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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Mar 30, 2019 5:03 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2486
Location: Arkansas, USA
BAM is for FP only.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Mar 31, 2019 5:34 am 
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Joined: Thu Sep 27, 2018 4:05 am
Posts: 6
ravarcade wrote:
BAM Head Tracking for VP:

https://www.youtube.com/watch?v=g-EpTp_3wKo


It is small mod in VPVR (https://sourceforge.net/projects/vpvr/).


https://www.ravarcade.pl/BAM_HT_for_VPX_source_code.zip

Inside is source code, description and builded VPinbalX_GL.exe



See above :)


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Mar 31, 2019 8:02 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
funeral wrote:
IS there a way to resize the VPX playfield like you can with BAM on FP?

Not.
Right now VPVR have no in game HUD/UI (text draw routines). I don't want to add own stuffs.
I looked at VPX only for moment and i don't know how settings for table are stored, i don't want to create own settings pattern.

Look, right now VPX have own dev team, Caligula did a lot of work to port it for VR, but it is another VPX branch. VPX realy don't need another banch from another dev. Too many devs = too many versions = a lot of confusion for end user. This is path to break VPX.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Apr 01, 2019 4:39 am 
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Joined: Thu Sep 27, 2018 4:05 am
Posts: 6
That makes a lot of sense, thank you for taking the time to reply.

Excellent work, and I continue to enjoy and appreciate the work you have done in FP

Thankyou!!


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Apr 04, 2019 10:23 am 
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Joined: Thu Apr 04, 2019 10:20 am
Posts: 1
Hi guys,

i'm new here =)

I see the video about Bam on VPVR and i want to replicate it for fun =)

I have a kinect for desktop.

There is some guide to do that ?
Which versione of addams family he use? Need a specific one or all table work?
VPVR settings ?

Thank you !


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Apr 04, 2019 11:24 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2821
Location: Ontario, Canada
I haven't tried this but:

1. Any table should work, but I don't know VPX at all, so go with Adams Family

see 1:13 of this video
https://www.youtube.com/watch?v=g-EpTp_3wKo

2. Download most recent version of BAM , you will be using "Bamtracker.exe" and enabling
Kinnect 2 as in video
(you may have to download a kinect for windows driver, and of course will need the usb adapter for the kinect)
KinectRuntime: https://download.microsoft.com/download ... -Setup.exe
https://www.ravarcade.pl/manuals/14-old ... 9-kinect-2

3.then use the modded vp exe file as in video....VPinbalX_GL.exe
4. then load table


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat May 25, 2019 5:46 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
BAM Update v.254

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-254.zip

New things in scripts:
1. FlipperExt, DispDMDExt, HudDMDExt & xBAM.CreateAllExt
To get control over aditional params for flipper in script you need to create flipperEXT object.
You do it inside BAM_Init subroutine: call xBAM.Flipper function with flipper name as argument.
It looks like this:
Image

In this new BAM you have control over DispDMD and HudDMD and you need EXT objects to control new params. You create that objects with xBAM.DispDMD and xBAM.HudDMD same way as for flippers. Code looks like this:
Image

So, you have to write few lines of code ... and you can make a lot of typos.

Lets make your life easy.

You can replace all that code with one command:
xBAM.CreateAllExt
This single line will create all "Ext" objects for every flipper, hudDMD, dispDMD on table. So, if in FP you have "LFlipper", "LFlipper2", "RFlipper", "HudScore", "HudScore2", when after this one line you will have "LFlipperExt", "LFlipper2Ext", "RFlipperExt", "HudScoreEXT", "HudScore2Ext".

2. OnPreHitFlipperExt
Here is scenario: you have "LeftFlipper" & "RightFlipper" and you need to write same flipper "PreHit" subroutine for both flippers. In old BAM you need to write 2 separate "PreHit" subroutines. In both most likely you will call third "PreHit" subroutine with FlippeExt as argument.

Once again a lot of code to write.

Lets make your life easy.
You don't need to write "LeftFlipper_PreHit", "RightFlipper_PreHit". You can rename "OnPreHitFlipperSetting" subroutine to "OnPreHitFlipperExt" and it will be called for every flipper on table without own "PreHit" subroutine.
Image

... and if you still need different params for "LeftFlipper" you can create "PreHit" subroutine only for it.
Image

3. DispDMD & HudDMD.
With dispDMD1Ext (an Ext object for "dispDMD1") you can:
- dispDMD1Ext.SetMatrixColor red, green, blue - change color of DMD (same way as in FP editor) any time in script.
- dispDMD1Ext.SetBackgroundMatrixColor red, green, blue - change color of image from image list displayed on DMD... and yes, it may be different color.
- dispDMD1Ext.SetMatrixBaseColor red, green, blue - change color of DMD outside dots. Default value in FP is 51, 0, 0.
- dispDMD1Ext.FullColorBackground[/b] = True/False - you can make image from image list displayed on DMD full color.

With hudDMD1Ext (an Ext object for "hudDMD1") you can:
- hudDMD1Ext .SetMatrixColor red, green, blue - change color of DMD (same way as in FP editor) any time in script.
- hudDMD1Ext .FullColorBackground[/b] = True/False - you can make image from image list displayed on DMD full color.
But, you can't change SetBackgroundMatrixColor or SetMatrixBaseColor like you do it for DispDMD

- xBAM.SetDefaultMatrixBaseColor red, green, blue - change color of DMD outside dots for ALL DMD, Hud & Disp. So, for HudDMD you can change this MatrixBaseColor, but it will change ALL DMDs, not only one selected.

Link to demo table:
https://www.ravarcade.pl/files/DmdExtDisplayDemo.fpt
Use keys: F,G,H,J,K,L, on numpad: 7,8,9, 4,5,6, 1,2,3, 0, .(comma)

4. Lights controled in script.
You can control lights in script. There is 9 new commands... all are described on this on image:
Image
... and as usualy you can use CTRL-C in Lights or postprocessing menu to get ready to paste in script code with values.

5. CTRL-C repeated 3x & 4x times.
Can use CTRL-C shortcut inside 10+ BAM menus to get code ready to paste in script. I think that is too many CTRL-C....

Lets make your life easy.

If you are in BAM menu (in any place) and press 3x times CTRL-C in row in short time, you will get in clippboard "BAM_Init" and few more lines with setup code for:
- All used Mini-playfields
- All used Magnetic fields
- SetLightsParamsInBAM subroutine (see previous point)
- ShadowMaps command in BAM_Init
- Camera Sequence animations in BAM_Init
- Flippers starting params in BAM_Init

So, you will not have to look at all that BAM menus and copy parts after parts.

... and if you press 4x times CTRL-C in row you will get all above and:
- physics xml in comment section
- call to xBAM.CreateAllExt with list of created "Ext" objects
- some flipper _prehit subroutines (empty or commented)

... just try it.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat May 25, 2019 11:18 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2821
Location: Ontario, Canada
Amazing stuff !
Thanks Rav


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun May 26, 2019 12:13 am 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1886
Location: Argentina
Many thanks on the update


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun May 26, 2019 6:25 am 
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Joined: Tue Nov 19, 2013 10:29 am
Posts: 617
With all these new updates fp is a complete new sim.
New graphic features like shadowmaps are incredible, only ball lights reflection is missing to be perfect.

I hope that in the next updates there will be an optimization that reduce the hardware required to play some tables with all the graphic options activated.

Thanx Rafal


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