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Submitter
SUPPORT TOPIC File Information
- Submitted: Aug 18 2013 05:12 PM
- Last Updated: Nov 02 2014 08:00 AM
- File Size: 342.15MB
- Views: 24160
- Downloads: 6,068
-
Author(s):
Lord Hiryu - Original version
teppotee - MOD
ClarkKent - MOD
JPsalas - MOD
Rob046 - MOD
Fuzzel - MOD - Manufacturer: Williams
- Year: 1993
-
IPDB Link:
- Permission to MOD?: Yes, with approval
Previous Versions
Download Indiana Jones FS MOD 2.5 PHYSMOD5 2.5
15 Votes
Indiana Jones
This is an update to Lord Hiryu's version of Indiana Jones and released with author's permission.
****************************************************************************************************
****************************************************************************************************
NOTE! PHYSMOD5 version of VP required for new version 2.5!
http://www.vpforums....ic=27416&page=1
****************************************************************************************************
****************************************************************************************************
Almost all aspects of the table have been reworked or updated:
- New GI and lighting (+adjustable additional alpha GI)
- New HD playfield
- New flasherdomes / effects
- Alpha ramp conversions
- Drop targets changed to primitives with better animation
- Idolhead reworked as a 3d primitive with better animation
- Ball lock reworked with better animation and visuals
- Center plane propeller reworked as primitive and smoother animation
- Complete physics overhaul
- New bumper flashers (can be turned off)
- New slingshot flashers (can be turned off)
- Missing sounds added
+ any other stuff I have already forgotten!
This has been a true community effort with a lot of people helping to make this the best version possible!
Thanks to:
Lord Hiryu - the biggest thanks goes of course to LH for creating the first version and letting us release this MOD!
Rob046 - Physics adjustments, alpha ramps and tweaking almost every aspect of the table!
ClarkKent - New HD playfield redraw with amazing detail + acting as a "project manager"
JP - primitive idol coding, captive ball bug fix,propeller primitives and ball lock rework. Really glad JP found the time to help us!
Fuzzel - converted FP 3D object and helped to implement it into the table
Jimmyfingers - flipper tap code and the enhanced ball rolling script
UncleWilly - primitive drop target code that I borrowed from BBB
Aaron James - Testing
teppotee - I did the lighting effects and visuals mainly and also primitive drop targets etc. Too much stuff to even remember!
+ HighInder00 for the 3d object in the FP version
Once again I hope I didn't forget anybody / anything. Let me know if I did!
TABLE OPTIONS:
You can change few visual things from the script with the following variables:
Const DisableSlingShotFlashers = 1
- with this setting you can enable/disable slingshot flasher effects. Default value is 1 so those are disabled. Set to 0 to enable.
Const DisableBumberFlashers = 0
- with this setting you can enable/disable bumber flasher effects. Even though the real table does not have these the default value is 0 so those are enabled. Set to 1 to disable for more authentic vibe.
Const AdditionalAlphaGI = 1
I have used alpha ramps to create additional lighting and halo effects on the PF.
0 = turn off. All additional lighting is turned off (may give a slight performace boost if needed)
1 = medium. This is the default value for the day version. Medium halo effects on the lower playfield
2 = high. More visible alpha lighting. This may be better for the upcoming night mod version. Or just try yourself which option you like
Options 1,2 enable some other light effects too like red halo around bumbers etc.
NOTE! Please use VP916 revision 628 or higher for the best performance! Extra thanks to Toxie and Fuzzel for the continuing VP development!
NOTE part II: The idol head keeps the balls locked for the next game by default. Set ROM adjustment A.2 number 28 from YES to NO to release the balls in the end.
Enjoy!
****************************************************************************************************
****************************************************************************************************
NOTE! PHYSMOD5 version of VP required for new version 2.5!
http://www.vpforums....ic=27416&page=1
****************************************************************************************************
****************************************************************************************************
Almost all aspects of the table have been reworked or updated:
- New GI and lighting (+adjustable additional alpha GI)
- New HD playfield
- New flasherdomes / effects
- Alpha ramp conversions
- Drop targets changed to primitives with better animation
- Idolhead reworked as a 3d primitive with better animation
- Ball lock reworked with better animation and visuals
- Center plane propeller reworked as primitive and smoother animation
- Complete physics overhaul
- New bumper flashers (can be turned off)
- New slingshot flashers (can be turned off)
- Missing sounds added
+ any other stuff I have already forgotten!
This has been a true community effort with a lot of people helping to make this the best version possible!
Thanks to:
Lord Hiryu - the biggest thanks goes of course to LH for creating the first version and letting us release this MOD!
Rob046 - Physics adjustments, alpha ramps and tweaking almost every aspect of the table!
ClarkKent - New HD playfield redraw with amazing detail + acting as a "project manager"
JP - primitive idol coding, captive ball bug fix,propeller primitives and ball lock rework. Really glad JP found the time to help us!
Fuzzel - converted FP 3D object and helped to implement it into the table
Jimmyfingers - flipper tap code and the enhanced ball rolling script
UncleWilly - primitive drop target code that I borrowed from BBB
Aaron James - Testing
teppotee - I did the lighting effects and visuals mainly and also primitive drop targets etc. Too much stuff to even remember!
+ HighInder00 for the 3d object in the FP version
Once again I hope I didn't forget anybody / anything. Let me know if I did!
TABLE OPTIONS:
You can change few visual things from the script with the following variables:
Const DisableSlingShotFlashers = 1
- with this setting you can enable/disable slingshot flasher effects. Default value is 1 so those are disabled. Set to 0 to enable.
Const DisableBumberFlashers = 0
- with this setting you can enable/disable bumber flasher effects. Even though the real table does not have these the default value is 0 so those are enabled. Set to 1 to disable for more authentic vibe.
Const AdditionalAlphaGI = 1
I have used alpha ramps to create additional lighting and halo effects on the PF.
0 = turn off. All additional lighting is turned off (may give a slight performace boost if needed)
1 = medium. This is the default value for the day version. Medium halo effects on the lower playfield
2 = high. More visible alpha lighting. This may be better for the upcoming night mod version. Or just try yourself which option you like
Options 1,2 enable some other light effects too like red halo around bumbers etc.
NOTE! Please use VP916 revision 628 or higher for the best performance! Extra thanks to Toxie and Fuzzel for the continuing VP development!
NOTE part II: The idol head keeps the balls locked for the next game by default. Set ROM adjustment A.2 number 28 from YES to NO to release the balls in the end.
Enjoy!
What's New in Version 2.5 (See full changelog)
- PHYSMOD 5 compatible! - Physmod conversion done by ClarkKent
- New flasher object based GI and flasher effects
- Better wire ramp texture
- + Misc. fixes and improvements
Does anyone know how to get the idol head on the right hand side to display correctly? Mine looks like a tiny cube on vp 9.1.5.
I guess you must use VP916+ to take advantage of the new stuff that is being developed.
You can get the latest daily builds here:
https://www.dropbox....VPinball Builds
It's already in 9.2.1, i highly recomend using the new Vpinball, works perfect in my cab! =)
when i put the line B2S server appears the error (I can´t load vpinmame, etc), When the line unched, the table works, but the DMD appears in the first screen.
anybody was a same problem? how solve this? Tks.
any chance to deactivate the nasty ball trails (of course unchecked in vp920 rev.828)?
Im getting a VPinMame error...
Cant load VPinMame...active X controller cant creat object
Then - VPinMAME Ver 01000000 required
Then - WPC.VBS ver 2 or higher required.
Then - Line 76 Object required: 'Controller
Then Line 275 Object required: 'Controller
Any help out there??
Hi, have the same Problem as ScubaMichael - any ideas????
Thank you very much ![]()
I am getting the same error as Scuba and Azzilein above.
Anyone have any ideas for this?
Found the solution if anyone else gets these errors.
Open up the script and switch the tick marks at the top for the backglass server. Rem one and un-rem the other. That's it.
cspring, can you be a little more specific? I am not understanding where in the script this needs to be done.
cspring, can you be a little more specific? I am not understanding where in the script this needs to be done.
Go to line 23 'Set Controller = CreateObject("B2S.Server")
Make sure there is a tick mark in front of the text (the text will turn green to indicate it is commented out)
Then line 24 Set Controller = CreateObject("VPinMAME.Controller")
Remove the tick, the text will now be black
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Does anyone know how to get the idol head on the right hand side to display correctly? Mine looks like a tiny cube on vp 9.1.5.