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 Post subject: Re: FPx Table Template v1
 Post Posted: Wed Sep 25, 2019 4:57 am 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1192
Location: Paris - France
jenfil80240 wrote:
Moi qui n'est pas sur Facebook et qui suis débutant. J'aimerais pouvoir télécharger fpx. Mais ou ¿
Bleu continu sur ta lancée et facilite le téléchargement.
Merci pour ce travail, j'ai tellement de table dans la tête que la simplification aidera.
De plus un manuel à traduire dans ma langue ne me ferait pas peur.

FPx 1.01 avalaible here -> http://www.pinballnirvana.com/forums/at ... 1560915347

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My tables avalaible at http://www.pinsimdb.org/fpreleases/ and http://www.irpinball.org/
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 Post subject: Re: FPx Table Template v1
 Post Posted: Wed Sep 25, 2019 3:15 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 408
Location: Abbotsford
If I can stop playing Final Fantasy 9 (never played it before, has to be one of the weirdest FF ever, saying something) hopefully next build will be out weekend.

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 Post subject: Re: fpxEngine table builder
 Post Posted: Fri Sep 27, 2019 3:16 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 408
Location: Abbotsford
fpxEngine build 12 has been released at Pinball Nirvana for review and testing. From now on these will be builds, as it's still a long way to go to even call them betas. Though I have given this a lot of planning, there could be some pretty severe changes to the structure and even the variable names as I work along. I've posted a list of the new features just above this post, there's also a lot of bug fixes not mentioned.

http://www.pinballnirvana.com/forums/do ... le&id=5344

Still pretty rough, the fpt has the new AddScoringEvent examples, and the manual itself is just starting the pages for use by coders.

The next few builds will add or expand some more things into the framework, plus the Vault system will start with the 1977 era tables.

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 Post subject: Re: fpxEngine table builder
 Post Posted: Tue Oct 15, 2019 9:27 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 408
Location: Abbotsford
The latest build of the fpxEngine is now available for download.

Build 13 (released 10-15-2019) introduces the first test of the Vault, preset design and coding elements that allow fast creation of a Future Pinball table from scratch. As well, the table design has been updated with new build and texture/model elements and the manual has been greatly expanded.

http://www.pinballnirvana.com/forums/downloads.php?do=file&id=5344

The next build will be more work on the Master code for Advance Scoring, with a vault item for eight ball (1977), a new vault item (likely the SUPER bonus) more engine work including the music system and other code improvements.

Build 13
- Template completely rebuilt, with new models and custom textures to replace stock FP models and textures. Textures now set color as well as graphics, so all objects set to a light white/grey color for easy modification. A new manual page added just for the template objects, and to explain all the new features. (fpx Table Build)
- Beginning the new overhauled Debug and script generator. Press F9 in editor, a option list appears. Numberpad 1 generates a copy of the User section code to fpDebugTextLog. This is script ready. Numberpad 5 shows BAM settings used by fpx
constAddDebug = 0 shows variable info at the start and at the loss of a new ball.
- First Vault item - fpxAdvanceScore- About halfway done, this is a test of the main master code and template for the first Vault Item and the basic structure of the code. The code will be folded into the engine when completed, this is placed in the Hit Section for now for review and testing. This code features 2 pin settings to help customize your game. fpxAdvanceScore advances the score by 10k and awards extra ball and special when lit, but is fully adjustable to score any fpx AddScoringEvent calls.
There is a alternate code in the manual page to score features instead based on the features presets in AddScoringEvent. This is used in the engine right now instead of the default code because I forgot to change it back. Oops... :)
The manual page explains this vault item, and has a complete description of the code, lists of the variables and objects, and also has alternate code you can include for additional scoring features. . This also includes full information and the complete code to use in non fpx tables.
- AddScoringEvent - Mystery and Add Multiplier will now override music already playing. A new AddScoring Event "SpecialIsLit" has been added to the script and is demoed in the Vault fpxAdvanceScore as well.
- PhysicsXML=2 replaced to original Jungle Girl code, Just wasn't Bally with others xml settings. Plays a bit slower. An old experiment also included, code to prevent the ball shooting out like a cannon at the very tip. Still too fast, but flipper speed animation gets too slow. Only way to improve this is with a possible future new script feature added by BAM.
- Manual updated and some pages changed or added to reflect new features.

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 Post subject: Re: fpxEngine table builder
 Post Posted: Wed Oct 16, 2019 9:36 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2820
Location: Ontario, Canada
Great progress !
Thanks blue


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 Post subject: Re: fpxEngine table builder
 Post Posted: Thu Oct 17, 2019 12:07 am 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 530
When I ever get time away from Popper, Pinup Player, DOf, FP BAM table updates, PinEvent for FP.... I'll need to give this some time.

One day I am going to make a Silent Hill table and a Babylon 5 table!


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 Post subject: Re: fpxEngine table builder
 Post Posted: Tue Oct 22, 2019 2:57 am 
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Joined: Thu Jul 01, 2010 3:02 pm
Posts: 301
Thanks Blue! I downloaded your latest and messed around with the template. I agree on the flipper speeds. I'll need to read more on what the vault item does!

Thanks for working on this!
-mark


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 Post subject: Re: fpxEngine table builder
 Post Posted: Tue Oct 22, 2019 2:57 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 408
Location: Abbotsford
Thanks guys. Your input is always welcome on the experiment stuff. There was second coding for the base flippers as well, not in as I was hoping to find time to do "that flipper idea" I had.
Going away for a few days, first vacation in many years, so next build may not be all that much in it. In the meanwhile, give it a good whirl and let me know what you think. It's early stages so easier to make major changes if needed.

Terry, if you want to add support for all the stuff you are doing, be my guest. I can see a lot of people wanting that, especially with COM support coming and VPinMAME will rear it's ugly head here soon.

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 Post subject: Build 14
 Post Posted: Sun Oct 27, 2019 11:39 pm 
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Posts: 408
Location: Abbotsford
Hopefully, this new version works and I included everything. I'm trying to change my track record and get more builds out more often, rather than make people wait days/weeks/months/years.

I've made major changes to the Vault item. Still working on the scoring as opposed to the actual scoring from eight ball but want to concentrate on getting a master template code. The idea is to keep everything the same way, the basic code, the names, even how I use certain names in the subroutine names, as the whole idea is to keep my sanity and make it easier for beginners to understand the code by just having them learn one way to do everything.

Next up, I believe I will finish the small details left with the eightball vault item, make it a separate vault file, and then start on basic code for each main FP object (like bumpers, targets etc) so people can actually play around with it (and use it which would help)

Build 14 is now up.
https://pinballnirvana.com/forums/downloads.php?do=file&id=5344

- Minor changes to the layout. Apron and more plastics
- fpxAdvanceScore overhauled, changed variables, reworked manual page.
- New AddScoringEvent - "SpecialIsLit": Used to let player know a special (such as in the outlanes) is lit and can be made. An example is included in eightbllAdvanceScore Vault item.
- New Coders Library for people who wish to modify/reuse/learn the code. Complete code is included as well as detailed explanation of variables, subroutines and alternate code.
- New Vault item: Alternating Lanes added for inlane and outlanes. Code added to slingshots. An example is included in eightbllAdvanceScore Vault item.
- New Pinsettings for alternating Lanes and whether to restore those lights in memory to be carried over to the next players ball. This uses the built-in Memory System
- New Vault item: eightbllAdvanceScore - based on the bally game, (though modernized) includes the full code and a manual page. This includes the design for the loop section in the actual game. (work in progress)
- Manual pages added, rewritten, expanded or renamed as I can never make up my mind.
- New Vault Section started, as more vault items are developed and released, they will be added to this section.
- New Manual page for the Built in Memory System (if you wish to use it for non-fpx tables or Visual Pinball tables). You can find it in the fpxEngine Presets Section.

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Latest Project: fpxEngine


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