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ravarcade
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Mon Jan 22, 2018 6:35 pm |
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Joined: Mon Mar 25, 2013 4:02 pm Posts: 1034
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ravarcade
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Fri Feb 02, 2018 6:42 pm |
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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: Fri Feb 02, 2018 11:53 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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ravarcade wrote: Update....Bug fix. Removed memory leak. Stability improved. Does this mean we don't need to completely close Future Pinball and restart it after playing every table? George
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blue
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Sat Feb 03, 2018 12:55 am |
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Joined: Tue May 01, 2012 11:13 pm Posts: 477 Location: Abbotsford
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hope so. I went to the 64 bit version for that reason, doesn't crash anywhere as much, so hopefully, this gives us even better performance.
_________________ _____________________________________ Latest projects and rants at My Facebook Page_____________________________________ Latest Project: fpxEngine
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smoke
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Tue Feb 06, 2018 6:46 pm |
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Joined: Fri Jun 28, 2013 4:46 pm Posts: 361
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hello,
I have a litlle problem with xBAM_BallCloseTo(X, Y)
when 2 ball are near together on XY plan from 1cm or 2cm but at differente height
-one is at 13mm so it is the center mass of the ball that is on playfied -the other is at 40+13mm so at 40mm above playfied (like ramp)
the method return the first one (even separated from 1 or 2cm on XY plan) but i would like to get the second one (that is on the ramp)
is it possible to have 2 new methods like: xBAM_BallCloseAboveTo(X, Y, Z) where Z tel bam to ignore ball below Z xBAM_BallCloseBelowTo(X, Y, Z) where Z tel bam to ignore ball above Z
so i could separate ball one and two ?
thanks.
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ravarcade
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Wed Feb 07, 2018 4:50 pm |
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Joined: Mon Mar 25, 2013 4:02 pm Posts: 1034
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smoke
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Wed Feb 07, 2018 5:41 pm |
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Joined: Fri Jun 28, 2013 4:46 pm Posts: 361
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franzleo
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Wed Feb 07, 2018 8:07 pm |
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Joined: Sun May 08, 2011 4:57 pm Posts: 1071 Location: Turin-ITALY
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ravarcade wrote: Please, you could put the version on every new "Bam.dll". This is 196 ? Thank you Gianfranco
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GeorgeH
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Thu Feb 08, 2018 12:17 am |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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franzleo wrote: ravarcade wrote: Please, you could put the version on every new "Bam.dll". This is 196 ? Thank you Gianfranco I don't think Rav assigns numbers to beta versions. I think he is waiting to hear back from Smoke to see if this fixes his problem before he releases a new version. George
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smoke
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Post subject: Re: Better Arcade Mode - MOD for Future Pinball Posted: Thu Feb 08, 2018 3:54 am |
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Joined: Fri Jun 28, 2013 4:46 pm Posts: 361
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ravarcade wrote: @smoke: Here is beta BAM.dll with 3rd param (Z) to in BallCloseTo: http://www.ravarcade.pl/beta/BAM.dllIf you don't pass that 3rd param, it will be like 0 (all will work old way). tested and it is good! thanks.
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