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JP's Wrath of Olympus[Visual Pinball X Original]

Olympus Wrath wooly

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#41 jpsalas

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Posted 01 February 2022 - 07:47 AM

 

Always use 32 bits for all the programs related to VP. The VPX 64 bits works very well, but there are some other programs that don't work yet very well in 64 bits, like the vpinmame that has trouble with some Stern tables (it is an emulating thing), and the db2s server is only 32 bit. And there is no real advantage in using 64 bit since the 32 bits VPX can handle all the tables made until now.

I downloaded the 32-bit version of  FlexDMD and installed it. Made sure the appropriate directories were in their proper places. Rebooted my cabinet. Tried WoF again, still no DMD. Uninstalled the 64-bit FlexDMD, made sure the 32-bit one was still active. Rebooted. Tried WOF again. Still no DMD. I'm now officially lost without a map.

 

Are there any tests I can try to ensure all the pieces of this puzzle are in the right places and working? A list of DMD-centric files and locations I can check against? I'm really clutching at straws now.

 

 

First: download the latest version of the table, it may be possible the one you have has flexdmd disabled. So download the latest :) 

Then, are you running in desktop mode or in a normal cabinet running in what we call FS mode (rotated full screen)? Or do you rotate your Windows desktop? If you rotate your desktop and run a VPX table then it will be considered "desktop" mode and the flexdmd will be disabled.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#42 Wonky

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Posted 01 February 2022 - 01:52 PM

I’m having exactly the same trouble with this table and Deadpool, all other tables using flex seem to be fine, I do have a 3 screen setup but my Playfield is landscape in windows (don’t ask) and rotated. 
live looked through the script but couldn’t see anything wrong.

 

Always use 32 bits for all the programs related to VP. The VPX 64 bits works very well, but there are some other programs that don't work yet very well in 64 bits, like the vpinmame that has trouble with some Stern tables (it is an emulating thing), and the db2s server is only 32 bit. And there is no real advantage in using 64 bit since the 32 bits VPX can handle all the tables made until now.

I downloaded the 32-bit version of  FlexDMD and installed it. Made sure the appropriate directories were in their proper places. Rebooted my cabinet. Tried WoF again, still no DMD. Uninstalled the 64-bit FlexDMD, made sure the 32-bit one was still active. Rebooted. Tried WOF again. Still no DMD. I'm now officially lost without a map.

 

Are there any tests I can try to ensure all the pieces of this puzzle are in the right places and working? A list of DMD-centric files and locations I can check against? I'm really clutching at straws now.

 



#43 mrjcrane

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Posted 01 February 2022 - 04:54 PM

Hi JP regarding plunger pull back: I'm noticing that we have to pull the plunger past all the launch diamonds to make it out of the launch lane. Can we make that a little more subtle or sensitive such that about an 80 or 90% pull based on the launch diamonds will get you out; and still show diamonds even at about a 98% plunger pull back?

 

Here is why .... the skill shots are requiring a more sensitive touch to hit when using the launch diamonds as a guide. I'd say make the skill shots hittable with a plunger pullback that gives enough launch strength on the 2nd to the last plunger diamond.

 

Right now I am having to pull back even further than the last diamond into the black space so I can't see the plunger anymore. The WOOLY plunger shot is very much like the opening skill shot if you have ever played that on a real physical pinball machine where you pull the plunger back about 80-85% just to land it perfectly at the top of the launch lane.

.


Edited by mrjcrane, 02 February 2022 - 05:44 AM.


#44 PunkTiger

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Posted 02 February 2022 - 01:51 AM

 

 

Always use 32 bits for all the programs related to VP. The VPX 64 bits works very well, but there are some other programs that don't work yet very well in 64 bits, like the vpinmame that has trouble with some Stern tables (it is an emulating thing), and the db2s server is only 32 bit. And there is no real advantage in using 64 bit since the 32 bits VPX can handle all the tables made until now.

 

I downloaded the 32-bit version of  FlexDMD and installed it. Made sure the appropriate directories were in their proper places. Rebooted my cabinet. Tried WoF again, still no DMD. Uninstalled the 64-bit FlexDMD, made sure the 32-bit one was still active. Rebooted. Tried WOF again. Still no DMD. I'm now officially lost without a map.

 

Are there any tests I can try to ensure all the pieces of this puzzle are in the right places and working? A list of DMD-centric files and locations I can check against? I'm really clutching at straws now.

 

 

First: download the latest version of the table, it may be possible the one you have has flexdmd disabled. So download the latest :)

Then, are you running in desktop mode or in a normal cabinet running in what we call FS mode (rotated full screen)? Or do you rotate your Windows desktop? If you rotate your desktop and run a VPX table then it will be considered "desktop" mode and the flexdmd will be disabled.

 

 

I've downloaded the most recent version of the board, but no change.

 

I run my cabinet in FS mode. Windows is in normal landscape, and the boards are rotated.

 

Perhaps my graphics card can't handle the new DMD routine? I use a nVidia GTX750ti. I know I can't get PinGod to work, Freezy's DMD things never seemed to work (to my knowledge), pretty much anything other than the base PinMAME DMD routines don't seem to work on my system.  I couldn't get the DMD to work on the original WOOLY (I tried, but gave up after a few days). If memory serves, the only alternate DMD display that ever worked was Remdwaas' "Super Mario Galaxy Pinball" and I don't know if that was an alternate DMD subsystem or something programmed into the table.


Edited by PunkTiger, 02 February 2022 - 02:04 AM.


#45 mrjcrane

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Posted 02 February 2022 - 07:03 AM

Howdy JP: a Feature Modification Request I'll add to the dev queue: Can you make the upper right corner plastic sheet where the axe and sword are about 20-30% more transparent please? Here is why .. that first opening skillshot is a very subtle and delicate shot that requires a lot of deliberate planning and practice to hit it just right given there are actually 3 variations to the skill shot. Allowing it to be seen just a touch better through the plastic snow as it turns the corner towards the pop bumpers in my opinion would be very helpful in learning how to nail those skillshots exactly as you intended us to do; with precision and accuracy. Think about it, I'm happy to test it for you if you make that mod.



#46 jpsalas

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Posted 02 February 2022 - 08:44 AM

Howdy JP: a Feature Modification Request I'll add to the dev queue: Can you make the upper right corner plastic sheet where the axe and sword are about 20-30% more transparent please? Here is why .. that first opening skillshot is a very subtle and delicate shot that requires a lot of deliberate planning and practice to hit it just right given there are actually 3 variations to the skill shot. Allowing it to be seen just a touch better through the plastic snow as it turns the corner towards the pop bumpers in my opinion would be very helpful in learning how to nail those skillshots exactly as you intended us to do; with precision and accuracy. Think about it, I'm happy to test it for you if you make that mod.

 

I'll see what I can do with that plastic :)


Hi JP regarding plunger pull back: I'm noticing that we have to pull the plunger past all the launch diamonds to make it out of the launch lane. Can we make that a little more subtle or sensitive such that about an 80 or 90% pull based on the launch diamonds will get you out; and still show diamonds even at about a 98% plunger pull back?

 

Here is why .... the skill shots are requiring a more sensitive touch to hit when using the launch diamonds as a guide. I'd say make the skill shots hittable with a plunger pullback that gives enough launch strength on the 2nd to the last plunger diamond.

 

Right now I am having to pull back even further than the last diamond into the black space so I can't see the plunger anymore. The WOOLY plunger shot is very much like the opening skill shot if you have ever played that on a real physical pinball machine where you pull the plunger back about 80-85% just to land it perfectly at the top of the launch lane.

.

 

I'll adjust the plunger in my next revision :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#47 lebaronrouge76

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Posted 27 February 2022 - 02:23 PM

hi ^^

 

no medias availables for pinup ?

i have not found dmd ,backglass and playfield loading médias or animattions for this table

 

:P



#48 jpsalas

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Posted 27 February 2022 - 04:48 PM

hi ^^

 

no medias availables for pinup ?

i have not found dmd ,backglass and playfield loading médias or animattions for this table

 

:P

 

I haven't made anything of those.


Edited by jpsalas, 27 February 2022 - 04:48 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#49 mrjcrane

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Posted 20 March 2022 - 07:38 PM

Arngrim I think something strange is happening with DOF code 105 (Left Pop Bumper). I've set up a debug routine for all 8 channels on my Sainsmart DOF 8 Control board. When I cycle through all 8 channels I see that code 105 is not triggering my left pop bumper. All the other DOF commands are just fine. With the V1.0.1 release of WOOLY did you look inside your PinCab to see that the left pop bumper solenoid is actually triggering? I've mapped my DOF commands to keycodes in my revamp of the Scooby Doo table I am working on and just can not get code 105 PopBumperLeft to trigger. Help from anyone would be appreciated.

 

Here is some of my code. I chose to modularize and alias all my DOF triggering routines using variables for the DOF Code Library.

 

'***** DOF DEVICE TRANSLATION TABLE ***** SCOOBY code added initialization and variables for DOF
'** Initial Configuration for 8 Channel Control board (Your DOF trigger codes may be different just fix them here)
'** Fold these variables into the table script when the DOF commands trigger.
Dim dof_off                 : dof_off                  = 000
Dim dof_plunger             : dof_plunger              = 000
Dim dof_autoplunger         : dof_autoplunger          = 141            'SCOOBY triggers right slingshot??
'** Primary DOF Devices 8 Channel Sainsmart Board
Dim dof_flipper_left        : dof_flipper_left         = 101
Dim dof_flipper_right       : dof_flipper_right        = 102
Dim dof_slingshot_left      : dof_slingshot_left       = 103
Dim dof_slingshot_right     : dof_slingshot_right      = 104
Dim dof_popbumper_left      : dof_popbumper_left       = 105
Dim dof_popbumper_right     : dof_popbumper_right      = 106
Dim dof_shaker              : dof_shaker               = 119            'SCOOBY code Shaker motor (119/128) triggers on Mystery Machine Magnasave
Dim dof_knocker             : dof_knocker              = 108            'SCOOBY used in FREE GAME award (107/108)
'** Additional DOF Triggers Physical Objects and useful variables
Dim dof_spinner_left        : dof_spinner_left         = 000            'SCOOBY code making the call to the shaker motor
Dim dof_spinner_right       : dof_spinner_right        = 000            'SCOOBY code making the call to the shaker motor
Dim dof_gear                : dof_gear                 = 000
Dim dof_blower              : dof_blower               = 000
Dim dof_magnet              : dof_magnet               = 119
'** Additional DOF Triggers Games specific variables and alias names to trigger DOF activity
Dim dof_add_credit          : dof_add_credit           = 000
Dim dof_captive_ball        : dof_captive_ball         = 119            'SCOOBY captive ball triggers shaker motor pulse code 119

 

'** DOF Key Code & Channel testing ' SCOOBY code for testing Sainsmart 8 control board (Using function Keys F1-F8 on Keyboard)
    If keycode = "59" Then DOF dof_flipper_left, DOFPulse
    If keycode = "60" Then DOF dof_flipper_right, DOFPulse
    If keycode = "61" Then DOF dof_slingshot_left, DOFPulse
    If keycode = "62" Then DOF dof_slingshot_right, DOFPulse
    If keycode = "63" Then DOF dof_popbumper_left, DOFPulse
    If keycode = "64" Then DOF dof_popbumper_right, DOFPulse
    If keycode = "65" Then DOF dof_shaker, DOFPulse
    If keycode = "66" Then DOF dof_knocker_left, DOFPulse

 

03/24/2022 Update,once I gave it some thought and realized how DOF actually triggers, I figured I'd pass on the tip for anyone new who is setting up DOF in a PinCab or even @ your desktop if you are struggling like I was.

 

1) The WOOLY table has a reference line in the table script for "Const cGameName = "Wooly" and it is this GameName that points the table script to a corresponding config file specific for your DOF triggering device such that the GameName or "Rom" name talks back to a specific line in the config file that triggers the DOF event. So in my PinCab I have an 8 Channel Sainsmart board. In my case I have in order, the following: 1)LeftFlipper, 2)Right Flipper, 3)Left Slingshot, 4)Right Slingshot, 5)Left PopBumper, 6)Right PopBumper, 7)Shaker Motor then 8)Knocker as my 8th and last connected DOF device.

 

2) The config file ... often found as  "directoutputcofig.ini" or in my case for the Sainsmart 8 it is "directoutputconfig40.ini". Notice how the Rom/Table Name "wooly" is reference up front then the codes per DOF channel, separated by comma for each channel in your control board. In my case with my left pop bumper being device #5 and not triggering, I can tell that dof code 105 is not identified as a valid code for my 5th DOF channel. So no matter what DOF code is being called from inside a VPX table script, unless it is also identified in your dof config file, then like my issue, yours may not trigger either. For what it was worth I hope this helps someone new.

 

modifying the 5th segment below to include "E105/E111/E117/E118/E124|E125 @t@/E141 @t@"

 

Full DOF instruction set in directoutputconfig.ini

Wooly,E101/E110/E112,E102/E107/E113,E103,E104,E111/E117/E118/E124|E125 @t@/E141 @t@,E106/E123/E126|E127 @t@/E133|E134|E135|E136 @t@/E143 @t@,E119 800 I32/E132 m600 I28,E108 I20


Edited by mrjcrane, 25 March 2022 - 06:47 AM.


#50 Slydog43

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Posted 23 March 2022 - 02:39 PM

I'm also having trouble with the FlexDMD.  I can run the flexdemo.vpx table without issue.  When I check the  flexdmd log is see

 [1] 2022/03/23 10:27:47.057  INFO | FlexDMDUI version 1.8.0.0 

 

I see in a log 

Failed to load dmdscreen.dll in C:\Visual Pinball\VPinMAME\dmdscreen.dll 

 

is that something important??

 

Sorry I guess none of my UltraDMD's are running now.  I did just update to 3.5 VpinMAME, maybe that is it.

 

any ideas, been out of VP for a bit, can't believe how much I forgot :(

 

 

Thanks for the VPX updated table though, I have always liked this table and the awesome music.

 

 

NEVERMIND.  I had

[virtualdmd]

enabled = false
 
in my dmdddevice.ini,  all is good again.

Edited by Slydog43, 23 March 2022 - 03:08 PM.


#51 garnel

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Posted 26 March 2022 - 06:43 PM

Nice table, but it energizes the "Middle Left Bumper" solenoid at all times during gameplay in my system. None of your other tables I tried today do that.

 

I'm using a ledwiz and the Middle Left Bumper is on port 5.


Edited by garnel, 27 March 2022 - 05:05 PM.


#52 mrjcrane

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Posted 26 March 2022 - 10:19 PM



Nice table, but it energizes the "Middle Left Bumper" solenoid at all times during gameplay in my system. None of your other tables I tried today do that.

Yeh I'm doing some investigation on that issue as I was having the same issue I was able to rectify it with DOF code = E105. 3 things are in play here that make DOF tricky. In my case DOF Channel 05 is for the Left Pop Bumper so that is what I map it to you can see I added E105 to the sequence. My shaker motor is on channel 7 and my knocker is on channel 8. But, everyone, may potentially configure the triggering channels differently, so yet another twist to DOF.

 

1) The control board you are using, in my case ..... a Sainsmart8 and I'm tweaking some of the DOF commands specifically for that on WOOLY .. anything past the control board I am using is going to way over my head. Here is my simplified DOF command string for Sainsmart8.

Wooly,E101,E102,E103,E104,E105,E106,E132 m600 I28,E108

 

2)The fully blown DOF String for Wooly is using compounded DOF Commands I might have a before and after version of Arngrims submission to the DOF master catalog.

'Wooly,E101,E102,E103/E110,E104/E107/E113,E111/E117/E119 @t@/E124|E125 @t@,E106/E126|E127 @t@/E133|E134|E135|E136 @t@/E143 @t@,E132 m600 I28,E108 I20

 

Here is the E105 mod done by my on my local PC.

'Wooly,E101,E102,E103/E110,E104/E107/E113,E105/E111/E117/E119 @t@/E124|E125 @t@,E106/E126|E127 @t@/E133|E134|E135|E136 @t@/E143 @t@,E132 m600 I28,E108 I20

 

3)Getting the DOF command strings registered up into the master table library. This helps other users who may be doing an auto

http://configtool.vp...e.com/login.php

 

You may have to tinker around with it a little in your directoutputconfig.ini file ,(directoutputconfig40.ini if you use Sainsmart8), in your DOF config folder, where ever you placed that. In my case I just simplified the DOF command string and remove the compounded calls.

 

Best course of action is for us to working direct with Arngrim and relay some of our findings to him about some of different devices being used.

 

If you get totally stuck reach out to me. I may be able to help.

 

I have a special control board that I use to test DOF when I am on my Desktop to test ON & OFF and specific DOF Code Numbers ... Same control board is in my PinCab so testing is equal across both platforms.

 

img_0421_t.jpg


Edited by mrjcrane, 27 March 2022 - 02:50 AM.


#53 jpsalas

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Posted 02 September 2022 - 12:17 PM

UPDATE

 

4.0.0 Updated 2.9.2022
- New remastered sound and music by VP COOKS
- Updated to my VPX7 physics
- cleaned up and deleted unused graphics & reduced the size of the table
- Added my VPX7 LUT changer to darker the table (hold down LEFT CTRL while change with RIGHT CTRL). Including GI brightness adjustment. Use the LUT changer together with the day/night slider to give the table the level of darkness you prefer.
- Updated my mechanical set of sounds to a more "under the glass" sound, as people seem to like those kind of sounds better. 
- Changed the Environment image to enhance a little the object shadows.
- Separated the insert texts from the lights
 
Again thanks to VP COOKS for remastering the sounds and music, that's a great difference from my attempt to make some stereo voices :) 

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#54 mrjcrane

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Posted 02 September 2022 - 11:58 PM

Oh shoot, I kind of figured that might happen so was dragging my feet on any new mods to Scooby Doo 2022. Will see if I am up to the task of starting over with my reskin of Scooby v2.0.  JP you gave me something to work on for this weekend. I have a few interested parties/developers who want to fold in pup pack coding and another who wants to fold in VR room. So I guess it is back to the drawing board for me for Scooby v2.0. Thanks a lot friend ;)


Edited by mrjcrane, 02 September 2022 - 11:59 PM.


#55 Koobas

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Posted 31 October 2023 - 10:11 PM

Is it possible to adjust the voice volume?



#56 jpsalas

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Posted 01 November 2023 - 06:43 AM

Is it possible to adjust the voice volume?

 

Everything is possible :) Although it will need some work. You need to open the sound manager, select all the sounds that start with vo_, click on the Position/Volume button at the right, and reduce the volume.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#57 jpsalas

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Posted 01 November 2023 - 01:03 PM

UPDATE

 

4.3 Updated 1.11.2023
- Updated physics to my Rev3. Including physics materials, flippers and slingshot shapes.
- Updated LUT images, 10 shades and 10 warmer shades.
- Updated to my latest set of mechanical sounds.
- Fixed a little the flashers.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#58 Koobas

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Posted 02 November 2023 - 02:20 AM

 

Is it possible to adjust the voice volume?

 

Everything is possible :) Although it will need some work. You need to open the sound manager, select all the sounds that start with vo_, click on the Position/Volume button at the right, and reduce the volume.

 

Thanks, it worked perfectly.
 
And the update made the table even more incredible. Thank you very much.


#59 Guinness

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Posted 02 November 2023 - 04:08 AM

Such a cool table, I got to see one in person at Free Play Florida a few years ago, and had I of known that it would of been out of there after the first night of the convention, I would of played it too!

#60 jpsalas

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Posted 02 November 2023 - 06:41 AM

Such a cool table, I got to see one in person at Free Play Florida a few years ago, and had I of known that it would of been out of there after the first night of the convention, I would of played it too!

 

I remember my version is only the prototype, even if I added the helmet, still is a prototype :) The final version has more sounds and more music and the layout and rules are a little different. I'm not sure how much changed, but by the videos I have seen, a lot changed :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters






Also tagged with one or more of these keywords: Olympus, Wrath, wooly