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 Post subject: Medieval Madness ULTIMATE 1.02-2
 Post Posted: Tue Oct 02, 2018 4:39 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1777
Location: Arkansas, USA
=== Version 1.02-2 ===

This version addresses Slamt1lt's comments. It also fixes a couple of stuck ball problems and corrects a minor flaw in the coding of the flipper omega calculation.

1) Decreased ball damping to make ball spin.
2) Increased strength of slingshot to make more ball bounce.
3) Added new script for Bounce Control increased amount of ball bounce off stationary flippers.
4) Separated omegaCorrection in script for each flipper to prevent any possibility of the flipper omega being applied to the opposite flipper.
5) Fixed ball getting stuck in castle kicker by adding some code to make it kick when hit.
6) Fixed ball getting stuck in Plunger Kicker by increasing strength of kicker and reshaping wall.


=== Version 1.02-1 ===

This is the second table in "Slamt1lt's Collection". These are the changes:

1) Created custom physics with dynamic flippers including adjusting strengths of all the objects on the table.
2) Added new portrait and landscape loading screens.
3) Replaced the playfield and plastics with the "Day" version but left the textures for the "Night" version in the Texture Manager.
4) Fixed the ball getting stuck in the castle kicker by moving it away from a wall.
5) Changed the texture for the plastic ramps so they are transparent and you can now see the ball and lane lights through the plastic ramps like the real world table.
6) Added directions to the script to be able to copy the dynamic flippers to other tables.
7) Added version of the table for use on a single monitor with a portrait orientation such that the monitor on your PC can be rotated 90 degrees.

The table is available at the following link:

http://www.pinsimdb.org/pinball/table-2 ... s_ultimate

George


Last edited by GeorgeH on Sat Dec 15, 2018 6:46 pm, edited 1 time in total.

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 Post subject: Re: Medieval Madness ULTIMATE 1.02-1
 Post Posted: Wed Oct 10, 2018 2:28 am 
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Joined: Wed Sep 21, 2016 12:24 pm
Posts: 123
Hi George,

With those news release with physics dynamic, we still need to put a physic XML with the same name of the table or now it is not necessary ?

Thanks for your help.

Stephane


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 Post subject: Re: Medieval Madness ULTIMATE 1.02-1
 Post Posted: Wed Oct 10, 2018 7:06 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1777
Location: Arkansas, USA
Stephane,

All the tables I have been posting lately have the XML file saved into the script. If you open the BAM menu while playing a game, you can see on the bottom right side of the menu that it says it is getting the XML file from the VBS Script which means it is working. The dynamic flipper stuff is saved to the script also. If you open the script, you can see all of it near the beginning. I put some directions in the script on how to add it to another table if you want to try it.

...So no more external files to deal with! It took me a little while to get used to it.
It sort of feels like you're not not doing some thing that you are supposed to do. It works better this way, especially for new users.

George


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 Post subject: Re: Medieval Madness ULTIMATE 1.02-1
 Post Posted: Thu Oct 11, 2018 6:23 am 
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Joined: Wed Sep 21, 2016 12:24 pm
Posts: 123
Thank you George, I will check that!


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 Post subject: Re: Medieval Madness ULTIMATE 1.02-2
 Post Posted: Sat Dec 15, 2018 6:47 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1777
Location: Arkansas, USA
Version 1.02-2 is available at the following link:

http://www.pinsimdb.org/pinball/table-2 ... s_ultimate

George


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