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GeorgeH
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Thu Nov 23, 2017 7:50 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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Rav,
I think the guys that use VR headsets like the standard game room that FP provides when you check "Render the Game Room" on the "Video / Rendering Options". It is useful if the table does not have a game room built into it. It is pretty inconvenient in the way it works. You have to know in advance if the table you are about to play has a game room built into it. If the table does not have a game room, then you have to check the box in the FP editor before you play the table. If you have it checked when you play a table that has a game room, the standard room overlays on top of the room the author of the table created and different objects cut into each other. Try opening the "Jurassic Park" table with the "Render the Game Room" option checked and you will see what I mean.
I have an idea on how to fix this. I thought we could add an option to BAM's "Redefine Keys" so the user can set and change a key that toggles the standard game room on and off while a game is in progress. You could use the setting of the "Render the Game Room" as the default, checked or unchecked. If you want to get fancy, you could save the setting to the fpRam file so the next time you open the table, it will load the setting that was used last.
I don't have a VR headset but I think this would be a nice option for those that have one.
George
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Gimli
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Thu Nov 23, 2017 11:37 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 Location: Ontario, Canada
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I agree that would be a good feature. personally I find it is no big deal to add the following to the script: Code: xBAM.GameRoom = False Then you can leave the render arcade room on all the time for those tables without alternate rooms
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GeorgeH
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Fri Nov 24, 2017 12:45 am |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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Gimli wrote: I agree that would be a good feature. personally I find it is no big deal to add the following to the script: Code: xBAM.GameRoom = False Then you can leave the render arcade room on all the time for those tables without alternate rooms I take it that you have to add this code to the script of all your tables where the author has added his own game room and that this code turns the standard FP game room off. I think this option would be useful but you would still have to go through all your tables and add the code to tables that have a manually added table. Lets see what Rav has to say. If he can do the mod as I suggest without a lot of difficulty, I think it would be worth doing. It it takes a lot of time, it would probably wouldn't be worth doing. George
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Gimli
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Fri Nov 24, 2017 11:22 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 Location: Ontario, Canada
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Quote: I take it that you have to add this code to the script of all your tables where the author has added his own game room and that this code turns the standard FP game room off. Yes that's exactly correct It takes seconds to do, of course you must be using BAM.
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ravarcade
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Sat Nov 25, 2017 6:58 am |
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Joined: Mon Mar 25, 2013 4:02 pm Posts: 1034
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GeorgeH
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Sat Nov 25, 2017 11:04 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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ravarcade wrote: Small update. http://www.ravarcade.pl/files/BAM_v1.4-189.ziphttp://www.ravarcade.pl/files/BAM-OpenVR.ziphttp://www.ravarcade.pl/files/bam-setup.exe- Added all XML/ZIPs for GeorgeH - Added key "Game Room On/Off" (not assigned by default, you need to set it if you want to use) Wow that was fast! I sort of anticipated that it wouldn't be too difficult. It works well! Guys, If you want to use this, you need to open the BAM menu for "Redefine Keys". Then arrow down to "Game Room On/Off", press "Enter" and then press the key that you want to use to turn the game room on. I used the "R" key which stands for room. The option won't work unless you you check the box for "Render the Game Room" on the "Video / Rendering Options" in the FP editor. If you uncheck the box for "Render the Game Room", the game room will be permanently off regardless as to whether you press the "Game Room On/Off" toggle key. The option will not save your setting so you might to use Gimli's code above after you finish playing a game and know whether the table has game room that the author of the table added. George
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GeorgeH
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Sun Nov 26, 2017 12:56 am |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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Rav,
Thanks for adding the XML and ZIP files!
You can delete the "fp-org.xml" file. It is the same as "fp-p1.0.xml". I changed the name of it because "fp-org.xml" can be confusing to new people. "Org" could mean "original" as I think you intended but it could mean other things too. Pinsimdb also has a tage that says "Physics 1.0" also so it makes sense to rename this.
You can delete "FP slamtilt rubbers.xml" also. It is identical to "fp-p2.5 slamtilt rubbers.xml". I renamed it because it only has 3 parameters that are different from "fp-p2.5.xml". ... So I consider "fp-p2.5 slamtilt rubbers.xml" to be a variation of "fp-p2.5.xml". I am sure either would work when Physics 2.5 is required.
Guys,
When you open the XML file with Notepad, you can see the version of physics at the beginning of the file. This will help you identify the version of physics after you change the name of the XML file when you use it.
George
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ravarcade
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Sun Nov 26, 2017 7:44 am |
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Joined: Mon Mar 25, 2013 4:02 pm Posts: 1034
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@GeorgeH: ZIP & BAM-Setup updated. "fp-org.xml" & "FP slamtilt rubbers.xml" removed.
_________________ http://www.ravarcade.plBetter Arcade Mode current BAM version: v1.5-289, released: May 10, 2020
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GeorgeH
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Sun Nov 26, 2017 12:22 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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ravarcade wrote: @GeorgeH: ZIP & BAM-Setup updated. "fp-org.xml" & "FP slamtilt rubbers.xml" removed. Thanks Rav! George
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GeorgeH
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Tue Nov 28, 2017 8:15 am |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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