Hello,
I come to give you some news.
I renamed the
@RwL project to
v3.0. This will distinguish it from my "v2.0 Modded Edition" project.
To communicate on the different versions, I will now use the following abbreviations :
- original version v1.01 from VictorKPM : v1_VK
- my version v2.0 Modded Edition : v2_ME
- the WIP v2.0 version of RwL : v2_RWL
- the WIP v3.0 on which we are working together : v3_WIP
Progress report for WIP v3.0
Physics :
- to facilitate my tests, I temporarily "downgraded" the physics settings using my v2_ME settings (XML and table)
- with these settings, it seems to me that the "caged ball bug" occurs less often
- I discovered that the balls created in the plunger kicker were not standard FP balls :
* it seems that they have a reduced diameter because the standard FP balls do not pass in the plunger lane nor in the start ramp (I tried...)
* they are created by a BAM function which allows to specify the diameter of the ball and its mass
=> I have temporarily modified the mass of the balls thus created so that it is identical to the physics settings XML
- in v2_RWL the balls created in the hidden kicker (on the playfield) are standard FP balls : I modified the script so that they are identical to the balls created in the plunger kicker (same diameter and same mass)
=> in v3_WIP, all the balls in play will therefore be identical
Tests done :
- RingMaster (magnet capture + RM UP + RM above + RM down) : OK for one ball (bugs when several balls in play : see details below)
- Volts / Boom baloon bumper : OK
- High Wire / lock / multiball : OK after fixes of 2 bugs (see details below)
- Strike an arc / multiball : OK
- Jugglers / lock / multiball : OK with fixes of 3 bugs (see details below)
- Acrobats : it seems OK
- Sideshow / Cannon ball run : OK after fix of a bug (see details below)
- Sideshow / Hat Trick : OK after fixes of 3 bugs (see details below)
- Sideshow / Popcorn mania : OK
- Sideshow / Neon multiball : OK after fix of a bug (see details below)
- Sideshow / Extra ball : OK
- Sideshow / other gifts : it seems OK
- Skillshot : it seems OK
- Spin marvel : it seems OK
- Menagerie marvel : it seems OK
Visual modifications :
- As suggested by
@GeorgeH , I increased the texture resolution for plastics surfaces to 4096 x 2048 then I modified :
* textures for 6 plastics surfaces from downloaded images
* the textures of the 2 cards present on the apron (including the rules) from downloaded images
- I denoised and refined the existing cabinet texture and I adjusted its brightness (not perfect but it's a little better)
- I modified the sideblades textures (alternate version) from uploaded images (not perfect but it's a bit better)
- I corrected (in the editor) the rendering of 3 TGA textures with transparency
- I fixed the main z-buffering problems
* for the Ringmaster (by applying the proposals of
@GeorgeH )
* for other elements (but there may still be some adjustments to be made)
- I duplicated the "playfiled1" playfield and recut it (in front of the Ringmaster) because the lights were not opaque there (we could see the textures under the playfield)
- I enhanced the neon texture (hologram) so that it coincides well with the neon outline (in top view and in "table 1" view)
- I unchecked the option "reflect on playfield" for the Ringmaster toy because it caused display bugs during the animation
- I added a game room (imported the one from v2_ME)
- I created an image for the loading screen
- I added the possibility to hide the HUD DMD with the Toggle Hud key
Major bugs fixed :
- Bugs already fixed in v2_ME (imported in v3_WIP)
* modification of the script to avoid problems when simultaneously creating balls in the hidden kicker by several sub (balls counted but not created : the ball count could be wrong and the game could not end)
* fixed 3 bugs in the "Jugglers" sequence
=> corrects the bug reported in the comments of the script of v1_VK and v2_RWL (
"Error with ball count in stackable multiball when it includes juggler mb")
- I fixed a "mediation error" in the script for the "Cannon ball run" sequence
- I modified the script not to count the spare ball when creating it because it replaces a stray ball (otherwise the ball count was wrong and the game could not be ended)
- I fixed the "Hat trick" sequence in the script because it created an extra ball wrongly (the ball count was wrong and the game could not be ended)
- I corrected a script error which minimized the time needed to evacuate a ball locked on the Hiwire ramp at the end of the game (the ball was therefore in play the next game)
- I modified the position of two objects on the playfield to allow the evacuation of the two balls locked on the Hiwire ramp at the end of the game (the balls remained blocked on the Hiwire ramp)
- I added a test to check that there are no more balls on the playfield before starting a new game (one or two balls could end up in play the next game)
Minor bugs fixed :
- Bugs already fixed in v2_ME (imported in v3_WIP)
* modification of the script to prevent a game from starting automatically after entering a highscore (disable the Start key)
* modification of the script to not display "press start" after adding a credit while a game is in progress
* modification of the script to allow the launch of a game (start) if the ball counter is <= 0 (and not only = 0)
=> corrects the bug reported in the comments of the script of v1_VK and v2_RWL ("
Error in end of game, sometimes won't restart properly")
- I modified the script to prevent the creation of a spare ball (by key) if there is not a play in progress
- I modified the script to block the possibility of shaking the Ringmaster (by key) if there is not a play in progress or if the Ringmaster is not up (otherwise, the Ringmaster bugs)
- I replaced the "hard" keys ("B" key for example) by configurable keys (Test key for example)
- I corrected the number of points awarded in the "Hat trick" sequence
- I temporarily blocked the possibility of increasing the strength of the magnet because it causes bugs
- I fixed a script error that turned on a light instead of another
Currently I am working on the following bugs :
- If there are several balls on the playfield (multiball) during the "Ringmaster" sequence :
* the magnet can capture or block several balls (with unexpected effects)
* a second ball can hit the Ringmaster while the magnet has not yet released the first ball (with unexpected effects)
* a second ball can remain stuck to the Ringmaster because of the magnet, and cause successive hits (I tried...)
* two balls can hit the Ringmaster simultaneously (with unexpected effects if it is the 5th and last hit)
* a ball can fall into the hole while the Ringmaster has not finished rising (with unexpected effects)
* two balls can fall simultaneously into the hole (with unexpected effects)
- If an event modifies the Ringmaster state (starting "Neon multiball" or "Hat trick" sequence) while it's still changing state (capturing a ball in the magnet for example), the new change of state (starting "Neon multiball" or "Hat trick" sequence) may have unexpected effects (for example : what happens to the ball captured in the magnet ?)
- At the end of the "Neon multiball" and "Hat trick" sequences, the previous state of the Ringmaster is not restored correctly
Have a nice day and see you soon.