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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Aug 15, 2018 4:42 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 321
hello
download link
https://www.ravarcade.pl/files/BAM_v1.4-239.zip

seems to not work


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Aug 15, 2018 4:50 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 931
Sorry ... they turned off the power while sending.
Done. It works again.

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Better Arcade Mode
current BAM version: v1.4-241, released: Nov 9, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Aug 15, 2018 9:34 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 331
Location: Abbotsford
Hi Rav.

That table was kind of a experimental table with me learning new things, the code has completely changed. The ball doesn't sink any more, it was just on your 3 demo tables that it did. I have a Nvidea card, so maybe your latest update fixes it.

Here's my latest xml (external)
Code:
<?xml version="1.0" encoding="utf-8"?>
<document>
  <!-- Custom Physics for Jungle Girl -->
  <physics slope="5" fps="296" threaded="1"></physics>
 <!-- Settings for various objects -->
  <ball newtonDamping="0" mass="46" gravity="8500.0" damping="0.01"></ball>
  <flipper rotationSpeedChart="{0.0,3.0},{20.0,5.0},{38.5,11.7},{55.0,30.0},{77.0,100.0}[0.0,200.0],[5.0,5.0],[30.0,15.0],[60.0,100.0]" newtonDamping="0.01" mass="8500" omega="44" damping="0.05" moeMethod="0"
         leftXoff="2" leftYoff="1900" leftZoff="2"
        rightXoff="2" rightYoff="1900" rightZoff="2"></flipper>
  <bumper impulse="80.0" impulseRandomness=".04" vectorRandomness=".04"></bumper>
  <autoplunger mass="20000.0" force="60000.0"></autoplunger>
  <diverter mass="10000.0" omega="28.0"></diverter>
  <!-- GATE: Mass controls force of gate: Damping fixes error with ball stuck on gate. Between .25 and 3. A higher value will cause ball to be stuck  -->
  <gate mass=".1" gravity="500.0" damping=".25"></gate>
  <kicker impulse="650.0" vukImpulse="1400.0" impulseRandomness="10" vectorRandomness="10"></kicker>
  <plunger    mass="25000.0" force="38000.0"></plunger>
  <slingshot    impulse="550.0" impulseRandomness="6" vectorRandomness="4"></slingshot>
  <spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
  <spinner mass="60.0" gravity="100.0" angularDamp="0.25" angularAccel="5.25"
           spinDampLoose="0.55" spinBackLoose="1.70"
           spinDampNorm="0.75" spinBackNorm="1.80"
           spinDampTight="0.95" spinBackTight="1.90"></spinner>
  <emkicker mass="20000.0" omega="80.0"></emkicker>
  <varitarget mass="500.0" damping="0.9" tension="3.0" return="15.0"></varitarget>
  <magnet impulse="10.0" impulseRandomness="2"></magnet>
 <!-- Nudge Settings -->
  <nudge impulse="120.0" impulseRandomness="25.0" warningLevel="250" leftAngle="60" upAngle="0" rightAngle="320"
         vectorRandomness="5" visualDistance="1" waitPeriod="300" maxBallVelocity="500.0"></nudge>
  <!-- Materials Settings -->
  <defaultMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.02" kineticFriction="0.02"></defaultMat>
  <!-- Material Settings for surfaces marked as playfields -->
  <playfieldMat    softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.1" kineticFriction="0.03"></playfieldMat>
  <!-- Primary Material Types -->
  <!-- elasticCoef - Sets the default coefficients of elasticity for the material defined by the interaction between two physics groups.-->
  <metalMat       softnessCoef="0.01" elasticCoef="0.1" staticFriction="0.02" kineticFriction="0.01"></metalMat>
  <plasticMat    softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.1" kineticFriction="0.05"></plasticMat>
  <woodMat       softnessCoef="0.03" elasticCoef="0.3" staticFriction="0.03" kineticFriction="0.03"></woodMat>
  <rubberHardMat    softnessCoef="0.05" elasticCoef="0.5" staticFriction="0.06" kineticFriction="0.01"></rubberHardMat>
  <rubberIntMat    softnessCoef="0.07" elasticCoef="0.6" staticFriction="0.06" kineticFriction="0.03"></rubberIntMat>
  <rubberSoftMat    softnessCoef="0.09" elasticCoef="0.7" staticFriction="0.07" kineticFriction="0.06"></rubberSoftMat>
  <!-- Object Specific Material Settings -->
  <gateMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="0" kineticFriction="0"></gateMat>
  <kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.8" kineticFriction="0.8"></kickerMat>
  <rampMat softnessCoef="0.01" elasticCoef="0.01" staticFriction="0.01" kineticFriction="0.01"></rampMat>
  <plungerMat softnessCoef="0.04" elasticCoef="0.5" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
  <spindiskMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="1.5" kineticFriction="2"></spindiskMat>
</document>


I'm having a hard time getting my head around this, so if you see something wrong could you let me know?

Another thing I have problems with, is changing the angle of the ball within the code. I just can't find a example at the moment, or figure it out at least. What I want to do is cradle the ball and then give a quick flick of the key, and have the ball go back up that lane as opposed to heading straight up and hitting the sling post. This is a very common shot with all Bally tables, and I want to use this to fix angles and do a more realistic flipper to flipper transfer as a example.

Basically like this:
Code:
Sub RightFlipper
' If Ball is cradled and fully up then
' Release key and start decreasing omega value of flipper
' Add Timer delay between flipper pressed down and actual flipper movement to compensate for different keyboard hardware(maybe)
' have the ball move more to the right than it normally would based on time, omega and contact point of flipper


So I want to move the ball roughly 45 degrees right from the right flipper, or 45 degrees left from the left flipper with a cradled ball and weaker flippers. Just havent been able to figure out the base code for that, so asking if you can just put in a example of how to do that here.

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Aug 16, 2018 12:41 am 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 230
Hey Rav...


The newer version of BAM.DLL seems to cause Masters of the Universe and The Goonies to crash. Other tables seems fine.

If I use FP Loader to load table and then run from editor... FP just crashes and closes. Using Future Pinball.exe on its own these tables run fine.

Using older BAM.DLL, these tables, and all others run fine. Others have reported the same problem.

Here's my crash log.


------------------ BAM crash-report -------------
BAM path: C:\Games\Future Pinball\BAM
XML: C:\Games\Future Pinball\Tables\The Goonies (DOFLinx 2.0).xml
table: C:\Games\Future Pinball\Tables\The Goonies (DOFLinx 2.0).fpt
1: TAG: FILE=dllmain.cpp, LINE=689, FUNC=Routed_CreateFileA
2: TAG: FILE=fpt_file_reader\table_info.cpp, LINE=258, FUNC=TableInfo::ReadInfo
SBC: -1
NFC: 0
Loaded modules:
Future Pinball.exe, 1.9.2013.25 : 00400000 - 01E32000
ntdll.dll, 6.2.17134.228 : 77C00000 - 77D90000
KERNEL32.DLL, 6.2.17134.1 : 74F60000 - 75040000
KERNELBASE.dll, 6.2.17134.165 : 753C0000 - 755A4000
apphelp.dll, 6.2.17134.1 : 71230000 - 712CD000
AcLayers.DLL, 6.2.17134.137 : 653E0000 - 65661000
msvcrt.dll, 7.0.17134.1 : 750E0000 - 7519F000
USER32.dll, 6.2.17134.1 : 75890000 - 75A1D000
win32u.dll, 6.2.17134.1 : 765E0000 - 765F7000
GDI32.dll, 6.2.17134.1 : 765B0000 - 765D2000
gdi32full.dll, 6.2.17134.112 : 76600000 - 76764000
msvcp_win.dll, 6.2.17134.1 : 755C0000 - 7563D000
ucrtbase.dll, 6.2.17134.191 : 75240000 - 7535E000
SHELL32.dll, 6.2.17134.228 : 76770000 - 77ABA000
cfgmgr32.dll, 6.2.17134.1 : 74BE0000 - 74C19000
shcore.dll, 6.2.17134.112 : 75040000 - 750C8000
RPCRT4.dll, 6.2.17134.112 : 74C80000 - 74D40000
SspiCli.dll, 6.2.17134.1 : 744C0000 - 744E0000
CRYPTBASE.dll, 6.2.17134.1 : 744B0000 - 744BA000
bcryptPrimitives.dll, 6.2.17134.137 : 74B80000 - 74BD8000
sechost.dll, 6.2.17134.1 : 74500000 - 74544000
combase.dll, 6.2.17134.112 : 76130000 - 7638C000
windows.storage.dll, 6.2.17134.228 : 75A20000 - 75FDA000
advapi32.dll, 6.2.17134.1 : 763B0000 - 76428000
shlwapi.dll, 6.2.17134.1 : 77AC0000 - 77B05000
kernel.appcore.dll, 6.2.17134.112 : 753B0000 - 753BF000
profapi.dll, 6.2.17134.1 : 76390000 - 763A8000
powrprof.dll, 6.2.17134.1 : 74550000 - 74595000
FLTLIB.DLL, 6.2.17134.1 : 750D0000 - 750D8000
OLEAUT32.dll, 6.2.17134.48 : 751A0000 - 75236000
SETUPAPI.dll, 6.2.17134.1 : 746F0000 - 74B1B000
MPR.dll, 6.2.17134.1 : 68D50000 - 68D68000
sfc.dll, 6.2.17134.1 : 66680000 - 66683000
WINSPOOL.DRV, 6.2.17134.1 : 6E370000 - 6E3DC000
PROPSYS.dll, 7.0.17134.112 : 6E5B0000 - 6E730000
IPHLPAPI.DLL, 6.2.17134.1 : 73F10000 - 73F40000
bcrypt.dll, 6.2.17134.112 : 742E0000 - 742F9000
sfc_os.DLL, 6.2.17134.1 : 68D40000 - 68D50000
AcGenral.DLL, 6.2.17134.165 : 65180000 - 653D2000
ole32.dll, 6.2.17134.137 : 75640000 - 7573C000
UxTheme.dll, 6.2.17134.1 : 74310000 - 7438C000
WINMM.dll, 6.2.17134.1 : 731E0000 - 73204000
samcli.dll, 6.2.17134.1 : 68DA0000 - 68DB5000
MSACM32.dll, 6.2.17134.1 : 68D20000 - 68D39000
VERSION.dll, 6.2.17134.1 : 744A0000 - 744A8000
USERENV.dll, 6.2.17134.1 : 6EA40000 - 6EA61000
dwmapi.dll, 6.2.17134.1 : 742B0000 - 742D3000
urlmon.dll, 11.0.17134.191 : 6E3F0000 - 6E58C000
WINMMBASE.dll, 6.2.17134.1 : 71350000 - 71373000
iertutil.dll, 11.0.17134.228 : 68DD0000 - 68FF8000
IMM32.DLL, 6.2.17134.1 : 746C0000 - 746E6000
COMDLG32.dll, 6.2.17134.1 : 76050000 - 76126000
COMCTL32.dll, 6.10.17134.228 : 73B00000 - 73D04000
fmod.dll, 3.7.4.0 : 10000000 - 10096000
DINPUT8.dll, 6.2.17134.1 : 6F230000 - 6F269000
GLU32.dll, 6.2.17134.1 : 6F270000 - 6F2AF000
WSOCK32.dll, 6.2.17134.1 : 74490000 - 74498000
WS2_32.dll, 6.2.17134.1 : 75FE0000 - 76047000
Newton.dll, : 020F0000 - 02161000
libcurl.dll, 7.13.1.0 : 02290000 - 0232D000
DevIL.dll, 0.1.6.5 : 03D30000 - 03EA3000
ILU.dll, 0.1.6.5 : 001E0000 - 001F3000
ILUT.dll, 0.1.6.5 : 02090000 - 0209D000
OPENGL32.dll, : 03EB0000 - 0419D000
imagehlp.dll, 6.2.17134.1 : 744E0000 - 744F9000
WININET.dll, 11.0.17134.228 : 736F0000 - 73AF5000
ledwiz.dll, 1.0.0.2 : 020B0000 - 020B6000
HID.DLL, 6.2.17134.1 : 73D70000 - 73D7A000
DEVOBJ.dll, 6.2.17134.1 : 6EDD0000 - 6EDF2000
WINTRUST.dll, 6.2.17134.81 : 75360000 - 753A7000
MSASN1.dll, 6.2.17134.1 : 74DA0000 - 74DAE000
CRYPT32.dll, 6.2.17134.1 : 74DB0000 - 74F46000
BAM.dll, 1.4.239.0 : 59A10000 - 59F7F000
PSAPI.DLL, 6.2.17134.1 : 755B0000 - 755B6000
renderingengine.dll, : 595F0000 - 59A04000
--------------------------------------------------
Error code C0000005: ACCESS VIOLATION

Address: 59A6E706 -> BAM.dll:0005E706
Flags: 00000000

Fault Occured At $ADDRESS:59A6E706 ->BAM.dll:0005E706
with 48 08 01 00 00 00 00 00 8C F1 19 00 1E 06 01 76 00 00 00 00

Address: 758A67E6 -> USER32.dll:000167E6
*** 0 called from $ADDRESS:758A67E6
with 40 E6 A6 59 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00

Address: 758A665A -> USER32.dll:0001665A
*** 1 called from $ADDRESS:758A665A
with 40 E6 A6 59 00 00 00 00 00 00 00 00 E0 2C 99 13 54 F1 19 00

Address: 59A6EA8F -> BAM.dll:0005EA8F
*** 2 called from $ADDRESS:59A6EA8F
with 1E 06 01 76 8C F1 19 00 E0 2D 99 13 D0 2B 99 13 01 00 00 00

Address: 004558F9 -> Future Pinball.exe:000558F9
*** 3 called from $ADDRESS:004558F9
with

Address: 00000020 -> UNKNOWN:00000020
*** 4 called from $ADDRESS:00000020
with

Address: 61637241 -> UNKNOWN:61637241
*** 5 called from $ADDRESS:61637241
with F6 44 24 08 01 74 09 56 E8 4F 61 0C 00 83 C4 04 8B C6 5E C2

Address: FFFFF048 -> UNKNOWN:FFFFF048
*** 6 called from $ADDRESS:FFFFF048


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Aug 16, 2018 1:43 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 931
BAM update. v240

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-240.zip
https://www.ravarcade.pl/files/BAM-OpenVR.zip

Updates:
- fixed bug reported by TerryRed

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-241, released: Nov 9, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Aug 16, 2018 4:24 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 230
ravarcade wrote:



That's working great Rav...thanks!


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Aug 17, 2018 2:03 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2143
Location: Ontario, Canada
blue wrote:
Another thing I have problems with, is changing the angle of the ball within the code. I just can't find a example at the moment, or figure it out at least. What I want to do is cradle the ball and then give a quick flick of the key, and have the ball go back up that lane as opposed to heading straight up and hitting the sling post. This is a very common shot with all Bally tables


This may seem like a cheap fix but I was experimenting with Dynamic coding of Bam magnets and you can definitely use a magnet pulse to pull ball up inlane based on flipper press and you can dynamically alter magnet strength relative to ball velocity, contact point and flipper omega. This has the dual role of changing ball angle and assisting ball up inlane...

I would use ball velocity
(xBAM.ball.speed < 50),
Contact point ( FlipperExt.contact.point < 0.2) and Ball vector (direction ball is currently rolling) as trigger to pulse magnet up inlane with flipper press...

I believe the cradling technique involves rocking the ball and timing the quick flick when the ball is oscillating or slowly rolling retrograde down flipper towards inlane...
That is the Ball vector I am referring to


https://youtu.be/xF9hVeeOICA

The video above is just for proof of concept...it isn't using the rest of prehit code for flipper dynamics.
And I am using xbam.ball.speed < 100 and contact point < .7 ( I widened the parameters
to get it to work). And I am not using Ball Vector. but I think this will be important flag
so we can use our normal flipper dynamics at other times (ie when ball is not rolling slowly retrograde over the flipper...)

To try demo table:
https://www.dropbox.com/s/u7qmferix12dd ... t.fpt?dl=0


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Aug 17, 2018 6:02 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2143
Location: Ontario, Canada
https://youtu.be/beFniEkgQRc


While we are at it, here is a try a flipper to fliper post passing.

I converted the posts to "flippers" using FPM editor, then use Rav's "bounce control" prehit routine on them and it seems to work? :shock:

Here is the demo table
https://www.dropbox.com/s/b5jgwl9v4r49k ... 2.fpt?dl=0


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Aug 20, 2018 2:59 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 331
Location: Abbotsford
Nice going. I have some of those settings in my present version right now with modifications for the Bally style. The magnet idea is interesting, but I think it's just better to adjust the ball angle. Rav did mention that angle can be changed, in the dynamic flipper breakthrough thread, so maybe there's sample code for that somewhere. (Function Atn2(x, y)???)

Did find BalltoTrace code, so something to try out tonight.
viewtopic.php?f=86&t=6109&p=80226&hilit=ATN2#p80226

Code:
Dim ball
Set ball = xBAM_BallCloseTo(100, 200)


So maybe this is a workaround? have to redownload the balltracking demo, give it a study and see.

The first video is very good.My problem isnt my keyboard (it's a steel series) just old age and slow fingers. I did have a flick pass, but it also caused the ball through my flippers thing, but havent given up that. What I think is to setup a delay timer that the user can adjust the time, and have a delay at certain circumstances from when the user presses the key/short delay/start the flipper/check if keypress is still in progress. So, I'm thinking in code have the ball at a certain slow speed after a cradled ball, when it hits a contact point >1.0, then the timer comes on, and have a slower omega. The flipper will 'flick" a bit easier for people who have normal (non-mech or membrane) keyboards but it will be a optional setting. Still, have to be able to pull off the shot.

Boy, my brain is hurting from all of this. I'm thinking going to take time off from FP for a bit, I have other unfinished projects I would like to finish so maybe taking a break and working in VP for a while. I'm starting to get a bit frustrated so do something else for a short while, clear my head a bit and hopefully find the time I need to get my head around all of this and get it working. You never know, a solution may just pop into my head. :)

EDIT: On the ball through the flipper thing, now that I have the time today to think about it (been one of those months) it occured to me the simplest solution to my problem, maybe I accidentally set bad code as the default. Yikes :oops:

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Aug 20, 2018 7:56 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2143
Location: Ontario, Canada
blue wrote:
.I did have a flick pass, but it also caused the ball through my flippers thing, but haven't given up that


Flick pass does happen accidentally in first video above at 54 seconds, due to flipper Omega of 14.

I am not sure how Rav's "acceleration charts" work and whether a simple flipper "burst" can be coded.

This may seem artificial, but the flipper sequence is actually what happens when you cradle the ball..

1. you catch it by holding flipper
2.then you release it
3.then you use flipper

Flipper dynamics can be coded according to Sequence of Flipper Press/ Release, as I did in the Inlane shot above...

1. When the Flipperkey is first pressed "Flippersequence goes from 0 to 1"
2. When the Flipperkey is releassed "Flippersequence goes from 1 to 2"
3.then finally When the Flipperkey is pressed again the flipper dynamics are temporarily applied and "Flippersequence goes from 2 to 0"

And then the cycle repeats...

Sub FuturePinball_KeyPressed(ByVal KeyCode)
Code:

' If the Right Flipper Key Has Been Press, Activate The Right Flipper(s)
         If (KeyCode = GetKeyCode(RightFlipperKey)) Then
         If RightFlipperSequence = 0 then
            RightFlipperSequence = 1
            End if
            If RightFlipperSequence = 2 then
            RightFlipperSequence = 0
             If (RightFlipperExt.ContactPoint < 0.7) And (RightFlipperExt.ContactPoint > 0)And (xBAM.Ball.Speed =< 100) then MagneticField_1.Strength = 3.5:RightFlipperExt.Omega = 12:Magnet.Set True, 200
            End if
            AddDebugText "RightFlipperSequence = " & RightFlipperSequence
            AddDebugText "MagneticField_1.Strength = " & MagneticField_1.Strength
            AddDebugText "RightFlipperExt.ContactPoint = " & RightFlipperExt.ContactPoint
            AddDebugText "xBAM.Ball.Speed = " & xBAM.Ball.Speed
            RightFlipper.SolenoidOn
            PlaySound "Flipper"
         End If


Sub FuturePinball_KeyReleased(ByVal KeyCode)
Code:
' The Right Flipper Key has been released, Turn Off the Right Flipper(s)
         If (KeyCode = GetKeyCode(RightFlipperKey)) Then
            If RightFlipperSequence = 1 then
            RightFlipperSequence = 2
            End if
            AddDebugText "RightFlipperSequence = " & RightFlipperSequence
            RightFlipper.SolenoidOff
         End If
      


Turn off temporary dynamic settings:
Code:
Sub Magnet_Expired()
Magnet.Set False
MagneticField_1.Strength = 0 'Turn off magnet pulse
RightFlipperExt.Omega = 43  'or whatever Default Omega is
End Sub


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