ATTEMPT nightmare on elmstreet update

HZR

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elm street
Ok, so Im going to attempt a update to Nightmare on elm street
any help im thankful for.

i have the table working with fizx script , i hadnt imported models etc.
i keep getting a addtrackedball error
its where the plunger settings are in the main table script.
any ideas?
 
so I found if I add back in ball rolling and dynamic flipper code it works.
im assuming the code for the flippers needs to be changed.. probably bit off more than I can chew.
 
Are you using the All In One as your source of code? I think that is the easiest way.
 
Tracked ball error from smokes ball rolling routinr
 
I have used Smoke's code before without any problem although I know nothing about ball tracking.
 
I have used Smoke's code before without any problem although I know nothing about ball tracking.
this was solved. just rem out the last part of the script.
youll see it one of these days, search for tracked... put a ' before it for testing.
smoke used captive and trackedball to do rolling sounds ... fizx does also so thats why you get a mediation error
sceck out the script in link to the beta , youll need the default.zip with the 1k ball in bam
 
Are you using the All In One as your source of code? I think that is the easiest way.
yes, pieces of code as well yours terrys, fizx team
im better at graphics than code ben 20 years since ive used photoshop..lol
let me know how it plays, use the fpram
tweaks and more ive added but not sure im using arent in this version.
 

Attachments

  • elm104beta-hzr.zip
    105.4 MB · Views: 12
yes, pieces of code as well yours terrys, fizx team
im better at graphics than code ben 20 years since ive used photoshop..lol
let me know how it plays, use the fpram
tweaks and more ive added but not sure im using arent in this version.

It seems to play well although I don't hear a lot of the sounds like flippers and slings. I presume you are not finished with it. I have never used the PinMechSound before. You would need to follow Terry's guide for that. The ball-rolling sound works but is a little too loud for my own personal preference although that is usually the case on most tables that are released.

I have attached ball-rolling sounds where I have adjusted the sound levels of each of the files so they all produce the same volume. Wood2 was way too loud and plastic was way too soft. I included a louder version if you need it but I prefer not to use it because there is some clipping though I don't think it is noticeable.
 

Attachments

  • Ball Rolling Sounds.zip
    660.2 KB · Views: 2
turn off pup ssf
sorry
i didnt go further because of the sound.
i may just go fizx for the ball physics and use fp sounds, they are mostly custom anyways.
also that is a early version

whats weird is the slingshot power I set all the way down and set them to 1 and they are still to strong.
noticed some in other fizx tables are also set all the way down and soft rubber.

i can hear sounds in some older tables, but i couldnt hear the ball rolling but very faint (i think) on the elm.s table.
did you hear any at all?
change the sound to wood.
and table to wood. cant remember, thought it was pinup etc so installed fresh w10 pinup all in 1 and still dont hear the sounds, also im very hard of hearing. I hear the ball hitting surfaces etc so its working.

and hell no, no way near finished, and wont be if it isnt right.
 
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turn off pup ssf
sorry
i didnt go further because of the sound.
i may just go fizx for the ball physics and use fp sounds, they are mostly custom anyways.
also that is a early version

It is definitely better with pup ssf off. Fleep's recordings are better. I would suggest continuing on. If you prefer, you could switch to FizX Lite although it would be a waste since you already added all the models for the rubber. I would just publish the table with pup ssf turned off.


whats weird is the slingshot power I set all the way down and set them to 1 and they are still to strong.
noticed some in other fizx tables are also set all the way down and soft rubber.

To adjust the slingshot strength, you need to change the diverter omega setting in the XML that is in the script.

SlingshotThreshold does not actually change the strength of the slingshots. It is the simplest parameter to understand. I normally set it to 3. If you recall, you added this line of code to sub for the slingshots:

If xBAM.Ball.HitSpeed < SlingshotThreshold * 100 Then Exit Sub

The value you added to the setting for SlingshotThreshold gets substituted for the name in the code above. If you entered 3 in the settings, the code above becomes:

If xBAM.Ball.HitSpeed < 3 * 100 Then Exit Sub

So when the ball speed is below 300 millimeters per second, the whole subroutine for the slingshot is exited and the slingshot does not operate. It makes Future Pinball mimic the performance of a real table better. If this code was not in place, the slingshot would activate even when the ball rolls down the side of the sling at slow speed which wouldn't happen on a real table. When you changed the parameter to 1, it just makes the slingshot operate at a slower speed (or 100 millimeters per second).

i can hear sounds in some older tables, but i couldnt hear the ball rolling but very faint (i think) on the elm.s table.
did you hear any at all?
change the sound to wood.
and table to wood. cant remember, thought it was pinup etc so installed fresh w10 pinup all in 1 and still dont hear the sounds, also im very hard of hearing. I hear the ball hitting surfaces etc so its working.

and hell no, no way near finished, and wont be if it isnt right.

I don't have pinup, pup or ssf installed so it works without changing anything. The ball-rolling sound is a little too loud for me but there are other tables posted with the sound just as loud. I like the wood2 sound better on the playfield myself but it has to be the version I posted with the lower sound level. Wood2 is a lower pitch sound than "wood" so you might hear it better depending on where your hearing loss is. Most people with hearing loss tend to lose the higher-pitched sounds first so you might hear wood2 better.
 
so the slingshot thresh. should be 1.... ll check

the able isnt just getting fizx.... i ldo did the lightning elmstreet logo.. ive redon the targets and playfield, not this version.
though... waiting till its done. wanted the gameplay fixed first.
 
so the slingshot values in the xml are all zero
' <slingshot impulse="0" impulseRandomness="0" vectorRandomness="0"></slingshot>
and threshold is 1
==================== Slingshots =============================
SlingShotThreshold = 1 ' slingshot threshold sensivity. Make the Slingshot pulse with more or less sensitivity depending on ball speed

This doest effect much. and this is using the whole unmodified Fizx code
my diverters are set correct, as well as all default material values in bam.
 

Attachments

  • Desktop Screenshot 2023.04.21 - 08.55.35.04.png
    Desktop Screenshot 2023.04.21 - 08.55.35.04.png
    197.7 KB · Views: 3
it's not just htat you have to do. did you change your slingshot _Hit subs?

Example
Sub LeftSlingshotRubber_Hit()
LeftSlingshotRubber.SolenoidOff
If xBAM.Ball.Speed < SlingshotThreshold * 100 Then Exit Sub

' /start do something here section
ScoreAdd 10, 1 : PinMechSound_Left_Slingshot_Hit
' /end do something here section

SlingDiverter1.SolenoidPulse
SlingDiverter2.SolenoidPulse
LeftSlingshotRubber.SolenoidPulse
End Sub
 
so the slingshot values in the xml are all zero
' <slingshot impulse="0" impulseRandomness="0" vectorRandomness="0"></slingshot>
and threshold is 1
==================== Slingshots =============================
SlingShotThreshold = 1 ' slingshot threshold sensivity. Make the Slingshot pulse with more or less sensitivity depending on ball speed

This doest effect much. and this is using the whole unmodified Fizx code
my diverters are set correct, as well as all default material values in bam.

it's not just htat you have to do. did you change your slingshot _Hit subs?

Example

He did that.
 
so the slingshot values in the xml are all zero
' <slingshot impulse="0" impulseRandomness="0" vectorRandomness="0"></slingshot>

Remember you are using diverters instead of the rubber bands so those values are correct.

==================== Slingshots =============================
SlingShotThreshold = 1 ' slingshot threshold sensivity. Make the Slingshot pulse with more or less sensitivity depending on ball speed

Most of the guys set it to 3 but if you like 1 it is OK.

This doest effect much. and this is using the whole unmodified Fizx code
my diverters are set correct, as well as all default material values in bam.

These are the default values for the diverter:

' <diverter mass="1000000.0" omega="35.0"></diverter>

You said the slingshots are too strong so try reducing the 35 to something lower like maybe 30. It should reduce the strength of the slingshots but it will take a little testing to set it as you want. BE SURE to save your settings before you test it. If you don't save changes and exit the FP editor, the old values will be used and you won't see any difference. It is a particularity of saving the XML as a comment. You can test other changes in the script without saving changes but the XML is an exception.
 
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it's not just htat you have to do. did you change your slingshot _Hit subs?

Example
Sub LeftSlingshotRubber_Hit()

LeftSlingshotRubber.SolenoidOff
If xBAM.Ball.HitSpeed < SlingshotThreshold * 100 Then Exit Sub
AddScore(550)
SFTimerR.Set TRUE, 200
PlaySound "fx_7"
LSRed.Render = TRUE
LeftSlingshotSurface.Render = FALSE
BulbRL4Ext.SetLitColor 255, 0, 0
LeftSlingshotBulb1Ext.SetLitColor 255, 0, 0
LeftSlingshotBulb2Ext.SetLitColor 255, 0, 0
LeftSlingshotBulb1.FlashForMs 200, 50, BulbOn
LeftSlingshotBulb2.FlashForMs 200, 50, BulbOn
BulbRS1.State = BulbOff
BulbRS2.State = BulbOff
SlingDiverter1.SolenoidPulse
SlingDiverter2.SolenoidPulse
End Sub
 
Remember you are using diverters instead of the rubber bands so those values are correct.



Most of the guys set it to 3 but if you like 1 it is OK.



These are the default values for the diverter:

' <diverter mass="1000000.0" omega="35.0"></diverter>

You said the slingshots are too strong so try reducing the 35 to something lower like maybe 30. It should reduce the strength of the slingshots but it will take a little testing to set it as you want. BE SURE to save your settings before you test it. If you don't save changes and exit the FP editor, the old values will be used and you won't see any difference. It is a particularity of saving the XML as a comment. You can test other changes in the script without saving changes but the XML is an exception.
DUH so, fizx bounce effects and mech sounds are both dependant on the invisible model. I was thinking leftslingshot rubber (not divertor1 and diverter2.
so I can lower the table xml
' <diverter mass="1000000.0" omega="20.0"></diverter>

This effects all divertors though, so if I rename a divertor like rubberpost1 rubberpost2 this value still effects there models? or no?
If the table diverter mass/omega effects them all I use these adjust the other diverters?
just making sure Im following correctly

RubberBandType(1) = 4 '6' DropTarget Bank Rubber Band

RubberPostType(2) = 2 '3' Top Post Left Slinghsot
RubberPostType(3) = 1 ' Mid Post Left Slingshot
RubberPostType(4) = 1 '2' Lower Post Left Slingshot "Post pass"
RubberBandType(5) = 1 ' Left Band Left Slingshot
RubberBandType(6) = 1 ' Lower Band Left Slingshot

RubberPostType(7) = 1 '3 ' Top Post Right Slinghsot
RubberPostType(8) = 1 ' Mid Post Right Slingshot
RubberPostType(9) = 1 '2 ' Lower Post Right Slingshot "Post pass"
RubberBandType(10) = 1 ' Right Band Right Slingshot
RubberBandType(11) = 1 ' Lower Band Right Slingshot

RubberPostType(12) = 4 ' Post
RubberPostType(13) = 4 ' Post
RubberPostType(16) = 1 ' Post

RubberPostType(14) = 1 ' Post
RubberPostType(15) = 1 ' Post
RubberPostType(17) = 1 ' Post
RubberPostType(18) = 1 ' Post
RubberPostType(19) = 1 ' Post
RubberPostType(20) = 1 ' Post
RubberPostType(21) = 1 ' Post
RubberPostType(22) = 1 ' Post
RubberPostType(23) = 1 ' Post

Thanks , for the help.
 
DUH so, fizx bounce effects and mech sounds are both dependant on the invisible model. I was thinking leftslingshot rubber (not divertor1 and diverter2.
so I can lower the table xml
' <diverter mass="1000000.0" omega="20.0"></diverter>

This effects all divertors though, so if I rename a divertor like rubberpost1 rubberpost2 this value still effects there models? or no?
If the table diverter mass/omega effects them all I use these adjust the other diverters?
just making sure Im following correctly

RubberBandType(1) = 4 '6' DropTarget Bank Rubber Band

RubberPostType(2) = 2 '3' Top Post Left Slinghsot
RubberPostType(3) = 1 ' Mid Post Left Slingshot
RubberPostType(4) = 1 '2' Lower Post Left Slingshot "Post pass"
RubberBandType(5) = 1 ' Left Band Left Slingshot
RubberBandType(6) = 1 ' Lower Band Left Slingshot

RubberPostType(7) = 1 '3 ' Top Post Right Slinghsot
RubberPostType(8) = 1 ' Mid Post Right Slingshot
RubberPostType(9) = 1 '2 ' Lower Post Right Slingshot "Post pass"
RubberBandType(10) = 1 ' Right Band Right Slingshot
RubberBandType(11) = 1 ' Lower Band Right Slingshot

RubberPostType(12) = 4 ' Post
RubberPostType(13) = 4 ' Post
RubberPostType(16) = 1 ' Post

RubberPostType(14) = 1 ' Post
RubberPostType(15) = 1 ' Post
RubberPostType(17) = 1 ' Post
RubberPostType(18) = 1 ' Post
RubberPostType(19) = 1 ' Post
RubberPostType(20) = 1 ' Post
RubberPostType(21) = 1 ' Post
RubberPostType(22) = 1 ' Post
RubberPostType(23) = 1 ' Post

Thanks , for the help.

You are right that the adjustment of the diverters in the XML affects all diverters on the table. I don't know why JLou chose to use diverters as models for the invisible rubber models but from my experience changing the omega doesn't seem to affect the invisible rubber models' bounce. I have not tested it but I think the omega setting would have no effect on the audio. For anything beyond that, you would have to ask @JLou5641 because I don't understand the FizX coding.
 
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Hi,

Changing Diverter setting in XML don't affect the FizX rubber "Diverter" model.

The reason why i use "Diverter" for FizX rubber model, is because "Diverter" is the only 3D object which work with Xbam.Findobject and his own "Editor name" only, without using X and Y, automaticly with helper function v2, and have the possibily to apply custom physics.
Flipper Category should work too, but i prefer to keep it only for flipper model
 
so the only channel free(if there are only 8 total) is 7, still no sound.
this is agravation, i dont have fp ball rolling sound. what channel does pup use? i didnt see it in the code.
also if I have sound before can a music file share the same channel as a table sound?

George, when you turned off pop and dof you heard sound and said it was loud for your taste if im not mistaken, so I have sound whats weird is I have both pup and fp sounds on other fizx tables. I triex xenon and enabled pup and it worked and then set pup and dof false and I have roll rolling there also.
Im not showiing anything in the debug.
maybe ill redo the whole frickin script. arrrrrggg.. lol
 
It depends on the table, you can have the rest of the music and other sounds drown out the ball-rolling sound. You can try the attached files that are louder with some minor clipping. You can press the Home and End keys to adjust the sound volume to make it less loud. The only other option is to add a constant for the volume for all the rest of the music so you can adjust it but it is time-consuming.

The way I search for music channels is to search for "music 1" through "music 8" which will find code for PlayMusic, EffectMusic, and StopMusic.
 

Attachments

  • Higher Sound Level (with clipping).zip
    412.7 KB · Views: 1
cool. its weird, i swear i hear it then i dont.
i went back and tried the evil kenivel and sounds are fine... that was 1.6 fizx, this is 1.7
trying a louder ball rolling, its probably something simple, probably retardedly simple, lol
been doing 20 different things, 3 tables, tinting car windows, fixing the dryer, fixing a laptop, modding a kinect 2,
which i cant seem to get working with fp or anything really. it works with studio, and my back is killing me and now its raining so a nap is sounding good (grin)
 
fell asleep..(after replacing the wood and gutters on back of the house, before it frickin snows more)..
I think it may be the pup settings.txt in the vbs area, or old versions of the vbs files.
that would explain why terrys tables worked as he forces detection in his script, BUT that doesnt explain why
evil kenieval worked with pup ssf....
 
so my hearing is worse than i thought, all fizx sounds are working,
i did have to edit my regustry for some reason. the pup folder was wrong.
Terrys tables worked because he included code to auto set options in case the defaults were missing. (i think thats why) anyways, they are def faint.
finishing up on the rest of the wall guides and drop targets and testing.
i tried playing some old tables and all i can say is the new fizx is a HUGE improvement, its totally different game play, I tossed in twilight zone to borrow some script and i coldnt even stand to play it. anyway THAK YO ALL for making this possible!!
 
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