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 Post subject: PinEvent – DOF, PUP, SSF, and PUPDMD for FP!
 Post Posted: Mon Nov 04, 2019 3:00 am 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 658
Location: Ottawa, Ontario, Canada
PinEvent


Links removed.


I'm getting ready to post the RELEASE version of PinEvent 1.3 as well as release version of the 3 PinEvent tables I had that were WIP.

I will post links to the new PinEvent download,etc on here when its ready.

(only for those who already have Future Pinball and BAM working!)

New updates! Dec 25-2019

PinEvent 1.2
RetroFlair: BAM Edition 1.22a - PinEvent
Halloween (Ultimate Pro 1.20) - PinEvent




What is PinEvent?

I've been working away at my new PinEvent standard for Future Pinball (with some assistance from Nailbuster).

PinEvent will manage and control DOF, MX Leds, PuP, PUP-SSF, PUPDMD (mainly for cabinet users) as well as normal FP playsounds used for mechanical events (such as flippers, bumpers, ball drops, drain ,etc) for Future Pinball tables. So my table updates now and in the future will be using this.

The idea is that it "should" allow for anyone to be able to use a PinEvent table...even desktop users if they don't have dof, pup installed at all.

This can be used on ALL setups. Desktop, cabinet, vr, dof, pup, pup-ssf, pupdmd, real dmd (colour or mono)... or no pup and dof at all. Any combination!


Don't I need DOFLinx to use DOF or PuP with Future Pinball?

Not anymore.

Future Pinball restricted the usage of programs like DOF or PuP. DDH69 created DOFLinx as a way to work around this restriction. This works very well and DOFLinx has some great unique features! (I know more than anybody!) However, even with DOFLinx there are restrictions to how PuP can be used. For advanced PuP features such as PUPDMD, it would be VERY difficult for DDH69 to add this level of support to DOFLinx.

With the new iCOM plug-in for BAM (created by Nailbuster and Ravarcade), Future Pinball can now directly access DOF and Pinup Player.


You don't require DOFLinx to use DOF, PUP or SSF with Future Pinball tables that have PinEvent support.


PinEvent features:

- support for multiple profiles for any setup (desktop, vr,cabinet/arcade mode)
- custom settings per table via table script options
- dof (direct output framework)
- choose what devices are output to dof (flippers, slings, bumpers, chimes,etc) for custom setups
- Pinup Player
- PuP-Packs
- PUP SSF and 3D positional ball rolling
- choose what devices are output to SSF (flippers, slings, bumpers, chimes,etc) for custom setups
- PUPDMD (4:1 LCD DMD , Real DMD, 16:9 FullDMD)


PinEvent Profiles:

PinEvent will allow for you to use multiple Profiles for different setups such as Autodetect, Desktop, Cabinet, VR, or Custom. This could allow for multiple versions of the table to be used (one for VR, one for desktop, one for cabinets, etc) by only changing one option in the table script.

Or you can use the Autodetect feature (the default) which will automatically apply a PinEvent profile based on what mode FP is running in (Desktop, Cabinet, VR).

Just configure ALL the PinEvent profiles, PUPDMD settings, and Nightmode settings in PinEvent_Settings.vbs for your setup. That's it!

(you can have custom settings per table as well if needed)




===========================================




************* PinEvent Install and Setup *************




Download PinEvent (current wip version 1.2):

Here is a link where the current version of PinEvent can be downloaded. Keep in mind this is still a WIP, but I'm close to a full release version.

Line Removed. Posting full release of 1.3 PinEvent soon.



Installing the PinEvent files:

iCOM.dll

This plug-in (created by Nailbuster and Ravarcade) is what will allow DOF and PUP to be usable with FP directly.

This file goes into "BAM\plugins" folder, You need to be sure it's enabled in BAM plug-ins menu.


Copy these files to your "FuturePinball\Scripts" folder.

PinEvent_Settings.vbs
PinEvent_Control.vbs
PinEvent_PUPDMD.vbs

Desktop users with no DOF, or PUP installed don't need to make any changes to these files...but you still require them to play the table!


PinEvent_Settings.vbs

These are the sections in PinEvent_Settings.vbs that each DOF / PUP / PUPDMD user must configure for their particular setups!

/////////////// PinEvent - USER PROFILES ////////////////

/////// PinEvent - PUPDMD Default Settings ////////

/////// PinEvent - USER DOF Settings ////////

/////// PinEvent - USER SSF Settings ////////




For a desktop user (who isn't using any DOF, PUP, PUPDMD features)... to play these PinEvent tables, you only need:

- the iCOM plug-in for Bam installed and working
- the new 1.2 PinEvent_Settings.vbs, PinEvent_Control.vbs, PinEvent_PUPDMD.vbs files copied to your "Future Pinball \ Scripts" folder

That's it!

Just install the FP tables (and whatever files it normally uses like smoke's ball rolling vbs,etc) and use it like normal! No need for PuP-Pack files!

The PinEvent vbs files check for DOF / PUP on startup of the table. If they are not found then everytime a "pinevent / pinmechevent / dof / pupdmddisplay" command is called in the table script... the PinEvent vbs files tells FP to bypass the DOF and PUP functions (since they are not detected / enabled) and just plays the FP Sounds (and the rest of the table) like normal.


================================================




BAM update!

You need the latest update to BAM (1.4-267 when this was posted) for PinEvent based tables to work! Get it here:

https://www.ravarcade.pl/download


NOTE: Cabinet users with a second screen enabled should have BAM's "Force Arcade Mode" enabled and FP's "Arcade Mode" enabled.

To do this, first disable "Arcade Mode" in FP's Video and Render Settings. Then run a table. Goto BAM's AddOn menu and enable "Force Arcade Mode" (since this is now accessible). Exit the Bam menu, and then exit the table. Now re-enable "Arcade Mode" in FP's Video and Rendering Settings.

If you don't have FP's Arcade Mode enabled... the videos, some timers and other features while run way too fast!

If you don't have BAM's "Force Arcade Mode" enabled, then some elements on some tables may not appear correctly in a cabinet view.



PUP SSF

This is for surround sound feedback (SSF). When used, this will play ALL the mechanical sounds for flippers, bumpers, slings, ball drops, etc on your 5.1 or 7.1 setup. In 7.1, it should only play on the side and rear surround speakers (this is how it works in a cabinet, with the front speakers used only for game audio). This will only work in surround with discrete analogue audio outputs on a sound card, not a digital audio output! (unless your audio card encodes analogue 5.1 to DD or DTS in real-time like mine does)

If you have 2 or more audio cards, only your main (primary) audio card in windows will work with PUP-SSF!

If you only have a 2 speaker setup, you can still use SSF, but there is no benefit to this.


PUP SSF 3D positional Ball Rolling in Future Pinball!

Pinup Player now supports 3D positional Ball Rolling with PUP SSF! This requires Pinup Player 1.4.4 or higher.


The latest update for PuP can be found here:

http://www.nailbuster.com/wikipinup/dok ... ease_notes



DOF users:

DOF for the tables are now on DOF Config Tool! Update your DOF Configs!



DOFLinx is NOT to be enabled while using PinEvent tables!

You may end up having DOFLinx and normal DOF both triggering your hardware at the same time!

V7.0 of DOFLinx now has a new feature you can use to HOLD / Pause DOFLinx BEFORE you launch a PinEvent table (you don't want FP being detected by DOFLinx). The command is:

DOFLinxMsg.exe HOLD_ACTIVATION=1


You can add that command to your front-end's launch script. This is an example for Pinup Popper:

Code:
cd /d c:\directoutput

if "[custom3]"=="NO_DOFLINX" (DOFLinxMsg HOLD_ACTIVATION=1)

START "" "[DIREMU]\FutureDMD.exe" table="[GAMENAME]" close=1

START "" "[STARTDIR]Launch\VPXSTARTER.exe" 10 5 60 "BSP Software*"

START "" "[DIREMU]\FPLoader.exe" /open "[GAMEFULLNAME]" /play /exit /arcaderender /STAYINRAM





Then in Popper's Game Manager, just add NO_DOFLINX to Custom Var #3 for any PinEvent tables.

Then you add a command to your Close Script to allow DOFLinx to resume its normal operation. Here is an example for Popper:

Code:
"[STARTDIR]LAUNCH\PUPCLOSER.EXE" WINTIT "Future Pinball" 2 1

cd /d c:\directoutput
DOFLinxMsg HOLD_ACTIVATION=0





================================================



PUPDMD

To use PUPDMD, you need to use the correct PuP-Pack for your setup.

You also must set what type of PUPDMD you want to use.

The DEFAULT settings for this can be found in the PUPDMD settings in PinEvent_Settings.vbs.

'/////// PinEvent - PUPDMD Default Settings ////////

PuPDMDDriverType = 0 ' 0 = LCD DMD (4:1), 1 = Real DMD, 2 = FULL DMD (16:9 fullsize)
useRealDMDScale = 0 ' 0 or 1 for RealDMD scaling. (for Real DMDs only. If enabled, useDMDVideos should be set to False!)
useDMDVideos = true ' true or false to use DMD splash videos. (false may be preferred for real DMDs that are monochrome)


However… you can override those same settings in the table script, in the section labelled:

‘******* PinEvent – Custom Settings for this table *******

This section is there in case a specific table may use a different PUPDMD (or other settings) compared to what your Default / Profile settings are set to.



FULL DMD (16:9)

If you are using 16:9 Full DMD, then you need to set PuPDMDDriverType = 2. If you want to display it on a specific screen, then you need to edit the Pup-Pack with the Pup-Pack Editor, and change the DMD Screen’s CustomPos to the screen you are using (such as a 16:9 Stern style middle screen on the backbox). Example:

2,0,0,100,100 This will display the Full DMD using the Backglass screen’s position and size

4,0,0,100,100 This will display the Full DMD using screen 5’s position and size


Image


LCD DMD (4:1)

If you are using an LCD screen as your 4:1 DMD screen, then you set PuPDMDDriverType = 0


Image


Real DMD

If you are using a real DMD, you need to have PUPDMDControl setup and working. More info can be found here:

http://www.nailbuster.com/wikipinup/dok ... d=hardware

Then you need to set PuPDMDDriverType = 1


Image


NOTE:

If you are NOT using any type of PUPDMD, then you MUST edit the PuP-Pack using the PUP-Pack Editor, and set the DMD Screen to OFF!



USAGE:

After those files are installed and setup, then use the table like normal...and all should work! (I hope)

The table script has user options at the top.




FAQS:


The COM Extensions plug-in does not show up in BAM plug-ins menu...

Go here and install EVERY version (x86 and x64, each year as well) of Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019.:

https://support.microsoft.com/en-ca/hel ... -downloads

You may need to update your .Net FrameWork:

https://dotnet.microsoft.com/download/dotnet-framework


Then reboot, and check your plug-ins again.


I have ball stutter or non smooth gameplay…

Go to BAM´s “config / addon” Menu ingame. At the bottom set the “Framerate Limiter Mode” from “auto” to “off” and have fun with an always smooth gameplay.

(thanks to kds70 and Nailbuster for finding that this solved their stuttering problem)

I do find however…that if you are running in forced Borderless Windowed mode, and are using PUPDMD, that this can result in stutters, and I don’t know why. If run in Fullscreen, I have never had any issues with PUPDMD and stutters.


============================

TABLE FILES


RetroFlair - BAM Edition:

New v1.22a - with support for PinEvent 1.2



Pup-packs (folder)

The content in this folder is only for those who have Pinup Player installed, and want to use PUP-SSF or PUPDMD (which can also be a video pup-pack on your Backglass or Middle 16:9 screen).

RF BAM (FULL DMD on BG - PupPack).zip  (this is for those who want to use the PUPDMD on their Backglass or their 16:9 middle screen)

RF BAM (LCD DMD - PupPack).zip (this is for those with an LCD DMD or a Real DMD)

Extract the "FP_RETROFLAIR_BAM" folder from your zip file of choice to your "PUPVideos" folder.

BAM\CFG

This has a BAM cfg for the table all ready to go for proper setup for POV, backbox, etc. Copy to your BAM\CFG folder. Note, if you change the name of the table file, then this must also be changed to match.

ZBRrollingballsoundslib.vbs

This is needed for smoke's Ball rolling function used with FP's normal sound.

Copy this file to your FuturePinball\Scripts folder.


A demo video showing off the cool new Pac-Man, Outrun, and SpeedBall modes:

https://youtu.be/GtxmkiXhB48

Image

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[b] This table requires:[/b]

– BAM 1.4-264 or higher!
– iCOM.dll BAM plug-in file must be installed in “BAM\Plug-ins” folder and enabled in the BAM Plug-ins menu!
– ZBRrollingballsoundslib.vbs in your “FuturePinball\Scripts” folder.

– PinEvent_Settings.vbs, PinEvent_PUPDMD.vbs, PinEvent_Control.vbs in your “FuturePinball\Scripts” folder.
– PinEvent Profiles and PUPDMD settings configured for your setup (in PinEvent_Settings.vbs)

– USER’s BAM OPTIONS can be changed (goto the USER’s BAM OPTIONS section)
– if using PUP SSF or PUPDMD: Pinup Player 1.4.4 or higher installed


[b]Updates:[/b]

‘**** TerryRed BAM Edition Mod V1.22a *****

' updated table to be compatible with PinEvent 1.2
‘ added new BAM dynamic physics
‘ adjusted flipper, bumper settings in editor for strength and elasticity (in editor)
‘ adjusted table slope (in editor)
‘ added new adjustable BAM lighting for playfield inserts
‘ added new adjustable BAM lighting for GI (“detached” nanoflashers)
‘ added control to turn off GI lighting when ramp flashers go off, and when launching ball
‘ added new BAM shadowmaps
‘ added new BAM RGB flashers (on the slingshots) that change colour to match the game’s progress
‘ added “detached” coloured flashers for launch ball rainbow light sequence
‘ changed bumpers to coloured ghost matching the ghost toys
‘ changed ghost toys to only move when their matching ghost bumper is hit
‘ added invisible guide on left orbit so ball movement was smooth coming down
‘ added fpMusicVolume variable to allow adjusting the volume of the music played
‘ added smoke’s ZBRrollingballsoundslib (FP ball rolling function)
‘ added full PinEvent support for DOF MX PuP-SSF
‘ added new PUP SSF 3D positional Ball Rolling support for 5.1 / 7.1 sound setups
‘ added new Pac-Man mode! (eat pills, avoid ghosts to eat Power Pill, then hit Bumpers to eat ghosts)
‘ added Custom Balls for Default, and Pac-Man
‘ added new Speedball mode (hit all Opponent targets, then avoid random Opponent and get the Power Ball)
‘ added new Outrun mode (avoid cars, hit Checkpoint ramp 3 times to change Outrun tunes to complete the mode)
‘ left Sign is now larger and changes its marquee to match each song played
‘ extra voice overs for ball drain
‘ fixed up the DMD text to be cleaner.
‘ fixed up some playfield geometry
‘ fixed PacMan ball and Sign Textures not showing in Cabinet / Arcade mode
‘ added full PinEvent PUPDMD support for 4:1 LCD DMD, Real DMD, and 16:9 Full DMD



HALLOWEEN (Ultimate Pro) - PinEvent:

My update to SLAMT1LT's excellent Halloween table, complete with many bug fixes, DOF, MX Leds, PUP SSF, PUPDMD, and a PuP-Pack for the backglass!



Pup-packs (folder)

The content in this folder is only for those who have Pinup Player installed, and want to use PUP-SSF or PUPDMD

FP_HALLOWEEN_ULT_PRO - FullDMD.zip.zip  (for those who want to display their text and score on their 16:9 middle screen)

FP_HALLOWEEN_ULT_PRO - LCD and Real DMD.zip (this is for those with an LCD DMD or a Real DMD)

Extract the "FP_HALLOWEEN_ULT_PRO" folder from your zip file of choice to your "PUPVideos" folder.

BAM\CFG

This has a BAM cfg for the table all ready to go for proper setup for POV, backbox, etc. Copy to your BAM\CFG folder. Note, if you change the name of the table file, then this must also be changed to match.

ZBRrollingballsoundslib.vbs

This is needed for smoke's Ball rolling function used with FP's normal sound.

Copy this file to your FuturePinball\Scripts folder.




Here's a video demo of the table, PUPDMD and PuP-Pack in action!

https://youtu.be/KqSeKHyav_g

Image

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Image

Image



The TerryRed PinEvent modded version of the table requires:

- BAM 1.4-264 or higher!
- iCOM.dll BAM plug-in file must be installed in "BAM\Plug-ins" folder and enabled in the BAM Plug-ins menu!
- ZBRrollingballsoundslib.vbs in your "FuturePinball\Scripts" folder.

- PinEvent_Settings.vbs, PinEvent_Control.vbs, PinEvent_PUPDMD.vbs files in your "FuturePinball\Scripts" folder.
- PinEvent Profiles and settings configured for your setups (in PinEvent_Settings.vbs)

- if using PUP, PUP_SSF or PUPDMD: Pinup Player 1.4.4 or higher installed, and "FP_HALLOWEEN_ULT_PRO" PuP-Pack installed in "PUPVideos" folder.

- USER's BAM OPTIONS can be changed (goto the USER's BAM OPTIONS section)

TerryRed PinEvent mod / fixes 1.0

- added option for adjusting brightness for light inserts
- added option for adjusting brightness for flashers
- added full PinEvent support (DOF, MX Leds, PuP SSF, PuP DMD, PuP Videos)
- added PUPDMD options for 4:1 LCD DMD, Real DMD, 16:9 FullDMD
- fixes for Bogey Man (lightmode light not clearing, timer and countdown for escape,etc)
- fixed pumpkin lights not turning off after "Stop It - Score Drain"
- added sound for "Score Drain" stopping automatically
- fixed The Chase timer failing the mode after it was completed
- added other fixes to allow all modes to be completed
- completely updated StartNextMode sub so completed modes aren't repeated,etc
- added a "Game Completed" that resets all modes (after all ladder modes are completed)
- changed Attract mode if PUPDMD is being used (for PUPDMD attract mode music)


PUP-PACK EDITOR

Remember, if you don't want to use the PUPDMD feature in the pup-pack (but want to use other pup features), you MUST edit the pup-pack and set the DMD Screen 1 to OFF! (Same goes for the backglass videos, if you don't want those)



FEEDBACK:




PLEASE give me feedback! Does it work? Does it not work? (give specifics like errors,etc) What setup are you using? (Desktop, cabinet, dof, pup ssf ,etc)


Last edited by TerryRed on Wed Apr 08, 2020 12:14 pm, edited 10 times in total.

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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Mon Nov 04, 2019 3:46 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2777
Location: Arkansas, USA
Terry,

I couldn't get any music to play until I changed this line of code in the script to 1:

Code:
fpMusicVolume = 0


Most people don't know the range of values to enter. You might want to add a note in the script that it needs to be a decimal between 0 and 1. You might also want to change the default to something higher than 0. It makes you think something is wrong otherwise.

It appears to play OK otherwise.

Thanks for adding my ramp sound as an option.

George


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Mon Nov 04, 2019 3:53 am 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 658
Location: Ottawa, Ontario, Canada
GeorgeH wrote:
Terry,

I couldn't get any music to play until I changed this line of code in the script to 1:

Code:
fpMusicVolume = 0


Most people don't know the range of values to enter. You might want to add a note in the script that it needs to be a decimal between 0 and 1. You might also want to change the default to something higher than 0. It makes you think something is wrong otherwise.

It appears to play OK otherwise.

Thanks for adding my ramp sound as an option.

George




Crap... I forgot to set that back to 0.8.... uploading a fixed version now.

Thanks for the catch!

I had it set to 0, for testing of Ball Rolling functions (smoke's ball rolling uses fp music) of both smoke's and the new pup ssf 3d positioning ball roller for 5.1 / 7.1 setups.


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Mon Nov 04, 2019 4:06 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
I am able to run Retroflair 1.1 a on my desktop office system

Really nice work Terry !
The new modes are VERY Cool !
You have embraced all the BAM features nicely and seem to have master Miniplayfield's now !

The physics I find OK but not a nice as SLAM's.
The right ramp is very difficult to hit with any consistency still, at least on my systems, the ball likes to drain very easily and I find it hard to have a long game without adding a cheat code...but that is likely my poor playing.

I can't believe the "Beagle Music LTD" song "Like Ice in the Sunshine" was ever a hit in Europe :)
Disney World should create a ride with that as the theme ride beside "It's a Small world after all"


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Mon Nov 04, 2019 4:23 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 658
Location: Ottawa, Ontario, Canada
Gimli wrote:
I am able to run Retroflair 1.1 a on my desktop office system

Really nice work Terry !
The new modes are VERY Cool !
You have embraced all the BAM features nicely and seem to have master Miniplayfield's now !

The physics I find OK but not a nice as SLAM's.
The right ramp is very difficult to hit with any consistency still, at least on my systems, the ball likes to drain very easily and I find it hard to have a long game without adding a cheat code...but that is likely my poor playing.

I can't believe the "Beagle Music LTD" song "Like Ice in the Sunshine" was ever a hit in Europe :)
Disney World should create a ride with that as the theme ride beside "It's a Small world after all"



Yah, the XML is labelled RetroFlair, but it was the same XML you used. I did actually adjust that right ramp to allow more room...but since its more offset to the right of the flippers, its always a tricky shot. The left orbit I also adjusted which I find makes a big difference.

For the ghosts, I ended up using my original idea combined with part of your idea for the ball position tracking. I just ended up using guides so I could have a physical object to hit for the ghosts and cars when they move.

The game is definitely harder now for sure with the new modes.


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Mon Nov 04, 2019 6:01 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2777
Location: Arkansas, USA
Terry,

I think I can improve the physics and have it hit the ramps better. Do you want me to work on it? I would need to change the settings on the table objects and the script so I would need full control of the working copy if you are still working on it.

George


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Mon Nov 04, 2019 7:38 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 658
Location: Ottawa, Ontario, Canada
Gimli wrote:

I can't believe the "Beagle Music LTD" song "Like Ice in the Sunshine" was ever a hit in Europe :)
Disney World should create a ride with that as the theme ride beside "It's a Small world after all"


I was stuck on that damn "its a small world" ride years ago with my wife and kids. My son and I will never forget.... :)

GeorgeH.... hold out for the moment, as I'm still deciding on adding PUPDMD to the table. Physics is one of those things that can certainly come down to personal tastes. I'm not adding anything else to the table except for possible script changes for PinEvent on PUPDMD...so if you want to tinker and send me what you like...go for it, as I can swap my script changes pretty easy.


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Tue Nov 05, 2019 12:11 am 
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I guess I could use an external XML file and I could just change the settings for dynamic flippers that you have already added. ...So I suppose you could retain control of the script and let me update the strengths on the table objects.

George


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Tue Nov 05, 2019 2:48 pm 
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Posts: 3051
Location: Ontario, Canada
Terry,
I think I understated my compliment to you.

The quality of your work is top shelf !

I think Steve (aka Polygame/Happycab/AnonymousUser) would be impressed. The racing cars and ghosts etc...remind me of his games


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 Post subject: Re: PinEvent – DOF, PUP, and PUP-SSF for FP!
 Post Posted: Sat Nov 09, 2019 3:04 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 658
Location: Ottawa, Ontario, Canada
Two things....




1: New full release update of BAM now available! 1.4-267

https://www.ravarcade.pl/download

This update no longer requires BAM's "force arcade mode" to be enabled for PinEvent Autodetect to work. That said, I still recommend cabinet users having that enabled, as certain elements of the table (side rails, etc) on the Arcade Mode view may be missing if that's not enabled.




2. Pac-Man ball and Game Sign textures missing when FP's "Arcade Mode" setting is enabled.

This has been confirmed to not be a "bug" but more a limitation to FP's Arcade Mode. The Pac-Man Ball, Default Ball, Game Marquee Signs... all use BAM's texture swap function which require textures to be used on a surface if they are to be swapped out. All surfaces have 3 sides. Top, Side, Enamel. All 3 can be used for this functions to work....BUUUUUUUT.... as I have just learned....the "Enamel" portion won't work in "Arcade Mode"! :(

So that explains why Pac-Man Ball, Default Ball, and the Game Marquee signs weren't working only with "Arcade Mode" enabled (and that MUST be enabled for cabinet users).

So, the next update to RetroFlair - BAM will have those fixes in place, as well as the new PUPDMD addition!


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