FxQg78RY0W5rgEg2DHnLoUEp78fpm6Zh7lqcGxD7jQ8 **************************************************************** MPT3K Scorbit Setup and Tutorial **************************** Manu made a great step by step on how to setup and use Scorbit https://youtu.be/Sb6GF_3wDtc Version History: 2.1.0 - See Changelog for the 2nd 2.0.0 in the dropdown. 2.0.0 Massive update to bring it up to where it should be. Too many changes to list but here is a summary: - Added missing sores, mode animations, displays and major bug fixes and core table capabilities 1.2.1 - Fixed cherry bomb so you can do it again after finishing. - Fixed hole where ball could bounce through to shooter lane - Bug fix where DOF was getting left on. - Added desktop backdrop that MrFireshots created - Added pup script for desktop mode - Incorporated wAxx changes for the following - Physics changes to give it a more realistic feel. - Updated slingshots - Added changes needed for Desktop mode - Moved Stern button on the actual lockbar - Updated missing details on playfield (magnet position, rocket strength, flipper position, missing 3d prims and rubbers, metal holding Orb, GI and many more..) 1.2.0 - Fixed billboard/standup above scoop so it doesn’t look blurry (Also fixed blur on Groot) - Added small wall to prevent ball from getting stuck in left Outlane - Quills Quest didn’t give progress the first time you hit the scoop - DOF Enhancements - Thanks James D. - Music leveling - I didnt get it all in but thanks to Rajo for the help - Trimmed game over song to 30 seconds like original game - VR Support – Thanks Toby!!! - Locked all objects in editor so that they were not inadvertently moved. - Changed 12 primitives on layer 9 called "Post Plastic+Fluro(OnlyScrewCap)" to "PostFluroOSC(num)" as the original name was too long and was crashing the editor (thanks to DJRobX for compiling a version of VPX which let you edit out-of-range filenames). - Changed layers assets were on to free up layer 11 for VR stuff and to organise them for better visibility, dropped editor detail for some primitives. - Changed cabinet blade primitive and added new higher res blade image, added script switch to change back to old sideblades. - Added Stern Spike 2 cabinet and VR Room primitives to Layer 11, including importing images and materials. - Added "VRStuff" collection and put all of the VR objects in it. - Added VR Room switch to turn on or off the vr room primitives (Line 36) and the code to control (Lines 97-136) - Added lockdown bar "fire" button, switchable between Apron (cabinet/desktop) and lockdown bar (VR mode) (lines 97-136) - Added timer plunger code (Lines 1226-1229) so sync VR shooter rod with table plunger. - Added -15 height wall called "trigger" and assigned all playfield triggers to use it as a surface to drop them to the correct height. - Repositioned all flasher primitives to correctly sit on the plastics. - Replaced "Flasherlight" lights with secondary "FlasherFlash" flashers so they can be angled with the table slope, you shouldn't even notice. (5157 - 5375) - Made MetalPost(Point)4 (Layer 9) visible as it wasn't (hidden underneath right ramp), was a "floating" rubber. - Added deeper wood for all playfield holes. - Updated apron primitive including UVmap so that it looked OK in reverse angle. - Made apron wall visible, changed material and tidied up apron underneath. - Fixed plunger audio and positional sound. - Repositioned billboard and all assets on billboard aligned. - Changed depth bias settings for ramps, blades and flashers. - Changed Groot mouth wall (Wall017) to stop losing balls under plastics. - Change height of wall001 and wall005 ramp triggers to match ramp height, removed collidable status. - Repositioned ramp rubber bungs (Primitive2) - Added missing flathead screws to ramp entrances - Added missing mounting poles to left and right slings, added pole to right inlane guide, removed old redundant screwheads. - Adjusted spinner to stop it clipping through the plastics. - Added sleeves to hexpoles on playfield level, removed doubled up sleeves. - Cut GI so it doesn't stick out sides of cabinet
    543 likes
  5. Version 1.1

    17375 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
    538 likes
  6. Version 2.0

    20869 downloads

    ************************************** Version 2.0 Additional instruction: This needs VPX 10.7.3 or later and for VR it is optimized for 10.8 #814. Lighting works a bit differently per revision Scorbit uses 3 extra EXE files that should be but into VPX tables folder. Same place where you put the VPX file and BloodMachinesDMD-folder. Notice that some of these EXE files may need to be unblocked 2 of the EXE's are same than previous Scorbit tables, but this time they are just stored in tables folder. 3rd one is QRView which is made to enable QR code to be seen in VPX table. VPX doesn't normally support loading of external image files. Sources: https://github.com/iaakki/VPXQRView By default it runs still with FlexDMD. You must enable PUP from script and also remember to use options batch files under pup folder. ************************************** Alright, let’s do this old school… VPinWorkshop are proud to present our very first original table, “Blood Machines”, based on the movie from Seth Ickerman with music by Carpenter Brut. After watching Blood Machines iaakki thought that it would make a great theme for a pinball table, so we started talking about it in VPW and decided that if we were going to do it as our first completely original VPW table, that we wanted to do it properly. With this in mind we contacted Seth Ickerman to see if they would be interested in the project and to see if there was any chance they would be able to provide any assets that we could use. Thankfully Not only were they amazed at what we were doing, but they supplied us with 70gig of 3D models and textures which were used in the film! The only issue now was that these were so high detail that a huge amount of work was needed to optimize them so they would even load in VPX, but thankfully Flupper came to the rescue and did a fantastic job optimising the models and textures so we could put them in the table without setting your PC on fire (for example the ship went down from 8 million polygons to 130,000!) At the time of writing this the table was at revision 335 (release candidate 1.5) with *well* over 1000 man-hours sunken into it, the amount of work has been staggering but we hope that you’ll agree that it was worth it. The table itself has loads of features that have never been seen before in other VPX tables and we have tried our best to keep most/all of it secret as we want everyone to experience it for themselves firsthand, which is why until very recently we’ve kept details very close to our chest. *IMPORTANT* In order to fully enjoy the table and play it as it was designed to be played, you will need to purchase the awesome soundtrack by Carpenter Brut (about £5/$5/5e) and place the MP3s in your vpinball music directory: C:\Visual Pinball\Music\BLOOD MACHINES OST We really hope people do support the artist and purchase it from; https://carpenterbrut.bandcamp.com/album/blood-machines-ost VPW Blood Machines Project Lead – iaakki Table Layout Design – iaakki, Dapheni Art Lead & 2D Graphics – Astronasty 3D Objects & Textures – Tomate, Flupper, iaakki, Sixtoe, D.J. Scripting & Coding – iaakki, Apophis, oqqsan, Wylte, Lumigado, fluffhead35 DMD – Oqqsan, eMBee, Astronasty, Lumigado. Pupdmd - Frank H, HeartbeatMD VR – Sixtoe, leojreimroc, iaakki Table Rules – Apophis, iaakki, VPW Team. Shot Tester – gtxjoe Testing – Rik, PinStratsDan, VPW Team Installation Instructions =================== VPX 10.7 https://github.com/vpinball/vpinball/releases VPVR 10.7.3 https://github.com/vpinball/vpvr/releases/ FlexDMD v1.8.0 https://github.com/vbousquet/flexdmd/releases/ Windows 11 Crashing with oPlayer1 error? Go into windows11 apps>optional features>more windows features and check "media features" Riks Cabinet WIP Video PinStratsDan Desktop Video Rawds VR video: You can watch the film on Shudder, AMC’s streaming service; https://www.shudder.com/series/watch/blood-machines/033e95260abc2604?season=1
    520 likes
  7. Version 2.1

    12049 downloads

    Hey, pal, there’s a cover charge here! Welcome to the Big Bang Bar, the bangin’est place in the galaxy. We wondered, what table would be a good showpiece for some of the new lighting techniques that have been developed lately and BBB was a clear choice with amazing light shows. Plus, it’s just really fun. Have a drink, hit the mosh pit, and try not to get bounced! Your VPW Big Bang Bartenders Gedankekojote97: 3D rebuild and rendering with light mapper, nFozzy physics and Fleep sounds Apophis: Light mapper script integration, tons of script updates, table rebuild #savetheballs Rawd: New RGB VR room and VR cab setup Leojreimroc: VR backglass (image by HauntFreaks) ClarkKent: 2D and 3D assets, physics tweaks Jsm174: VPX standalone support Toxie: VPinMAME support Sixtoe: Table cleanup nFozzy: Improved alien animation VPW Testers: bietekwiet, Primetime5k, PinStratsDan, HauntFreaks, Wylte, H3RBSKIx, RetroG33k, Lukpcn, Colvert, TastyWasps, Smaug Special Thanks To Niwak for creating the amazing blender toolkit! Steely for the VR backbox hinge model and lava lamp code UncleWilly, Jimmyfingers, Grizz, and Rom, the original team that made BBB in VP9 and FP Ninuzzu and ClarkKent for their VPX conversion The VPX and VPinMAME developers. Without them the party would have never started Installation Notes: The download zip file includes the VPX file and a NV ram file. Place the VPX file in your Tables folder and place the NV file in your >VPinMAME>nvram folder. Version 2.0 Required Software: VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e
    512 likes
  8. Version 1.4.3

    19016 downloads

    "Don't you realize? The next time you see sky, it'll be over another town. The next time you take a test, it'll be in some other school. Our parents, they want the best of stuff for us. But right now, they got to do what's right for them. Because it's their time. Their time! Up there! Down here, it's our time. It's our time down here." The VPin Workshop members present The Goonies: Never Say Die Pinball! This project started out by adding physics and fleep sound to Hawkeyez88 pup-pack release. In doing so many scripting issues were found in the original table. We decided to not only fix the current table, but have added support for FlexDMD, new modes, ramps, shadows, playfield, sounds, ect. Pretty much every piece of this table has been touched, enhanced, and tested. This table is setup to work with the FlexDMD out of the box. You can disable the FlexDMD and enable the pupPack created by Hawkeyez88 by changing the options in the script. * Main table overhaul: fluffhead35, oqqsan * nfozzy and fleep: fluffhead35 * DOF: apophis * New playfield design: HauntFreaks * Playfield, image and lighting updates: HauntFreaks * Backglass: HauntFreaks * Droptarget Shadows: HauntFreaks * Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, apophis, wylte, fluffhead35, oqqsan, Nailbuster * 3d Inserts: oqqsan * flupperdomes : oqqsan * FlexDMD : oqqsan * Apron Primitives: oqqsan and Tomate * Ramp Primitives: tomate * New Toy Primitives Chester,coins,key: oqqsan * Scoring and game play enhancements: Rik, apophis, oqqsan * Testing: Rik, apophis, VPW team * Bone Organ Primitives: Tomate * Bone Organ Animations: oqqsan * wylte: Flasher shadows on ramp * Original pupdmd code: Nailbuster * Previous DMD animations: VPFiends This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version. Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds.
    511 likes
  9. Version 1.22

    14577 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
    508 likes
  10. Version 1.2.1

    11451 downloads

    The less you see, the more you feel. Never having heard of it, Wylte played the real machine in the wild and was instantly enamored. It happened to come up a couple months later in a discussion with Lumigado and Dapheni and that very night Wylte added nFozzy’s flipper tricks to Ninuzzu’s excellent recreation. From there it was supposed to be a very lite upgrade, but Skitso made the lighting look so good that Wylte had to learn every VPW trick (short of a full scan and render) to be worthy of it! Luckily he took his sweet time and other members were able to hop in and add even more (and fix his rookie mistakes). After releasing 1.0, Wylte bought the real machine! And then kept tweaking the VPX for a year... This VPW Table Tune-Up features: nFozzy physics, Lampz, Flupper flashers, Fleep sounds, Skitso lighting overhaul, 3D inserts, Roth targets, Apophis sling corrections, Rawd & Leojreimroc VR Room and functioning VR backglass, new art assets, new ramp models, physical table mesh, staged flippers, Dynamic Ball Shadows, Fluffhead35 RampRolling sound code. Project Lead The Specialist – Wylte Lighting See Me - Skitso, Wylte Physics Feel Me - Wylte, Apophis VR Touch Me - Leojreimroc, Rawd, Sixtoe Fixes Heal Me - Apophis, Sixtoe, Bord, Wylte Testing Pinball Wizards - Rik, Pinstratsdan, Darkstar, Smaug, BountyBob, nFozzy, Bietekwiet, PrimeTime5k, Rajo Joey, VPW Team Some specific contributions: Apophis – Flupper flasher domes, physical trough, new slingshot physics, teaching and fixing Wylte’s mistakes Tomate – New ramps, wood rails Sheltemke – Playfield and insert cutouts Sixtoe – Visual holes for targets and rollovers, VR stuff, Lots of fixes Darkstar – New apron texture HauntFreaks – New blinder texture, desktop background Thanks to the original author Ninuzzu The Champ, and contributors: Franzleo, Freneticamnesiac, Dark, Zany, Javier1515, JPSalas, GTXJoe, Shoopity, and Arngrim. And thank you to the VPX and pinmame devs!
    495 likes
  11. Version 1.0.2

    15832 downloads

    "When you play the Game of Thrones, you win or you die" Welcome to VPW's "Original" recreation of one of Stern's most complex machines. This project started with Skillman wanting to learn VPX and playing around reverse engineering the Stern SPIKE ROMs. Thanks to the detailed Youtube series by ChuckWurt the complete ruleset was documented, allowing it to be implemented in VBScript for this release. When the beta table was introduced to the VPW team they really took an interest in taking it to the next level, and what you see is the result of nearly a year of their work. This table requires VPX 10.7.2 and FlexDMD 1.8. Controls: - Access the Options menu with left+right magnasave during Attract mode - Use Right Magnasave during gameplay as the Action button - From the Options menu, change cabinet mode, LUTs, and presence of a "real" lockbar button - Access the Stern Service Menu with the service buttons to adjust standard game settings House VPW ========= Project Leader : Skillman Script/VPX : Skillman, Apophis, Oqqsan, Sixtoe, Daphishbowl 3D Rendering : Tomate, Niwak Graphics : Skillman, Tomate, Astronasty, Oqqsan, Sixtoe VR: Rawd, Leojreimroc, Sixtoe Testing: VPW Team
    492 likes
  12. Version 2.0

    13269 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
    485 likes
  13. Version 1.1

    15332 downloads

    Metallica Premium Monsters Table Tune-Up by members of VPin Workshop Discord. This was a long road for a table mod. Work started by EBisLit with brand new playfield 4 months ago. Playfield is now straighter than the one this had originally. This meant that the whole table had to be rebuild, so the table geometry is closer to the original table now. Added Flupper inserts, new flashers, Fleep sounds, latest nFozzy physics, some new textures, countless hours of tweaks and testing. Playfield: EBisLit Inserts: EBisLit nFozzy physics: Benji, iaakki Re-alignment: Sixtoe, iaakki Toys: Tomate Fleep Sounds: Benji Lighting: iaakki, Sixtoe VRRoom: Sixtoe, iaakki Miscellaneous tweaks: iaakki, Sixtoe, Tomate Testing: Rik, VPW team This release would not have been possible without the legacy of those who came before us including, most notably, HauntFreaks, Freneticamnesic, Sliderpoint, Byancey, Dark, Peter Docker. This is a mod of a mod of a mod, so thanks to all before us. Thank you to Flupper for 3D insert techniques. Thank you to Rothbauerw for nFozzy physics. UPDATE 106: We got some more feedback from Rik and EB how to make this play even more like the real cabinet. This ended up fine tuning slope angle, flip angles and various parameters of the table to make it a bit harder to play. LUT is now saving correctly. Tomate rendered better wireramps and Skitso finetuned lighting. Oqqsan made wheel image. Enjoy.
    478 likes
  14. Version 2.1

    13221 downloads

    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. Version 2.0 Required Software (Use 64-bit versions): VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e
    471 likes
  15. Version 1.1

    14335 downloads

    You Call This Archeology? - V-Pin Workshop proudly presents Indiana Jones the Pinball Adventure from Williams. v.1.1 - Fixed SSF sounds, updated physics, tweaked environmental emission, added LUT changer, numerous other fixes. See changelog for details. This table has been a WIP since before VPW started. The plastics were modeled fresh but most of the primitives are re-used from the Ninuzzu and Tom Tower’s prior version. Iaakki spent countless hours refining the multilayered inserts over the past year and a half, but when Brad1x offered to completely re-draw the playfield we knew we had to keep working on this table until everything was right. It was the first table where we tried to apply the light baking methods that G5K, Flupper, Bord and others pioneered. Waiting for the redraw meant progressing on other projects and preparing them for release, so this got put off for quite some time and it is exciting to finally get it out to finish the year off in style! Playfield Redraw - Brad1X Graphics / 3D Work - Benji, iaakki, Tomate, Sixtoe Scripting - iaakki, Benji, Apophis, Sixtoe Sound - Benji, Apophis, Fluffhead, iaakki Physics - iaakki, Benji, Sixtoe, rothbauerw Lighting - iaakki, Benji, Skitso, Sixtoe Shadows - Apophis, Wylte VR - Sixtoe, Leojreimroc Testing - Rik, PinStratsDan, CalleV, Astronasty/nicey & VPW team. VPW Mod based on Ninuzzu / Tom Tower v1.2 Thanks to destruk for original code, knorr and clark kent for the art resources, flupper for bumper caps & flasher domes models and VP Dev team for VPX! A video from Rik showing how to get to wizard mode for competition play;
    469 likes
  16. Version 1.4

    11850 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.
    468 likes
  17. Version 2.3.2

    17866 downloads

    This was a huge labour of love for the team. g5k and 3rdAxis had started a build and reached out to Sliderpoint who had also been working on an update. We joined together to make this recreation. This version is the version from my (g5k) cabinet that I maintain. I know 3rdAxis has been maintaining a VR version which has optimisation not relevant to cabinet and desktop users. If you are a VR user grab his, if you are a cabinet or desktop user this is the latest uncompromised version relative to the original release. F6 for the options (must have exclusive full screen off to set up these and then turn back on after setting your mods) and script options. Enjoy and please don't redistribute or use this for financial gain. Shoutout to Sliderpoint, hope you are doing well mate and ok. ps. Make sure you pickup the incredible colorisation as well on this site by NetzZwerg and WOB.
    466 likes
  18. Version 1.1

    13109 downloads

    Greetings Program! Tron Legacy LE Tune-Up by members of VPin Workshop . This one was supposed to, again, be just a fast physics update; "Yeah, we'll just do a quick 'add nfozzy physics to this' and get it out the door..." *a month later after everyone's tweaked every part of the table* "doh..." Turns out everyone is very fond of the table and wanted to join in, it might well get updated again in the future... especially if we can find a proper playfield scan (especially of the LE!) Loads of new stuff including new physics, ramps, acrylic protectors, flashers, lighting, inserts, sound and shadows, Enjoy! - nFozzy physics: Astro, Fluffhead35, iaakki, Sixtoe - Physical Re-alignment: Sixtoe - Playfield and Inserts: Sixtoe, Astronasty, iaakki - Ramp & Ropelight Primitive Update: Tomate - Fleep Sounds: Fluffhead - Flashers and Lighting: Sixtoe, iaakki, Hauntfreaks - Shadows: Wylte - Acrylics and Plastics: Sixtoe - VRRoom: Sixtoe (Minimal Room), Rawd (Fancy Room), leojreimroc (3D Backglass) - Misc Tweaks: VPW Team - Advice / Real Machine Comparison: G5k - Testing: Rik & VPW Team '0.00 - Astronasty - Added nfozzy physics, rubberizer aand target bouncer code. '0.01 - Sixtoe - Physical object table rebuild including missing rubbers and objects, flupper flashers added, nfozzy physics table objects added on layer 9, realigned some visual table objects, some other tweaks, cut lights to VR cabinet dimensions. '0.02 - Sixtoe - Significantly adjusted all collidable objects, filled holes, added missing rubbers in shooter lane and above pop bumpers and removed certain things. '0.03 - Fluffhead35 - Completed Nfozzy Physics. Added new targetbouncer logic, added 2nd rummberizer function for flippers, added coil rampup, fleep sound '0.04 - Fluffhead35 - Fixed typo in Class_Initialize in myTurnTable class '0.05 - Wylte - Dynamic Ball Shadows, Spotlight tweaks '0.06 - iaakki - Ball image update, FastFlips changed, Alternative TargetBouncer added as option 2, Left orb return fixed '0.07 - Wylte - Fixed spotlights not being in GI -_-" '0.08 - iaakki - Right outlane fix, all lights moved to use NF Lampz, GI redone, some insert prims, textures and materials imported, TargetBouncer values tuned '0.09 - Scrapped '0.10 - Sixtoe - Insert prims set up (still WIP, need some new textures), slings redone (still WIP), disc texture touched up, some table prims edited, maybe other tweaks. '0.11 - iaakki - added one missing insert texture. Fixed some other insert textures. '0.12 - iaakki - new PF and insert text images added, positions fine tuned, adding lights to lit the texts properly. Adding fXXTOP flashers to inserts to light the text properly '0.13 - iaakki - saved insert text layer on PSP and it fixed the edges, now all insert Z's are at zero '0.14 - Astronasty - Added new PF/inserts images with recognizer cutout. Shifted end of ramp stop to make ball bounce back more. '0.15 - Sixtoe - Added disc overlays to their inserts and changed insert primitives, redid most of the ambient insert lighting, added text flasher overlay to most inserts, messed around with light colours, added optional aftermarket acrylics, tweaked some stuff, probably other things... '0.16 - tomate - Added plastic ramps prims with some fixes and new textures, POV fixed, night/day cycle reduced a bit '0.17 - Astronasty - Actually changed the POV, commented out blue flippers and added white one, added new PF with yellow top lanes. '0.18 - iaakki - reworked some GI areas so they don't affect inserts that much. Adjusted Tron inserts and some other inserts. '0.19 - Astronasty - New PF and insert PNGs to try to reduce jaggies. '0.20 - tomate - Right ramp beginning fixed, ramps metal plates fixed, left VPX ramp cap fixed, LED strip prim and VPX fixed to match the new ramp shape, Astronasty's improved playfield placed '0.21 - Fluffhead35 - Added in option for original target bouncer alongside new one '0.22 - Messed with GI more, split out lighting so that's easier to mess with now, added missing rubber. '0.23 - iaakki - fixed some lights and code. Made that top flip shot possible. Targetbouncer fiddled once more. '0.24 - iaakki - cabinet mode improved, flipper strength to 2900, FlipperCoilRampupMode default to 1, Wall54 fixed so orb feels better. Green insert off materials done, inserts 51-53 done '0.25 - Sixtoe - Added discs back on playfield, added color corrected slings, adjusted flynn kicker, adjusted height of acrylic walls, fixed VR depth bias issues (argh!), added LE rubbers (White) with switch, hooked up flynn sign to GI, flasherbases adjusted so they're rotated correctly. '0.26 - HauntFreaks - GI tweaks '0.27 - Wylte - Added fading materials to spotlight shadows, tweaks to cutoff. Attempted to add a toggle, but I don't know Lampz well enough yet '0.28 - iaakki - Adjusted SW7 and SW8 collidables, adjusted Wall61, double checked default options '0.29 - Sixtoe - Hooked up acrylics to GI, fixed f129a floating, fixed primitive32 sunken plastic, fixed rear flasher flares so they're correctly aligned, moved spotlight shadow prims so they're hidden in vr, set some solid prims to disable light from below, fixed some metals material & texture issues, changed height of shadows to stop z clashing, fixed rear right vr cabinet foot normals, tweaked GI on left inlane to better match right side and stop blowing out left sling plastic as much. '0.30 - apophis - Fixed spotlight shadow error. 'v1.0 - Sixtoe - Tidied up for release, changed VR backbox shape. ' ' We thank the previous friends of TRON (Apologies if we have missed anyone) ' G5k: Playfield, plastics, ramps and other graphical improvements, new arcade primitive, modified ramp primitives, Lighting, material and physics adjustments and general trial and error adjustments. ' DJRobX: Updated physics and code to bring table inline with VPX 10.4 routines, ROM-controlled GI and PWM flasher support. Merging changes between existing tables. Fastflips hardcoded.. ' Sixtoe: VR conversion, table mods and tweaking. ' ICPjuggla, freneticamnesic: Original VPX Table (V1.3f) ' 85Vette: Original VP9 table ' Rom: Original FP table ' TerryRed: PinUp Player original mod removed (to work with Pinup proper May 2018 onward) Table is a standard VPX table now. Ball Controller Mod added. ' Dozer: Fixed recognizer and disc turntable movement (not all light mods moved to this version) ' RustyCardores: Surround sound mod, new sounds added (where there were none) ' Hannibal: Lighting and graphical improvements ' Draifet: Physics and graphical improvements ' HauntFreaks: Graphical and material improvements. -- End Of Line.
    461 likes
  19. Version 3.0

    11009 downloads

    "One More Time…" This was one of VPWs first projects a few years ago after Brad1X had done a complete vector re-draw of it. At the time we released it with a lot of added dirt and scratches, but we always wanted a version a bit more cleaned up. In addition to new toolkit lighting, it has had a physics overhaul, and a very detailed Fleep sound pass with the sound package used in Bride of Pinbot (a table from the similar era). This update was driven primarily by Benji who did a great job updating the project with blender toolkit. Thanks to Apophis for his various scripting help and tutorials getting movables to work, Rothbauerw for various helps, Tomate for modeling new plastic ramps, Mcarter for all the script-side updates (especially Fleep sound package), Iaakki and MrGrynch for scripting support. Special Notes: VPX 10.8 Beta 7 (or higher) required for this table. This table also takes advantage of a new options page feature in 10.8, accessed via F12 key. The 3rd page in this menu has table specific options including some sweet mirrored side blades. These are disabled by default because they come at a decent performance cost, especially if you are playing in anaglyph or VR. The ‘Day/Night’ setting here is also where you will adjust the table brightness (not to be confused with the same functionality of old Day/Night slider). This project is dedicated to Brad1X who has done a few amazing re-draws for us and this is his favorite pinball table! All Logos, Copyrights and Trademarks are property of their respective owners. PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION!
    456 likes
  20. Version 1.1

    13082 downloads

    It's a long way to the top if you wanna rock n' roll! This mod started out as a simple collaboration between Hauntfreaks and Fluffhead35 to add new physics and VR room ended up as so much more. This table has had the bell code completely reworked by Apophis to work more like the real table. The playfield has been tweaked by none other than nFozzy himself to be more in line with the blueprint. He also fixed the right and left ramps to be true to the real table. nFozzy has graced this table with his experience to make it table amazing to play. This table was a mod of Sixtoe's AC/DC VR Room, where we made it a hybrid table. Fluffhead35 - Fleep, nFozzy physics, dynamic shadows, drop target code and new drop targets, 3d inserts, added new flipper bats, lighting tweaks, added Lampz code, adjusted nudge HauntFreak - Added new VR Room, Lighting Adjustments, Playfield Shadows Sixtoe - Original VR, Lighting, separated out horns on the train, many more he could not remember. Fixed right ramp, fixed bumper flashers. Realignment and prettying up rubbers and stuff. Apophis - New Bell Physics, scripting, guidance nFozzy - new collidable ramps to fix the shapes of them, moved top hole variance, bell metal/orbit metal tweaks, playfield reshape to correct dimensions. implemented ramp protectors, blank sidewalls, ramp stickers, adjusted bell position. Tomate - New visual ramps Retro27 - VR Room / Cabinet Reworked, New DMD Decals, Start button, tournament mode lights added. Adjustment to Instructions cards, added new render mode for VR Schlabber34 – reworked drop targets and other objects in blender for use in table. Bietekwiet, PinStratsDan, BountyBob, VPW Team - Beta testing! Many thanks to the original team who built this table from the ground up: ninuzzu, DJRobX, dark, tom tower, knorr, rysr, Peter J and Javier. And thanks to the VPDevTeam for the freaking amazing VPX.
    442 likes
  21. Version 1.3

    10697 downloads

    Landers, Mutants, and Bombs… Oh My! The VPin Workshop presents the classic pinball from the late great Barry Oursler, based on the classic arcade game of the same name, DEFENDER. Once we tracked down the beautiful playfield and plastics scans of this rare machine, building the table from the ground up was inevitable (and fun). Defend those poor Humanoids from Landers and from becoming Mutants… Avoid the Baiters, destroy the Swarmers, and Warp yourself into victory! Apophis - Project lead, scripting, Roth/nFozzy physics, Fleep sound effects, Flupper 3D inserts Bord - 3D models and rendering Uncle Paulie - VR Room Jutsuka - Asset research and testing G94 - Playfield and plastics scans Scutters - FlexDMD Option Primetime5k - Staged flipper updates Cliffy - Desktop view updates Jsm174 - Standalone updates VPW Team - Testing Version 1.3 Update Notes: Enable the new FlexDMD by setting UseFlexDMD=True at the top of the script All other table options are in the Tweak menu (Press f12) Required: FlexDMD 1.9.1: https://github.com/vbousquet/flexdmd/releases/tag/1.9.1 Recommend: VPX 10.8.0 RC2 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1934-9bb99ca This release would not have been possible without the legacy of those who came before us. Thank you!
    438 likes
  22. Version 1.1

    11237 downloads

    Engage! VPW are proud to present a table tune up of Knorr and Clark Kent's version of Star Trek the Next Generation from Williams. Although already great, we've added updated nfozzy physics, added some fleep sound whilst keeping the original recordings from the real machine, added the full VR room suite from Rawd and Steely, updated Sixtoes VR cabinet with Leojreimroc making a fully functional backbox in VR and lots of other tweaks and fixes along the way. The table now plays even closer to the real thing and we hope you enjoy it! VPW Mod v1.0 ============ Project Lead - fluffhead35 VR Holodeck - Rawd/Steely VR Work/Backglass - Sixtoe/Leojreimroc Tweaks - ClarkKent, Apophis, Sixtoe ============ v01 - fluffhead35 - Added Flipper Triggers, Rubbers and Posts, Bumpers, slings, flipper, and table physics corrections. Adding in fliper and physic damperner code. - Adding in materials for all code v02 - fluffhead35 - Added Fleep sound v03 - fluffhead35 - finished Fleep sound and fixing upper flipper, changing flipper polarity to early 90's and later. Added Sling correction. Increased plunger strength. - Added logic to stop ball rolling sounds in subways. Set FlipperCoilRampupMode to 2 v05 - leojreimroc - Imported Rawd's Holodeck VR Room. Adjusted Laser barriers for VR. v06 - fluffhead35 - fixed flipper triggers. Rubber thickness fixed on upper flipper. Increased flipper hit sound level. Updated sling rubbers to use bottom corner for post pass. v07 - clarkkent - deleted zCol_Rubber_Sleeve008, RubberPost4, SubwayScoop_Prim v08 - fluffhead35 - Made Posts for post pass collidable, adjusted flippers to be in line with guide. Adjust playfield friction to .15. Adjusted sling posts physics for post pass. v09 - apophis - Added new playfield mesh. Increased speed of slingshot animations. v10 - Rawd - Added ClarkKent Cabinet artwork, some VR fixes and tweaks v11 - leojreimroc - Implemented Iaaki's flasher code to all solenoid flashers. Fixed a few flasher positions that were past the cabinet. Implemented VR Backglass lighting. v13 - fluffhead35 - Added new ball launch sound to help prevent high bass sounds. Adjusted size of sleave and physic materials of start mission scoop. Removed ball dampening triggers. v14 - fluffhead35 - updated the sling posts for post pass based on clark kents suggestions. Changed Table difficulty to 56. Added option to switch if ball launch should have bass lowered. v15 - fluffhead35 - Set default wire Ramp sounds to be from clark kents samples. Added option to use the other samples if user wants. Changed ball out to brighter ball. Turned off flipper corrections on upper right Flipper. - Changed environment emission image to be shinyenvironment3blur4. Adjusted gi around inlanes and inline insert lightings. 15d - set the falloff of gi lights to 5. Set the day night to 1, set environment lighting to black, adjusted warbird material, adjusted lighting around upper lanes. Adjusted some random insert lighting. Adjusted ramp friction based on clark kents suggestions. 15e - changed elasticity and scatter of sw57 to give ball more random bounces and goes down inlanes based on BountyBobs testing 16 - fluffhead35 - merged in nfozzy changed to init throughts at game start as well as using new flipper physics. Removed target bouncer from sleeve in start mission scoop. Lowered bumpercap3 from 25 to 20. Added TargetBouncer to Targets_hit 17 - Sixtoe - Added VR logo back in, hooked up cannon light primitives to lighting system, cleaned up script
    435 likes
  23. Version 2.3

    16784 downloads

    Welcome To The Future! (v2.0!) VPW are very proud to present Total Nuclear Annihilation V2.0! This project started in April '21 when EBisLit obtained a full set of new plastics for TNA for scanning, and gtxjoe started updating the script of the original v1.0 release with numerous fixes and rolling in both nfozzy physics and fleep audio, supported by Scott Danesi who provided the original DMD media, TNA light animations and sound effects. Over the next 2 years the table was worked on by a number of people in the community changing and updating nearly everything, bringing it as close in line with the real table as possible, including programming the light shows and now using the original machines video. What you see is the culmination of thousands of man hours of development, we're super happy with it, and hope you will be too! (and yes it's meant to be that hard!) TABLE MUSIC =========== This VPX table **does not** come with the TNA soundtrack. For the full music experience, you will need to BUY the TNA Album and possibly convert the songs from FLAC format to mp3 format with a tool like this: https://www.freac.org/ It is available here: https://www.scottdanesi.com/?download=scott-danesi-total-nuclear-annihilation-flac-audio After buying them rename all mp3 files to TNA1.mp3 through TNA10.mp3 (Scarlet.mp3 is not used) Place the tracks in the \Visual Pinball\Music\TNA folder, then you must find and set bMusicOn to true in the script like this: Const bMusicOn = True and then you can disable the TNA message by setting Disable_TNA_Message = True Please show Scott Danesi your support and thanks for creating an awesome pinball game and for making the music available for us to buy. This release is fully compatible with the old release for anyone who purchased the soundtrack for that. PinUp Player *Now Required* =========================== ** Download the Pup Pack from the Download button on this page! *** Pinup Player 1.44 or higher is required. Install files and setup guide can be found here: http://www.nailbuster.com/wikipinup/doku.php?id=install_guide ● PuP-Pack folder "tna" needs to be copied to your PUPVideos folder. ● Windows "Text and Scaling" / DPI must be set to 100 for ALL your screens! ● your "PuP Backglass" display needs to be a proper 16:9 ratio (such as 1920x1080) ● if you have a dedicated 3rd LCD screen that is 16:9 ratio or full size (similar to the real TNA cabinet), ● then your Pup "FullDMD" display must be positioned on that 3rd screen and at 16:9 ratio (1920x1080, 1366x768, 1280x720,etc) ● it's VERY important to have the PuP Backglass and PuP Music displays at proper 16:9 ratio, or the text will NOT display correctly ● the pup displays can be configured with the PinUpPlayerConfigDisplays.bat There are 4 PuP-Pack options (depending on your cabinet / setup): Navigate to the; PinUPSystem\PUPVideos\tna Directory and double click on the option you will be using to set up PuP properly. Option 1 - PUPDMD on the Backglass. For those who don't have a dedicated fullsize 3rd monitor / TV for the PUPDMD text and videos. Option 2 - PUPDMD on the Backglass with B2S. Same as above, but setup to allow the 4 player score from the directb2s to show on the bottom. Option 3 - PUPDMD on a Fullscreen (similar to a modern Stern or TNA cabinet). Display the PUPDMD and Text on a 3rd dedicated 16:9 fullscreen. This option allows you to also view the entire TNA Backglass at the same time. Option 4 - VR or Desktop. This is to display everything on one screen for both desktop and VR users. DOF CONFIG ============ If you use DOF in your cab, be sure to download and update to the latest config files. CREDITS ======= GTXJOE: VPX Table Lead Pinballfan2018: PUPDMD iaakki: Scorbit, Lighting, Scripting, and more Fleep: Mechanical sound engineering, processing and scripting, drop target animations hawkeyez88: Pup help RetroG33K: Pup help daphishbowl: Pup and Gif animations help leojreimroc: VR room and backglass apophis: Physics updates, script help Sixtoe: VR Cab, VPX layout, Acrylics, Playfield Redraw, Apron and More. Astronasty: Graphics help BorgDog: Apron photos, checking gameplay against his real machine Stat: DirectB2S backglass EBisLIt: TNA plastic scans Arelyel: Pup screen support redbone: Plastic and Playfield adjustments WildDogAracde: Mechanical sound effects recordings Morttis: TNA MOD V1.6 update (Graphic updates) trochjochel: PuP Media Help Joey Beaulieu: PuP Media Help HiRez00: PuP Media Help NailBuster: Pinup Player, PUPDMD Thalamus: RBG light data help VPW and VPC beta testers VPX Dev Team: Visual Pinball SCOTT DANESI: Providing all the genuine DMD media and table sound effects from the amazing Total Nuclear Annihilation "real" Pinball game. And the kick ass music!
    434 likes
  24. Version 1.1

    10268 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.
    431 likes
  25. Version 2.0

    12265 downloads

    In this world, the bad guys can win! Tomate brought this table to life with great playfield and plastics images, and of course top notch 3d modeling and rendering. Sixtoe completely rebuilt the bones of the table. Flux and Apophis worked some code magic to bring it to life. Leo delivered the VR backglass. This is surely our most graphically demanding table thus far! Make sure to check out the in-game options menu by pressing both magnasave buttons at the same time. Enjoy the show! VPW FILM CREW Tomate - 3D modeling and rendering, playfield stich. Cinematographer/Director. Apophis - Toolkit script-side integration. Physics, animations. Crane operator. Sixtoe - Table-side full scratch build and scripting. VR room. Set construction. Flux - Toolkit integration and support. Script editing. Leojreimroc - VR backglass. Gaffer. Testers and Stunt-Doubles: Bietekwiet, PinStratsDan, Wylte, Bord, Colvert, Primetime5k Based on previous work by: javier1515 (Original Author), ninuzzu (logic assignments), knorr (crane animation), dark (crane model) Version 2.0 Required Software (Use 64-bit versions): VPX 10.8.0 RC3 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1947-3b3f101 VPinMame 3.6.0-929 or later: https://github.com/vpinball/pinmame/releases/tag/v3.6.0-929-8c5f83e B2S Server 2.1.1 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.1
    423 likes
  26. Version 1.2

    11424 downloads

    "Of all the VPW tables in the world, this is definitely one of them!" VPW are proud to present our 50th Machine! This project started when HiRez brought a fantastic collection of artwork into the workshop that he'd done for the table in January 2022. Sixtoe had previously converted an older version to VR and was aware of number issues with existing mods that would need a lot of work, and said it's probably be best to start from scratch but didn't have the time and the project went on hold. Fast forward to July 2022 and Niwak was looking for a machine that had coloured ramps (among other things) to experiment on with the then prototype toolkit, so Sixtoe scratch built the table whilst niwak built the table in blender. The table was then worked on intermittently as toolkit experiments took place over the next year. Whilst this happened MrGrynch had been working on a new vastly improved version of AltSound called G-Sound (which has now been included in VPinMAME 3.6) and iDigStuff made a fantastic new G-Sound module for Guns N' Roses so we wanted these to launch at the same time and now here we are! Thanks for all your support over the past 3 years and all the nice comments, we hope you enjoy this latest release! VPW Roadies =========== Niwak - Rendering Magic Sixtoe - Table Wrangling HiRez00 - All Artwork & Redraws iaakki - Tweaks and support leojreimroc - Animated VR Backglass. Apophis - Tweaks and support. Tastywasps - VR Room & Guitar. Primetime5k - Staged Flipper Support. Hauntfreaks - Backglass images. Flupper - Rendering Support and Advice Testing - VPW Team THIS RELEASE NEEDS AT LEAST VPX 10.8 BETA 5 https://github.com/vpinball/vpinball/releases THIS RELEASE ALSO NEEDS AT LEAST VPinMAME 3.6 https://github.com/vpinball/pinmame/releases (it's recommended to get a newer build from github actions though) TO USE THE OPTIONS MENU IN GAME YOU NEED "FlexDMD" https://github.com/vbousquet/flexdmd/releases
    423 likes
  27. Version 0.98

    7362 downloads

    "Glass? Who gives a shit about glass? Who the fuck is this?" ⚠️WARNING: This machine is rated R and there is no family friendly mode... It's been quite the ride, but Die Hard Trilogy is finally here. From the bullshit mind of Astronasty comes five modes, three multiballs, two wizards, and a partridge in a pear tree. Choose to DIE HARD or DIE HARDER and find the best way to run up your score, but choose your plan of attack wisely, you can only complete the modes once. Featuring work by some of the most talented Vpin authors ever assembled. Cutting edge visuals are going to blow you away! Yippie Ki Yay MOTHERFUCKERS! NEW‼️ Automatically post your high score to the Die Hard iScored Leaderboard by enabling at the top of the script. Be sure to enter a unique cab name. DESIGN TEAM: Game Designer: Astronasty Layout: Dapheni, Astronasty PupDmd Design: Scampa123, Astronasty, Nailbuster Coding: Wizball, Oqqsan, Fluffhead Light Shows: Oqqsan Blender Work: Flux, Gedankekojote, Cyberpez VR Room: Rawd Backwall Mirror: Iaakki 3D Model Assistance: JoePicasso Original Artwork: Astronasty Sound Design: Frisco, Scampa123, Astronasty Monthly Leaderboard: iScored Dan, Nailbuster, Scampa123 Emotional Support: Rik SPECIAL THANKS: Apophis - Did a little bit of everything. Niwak - Toolkit magician. NailBuster - PupDMD magician. Sixtoe - He was around. JoePicasso - Makes me want to be a better man. Fleep - Dem soundz tho. Flupper - Godfather of rampz. NFozzy - Wizard. KetchupJonMustard - Endured hours of me bouncing ideas off of him at work. TerryRed - My go-to source for bitching about stuff in DMs. Manu - Made us make the game more betterer. Hawkeyez - Having the eyes of a hawk. RetroG33K - Reasons redacted Scott Danesi - LIONMAN! TryToTilt - Didn't do shit. Testers: PinStratsDan, Bietekwiet, MPT3K, OutsiderArts, KetchupJonMustard, Dom, Rick, Shaggy, Nesta78, and the rest of the VPW Jellyfish. EXTRA SPECIAL THANKS: To the V-pin community: Thank you for giving me an outlet for my creativity. I've never felt more motivated to create and I am beyond grateful for the team that helped me turn my ideas into (virtual) reality. I hope you enjoy our countless hours of work. ❤️ Astro REQUIRED: Visual Pinball 10.8.0 beta 7, 64-bit (or later): https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1807-39824d6 Pup Framework v1.5 beta 3 (or later): https://www.nailbuster.com/wikipinup/doku.php?id=pinup_upgrade_v15 Pup Pack: https://mega.nz/file/69MBzJDR#uG_lUhuvuCySANQc5EE7UkQTXNY4bf48UgtYh5RhIss PLEASE NOTE: Yes you need 64 bits, goddamit. Welcome to the party, pal. Don't forget to run the appropriate BAT file in the DieHard pup pack directory for your particular screen setup. All game options can be adjusted by pressing F12 and then left flipper button during the game. Press start button to save your options. If you have a cab and you want the full experience, please refresh your DOF config files. If you have some stuttering try: (a) Disabling real time protection. (b) Disabling the mirror in options. (c) Limiting texture sizes to 3k.
    421 likes
  28. Version 1.2

    10500 downloads

    "The Meanest, Greenest Game on the Street" The Godzilla pinball machine was released in August 1998 by SEGA. The game is based on the Godzilla movie released earlier that year by TriStar Pictures. Godzilla was the last pinball machine manufactured by SEGA before shutting down their pinball operations. This virtual project started out with incredibly detailed specifications of the physical and visual dimensions of the SEGA machine from EBisLit. Of course, who can turn those specifications into gold? Mr. Sixtoe himself, the grandmaster of blueprints, schematics and more. Next some initial scripting / foundation objects were added by TastyWasps and Apophis which leads into the STUNNING blender toolkit 3D renders from Tomate which highlights the massive Godzilla sculpt in this table that may be one of the largest sculpts ever made in pinball history. The tail end of the project (no pun intended) consists of laborious detail into each aspect of the machine to play as close to the real thing as possible with help from EBisLit's experience and other play testers' input. The collaboration of so many passionate authors, creators, scripters, artists, testers, etc. have truly made this project come to life in the digital medium. VPW TEAM -------- TastyWasps - Project Lead, nFozzy, Fleep, toolkit script-side integration, VR room Apophis - Project Lead, toolkit script-side integration, various scripting tweaks, mentoring Tomate - Graphics modeling and rendering Sixtoe - Table full scratch build and various scripting, VR support Iaakki - Scripting tweaks EBisLit - Playfield, plastics, inserts & 3d scans with measurements ClarkKent - Playfield Stitch Niwak - Blender Toolkit HauntFreaks – Backglass image Testing - PinStratsDan, BountyBob, Bietekwiet, Studlygoorite, Smaug, Bord, VPW Team Toxie - VPX and pushing out the newest 10.8 as a beta so we could release. Also, a big thanks to the original SEGA team for the original Godzilla pinball machine.
    420 likes
  29. Version 1.2.2

    15431 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.
    420 likes
  30. Version 1.0

    8998 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
    417 likes
  31. Version 2.0

    7121 downloads

    The park is now open! Feast your eyes on this marvel of a table. After modding older version of this table Gedankekojote97 finally decided to buy the real machine, and then he meticulously 3D modeled and recreated this table from scratch. Apophis brought it to life by scripting together the lighting and mechanisms. And Rawd developed another totally immersive VR environment for us all to enjoy. Do you have what it takes to be a Tycoon? VPW TYCOONS Gedankekojote97 - Scratch table build, 3D modeling and rendering, Sound effects, Rollercoaster operator Apophis - Scripting, physics, Ride mechanic and janitor Rawd - VR Room and scripting, Cotton candy and funnel cake maker Testing - Bietekwiet, Eighties8, Benji, JLou, PinStratsDan, Studlygoorite, DGrimmReaper, AstroNasty, TastyWasps, iDigStuff, HauntFreaks, Wylte, ClarkKent, Primetime5k, Somatik
    410 likes
  32. Version 1.0

    7690 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
    407 likes
  33. Version 2.1.4

    10842 downloads

    I Added the VR conversions to Apollo 13 last year (2020), the version of the table that was modified was done by Balater (Thanks for the permission to mod!), originally done by Herweh, Fransisco666, and 32assassin. Over time several authors worked on the early versions of that table including, Thalamus, JP, DJRobX, Rothbauerw, Amgrim, ClarKent, Chucky87, agentEight6, and Bigus1. I also used the dark image from chucky87's backglass file and imported into the table for use in VR. That mod done in 2020 had several updates specifically for VR, and other light mods. Sixtoe assisted at that time as well. Also, Retro27 added a topper and a few other VR updates and I animated the backglass for VR as well. Since that time I added several more updates, including nFozzy and Roth physics and flippers, Fleep sounds, several physics updates to the table, slings, and bumpers. A few other modifications were done as well to the sounds, playfield, and other adjustments. Thanks to Bord for posting tutorial videos. Also thanks to the VPW team for their help and examples. I also added dynamic shadows done by Iakki, Apophis, and Wylte. The latest update, Version 2.0, includes so many fixes and updates. I've corrected the number of balls coming out of the rocket during multiball, as well as the rocket timing, and subway trough. The ramp behind the moon now works for the orbiter and moon gravity missions, the trap door for the 8-ball lock is animated, fixed the slings, and added holes under the sling movements. Also the left spinner lane didn't send the ball into the upper saucer. That is now corrected. I've also added 16 switchable LUTs. Then, several members from the VPW team jumped in and made this table so amazing. What a great group! Thank you all! oqqsan: Added Flupper dome lights and flashers. Also fixed the ball stuttering when the moon rotated with the ball. Tomate: created new ramps and textures (they look so real!) Also wire ramps, posts, gates, apron, missing materials in some screws, and other stuff. Skitso: redid the GI lighting, spot lights and inserts. Also warmed the LUT a bit. Sixtoe: Did some visual updates to the ball, moon, rocket, and plastic ramp Apophis: Updated the playfield image for alpha cutouts for Lampz inserts. Added Lampz code, and new inserts. Updated some flipper nudge physics. Corrected the triangularization dynamic shadow effects, removed the subway ball shadows, and lowered the number of dynamic sources. Sheltemke: Provided an updated translite image for the backglass. It's now included in the VR version, and Wildman created a new b2s file. Also, modified the text on the inserts to a text flasher to make it more readable. RIK, Fluffhead35, Lumi, and Wylte all tested and provided feedback. Wylte: Updated the ball shadow code to not turn on when in subways, and other optimizations. Also modified for better performance. Separated dynamic and ambient ball shadow options, and added lockbar key as plunger alternative. This table is a hybrid release, so it will work on desktop, cabinet, and VR. OPTIONS: Options can be selected in the script to change to desktop, cabinet, or VR mode. For VR mode, there's an option for two different room environments, and to add a clock on the wall. Also... VR users... the Dynamic Shadows performance issue has been corrected. However, if you still experience performance issues, you can turn off dynamic shadows or ambient shadows or both in the script. Anyway, I hope you enjoy! And thanks again to Balater, retro27, Sixtoe, oqqsan, tomate, skitso, apophis, sheltemke, RIK, Fluffhead35, Lumi, and Wylte, and the entire team of authors that have contributed to this table over time. If I missed anyone in the credits, let me know, and I'll add, as I don't mean to miss anyone.
    405 likes
  34. Version 1.02

    7682 downloads

    It's Dine Time!!!!! The VPin Workshop presents an update to Flupper's amazing Diner Table. Fluffhead35 - Project Lead, Scripting, Roth/nFozzy physics, Fleep sound effects, Flupper Domes, Dynamic Shadows, insert lighting, Roth DropTargets, apophis slings Leojreimroc - VR Room, Animated Backglass, Desktop DMD Skitso - Update GI, LUT, Textures, Inserts, and Ramp materials Apophis - Various Lighting suggests, fixed insert alignment and DINER Inserts Sixtoe - Ramp Adjustments and VR Adjustments Iaakki - Flipper Primitive and Angle Adjustments and Solved ball getting stuck on Left Ramp Rawd - VR Testing and added that amazing Burger and Fries object Rik - Testing and gameplay knowledge PinStratsDan, VPW Team - Testing If you are using Blacksad's great backglass (see below) then you can enable its cool feature by going into the vpx script and setting EnableBlacksadBackglass to 1. A big thanks goes out to Flupper for allowing us to update this beautiful table and to all that came before us... Diner by Flupper Based on VP9 version by Tamoore which was based on Pac-Dude's version Playfield redraw by Bodydump Plastics redraws by Ben Logan Several plastics photos from George standup target by Dark many sounds from Knorr's sound package testing by Clark Kent and Ben Logan Shadow ball code by Ninuzzu RIK's Video
    405 likes
  35. Version 1.1

    9236 downloads

    Join the Cirqus! Many peoples favorite table, this started as a "lite" internal update by HayJay just to bring the physics and sound up to date, but then as everyone likes it people just chipped in with bits and pieces and it went from there VPX 10.8 and VPinMame 3.6 Required Update to Cirqus Voltaire by Knorr, ClarkKent, Randr, Dark & Sixtoes VR Room Version VPW Clowncar =========== HayJay: Project Lead, nFozzy/Rothbauerw physics, Fleep Sounds, Ramp rolling sounds, various fixes. Sixtoe: VR room, rebuilt physics objects, numerous tweaks, some texture and lighting rework, project support and guidance. Rothbauerw: VR Backglass physically working rebuild, physics and script wizardry, general assistance and tech support. Leojreimroc - VR backglass lighting, PWM flashers, Flupper domes. ClarkKent: Various new HQ textures, new backbox rear transfer, lock ramp adjustment. Apophis: Project guidance, inlane cradle collision code, script support. Iaakki: Solutions expert, script support. RobbyKingPin - Project support and guidance. Wylte: Script support. Tasty Wasps: VR flipper button animation fix. PinStratsDan: Various advice for improvements. jsm174: VPX Standalone support. VPW testing: PinStratsDan, Studlygoorite, BountyBob, TastyWasps, Shaggysrsg, RobbyKingPin, Fluffhead A big thank you to Knorr and ClarkKent for allowing us to update this table.
    403 likes
  36. Version 1.2

    9376 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!
    402 likes
  37. Version 1.03

    35806 downloads

    Halloween 1978-1981 (Original 2022) VPX UPDATE: Halloween 1978-1981 (Original 2022) 1.03 - - - - - - - - - - - - - - - - After extensive play in a tournament last week, a couple of small bugs were discovered: - Some lights not lighting up in order: FIXED - Multi-ball activation not fast enough: FIXED - Some repeat audio callouts on the drain: FIXED You ONLY need to download the table itself for this update. No other files were edited / changed. Thank you for all the comments, reviews and beer support! Apophis and I much appreciate it! - - - - - - - - - - - - - - - - BACKSTORY: - - - - - - This table is solely based on Halloween (1978) and Halloween II (1981) with a small reference to Halloween III (1982) Halloween 2 is one of the greatest movie theater experiences in my life! I was 11 and saw it in the theater after seeing the original Halloween (1978) on the original NBC broadcast (edited of course). The movie audience went absolutely nuts during the whole movie and people were screaming, running out - and when Loomis blows up Michael Myers at the end of the movie, everyone cheered - until he came walking out of the fire - and they started screaming "OH SHIT!!!!" I will never forget that experience! - - - - - - I started this VPX table back in 2018 with Xenonph about a month before the Halloween 2018 remake was gonna come out in movie theaters ... and I got about 80% done with the skills I had at the time which was basically a re-skin with some sound and music added. Then I went to see the 2018 remake of Halloween and absolutely hated it ... Fucking Blumhouse Garbage! I was so disappointed in the 2018 remake that I lost interest in finishing this table all together ... Cut to 4 years later ... After several years of medical issues / problems, and life and work taking up most of my time ... I decided to take another look at my table I had done about a month ago. I showed my progress to Apophis and he urged me to finish it in time for this Halloween season - because he thought is was a decent start and worth finishing. Since I starting using / learning VPX 2018, I have learned a lot more about making / modifying tables ... and between Apophis and I, we completely rebuilt the table it was originally based on (Medusa) replacing every single part on the playfield, re-writing 99% of the script, AND added a slew of new features, effects, and actions to it to basically now be able to call this table an ORIGINAL, and not a re-skin anymore. No detail or addition to this new table was added without serious thought put forth, and wouldn't enhance / add to the overall gameplay. Everything was approached with the "let's make it the BEST it can be!" attitude. If Apophis had not urged me to finish this table, or dedicate the time he did to work on this with me ... this table would never have seen the light of day - nor look / play as well as it does. And for that I am truly grateful. You can expect to see more great things come from the two of us collaborating in the future. As you can guess - this table took a huge amount of our time to create and make as perfect as possible - PLEASE SHOW YOUR SUPPORT BY USING THE LIKE BUTTON, COMMENT OR REVIEW, OR BEER US! So - without furthers a-due: "It's TIME, Michael! BOOM!" NOTES: - - - - - There are multiple ways to gain serious points on this table, SKILL SHOT, MULTI-BALL, BONUSES, and EXTRA BALL! Be sure to READ the RULES for the table by pressing and HOLDING the RIGHT magnasave BEFORE starting an actual game. TABLE OPTIONS: - - - - - We took a great amount of time to make sure this new table had all the necessary options for the player to get the full experience from it - whether playing in Desktop / Cabinet Mode, a system with robust sound system, or little computer speakers. Every aspect of the sound can be adjusted at the top of the script for you to be able to balance out ALL the sounds of the table to your personal preference. Mechanical Volume, Ball-Rolling Volume, Ramp-Rolling, CallOut Volumes, Effects Sounds, Simulated ROM Sounds, Music Volume, etc can all be adjusted to exactly what you want the table to sound like when you are playing. Additionally, there are 9 levels of LUT adjustments that can be made holding down the LEFT MAGNASAVE and then pressing the RIGHT MAGNASAVE. We strongly suggest you get the LUT set to how you want BEFORE you play a game because this table used the MAGNASAVE buttons for the 'Fire Gun' save post between the slippers during gameplay. The overall GI color scheme can be set as well from Normal, to Blue, to Orange coloring. This option can be permanently set at the top of the script, but can also be changed on the fly by pressing the BUY-IN (2) key on your keyboard during gameplay. SETUP: - - - - - Copy / Move the .vpx table to your 'Tables' folder. Copy / Move the B2S file to your 'Tables' folder - Make sure it is names exactly the same as the table. (If you use B2S Backglass files) Copy / Move the folder 'Halloween' to your Music folder. (Example: /Music/Halloween) DMDs and Topper have been included with this package. Choose the DMD (and Topper) that will work best with your system and load it into your front end (Ie: LCD DMD or Real Color DMD) Multiple versions of the Backglass (for cabinet users) have been included. Choose which backglass you like best to use with this table: Pro, Premium, or Limited Edition. This table was originally built and fully updated in VPX 10.62 and has been tested in 10.62 and 10.72. It HAS NOT BEEN tested in 10.8 because at the time of release 10.8 is still in Beta. CREDITS: - - - - - Apophis: - Physics: nFozzy physics, RothFozzy flippers, Roth drop targets and stand-up targets, playfield mesh - Visuals: Dynamic shadows, flipper primitives, lightning GI effect, GI dimming effect - Audio: Fleep sound effects, Ramp and ball rolling sounds - Scripting: Ballsave gate and Multiball mods, Ball number tracking, VUK kickers, Dip switch settings, Rules card zoom, new DOF commands - Countless other fixes and updates HiRez00: - All Screen Graphics (Playfield, Backglass, DMD, Topper, Wheels) - Table's Special Visual FX and Animation - Callouts, Sound Effects and Music Editing and Mixing - Conceptual design, add ons and updates - Additional Lighting - General scripting updates, additions and options Testing: FriscoPinball, AstroNasty, PinStratsDan, Smaug, Apophis, HiRez00 Xenonph: Lighting effects and GI coloring Additional Custom Callouts: Unsavory Moral Support and Putting Up with our Crazy Hobby: Mrs. HiRez00 and Mrs. Apophis (our Wives) JP Salas: Original 'Medusa' Table ' USER SCRIPT OPTIONS '*************************************************** ' ' - Change LUTs buy holding down left MagnaSaves and then pressing right MagnaSaves ' You should adjust the LUT before playing an actual game because MagnaSaves are used for 'Shoot Gun' post during gameplay. ' - Change the general illumination lights color by pressing the Extra Ball Buy-in button (or the number 2 button) ' - View a zoomed in Rules Card by pressing right MagnaSaves button before starting a game. ' '----- General Sound Options ----- Const VolumeDial = 0.8 'Overall Mechanical sound effect volume. Recommended values should be no greater than 1. Const BallRollVolume = 0.4 'Level of ball rolling volume. Value between 0 and 1 Const RampRollVolume = 0.7 'Level of ramp rolling volume. Value between 0 and 1 '----- Game Sound Option ----- Const MusicVol = 0.8 'Level of music volume. Value between 0 and 1 Const CalloutVol = 0.8 'Level of callout volume. Value between 0 and 1 '- Simulated ROM Sound Option - Const ROMSim = 1 '0 = Off, 1 = On (Simulates 80's Rom Sound Beeping When Score Increases) '----- GI Color Options ----- colornow = 2 '0=Normal,1=Blue,2=Orange '----- GI Dimming Option ----- Const GIDim = 1 '0=Normal GI lights behavior, 1=Dim GI with flipper current draw '----- ColorDMD -------- CDMD = 4 '0=Yellow, 1=Red, 2=White, 3=Blue, 4=Reg Orange '----- Flipper Colors -------- Const TopFlipperColor = 1 '1=White, 2=White No Text, 3=Orange, 4=Halloween Const BottomFlipperColor = 1 '1=White and Black, 2=White and Orange, 3=Halloween '----- Spinner Style -------- Const SpinnerStyle = 1 '1=Halloween II Logo, 2=Halloween Logo, 3=The Shape (MM Mask) '----- Shadow Options ----- Const DynamicBallShadowsOn = 1 '0 = no dynamic ball shadow ("triangles" near slings and such), 1 = enable dynamic ball shadow Const AmbientBallShadowOn = 1 '0 = Static shadow under ball ("flasher" image, like JP's) '1 = Moving ball shadow ("primitive" object, like ninuzzu's) '2 = flasher image shadow, but it moves like ninuzzu's '----- ROM Option ------- So as to not interfere with existing Medusa VPX table settings ----- Const cGameName = "medusa" ' Regular Version 'Const cGameName = "medusaa" ' Free Play - - - - - - - - - - Don't be a leech and just download the files ... leave a comment or at least hit the LIKE button if you download it and like it! You can show some support by hitting the 'Beer Me' button above ... I like beer! This is not to be considered 'begging' or a 'demand' on my part ... simply a nice gesture for the work I upload here! Please do not post this .zip or any of its contents anywhere else for download - you will be sacked! - - - - - - - - - - - - - - PLEASE NOTE: I create these videos for fun and for the dedicated VPX pinball users on this and other forum. I DID NOT create this for you to download as SELL, MAKE MONEY OR PROFIT ON! DO NOT include any of these files with other downloads or projects without asking permission first. All Logos, Characters, Copyrights and Trademarks property of their respective owners. PROVIDED STRICTLY FOR PERSONAL USE AND NOT FOR COMMERCIAL SALE OR DISTRIBUTION. PLEASE DO NOT RE-DISTRIBUTE.
    393 likes
  38. Version 3.0.2

    7492 downloads

    Early in 2021, I received permission from Bigus to update this table and add the VR conversions... originally done by Tom Tower and Ninuzzu. The VR conversion included backglass, flashers, lighting, GI, and other table issue fixes (high score initials, trough multiball and tilt issue, and others). I used the Blacksad dark image from his backglass, as it looks amazing. All the interactivity was done in the script. Sixtoe did a lot of lighting updates as well, including bloom lighting, overlay, etc. Version 2.0 includes a hybrid mode for desktop, cab, and VR. Plus all the latest updates that the VPW team has been doing lately. It includes Fleep sounds, nFozzy / Roth physics and flippers, and general table physics updates. It also has Rothbauerw drop targets, VPW Dynamics Shadows by Iakki, Apophis, and Wylte, Flupper Domes, and LUT options. Bord also added a playfield mesh so the ball goes into the center saucer more realistically. I also added a recent update by fluffhead35 for ballrolling and ramproll amplication sounds. Hauntfreaks provided a couple lighter ball images as well. I also added more VR options to include a wall clock, and additional animation. There are plenty of options in the script including LUT lighting changes, ball brightness, VR, cab, and desktop modes, dynamic shadows, rolling amplification, and other sound and shadow options. Also for VR users, you can change to different room environments. If you get 3 credits each time you add a coin, I put instructions in the script on how to modify your ROM to only add one coin. Anyway, I hope you enjoy! And thanks again to all involved!
    391 likes
  39. Version 1.0.0

    6151 downloads

    "Gone fishin', leave a message." The Visual Pinball Workshop proudly presents, Fish Tales by Williams! This table has been in the VPW development queue since December 20th, 2020. Since then, there have been many contributors. We thank them all! VPW Fishermen -------------------------- Blender Toolkit: Benji, fluffhead Physics/Scripting: rothbauerw, fluffhead Artwork: Brad1X (playfield, apron, and decal redraws), Hauntfreaks (backglass) VR Room: Rawd and DaRdog81 VR Backglass: leojreimroc Blender advice, Flipper and Plastic Ramp rebuilds: tomate Editor and scripting assistance, tuning and clean-up: apophis, Sixtoe Physics calibrations, flipper measurements, and testing: JLou Other contributions: sheltemke, iaakki, Schlabber34, bord, redbone, Steely 3D modeling and assets (plastics and playfield scans and touch-up): g5k 3D modeling: 3rdaxis Artwork assistance: EBisLit Playfield Scan: Clarkkent Table references: Kevv Previous authors: Pinball58, Skitso Testers: Studlygoorite, PinstratsDan, geradg, Primetime5k, DGrimmReaper, Wylte, RIK, somatik, passion4pins, JLou, Dazz, BountyBob, HauntFreaks, redbone, DarthVito, Robby King Pin, CalleVesterdahl, Colvert, HayJay, TastyWasps --- This table is pushing the limits. If you experience performance issues, adjust the refractions probes in the Tweak Menu if you have VPX 10.8 RC1 or later, or follow the recommendations in the Performance Tip PDF attached to the download. https://github.com/vpinball/vpinball/releases --- All options are in the Tweak Menu (F12): - Refraction Probe Settings (Available in 10.8 RC1 or later) - used for performance tuning, if needed - Ramp Cover Decals (enable/disable ramp cover decal mod) - Playfield Reflections Options (enable/disable static or dynamic reflections) - Side Blade z-scale for cabinet users - VR Room options (why would anyone want anything other than the fishing scene?) - VR Back Box topper toggle - VR Ambient sound options - View VR Room in desktop - Outlane Difficulty - Flipper Tricks Difficulty - Volume Dial - Ball Roll Volume - Ramp Roll Volume - Table Brightness - Ball Brightness - LUT Options (not applicable in Fishing Scene) --- There is a DMD rom text size patch available here if you want it; Also check out Fish Tales Altsound package by idigstuff
    386 likes
  40. Version 1.1

    7902 downloads

    “573… Be on the lookout. We’ve got a new VPW release on the loose.” This one has been a looong time coming. A few years ago, gtxjoe stripped this mod of a mod down, added fleep sounds and nfozzy physics, dialed in the ramp—basically did all the VPX specific stuff with a special precision and flare only a VPX O.G. long time veteran like gtxjoe could do. Then Benji went on a long hiatus, possibly never to return. Was Police Force to be on-hold forever? That’s what it looked like. But then… Enter Niwak, revolutionizing VPX into the next era. And after seeing what could be done with the new light-baking with Blender Toolkit, Benji had to come back and finish what he started. First, he had to learn Blender. Uh…okay. But that turned out to be doable (with many tips from Tomate, Bord, Flux and more). And with tons of help from this whole bang-up crew—this tool-kitted version of Police Force is finally out in the wild. Special thanks to Jon Osborn who let Benji take apart, photograph, and measure a Police Force pin he was fixing up, which is what got this whole project moving forward. VPW SQUAD Benji - table lead, toolkit lighting/rendering Apophis - toolkit script-side integration, miscellaneous script magic - lieutenant programmer GTXJoe - Initial table side development Flux - LOTS of toolkit tech support and bug squashing while Benji learned the ropes Tomate - Plastic Ramp modeling, lots of miscellaneous help and tips for Blender and Toolkit Sixtoe - Table tweaks and improvements BradX - Full playfield and plastics redraw TastyWasps - VR Room Leojreimroc - VR Backglass and fixes Niwak - Blender Magickit Flupper - Police car model VPW testing crew – PinStratsDan, Studlygoorite, Eighties8, HauntFreaks, bietekwiet, ClarkKent, jsm174, somatik, BountyBob, DgrimmReaper, bord
    386 likes
  41. Version 1.2

    6307 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
    385 likes
  42. Version 1.3

    9209 downloads

    Ante Up! Welcome aboard the Lauren Belle for the release of Maverick from the VPW team! This one is one of many peoples grails, with (as far as we know) no version since a vp9 one. We were lucky that someone supplied us with a lovely set of photos with which we could build a lovely playfield from so this could finally be a reality! ** Please use VPX 10.7 ** - This won't necessarily be normal for VPW, as it's caused more than a few issues, but we wanted to try it as an experiment. ** Make sure you have the latest VPX 10.7 build, 249 was broken. ** VR Options are all in the script. '*** V-Pin Workshop Mavericks *** Antisect - 99% of the table construction and work! Edizzle - Donating his script for the rotating wheel from his vp9 table and advice. Tomate - Primitive ramps and flippers, primitive assistance Sixtoe - VR Room & general fixes and tweaks Apophis - Dynamic ball shadows, physics additions, scripting stuff, playfield cleanup and redrawing Flupper - Ramp assistance and tutorial Fluffhead35 - Wire rolling sounds. Ebislit - Playfield alignment assistance. Dark - Lauren Bell Boat Model iaakki & daphishbowl - script assistance Rik & VPW Team - Testing The whole VPW Team, for their assistance and support. '001 - 039 - Antisect - 99% of table completed. '040 - Sixtoe - Added VR table and scripted in some bits and pieces, physics tweaked, loads of old and/or redundant script stripped out and things rescripted, redirected game load to de.vbs, fixed drop target bricking, adjusted kickback and plunger, should be more reliable? not sure how strong the plunger is supposed to be. '041 - apophis - Added Wylte's RTX dynamic ball shadows. Removed old ball shadow stuff, Increased plunger strength and speed. Removed duplicate sound related functions. '042 - apophis - Updated RTX BS to current version '043 - fluffhead35 - Adding RampRoll Sound Loops, Added new RampSound Triggers to turn RampRolling on and Off on table '044 - apophis - Fixed ball release bug. Added target bouncer, flipper rubberizer and coil rampup mods. Tweaked RTX shadows. Reduced skillshot autoplunger strength. '045 - Sixtoe - Compressed some webp images, converted audio from wav to mp3 (cut 90meg off the file size), '046 - apophis - Work around for ball release bug '047 - Sixtoe - Bugfixes '1.0.1 - Apophis - Positional sound calls added / updated (specifically for the VUK etc.) '1.0.2 - Sixtoe - Flashers updated / tweaked, desktop room tweaked, plunger tweaked. '1.1 - Sixtoe - Reverted all mp3's to wavs (should fix all audio issues, there is mp3 support in 10.7, but not for things like ball rolling etc.), Flashers updated / tweaked, Desktop background tweaked, Plunger speed tweaked (you should be able to make the skill shot more reliably now, Updated credits '1.2 RC1 - Sixtoe - Flipper power adjusted and lowered and table gradient reduced (thanks Rik and Randy), plunger adjusted (thanks to Goldchicco & Rik) '1.2 RC2 - apophis - Removed ball shadow z position dependency on ball z position. '1.2 - Sixtoe - Final tweaks and tidying
    377 likes
  43. Version 1.1

    7367 downloads

    Well, it's like a big ball of wibbly-wobbly, timey-wimey... stuff... V-Pin Workshop are proud to present Doctor Who by Bally! This is an update / mod to Sixtoe's VR version, which was a VR mod of Sliderpoint and Rothbauerw's 2020 version with help from Bord, Fleep, ClarkKent, Fuzzel, Knorr & Thalamus, which was based on oooPLAYER1ooo & Unclewilly's 2010 version. Lots of small changes, but the most obvious are Rothbauerw updating it to the latest physics, Apophis adding primitive inserts, and numerous lighting changes by Sixtoe and Apophis. Check the script for all the normal options, If you get no sound, you're probably using the wrong (old) rom, use this; Enjoy!
    376 likes
  44. Version 2.1

    8868 downloads

    We are ugly and we are proud. Introducing VPW's latest creation, SpongeBob's Bikini Bottom Pinball by the original table author, Skillshot! Dive into the deep sea fun with your favorite sponge and friends in this exciting new table. Immerse yourself in Bikini Bottom's quirky world with innovative gameplay and stunning graphics. Get ready for a pinball adventure like no other! Gedank hit up Astro and was like, "Hey update this playfield." Astro was like "Aight." Then Gedank demanded, "Apophis, do some random script stuff" and Apophis said, "Flux haallp!" Flux said (British accent), "With pleasure." Then they all begged Rawd to build an awesome VR room and Rawd was like, "It shall be done." And it was. It was working great then they thought, "This table needs a better DMD"… TWELVE EONS LATER … Oqqsan comes out of the shadows and DROPPED THE F&%KING HAMMER on the code!!!--like he always does. Then other people (Friscopinball, Leojreimroc, MrGrynch, Sixtoe) did some awesome stuff and then they all released it to everyone else. Enjoy! Original author: Skillshot Modded from JPSalas' AFM Blender work: Gedankekojote 2d art: Astronasty Coding: Oqqsan Vr room: Rawd Whatever flux did: Flux Sound update: Friscopinball Audio fixes: MrGrynch Backglass stuff: Leojreimroc, Remdwaas Apophis did lots of random essential stuff Sixtoe did some stuff too and wanted everyone to know. PinStratsDan made the game harder Testing: VPW jellyfish Special thanks to Niwak. NOTE: Update your DOF config to use new DOF enhancements provided in version 2.1 REQUIRED! VPX 10.8 beta 5 or later, FlexDMD 1.9, Freezy external DMD 2.0 or later, Instrument Mayonnaise Tip to prevent progressive stuttering: Locate flexdmd.log.config and in a text editor change minlevel="info" to minlevel="error"
    371 likes
  45. Version 1.4

    8082 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.)
    371 likes
  46. Version 2.0

    16376 downloads

    Sonic Pinball Mania (PinEvent V2 - FizX) Created by: TerryRed Version 2.0 (Feb 2024) Get ready for the most EPIC Sonic pinball table ever created... and a pinball game like you've never seen before! This has everything a Sonic fan could want in one table. Green Hill zone scenery, Sonic Loop ramp, animated bumpers, springs, item box, checkpoint, chaos emerald flashers, red star spinner, launch tunnel, rotating goal sign, moving robots, animated characters such as Sonic / Knuckles / Shadow... and even Dr Robotnik and his eggmobile which will follow your ball with it's spotlight... and much more! This table takes full advantage of BAM's latest features with full dynamic lighting and ray cast shadows and shadowmaps to create a stunning visual pinball showcase! What started as a quick BAM mod to update Brendan Bailey's classic Sonic table of 2005 (which was updated by SLAMT1LT in 2014), evolved into a complete overhaul to the entire table. Everything in the table has either been updated or changed, and I've added so many new things (new layout, art, models, lighting, modes, code, fixes, etc) that it's like a new table. Hence... Sonic Pinball Mania. This table has been fully updated with FizX physics for game changing new physics on Future Pinball. FizX uses techniques similar to nFozzy physics on VPX to completely change the physics for the flippers, slings, rubbers, targets, ball behavior and more that allows this table play much more realistically than anyone ever thought was possible on Future Pinball. You will be amazed at the difference! PinEvent V2 This table is also updated to fully support PinEvent V2 features (DOF, PUP SSF, PUP DMD). It has modern PUP DMD display options that can work with all setups. With it's crisp HD text and dazzling videos, it's sure to wow everyone who sees it. I'm really proud of what I pulled off with this, and I really hope you enjoy it! For an EPIC video preview of this table in action with PinEvent V2 features, check out this video: Thanks of course to these awesome contributors: TerryRed - Sonic Pinball Mania Brendan Bailey (PinWizKid) - created the original Sonic the Hedgehog table in 2005 SLAMT1LT - sounds, music, code, DMD, etc from his Ultimate mod in 2014 Schlabber34 - new pre-rendered insert images FLEEP - new mechanical sounds JLou - for FizX and support All the FP lads at Pinball Nirvanna for ideas, examples, and support Nailbuster - Pinup Player and SSF support Ravarcade - for creating the awesome BAM and providing assistance with BAM features Chris Leathley - creator of Future Pinball DISCLAIMER: This table is a fan-made work of passion, and is NOT intended for commercial usage or to be included in any part of a commercial sale! ==================================================================== This table is single player only. ==================================================================== Static Camera Views (desktop mode only) during attract mode only, you can press plunger to toggle integrated static desktop camera views if you want to use your own BAM camera settings, or a FP camera view, then you must disable this feature in TABLE OPTIONS in the table script SONIC BALL right flipper button will toggle between Sonic and Chrome ball texture (only in attract mode). This can be set in TABLE OPTIONS in the table script Plunger and Action Buttons (digital plunger, special 1, special 2) all buttons/keys will activate Sonic Spin Dash and Magna-Spinner all buttons/keys will act as an autoplunger during gameplay Second Stage Flippers this table supports second stage flippers for cabinet players with this setup this needs to be enabled in TABLE OPTIONS in the table script ensure that your Second Flippers are setup in FP Control Settings ensure that your Special 1 and Special 2 keys / buttons are NOT the same keys / buttons as Second Flippers! (they are by default) ==================================================================== BAM Ray Cast Ball Shadows: this table was created to look best with the new BAM Ray Cast Ball shadows this feature is ENABLED on the table script by default this feature requires a fast video card, and will use much more of your GPU if the table doesn’t run smooth, then your PC may not be fast enough to handle this feature (and you should disable it) To disable this feature, you MUST disable it in TABLE OPTIONS (in the table script) BAM Menu - Light and Post Processing settings: BAM Lighting and Post Processing settings are set by the table script and will ALWAYS override the user's settings this is required to ensure that all lighting is set correctly at all times on this table, you can make changes to the Ambient and Diffusion Lighting in the table script in TABLE OPTIONS Physics: FizX v3.3 =================================================================== Game not running smooth? Try the following: run FP in Fullscreen, not Windowed disable RayCast Ball Shadows in TABLE OPTIONS (in table script) disable Reflections options in FP's Video / Rendering settings reduce / disable Antialiasing in FP's Video / Rendering settings disable any SSAO options in BAM plugins menu (disabled by default) ==================================================================== TABLE REQUIREMENTS (very important!) all Visual C Runtime updates DirectX Future Pinball the latest BAM update FuturePinball.exe and FPLoader.exe patched for 4 GB access BAM Settings files installed FizX 1K ball model (for more accurate physics, default.zip in BAM folder) the REQUIRED “Video / Rendering Options” and “Editor Options” in Future Pinball video settings All of the above is included with the latest FP and BAM Essentials AIO package! Super easy to use for a new install, or just to update your existing install. I recommend everyone install this package to ensure you have the latest required BAM updates. https://vpuniverse.com/files/file/14807-future-pinball-and-bam-essentials-all-in-one-complete/ ==================================================================== INSTALL INSTRUCTIONS (REQUIRED) PLEASE read the Install Instructions (included with the table's zip file) it shows you how to check what version of BAM you have installed it shows you how to install all the REQUIRED items above it shows you how to easily setup FP and BAM with the REQUIRED settings It's super easy, and only takes minutes to do! ==================================================================== How to run Future Pinball to play the table PLEASE read the Install Instructions (included with the table's zip file) to know how to properly use FP and BAM ==================================================================== PROBLEMS? Read the Install Instructions included in the table's zip file. It tells you everything you need to know! ==================================================================== Table MODS please read the Disclaimer in the Install Instructions included with the table please ask me first, as I am still updating this table ====================================================================
    366 likes
  47. Version 1.1

    12296 downloads

    Help your favorite intergalactic group of friends make all their deliveries across the universe! PinUp Player 1.5 beta is required: https://www.nailbuster.com/wikipinup/doku.php?id=pinup_upgrade_v15 Don't forget to run the appropriate BAT file in the futurama pup pack directory for your particular screen setup. Those who have cabs with RealDMDs or SlimDMDs can enable FlexDMD in the options at the top of the script. Based on the VPW example table by 3rdaxis, apophis, Benji, Fleep, Flupper, iaakki, nFozzy, oqqsan, Rothbauerw, Sixtoe, wrd1972, Wylte
    365 likes
  48. Version 2.2

    19343 downloads

    Hello everyone today I am sharing the Godzilla Limited edition table. it's a remix of sega's godzilla table and stern's godzilla playfied. the rules of the game are modified a bit with targets add triggers and spinners the ramps and 3D objects. Thanks to bigus composition of the table. New Playfield New ramps New lighting New sound effects New lights New rules The pack contains the color rom Table the backglass media for PBX For the next table will be an original Jurassic Parc version it will be available in January because there is still a lot of work on the pup pack. happy holidays to all and have fun. If anyone wants another table that was on Vpinball asks me so I would share it to avoid conflicts with the illegal VPD site. listing of my tables. Grease, Rock and Roll, Blues Brothers, Blues 40 anniversary, michael Jackson, Star wars limited edition, Indochine.
    363 likes
  49. Version 1.0.7

    7059 downloads

    Stern's 2008 Batman is a fun game that draws its strength from the quality of the game rules. Not exactly the golden age of Stern art direction, the layout would be revisited and refined years later for the truly classic Batman '66. This mod features rendered textures & lighting, the requisite nfozzy/roth physics, fleep sounds, etc, etc. Built on the tt/ninuzzu release with further contributions as follows: Physics/Sounds/Rendered textures by bord playfield and insert cleanup, script fixes by apophis flashers fixed, VR added by sixtoe lampz implemented by iakki script fixes by wylte playtested by many - the vpinball crew initially, later the VPW crew especially RIK and pinstratsdan
    361 likes
  50. Version 1.1

    8317 downloads

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