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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Oct 24, 2019 4:53 pm 
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Location: Snohomish, WA
Is there a way to get to the bloom presets while in advanced menu mode? Or do I have to step back into basic and do it there. Thanks -

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Oct 27, 2019 9:30 am 
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johnhardyiv wrote:
Is there a way to get to the bloom presets while in advanced menu mode? Or do I have to step back into basic and do it there. Thanks -


Bloom and Ambient Occlusion options are available in Advanced menu...in fact I only use advanced menu and have always seen them.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Oct 27, 2019 9:41 am 
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Ravarcade...

...while continuing to add some more cool stuff to RetroFlair - BAM... I added a Pac-Man mode to the table. At one point in the game you will see a Power Pill flasher appear (using a custom flasher model). What I did was place that flasher to the right of the cabinet, and use a mini playfield to have it appear in the middle of the playfield. This works fine...but I noticed that that "flasher light" itself (not the model) still stays in it's original position instead of where the model is now located.

Can a flasher's light be moved using a mini playfield?


On a separate note... can "toys" be collidable and generate a "hit event" somehow? (without using a mini playfield).


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Oct 29, 2019 4:22 pm 
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@TerryRed:
I will try to fix light position on minplayfields but it make few things very complicated.

Toys. There is no way to make it colidable.

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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: Tue Oct 29, 2019 6:24 pm 
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ravarcade wrote:
@TerryRed:
I will try to fix light position on minplayfields but it make few things very complicated.

Toys. There is no way to make it colidable.


Thanks Rav... I don't expect a miracle, as you have done so many already. :)


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Oct 31, 2019 11:33 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2512
Location: Arkansas, USA
TerryRed wrote:
OK George, here is a new zip with a new version 1.0b of the table that has the ShadowMaps included in the table itself, as well as unused Bump Map textures removed.

The iCOM plug-in can be set to any option except for the paranoid one I think. Safe should be fine.

Also, try my cfg file for the table if it still won't work for you. There's nothing different about this table that would cause it to crash before starting.

https://www.dropbox.com/s/4ppv7gpdmznyf ... t.zip?dl=0


I finally remembered to try this and I had no crashes. I tried several different iCom options and no problems. I don't have pinup, dof or doflinx installed, just FP and BAM. I am not sure what iCom is supposed to do but it didn't crash.

You might have sent me a PM to remind me to test it. My memory is not as good as it used to be.

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Oct 31, 2019 12:29 pm 
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GeorgeH wrote:
TerryRed wrote:
OK George, here is a new zip with a new version 1.0b of the table that has the ShadowMaps included in the table itself, as well as unused Bump Map textures removed.

The iCOM plug-in can be set to any option except for the paranoid one I think. Safe should be fine.

Also, try my cfg file for the table if it still won't work for you. There's nothing different about this table that would cause it to crash before starting.

https://www.dropbox.com/s/4ppv7gpdmznyf ... t.zip?dl=0


I finally remembered to try this and I had no crashes. I tried several different iCom options and no problems. I don't have pinup, dof or doflinx installed, just FP and BAM. I am not sure what iCom is supposed to do but it didn't crash.

You might have sent me a PM to remind me to test it. My memory is not as good as it used to be.

George


The iCOM plug-in allows for external com objects / servers to be usable directly with FP. that's all it's meant for. So it would allow for DOf, and PUP to be used directly with FP without needing DOFLinx...and this allows for all their features to be usable with FP tables.

For anyone who doesn't have FP or PUP... I needed to see if the RetroFlair - BAM table would still work for you normally as long as you have the PinEvent vbs files installed with iCOM plug-in enabled.


I have a BIG update for RetroFlair - BAM coming with a new Pac-Man mode, Outrun mode, and Speedball mode. Some cool stuff using MANY Bam features!


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Nov 02, 2019 2:36 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2512
Location: Arkansas, USA
I think I have discovered why I don't often play RetroFlair. It is because of the horrible buzzer sound that plays when you hit a ramp. The sound name is "retroballlocked" in the sound manager. I found one I like better. You can just delete or rename the existing sound "retroballlocked" with the one I have saved here:

https://www.dropbox.com/sh/57f3fysp7laa ... ve8Ha?dl=0

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Nov 03, 2019 2:07 am 
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RetroFlair - BAM Edition: All new PAC-MAN, Speedball and OutRun modes! (and other BAM updates)

This video shows the new PAC-MAN, Speedball and OutRun modes I created and added to Rom's excellent RetroFlair for Future Pinball.

You've never seen a pinball table quite like this.

Pac-Man balls, Power Pills, Ghosts, Cars on Highways and more!




https://youtu.be/DzrrkzX-2c0



Image

Image

Image

Image

Image



Left Ramp has Space Invaders, Pac-Man, and Speedball modes.

Right ramp has Space Invaders, Pac-Man, and OutRun modes.

Pac-Man mode:

-eat all the pellets with the Pac-Man ball
-avoid the ghosts (you lose a ball it you hit them)
-eat the Power Pill
-hit the bumpers to eat the ghosts

SpeedBall mode:

-hit all the players to take them out
-avoid the random players to get to the SpeedBall

OutRun mode:

-avoid the cars (they will honk at you, or screech their tires)
-hit the right ramp (now with a Checkpoint Sign) to advance and play the next OutRun tune.
-hit the right ramp when the sign changes to GOAL to complete the mode

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

Each mode uses many of BAM's various features:

-mini playfields for Ghosts, PowerPill Flasher, Cars, Signs
-texture swaps for Ghosts, Cars, Game Marquee Sign, Outrun Checkpoint Sign
-detaching flasher lights from their hidden positions and placing them elsewhere in the PF (GI, rainbow launch, Power Pill Flasher, etc)
-shadowmaps
-light inserts brightness
-RGB flashers on the slingshots
-COM Extensions for PinEvent: DOF and PUP SSF
-dynamic physics
-ball rolling sounds (smokes)
-custom balls for pac-man and default ball

Other additions:

-the left Sign is now larger and changes its marquee to match each song played
-extra voice overs for ball drain
-added GI lighting that turns on and off at key points
-fixed up the DMD text to be cleaner.
-changed bumpers to coloured ghost matching the ghost toys
-changed ghost toys to only move when their matching ghost bumper is hit
-fixed up some playfield geometry


It was a lot more work than I expected... but it worked out pretty damn good I think!

Next, I will update PinEvent to see if I can have it auto-detect what you are using (Desktop, VR, Cabinet) and apply the appropriate PinEvent Profile automatically.

I may also add PUPDMD to the table as well!



I will post a link to a newer version of the table for you guys to try (and test) to be sure my updates to PinEvent work good for you (when I've updated PinEvent).


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Nov 03, 2019 8:06 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2512
Location: Arkansas, USA
It looks cool! Can't wait to try it!

You might try the new sound from the previous posting. I think everyone would like it better.

George


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