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Submitter
SUPPORT TOPIC File Information
- Submitted: Sep 05 2013 08:24 AM
- Last Updated: Nov 02 2014 07:38 AM
- File Size: 260.11MB
- Views: 10524
- Downloads: 2,697
-
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, without approval
Previous Versions
Download Indiana Jones FS MOD 2.5 PHYSMOD5 NM 2.5
11 Votes
indiana jones williams
****************************************************************************************************
****************************************************************************************************
NOTE! PHYSMOD5 version of VP required for new version 2.5!
http://www.vpforums....ic=27416&page=1
****************************************************************************************************
****************************************************************************************************
Original version by Lord Hiryu
For all the details (change log etc.) check the original table release:
http://www.vpforums....s&showfile=8505
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, BMPR (version 1.3 onwards) 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
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 = 2
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. Default value for Night MOD. Or just try yourself which option you like
Options 1,2 enable some other light effects too like red halo around bumbers etc.
Const ScriptedGI = 1
This is an additional feature that I added to the night MOD just to get a bit more GI action and contrast to the lighting.
(GI on / off on ramp shots and drains etc.) Set to 0 = off. Defaulted to 1 because I kind of like it
NOTE! Please use VP916 revision 628 or higher for the best performance! (or rev 644 or higher to get the new ball reflection working as well!) 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.
****************************************************************************************************
NOTE! PHYSMOD5 version of VP required for new version 2.5!
http://www.vpforums....ic=27416&page=1
****************************************************************************************************
****************************************************************************************************
Original version by Lord Hiryu
For all the details (change log etc.) check the original table release:
http://www.vpforums....s&showfile=8505
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, BMPR (version 1.3 onwards) 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
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 = 2
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. Default value for Night MOD. Or just try yourself which option you like
Options 1,2 enable some other light effects too like red halo around bumbers etc.
Const ScriptedGI = 1
This is an additional feature that I added to the night MOD just to get a bit more GI action and contrast to the lighting.
(GI on / off on ramp shots and drains etc.) Set to 0 = off. Defaulted to 1 because I kind of like it
NOTE! Please use VP916 revision 628 or higher for the best performance! (or rev 644 or higher to get the new ball reflection working as well!) 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.
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
Screenshots
Thank you for the updates, nice work ![]()
briliant beautifull thanx
awesome !
This NM Version is a Bomb in my Cab, thank you !
Have played it real in 1995 ...
Physmod version plays very nicely! Thanks so much for the continued refinement on this one, it's definitely a favorite - fun to play and beautiful to look at.
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Ball stuck on ramp see video