Are there any tables you updated with FizX?

Just a note, you may find problems with the multiball due to all the timers firing. The new version I showed had multiball, but wasn't releasing or locking (it was a 3 ball) due to the timers. The best solution would be to keep it as simple as possible.
fpxengine has a very simple 2 ball multiball built in, which may be for the best with tut. I've done up a modified version of fpx for you in case you wish to have a crack at it yourself, but the code itself is very simplified as fpx was made for beginners.

Be interested to see where you put the locks. During the design, I expanded the space behind the pegs of each model so the ball could fit in, because I figured that was exactly where steve would want them anyway. In the new modified design, I had my multiball just below where the ramp splits on the left hand side of the ramp. You can see it if you look closely enough.

I am probably thinking too simplistically but it seems like if you enlarge the table to the same scale as the original, you could keep using the same playfield texture. Then it would be a matter of moving the existing table objects around to the correct positions on the playfield texture. TutenKham table is 516x1068. So enlarge it to 560x1160 or something else to scale. Make a blueprint of the old table and resize the blueprint to fix the new table and arrange the objects accordingly. Will this work or not?
 
I have a test version resized, but it didn't turn out the way I wanted. Also, since this version has been picked up already, any thing I do afterwards would be a sequel more than anything else, sort of like a wpc version with a complete engine etc. Think High Speed/Getaway type.
Maybe I should just detail some new ideas and features I would add to give you a better idea.

- The table needs a resize. not just length but width as well. Adding 50 to 100mm would make a world of difference, especially with key shots like the left ramp. The ball always goes to fast past the top left flipper, and sometimes will just drain. Just not enough room to fix that, and with the extra space, it would allow for a couple extra shots and free up area for other things like the snake pit. The textures would have to be redone as well, especially if any change is made to the layout. You will see it in the screenshots, nearly all the textures for the pf and plastics at the top had to be replaced. I would need 50mm at the top and 50mm at the bottom (because the sling shot area is too small) and the existing texture just wouldn't fit in that without it looking a bit goofy and shoehorned in.

- The idea was to add a new lane next to the ramp, that feeds into the bumper area, and ties into the right ramp next to the right ramp. This is a stop and go type game but adding more long flow shots would make a difference. There was also a plan to have looping lanes at the top, and moving the main right ramp so it will use the area behind the back wall (like Dr Dude) so it freed up room.

- From a script point of view, it was pretty apparent that a new engine would be needed. Just trying to shoe horn in new features to the present script would have been a lesson in frustration and it wouldn't be any faster than starting over with a decent modern style engine. It was best I feel to use a script already set up for things like modes/multiball/multiplayer that also had all the standard features already built in. I decided it would be a Francisco script, because he gave blanket permission, and since it had everything built in, including a jukebox, the AC/DC table. Add the latest stuff, like fizx, sps and fpx, plus other examples like wenoc's stuff, that's a very good framework to use that actually isn't that complicated to work with. (as a aside, this community has really needed a decent modern framework table for a long time)

- Finally, if everything else had to be redone, might as well go all in and add some new things and rearrange others. The game needs a "feature toy", a central focal shot on the bottom level. You could do a tut mask, but I decided a sphinx toy would be kind of cool. I would move anubus to the top level (the main reason I want to move the ramp to behind the back wall), slide over Khnum over there, and then put the sphinx to the right of the left ramp. (There's a lot more space there, and I would want the sphinx itself to be quite large) It would be pretty interactive, depending on if I can find someone stupid enough to make it, as the paws (?) would move and it would have a moving mouth and head purely to taunt you. (If there was room, I would have the tail wag happily every time the player missed a key shot or drained the ball. Nothing like a good taunting in a pinball game...)

There were other ideas as well. I wanted to have the entire snake pit rotate around (complete with targets and plastic) but I saw Terry was doing something like that, and with the extra space, maybe another decent idea will come to me. Kind of miss Steve with this kind of stuff, the amount of things we came up with was probably more than what we put in the game.

Steve and I just ran out of time, but it's been something I wish we could have spent more time on. VPX has the vpworkshop, but we don't have that here, and at the time, no BAM so we just couldn't do certain things. I always thought Tut was a good game, but it deserved to be a great game.

It would be a real bitch to do though.
 
Last edited:
Btw, i really LOVE your VP9 Trigon, playing often at my cab.
Magically, this table still IS at Same Level AS a lot of newer vpx Tables.
 
Yes, you may notice that some older FP tables, when updated to FizX may have a hard time playing easily or correctly.

I don't mean playing "correctly" in terms of realistic / correct physics. I mean that some shots which were designed with old FP physics in mind (very wide angles from the flippers) will be hard or impossible to hit. This is not a fault of FizX or the table, its just a matter of different designs made for a different time and physics.

I found this on some tables like Blade Runner which had some shots which were impossible to make without changing parts of the table layout drastically.

For tables based on real pins... its less of an issue as their layout and dimensions are created based on more realistic physics to begin with.
I noticed this to!
i did try to figure out how to get wider shots just using the FizX xml/settings part
and correcting the flippers angle, I am upgrading 5 tables now with FizX
the ones that work fully now are
Jurassic Park LW 1.04c
Batman Joker Ultimate edition 1.02
Tutankham Tribute to the 80s (Is just missing the locks for the ball/multiball but the table plays like it should
had to change allot to the guide rails tho on this table and ball got stuck on the wire guide that's fixed.
Three Angels Original 1.0 table works great just has the problem when its a new game it needs to realease the balls from the demon locks
and the kicker shoots it out to fast so it keeps going back and forth (getting sort off stuck) working on the strength of the directional kicker.
so you can keep playing more then one game without having to exit FP and restarting.

Need help maybe with 2 Tables that i update that both have weird glitches, and im a novice in scripting to find the solution for it

Table1 is: Spiderman ULTRA 1.09 Plays great now just 1 problem: the magnet that keeps the ball and releases it at doc oc when starting multiball.
It will release the ball then the new ball gets added and auto fires for 2ball multiball after the plunger auto fires it removes the ball that was just released from the magnet (ball disappears) then if the ball that got launched from the plunger drains
The script will think the other ball is still in play..? so its stuck somewhere and no way of getting the ball back, which i think is logic. just a clashing code in fizx with this table i guess..
Sinds it works fine playing without FizX

Table2 is: Lord of the Rings Ultimate 1.06 it plays great but still has the glitch where the ball gets stuck where that path of the dead lane VUK is located
it also does this on the original table. and i tried fixing this a long time ago. there is nothing it collides with and nothing that gets it stuck
in the area, if i look with manual camera there is just open playfield there (so it could be a invisible wall but i cant see it because of that i guess.

btw this is one of my favorite tables ever! I am a big lord of the rings fan. never got this table working correctly
as a matter of fact on the ''real table'' the ball even gets stuck at like 3 places haha and one of them is the same spot like i explained
so it could be a fault of the real table designers of which this table was recreated from by Fransisco666 & GLXB and Slamtilt

Much Love to you Terry!
Thanks for all your hard work :)

Greets Brian
 
Last edited:
I have a test version resized, but it didn't turn out the way I wanted. Also, since this version has been picked up already, any thing I do afterwards would be a sequel more than anything else, sort of like a wpc version with a complete engine etc. Think High Speed/Getaway type.
Maybe I should just detail some new ideas and features I would add to give you a better idea.

- The table needs a resize. not just length but width as well. Adding 50 to 100mm would make a world of difference, especially with key shots like the left ramp. The ball always goes to fast past the top left flipper, and sometimes will just drain. Just not enough room to fix that, and with the extra space, it would allow for a couple extra shots and free up area for other things like the snake pit. The textures would have to be redone as well, especially if any change is made to the layout. You will see it in the screenshots, nearly all the textures for the pf and plastics at the top had to be replaced. I would need 50mm at the top and 50mm at the bottom (because the sling shot area is too small) and the existing texture just wouldn't fit in that without it looking a bit goofy and shoehorned in.

- The idea was to add a new lane next to the ramp, that feeds into the bumper area, and ties into the right ramp next to the right ramp. This is a stop and go type game but adding more long flow shots would make a difference. There was also a plan to have looping lanes at the top, and moving the main right ramp so it will use the area behind the back wall (like Dr Dude) so it freed up room.

- From a script point of view, it was pretty apparent that a new engine would be needed. Just trying to shoe horn in new features to the present script would have been a lesson in frustration and it wouldn't be any faster than starting over with a decent modern style engine. It was best I feel to use a script already set up for things like modes/multiball/multiplayer that also had all the standard features already built in. I decided it would be a Francisco script, because he gave blanket permission, and since it had everything built in, including a jukebox, the AC/DC table. Add the latest stuff, like fizx, sps and fpx, plus other examples like wenoc's stuff, that's a very good framework to use that actually isn't that complicated to work with. (as a aside, this community has really needed a decent modern framework table for a long time)

- Finally, if everything else had to be redone, might as well go all in and add some new things and rearrange others. The game needs a "feature toy", a central focal shot on the bottom level. You could do a tut mask, but I decided a sphinx toy would be kind of cool. I would move anubus to the top level (the main reason I want to move the ramp to behind the back wall), slide over Khnum over there, and then put the sphinx to the right of the left ramp. (There's a lot more space there, and I would want the sphinx itself to be quite large) It would be pretty interactive, depending on if I can find someone stupid enough to make it, as the paws (?) would move and it would have a moving mouth and head purely to taunt you. (If there was room, I would have the tail wag happily every time the player missed a key shot or drained the ball. Nothing like a good taunting in a pinball game...)

There were other ideas as well. I wanted to have the entire snake pit rotate around (complete with targets and plastic) but I saw Terry was doing something like that, and with the extra space, maybe another decent idea will come to me. Kind of miss Steve with this kind of stuff, the amount of things we came up with was probably more than what we put in the game.

Steve and I just ran out of time, but it's been something I wish we could have spent more time on. VPX has the vpworkshop, but we don't have that here, and at the time, no BAM so we just couldn't do certain things. I always thought Tut was a good game, but it deserved to be a great game.

It would be a real bitch to do though.
Great ideas and i wish i had the time to fix/create and add all this
I am just trying to update tables with minimal effort made if that is possible
i would love to realize this idea you got about the table with a team or together with a good coder for the script
and maybe a model creator..

But i got the small table running fine, like you said the ball misses the top left flipper
it wont do that all the time now depending on how much force the shot of the flipper had
and i can use the top right flipper to bring the ball back up to the top left flipper to shoot the baskets
and i can shoot the targets to lower the bridge just fine
Sinds FizX makes the ball heavy these problems like missing the top left flipper are allmost gone ;)
i been working hard on it, like i said its just adding the locks and multiball and playtest it again
If you ever want to make the bigger sized table i am down to help!
And if you want to add stuff like new ''models'' to the table i work on i will gladly give you the fpt
so you can adjust some things for yourself on it and i can help you for sure!

I just moved on to another Table at the moment trying to get most of all my tables running the best they can with FizX
I dont know Steve but from hearing you talk about him, im starting to wish he could help out with everything :)
 
Sorry, forgot you were new here. Steve would be Polygame (among other names), I would be shvmr (among other names). It's almost a competition between the two of us of who can have the most user names. He has more, so I may have to change my user name a couple times to catch up.

Anyway, have fun. As to after Sorcerer, I'm not sure. I'm leaning towards taking one of my designs, saving up some money, and doing a home brew of it. As to a new tut, that's a team effort. Pretty sure what I have planned will work, and others can add their own ideas as well, but certainly wouldn't have time to do it all. As I said, real life, and somehow I managed to get engaged to my GF last week on my birthday of all things, so that's the end of my pinball life and spending 10 hours a day on my computer kind of thing.
 
Yeah so its Polygame thanks for that, i had a feeling it was him ;) i knew you were shvmr
He is great at making tables i played a bunch of his tables
Even tho im new here i was allways on pinsimdb before
so i know some history of Future Pinball and the authors who made tables

I am having funn thanks :) i see you have some new names to think off haha
Good to know that you can make it work with the designs and dimensions you have in mind
Good luck on your work on Sorcerer! And have a great time with your GF congrats buddy and happy birthday :)
 
I noticed this to!
i did try to figure out how to get wider shots just using the FizX xml/settings part
and correcting the flippers angle, I am upgrading 5 tables now with FizX
the ones that work fully now are
Jurassic Park LW 1.04c
Batman Joker Ultimate edition 1.02
Tutankham Tribute to the 80s (Is just missing the locks for the ball/multiball but the table plays like it should
had to change allot to the guide rails tho on this table and ball got stuck on the wire guide that's fixed.
Three Angels Original 1.0 table works great just has the problem when its a new game it needs to realease the balls from the demon locks
and the kicker shoots it out to fast so it keeps going back and forth (getting sort off stuck) working on the strength of the directional kicker.
so you can keep playing more then one game without having to exit FP and restarting.

Need help maybe with 2 Tables that i update that both have weird glitches, and im a novice in scripting to find the solution for it

Table1 is: Spiderman ULTRA 1.09 Plays great now just 1 problem: the magnet that keeps the ball and releases it at doc oc when starting multiball.
It will release the ball then the new ball gets added and auto fires for 2ball multiball after the plunger auto fires it removes the ball that was just released from the magnet (ball disappears) then if the ball that got launched from the plunger drains
The script will think the other ball is still in play..? so its stuck somewhere and no way of getting the ball back, which i think is logic. just a clashing code in fizx with this table i guess..
Sinds it works fine playing without FizX

Table2 is: Lord of the Rings Ultimate 1.06 it plays great but still has the glitch where the ball gets stuck where that path of the dead lane VUK is located
it also does this on the original table. and i tried fixing this a long time ago. there is nothing it collides with and nothing that gets it stuck
in the area, if i look with manual camera there is just open playfield there (so it could be a invisible wall but i cant see it because of that i guess.

btw this is one of my favorite tables ever! I am a big lord of the rings fan. never got this table working correctly
as a matter of fact on the ''real table'' the ball even gets stuck at like 3 places haha and one of them is the same spot like i explained
so it could be a fault of the real table designers of which this table was recreated from by Fransisco666 & GLXB and Slamtilt

Much Love to you Terry!
Thanks for all your hard work :)

Greets Brian

You should start with the version of JP that I worked on. I spent a lot of time working on the playfield texture but you will need to remove the dynamic flippers before adding FizX:


I remember having some trouble playing Lord of the Rings. I seem to remember fixing the VUK for my own use. I will see if I can find it.
 
General chit-chat
Help Users
You can interact with the ChatGPT Bot in any Chat Room and there is a dedicated room. The command is /ai followed by a space and then your ? or inquiry.
ie: /ai What is a EM Pinball Machine?
  • No one is chatting at the moment.
  • Chat Bot Mibs Chat Bot Mibs:
    maxangelo19 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Dragonslapper has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    royaljet has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Tyfox has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Goldtopboy has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    slick267 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    dabreeze has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Spike has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Tofa has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Atropine has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    bongo2k5 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Bouly has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Felipefx3 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    djrbx has left the room.
  • F @ freebird1963:
    were do music and sound files go
    Quote
  • Chat Bot Mibs Chat Bot Mibs:
    jhbradley has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Conejazo has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Sedulous has left the room.
      Chat Bot Mibs Chat Bot Mibs: Sedulous has left the room.
      Back
      Top