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  • Download Info

    • Author: randr
    • Version: 10.6.0
    • Views: 25500
    • File size: 22.23 MB
    • Downloads: 8670
    • File Author: Randy Davis Noah Fentz Chris Leathley Mark Parris Jerry Rice Rolle Cruz Brian Smith Toxie Shagendo Maddes Wizard's Hat Poiuyterry Fuzzel Cupid Koadic Mukuste mjr Brandrew DJRobX
    • Updated: October 6, 2019
    • Categories:
  • Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.6

    Simply copy all of the files in the ZIP into your already existing Visual Pinball directory. Overwrite already existing files there when asked. If you already had the core.vbs script package in your 'Tables' sub-directory previously, either delete these, or move all files contained in the 'Scripts' sub-directory to 'Tables'.

    For all the changes regarding the core vbs script file package look into core.vbs for the full changelog

    VP 10.6.0 Changelog


    - optimize .obj importer

    - add object space-normal mapping support to primitive (our implementation matches the object space, +X +Y +Z, export/baking settings in Blender)

    Object space-normal maps are commonly used if one reduces polygon counts of a complex model. The lost geometric details are then added back via a normal map

    - fix some potential problems with balls and rubbers outside of the playfield range, and when importing certain primitive meshes via .obj

    - show kicker (default) orientation in the editor

    - support 'Add Point' hotkey (F10 normal and F11 for smooth point) for rubbers

    - fix lighting of the reflection of the playfield on the ball (before it was more or less ignoring the real lightsources and using a wrong lookup from the environment)

    - increase robustness (and reduce temporary memory used) when handling very large images/textures

    - add rothbauerw's and cyberpez' ball dropping sound code to builtin example tables

    - add proper dithering to final output buffer (most noticable on gradients and/or low-quality/cheaper output monitors)

    - remove caption and window borders in windowed mode (only re-enable/toggle that caption if the 'ESC'/Pause-menu is brought up so that one can move the window around after unpausing again)

    - save position of the windowed mode player window

    - fix some issues with the physically based lighting calculations, this can change the brightness (most noticably on the playfield) for some tables (more so if the (HDR) environment map is very high contrast, especially on the poles)

    - add current active ball velocity/angular velocity, and the number of physics iterations per frame to the F11 debug output/stats

    - fix some potential crashes and quirks in the manager dialogs (most notably the alpha test value in the image manager being copied to other elements when deleting an image)

    - fix crashes if a POV file is broken/invalid

    - fix normal computations of the old legacy primitive (i.e. that triangulated tube)

    - show amount of vertices/polygons for a mesh primitive in the status bar

    - do not ignore primitive setting 'Has Hit Event' anymore (before it was always implicitly on)

    - add display selection in the video preferences

    - fix some regressions (introduced with 10.5) with backdrop lights (most prominent: bulb lights had wrong falloff, the 'classic' lights wrong image mapping)

    as a bonus, this should also finally fix all issues seen with backdrop lights on intel/builtin graphics in the past

    - disable transmit for backdrop bulb lights

    - implement proper sRGB pipeline for runtime filtering (only for images/textures that are used in the 'standard' material)

    - increase static table elements precomputation samples from 32 to 64 and in addition do not do aniso/trilinear filtering there, but rely on the oversampling and bilerp instead, leading to much crisper textures

    - add checkbox to 'user customizations'->'overwrite physics by global set' to optionally change all flipper settings, too

    - fix some regressions from VPX 10.3+ within the physics options dialog, especially with some of its flipper settings and when importing settings

    - fix ball through bumper issue

    - add apply button to the dimensions manager to apply the selected dimension to the active table

    - add support for up to 9 custom start parameters (range 1-9). Usage: "VPinballX.exe -c1 param1 -c2 param2" sets two custom parameters "param1" and "param2".

    To access these in the script use: GetCustomParam(1) to get "param1" and GetCustomParam(2) to get "param2"

    - add strength parameter for the (optional) legacy/VP9-like keyboard nudging code, can be set in the 'Keys, Nudge and DOF' preferences dialog

    - add support for showing the image of a primitve mesh in the editor. However this feature is far from perfect because Windows GDI (which draws the elements in the editor) can't handle meshes well

    - re-use existing sound settings if re-importing a sound file

    - fix crash in collection manager if a collection is moved up/down

    - fix ball decal splotches if only a global ball image was set in the video preferences

    - new table-script manipulation features:

    '-extractvbs' parameter: "VPinballX.exe -extractvbs tablename.vpx" extracts the script and exits

    VPX will automatically replace the table-script with a vbs file named the same as the table file (similar to the existing pov file functionality)

    - add support for using a primitive as playfield instead of the build-in one:

    o to create a mesh playfield create a new blank table and export it as obj file

    o open the obj file in Blender and edit the playfield mesh (mesh name is "Table1")

    o cut holes into the playfield where you want to place kickers, VUKs and so on

    o export the modified playfield mesh as a separate obj file and import it to VPX

    o in VPX rename the playfield primitive to "playfield_mesh"

    o the playfield primitive doesn't need an image and a material assigned

    VPX will use the texture and material from the playfield properties, but will respect the 'disable lighting' parameter from the primitive

    Note: VP can only handle a simple mesh plate (with optional holes) as a playfield. Adding other complicated meshes to the playfield (e.g. merge kicker meshes with the playfield) is not supported.

    The "playfield_mesh" is also handled as a special primitive type: its physics settings are copied from the table physics properties, but in addition you can also set "Has Hit Event" and set a "Hit Threshold"

    if you want to be informed that the ball has hit the playfield. Settings like "Toy", "Collidable" or "Overwrite Material Settings" won't work for the "playfield_mesh".

    See example table (File -> New -> Example Table) how to use it.

    - add checkbox to sound- and image-manager to use internal name as filename for exporting

    - fix "all sounds to rear channels" bug

    - add missing implementation for -pov command line option

    - remove all table encryption, old locked tables automatically unlock now

    - add buttons to video preferences to easily setup defaults for low- or high-end PCs

    - add 'Force Bloom Filter off' to video preferences to increase performance on extremely low-end graphics cards (like on tablets)

    - update BASS library to 2.4.14

    - see core scripts (header of core.vbs) for the respective changelog (version 3.57)

    - see CommandReference.txt for the changelog of all the scripting properties/interface changes

    - remove Visual Studio 2010 & 2012 & 2013 support, add Visual Studio 2019 support

    - updated to latest FreeImage.dll (3.18.0) (currently disabled)

    - DirectX 8 port for input handling (currently disabled)

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    Viewing 19 posts - 1 through 19 (of 19 total)
    • Author
    • #147064

      Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.6

      Total of 42 users thanked author for this post. Here are last 20 listed.

      Congrats to the devs on a final release. This was my favorite beta cycle in terms of new features.

      1 user thanked author for this post.

      Thank you for all your hard work, guys.

      You make my hobby possible.

      You’re the best. :rose:   :rose:   :rose:   :heart:   :heart:   :heart:


      Is there a way in upcoming versions for this exe and vpinmame to stop storing settings in the registry? Regular mame and other emulators using flat files. This would be <span style=”text-decoration: underline;”>so</span> much more convenient for mass changes and portability/backup.

      Also, would it be possible to get resolutions that are not standard? For instance, I can set my monitor to true 4k but native is not. I would like to just run it native which is very close to 4k. If I unplug monitors while the pc is running, everything goes all katywampus.

      I really appreciate what VP has become though. Super outstanding all around. It’s more future than future pinball at this point (to me). I just have these basic gripes yet.


      I recently updated to the EXE only (v. All In One) and now I am getting an immediate crash on launch of a game from VPX. Literally flashes on screen, backglass appears and then VPX crashes. Any idea about what might be happening? I did a basic update (pasted in new files), wondering if I updated incorrectly or missed a step? Any help would be amazing.


      @pinguy77 : Don’t try to be smarter than the one-in-all installer. It is made by the devs and they know what they are doing. Many ways to fix it though. Let’s say you now have it installed in c:\vpinball – rename that folder to c:\vpinball.old – run the one in all installer. Now install to the OLD path c:\vpinball – move now tables, vpinmame roms and stuff you need from c:\vpinball.old and you should be fine. Once everything is verified ok – delete the folder you’ve messed up. Doing it this way, you’re registry should still be pointing to the old location and you should be just fine.


      Thanks, was worried about using the All-In-One as I had just gotten everything working again after having to restart because of a CPU failure. I will follow your approach here and report back. Thanks for the help.


      @Thalamus: Thanks so much for the advice, your approach worked and I have it back up and running. Only issue that I seem to be encountering now is that my Coin In button on my Cab is not working in game. I checked my VPX Preferences and all other button mappings are functional, correct and working. Once I load the game the Coin In Buttons don’t register and only pressing the 5 key on the keyboard works, which is weird as its not mapped in the preferences.

      Any idea why that might be happening? I have never experienced that before.

      1 user thanked author for this post.

      Maybe at one time did actually change the vpmkeys.vbs or what it is called ( I’m away from pin right now and I’m getting old ). I strongly advice against it unless it really needed. Remapping the “standard” keys that has been hard coded in several tables just makes a mess if you do. Are you saying that you are not able to key coin for any game anymore ?

      Why not re-map it into more standard ?

      Personally I have only one key for adding credits and that is the 5 key. I know that pr. examle Mike da Spike has a much more advanced system set up.

      You could just rename the current vpmkeys.vbs in scripts folder and then copy the one you had in pinmame.old, if I’m right.


      to the developers, where does vpx get its info to tell it which screen is numbered 1 and which is 2?


      Is the .exe supposed to be run in WinXP SP3 compatibility mode?  For some reason, the properties of VPinballX.exe show up as:


      and I can’t change the compatibility mode setting.  The .exe also has the symbol on it that it’s being run as Admin, even though that box isn’t checked.

      If I change the name of the file, then the Admin symbol goes away and if I then open Properties, compatibility mode is turned off.  Seems really odd.  For the most part, things are working fine, but have been trying to get PUP working and having issues, and one thing I have read is that nothing should be running as Admin.


      Please don’t cross post.


      still getting the scan lines on this lates not sure if it a compatibility issue or what or maybe after many updates there is a conflict somewhere scanline problem seems to start after build vpinball 6_3684 they really are bad and i know im not the only one experiencing it not sure if i should do a fresh install but dont really want to have to as everything else runs perfect any ideas what could be causing this prob im currently fully updates on win updates and nvdia gpu drivers plz help lol :wacko:


      Really should add pictures and what game you are showing
      Information about your hardware and all the Different software you are using
      Make sure you have exceptions setup if you are running any anti virus software


      I can take some pics the scanline prob is on every table using latest build only goes if i use old rev 3684 and obviously thats not great


      Could i possibly do a fresh install somehwere else with the all in one And see if it corrects the issue or will that mess my current setup


      10.6.0                    rev 3684

      scanline issue is on the left latest build and right is just before problem starts rev 3684 u can clearly see the lines they seem to just go up the screen constantly until i pause the table then they resume again


      Are your monitor drivers up to date? This is a separate thing from the Nvidia drivers, it basically helps tell the video card what’s hooked up to it.

      Creator of the first PinupPlayer PostDMD mods for VPX - PostDMD for Masters of the Universe VPX and Jaws VPX.
      Head Proprietor of Pisces Pinball, a VPX table developer.
      Lead Technician of MC Chase Amusements, a private arcade in our home basement.


      Have a faint feeling that I’ve seen this question here somewhere already. But, I must admit – I’m a bit too lazy to go hunting for it as I don’t have this issue. Unfortunately, I don’t remember the solution either. Maybe the original poster recognized the issue and solution ?

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