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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Sat Dec 01, 2012 7:36 pm 
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Joined: Thu Nov 15, 2012 9:21 pm
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Location: cologne/germany
ma cuj seceru...

slamtilt i glxb su strava, ali ja kao coder... pojescu ih sa govnima, samo da vidis intro,
kad bude zavrsen... nego, imas private msg, da ne smaramo ovde ljude...
a vidi moj script i njihov, da vidis razliku...
oni su amateri... slamtilt je kopi-paster ;)
sve na hardcode... choban i shaban ;)

iGic

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Thu Dec 06, 2012 5:39 am 
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not much time in the last few days...

added a gate and gobbler midst of the plunger lane,
so the game goes on if you plunge too weak.
now you can full-plunge into the bumpers,
a bit weaker for the jupiter-skill-shot,
or serve it on the upper flipper and the last option
into the gobbler to serve it on the right flipper.
plunger ramps have been a bit adjusted so skillshots are easier to do.

experimented with some extra lights & sequencers (as place holders).

special, switching lanes when slingers get hit.

a mini-PF, now out of the table, as i don't know where to put it yet...
need to work more on the table-layout first.

refactored some dmd/overlay-code for easier usage.

no table-dl, as there ain't much new functionality in this one...


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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 1:46 pm 
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here is the beginning of a "3d-engine", if you can call it so, for FPs DMD...
it's set to run at ~60fps, so, enable v-sync...

to prove i am not just throwing some anims at the dmd,
you can control the cube with the following keys:
flippers inc/dec rotations (only x & y, don't know yet why z is broken and
as i'm tired of coding for today and getting drunk, so who cares...)
I & O for zoom inc/dec
K & L for X movement
N & M for Y movement

the "code" is bad, i didn't use any classes which i should,
but i'm only testing the capabilities for now and i must say i'm happy
and very optimistic to achieve the elite/2001 docking sequence video-mode
i want so bad...

now plz download and test a bit,
i bet there must be bugs i've overseen...

tnx

iGi

http://www.file-upload.net/download-691 ... e.rar.html

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 3:24 pm 
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your thing might be more useful on the hologram as you can put more than 128x32 in term of "display". Just a thought.

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 3:28 pm 
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HappyCab wrote:
your thing might be more useful on the hologram as you can put more than 128x32 in term of "display". Just a thought.


mmh, can't see line-drawing funcs into a holo, maybe i'm wrong?

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 4:00 pm 
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a holo have the same propriety as a DMD, only that you can set it the size you want

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 4:22 pm 
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Don't think you can put a holo on the backbox though.

GLXB

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 4:45 pm 
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right..but still for pin2000 animation... directly in 3D...no?? :)

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 5:12 pm 
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HappyCab wrote:
right..but still for pin2000 animation... directly in 3D...no?? :)


man, it's no "animation", it's real-time, we can do a defender game with it,
or some more cooler stuff...

but whatever, i give up...

i won't post anymore, i won't develop anymore...
i'll leech tables and shut my mouth...

you won!

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 Post subject: Re: 2001 A Space Odyssey
 Post Posted: Mon Dec 10, 2012 5:15 pm 
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Oraclus wrote:
HappyCab wrote:
right..but still for pin2000 animation... directly in 3D...no?? :)


man, it's no "animation", it's real-time, we can do a defender game with it,
or some more cooler stuff...

but whatever, i give up...

i won't post anymore, i won't develop anymore...
i'll leech tables and shut my mouth...

you won!


WOAH
hold on we were on your side.
Steve was saying you can get more pixels in a holo.

GLXB

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