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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Aug 25, 2018 1:44 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 367
Location: Abbotsford
Hi Gimli
Had a look. Using magnets doesn't work for me, and you reversed them. Using as a example, at contact point .3 the ball should head far more to the right on a cradled ball and a quick flick and then move more vertical at .4 and beyond. (Remember, bally flippers which has a far more sensitive base while Williams had a more sensitive tip of the flippers)

I instead had a idea of modifying my blues flippers by using it to "push" the ball more vertically. Trying it out now, the only problem right now is getting the smaller flipper to move a lot faster, as the angle sweep is a lot more than before. It sort of works, but a lot of code to work out yet.

Because I am no longer on the internet and have such limited time, I lost the place here that gave a example for setting acceleration charts for each individual flipper, so if you know where it is or have code could you post here. This would be a simple fix until the time Rav gives us the code we need to manually adjust the Ball angle and speed on the fly, so we can hard code ball behavior as we need it to make some of these tricks doable without weird solutions that really shouldn't work.

If you dont know, fine. I've a second solution that's even more half-assed. It will be a far more consistent shot than your magnets, and it wont have the ball speeding up while doing it. It wont look right, but hopefully it should do what I want it to do

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Jan 25, 2019 5:27 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 945
BAM update. v245

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-245.zip
https://www.ravarcade.pl/files/BAM-OpenVR.zip

Bug fixes:
- sometimes BAM can crash on Pause/High Score if all chars of textfield in nvRAM is used. For example when nvSpecialHighScoreText text is 16 chars long.
- shadow map generation error: some missing objects on shadow map if table was run with FP light system (in most cases missing ramps, like in VUK demo table)
- shadow map generation error: removed shadow casted by glass of flasher.
- shadow map generation: in BAM menu limit for Spotlight range of flasher is changed from 10.0 to 1000.0

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-249, released: Feb 5, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Jan 26, 2019 6:33 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2416
Location: Ontario, Canada
Thanks Rav !
Look forward to trying it !


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Jan 26, 2019 5:07 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 945
BAM update. v246

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-246.zip
https://www.ravarcade.pl/files/BAM-OpenVR.zip

- shadow-map creation - transparent objects can now pass some light (again)
- shadow-map creation - switch used to hide flipper works.
- shadow-map creation is now %20 faster.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-249, released: Feb 5, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Jan 26, 2019 11:55 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1946
Location: Arkansas, USA
What is the change you made for Gimli? I remember saving a new BAM.dll so I could play his IJ table. I noticed IJ still plays so the change must be there.

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Jan 27, 2019 7:41 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2416
Location: Ontario, Canada
I think it was to do with camera angle coding for Bam.desktop
and bam.cabinet modes coexisting and recognizing eachother without crashing on desktop, cabinet or VR systems

Rav always includes previous features in new releases so we should be good


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