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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Jun 09, 2018 1:55 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
blue wrote:
Could you add new explanations for the new "Ambient light" feature in the shadow maps in the shadow map thread?

Soon. Today....
blue wrote:
Are the shadow maps affected by the Z order of objects?

No. Like in real life.

blue wrote:
I'm missing shadows on most of my right side of the table, so it may be a problem with how my objects are drawn (or a graphics card thing)
I had problems with the entire right side actually, no shadows showed at all, but manually deleting the cache and regenerating it a couple times till it actually showed. I have 21 bulbs and 6 flashers BTW, but seems to be working now.

I tested on you table too. I counted 50 lights/shadowmaps.
There is nv driver limit in texture size. If there is more than 32 shadow maps then all maps are saved as black.
I get error from nvidia drivers:
"GL_OUT_OF_MEMORY error generated. Failed to allocate CPU address space mapping for texture (consider building 64-bit app)."

Here is v220 version with fix:
https://www.ravarcade.pl/beta/BAM.dll

blue wrote:
The second is you had mention problems with the script interfering sometimes. I have this strange problem, in that one bulb just continues to blink even after the game is started....

I need name of that bulb and table you test.
I have no idea which bulb is not working correct mostly, because i have no idea what is correct.

@Turk182:
Here is link for nvidia drivers for your card:
http://pl.download.nvidia.com/Windows/3 ... tional.exe

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-240, released: Aug 16, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Jun 10, 2018 2:43 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 330
Location: Abbotsford
Thanks Rav. I'm still tracking down the error with the bulbs, maybe me after all, just weird behavior but it's always the most simple things sometimes. The problem are the slingshot bulbs, they flash during the skill shot inline targets when the inline targets go up or down, especially the 3rd one. The odd thing is the slingshot pf bulbs have no blinking code whatsoever, only FlashforMs code. I added a forced code for the slingshot bulbs in Sub InlineLightPatterns, and it works now for the first 2 balls, but if you look at the video, the slingbulbs start flashing again. (Around 1:40 in the video) I will have another look tomorrow evening, but I stopped tonight because I'm getting a bit frustrated so I will look at it with fresh eyes tomorrow. Pretty sure it's a bug in my coding, but still, the sling bulbs dont flash at all in the script.

The Forced code works, looking at it it's just the 3rd Inline target that seems to trigger the flashing effect now, so I will let you know after tomorrow if I finally tracked the damn thing down. Still, it shouldn't be flashing at all like that.

https://youtu.be/j4-ifjVSusE

The excess shadow maps I had cleaned up, maybe after I sent you the table, but it's all fine now anyway. here's the code written in the text file in the cache folder

Code:
xBAM.ShadowMap "Ambient light", 600  , 4    ,     1250,      901,      100
    xBAM.ShadowMap "flasher1", 1000 , 5    ,     5,        1,        1
   xBAM.ShadowMap "flasher2", 1000 , 5    ,     5,        1,        1
   xBAM.ShadowMap "flasherbotleft1", 1000 , 5    ,     5,        1,        1
   xBAM.ShadowMap "flasherbotright1", 1000 , 5    ,     5,        1,        1
   xBAM.ShadowMap "flashertopleft1", 1000 , 5    ,     5,        1,        1
   xBAM.ShadowMap "flashertopright1", 1000 , 5    ,     5,        1,        1
   xBAM.ShadowMap "bulbgirl1", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbhead1", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbhead6", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbjgcollect4", 2000 , 2    ,     5,        1,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbjgcollect7", 2000 , 2    ,     5,        1,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbjungle1", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbjungle2", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbleftlane", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbleftloop1", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbleftloop3", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbrightlane", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbrightloop1", 2000 , 2    ,     5,     1000,    1.288,    0.083,      0.5
   xBAM.ShadowMap "bulbrightloop3", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbskillshot3", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbtriggerguide3", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "bulbtriggerguide5", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "leftrubberbulb", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "leftslingshotbulb1", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "leftslingshotbulb2", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "rightslingshotbulb1", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05
   xBAM.ShadowMap "rightslingshotbulb2", 2000 , 2    ,     5,     1000,    1.288,    0.083,     0.05


I've tried the new dll, but now I have faint yellow lines through my image. (You can just barely see them on the flesh colored portions, like the center leg, though they show up a bit clearer on my computer) but the new dll hasn't crashed yet though.

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Jun 10, 2018 5:30 am 
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Joined: Wed Sep 21, 2016 12:24 pm
Posts: 111
ravarcade wrote:
blue wrote:
Could you add new explanations for the new "Ambient
@Turk182:
Here is link for nvidia drivers for your card:
http://pl.download.nvidia.com/Windows/3 ... tional.exe


Thanks Rav, this is the drivers I have.

But still have the Plugins issue .. no plugins detected.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Jun 11, 2018 1:48 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 330
Location: Abbotsford
had a look today, and think I have traced down the problem with the lights. It appears to me that if a bulb defined as part of the shadow map blinks (either as a BlubBlink or flashforMs) it causes other bulbs to blink as well. I looked at the problem area, remarked out every line in the Sub InlineLightPatterns, and then one at at time ran each line separately and marked which ones were causing the slingbulbs (and others) and every single one of the problem bulbs were in fact also part of my shadow map. I then made sure all those lines were remarked out so they were not active, and then set another bulb defined in my shadow map to blink, and it caused the same problems.

Other bulbs, when they are using FlashForMs, also are causing the blinking effects as well on the next ball. BulbOn and BulbOff are working fine, and so far, LightSeg are working as well. This again may be in my table, but it's showing up in different areas as well, so I think I will delete the entire shadow map and the code, and start over.

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Jun 11, 2018 3:25 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
v221
http://www.ravarcade.pl/beta/BAM.dll

- fixed "blinking bulb problem".
Error was in BAM. My fault.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-240, released: Aug 16, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Jun 11, 2018 3:26 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 330
Location: Abbotsford
ravarcade wrote:
v221
http://www.ravarcade.pl/beta/BAM.dll

- fixed "blinking bulb problem".
Error was in BAM. My fault.

Awesome rav. Thank you will give it a shot soon as i next have spare time

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_____________________________________

Latest Project: FPx Template Engine


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Jun 12, 2018 6:36 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
v222
http://www.ravarcade.pl/beta/BAM.dll

- fixed black shadow maps saved in cache.
- change how light source in almbien light shadow map is distributed.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-240, released: Aug 16, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Jun 13, 2018 11:22 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 330
Location: Abbotsford
Thanks Rav.

So far so good, now on to the flashers. Wheeeee

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_____________________________________

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Jun 14, 2018 5:37 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
v222 is now released version.

Links to BAM:
https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-222.zip
https://www.ravarcade.pl/files/BAM-OpenVR.zip

Changelog (since last offical release v207):
- shadow maps
- FP memory leak
- faster table loading

Demo video with shadow maps:
https://youtu.be/yXAOkJ9CmvA

Demo table:
https://www.ravarcade.pl/files/shadowmaps-demo.fpt

Thread with info about shadow maps:
viewtopic.php?f=86&t=6656

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-240, released: Aug 16, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Jun 16, 2018 1:55 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
BAM update. v223

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-223.zip
https://www.ravarcade.pl/files/BAM-OpenVR.zip

Change log:
- fixed bugs in tables with normal maps (like Arabian Nights)
- Faster table loading / removed FP disk operations
FP all BMP, JPG, OGG, WAV resources from FPT, FPL files copy to disk to FPTMP$$$.* files before it load. For example it is ~350 files for Arabian Nights. In this BAM version that operations are converted to plain memory copy. No disk operations. Table loading is faster now.

Thanks to Whitey Weissman for bug report.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-240, released: Aug 16, 2018


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