Cosmic Princess (LAI, 1979)

SS Recreation BAM FizX FP Cosmic Princess (LAI, 1979) 1.7.0

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Solid State Machines
Future Pinball
But the slider should still be in the middle (and it will be on the next version) so please adjust that, just in case
 
Oh c'mon. Don't use the fly cam and rotate the monitor the other way :p :D

seriously I can actually explain that. CP was actually built from scratch (my 1st table) and Bally Spectrum was just an update where I didn't have to create anything, only moved on every single object (headache) to match the new playfield.

Back to drawing board. Lets see how well can I fix that... for next version.

PS: the plunger slider should be in the middle
lol!!! There's a reason why I did that, I'll message you directly to explain why.
 
But the slider should still be in the middle (and it will be on the next version) so please adjust that, just in case
No problem, I'll test it with the slider in the middle and see.
 
Oh c'mon. Don't use the fly cam and rotate the monitor the other way :p :D

seriously I can actually explain that. CP was actually built from scratch (my 1st table) and Bally Spectrum was just an update where I didn't have to create anything, only moved on every single object (headache) to match the new playfield.

Back to drawing board. Lets see how well can I fix that... for next version.
I got it! I know why this is happening. It's your LightImage on layer 5 using the Plastic_On2 texture and drawing it overtop the surfaces. I changed the surface to none so it would display on the playfield instead and we can now clearly see the surface edges and the textures stop at the right place at the end of the surface outlines.

That was pretty ingenious to use that to light up a texture!

This could do the same thing if you want to try it. I just did and surface textures were as light up without the LightImage being used.

xBAM.GetTexture("Plastics").brightness = 5

With the LightImage on layer 5 set to None for the image list: (the surface layer is very dark)

Cosmic Princess v1.3 (AnonTet, JLou)3.png

With the xBAM.GetTexture("Plastics").brightness = 5 command (with the LightImage on layer 5 set to None for the Image List): (it's the same as before)

Cosmic Princess v1.3 (AnonTet, JLou)5.png
 
AnonTet updated Cosmic Princess (LAI, 1979) with a new update entry:

new version - READ BEFORE DOWNLOAD

DON'T DELETE YOUR PREVIOUS VERSION BEFORE TRYING THIS ONE

TLDR:
This is basically a start from scratch after I lost all my data and a few weeks updates i've already done.
There might have new problems, but i've also corrected and improved stuff
So extract to a separate folder and go from there (the .cfg file still goes to FP_Install_Folder\BAM\cfg)
----------------------

Changelog v1.4

' Table Release v1.4
' -- NEW BAM v353 REQUIRED...

Read the rest of this update entry...
 
@AnonTet , the "light on" texture for plastic need to be re-made from the new HQ texture you put on plastic... it look weird like that...

Edit: And also the new texture need to be adjust for this plastic:
1664177780912.png

I will update those things on the week.
 
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Thanks for spotting that.
Take your time.
 
I also wanted to try this (for Fizz) but I noticed that the maps have not been loaded in "tga" if I have to wait for it to load 22mappes I have the fp crash surely, it is not a reproach but only a suggestion.

 
I knew I forgot something... Next update will have the .tga on the table.
 
AnonTet updated Cosmic Princess (LAI, 1979) with a new update entry:

FizX 2.0 and more

' Table Release v1.5
' -- Using AIO Example table (TerryRed & others) as base:
' -- Update to FizX 2.0
' -- New sound code
' -- FizX Tweaker (off by default. Needs to be enabled in the code if you wish to do so)
' -- Analog nudge users can now TILT too (code by blue) - change "TiltEnable" to 0 to disable
' -- If using manual ball rolling table won't tilt or play nudge sounds
' -- Changed Spinners to Toys (code by wecoc)
' -- Better playfield and backglass
' -- corrected...

Read the rest of this update entry...
 
So, guys, a v1.5.1 will be coming because a couple of bugs were detected on the lights.

Unfortunately, the fix will come on Sunday at the earliest time but might take longer. I'll try to be as fast as I can to release it soon.
 
to apreciate correctly the table, please disable flare, playfield glass and backboard reflection in FP graphics option, and please enable playfield refection
 
to apreciate correctly the table, please disable flare, playfield glass and backboard reflection in FP graphics option, and please enable playfield refection

You don't want to disable flares in FP settings, as that can have a negative effect on many other tables.

The flares can be disabled on any table light using BAM commands such as:

xBAM.Lights.LockGlowBrightness = FALSE 'allow the glow fare size to be changed to any size on any lights
Insert1Ext.GlowRadius = 0 'remove the glow flare of Insert1
Insert2Ext.GlowRadius = 10 'change the glow flare of Insert2 to a radius of 10 (FP Editor only lets you go to 20 at the lowest)

I use this on many tables to get rid of unwanted flares on some lights, or reduce the size of flares on some lights.
 
IMO, flare need to be disable on all table.
too bad visualy and unrealistic
 
IMO, flare need to be disable on all table.
too bad visualy and unrealisic.

Flares are also used for "unrealistic" things on some FP tables :)
 
for what kind of things?

I mean some authors use them for a specific desired look for some lights that are not used for normal inserts / bulbs / flashers, etc.... and the table can look odd compared to what the author originally intended.

I normally remove them for many lights and inserts.... but in some cases, some lights I adjust their size beyond what FP normally allows in the editor to make them look better then how they normally would look, including some flashers.

Before the days of BAM, some older table authors would hide the flares for some lights in the apron, while still keeping others.
 
I'll find a compromise then using GlowRadius (that I actually used before and forgot...)
 
From @AnonTet
' -- added subtle coil "hummm" while flippers are up (idea from Big Indian by Popotte)
Maybe you don't know, but I've been doing this for over 10 years...
I really like this (real) sound. :cheers:
 
Maybe you don't know, but I've been doing this for over 10 years...
I really like this (real) sound. :cheers:

That's the kind of sound that works really well in a cabinet with SSF (surround sound feedback) and transducers.
 
I know it is a real sound. All too well. Let's say there's a reason for me to not buy a Corsair PSU ever again. Playing Big Indian (just one example) did push me to include it though.

I used another idea too (multi-dimensional arrays) from when I was redoing some code.

@Popotte tables are as much an inspiration as they are beautiful and also learning material :)
 
AnonTet updated Cosmic Princess (LAI, 1979) with a new update entry:

Minor release for a few fixes

Sleep is overrated, so here is what I hope to be the last version of this table... until the next FizX update :D

' Table Release v1.5.1
' -- Correct some lights problems after Drain (Thanks JLou for pointing them out)
' -- Changed yellow lights cluster animation from sequencer to own code. I think it looks better and more accurate in comparison to the real table.
' -- got 2 flashers back that were removed due to bad glow. Kudos to TerryRed for the GlowRadius hint.

Read the rest of this update entry...
 
Strangely I'm getting a pinball meditation error (script line 2116). Version 1.4.1 works without a flaw. Is there anything I should be updating on the script? Had the same error on version 1.5.

Thanks for the great table!
 
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Do you have BAM .357 or higher installed?
 
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