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RobbyKingPin last won the day on March 24
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Freddy - A Nightmare on Elm Street (Gottlieb 1994)
RobbyKingPin commented on RobbyKingPin's file in Modified (MOD) Games
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View File Freddy - A Nightmare on Elm Street (Gottlieb 1994) One Two Freddy's coming for you! It's time to end my final act with the last mod I will be doing. I have spend almost 6 months to end this modding journey on a high. I totally went overboard building a VR room based on the real life location of the first 2 movies and added a completely random behaving Freddy to terrorize whenever you fall asleep By default he is not turned on but you can have 5 options to play with. "Off", "On Every 60 seconds", "On Every 60 seconds with Lightning", "On At Random" and "On At Random with Lightning" At random every 10 seconds I pull a random number from 1-6. These numbers will trigger the following events Number 1. Maniac Event. A new number gets generated in between 0-9 and on 9 it plays the sample : Son of a hundred maniacs Number 2. Bicycle Girl. Number in between 0-5. On 0-2-4 it plays 3 different samples including a bicycle bell, and a little girl talking (Taken from the 3rd movie) Number 3. Clawscratch event. Number in between 0-5. On 0-2-4 it plays the Clawscratch sample and Freddy animated at the front door Number 4. Random position in between 0-9, expanded with a new number generator in between 0-5 and on the uneven positions the samples are played at 0-2-4 and on the even numbers the samples are played at 1-3-5. Number 5 One Two Freddy's coming for you And Number 6 Scary Freddy has 30 samples I also made sure all the stuff happens when you don't play. It's stil all about pinball ofcoarse so I had to build on extra failsafes. Pressing start stops all events And it tries to start them after each drain but I build in 15 seconds to spare so we can only have this after the game is over or potentially when you enter a high score. This table requires VP 10.8 and the latest officialbeta of VPinMame 3.7 at the release page or higher. This update is needed to allow PWM This table includes a lot of new options. I included an extra option for people suffering from issues with anaglyph 3d and headtracking. A lot of options deal with reflections, like a new option to have the backglass reflect on the playfield wich will work in all formats. When I have PWM plus refractions plus reflections enabled on the table people in VR will see black holes/blobs inside the lights. So I added an extra ini file for VR to deal with all of this straight out of the box. Just add it in and you are good to go! These options will help taking those away but feel free to try them out when you like. I just disabled them inside that ini file for VR. I only recommend using this option when really needed, because we found out it does have a performance impact. I added extra custom instruction cards, sideblades as usual, and also custom GI options including an RGB Rainbow and for the first time ever a secondary animated backglass. I added many LUT options. Optional enviromental activity and sounds. (only in VR) Support for the Legends Cabinets. You can use the option to enable the Legends Cabinet setting to use the bigger sideblade option and a second ini file has been added to make it fit. This ini file is only needed if you want to use this option. I do ask in return to not see this being patched even when I release it as free to mod. Feel free to reach out to me instead if you want extra art added (real art only available on a real table). If somebody would ignore this I would be crushed... VP9 - Physmod5 version by unclewilly, grizz & hassenchop - 2015 VPX - Original version by JPJ,Chucky, Aetios, NeoFR45 & Arngrim - 2021 VPX Mod by Dark - 2021 VR version by senseless - 2021 VR-Hybrid Mod by RobbyKingPin, Retro27, DGrimmReaper, hauntfreaks, mason, guus_8005, JoePicasso, burger, MikeDASpike, cheese3075, studly_do_right, tomate, LoadedWeapon & DaRdog - 2026 This mod contains the following improvements: - nFozzy/Rothbauerw physics,Fleep sound with a lot of custom sounds from VPW's Street Fighter II and VPW Ambient Ball Shadows - rothbauerw Kicking, Standup and Drop Target codes - Updated target mass and Slingshot Corrections - Flupper Domes, Flupper Bumpers with custom caps from the VLM library, updated Flupper Flasherlamps and Flupper 3D Inserts - New Trough system that saves the balls - Added a Bullseye Target on the TV - Adjusted the area of the left orbit - Added a subway tunnel and made physical VUK's on the 2 ramps and inside Freddy's head - More light tweaks to more modern standards based on VPW's settings - Fixed some missing lights - New ball image and scratches based on VPW's tables - Updated PWM on flashers GI and Inserts and added new GI lights - Added refraction probes on all ramps - Removed a lot of timers and triggers to improve performance - Big uprez in the playfield and plastics using AI - Created a new VR mega room - Created a new model of Freddy for the VR Mega Room - Added new custom sideblades and instruction cards - Created new primitives for the plastics and scoop - Improved the texture for the scoop - Updated Boilerdoor code for a more realistic transition - Created a failsafe code for the boiler door - Slingshots and pop bumpers are solenoid driven, based on VPW's Street Fighter II - Claw Save is now also solenoid driven and working correct - VPW Tweak Menu - Added a new cabinet in VR - Added fully animated VR backglass using hauntfreaks assets - Baked textures for the sidewalls, custom blades, plastics, decals, ramps, rails, scoop, toys and playfield shadows - Blended shadows with the GI - Support for DT, FS, FSS, Legends Cabinets, MR and VR - Compatible with the Standalone player - 3 VR Rooms Perfect pairing with the full dmd backglass made by hauntfreaks Or perfect pairing with the alternative full dmd backglass also made by hauntfreaks Some assets that have been used came from other creators: VPW: Custom Fleep sounds from Street Fighter II hauntfreaks: Backglass texture from the multiple b2s files paired with VR Who did what? RobbyKingPin: - nFozzy/Rothbauerw physics,Fleep sound with a lot of custom sounds from VPW's Street Fighter II and VPW Ambient Ball Shadows - rothbauerw Kicking, Standup and Drop Target codes - Updated target mass and Slingshot Corrections - Flupper Domes, Flupper Bumpers with custom caps from the VLM library, updated Flupper Flasherlamps and Flupper 3D Inserts - New Trough system that saves the balls - Added a Bullseye Target on the TV - Adjusted the area of the left orbit - Added a subway tunnel and made physical VUK's on the 2 ramps and inside Freddy's head - More light tweaks to more modern standards based on VPW's settings - Fixed some missing lights - New ball image and scratches based on VPW's tables - Updated PWM on flashers GI and Inserts and added new GI lights - Added refraction probes on all ramps - Removed a lot of timers and triggers to improve performance - Big uprez in the playfield and plastics using AI - Created a new VR mega room - Added a new baked minimal room and a third room for Mixed Reality - Added new custom sideblades and instruction cards - Created new primitives for the plastics and scoop - Updated Boilerdoor code for a more realistic transition - Slingshots and pop bumpers are solenoid driven, based on VPW's Street Fighter II - Claw Save is now also solenoid driven and working correct - Baked textures for the sidewalls, custom blades, plastics, decals, ramps, scoop, rails, toys and playfield shadows - Blended shadows with the GI - Added multiple bones animations to Freddy - VPW Tweak Menu Retro27: - Updated VR Cabinet using assets from VPW Stargate and improved textures on playfield and inserts DGrimmReaper: - Added fully animated VR backglass using hauntfreaks and Wildman assets hauntfreaks: - Provided a new backglass to match his b2s file mason: - Edited the playfield texture multiple times for touchups guus_8005: - Improved the texture for the scoop JoePicasso: - Created a new model of Freddy for the VR Mega Room burger: - Created a failsafe code for the boiler door MikeDASpike: - Added bones animation to Freddy cheese3075: - Edited the playfield texture for final touchups studly_do_right: - Provided help searching for free downloadable trees, flowers etc for the VR Mega Room tomate: - Provided help searching for free downloadable hedges for the VR Mega Room - Edited Freddy's head to open op the space needed to add in the VUK into the tight space LoadedWeapon: - Created a custom POV to fit on Legends Cabinets DaRdog: - Big uprez on the all the backpanel plastics, speakerpanel and the new soultargets Special thanks to everybody involved during development and testing: studly_do_right, Tomate, Burger, guus_8005, Dr.Nobody, Mecha_Enron, KiloNova, cl4ve, Smaug, deadmanworking, hauntfreaks, supergibson, chokeee, Sinizin, JoePicasso, MikeDASpike, fidiko, Primetime5k, deadmanworking, ZandysArcade, JamFactory, Enthusiast, PinStratsDan, cheese3075, m,carter78, DaRdog Shoutout to: - unclewilly, grizz, hassenchop, JPJ,Chucky, Aetios, NeoFR45, Arngrim & senseless for the earlier versions - Dark for helping out on earlier versions If I didn't mention anybody else in this development cycle I am unaware of this and just know that I still think you are awesome and also want to say you rock! And basically everybody from VPW I didn't mention just for welcoming me into my new family, you all absolutely rock! When I missed a credit please send me a message to fix the credits, don't be rude to throw in 1 star reviews for making a human mistake. Submitter RobbyKingPin Submitted 10/31/26 Category Modified (MOD) Games Modified by RobbyKingPin, Retro27, DGrimmReaper, hauntfreaks, mason, guus_8005, JoePicasso, burger, MikeDASpike, cheese3075, studly_do_right, tomate, LoadedWeapon & DaRdog
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Version 2.4
286 downloads
One Two Freddy's coming for you! It's time to end my final act with the last mod I will be doing. I have spend almost 6 months to end this modding journey on a high. I totally went overboard building a VR room based on the real life location of the first 2 movies and added a completely random behaving Freddy to terrorize whenever you fall asleep By default he is not turned on but you can have 5 options to play with. "Off", "On Every 60 seconds", "On Every 60 seconds with Lightning", "On At Random" and "On At Random with Lightning" At random every 10 seconds I pull a random number from 1-6. These numbers will trigger the following events Number 1. Maniac Event. A new number gets generated in between 0-9 and on 9 it plays the sample : Son of a hundred maniacs Number 2. Bicycle Girl. Number in between 0-5. On 0-2-4 it plays 3 different samples including a bicycle bell, and a little girl talking (Taken from the 3rd movie) Number 3. Clawscratch event. Number in between 0-5. On 0-2-4 it plays the Clawscratch sample and Freddy animated at the front door Number 4. Random position in between 0-9, expanded with a new number generator in between 0-5 and on the uneven positions the samples are played at 0-2-4 and on the even numbers the samples are played at 1-3-5. Number 5 One Two Freddy's coming for you And Number 6 Scary Freddy has 30 samples I also made sure all the stuff happens when you don't play. It's stil all about pinball ofcoarse so I had to build on extra failsafes. Pressing start stops all events And it tries to start them after each drain but I build in 15 seconds to spare so we can only have this after the game is over or potentially when you enter a high score. This table requires VP 10.8 and the latest official beta of VPinMame 3.7 at the release page or higher. This update is needed to allow PWM This table includes a lot of new options. I included an extra option for people suffering from issues with anaglyph 3d and headtracking. A lot of options deal with reflections, like a new option to have the backglass reflect on the playfield wich will work in all formats. When I have PWM plus refractions plus reflections enabled on the table people in VR will see black holes/blobs inside the lights. So I added an extra ini file for VR to deal with all of this straight out of the box. Just add it in and you are good to go! These options will help taking those away but feel free to try them out when you like. I just disabled them inside that ini file for VR. I only recommend using this option when really needed, because we found out it does have a performance impact. I added extra custom instruction cards, sideblades as usual, and also custom GI options including an RGB Rainbow and for the first time ever a secondary animated backglass. I added many LUT options. Optional enviromental activity and sounds. (only in VR) Support for the Legends Cabinets. You can use the option to enable the Legends Cabinet setting to use the bigger sideblade option and a second ini file has been added to make it fit. This ini file is only needed if you want to use this option. I do ask in return to not see this being patched even when I release it as free to mod. Feel free to reach out to me instead if you want extra art added (real art only available on a real table). If somebody would ignore this I would be crushed... VP9 - Physmod5 version by unclewilly, grizz & hassenchop - 2015 VPX - Original version by JPJ,Chucky, Aetios, NeoFR45 & Arngrim - 2021 VPX Mod by Dark - 2021 VR version by senseless - 2021 VR-Hybrid Mod by RobbyKingPin, Retro27, DGrimmReaper, hauntfreaks, mason, guus_8005, JoePicasso, burger, MikeDASpike, cheese3075, studly_do_right, tomate, LoadedWeapon & DaRdog - 2026 This mod contains the following improvements: - nFozzy/Rothbauerw physics,Fleep sound with a lot of custom sounds from VPW's Street Fighter II and VPW Ambient Ball Shadows - rothbauerw Kicking, Standup and Drop Target codes - Updated target mass and Slingshot Corrections - Flupper Domes, Flupper Bumpers with custom caps from the VLM library, updated Flupper Flasherlamps and Flupper 3D Inserts - New Trough system that saves the balls - Added a Bullseye Target on the TV - Adjusted the area of the left orbit - Added a subway tunnel and made physical VUK's on the 2 ramps and inside Freddy's head - More light tweaks to more modern standards based on VPW's settings - Fixed some missing lights - New ball image and scratches based on VPW's tables - Updated PWM on flashers GI and Inserts and added new GI lights - Added refraction probes on all ramps - Removed a lot of timers and triggers to improve performance - Big uprez in the playfield and plastics using AI - Created a new VR mega room - Created a new model of Freddy for the VR Mega Room - Added new custom sideblades and instruction cards - Created new primitives for the plastics and scoop - Improved the texture for the scoop - Updated Boilerdoor code for a more realistic transition - Created a failsafe code for the boiler door - Slingshots and pop bumpers are solenoid driven, based on VPW's Street Fighter II - Claw Save is now also solenoid driven and working correct - VPW Tweak Menu - Added a new cabinet in VR - Added fully animated VR backglass using hauntfreaks assets - Baked textures for the sidewalls, custom blades, plastics, decals, ramps, rails, scoop, toys and playfield shadows - Blended shadows with the GI - Support for DT, FS, FSS, Legends Cabinets, MR and VR - Compatible with the Standalone player - 3 VR Rooms Perfect pairing with the full dmd backglass made by hauntfreaks Or perfect pairing with the alternative full dmd backglass also made by hauntfreaks Some assets that have been used came from other creators: VPW: Custom Fleep sounds from Street Fighter II hauntfreaks: Backglass texture from the multiple b2s files paired with VR Who did what? RobbyKingPin: - nFozzy/Rothbauerw physics,Fleep sound with a lot of custom sounds from VPW's Street Fighter II and VPW Ambient Ball Shadows - rothbauerw Kicking, Standup and Drop Target codes - Updated target mass and Slingshot Corrections - Flupper Domes, Flupper Bumpers with custom caps from the VLM library, updated Flupper Flasherlamps and Flupper 3D Inserts - New Trough system that saves the balls - Added a Bullseye Target on the TV - Adjusted the area of the left orbit - Added a subway tunnel and made physical VUK's on the 2 ramps and inside Freddy's head - More light tweaks to more modern standards based on VPW's settings - Fixed some missing lights - New ball image and scratches based on VPW's tables - Updated PWM on flashers GI and Inserts and added new GI lights - Added refraction probes on all ramps - Removed a lot of timers and triggers to improve performance - Big uprez in the playfield and plastics using AI - Created a new VR mega room - Added a new baked minimal room and a third room for Mixed Reality - Added new custom sideblades and instruction cards - Created new primitives for the plastics and scoop - Updated Boilerdoor code for a more realistic transition - Slingshots and pop bumpers are solenoid driven, based on VPW's Street Fighter II - Claw Save is now also solenoid driven and working correct - Baked textures for the sidewalls, custom blades, plastics, decals, ramps, scoop, rails, toys and playfield shadows - Blended shadows with the GI - Added multiple bones animations to Freddy - VPW Tweak Menu Retro27: - Updated VR Cabinet using assets from VPW Stargate and improved textures on playfield and inserts DGrimmReaper: - Added fully animated VR backglass using hauntfreaks and Wildman assets hauntfreaks: - Provided a new backglass to match his b2s file mason: - Edited the playfield texture multiple times for touchups guus_8005: - Improved the texture for the scoop JoePicasso: - Created a new model of Freddy for the VR Mega Room burger: - Created a failsafe code for the boiler door MikeDASpike: - Added bones animation to Freddy cheese3075: - Edited the playfield texture for final touchups studly_do_right: - Provided help searching for free downloadable trees, flowers etc for the VR Mega Room tomate: - Provided help searching for free downloadable hedges for the VR Mega Room - Edited Freddy's head to open op the space needed to add in the VUK into the tight space LoadedWeapon: - Created a custom POV to fit on Legends Cabinets DaRdog: - Big uprez on the all the backpanel plastics, speakerpanel and the new soultargets Special thanks to everybody involved during development and testing: studly_do_right, Tomate, Burger, guus_8005, Dr.Nobody, Mecha_Enron, KiloNova, cl4ve, Smaug, deadmanworking, hauntfreaks, supergibson, chokeee, Sinizin, JoePicasso, MikeDASpike, fidiko, Primetime5k, deadmanworking, ZandysArcade, JamFactory, Enthusiast, PinStratsDan, cheese3075, m,carter78, DaRdog Shoutout to: - unclewilly, grizz, hassenchop, JPJ,Chucky, Aetios, NeoFR45, Arngrim & senseless for the earlier versions - Dark for helping out on earlier versions If I didn't mention anybody else in this development cycle I am unaware of this and just know that I still think you are awesome and also want to say you rock! And basically everybody from VPW I didn't mention just for welcoming me into my new family, you all absolutely rock! When I missed a credit please send me a message to fix the credits, don't be rude to throw in 1 star reviews for making a human mistake. -
Roob started following RobbyKingPin
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I am considering building in a failsafe that wil not allow the option to work on a cabinet. Since those got real reflections from a real backglass anyway this can be considered an unwanted feature for that target platform. I guess that is the only solution that I can think think off and also a all in one solution for every table as well. The POV bug must be related to making stuff invisible outside of the boundries in realtime. Old VR games also suffered from POV issues when played outside VR as well. Some attached to ceilling height as I remember from back in the day. I myself also don't play VR anymore but I do like how mad these room can get. I got something special planned as well for a different project. A new mod wich will also be my final mod
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Hmmm I cannot seem to replicate it. On my end the backglass is the only thing being disabled. I do enounter another bug when disabling them, my POV moves up and down when playing with this option. I have tried many things. Even rebuild, expanded and baked the awesome VR room you made for an upcoming update soon. And all items are set on position 0,0,0. Rotations also 0,0,0 and scaling 1,1,1. Nothing seems to fix this pov issue. Here is a sneak peak at what's coming soon.
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anthonycab started following RobbyKingPin
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Some people don't know all the stuff happening behind the scenes. We have been working on this for almost 2 years. Delayed a few times because of the emulation issues, like the cursed kicker that never would kick the ball and be stuck in an endless loop. Then also we added new features like PWM, wich was not possible on sys80 tables in VPM 3.6. Also it looks like 3.7 will be prepared for a release, so why not have the community involved? Maybe together we can figure out if other games got broken so we can create reports for those. In the end we all as a community need to support the latest stuff that gets added. The evolution of VPinMame is a never ending story. Having the entire community invlolved will help make the end product better for all of us as well.
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RobbyKingPin started following Nicolainuke
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sampucket started following RobbyKingPin
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leon1638 started following RobbyKingPin
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Looks like every other version that came before have the same error. But why go into so much effort to move everything over? First of all it's a lot easier to just change the color in the script. On line 4510 we have the colors defined to each bumper. FlInitBumper 1, "yellow" FlInitBumper 2, "blue" FlInitBumper 3, "red" So by just swapping the colors on red and yellow in here would be done in mere seconds. You can even change it to something custom just by defining what color you desire it to be. Colors available are red, white, blue, orange, yellow, green, purple and blacklight. Sadly I couldn't find a way to create options for this so changing it in the script is the only way as far as I know . Second by moving all of this around you misconfigure the proper switch and lamp matrix attached to this bumper as definied inside the manual. This would make the light matrix animation backwards as well...
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@Scorpionking17 At first when I saw this glitch I was speechless, thought this was something completely new to me. But then I realized I had this weird thing happen to me once as well years ago. Tried everything, re-installed everything and still nothing happened. And then somebody told me to look deeper, sadly it has been too long for me to remember who gave that advice. The solution I got was found inside C/User/Name/AppData/Roaming/VPinballX/Vpinballx.ini. I ended up deleting that file as far as I remember and it did fix the issue but created some more inside the editor, so I should recommend making a backup before deleting that file
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Okay then if you were talking about them lower flippers wich are set at 3200 ( the lowest margin possible for this modern era) then this conversation should end here. Those need to be inside the margins as explained. So the problem here is that you created a ice skating ring with the friction, don't look at the slope and then lower them flippers with strengths that fit on a 80s era table. Feel free to keep them settings for yourself since it's open source. I'd rather accept that this game is tough as nails rather then bending things beyond the recommended settings
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I can copy some refferences to work with from my script ' Recommended Table Physics Settings ' | Gravity Constant | 0.97 | ' | Playfield Friction | 0.15-0.25 | ' | Playfield Elasticity | 0.25 | ' | Playfield Elasticity Falloff | 0 | ' | Playfield Scatter | 0 | ' | Default Element Scatter | 2 | So there is margin for the pf friction but 0.15 is the lowest we can get. As for the flipper strentgh it's much tidier 3200-3300 (3250) And the final thing is the playfield slope wich by default is set at 6 degrees. I honestly don't know how the default setup is on this table, might be a little higher wich would make the game faster as well. I did make this an option in the menu and it could be raised up till 6.5 Edit: And when that right ramp still doesn't feel good you can try to overwrite the physics settings as well. Please let me know if you can work with this with the margins given
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This game is notorious and loved for being one of the hardest tables ever created. Fits into the same category as The Simpsons Pinball Party and Lord of The Rings. I think I have given a proper balance and even getting to one of the mini wizard modes once. But it's definiltly a players game wich requires a very high skillset to get things done. I probably never will beat it but still I love the challenge it throws. I do believe these ramps are a bit tough but that may be because of the height. When I started on this mod it was a lot heigher and it didn't even fit inside a cab it was that heigh. I lowered every item by hand just to get it fit, but it still may be a bit off. Doing this true justice would need me to get acces to a proper scanned playfield and also acces to a real machine for measurements and then do everything from scratch. I fear that is a mission impossible. I do must say I follow the book 100% on my physics conversions. I don't want to implement suggestions that are beyond the margins that nFozzy recommends. No AI enhancements either unless it's for performance only and also not tempering with any of the codes inside the nFozzy sections. And for upscaling images when needed AI can be a great tool as well. The one exception that I sometimes am forced to use is overwriting physics settings on ramps, changing friction on that area when needed. This half loop on the left ramp is such an exception where it's set to 0 completely. And even with that said I am not happy that such a thing was even needed, but yeah it's the way it is... And when improvements get done over time it needs to be implemented in the VPW Example Tables or any of their released tables, done by one of the masters who definitly knows what to do. And yes that may sound like a strong opinion but that is how I roll. The settings are like a holy grail to me