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 Post subject: Re: Monster Bash
 Post Posted: Thu May 23, 2019 9:49 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2788
Location: Ontario, Canada
BTW , George I played it on my gaming system and lighting effects are excellent with BAM new renderer on. I like the illumination of franky, mummy, and drac especially when their modes on are on !

The shadows are subtle as the slingshot lights are only on when hit...
It may seem washed out but 2 bumper lights in each bumper that alternate with each other and having one on at all times will add to the effect ?

There is a glitch with franky not resetting ?


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 Post subject: Re: Monster Bash
 Post Posted: Fri May 24, 2019 9:07 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2407
Location: Arkansas, USA
Gimli wrote:
There is a glitch with franky not resetting ?


All the coding I added is there. It appears some other change is affecting the lights. I created the coding just by using the same state as light FrankyMB that has been there a long time. For the holograms, frame 1 is the same as bulb off and frame 2 is the same as bulb on. It worked on the version I sent to you. If you can't figure it out, you can just remove the lights and publish it.

George


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 8:18 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2788
Location: Ontario, Canada
Gimli wrote:
BTW , George I played it on my gaming system and lighting effects are excellent with BAM new renderer on. I like the illumination of franky, mummy, and drac especially when their modes on are on !

Great work George !

Gimli wrote:
The shadows are subtle as the slingshot lights are only on when hit...
It may seem washed out but 2 bumper lights in each bumper that alternate with each other and having one on at all times will add to the effect ?

George, I think what you have done with this is good and better than I can do. I don't have the desire or knowledge improve it right now. Maybe in a future version

Gimli wrote:
There is a glitch with franky not resetting ?

:oops:
simple fix, I accidently removed one line when transferring your code.

Line 4332 under
Sub frankfeet_expired()
should have:
Code:
frankfeet.set False


now franky resets perfectly

Ok, I think I am done with this version....
I will try to work a little on cab version but unfortunately will be away for a week the release will have to wait


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 1:48 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2407
Location: Arkansas, USA
I saw some very faint shadows using the shadow maps but you can't see them well enough to be worth the effort. I found you can see the shadows quite clearly if you change the playfield texture to a solid white but no one will want to play it like that.


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 3:23 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2407
Location: Arkansas, USA
Gimli,

The right "phantom flip" hits the post on the right side of the entrance to Franky's ramp. I think it is intended to hit the entrance to the ramp.

Also, the first hit on Franky during multiball seems to produce too much movement. ...But it could be a matter of taste.

George


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 4:18 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2788
Location: Ontario, Canada
GeorgeH wrote:
Gimli,
The right "phantom flip" hits the post on the right side of the entrance to Franky's ramp. I think it is intended to hit the entrance to the ramp.

Ok , I 'll see what I can do...

GeorgeH wrote:
Also, the first hit on Franky during multiball seems to produce too much movement. ...But it could be a matter of taste.
George

Oh ya I forgot to fix that, I noticed that too...


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 4:36 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2788
Location: Ontario, Canada
GeorgeH wrote:
Gimli,
The first hit on Franky during multiball seems to produce too much movement. ...But it could be a matter of taste.
George


The same with drac attack, add this to the code line 590, it sets the resting position of Franky and Drac:

Code:
'Franky
Dim MiniPlayField_0 ' Xmin Xmax Ymin Ymax Zmin Zmax CenX CenY CenZ
Set MiniPlayField_0 = xBAM.CreateMiniPlayfield( 176.4, 179, 308.402, 314.801, 0, 100, 178, 311, 50)
Call MiniPlayField_0.MoveTo( 178, 311, 50, 0, 0, 0, 1, 0) 'New line
'Drac
Dim MiniPlayField_1 ' Xmin Xmax Ymin Ymax Zmin Zmax CenX CenY CenZ
Set MiniPlayField_1 = xBAM.CreateMiniPlayfield(284.999, 289.993, 566.016, 566.792, 40, 52, 287, 566.5, 46)
Call MiniPlayField_1.MoveTo( 287.5, 566, 46, 0, 0, 0, 1, 0) 'New line


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 5:27 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2788
Location: Ontario, Canada
GeorgeH wrote:
Gimli,
The right "phantom flip" hits the post on the right side of the entrance to Franky's ramp. I think it is intended to hit the entrance to the ramp.


We have to temporarily change the dynamic flipper setting for the right flipper as follows:. I added "FlipInProcess" paramater.

Try adding this around line 7762
Code:
Dim FlipInProcess 'New line
Sub TrigPhantom2_Hit()
   'AddDebugText "Phantom - right " & LastSwitchHit.Name
   If(LastSwitchHit.Name = "RightInLaneTrigger") Then
      If(LightPhantom2.state = BulbOn) Then
         t_Phantom2.set True
                       FlipInProcess = True 'New Line
         AddDebugText "Phantom - right"
         LightPhantom2.state = BulbOff
         If(phantomCount(CurrentPlayer) > 0) Then
            phantomCount(CurrentPlayer) = phantomCount(CurrentPlayer) - 1
            LightPhantom1.state = BulbOn
         End If
      End If
   End If
   ' remember last trigger hit by the ball
   set LastSwitchHit = TrigPhantom2
End Sub


And this:
Code:
Sub t_Phantom2_expired()
   t_Phantom2.set False
   'AddDebugText "Phantom - right - Flipper"
   RightFlipper.SolenoidOn
   FlipInProcess = False 'New line
   'RightFlipper1.SolenoidOn
   PlaySound "Flippers1"
   t_Phantom2_off.set True
End Sub


And this to the Right Flipper Prehit:
See the part at bottome "If FlipInProcess = True then....."

Code:
Sub RightFlipper_prehit()
If BAM_VERSION < 233 then Exit Sub
   
   Dim ball
   Set ball = xBAM.BallCloseTo(0,0)
   If xBAM.Ball.Speed <= 200 then BounceMix = 1  ' Bounce Control Turned Off
   If xBAM.Ball.Speed > 200  then  BounceMIx = 2 ' Bounce Control On

OnPreHitFlipperSettings(RightFlipperExt)
   omegaCorrectionr = MaxOmega - (RightFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
      If RightFlipperExt.ContactPoint < 0.0 then RightFlipperExt.Omega = MaxOmega
      If RightFlipperExt.ContactPoint > 1.2 then RightFlipperExt.Omega = MinOmega
      If (RightFlipperExt.ContactPoint => 0.0) And (RightFlipperExt.ContactPoint =< 1.2) then
         RightFlipperExt.Omega = omegaCorrectionr
      End if
      If   FlipInProcess = True Then  'New stuff for right phantom flippers
         omegaCorrectionr = MaxOmega - (RightFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
         If RightFlipperExt.ContactPoint < 0.0 then RightFlipperExt.Omega = MaxOmega
         If RightFlipperExt.ContactPoint > 1.2 then RightFlipperExt.Omega = MinOmega
         If (RightFlipperExt.ContactPoint => 0.0) And (RightFlipperExt.ContactPoint =< 1.2) then
            RightFlipperExt.Omega = omegaCorrectionr - 10
         AddDebugText " Flip Time !"
         End if
      End if

End Sub


I decreased Omege of the right flipper by 10....seems to hit franky now...but if you wish to tweak it please go ahead


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 9:08 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2407
Location: Arkansas, USA
OK, HAVE A NICE VACATION!


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 Post subject: Re: Monster Bash
 Post Posted: Sat May 25, 2019 11:19 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2788
Location: Ontario, Canada
Thanks !


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