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April 11, 2020 at 10:31 pm #172109
https://vpinball.com/VPBdownloads/jaws-ultimate-pro-pinevent/
Rom’s amazing classic Future Pinball table has been made into an almost completely new game with SLAMT1LTs massive Ultimate Pro update. It doesn’t end there…now thanks to a mega huge and slick TerryRed PinEvent update.
This table now has PinEvent support for DOF / MX Leds / PuP-Pack / SSF / PUPDMD / PUP Stream
All Ultimate Pro tables use newer BAM features for better physics, RGB lighting, shadowmaps, real GI lighting, bump mapping, and much more that makes FP tables look and play so much better.
All Previous versions of Jaws
– Bruce MB, Barrel MB, Orca MB
Ultimate Pro version
– new BAM physics, GI Lighting, Shadowmaps, Bump maps, RGB Lighting, etc
– Harpoon Launcher
– FIRE Button
– Orca MB
– Barrel MB
– Jaws MB
– Small Wave, Tidal Wave, Tsunami Bonus
– Close the Beaches, Find Ben Gardner, Mary Lee, USS Indianapolis
– Panic Alarm
– Shark Cage Attack
– Find Jaws MB
– Bash / Shoot Jaws
– Kill Jaws
– Killer Shark
REQUIREMENTS
– PinEvent 1.4 or higher installed
– Future Pinball
– latest version of BAM
– (optional) Pinup Player 1.45 or higher for PuP features
PinEvent Features for this table:
– DOF
– MX Leds
– PuP-Pack
– SSF
– PUPDMD
– PUP Stream
PUP-PACK OPTIONS:
Option 1 – DMD and Real DMD – Complete Backglass
Option 2 – Full DMD – Complete Backglass
Option 3 – DMD on Complete Backglass
Option 4 – DMD and Real DMD – Basic Backglass
Option 5 – Full DMD – Basic Backglass
Option 6 – Backbox AIO – Square – Speaker Panel, Full DMD, Backglass
Option 7 – Backbox AIO – 4×3 and 5×4 – Speaker Panel, Full DMD, Backglass
Option 8 – PUP Stream – Desktop – FullDMD, Backglass
Topper
TerryRed Features and fixes
– fixed Kill Jaws Timer not stopping
– added PinEvent support for DOF MX PUP SSF PUPDMD
– added options for adjusting all table lighting
– added option to disable Camera Control prompt for desktop mode
– added auto-disabling of HUD DMD and Videos if VR mode is detected
– added option for using FP hi-score function, or the table script’s hi-score code
– adjusted Post Processing and Inserts Lighting (can be changed in TABLE OPTIONS)
– added a 3rd detached nano flasher for GI with its light source positioned above the bumpers
– integrated shadowmaps so they don’t need to cache on startup
– added harpoon light bulb on apron to make it easier to know when harpoon is ready
INSTALLATION INSTRUCTIONS and MORE INFO:
– you must read the full installation instructions and requirements!
– it has simplified info for proper setup for DOF and Pinup Player features
– I have PuP-Pack options for almost every setup out there
– goto the first reply on the “SUPPORT Topic” tab linked below
“Jaws Ultimate Pro – PinEvent – Installation and Setup – START HERE”
https://vpinball.com/forums/topic/jaws-ultimate-pro-pinevent/#post-172112
Thanks to:
– Rom for such an amazing classic Future Pinball table
– SLAMT1LT for this massive game changing update
– ravarcade for the amazing updates to BAM and FP he has brought us over the last few years
– Nailbuster for Pinup Player
– Tarcisio Caleiro for his Tarciso shark video
– Chris Leathley for Future Pinball
For SLAMT1LT’s latest Future Pinball tables, goto his website:
https://speak1970.wixsite.com/slamspinballemporium
Here is a video preview of this table in action using PinEvent features:
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April 11, 2020 at 10:34 pm #172112Jaws Ultimate Pro – PinEvent – Installation and Setup – START HERE
Here’s gameplay demos showing the PuP-Pack and Full DMD option.
Here’s a gameplay demo showing the Full DMD option on a single screen Desktop.
Here’s a demo of some of the DOF in the PinEvent showcase video
….and this video of someone playing Jaws Ultimate Pro – PinEvent on their stunning cabinet
…and this excellent video by Rastan 350.
This shows off the Real DMD options very nicely combined with the Topper enabled… and he shows off many of the modes and gameplay. Worth watching guys, as it looks sweet on his cabinet!
Jaws Ultimate Pro – PinEvent
V1.08 – PE 1.2
June 2020
Table by Rom, SLAMT1LT
PinEvent mod, PUPPACK, PUPDMD, and table updates and fixes by TerryRed
REQUIREMENTS:
- Future Pinball
- latest version of BAM
- PinEvent 1.4 or higher
- (optional) Pinup Player 1.45 or higher for PuP features
DESKTOP USERS (not using DOF or PUP):
- anyone who only wants to play the table (and NOT use any DOF or PUP features) just needs to install the PinEvent files.
- after that, my PinEvent table mods will operate and play like a normal Future Pinball table.
For DOF and PUP users:
PLEASE, take the time to read through ALL of the instructions and options
FUTURE PINBALL and BAM SETUP GUIDE:
Before you go ANY farther, goto my guide to ensure you have Future Pinball and BAM setup correctly!
https://vpinball.com/forums/topic/future-pinball-and-bam-mega-guide-by-terryred/
BAM update
You MUST install the latest update to BAM (1.5-295 when this was posted) for PinEvent based tables to work!
https://www.ravarcade.pl/download
PinEvent Install download:
- PinEvent is required by everyone to use the table
- it’s also needed for all DOF and PUP features
https://vpinball.com/VPBdownloads/pinevent-dof-mx-pup-ssf-pupdmd-for-future-pinball/
PinEvent Install Instructions and Setup:
- it’s VERY important to have PinEvent, PuP and all PuP displays correctly setup FIRST!
- This install guide will answer all your questions! Please, read and follow all of it!
https://vpinball.com/forums/topic/pinevent-dof-mx-pup-ssf-pupdmd-for-future-pinball/#post-171545
Install Pinup Player:
http://www.nailbuster.com/wikipinup/doku.php?id=install_guide
…then update to Pinup Player 1.4.5 or higher (its REQUIRED for PinEvent PuP-Packs):
https://www.nailbuster.com/wikipinup/doku.php?id=release_notes
DOF (Direct Output Framework)
- if you are using DOF in a cabinet for feedback and lighting, you will need to be updated to DOF R3++
- you will need to update your DOF config files from the DOF Config Tool website (to retrieve the PinEvent table’s DOF config)
DOF R3++
http://mjrnet.org/pinscape/dll-updates.html
DOF CONFIG TOOL
http://configtool.vpuniverse.com/login.php
DOFLinx is NOT to be enabled while using PinEvent tables!
- you can’t have DOFLinx detect FP and running while a PinEvent table is running
- this is because you don’t want both PinEvent and DOFLinx triggering DOF at the same time!
- consult the PinEvent install guide for more info about pausing DOFLinx
INSTALL the TABLE FILES and PUP-PACK
The table zip file includes:
- Jaws ULTIMATE Pro 1.08 (PinEvent 1.2).fpt
- Jaws ULTIMATE Pro 1.08 (PinEvent 1.2).cfg
Table file:
- Jaws ULTIMATE Pro 1.08 (PinEvent 1.2).fpt
- goes in your “FuturePinball\Tables” folder
BAM CFG file:
- Jaws ULTIMATE Pro 1.08 (PinEvent 1.2).cfg
- this is a BAM cfg file for the table that will have a nice cabinet POV and backglass setup
- goes in your “BAM\cfg” folder and must be named the same as the table file
PUP-PACK
- extract the FP_PE_JAWS_ULT_PRO PuP-Pack from the PuP-Pack zip file and copy it to the “PUPVideos” folder
PUP-PACK OPTIONS
There are multiple options you can choose from for the PuP-Pack for various different cabinet or desktop setups. There is no need to copy and paste different media folders or pup files. Everything is now in one PuP-Pack folder.
To choose your PuP-Pack Option:
- go into the PuP-Pack folder, and double-click on the BAT file for the Option you want
- this will copy the correct *.pup files (from the PuP-Pack_Options folder) to the main PuP-Pack folder
- your Pup-Pack is ready to go. Super easy!
It’s important to choose a PuP-Pack that is correct for your cabinet setup, and that it matches your PUPDMD settings!
- your PuPDMDDriverType in PinEvent_Settings.vbs MUST match the PUPDMD you are using in the PuP-Pack
- or if you are using “PinEvent – CUSTOM SETTINGS” in the table script… then that PuPDMDDriverType MUST match the PUPDMD you are using in the PuP-Pack
DO NOT MODIFY THE PUP-PACK’s Screen Mode Settings!
- the PuP-Pack’s Screen Mode settings (ForceOn, ForcePop, ForceBack, ForcePopBack,etc) are NOT to be changed!
- they are set the way they are for a good reason in order for all layers of the PuP-Pack to work correctly!
- the only time you can make a change is to disable an undesired PuP Screen feature (set to OFF), or to enable a Topper (ForceOn)
Here are the PuP-Pack options you can choose from:
Option 1 – DMD and Real DMD – Complete Backglass
- PuPDMDDriverType = 0 (DMD 4:1)
- PuPDMDDriverType = 1 (Real DMD)
- uses PuP “DMD” Screen’s size and position, which MUST be a 4:1 ratio resolution! (real DMD must be 512×128)
- backglass has animated underlay and bottom text
- picture shows the Topper option enabled (your Topper position may vary if you have a Topper screen / space)
- needs “PuP-Packs on Top” or FP Backglass disabled to see all PuP-Pack layers
Real DMD Users: Those who are using a Real DMD Option with any PuP-Pack needs to:
- edit the Pup-pack for each table with the PuP-Pack Editor
- set Screen 1 (DMD) to ForceBack to try to hide the PuP DMD screen (that is being mirrored to the Real DMD)
Option 2 – Full DMD – Complete Backglass
- PuPDMDDriverType = 2 (Full DMD 16:9)
- uses PuP “FullDMD” Screen’s size and position, which MUST be a 16:9 ratio resolution!
- backglass has animated underlay and bottom text
- needs “PuP-Packs on Top” or FP Backglass disabled to see all PuP-Pack layers
Option 3 – DMD on Complete Backglass
- PuPDMDDriverType = 2 (Full DMD 16:9)
- size and position is automatically set by the Pup-Pack
- backglass has animated underlay
- needs “PuP-Packs on Top” or FP Backglass disabled to see all PuP-Pack layers
Option 4 – DMD and Real DMD – Basic Backglass
- PuPDMDDriverType = 0 (DMD 4:1)
- PuPDMDDriverType = 1 (Real DMD)
- uses PuP “DMD” Screen’s size and position, which MUST be a 4:1 ratio resolution! (real DMD must be 512×128)
- backglass has static underlay and bottom logo doesn’t change
- picture shows the Topper option enabled (your Topper position may vary if you have a Topper screen / space)
- does NOT need “PuP-Packs on Top” or FP Backglass disabled to see all PuP-Pack layers
Option 5 – Full DMD – Basic Backglass
- PuPDMDDriverType = 2 (Full DMD 16:9)
- uses PuP “MUSIC” Screen’s size and position, which MUST be a 16:9 ratio resolution!
- backglass has static underlay and bottom logo doesn’t change
- does NOT need “PuP-Packs on Top” or FP Backglass disabled to see all PuP-Pack layers
Option 6 – Backbox AIO – Square – Speaker Panel, Full DMD, Backglass
- PuPDMDDriverType = 2 (Full DMD 16:9)
- uses PuP “Game Select” for reference (must be a 1:1 ratio)
- size and position is automatically set by the Pup-Pack
- might need “PuP-Packs on Top” or FP Backglass disabled to see all PuP-Pack layers
Option 7 – Backbox AIO – 4×3 and 5×4 – Speaker Panel, Full DMD, Backglass
- PuPDMDDriverType = 2 (Full DMD 16:9)
- uses PuP “Game Select” for reference, which must be a ratio of 4:3 (1024×768) or 5:4 (1280:1024)
- size and position is automatically set by the Pup-Pack
- might need “PuP-Packs on Top” or FP Backglass disabled to see all PuP-Pack layers
Option 8 – PUP Stream – Desktop – Full DMD, Backglass
- PuPDMDDriverType = 2 (Full DMD 16:9)
- uses PuP “Game Select” for reference (must be a ratio of 16:9), which is displayed on a dummy plug monitor (or equivalent)
- size and position is automatically set by the Pup-Pack
- FP is run in fullscreen and the PuP Stream options display the PuP-Pack and FullDMD on the HUD and table
Desktop (Single Screen-Windowed) example – using Option 5
- PuPDMDDriverType = 2 (Full DMD 16:9)
- needs FP to be run in Forced Borderless Windowed mode
- might need “PuP-Packs on Top”
A FEW IMPORTANT NOTES ABOUT THE DIFFERENT PUP-PACK OPTIONS
- FULL DMD options – have more videos and eye-candy than other options. By far the coolest!
- FULL DMD options – some Backglass videos will have no text on them. This is because the FULL DMD screen has animated text for those events instead.
- FULL DMD options – Backglass underlay videos don’t change as much because the FULL DMD screen shows similar / nicer videos
- DMD options don’t have the splash videos like FULL DMD
- Complete Backglass = Animated underlay and bottom Logo Text. Has full PuP-Pack Backglass videos
- Basic Backglass = Static underlay and bottom Logo doesn’t change. Has full PuP-Pack Backglass videos
Desktop / Single Screen-Windowed Users:
- single screen / desktop-windowed users should use the Basic Backglass option as it will run properly for them and keep the PuP-Pack on Top much easier
Cabinet / Multiscreen Users:
- cabinet users using the “Complete Backglass” options MUST use “PuP-Packs on Top” (or use disable FP backglass method) to have all PuP-Pack layers visible. If you still have problems, then try using the “Basic Backglass” options instead
Topper Videos
- the Topper has some videos similar to the Full DMD bottom text, but not all of them (and it has none of the FULL DMD splash videos)
- it is disabled by default. You need to edit the PuP-Pack and set the Topper Screen to ForceOn
Backglass Default Background Video
I have included 4 different options for the Default video that shows on the Backglass
- original movie shark on Tarcisio’s video
- Tarcisio Shark
- open mouth from Jaws POV
- original FP art
To change to a different Default Background video, delete the mp4 in the “Backglass – Background” folder. Then copy your choice of video from the “Backglass – Background\Alternate” folder to the “Backglass – Background” folder.
You must also do the same for the “Drain” folder to have the drain “blood” video match your choice for the Default Background video.
FUTURE PINBALL BACKGLASS (PROBLEMS)
- some PuP-Packs layers may not appear on top of the FP Backglass when the table starts
- this is because the pup-pack usually starts before FP does. When the FP Backglass starts afterward, it pops on top of the PuP windows
- you can get around this by either using a “Pup-Packs on Top” pupinit.bat file or by disabling the FP Backglass when using PuP-Packs
“PUP-Packs on Top”
- copy the pupinit.bat from the “PuP-Pack_Options\PuP-Packs on TOP\Cabinet – Multiscreen” to the main pup-pack folder
- when the table and pup-pack starts, the pupinit.bat will run and try to sort out the layering of the FP and PUP windows (wait about 5 secs after table start)
Disabling the FP Backglass and Arcade Mode (for PinEvent tables only, recommended)
For more info on this solution, goto the PinEvent guide and read the section labelled FUTURE PINBALL BACKGLASS
https://vpinball.com/forums/topic/pinevent-dof-mx-pup-ssf-pupdmd-for-future-pinball/#post-171545
Desktop (Single Screen – Windowed) and PUP-PACKS
- PUPDMD and PuP-Packs can be used with a single screen setup
- you can use some, but not all of the Pup-Pack options
- FP must be running in a Forced Borderless Windowed Mode to allow the PUP Windows to appear on top of the FP window
- this may cause some stutter or performance issues due to running FP in a Windowed mode
- depending on the PuP-Pack, you may need to use a “PUP-Packs on Top” pupinit.bat file to push the FP window below the PUP windows
- if needed, just copy the pupinit.bat from the “PuP-Pack_Options\PuP-Packs on TOP\Desktop – Single Screen” to the main pup-pack folder
- when the table and pup-pack starts, the pupinit.bat will run and try to sort out the layering of the FP and PUP windows (wait about 5 secs after table start)
More info on how to setup FP in Borderless Windowed mode and “PUP-Packs on Top” can be found here:
Desktop (Single Screen – Fullscreen) and PUP-PACKS (using PUP Stream)
- a much better option is to use the PUP Stream option to stream the PuP-Pack and PUPDMD windows into FP directly
- you need to be able to display the PUP Game Select window on a dummy plug-monitor, or spare input of your monitor / TV connected to your video card
- this gives you options to see the PuP windows on the Desktop view HUD, Apron cards, playfield mini screen, and on the FP Backbox
- for more information on PUP Stream, read the PinEvent Install Guide
Here’s a demo of PUP Stream in action:
SUMMARY
Installing and Using a PinEvent table and PuP-Pack
If you have PinEvent and PuP correctly installed, setup and working, then adding a new PinEvent table should be as simple as:
- install table files
- install Pup-Pack files (if using any PUP features)
- run the “Option xx – xxxx.bat” in the PuP-Pack folder that matches your cabinet / layout and your PUPDMD settings
- make sure your front end isn’t running others unneeded apps or displaying media in the display areas of the PuP-Pack
- update your DOF config files from DOF Config Tool (if using DOF features)
- run the table
- adjust the FP Sound and FP Music levels in game (if needed) to be able to hear / match the SSF sound levels (if using SSF)
- done
Be sure that you completely close the table and Future Pinball after exiting a game every time before trying to load and play another table!
PROBLEMS?
If the table, PuP-Pack, PUPDMD, or DOF still isn’t working, check the FAQ of the PinEvent Install guide.
DEBUG MODE
Also, you can try running the table in DEBUG mode (launch with F9).
I have included messages that indicate:
- what is detected as installed (DOF, PUP)
- what mode FP is run in (desktop, Cabinet, VR)
- what PinEvent profile is being used
- if PinEvent Custom Settings from the table script are being used
- what you have set for the “default” PuPDMDDriverType
- what PuPDMDDriverType is actually being used
- what is enabled and being used (DOF, PUP, SSF, PUPDMD, etc)
- what DOF / SSF / PUP triggers are being used in real time
- and more!
It can be very helpful to narrow down what is happening behind the scenes!
CHECKLIST
This is a more thorough checklist of what you should do for EVERY new PinEvent table and Pup-Pack install:
- ALWAYS follow instructions on the download PAGE!
- copy the FP PinEvent table to your Tables folder and any other files it uses to their respective folders
- copy the PuP-Pack to the PUPVideos folder
- in the PuP-Pack folder, run the”Option xx – xxxx.bat” for the PuP-Pack option you want based on your PUPDMD needs
- only if required, disable the PuP-Pack screens for features you are NOT using (Topper, Backglass, DMD, SSF)
- be sure the PUPDMD used in the PuP-Pack is correct for your cabinet / setup and it matches your PUPDMD settings!
- if you require a custom PinEvent or PUPDMD setting for the table, edit the PinEvent Custom Settings in the table script to match your needs
- there may be user “table” options at the top of the table script you might want to check out
- be sure there is no front-end media set to display on the screens / areas of the PuP-Pack when launching the table
- be sure the front-end isn’t launching FutureDMD or pupdmdcontrol.exe (if using PUPDMD features)
- be sure DOFLinx is disabled / paused while launching and playing PinEvent tables
- when running the FP table, adjust the FP Sound and Music if needed (using HOME/END and PAGEUP/PAGEDOWN) to allow the PUP SSF to be heard better
FAQ:
If you have problems or questions about PinEvent tables or related issues, the FIRST place you should goto is the extremely helpful PinEvent Install Guide and the nicely organized PinEvent FAQ at the bottom of the guide.
You will find answers to most problems or other questions there.
https://vpinball.com/forums/topic/pinevent-dof-mx-pup-ssf-pupdmd-for-future-pinball/#post-171545
You should also have used my Future Pinball, BAM, DOF, PUP, VR and front-end Mega-Guide to properly setup Future Pinball and BAM the right way to avoid any problems related to Future Pinball and BAM’s setup in the first place. It’s very helpful and will save you lots of headaches!
https://vpinball.com/forums/topic/future-pinball-and-bam-mega-guide-by-terryred/
Disclaimer and Terms of Usage of PinEvent:
I have made PinEvent and my PinEvent tables so they can be shared and enjoyed by the entire virtual pinball community.
I have created the PinEvent vbs files / code and all my PinEvent tables / mods in a way so they will work in ALL setups. This includes desktop, vr, and ALL cabinet setups which will include 3 screen / 2 screen / real DMD, etc.
There is no need or reason to edit or mod any PinEvent table (except for custom PinEvent settings), or a need to edit the pup-packs in order to get them to work on ANY setup and have them work as intended by myself and the “correct” way.
I have no problem with anyone changing or modding my tables / pup-packs for “personal” use.
I DO NOT authorize anyone to distribute any of my PinEvent tables / mods / pup-packs or the PinEvent vbs files or code, or distribute any mod of such, for any reason on any site / group / share of any sort, unless I have given permission to do so.
You can use portions of PinEvent code (in relation to adding DOF and PUP working) on your own FP table in the table script… but do not use the PinEvent specific code on any table.
Please do not use the name PinEvent in reference to any other table or code, or in relation to adding DOF or PUP to a FP table.
If you have downloaded anything to do with PinEvent from another site or location that I have not posted myself… or are using a modded version, then you are not using proper PinEvent tables / software / pup-packs.
I will NOT give support to anything except for the PinEvent vbs files / tables / pup-packs I myself have posted on this site.
PinEvent represents my own personal work and standard that I have worked very hard to create… and also “support”.
All I ask is that you get it from the source where I have posted it. Doing so will ensure it will always work as intended with any updates to PinEvent or the tables / pup-packs I create (which are often)… as well as any changes I have made to ensure compatibility with new updates / features from BAM.
If you do download and play a PinEvent table from here… PLEASE give feedback on THIS site’s forum… and even better post videos of it in your cabinet. It’s the only way I can ever know if people enjoy what I create… or if I need to make any fixes.
Thank you.
TerryRed
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April 12, 2020 at 12:36 am #172121I didn’t know you could do this
How do you do this? – FP Backglass disabledYou need to login in order to like this post: click here
April 12, 2020 at 12:41 am #172122I did you could do this
How do you do this? – FP Backglass disabled
PinEvent guide tells you what to do, but there are different ways to do it
Myself, in my Launch Script for Popper, I change settings in the registry to disable the FP Backglass and Arcade mode (but you need BAM Force Arcade mode enabled) when launching PinEvent tables… and then re-enable those settings when Launching normal FP tables.
It’s easier to just use PuP-Packs on Top if you aren’t script or registry savy.
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April 12, 2020 at 12:54 am #172124I did you could do this
How do you do this? – FP Backglass disabled
Here is how I disable the FP Backglass (only for PinEvent tables) with Pinup Popper:
I add this to the top of my FP Launch script (before FP gets launched)…
REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "ArcadeMode" /t REG_DWORD /d 1 /f
REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "SecondMonitorEnable" /t REG_DWORD /d 1 /f
if "[custom1]"=="NoBackGlass" (REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "ArcadeMode" /t REG_DWORD /d 0 /f)
if "[custom1]"=="NoBackGlass" (REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "SecondMonitorEnable" /t REG_DWORD /d 0 /f)
Then for any PinEvent tables… in Games Manager I add NoBackGlass to the “Custom Launch Parameter” field.
So what happens is… first the Backglass and Arcade Mode are enabled… but then if the Game being launched has NoBackGlass in the the “Custom Launch Parameter” field, then those settings get disabled.
You can also add the two lines to re-enable the Backglass on your Close/Exit script:
REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "ArcadeMode" /t REG_DWORD /d 1 /f
REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "SecondMonitorEnable" /t REG_DWORD /d 1 /f
Works perfect once setup…and its really easy with Popper. Just copy paste into your Launch and Close Script.
You need to disable Arcade Mode if the FP Backglass is also disabled…because the game wont run properly (timers….videos..sounds…will be out of sync).
So then, you MUST have BAM’s “Force Arcade Mode” enabled in the BAM in-game menu. You can only access this when FP’s Arcade mode in Video settings is disabled. This is because you need the Static CAM view for cabinet use (since arcade mode is disabled)
Update: I added this to the PinEvent Install guide.
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April 12, 2020 at 1:32 am #172131I did not you could do this
How do you do this? – FP Backglass disabled
PinEvent guide tells you what to do, but there are different ways to do itMyself, in my Launch Script for Popper, I change settings in the registry to disable the FP Backglass and Arcade mode (but you need BAM Force Arcade mode enabled) when launching PinEvent tables… and then re-enable those settings when Launching normal FP tables.
It’s easier to just use PuP-Packs on Top if you aren’t script or registry savy.—-
I don’t recall seeing that part in the PinEvent guide, Obviously I did not look close enough
So tomorrow I will take a look at the stuff you post it and as usual thanks for your helpThis is one thing I have a hard time with but I’m a lot better than I used to be, Thanks to this Hobby –> script or registry
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April 12, 2020 at 2:30 am #172166Great update!!! Love the full table, double-red-flash synced to the music sound effect when you lose a ball.
Didn’t get this one running the first time only because I tried option 2 before option 5 (I’m a single screen user).
Also, not sure why but I can aim with the flippers better on this table than on other tables. I’m using the same 2.7 physics xml that I use on other tables and on the previous version of this table, but my aim is more accurate on this one.
Thanks so much Terry for this table, Halloween, and RetroFlair. What a great pinball weekend to be stuck at home!
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April 12, 2020 at 4:08 am #172173Hello, what setting for a backglass screen and just a dmd lcd (4/1) and no dmd 16/9?
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April 12, 2020 at 10:48 am #172328Great Terry, you are the reason I’m giving Fp another shot. The magic you build, especially the SSF sounds, brings the fun for me to these tables. The wow-factor really kicks with the superb dmd and PUP actions!! You deserve a statue, man! Thanks for everything these past two years or so. Cheers!
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April 12, 2020 at 11:27 am #172333Hello, what setting for a backglass screen and just a dmd lcd (4/1) and no dmd 16/9?
thank you
Option 1 or Option 4
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April 12, 2020 at 11:47 am #172335Great update!!! Love the full table, double-red-flash synced to the music sound effect when you lose a ball.
Didn’t get this one running the first time only because I tried option 2 before option 5 (I’m a single screen user).
Also, not sure why but I can aim with the flippers better on this table than on other tables. I’m using the same 2.7 physics xml that I use on other tables and on the previous version of this table, but my aim is more accurate on this one.
Thanks so much Terry for this table, Halloween, and RetroFlair. What a great pinball weekend to be stuck at home!
You are out of date. :)
Many NEW updated FP tables use the NEW BAM dynamic physics. This means the table plays MUCH better (hence the table description) than older FP tables (with or without xmls).
The new BAM dynamic physics are ALL in the table script now (hence the FAQ which tells you what you can change for physics).
You DON’T use XML files with the new Ultimate Pro or PinEvent tables, as BAM will NOT use them. It doesnt need to and knows not to use them.
An easy way to tell if a table i using newer BAM physics from the table script is by looking at the bottom right corner of the BAM menu. It will shows the table using vbs script for physics.
So no, you don’t need to use an xml with any Ultimate Pro or PinEvent tables (or other tables indicating they use new Dynamic Physics / Flippers).
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April 12, 2020 at 11:54 am #172337First Let me, “Great Job” With this release and Thank you for all you do.
I am running the full DMD with complete backglass. I did have to make some changes to the pupint.bat timings to get this to work right.
my settings:
“*Backbox Display” 1 5 0
“PUPSCREEN*” 0 5 0
“*BSP Software Design Solutions” 0 5 1Now I also had an issue because I run FutureDMD with my Future Pinball and my third display is not 16×9 but 16×10 and futureDMD wouldn’t hide completly, so adjustments where made to get the screen to look right. Most of the time this is setup as a split screen between DMD and topper and this works great but I wanted the full screen look for tables that use it both for VPX and Future Pinball, So I adjusted the music screen in popper to be right.
Now with Future pinball my launch script loads futureDMD but with these pinevent tables I don’t need it. So I created a new emulator in Popper called future Pinball Pinevent. I used all the same settings as Future Pinball but table location I changed this to C:\Games\Future Pinball\Tables Pinevent and moved the tables there and added new games. In the launch script I REM out the FutureDMD lines. Now FutureDMD will not launch with these tables. Now I still wanted these tables to show up under future Pinball play list. SO again Popper vesatility with SQL and active playlists to the rescue.
SQL CODE For Future Pinball: (Your EMUID could be different)
SELECT * FROM Games WHERE EMUID=4 AND VISIBLE=1 OR EMUID=10 AND VISIBLE=1 ORDER BY GameDisplay;I hope this helps someone out in the future.
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April 12, 2020 at 12:08 pm #172340Thanks for the Tips, i was going crazy trying to figure out why jaws backglass didn’t work but the other two PE titles did work…I add this to the top of my FP Launch script (before FP gets launched)… REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “ArcadeMode” /t REG_DWORD /d 1 /f REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “SecondMonitorEnable” /t REG_DWORD /d 1 /f
I think there was a bad copy/paste in the note above..when starting the update should be to a 0 and when existing set to a 1.
For PinballX I created a “other system” for alternate FP launching and couple of batch files for “Launch Before” and “Launch After”
Start.bat :
if not DEFINED IS_MINIMIZED set IS_MINIMIZED=1 && start “” /min “%~dpnx0” %* && exit
C:
cd C:\DirectOutputCMD /C DOFLinxMsg.exe HOLD_ACTIVATION=1
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “ArcadeMode” /t REG_DWORD /d 0 /f
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “SecondMonitorEnable” /t REG_DWORD /d 0 /fexit
and ExitPE.bat :
if not DEFINED IS_MINIMIZED set IS_MINIMIZED=1 && start “” /min “%~dpnx0” %* && exit
C:
cd C:\DirectOutputCMD /C DOFLinxMsg.exe HOLD_ACTIVATION=0
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “ArcadeMode” /t REG_DWORD /d 1 /f
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “SecondMonitorEnable” /t REG_DWORD /d 1 /fexit
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April 12, 2020 at 12:19 pm #172342Thanks for the Tips, i was going crazy trying to figure out why jaws backglass didn’t work but the other two PE titles did work…I add this to the top of my FP Launch script (before FP gets launched)… REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “ArcadeMode” /t REG_DWORD /d 1 /f REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “SecondMonitorEnable” /t REG_DWORD /d 1 /f
I think there was a bad copy/paste in the note above..when starting the update should be to a 0 and when existing set to a 1.
For PinballX I created a “other system” for alternate FP launching and couple of batch files for “Launch Before” and “Launch After”
Start.bat :
if not DEFINED IS_MINIMIZED set IS_MINIMIZED=1 && start “” /min “%~dpnx0” %* && exit
C:
cd C:\DirectOutput
CMD /C DOFLinxMsg.exe HOLD_ACTIVATION=1
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “ArcadeMode” /t REG_DWORD /d 0 /f
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “SecondMonitorEnable” /t REG_DWORD /d 0 /f
exit
and ExitPE.bat :
if not DEFINED IS_MINIMIZED set IS_MINIMIZED=1 && start “” /min “%~dpnx0” %* && exit
C:
cd C:\DirectOutput
CMD /C DOFLinxMsg.exe HOLD_ACTIVATION=0
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “ArcadeMode” /t REG_DWORD /d 1 /f
REG ADD “HKCU\Software\Future Pinball\GamePlayer” /v “SecondMonitorEnable” /t REG_DWORD /d 1 /f
exit
My example text is correct.
This was an example for Pinup POPPER (not PBX or PBY) to work from the same single emulator.
“So what happens is… first the Backglass and Arcade Mode are enabled… but then if the Game being launched has NoBackGlass in the the “Custom Launch Parameter” field, then those settings get disabled.”
One of the many perks of using Popper. This type of thing is really easy to do from the same emulator.
For PBX or PBY… yes, you would use a separate emulator for PinEvent and have the launch disable the backglass and arcade mode, and on exit re-enable them.
You can also do this with Popper as well if preferred.
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April 12, 2020 at 1:08 pm #172351I did you could do this
How do you do this? – FP Backglass disabledHere is how I disable the FP Backglass (only for PinEvent tables) with Pinup Popper:
I add this to the top of my FP Launch script (before FP gets launched)…REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "ArcadeMode" /t REG_DWORD /d 1 /f
REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "SecondMonitorEnable" /t REG_DWORD /d 1 /f
if "[custom1]"=="NoBackGlass" (REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "ArcadeMode" /t REG_DWORD /d 0 /f)
if "[custom1]"=="NoBackGlass" (REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "SecondMonitorEnable" /t REG_DWORD /d 0 /f)
Then for any PinEvent tables… in Games Manager I add NoBackGlass to the “Custom Launch Parameter” field.
So what happens is… first the Backglass and Arcade Mode are enabled… but then if the Game being launched has NoBackGlass in the the “Custom Launch Parameter” field, then those settings get disabled.
You can also add the two lines to re-enable the Backglass on your Close/Exit script:
REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "ArcadeMode" /t REG_DWORD /d 1 /f
REG ADD "HKCU\Software\Future Pinball\GamePlayer" /v "SecondMonitorEnable" /t REG_DWORD /d 1 /f
Works perfect once setup…and its really easy with Popper. Just copy paste into your Launch and Close Script.
You need to disable Arcade Mode if the FP Backglass is also disabled…because the game wont run properly (timers….videos..sounds…will be out of sync).
So then, you MUST have BAM’s “Force Arcade Mode” enabled in the BAM in-game menu. You can only access this when FP’s Arcade mode in Video settings is disabled. This is because you need the Static CAM view for cabinet use (since arcade mode is disabled)
Update: I added this to the PinEvent Install guide.
Worked like a charm, Thank you for all your hard work
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April 12, 2020 at 1:44 pm #172359I installed Future Pinball to test your tables. It’s really good. Thank you for your work.
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April 12, 2020 at 2:20 pm #172389So no, you don’t need to use an xml with any Ultimate Pro or PinEvent tables (or other tables indicating they use new Dynamic Physics / Flippers).
Since it doesn’t use the xml file, I guess there’s not an easy way to copy the physics from Jaws to other tables.
I’ll look into deleting those xml files though I guess from what you’re saying, I don’t need to since they are ignored.
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April 12, 2020 at 2:22 pm #172390Thanks for all your Efforts Terry. Amazing work modernizing FP.
I’m still struggling with DOF.. reviewed everything again after a good nights sleep but no luck.
Can you share some insight of what is being checked to determine if DOF is present when the vbs script checks? e.g a registry entry? file in a certain location? some dll loaded in memory? or ???
I’m really baffled since DOF works for all my emulators except for FP with PE.
Thanks!
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April 12, 2020 at 2:33 pm #172396Thanks for all your Efforts Terry. Amazing work modernizing FP.
I’m still struggling with DOF.. reviewed everything again after a good nights sleep but no luck.
Can you share some insight of what is being checked to determine if DOF is present when the vbs script checks? e.g a registry entry? file in a certain location? some dll loaded in memory? or ???
I’m really baffled since DOF works for all my emulators except for FP with PE.
Thanks!
That vbs code I showed you for checking DOF in PinEvent I got from @Nailbuster. It basically checks to see if the DOF com object is present (or accessable)…and if it isn’t… then DOF options won’t be enabled in PinEvent.
Some people who had similar problems with Popper’s DOF as well… and it’s almost always a Windows security issue:
From the PuP wiki:
troubleshooting: you must run PopperDoctor to test the com interface to DOF. Just because DOF works in vpx/fp fine doens’t mean the DOF comobject for DOF works (this is part of DOF setup not Popper). Popper uses the DOF comobject to interface with DOF, if it worked before and now it doesn’t there’s really only two things that could go wrong. 1> Anti-Virus removed files (check AV log) 2> Security blocks Popper from accessing the DOF com object (try lowering/changing your UAC).
Many have noticed that DOF works fine if running PinUP Popper as normal user and now fails if running as-admin. This is a windows security issue, but the best solution is NOW it is suggested to turn off-admin mode on ALL exes on your cab. So remove run-as-admin on everything from Popper, FPLoader, VPX or any other emulators. That should fix most security problems. Remember to turn off DOFLinx ‘run as admin’ if you are using it as well (latest DofLinx versions works as normal user too).
You can check this solution out and see if it helps. It involves the DOF com object and the registry:
http://www.nailbuster.com/wikipinup/doku.php?id=dof_registry&s%5B%5D=dof
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April 12, 2020 at 2:55 pm #172398So no, you don’t need to use an xml with any Ultimate Pro or PinEvent tables (or other tables indicating they use new Dynamic Physics / Flippers).
Since it doesn’t use the xml file, I guess there’s not an easy way to copy the physics from Jaws to other tables.
I’ll look into deleting those xml files though I guess from what you’re saying, I don’t need to since they are ignored.
Well, physics isn’t just a one solution band-aid that can work for any table. Each table’s geometry, flippers, slope, etc all plays into it.
Jaws physics may not work well or another table. It needs to be tailored for what works best on the table.
The XMLs are indeed ignored for any new tables using modern BAM physics.
That said… you “could” try copying this code to another table’s script that has NOT been updated yet. Note, that the Dynamic Flipper Settings are made for a two flipper table. This section may need changing to work well with another table’s flippers. Also the table slope, flippers, elasticity, geometry etc may need updating to match.
Not saying this will just work well…but you can play around with it.
Copy and Paste this under the line Option Explicit in the table script or at the very bottom of the script:
xBAM.CreateAllExt() 'create BAM Extension commands. This should be at the top of the script (below Option Explicit)
'########################## PHYSICS SETTINGS #############################
'=============================== PHYSICS XML ===========================
'<?xml version="1.0" encoding="utf-8"?>
'<document>
' <!—Custom Physics for Halloween -->
' <physics fps="296" threaded="1"></physics>
' <ball newtonDamping="0" mass="70" gravity="6000" damping="0.65"></ball>
' <flipper releaseOmega="18" rotationSpeedChart="{0.0,100.0}[0.0,100.0]" newtonDamping="1" mass="20150" omega="43" moeMethod="0"
' leftXoff="0" leftYoff="1500" leftZoff="0"
' rightXoff="0" rightYoff="1500" rightZoff="0"></flipper>
' <bumper impulse="90.0" impulseRandomness="0" vectorRandomness="6"></bumper>
' <autoplunger mass="20000.0" force="60000.0"></autoplunger>
' <diverter mass="10000.0" omega="33.0"></diverter>
' <gate mass="5.0" gravity="2500.0" damping="0.25"></gate>
' <kicker impulse="1000.0" vukImpulse="1400.0" impulseRandomness="2" vectorRandomness="1"></kicker>
' <plunger mass="20000.0" force="30000.0"></plunger>
' <slingshot impulse="650.0" impulseRandomness="15" vectorRandomness="3"></slingshot>
' <spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
' <spinner mass="50000.0" gravity="9800.0" 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="10000.0" 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="235.0" impulseRandomness="25.0" warningLevel="290" leftAngle="60" upAngle="0" rightAngle="320"
' vectorRandomness="5" visualDistance="3" waitPeriod="300" maxBallVelocity="500.0"></nudge>
' <defaultMat softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.02"></defaultMat>
' <playfieldMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.02"></playfieldMat>
' <metalMat softnessCoef="0.01" elasticCoef="0.15" staticFriction="0.02" kineticFriction="0.02"></metalMat>
' <woodMat softnessCoef="0.03" elasticCoef="0.15" staticFriction="0.03" kineticFriction="0.02"></woodMat>
' <plasticMat softnessCoef="0.02" elasticCoef="0.2" staticFriction="0.02" kineticFriction="0.01"></plasticMat>
' <rubberHardMat softnessCoef="0.08" elasticCoef="0.50" staticFriction="0.04" kineticFriction="0.055"></rubberHardMat>
' <rubberIntMat softnessCoef="0.1" elasticCoef="0.72" staticFriction="0.05" kineticFriction="0.065"></rubberIntMat>
' <rubberSoftMat softnessCoef="0.12" elasticCoef="0.85" staticFriction="0.06" kineticFriction="0.075"></rubberSoftMat>
' <gateMat softnessCoef="0.05" elasticCoef="0.65" staticFriction="0" kineticFriction="0"></gateMat>
' <kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.8" kineticFriction="0.8"></kickerMat>
' <rampMat softnessCoef="0.01" elasticCoef="0.01" staticFriction="0.01" kineticFriction="0.01"></rampMat>
' <plungerMat softnessCoef="0.04" elasticCoef="0.55" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
' <spindiskMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="1.5" kineticFriction="2"></spindiskMat>
'</document>
'=============================== PHYSICS XML ===========================
' === Dynamic Flipper Settings ===
Const BAM_VERSION = 0
AddDebugText BAM_VERSION
If BAM_VERSION => 233 then
Dim RightFlipperExt,LeftFlipperExt ' Needed for BAM
Dim omegaCorrectionR
Dim omegaCorrectionL
xBAM.BallSpeedLimit = 3000
End If
Sub OnPreHitFlipperSettings(FlipperExt)
If BAM_VERSION < 233 then Exit Sub
OnPreHitFlipperSettings_bounceControl(FlipperExt)
End Sub
If BAM_VERSION => 233 then
const MaxOmega = 45 ' Omega at base of flipper. Must be > MinOmega. Default = 45
const MinOmega = 32 ' Omega at tip of flipper. Must be < MaxOmega. Default = 32
End If
Sub RightFlipper_prehit()
If BAM_VERSION < 233 then Exit Sub
OnPreHitFlipperSettings(RightFlipperExt)
omegaCorrectionR = MaxOmega - (RightFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
If RightFlipperExt.ContactPoint < 0.0 then RightFlipperExt.Omega = MaxOmega
If RightFlipperExt.ContactPoint > 1.2 then RightFlipperExt.Omega = MinOmega
If (RightFlipperExt.ContactPoint => 0.0) And (RightFlipperExt.ContactPoint =< 1.2) then
RightFlipperExt.Omega = omegaCorrectionR
End if
End Sub
Sub LeftFlipper_prehit()
If BAM_VERSION < 233 then Exit Sub
OnPreHitFlipperSettings(LeftFlipperExt)
omegaCorrectionL = MaxOmega - (LeftFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
If LeftFlipperExt.ContactPoint < 0.0 then LeftFlipperExt.Omega = MaxOmega
If LeftFlipperExt.ContactPoint > 1.2 then LeftFlipperExt.Omega = MinOmega
If (LeftFlipperExt.ContactPoint => 0.0) And (LeftFlipperExt.ContactPoint =< 1.2) then
LeftFlipperExt.Omega = omegaCorrectionL
End if
End Sub
Sub OnPreHitFlipperSettings_bounceControl(FlipperExt)
If BAM_VERSION < 233 then Exit Sub
' Params to tweak
const base_elasticCoef = 0.90 ' very bouncy flipper rubber
const expected_ball_speed_after_hit = 350 ' calc elasticCoef to get desired ball speed after ball hit flipper
const minimum_elasticCoef_to_scale_fast_balls = 0.15 ' we will add this to calculated elastiCoef, so ball after hit will have aditional 5% of speed before hit
const reduction_for_flipper_in_motion = 0.17 ' if flipper is not in starting point, reduce elasticCoef by 20%
If FlipperExt.Hit Then
Dim elasticCoef
Dim maxElasticCoef
Dim ballSpeed
ballSpeed = (FlipperExt.BallVSpeed + xBAM.Ball.Speed) * 0.5 ' averge speed of
maxElasticCoef = base_elasticCoef
If FlipperExt.AngleDiff > 1 Then maxElasticCoef = maxElasticCoef - reduction_for_flipper_in_motion
elasticCoef = base_elasticCoef
If ballSpeed > 1 Then elasticCoef = expected_ball_speed_after_hit / ballSpeed
elasticCoef = elasticCoef + minimum_elasticCoef_to_scale_fast_balls
If elasticCoef > maxElasticCoef Then elasticCoef = maxElasticCoef
FlipperExt.SetMaterial elasticCoef
End If
End Sub
' === End of Dynamic Flipper Settings ===
'####################### END OF PHYSICS SETTINGS #############################
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