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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Sep 07, 2019 9:49 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 425
To confirm, I tried older versions of BAM as well, and I still see the same problem...again, only when Arcade Mode is enabled in Video / Rendering Options.

I guess I didn't notice it before is because I have been messing around on desktop for the last month, and the older Jaws tables didn't use the xbam texture swapping features.


This is a big issue for cabinet or multi-screen users.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Sep 08, 2019 7:44 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 967
TerryRed wrote:
@Ravarcade

I think I am seeing a major bug with newest BAM.

The actual bug is noticeable when playing Jaws Ultimate Pro 1.06 or the new 1.07, whenever there are xBAM playfield texture swaps, the image is that of the Ball texture (or a garbled image) and not the intended playfield image. Using the older version of BAM with Jaws Ultimate Pro 1.06 does not have this problem (1.07 needs newest BAM to work since it uses new RGB lights).
......

This time error is not in BAM, but in table.
Image
Texture "!Jaws_PF_Red" is used as argument to xBAM.SetPlayfieldTexture, but is not used on table and FP will not load it. (So, you see wrong texture).

You can test it with this code:
Code:
Sub FuturePinball_KeyPressed(ByVal KeyCode)
   If KeyCode = 79 Then xBAM.SetPlayfieldTexture "!Jaws_PF_Red"  ' <---- here is misssing texture
   If KeyCode = 80 Then xBAM.SetPlayfieldTexture "!Jaws_PF_Dark"
   If KeyCode = 81 Then xBAM.SetPlayfieldTexture "!Jaws_PF2"
   If KeyCode = 75 Then xBAM.SetPlayfieldTexture "!Jaws_PF_UW"

.... and all you need is to add another surface to table, assing "!Jaws_PF_Red" as any texture on that surface and make that surface invisible (uncheck "Render object...").

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-258, released: Sep 3, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Sep 08, 2019 11:20 am 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 425
ravarcade wrote:
TerryRed wrote:
@Ravarcade

I think I am seeing a major bug with newest BAM.

The actual bug is noticeable when playing Jaws Ultimate Pro 1.06 or the new 1.07, whenever there are xBAM playfield texture swaps, the image is that of the Ball texture (or a garbled image) and not the intended playfield image. Using the older version of BAM with Jaws Ultimate Pro 1.06 does not have this problem (1.07 needs newest BAM to work since it uses new RGB lights).
......

This time error is not in BAM, but in table.
Image
Texture "!Jaws_PF_Red" is used as argument to xBAM.SetPlayfieldTexture, but is not used on table and FP will not load it. (So, you see wrong texture).

You can test it with this code:
Code:
Sub FuturePinball_KeyPressed(ByVal KeyCode)
   If KeyCode = 79 Then xBAM.SetPlayfieldTexture "!Jaws_PF_Red"  ' <---- here is misssing texture
   If KeyCode = 80 Then xBAM.SetPlayfieldTexture "!Jaws_PF_Dark"
   If KeyCode = 81 Then xBAM.SetPlayfieldTexture "!Jaws_PF2"
   If KeyCode = 75 Then xBAM.SetPlayfieldTexture "!Jaws_PF_UW"

.... and all you need is to add another surface to table, assing "!Jaws_PF_Red" as any texture on that surface and make that surface invisible (uncheck "Render object...").



Thanks RAV! Adding a hidden surface with the texture is all that was needed!

Sorry for assuming it was a BAM bug. If I would have looked at the Texture Manager, I would have figured it out! :(

I'll pass this info on to SLAM...hopefully he catches on before using it too much. He wouldn't have seen this issue in testing because he isn't a cabinet / multi-screen user.


I also just recently got a Kinect V2... wow does BAM tracking with that look cool in 4K on a cabinet! The only limitation is my TV's viewing angle!


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Sep 08, 2019 1:42 pm 
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Joined: Sun Jul 27, 2014 3:05 pm
Posts: 104
don't work
error message
cet objet ne gere pas.....

example simple (without timer)

Option Explicit
xBAM.CreateAllExt

dim r,g,b
r= int (rnd(1)*255)
g= int (rnd(1)*255)
b= int (rnd(1)*255)
light1Ext.SetLitColor r, g, b

what's the script and syntaxe for simulate a led (timed color change on the same light)
like the LEDs of modern pinball


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Sep 08, 2019 3:38 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 967
fastdraw wrote:
don't work
error message
cet objet ne gere pas.....

example simple (without timer)

Option Explicit
xBAM.CreateAllExt

dim r,g,b
r= int (rnd(1)*255)
g= int (rnd(1)*255)
b= int (rnd(1)*255)
light1Ext.SetLitColor r, g, b

what's the script and syntaxe for simulate a led (timed color change on the same light)
like the LEDs of modern pinball

Code is ok. It works.
I guess: in editor you gived light name = "Light1Ext". This is wrong. The light should have name = "Light1".
In script command: xBAM.CreateAllExt will create for "Light1" -> "Light1Ext", for "Light2"->"Light2Ext", etc....

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-258, released: Sep 3, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Sep 08, 2019 4:33 pm 
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Joined: Sun Jul 27, 2014 3:05 pm
Posts: 104
great. it's ok. thank you ravarcade.

do you think add Z for ramp ?
feasible?


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Sep 09, 2019 5:02 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 967
fastdraw wrote:
great. it's ok. thank you ravarcade.

do you think add Z for ramp ?
feasible?

Probably not. Ramps in FP don't have "name" property and they are not visible for script. So, i don't have access to do anything with it.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-258, released: Sep 3, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Sep 09, 2019 6:12 am 
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Joined: Sun Jul 27, 2014 3:05 pm
Posts: 104
[quote="ravarcade"][quote="fastdraw"]great. it's ok. thank you ravarcade.

do you think add Z for ramp ?
feasible?[/quote]
Probably not. Ramps in FP don't have "name" property and they are not visible for script. So, i don't have access to do anything with it.[/quote]

I suspected it too (software core)
plan B without modeling the ramp in 3d,
can we export in .obj, a ramp created with vpx?
or in exploitable model with fp ?
because vpx is more accurate with Z (no ramp assembly for complex ramp).

P.S : it's ok , I got my answer by kiwi (vpforum)

"What is in the active layers, button panel from 1 to 11, can be transformed into a mesh.
For convenience put the ramp on a single layer, and leave only this layer active, then from the menu file, export, obj mesh.

Edit: Right-click on the object to assign the layer."


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Sep 09, 2019 8:28 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2755
Location: Ontario, Canada
SLAMT1LT wrote:
You have worked hard to spread the word and raise Future Pinball's profile and I thank you for that (and Runner). We all do.

I won't be coming back to this site again, it's actually a very depressing place to visit. Maybe it's the black colour, certainly it's a very lonely place to be with only bots to keep us few human visitors company.

My website is where I'll be from now on. If you or anyone else needs to contact me, you have my email address (it's on the Table Info screen on any of my games).

Keep the pilot light burning everyone!


I don't find it depressing, but I get it , more interest would be great, I wonder if one of us could create an Enhanced Future Pinball YouTube channel
that posts his videos and redirects to his obscure channel and to Terry's channel and other FP related sites...

Also he has forgotten some simple features in these tables and we are free to mod.
So we could release one of the non Blue Chip tables like Spares and Strikes at Pinsimdb as promo with link to his site where they can download and donate if they wish..

The features include :
1. Shadow map TGA import for quicker loading
2. Adding BAM code of SLAM's new renderer light settings
3. Bam code to load table with FP games room off
4. DMD high score entry


I did email him about something else and he hasn't responded

He has a huge reservoir of modded tables so helping promote his work makes sense moving forward.

We likewise can promote Popotte ,Wild , blue and others that if wish and especially if I they are are using BAMs enhanced features.

We can also promote modders like George, JPlunchbox, Nitronimbus etc..

I think that we have come far enough to make a case that people need to give FP another look..


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Sep 09, 2019 12:35 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2329
Location: Arkansas, USA
I am not sure what an Enhanced Future Pinball YouTube channel is but anything that we can do to promote FP would be good. I have noticed that downloads of my tables has gone down. "Phantom of the Opera" was really popular. I'm not sure why, possibly because it was the first with dynamic flippers though I think it is more than that.


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