FizX Tweaker

If it is in bam menu as something you can change on the fly, you can do it in the script. I actually don't remember though

Yes in the BAM menu we can... but that won't help in terms of changing fps in how we need to with Profiles,etc. (we went through this way back). the only option was to use external xmls, etc that we knew of which won't help when using all code in the table script (and would make things messy and complicated). Yes, I'm sticking to keeping "all code" in the table script. It has made things MUCH easier and more flexible with my releases (especially when you consider how much FizX has changed already).

Unless there was another option. If there is... we need it to make this stuff simpler.... but as far as I remember we figured out before... there wasn't.
 
Just reload the XML with xbam.PhysicsXML then
 
Just reload the XML with xbam.PhysicsXML then

If you can give me an example script with multiple xmls in the table script (i don't know how), and that can be changed on the fly after table startup (and won't cause other table issues)... I'd be more than happy to use that. (no external files).

Update: I was too fast to respond :)
 
I've edited my post.... Was looking for the link. Mobiles forum...ming :) is hard eheh
 
also, @Paolo, if you need only the flipper parts, even an old PC it will work as good as dfv1 for performance.... And for those who want only that, i'm thinking about a FizX-Lite version.
That would be great, thanks!! did you notice that error i get on batman? I believe I have done everything correct.
 
Just reload the XML with xbam.PhysicsXML then

It seems that if I toggle between xml settings during gameplay, the fps is ignored. At least it seems to be ignored when you copy from the BAM menu and paste the XML to verify, it shows the fps staying the same.

So, I removed ALL xml settings (the green code and in each FizX profile).

I then only kept the 296 xml code in a profile (no green xml code). I ran the table. When I copy and pasted from the BAM menu this time.... instead of getting 296 for fps... it shows 256! If using just green xml code it uses 296.

That said, I also tried to have no green xml code. Then I copy / pasted the xml settings (from BAM menu) to each FizX profile Sub but only changing the slope and fps (each one was different). What I found was that BAM will process "all" of xml code from each Sub "in order" that it is in script "first", even though they are in separate subs. After that, the table will try to apply the xml settings from a FizX Profile sub. Even though the settings and slope would indeed change when applied the fps would still "not" change. It seemed it would be the last fps setting that BAM read from all the table script because it would ignore the new setting being applied in the "Sub" afterward.

Simply put.... we can't make the xml fps change as needed from a separate "Sub", even if its just on startup.

Or otherwords.... for needing to change the xml fps... we need to do it the same way we've been doing it. Set it in the Green xml code.

Carry on.
 
well, at least now we're sure that only settings you can change on the fly work. too bad :(
 
well, at least now we're sure that only settings you can change on the fly work. too bad :(

I'm still happy I tried, as I now know what can and can't be done for sure.
 
"Good philosophy. See good in bad. I like." (the 5th element)
 
My version of Twilight Zone uses the xbam.PhysicsXML. The trick is you have to add the XML as comment first in the script. Then you can change some of the parameters with the xbam.PhysicsXML. You can change the parameters that are listed on the BAM physics menu. I changed the slope and the ball parameters so it is like the real table that has a ceramic ball which is lighter than the standard ball.

I am almost positive it won't work with fps. I wish it did.
 
It's hard to judge based on the videos (framerate of video,etc). Note, that these tables are using the older FizX code, so there are differences compared to the newest code (which has changed A LOT in the last 2 days).
Yes I understand it, but watching your video I see the difference how right it is, you have a much more powerful and faster PC than mine.
If you change a FizX Profile (I'm the only one using this right now), you MUST also change the fps= in the xml section to match (296 or 592). If you don't do this then the table will play "wrong", or odd things may happen. Using 592 fps needs a faster computer!
Ehhh,I noticed, I hadn't read the instructions.
I will tell you, that FizX is modeled more after how VP and real tables play. So it will play VERY different than what you are used to with FP!

Flippers are no longer "full power" each time you press a flipper button. How long you hold down the flipper buttons determines how much power the flipper will get. That means post passing is no longer achieved with a quick flick. It needs to be timed. This however means that now you have more flipper trick than can be done that you couldn't do before with older "dynamic flippers".

The shot angles will be different as well. No longer are there very wide shots from the flipper towards the end of the flipper. Now it's much more realistic (and the new code allows this to be much better than it was on the older code)
Fantastic, in practice we are approaching (almost there) to what I have always claimed to have a physics that adapts to every table, so fizx, is the definitive solution, of course there is the part of the game options, this in my opinion must be a topic to discuss because I don't understand everything what all those commands are, and above all, what we all will encounter if you change them, so knowing what they are is useful, for those like me who do not understand anything.

In this video below, I explain FizX a lot. It has subtitles, but I don't know if it translates to your language for you.
no unfortunately, but don't worry, I've already got an idea about this.
I'm still happy I tried, as I now know what can and can't be done for sure.
Never say, what can or can't be, because if you think so now you couldn't do your SPM, when I thought about mini-playfiels function.

I am almost positive it won't work with fps. I wish it did.
Here is another example of what I can come up with, I said that I thought that command could also change fps directly, and now we wonder if it can be or not it can be ..... same situation with mini-playfield with gimli, and about physics which I talk about on the my thread, of quote above of @AnonTet.
Just ask Rav, if it's possible, maybe he pulls another spell out of his magic hat
 
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Ahhh, I forgot, I noticed trying spm and blue vs pink, there is no bounce flippers sound
 
No flipper sound bounce because Sub Onprehitflippersettings needs a small edit in order for the bounce sound to work.

More info here

Note: you can substitute SoundBallOnFlipperHit() by your own thing. There is no need to use the whole sound code.
 
Ahhh, I forgot, I noticed trying spm and blue vs pink, there is no bounce flippers sound
not for now.. I'm focusing on physics for now... but it will be...
 
Ok,guys,no problem.......Lou I understand you want to focus on physics, and thank you
some reason why i get this error?
line 1 Trajectory.Correction
although there is no variable of this name, I get this error as soon as the ball hits a flipper,I think it's something inside the library,right?

In xml, I just changed the strength to the plungen, and to the kicker,obviously because the gravity is 9800, compared to 6000 of how I usually use it, but I can't make changes or play to see fizx in this table batman.
it seems that at the beginning even if the fps at 592, I think I should be able to play it, but I'm not fooling myself my pc is what it is
'xBAM.DumpAllObjectInfo

'=============================== PHYSICS XML ===========================
'<?xml version="1.0" encoding="utf-8"?>
'<document>
' <physics slope="7" fps="592" threaded="1"></physics>
' <ball newtonDamping="0" mass="8000" gravity="9800" damping="0"></ball>
' <flipper rotationSpeedChart="{0.0,0.0},{2.0,100.0}[0.0,0.0],[20.5,1.0],[44.3,14.5],[56.0,50.0],[60.0,100.0]"
' newtonDamping="1" releaseOmega="18" mass="500000" omega="45" moeMethod="0" leftXoff="0" leftYoff="0" leftZoff="0" rightXoff="0" rightYoff="0" rightZoff="0"></flipper>
' <bumper impulse="60.0" impulseRandomness="0" vectorRandomness="2"></bumper>
' <autoplunger mass="1000000.0" force="30000.0"></autoplunger>
' <diverter mass="100000.0" omega="33.0"></diverter>
' <gate mass="0.5" gravity="3000.0" damping="1.0"></gate>
' <kicker impulse="1500.0" vukImpulse="1400.0" impulseRandomness="0" vectorRandomness="0"></kicker>
' <plunger mass="1000000.0" force="80000.0"></plunger>
' <slingshot impulse="0" impulseRandomness="0" vectorRandomness="0"></slingshot>
' <spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
' <spinner mass="99999.0" gravity="9810.0" angularDamp="0.5" angularAccel="5.25"
' spinDampLoose="0.30" spinBackLoose="0.65"
' spinDampNorm="0.40" spinBackNorm="0.65"
' spinDampTight="0.70" spinBackTight="0.65"></spinner>
' <emkicker mass="1000000.0" 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="1" elasticCoef="0.1" staticFriction="0.2" kineticFriction="0.2"></defaultMat>
' <playfieldMat softnessCoef="1" elasticCoef="0.2" staticFriction="0.2" kineticFriction="0.02"></playfieldMat>
' <metalMat softnessCoef="1" elasticCoef="0.4" staticFriction="0.8" kineticFriction="0.6"></metalMat>
' <woodMat softnessCoef="1" elasticCoef="0.3" staticFriction="0.2" kineticFriction="0.02"></woodMat>
' <plasticMat softnessCoef="1" elasticCoef="0.2" staticFriction="0.2" kineticFriction="0.02"></plasticMat>
' <rubberHardMat softnessCoef="1" elasticCoef="0" staticFriction="1" kineticFriction="1"></rubberHardMat>
' <rubberIntMat softnessCoef="1" elasticCoef="0.65" staticFriction="0.75" kineticFriction="0.6"></rubberIntMat>
' <rubberSoftMat softnessCoef="1" elasticCoef="0.85" staticFriction="0.75" kineticFriction="0.6"></rubberSoftMat>
' <gateMat softnessCoef="1" elasticCoef="0.65" staticFriction="0.01" kineticFriction="0.01"></gateMat>
' <kickerMat softnessCoef="1" elasticCoef="0" staticFriction="1" kineticFriction="1"></kickerMat>
' <rampMat softnessCoef="1" elasticCoef="0.1" staticFriction="0.02" kineticFriction="0.02"></rampMat>
' <plungerMat softnessCoef="1" elasticCoef="0.4" staticFriction="1" kineticFriction="1"></plungerMat>
' <spindiskMat softnessCoef="1" elasticCoef="0.5" staticFriction="1.5" kineticFriction="2"></spindiskMat>
'</document>
'=============================== PHYSICS XML ===========================
 
it's a timer. you need to put the timer on your table. Copy and paste it from exemple table
 
Amazing work!!
Thanks!!
 
it's a timer
Incredible!!!! how rusty I am!!!

Ok, i understand that i might get bored you/prural, have to deal with someone who has a low pc (anyway with my new gt 710 2gb i can play darksider 3) i'm just a ball and chain, but since i managed to play sonic with fizx at 296 fps, i don't understand why i couldn't play batman.

Now regardless if Lou is planning a "lite" version for those who have a low pc (thanks again friend), I would like to understand why this happens to batman with version 1.04,perhaps this might be useful to know.
I have problems with the PlungerKicke, for now ....... so since I have not been able to try anything else, those few times that I can use the manual roller ball to put the ball in play are pains.

Actually this is nothing new, when playing with mass and gravity, the first problems are the kickers and plungers ..... but in normal situations, I say normal for the simple fact that if one modifies the xml, with a table simple and with few functions inside, requiring few resources, then you can solve it, but here the fact is different

the ball from the PlungerKicke does not come outway, I put <kicker impulse = "3000.0"(is crazy and in all unlikelihood,this value), with maximum force in the editor, the ball sinks into the kicker, and those few times I can get it into play, via "if keycode = 37 then PlungerKicker.SolenoidPulse" , sinks into the playfield, as if gravity were on Jupiter on ball.

so i wonder what happens? do I have only this problem?
 
Hi Paolo,
- check that the sliders are in the middle for plunger / kickers / VUKs / slingshots / flippers
- I had problems with this before and it is not uncommon to have sliders all the way to the right in older tables.

- Make sure slope is between 5 an 6 (inclusive) at least for now.

Then you can adjust strength/impulse in XML - This is ok but change just one at the time.

As a reference i'm using impulse=1000 for kicker and 1400 for VUK impulse
 
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check that the sliders are in the middle
do you mean in editor?

Cattura99.JPG

since I understand that if I modify the xml, penalized fizx, well I haven't touched anything, in xml 1.04 it was at 7, I left it like this

then at 6.... I can? this makes me think......

if you remember well in one of my threads about physics what I have always said?
I have always prophesied balance of the forces in the field

so to my surprise fizx is also based on a certain balance.....

also "smoke" from which I took inspiration and use, has always said that with mass 80 and gravity 9800 (real values) the slope was recommendedb between 5/6

ok, I try to rearrange the ideas, thanks Tiago!!
 
@xenonph
I wonder, but jon?

I wanted to ask you, if you could move these threads of mine about physics into this one (below in red)

Cattura333.JPG

and if I may ask .... a physics /xml prefix ...... what do you think?
 
do you mean in editor?

View attachment 34647
Yes. Those sliders should be in the middle. Then for small adjustments is fine to go up 1 or 2 clicks left/right.
I've wrote many times having problems with the sliders, especially to to the right, even in the days of DFv1.

Adjusting Omegas in the script is, for me, a much better solution.


since I understand that if I modify the xml, penalized fizx, well I haven't touched anything, in xml 1.04 it was at 7, I left it like this
You should avoid, for now at least, touching ball mass and gravity and material properties. Objects mass should not be touched either, for now.

The reason for this is that we did find all those problems and more, hence those values.

BUT every table is unique so, some leeway is allowed in force / strength / impulse parameters.

Other stuff wasn't so tested either, like spindisk (few tables have this and none yet updated as far as I know) so rule of thumb is: If in doubt, ask :)


then at 6.... I can? this makes me think......
Start in the middle. always. Then adjust a tiny bit if it's not quite working like that. If you need to go to 7 or higher... well, as above, put everything in the middle and adjust the Omegas in script.

if you remember well in one of my threads about physics what I have always said?
I have always prophesied balance of the forces in the field
I don't recall I've ever personally disagree with you on that :)

so to my surprise fizx is also based on a certain balance.....

It's not FizX really. It's FP requirement. and if you think about real life physics, everything really is glued on a very fine balance ;)

also "smoke" from which I took inspiration and use, has always said that with mass 80 and gravity 9800 (real values) the slope was recommendedb between 5/6
You see, there's nothing really know. You might recall ME pushing this as well at some point. But even with smoke's /zed's work this never really gained any traction. It's so clear looking at older tables and I never understood the "resistance" to go for realistic values.

ok, I try to rearrange the ideas, thanks Tiago!!
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