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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 13, 2018 1:12 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1649
Location: Arkansas, USA
I think that is everything but I will have to check. Does TPA have Lymens lament?

George


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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 13, 2018 3:37 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2081
Location: Ontario, Canada
I think so
I haven't looked into it but may be the same except all the sounds are lymen taunting you....


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 Post subject: Re: Monster Bash
 Post Posted: Thu Jun 14, 2018 1:21 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2081
Location: Ontario, Canada
https://www.dropbox.com/s/xsk20u0ib1ua3 ... h.rar?dl=0
Sorry I think this link may be different. But it is the most recent version.

1.Added item number 13 from "To-do" list. See above
2.Fixed delay on loading modes when scoop hit
3.Changed the light that illuminates during Mummy mode to a more subtle light that emanates from Sarcophagus.

I will tweak a little more and then try to take the summer off from FP addiction.
(Lyman's Lament and Multiplayer function will have to wait, until Flug returns)

It seems to play quite well now...
Some glitchiness with left and right ramp function but nothing major
Enjoy!


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 Post subject: Re: Monster Bash
 Post Posted: Thu Jun 14, 2018 6:29 pm 
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Joined: Mon Sep 18, 2017 3:49 pm
Posts: 33
Location: Chicago, USA
Hey Gimli. I was just playing this a little bit yesterday; it's great. I'm game for doing the multi-player stuff... just been sitting back so that my changes don't interfere with yours is all. Let me know when you feel it's ready/stable and I'll jump in. Again, great work!

_________________
--flug


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 Post subject: Re: Monster Bash
 Post Posted: Thu Jun 14, 2018 8:20 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2081
Location: Ontario, Canada
Thanks Flug!
It's all yours !
As you will see, I added some mp stuff already
Dim Whatever(4) and left
Some notes for you at top of script. Feel free to modify and make it your own!

I think "Savestate" and "Resetstate" are the Subs I was using,
Of course also "ResetForNewPlayer"

The most recent version is here:
https://www.dropbox.com/s/xsk20u0ib1ua3 ... h.rar?dl=0

If you venture into other tweaks feel free...and if you have questions , don't hesitate .

This table has some curious/unique coding (not to mention my own)

There is "TimerHurryUp" that loops continuously in background and detects and counts down each "hurry up" mode when active and which shared lane lights are currently on...

The "showdmd" protocol takes a while to learn

But you may not need to deal with these for your work....

Oh ya there is considerable debug scripting if you load table from table editor by pressing F9 that can help ..

And of course you must use BAM for all the features...

Good luck !


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 Post subject: Re: Monster Bash
 Post Posted: Fri Jun 15, 2018 1:42 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1649
Location: Arkansas, USA
Flug,

I'm glad to see you are going to fix the multiplayer. I never dreamed there was so much DMD animation missing.

Let me know if you like the custom physics. I can make changes if desired.

BTW, I sent you a PM.

George


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 Post subject: Re: Monster Bash
 Post Posted: Fri Jun 15, 2018 3:14 pm 
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Joined: Mon Sep 18, 2017 3:49 pm
Posts: 33
Location: Chicago, USA
I grabbed the table and will start on the changes early next week (fathers day here in the states this weekend). And thank you George for the message; lots of great helpful information in there. I'll have an update hopefully soon. Thanks guys!

_________________
--flug


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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 20, 2018 4:05 pm 
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Joined: Thu Nov 24, 2016 7:46 pm
Posts: 137
Hey Bob, you did a fantastic job! This table looks awesome and the sound and dmd effects are really nice. But man, the physics again. It is almost breaking my heart to see how much effort you put into this thing. And then... the physics. I really think it is time for something new that is based on another engine. Would be amazing if all of those old ressources could be used and converted. Unity seems to be a solution here. Unfortunately I do not know anything about scripting. I'd be willing to donate for a project like this. It is really sad to see how people create special things like this table, and then the physics just damage the whole thing.


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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 20, 2018 9:31 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2081
Location: Ontario, Canada
Thanks Ronald!
The physics will improve as they are tweaked by George and the team . For now we are trying to finish the table.
You are free to adjust them for others to try...join the team! The ramps are a little buggy still...
I personally believe there is much that can be achieved using BAM physics tweaks but I haven't had the time to try and by the time I have finished working on a table I am so used to the physics that I kinda like it....with monster bash I can hit everything but left and right loops at will and that actually is better than real life pinball where I am hopelessly inept :D

Hopefully Slamt1lt will someday reveal his magic FP physics recipe that he claims is the better than any other virtual pinball physics...


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 Post subject: Re: Monster Bash
 Post Posted: Mon Jun 25, 2018 5:32 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2081
Location: Ontario, Canada
I am working on the table physics a little while Flug works on multiplayer.
I already have left and right ramp working better and I am using BAM flipper coding to enhance the function of the "phantom flippers"
Code:
Dim RightFlipperExt
   Set RightFlipperExt     = xBAM.Flipper("RightFlipper")
   Dim LeftFlipperExt
   Set LeftFlipperExt     = xBAM.Flipper("LeftFlipper")

RightFlipperExt.Mass    =      20000
   RightFlipperExt.Omega   =        100
   LeftFlipperExt.Mass    =      20000
   LeftFlipperExt.Omega   =        100
   




I notice someone along the way duplicated the flippers (ie LeftFlipper and LeftFlipper1) but I don't notice a difference so I will try with just one flipper on each side.

Also I am exploring coding possibilities for variable flipper response based on ball location and speed.
(Dynamic Flipper Coding)

I also added Smokes ball sound code and it works marvelously !


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