Support File BAM fpxSampleTable01-beta1

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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
 

Attachments

  • sampletable01.zip
    37.4 MB · Views: 16
Great work. Looks like I have a lot of things to check :-)

I remember Power Bumpers back in 2010 when polygame posted them in GoPinball (link here). It was a very clever use of the table objects at the time, but I believe BAM may allow a more exact approach with a way simpler structure, maybe even with only a normal bumper. I have some ideas on that, so I'll probably give this a try later.

I have to try everything on this demo better later, in the meantime I've noticed some details, like priority issues and things like that (all very minor details). The spinner toy has that classic issue where the model doesn't load properly, to fix that you have to set a high offset to the toy and set its tY back to normal (38) on the code, simple as that ;)
 
Cool. A few things were last minute, so a bit rushed in places.
I will look into the spinner, have it at 32 mm but maybe needs to be higher. I have no problems with the toy models not loading.
Power bumpers were a change yesterday. Nothing wrong with the other methods, the nice thing about power bumpers is they are more consistant, and the ability to fine tune each kicker to different force settings is very nice if you need it, so you can really fine tune the play.
Same with the slings, I went back to em type kickers. The divertor idea is great, but I had noticeable things happen every once in a while, and having 3 kickers per sling is always great to use like the bumpers.

I just got back from a classic arcade, managed to play some games, so picked up on some things. This was a second EBD, so a bit faster, legs were higher and better flippers. We still have a ways to go on the physics, especially flippers. The excitement factor was lacking as well, our games are a bit dull to say the least.

Also managed games on Flash Gordon (#&%@!%) Future Spa (which I really hate) BK, Pharoh, and Time Line, so getting a good idea on how different each game is from each other. GF got impatient so wasn't able to play the others. Playing EDB was a eyeful though, how different it is in real life (with what looked like a new playfield) compared to FP and VP. Gonna be a busy time.
 
You might want to add bump maps to the lenses of the playfield light inserts. TerryRed does that and they look nice.
 
Only have what is available and only the time that is available to me. terry gave me a link to a image set that I am using.
 
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