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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Jul 31, 2018 2:15 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 322
also do you have read my suggestion about transparent ramps ?

is it possible to add some effect on transparent/semi transparent ramp?
like somme blur/grainy or offset/diffraction of that can we see through? maybe piloted by a texture like a similar bump map texture?
I think it will make better plastic ramp rendering.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Jul 31, 2018 5:18 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 935
@smoke:
Quote:
we have to declare Flipper_prehit sub routine but can leave them empty ?

Yes.

Quote:
... transparent ramps?

I ignored it deliberately ;).
Creating good transparent rendering is complicated for me. I don't belive FP can handle it.
Look at new games. Like here: https://www.youtube.com/watch?time_cont ... ifgwVMnRMk.
You can see very beautyfull windows with broken glass. Greate looking distortions... and they do it for single flat surface with singe layer of glass.
In ramps you want to have curved surfaces and in most cases 2,3, ... 5 layers.
So, i you want to have something like this, when it is out of range.

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Better Arcade Mode
current BAM version: v1.4-241, released: Nov 9, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Aug 01, 2018 8:45 am 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 239
Just want to say...I've been following your progress Rav.

Excellent stuff indeed. Great to see FP getting this kind of attention to the flipper physics. This has been a big complaint by most people who hate FP physics.

It would be great if there was a simple how to guide at some point to show others how to implement these updated flippers and physics in a "standard fashion".

I'm actually making my first Future Pinball table (a gift for my wife, on our 20th anniversary). I would love to add these updates at some point (after its done).


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Aug 10, 2018 8:25 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 935
BAM update. v238

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-238.zip
https://www.ravarcade.pl/files/BAM-OpenVR.zip

Updates:
- Fix errors in flipper chart (this may create compatibility problem in v237... sorry )
- CTRL-C (& SHIFT-CTRL-C) in physics tweak menu will put in clippboard xml with removed all xml comments. Result is shorter text in script (and easier to read and modify).

Below is example how XML in script looks without all xml comments
Code:
'=============================== PHYSICS XML ===========================
'<?xml version="1.0" encoding="utf-8"?>
'<document>
'  <physics slope="7" fps="296" threaded="1"></physics>
'  <ball newtonDamping="0" mass="72" gravity="5300" damping="1.3"></ball>
'  <flipper releaseOmega="18" rotationSpeedChart="{0.0,15.0},{2.0,28.0},{4.0,55.0},{6.0,70.0},{8.0,77.0},{10.0,79.0},{12.0,79.0},{14.0,77.0},{16.0,73.0},{50.0,30.0}[0.0,100.0]" newtonDamping="1" mass="20150" omega="44" moeMethod="0"
'           leftXoff="0" leftYoff="1500" leftZoff="0"
'           rightXoff="0" rightYoff="1500" rightZoff="0"></flipper>
'  <bumper impulse="40.0" impulseRandomness="0" vectorRandomness="6"></bumper>
'  <autoplunger mass="20000.0" force="60000.0"></autoplunger>
'  <diverter mass="10000.0" omega="33.0"></diverter>
'  <gate mass="5.0" gravity="2500.0" damping="0.25"></gate>
'  <kicker impulse="1000.0" vukImpulse="1400.0" impulseRandomness="2" vectorRandomness="1"></kicker>
'  <plunger mass="20000.0" force="30000.0"></plunger>
'  <slingshot impulse="700.0" impulseRandomness="15" vectorRandomness="3"></slingshot>
'  <spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
'  <spinner mass="60.0" gravity="100.0" angularDamp="0.25" angularAccel="5.25"
'           spinDampLoose="0.55" spinBackLoose="1.70"
'           spinDampNorm="0.75" spinBackNorm="1.80"
'           spinDampTight="0.95" spinBackTight="1.90"></spinner>
'  <emkicker mass="10000.0" omega="80.0"></emkicker>
'  <varitarget mass="500.0" damping="0.9" tension="3.0" return="15.0"></varitarget>
'  <magnet impulse="10.0" impulseRandomness="2"></magnet>
'  <nudge impulse="120.0" impulseRandomness="25.0" warningLevel="250" leftAngle="60" upAngle="0" rightAngle="320"
'         vectorRandomness="5" visualDistance="1" waitPeriod="300" maxBallVelocity="500.0"></nudge>
'  <defaultMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.02" kineticFriction="0.02"></defaultMat>
'  <playfieldMat softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.025" kineticFriction="0.015"></playfieldMat>
'  <metalMat softnessCoef="0.01" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.01"></metalMat>
'  <woodMat softnessCoef="0.03" elasticCoef="0.15" staticFriction="0.03" kineticFriction="0.02"></woodMat>
'  <plasticMat softnessCoef="0.02" elasticCoef="0.2" staticFriction="0.02" kineticFriction="0.01"></plasticMat>
'  <rubberHardMat softnessCoef="0.08" elasticCoef="0.2" staticFriction="0.04" kineticFriction="0.055"></rubberHardMat>
'  <rubberIntMat softnessCoef="0.1" elasticCoef="0.52" staticFriction="0.05" kineticFriction="0.065"></rubberIntMat>
'  <rubberSoftMat softnessCoef="0.12" elasticCoef="0.62" staticFriction="0.06" kineticFriction="0.075"></rubberSoftMat>
'  <gateMat softnessCoef="0.05" elasticCoef="0.65" staticFriction="0" kineticFriction="0"></gateMat>
'  <kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.8" kineticFriction="0.8"></kickerMat>
'  <rampMat softnessCoef="0.01" elasticCoef="0.01" staticFriction="0.01" kineticFriction="0.01"></rampMat>
'  <plungerMat softnessCoef="0.04" elasticCoef="0.55" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
'  <spindiskMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="1.5" kineticFriction="2"></spindiskMat>
'</document>
'=============================== PHYSICS XML ===========================

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-241, released: Nov 9, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Aug 11, 2018 1:55 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 332
Location: Abbotsford
Thanks Rav

Can I request a couple things?

1. There's a lot of things that we have to now remember for the copy and paste. A lot of newer people may not notice them or read this thread. Is it possible to add a new menu in BAM that lists these that people can just click? As a example call it Save to clipboard menu, and have a list of the various sections that you can copy and paste into the script, or better yet, everything included in one copy and paste?

2. Can you add two "flags" that tell the script if the flipper is fully in it's down position (key unpressed and flipper all the way down) or in it's full up position. As well, is there a way to measure the exact amount of time that a flipper moves from the bottom of it's arch to it's top when the player presses and holds the key?

3. can you clarify this for me.
Code:
'RightFlipperExt.Omega = omegaCorrection - 15

I sort of understand this, but is the numeric value (15) actual degrees difference? In other words, strike the ball and set the ball to add 15 more degrees to it's angle than it normally would? Also, how do you do a negative angle, where the ball will travel more to the left than the right? Would it be
Code:
'RightFlipperExt.Omega = omegaCorrection - 345


4. maybe you missed this, but the ball is still sinking gradually right through the flippers in the 3 examples you posted on my computer.

Thanks again

EDIT: Oh Damn, it's crashing on me again, while it's loading in the table.
Code:
------------------- BAM crash-report -------------
  BAM path: C:\Games\Future Pinball\BAM
       XML: D:\Pinball\junglegirl\jungle_girl.xml
     table: D:\Pinball\junglegirl\jungle_girl.fpt
         1: TAG: FILE=dllmain.cpp, LINE=380, FUNC=Routed_SwapBuffers
         2: TAG: FILE=dllmain.cpp, LINE=395, FUNC=Routed_SwapBuffers
       SBC: -1
       NFC: 0
Loaded modules:
Future Pinball.exe, 1.9.2013.25 : 00400000 - 02169000
ntdll.dll, 6.3.9600.18895 : 77E30000 - 77F9F000
KERNEL32.DLL, 6.3.9600.17415 : 77910000 - 77A50000
KERNELBASE.dll, 6.3.9600.18938 : 756D0000 - 757A7000
apphelp.dll, 6.3.9600.17415 : 75070000 - 75110000
COMCTL32.dll, 6.10.9600.18006 : 74D50000 - 74F56000
fmod.dll, 3.7.4.0 : 10000000 - 10096000
Newton.dll,  : 02170000 - 021E1000
libcurl.dll, 7.13.1.0 : 02270000 - 0230D000
USER32.dll, 6.3.9600.18535 : 75C50000 - 75DA3000
GDI32.dll, 6.3.9600.18818 : 77C50000 - 77D5C000
COMDLG32.dll, 6.3.9600.17415 : 75630000 - 756CB000
ADVAPI32.dll, 6.3.9600.18895 : 75A90000 - 75B0C000
SHELL32.dll, 6.3.9600.19061 : 75F40000 - 771FB000
ole32.dll, 6.3.9600.18895 : 75930000 - 75A59000
OLEAUT32.dll, 6.3.9600.19003 : 77580000 - 77617000
SHLWAPI.dll, 6.3.9600.17415 : 758E0000 - 75925000
DevIL.dll, 0.1.6.5 : 024B0000 - 02623000
ILU.dll, 0.1.6.5 : 00390000 - 003A3000
ILUT.dll, 0.1.6.5 : 003B0000 - 003BD000
DINPUT8.dll, 6.3.9600.17415 : 75150000 - 75186000
OPENGL32.dll, 6.3.9600.17415 : 74C70000 - 74D4E000
GLU32.dll, 6.3.9600.17415 : 75120000 - 75145000
msvcrt.dll, 7.0.9600.17415 : 75B20000 - 75BE3000
MSACM32.dll, 6.3.9600.17415 : 75050000 - 75067000
WINMM.dll, 6.3.9600.17415 : 75020000 - 75043000
WSOCK32.dll, 6.3.9600.17415 : 75010000 - 75018000
sechost.dll, 6.3.9600.17734 : 75890000 - 758D1000
RPCRT4.dll, 6.3.9600.18941 : 757B0000 - 7586A000
combase.dll, 6.3.9600.19038 : 77370000 - 774ED000
WININET.dll, 11.0.9600.19061 : 749C0000 - 74C6B000
DDRAW.dll, 6.3.9600.17415 : 748D0000 - 749BC000
winmmbase.dll, 6.3.9600.17415 : 74FE0000 - 75003000
WS2_32.dll, 6.3.9600.18340 : 77200000 - 7724F000
SspiCli.dll, 6.3.9600.18454 : 75A60000 - 75A7E000
iertutil.dll, 11.0.9600.19003 : 74690000 - 748C6000
USERENV.dll, 6.3.9600.17415 : 74FC0000 - 74FDB000
DCIMAN32.dll, 6.3.9600.17415 : 74FB0000 - 74FB7000
SHCORE.DLL, 6.3.9600.17666 : 75510000 - 7559B000
cfgmgr32.dll, 6.3.9600.17415 : 77320000 - 7735C000
DEVOBJ.dll, 6.3.9600.17415 : 74660000 - 74681000
NSI.dll, 6.3.9600.17415 : 75B10000 - 75B17000
CRYPTBASE.dll, 6.3.9600.17415 : 75610000 - 7561A000
profapi.dll, 6.3.9600.17415 : 753F0000 - 753FF000
bcryptPrimitives.dll, 6.3.9600.18895 : 755B0000 - 75604000
IMM32.DLL, 6.3.9600.17415 : 77260000 - 77287000
MSCTF.dll, 6.3.9600.18819 : 77680000 - 77792000
BAM.dll, 1.4.238.0 : 740F0000 - 7465F000
PSAPI.DLL, 6.3.9600.17415 : 75620000 - 75626000
VERSION.dll, 6.3.9600.17415 : 755A0000 - 755A8000
SETUPAPI.dll, 6.3.9600.17415 : 77A50000 - 77C01000
HID.DLL, 6.3.9600.17415 : 74FA0000 - 74FAA000
renderingengine.dll,  : 73CD0000 - 740E4000
--------------------------------------------------
Error code C0000005: ACCESS VIOLATION

   Address: 004704E4 -> Future Pinball.exe:000704E4
     Flags: 00000000
         with BC E4 18 00 B0 BC 3B 02 00 00 00 00 E4 0C F3 77 E0 E4 18 00

   Address: 7414C624 -> BAM.dll:0005C624
***  0 called from $ADDRESS:7414C624
         with

****************************************************
         Fault Occured Here:
   Address: 7414C6A4 -> BAM.dll:0005C6A4
***  1 called from $ADDRESS:7414C6A4
         with E0 E4 18 00 14 E6 18 00 C4 E5 18 00 00 00 00 00 00 00 00 00

   Address: 77E36802 -> ntdll.dll:00006802
***  2 called from $ADDRESS:77E36802
         with 00 00 00 00 02 00 00 00 00 00 00 00 C4 E5 18 00 00 00 00 00

   Address: 77E9D1D1 -> ntdll.dll:0006D1D1
***  3 called from $ADDRESS:77E9D1D1
         with

   Address: 77E7068F -> ntdll.dll:0004068F
***  4 called from $ADDRESS:77E7068F

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Latest projects and rants at My Facebook Page
_____________________________________

Latest Project: FPx Template Engine


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Aug 11, 2018 5:04 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1762
Location: Arkansas, USA
Blue,

You might want to try this code. Gimli and I came up with it. I left the fail safe code in it. It makes the omega so it is 45 at the base of the flipper and it ramps down to 29.4 at the tip. Rav's discussion says the base contact point is 1.0 but it ended up being about 1.2. If you plug values into the contact point of the formula, it becomes this:

Flipper Omega = 45-(0*13)
=45-0
=45

Flipper Omega = 45-(1.2*13)
=45-15.6
=29.4

Of course, if you have a contract point between 0 and 1.2, then the omega would be some value between 29.4 and 45.

George

Code:
Sub RightFlipper_prehit()
   If BAM_VERSION < 233 then Exit Sub
   OnPreHitFlipperSettings(RightFlipperExt)
   omegaCorrection = 45 - (RightFlipperExt.ContactPoint * 13) ' Max omega is 45 and min is 29.4.
      If RightFlipperExt.ContactPoint < 0.0 then RightFlipperExt.Omega = 45
      If RightFlipperExt.ContactPoint > 1.2 then RightFlipperExt.Omega = 29.4
      If (RightFlipperExt.ContactPoint => 0.0) And (RightFlipperExt.ContactPoint =< 1.2) then
         RightFlipperExt.Omega = omegaCorrection
      End if
End Sub


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Aug 11, 2018 5:43 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 935
@blue:

1. I will try to combine all "CTRL+C" in one place.

2. You don't need that flags. You already have "AngleDiff" value in FlipperExt. It will return difference between "SolenoidOff" angle.
Difference (AngleDiff) is always positive value.

Exemple:
Code:
  If LeftFlipperExt.AngleDiff < 1 Then
    AddDebugText "Left flipper is fully off"
  ElseIf LeftFlipperExt.AngleDiff > 51 Then
    AddDebugText "Left flipper is fully on"
  Else
    AddDebugText "Left flipper is in motion"
  End If

I assume, that Swing value in fp editor for flipper is 52 (or -52, negative value works same way as positive for AngleDiff).
So, if flipper is rotated less than 1 deg, it is at base.
If flipper is rotated more than 51 deg, it is at top.
any value between "is in motion"

Note, i don't compare like this: AngleDiff = 0 , AngleDiff = 52
AngleDiff is float value and it may never be qual to constant intgere (it may be: 0.00001 or 0.00231 and i want to work like it is =0, so i use < 1).

3. Omega is not angle! You can do same things as with angle. It is angular speed.
It is: 15 deg / 1 sec = 15 [deg/s]. To be precise, it is in radians not in degree.

4. There is no fix for this. To solve problems like this you need different physics simulation engine (= new pinball sim game).

5. Crash. I have no idea what happed on your computer. Creash-report point to BAM code where is crash-report-subroutine. All i can see, that it happend before table was played. I try with version i have of "junge girl" and i don't have any problems. Maybe different crash-log will be more usefull. This one have only 4 "things" on stack: BAM->ntdll->ntdll->ntdll. No FP.exe, no newtonlib.

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-241, released: Nov 9, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Aug 13, 2018 2:23 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 332
Location: Abbotsford
I think I figured it out. I added releaseOmega to my external xml, soon as I deleted it, the table stopped crashing. My fault. sorry.

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Aug 15, 2018 9:18 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 935
@blue:
Few times you wrote about ball sinking in flipper.
I noticed it only on your table.
I also notice "jumps" at end of flipper rotations, see video:
https://youtu.be/qRNqQcHl7Ec

That jumps are result of setting "off" params for flipper in XML. Like this:
Code:
<flipper releaseOmega="18" rotationSpeedChart="{0.0,15.0},{2.0,28.0},{4.0,55.0},{6.0,70.0},{8.0,77.0},{10.0,79.0},{12.0,79.0},{14.0,77.0},{16.0,73.0},{50.0,30.0}[0.0,100.0],[70.0,50.0]" newtonDamping="0.02" mass="2500" omega="44" damping="0.49" moeMethod="0"
   leftXoff="2" leftYoff="1900" leftZoff="2"
        rightXoff="0" rightYoff="0" rightZoff="0"></flipper>

Suprice, if you set all "off" params to 0 ball will not sink in flipper any more.
That "off" params are source of problem, they move flipper to position with ball partialy "inside" flipper and physics sim engine don't handle collision correctly.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-241, released: Nov 9, 2018


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Aug 15, 2018 10:51 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 935
BAM update. v239

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-239.zip
https://www.ravarcade.pl/files/BAM-OpenVR.zip

Updates:
- fixed nvidia drivers memory consumption when shadowmaps are generated.

Shadowmaps generation may in some cases make ~100 000 draw calls. After ~30 000 nv divers tend to reserver all spare memory accesible to FP. This very often leads to crashs when shadowmaps are saved to disk. New version have completly different shadowmap generation with draw calls reduced ~250 times.

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-241, released: Nov 9, 2018


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