fpxEngine build 13

shiva

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The FPx template is designed to replace the stock New Table template in Future Pinball. This one will be aimed right at beginners, in fact, with luck, it may work exactly like the Pinball Construction set. This not only fixes the bugs and incompleteness of the New_table template, it also adds more features that every beginner would want, and then presents it in such a way to make it as easy to use as possible.

It is so easy to mess up a script, especially the high level code of a scoring and logic template. Even advanced coders can mess up pretty easily, because all the code is MIXED IN together. FPx divides the script in to 2 parts, with the first part a user section, and the second portion the actual engine. The engine contains "Hooks" to the user section, this allows just about everyone to make simple changes without needing to touch the engine at all, and yet be able to use one of the most powerful, full featured engines available for Future Pinball.

The FPx template is designed for those who want to get their feet wet with scripting, and yet has all the power and features for Intermediate coders to use.

Build 13 (released 10-15-2019) introduces the first test of the Vault, preset design and coding elements that allow fast creation of a Future Pinball table from scratch. As well, the table design has been updated with new build and texture/model elements and the manual has been greatly expanded.

http://www.pinballnirvana.com/forums/downloads.php?do=file&id=5344

Build 13
- Template completely rebuilt, with new models and custom textures to replace stock FP models and textures. Textures now set color as well as graphics, so all objects set to a light white/grey color for easy modification. A new manual page added just for the template objects, and to explain all the new features. (fpx Table Build)
- Beginning the new overhauled Debug and script generator. Press F9 in editor, a option list appears. Numberpad 1 generates a copy of the User section code to fpDebugTextLog. This is script ready. Numberpad 5 shows BAM settings used by fpx
constAddDebug = 0 shows variable info at the start and at the loss of a new ball.
- First Vault item - fpxAdvanceScore- About halfway done, this is a test of the main master code and template for the first Vault Item and the basic structure of the code. The code will be folded into the engine when completed, this is placed in the Hit Section for now for review and testing. This code features 2 pin settings to help customize your game. fpxAdvanceScore advances the score by 10k and awards extra ball and special when lit, but is fully adjustable to score any fpx AddScoringEvent calls.
There is a alternate code in the manual page to score features instead based on the features presets in AddScoringEvent
The manual page explains this vault item, and has a complete description of the code, lists of the variables and objects, and also has alternate code you can include for additional scoring features. . This also includes full information and the complete code to use in non fpx tables.
- AddScoringEvent - Mystery and Add Multiplier will now override music already playing. A new AddScoring Event "SpecialIsLit" has been added to the script and is demoed in the Vault fpxAdvanceScore as well.
- PhysicsXML=2 replaced to original Jungle Girl code, Just wasn't Bally with others xml settings. Plays a bit slower. An old experiment also included, code to prevent the ball shooting out like a cannon at the very tip. Still too fast, but flipper speed animation gets too slow. Only way to improve this is with a possible future new script feature added by BAM.
- Manual updated and some pages changed or added to reflect new features.
 
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Build 13

The latest build of the fpxEngine is now available for download.

Build 13 (released 10-15-2019) introduces the first test of the Vault, preset design and coding elements that allow fast creation of a Future Pinball table from scratch. As well, the table design has been updated with new build and texture/model elements and the manual has been greatly expanded.

http://www.pinballnirvana.com/forums/downloads.php?do=file&id=5344

The next build will be more work on the Master code for Advance Scoring, with a vault item for eight ball (1977), a new vault item (likely the SUPER bonus) more engine work including the music system and other code improvements.

Build 13
- Template completely rebuilt, with new models and custom textures to replace stock FP models and textures. Textures now set color as well as graphics, so all objects set to a light white/grey color for easy modification. A new manual page added just for the template objects, and to explain all the new features. (fpx Table Build)
- Beginning the new overhauled Debug and script generator. Press F9 in editor, a option list appears. Numberpad 1 generates a copy of the User section code to fpDebugTextLog. This is script ready. Numberpad 5 shows BAM settings used by fpx
constAddDebug = 0 shows variable info at the start and at the loss of a new ball.
- First Vault item - fpxAdvanceScore- About halfway done, this is a test of the main master code and template for the first Vault Item and the basic structure of the code. The code will be folded into the engine when completed, this is placed in the Hit Section for now for review and testing. This code features 2 pin settings to help customize your game. fpxAdvanceScore advances the score by 10k and awards extra ball and special when lit, but is fully adjustable to score any fpx AddScoringEvent calls.
There is a alternate code in the manual page to score features instead based on the features presets in AddScoringEvent. This is used in the engine right now instead of the default code because I forgot to change it back. Oops... :)
The manual page explains this vault item, and has a complete description of the code, lists of the variables and objects, and also has alternate code you can include for additional scoring features. . This also includes full information and the complete code to use in non fpx tables.
- AddScoringEvent - Mystery and Add Multiplier will now override music already playing. A new AddScoring Event "SpecialIsLit" has been added to the script and is demoed in the Vault fpxAdvanceScore as well.
- PhysicsXML=2 replaced to original Jungle Girl code, Just wasn't Bally with others xml settings. Plays a bit slower. An old experiment also included, code to prevent the ball shooting out like a cannon at the very tip. Still too fast, but flipper speed animation gets too slow. Only way to improve this is with a possible future new script feature added by BAM.
- Manual updated and some pages changed or added to reflect new features.
 
Last edited:
Build 14

Hopefully, this new version works and I included everything. I'm trying to change my track record and get more builds out more often, rather than make people wait days/weeks/months/years.

I've made major changes to the Vault item. Still working on the scoring as opposed to the actual scoring from eight ball but want to concentrate on getting a master template code. The idea is to keep everything the same way, the basic code, the names, even how I use certain names in the subroutine names, as the whole idea is to keep my sanity and make it easier for beginners to understand the code by just having them learn one way to do everything.

Next up, I believe I will finish the small details left with the eightball vault item, make it a separate vault file, and then start on basic code for each main FP object (like bumpers, targets etc) so people can actually play around with it (and use it which would help)

Build 14 is now up.
https://pinballnirvana.com/forums/downloads.php?do=file&id=5344

- Minor changes to the layout. Apron and more plastics
- fpxAdvanceScore overhauled, changed variables, reworked manual page.
- New AddScoringEvent - "SpecialIsLit": Used to let player know a special (such as in the outlanes) is lit and can be made. An example is included in eightbllAdvanceScore Vault item.
- New Coders Library for people who wish to modify/reuse/learn the code. Complete code is included as well as detailed explanation of variables, subroutines and alternate code.
- New Vault item: Alternating Lanes added for inlane and outlanes. Code added to slingshots. An example is included in eightbllAdvanceScore Vault item.
- New Pinsettings for alternating Lanes and whether to restore those lights in memory to be carried over to the next players ball. This uses the built-in Memory System
- New Vault item: eightbllAdvanceScore - based on the bally game, (though modernized) includes the full code and a manual page. This includes the design for the loop section in the actual game. (work in progress)
- Manual pages added, rewritten, expanded or renamed as I can never make up my mind.
- New Vault Section started, as more vault items are developed and released, they will be added to this section.
- New Manual page for the Built in Memory System (if you wish to use it for non-fpx tables or Visual Pinball tables). You can find it in the fpxEngine Presets Section.
 
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