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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sat Sep 28, 2019 9:25 pm 
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I made changes to the table.

-fixed bam mini playfield adjustment (I messed up my first version that grabbed a little bit of wire ramp)
-disabled the commands that changed the DefenseBonus Image Inserts to match the Light saber colour (you can re-enable them easy enough. Look for

Sub LSLOn()

and you can see them in there.

(Update: the V3 mod of the table can be found on the next page)


Also... I noticed that BAM's Light Preset commands (for global lighting and post processing) don't work on a table from script until the table has been loaded and closed by BAM at least once (it needs a cfg file for the table first)

So load the table once...exit...then after that the SLAM table presets should automatically load for the table.

You can make the changes you want near the top of the script

'
Code:
**** USER'S LIGHT PREFERENCES ****

use_SLAM_BAM_LightPresets =    True   'set to True to use SLAMT1LT's BAM Light and Post Processing settings when the table first loads
PFLights_Brightness_GI_OFF =    2.0     'set brightness of ONLY playfield light inserts and some bulbs when GI is off
PFLights_Brightness_GI_ON =    1.2   'set brightness of ONLY playfield light inserts and some bulbs when GI is on
BulbLSLExt.Brightness =       4.0   'set brightness of left lightsaber blade's white center (best to keep this very bright)
BulbLSRExt.Brightness =       4.0   'set brightness of right lightsaber blade's white center (best to keep this very bright)


Last edited by TerryRed on Sun Sep 29, 2019 7:33 pm, edited 2 times in total.

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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 10:19 am 
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TerryRed wrote:
No errors or problems here.


TerryRed wrote:
-fixed bam mini playfield adjustment (I messed up my first version that grabbed a little bit of wire ramp.


Terry ... sorry if I tell you again, the error,or mistakes, or bug, let's call it what you want ... it can, and is, or be around the corner ... no one is perfect.I do not want to offend you, on the contrary I consider you a companion.but....I didn't like this phrase (No errors or problems here), especially the "here"....

in your answer.... "here"... is where I placed the new models, waiting to,slam,answer, to see what he thinks.I'll send him an email if he doesn't see this.





next step the animations .... using fp ... and I already have in mind what to do .... but if Bob agrees and can do it, he could do it with bam .... mini-play,what you say? :D


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 1:12 pm 
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wild wrote:
TerryRed wrote:
No errors or problems here.


TerryRed wrote:
-fixed bam mini playfield adjustment (I messed up my first version that grabbed a little bit of wire ramp.


Terry ... sorry if I tell you again, the error,or mistakes, or bug, let's call it what you want ... it can, and is, or be around the corner ... no one is perfect.I do not want to offend you, on the contrary I consider you a companion.but....I didn't like this phrase (No errors or problems here), especially the "here"....

in your answer.... "here"... is where I placed the new models, waiting to,slam,answer, to see what he thinks.I'll send him an email if he doesn't see this.





next step the animations .... using fp ... and I already have in mind what to do .... but if Bob agrees and can do it, he could do it with bam .... mini-play,what you say? :D



wild, I am not upset or offended at all, nor did I mean any offense (maybe something got lost in translation). I just can't replicate the error you are getting (neither did SLAM).

Are there still any errors coming up for you? (if you have the ZBRrollingballsoundslib.vbs file included)



The models look great!

I was thinking about maybe you could have the Death Star replacing the flasher in the top left corner and having the death blast light up as a flasher of some sort (similar to Stern's new Star Wars table).

The X-Wing could be used for lots of things with BAM. Imagine having something like the harpoon launcher from Jaws U-Pro, but when it fires the ball, the xwing flies in the direction of the ball.


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 1:21 pm 
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Location: Arkansas, USA
Looks cool to me Paulo. If I were to change something, I might try to add more contrast to the texture for the death star and perhaps a bit less shine something more like what is called a satin finish (in varnish anyway). I don't know if it would work, but placing a nanoflasher at base level and front right might show off the depression on the ball a bit better. FP doesn't do directional lighting very well so it might not work.

George


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 2:01 pm 
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TerryRed wrote:
wild, I am not upset or offended at all, nor did I mean any offense (maybe something got lost in translation). I just can't replicate the error you are getting (neither did SLAM).

Are there still any errors coming up for you? (if you have the ZBRrollingballsoundslib.vbs file included)

The models look great!

I was thinking about maybe you could have the Death Star replacing the flasher in the top left corner and having the death blast light up as a flasher of some sort (similar to Stern's new Star Wars table).

The X-Wing could be used for lots of things with BAM. Imagine having something like the harpoon launcher from Jaws U-Pro, but when it fires the ball, the xwing flies in the direction of the ball.


thanks...everything ok, terry, I solved, I have no more errors......I took the file ZBRrollingballsounds, from slam.I lost nothing in translating, I repeat, I didn't like this phrase,(No errors or problems here.)

it is not that it is offensive, I did not say this, but it seemed that you, that I did not believe,that I had not received the error, precisely because I did not have the ZBRrollingballsounds file.however, everything is ok.

good ideas, I'll take a look at this Star Wars by Stern, for a reference .....is there a harpoon in jaws? ... I don't remember, and in the latest version of jaws?

I had, another idea, for the x-wing .... but starting it from the plunger, towards the black death and shooting at it, could be a way .... but as you say ... with bam .. .the imagination becomes reality ... let's see what Bob thinks about it


GeorgeH wrote:
Looks cool to me Paulo. If I were to change something, I might try to add more contrast to the texture for the death star and perhaps a bit less shine something more like what is called a satin finish (in varnish anyway). I don't know if it would work, but placing a nanoflasher at base level and front right might show off the depression on the ball a bit better. FP doesn't do directional lighting very well so it might not work.
George


thanks....ok, Giorgio, I'll send you a demo .... and so you do what you say .. in the meantime I played a little bit even with normal-maps, look here :D

viewtopic.php?f=86&t=14314


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 2:12 pm 
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As a heads up... I have another most likely final update coming in. This is more to give the options for the colour changing inserts back for those who like it....then options to disable the HUD Videos / DMD, options to disable the Camera control request,etc. This is more for VR users and cabinet owners who don't use any of those things.


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 2:16 pm 
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wild... Jaws Ultimate Pro uses an awesome harpoon launcher than can be fired at the start of each ball (if you press Plunger Button or Fire Button before the ball is put into plunger lane...whenever you see the Harpoon light flashing) and at other moments in the game.


https://youtu.be/27ayo_XCtlo

Image

Have you been at SLAMT1LT's website lately? He has all of his latest updates for his Ultimate Pro tables there.

https://speak1970.wixsite.com/slamspinballemporium


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 6:16 pm 
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Location: Ottawa, Ontario, Canada
Star Wars DSA (Ultimate Pro 1.03) (TerryRed mod V3)

So I dug in a added all the “options” I’ve been rambling on about. Some of these are mainly beneficial to VR and cabinet users (and PuP in the future), but the lighting options are now there for anyone who prefers to change them for their preference as well (to work best with their TV / Monitor settings).

Changelog:

'** TerryRed updates V3

'- added option to disable HUD DMD and HUD Videos (for cabinet / VR users)
'- added option to disable the BAM Camera Control prompt (for cabinet / VR users)
'- added option to disable Lightsaber flasher effect (for seisure sensitive / VR users)
'- added option to change colour of Defense Bonus Lights to match lightsaber colour
'- added option to adjust brightness of flashers
'- added option to adjust brightness playfield inserts and some other lights
'- added option to adjust brightness of white lightsaber blades
'- adjusted the attract sequence (GI on and off) for a more dramatic effect
'- lights: lightsaber hilt,kickback insert, and outerlane left bulbs now change colour to match the lightsaber colour change
'- added some voice overs for the excellent TerryRed Saber mod special mention
'- added option for SLAMT1LT BAM Light Preset settings to be used automatically on table start
'- slightly adjusted angle / size / position of ligthsaber holograms for a better view of the glow in all camera views (adjusted mini-playfield to match)



Cabinet and VR users are used to going to the top of the table script to set custom options like below, so this is the standard for this kind of thing. It’s much easier than trying to add them all over the script, or by adding them in the game (and using game buttons to change them). Most users will set these, and once they are happy, never go back to them again.



'*************** USER PREFERENCES (added by TerryRed) **************


'PLEASE NOTE: the following is a requirement for some of the new BAM Lighting settings to take effect!

' - the table needs a BAM cfg file created first (located in BAM\CFG folder). This occurs when the table loads and exits for the first time.
' - so try loading the table at least once, then exit. Then after that, ALL the settings below should work.
' - the table's cfg file MUST match the table filename!
' - so if you rename the filename of the table, you MUST load and exit the table to create a new cfg! (or rename the old cfg file to match the new table name)


useDMD_Hud = True

'set to True if you want to display the DMD HUD on your main screen. Set to False if playing on a cabinet or in VR

useFP_Videos_HUD = True

'set to True if you want to display the Videos HUD on your main screen. Set to False if playing on a cabinet or in VR

useCameraControl = True

'set to True if you want the prompt to allow BAM camera control (for multi-ball modes). Set to False if you are playing on a cabinet or in VR

PFLights_Brightness_GI_OFF = 2.0

'set brightness of ONLY playfield light inserts and some bulbs when GI is off (SLAMT1LT default is 1.4)

PFLights_Brightness_GI_ON = 1.2

'set brightness of ONLY playfield light inserts and some bulbs when GI is on (SLAMT1LT default is 1.0)

useColourRebelBonusLights = True

'set to True if you want to have the Rebel Bonus Light Inserts match the colour of the Light Saber (default is False)

Flashers_Brightness_GI_OFF = 1.4

'set brightness of flashers when GI is on (SLAMT1LT default is 1.4)

Flashers_Brightness_GI_ON = 1.0

'set brightness of flashers when GI is on (SLAMT1LT default is 1.0)

BulbLSLExt.Brightness = 6.0

'set brightness of left lightsaber blade's white center (best to keep this very bright)

BulbLSRExt.Brightness = 6.0

'set brightness of right lightsaber blade's white center (best to keep this very bright)

use_LightSaberFlasherEffect = True

'set tor True to enable the Lightsaber flasher flickering effect (default is True). Set to False when playing in VR (its hard on the eyes, and can distort visuals)

use_SLAM_BAM_LightPresets = True

'set to True to use SLAMT1LT's BAM Global Light and Post Processing settings when the table loads

' Note: use_SLAM_BAM_LightPresets overrides any user settings for Global Lighting and Post Processing set in the BAM in-game menu (for this table only)

' Set to False if you want to use your own BAM Global Light and Post Processing settings


'*************** END OF USER PREFERENCES *************





Here’s a new link for just this V3 of the table mod:

https://drive.google.com/open?id=1SKyYG ... -lgjQmJWXv



That's probably where I’m leaving it for now (until DOF SSF PuP in the future).

Make sure you copy the files to the correct locations:

----------------

These 3 files need to be named the same in order to work with each other (remember that if you rename the table filename)

"Star Wars DSA ULTIMATE Pro 1.03 (TerryRedUpdateV3).fpt" table file goes into FuturePinball\Tables folder

"Star Wars DSA ULTIMATE Pro 1.03 (TerryRedUpdateV3).zip" file goes into FuturePinball\Tables folder. (this is just for nicer ball texture)

"Star Wars DSA ULTIMATE Pro 1.03 (TerryRedUpdateV3).cfg" goes into FuturePinball\BAM\CFG (this is optional for correct POV for cabinets)

----------------

ZBRrollingballsoundslib.vbs goes into FuturePinball\Scripts (for Ball rolling sound functions)

BAM.dll goes into your FuturePinball\BAM folder (this is beta 1.4-259 which is required for the table until a new version comes out)


Last edited by TerryRed on Sun Sep 29, 2019 9:06 pm, edited 4 times in total.

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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Sep 29, 2019 7:00 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
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Location: Ontario, Canada
Nice work Terry thanks!


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Mon Sep 30, 2019 1:29 am 
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Location: UK - Bridgnorth (Shropshire)
Thanks Terry, much appreciated!


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