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As promised, here is the sample table I am using to test new concepts and code. This is the first sample table that will be included in the next versions of fpxEngine, but you already know that.
Included are codes and my initial settings for various new things, and I will be adding a lot more, but out of time at the moment, so this is a bit unfinished.
Support has been added for
- Slingshot kickers (Jungle Girl)
- Spinner (wecoc)
- Dropable gates (Jungle Girl)
- fizX flippers and basic rubber bounce (jlou)
- Power Bumpers (polygame)
- TiltFlex v1.1 (me)
- RDL light lens models (polygame)
There's a few new vault items as well. Just getting this out, I know it's very messy, so I will clean it up when I have time.
This uses fpxEngine 1.43, which will be released down the road. Here is a brief list of the new additions merged with the previous 1.42
- Single xml used due to fp needing to be restarted if script fp changed. Speed boosted in some areas
- Only Bam version 341 and greater can be used.
- Script structure rearranged to prepare for library based system in a future upgrade. This was also done to make the script easier to follow for beginners by removing excess code and settings. The Beginners guide will be rewritten shortly to reflect the changes
- Completed light lens Brightness/GlowRadius/LensGlowBrightness code, all Vault items and core script
- fixed a lighting issue with Plastic v_fpxHeadConnect1
- a 4th setting has been added for pf lighting (fpxBAMpfLighting=4)
- started conversion of header and bottom flipper area to Vault items with BAM lighting
- Initial multiball code in place for next release
- New sound and lighting routines. Sound files renamed to set file names, to allow for selection from multiple sound set packs. Radar added to display routines
- Some unused objects removed. Most notably fpx_ContstrainWall, as it is no longer needed.
Added support
- Ball Lighting
- BallShadows
- Ball Raytracing
- engine now uses CreateCustomBall coding
- NewtonTick support
- FizX flipper support (jlou)
- TiltFlex (new tilt system)
- Model based lens lights (polygame) with custom textures and decals
New Vault Items
- Modifications throughout, including new rules added to existing vault items.
- ABC Lanes (set to Bonus Multplier) with built in lane change
- Bumpers (Standard triangle)
- Captive Ball set to advancing value with single drop target
- top gates changed to wall method, added fizX bounce control to gates
- spinners added (wecoc)
New AddScoringEvents
- Inlane,outlane, and alternating lanes moved to AddScoringEvent to prepare for eventual upcoming Vaults
- 25k and 50k special routines
- Bumpers from existing new vault item. This allows multiple Vaults to be "tied" together in as painless matter as possible
Included are codes and my initial settings for various new things, and I will be adding a lot more, but out of time at the moment, so this is a bit unfinished.
Support has been added for
- Slingshot kickers (Jungle Girl)
- Spinner (wecoc)
- Dropable gates (Jungle Girl)
- fizX flippers and basic rubber bounce (jlou)
- Power Bumpers (polygame)
- TiltFlex v1.1 (me)
- RDL light lens models (polygame)
There's a few new vault items as well. Just getting this out, I know it's very messy, so I will clean it up when I have time.
This uses fpxEngine 1.43, which will be released down the road. Here is a brief list of the new additions merged with the previous 1.42
- Single xml used due to fp needing to be restarted if script fp changed. Speed boosted in some areas
- Only Bam version 341 and greater can be used.
- Script structure rearranged to prepare for library based system in a future upgrade. This was also done to make the script easier to follow for beginners by removing excess code and settings. The Beginners guide will be rewritten shortly to reflect the changes
- Completed light lens Brightness/GlowRadius/LensGlowBrightness code, all Vault items and core script
- fixed a lighting issue with Plastic v_fpxHeadConnect1
- a 4th setting has been added for pf lighting (fpxBAMpfLighting=4)
- started conversion of header and bottom flipper area to Vault items with BAM lighting
- Initial multiball code in place for next release
- New sound and lighting routines. Sound files renamed to set file names, to allow for selection from multiple sound set packs. Radar added to display routines
- Some unused objects removed. Most notably fpx_ContstrainWall, as it is no longer needed.
Added support
- Ball Lighting
- BallShadows
- Ball Raytracing
- engine now uses CreateCustomBall coding
- NewtonTick support
- FizX flipper support (jlou)
- TiltFlex (new tilt system)
- Model based lens lights (polygame) with custom textures and decals
New Vault Items
- Modifications throughout, including new rules added to existing vault items.
- ABC Lanes (set to Bonus Multplier) with built in lane change
- Bumpers (Standard triangle)
- Captive Ball set to advancing value with single drop target
- top gates changed to wall method, added fizX bounce control to gates
- spinners added (wecoc)
New AddScoringEvents
- Inlane,outlane, and alternating lanes moved to AddScoringEvent to prepare for eventual upcoming Vaults
- 25k and 50k special routines
- Bumpers from existing new vault item. This allows multiple Vaults to be "tied" together in as painless matter as possible