Radical! (Bally 1990)¶
Pre-toolkit VPW build with Flupper component integration. Notable for early documentation of VPX's issues with pure black materials and transparent element performance impact. Built by benji084, iaakki, and sixtoe.
Table-Specific Details¶
Art & Visuals¶
- Flupper bumper sizing required scaling all elements uniformly by 0.94 when original bumper radius (42) differed from Flupper's default (45) and collided with ramps.
- VR flasher dome z-fighting: Flupper domes show a black halo/line artifact in VR caused by lit and unlit primitives sharing exactly the same coordinates. This is a rendering issue in VPVR's DX-to-OpenGL translation layer, not fixable at the table level.
- Decal primitives must have static rendering unticked to prevent floating lights in VR.
Physics & Gameplay¶
- Insert workflow uses dual lamps -- one below the insert and one on top to light up printed text. 240fps camera used to verify fading speed alignment between direct-lit and fading lamps.
- Slingshot can be disabled from script via
SlingshotThreshold = 1000(prevents triggering). Useful for prototype/production mode options.
Known Issues¶
nFozzyphysics integration requiresConst PI = 3.14159to be defined in the script -- some tables lack this constant, causing "variable undefined PI" errors.- Older Bally ROMs have checksum calculations over the entire file, preventing text editing via Pinball Browser. Custom patcher needed to recalculate checksum after edits.
Techniques Developed Here¶
- Pure black material avoidance documented here -- changing drop target material from #000000 to #010101 prevented targets from appearing dead
- B2S exe mode as standard practice for preventing frame spikes confirmed here
See Also¶
- Best Practices -- material color standards, anti-patterns
- Troubleshooting -- transparency performance impact