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  • 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 - 4x3 and 5x4 - 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:

    https://youtu.be/iXXgSgPq2qg

    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

     

     

    '**** TerryRed PinEvent Mod V1.2 *****

     

    ' - added small red harpoon bulb on apron to make it easier to see when harpoon is ready

    ' - adjusted the physics xml and dynamic flippers to prevent cradled balls from falling though flippers

    ' - updated table to support PinEvent 1.4

    ' - added PuP Stream Playfield Mini Screen option (swaps with Amity Billboard)

    ' - added overlays and holograms for PuP Stream: BG, FullDMD, Speaker Grill, Frames, HUD and Apron

    ' - added PinEvent PuP Stream support for: BG, FullDMD, Hud BG, Hud DMD, Apron Left, Apron Right

    ' - made the game room's colour white to make it more visiable in VR mode

    ' - integrated smoke's ball rolling code into PinEvent_Control.vbs (no need for the ZBRrollingballsoundslib.vbs)

     

    '**** TerryRed PinEvent Mod V1.1 *****

     

    ' updated smoke's ball rolling code to work with PUP_SSF. Disables RollingBallUpdateTimer when SSF is used

    ' integrated smoke's ball rolling code, so there is no need for the ZBRrollingballsoundslib.vbs

    ' updated table to fix Topper Harpoon Videos not triggering and stopping correctly

    ' updated PuP-Pack to fix Topper Harpoon Videos not triggering correctly and stopping correctly

     

    '**** TerryRed PinEvent Mod V1 *****

     

    ' 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)

    ' detached the 2 GI nano flashers (from their model) and relocated them in the lockdown bar

    ' (keeps the model out of sight, which is good for VR. The light source position is still the same)

    ' 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

     

     

     

    ' To do list of fixes? (FIX MB END QUICK DRAIN, STOP MUSIC AND MUSIC TIMERS FOR END OF BALL

    ' TSUNAMI? DOUBLE SCORING, SCORE RESETS)

     

     

    ' ULTIMATE Pro 1.08

     

    ' fixed red playfield texture showing up garbled when Arcade Mode was enabled

     

     

    ' ULTIMATE Pro 1.07

     

    ' added colour-changing LEDs

    ' added automatic multiball camera switch (desktop only)

    ' added bump mapping to all toy textures

    ' fixed Super Skill Shot awarding for any target hit instead of flashing target

    ' fixed winner for multiplayer games calculated wrong

     

     

    ' ULTIMATE Pro 1.06

     

    ' fixed Killer Shark modifiyers not resetting for each new game

    ' fixed some Killer Shark prizes not carrying over into new game

    ' fixed crowd panic fx continuing to play after ball exits bumper area

    ' lengthened auto launcher timer when new ball in plunger lane (to 5 seconds)

    ' added missing DMD information for the 2 'saved by the bell' targets

    ' added kill time information to DMD when normal score is displayed

    ' improved rules for qualifying lock at barrel scoop: 2 loops after 1st multiball

    ' rule change: left outlane save target is not used if kickback is lit

    ' improved quote playlist for barrel scoop when not lit

    ' new feature: inlanes now advance Bonus X

    ' added missing post to lower left lane guide

    ' improved Jackpot inserts

     

     

    ' ULTIMATE Pro 1.05

     

    ' fixed Killer Shark mini game prizes not carrying over to next game

    ' fixed quote not playing when barrel scoop is hit (creating long silence)

    ' fixed Combo Champion resetting for each new game

    ' fixed Super Jackpot not working during Orca Multiball

    ' adjusted timers for high score entry to allow quotes to play

    ' fixed an audio issue during Killer Shark

    ' fixed combo not awarding correct value after Orca ball lock

    ' improved skill shot which now gets harder with less time after each hit

    ' added Super Combo award

    ' fixed orbit shot during Shark Cage Attack not working

    ' fixed crowd panic sound fx playing continuously after bumper exit

    ' added Super Skill Shot when launching ball from harpoon

    ' added more quotes

    ' added more music

    ' improved combos

    ' improved rules for qualifying lock shot to Orca ramp: 2 loops for each lock after 1st multiball

    ' improved bumper area rules: now a shot from the central entrance qualifies

    ' added more Killer Shark prizes including 'immunity' which stops all civilian casualties

    ' improved odds of winning 'easy mode' from Killer Shark game

    ' improved some sound fx

     

     

    ' ULTIMATE Pro 1.03/0.4

     

    ' fixed some DMD information not playing during final confrontation

    ' added Francisco666's high score entry code

    ' fixed some inserts not turning off when Orca Multiball starts

    ' fixed right ramp arrow turning off during Orca Multiball

    ' fixed GI lights not turning back on for shoot again after tilt

    ' fixed ball rolling fx constantly playing

    ' fixed bugs during final multiball

    ' improved code for final multiball

    ' added a quote playlist for certain events rather than a randomiser to reduce repetition

    ' added more movie clips

    ' added more quotes

    ' added more sound fx

    ' improved HUD aspect ratio for desktop view

    ' improved some lighting effects

    ' holding down the start button for 2 seconds will toggle the HUD

    ' new feature added: USS Indianapolis Speech

    ' improved Killer Shark bonus game: added more callouts, more sound fx, more prizes and an extra 'sweeper' shot for the biggest prize (see updated ruleset for details)

    ' new feature: Search for Ben Gardner

     

     

    ' ULTIMATE Pro 1.02

     

    ' fixed a text issue on DMD during Shark Cage Attack mode

    ' fixed some inserts not turning off during Killer Shark mode

    ' fixed some inserts not turning off during Barrel Multiball mode

    ' fixed a timing issue when Final Score is displayed

    ' fixed some quotes overlapping

    ' fixed ball sticking on Orca ramp when 'magnet' is activated

    ' fixed plunger fx playing 2 overlapping sounds when ball auto launches

    ' fixed middle target in centre target bank sometimes not registering a hit

    ' fixed ramp combo not showing when Orca ramp hit successively

    ' fixed Killer Shark prizes not resetting when used in the next game

    ' added fx to extreme weather feature on Orca ramp: when hit out of mode,

    ' the weather conditions worsen from small wave to tidal wave

    ' increased harpoon kicker impulse power; shots will now complete the ramp and enter Jaws mouth

    ' improved physics (ball mass and gravity - previously lowered to off set low power kicker impulse)

    ' improved nudge impulse

    ' physics XML is now coded into the script

    ' added more quotes

     

     

    ' ULTIMATE Pro 1.01

     

    ' A major overhaul - updated and improved almost EVERYTHING.

     

     

    ' ULTIMATE Edition 1.06

     

    '- fixed game not saving entire player progress for multiplayer games

    '- improved geometry, physics and layout

    '- improved playfield art

    '- added new plastics art

    '- added new quotes, music tracks and sound fx

    '- added new movie clips

    '- added new features and modes

    '- improved existing rules

    '- improved dynamic lighting effects

    '- improved DMD functionality

    '- balanced all scoring

    '- added apron launcher toy

     

     

    ' ULTIMATE Edition 1.05

     

    ' fixed 1 ball per game to 5

    ' added the drinking song when game is over and multiplayer winner is declared

     

     

    ' ULTIMATE Edition 1.04

     

    ' fixed DMD only showing score for player 1

    ' added extra DMD information for multiplayer games

    ' added new quotes

     

     

    ' ULTIMATE Edition 1.03

     

    ' fixed shark flasher not turning off

    ' fixed jackpots not working during Shark Multiball

     

     

    ' ULTIMATE Edition 1.02

     

    ' improved all lighting for BAM

    ' improved physics

    ' fixed some minor bugs

     

     

    ' ULTIMATE Edition 1.01

     

    ' Amity sign converted into LCD player and movie clips added

    ' DMD animations added

    ' themed gameroom added

    ' chrome trim and lock down bar added

    ' improved phyiscs

    ' improved graphcis

    ' all new sound fx and music

    ' all new mechanical sounds

    ' improved lighting

    ' improved rules and gameplay

    ' minor bugs fixes

    ' new cab art

     

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    • Author
      Posts
    • #172109
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

      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 - 4x3 and 5x4 - 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:

      https://youtu.be/iXXgSgPq2qg

      #172112
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

       

      Jaws 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

      Backbox AIO - Square

       

      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

      Backbox AIO - 4x3 and 5x4

       

      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

      PuP Stream - Desktop

       

      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

      Topper

       

      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)

      FP 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:

      https://vpinball.com/VPBdownloads/pup-packs-on-top-use-pup-packs-on-a-single-screen-desktop-view-fp-vpx-fx3-etc/

       

      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.

      Debugger

      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:

       

      PinEvent_FP 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/

       

       

      • This reply was modified 5 months, 2 weeks ago by TerryRed.
      • This reply was modified 5 months, 1 week ago by TerryRed.
      4 users thanked author for this post.
      #172121
      outhere
      Moderator
      @outhere
      MemberContributorvipModerator

      I didn’t know you could do this
      How do you do this? – FP Backglass disabled

      #172122
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

      I 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.

      1 user thanked author for this post.
      #172124
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

       

      I 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.

      1 user thanked author for this post.
      #172131
      outhere
      Moderator
      @outhere
      MemberContributorvipModerator

      I 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 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.

      —-

      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 help

      This 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
      You are about a 1000 miles ahead of me

      1 user thanked author for this post.
      #172166
      elvinu
      Participant
      @elvinu
      Member

      Great 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!

      #172173
      davidcd13
      Participant
      @davidcd13

      Hello, what setting for a backglass screen and just a dmd lcd (4/1) and no dmd 16/9?
      thank you

      #172328
      0Cool
      Participant
      @0cool
      Member

      Great 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! :good: :good: :good:

      #172333
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

      Hello, 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

      1 user thanked author for this post.
      #172335
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

      Great 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.

      BAM 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).

       

      1 user thanked author for this post.
      #172337
      havemusic
      Participant
      @havemusic

      First 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 1

      Now 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.

      1 user thanked author for this post.
      #172340
      coreduo0099
      Participant
      @coreduo0099
      Member
      Thanks 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

      pxsetup

      1 user thanked author for this post.
      #172342
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator
      Thanks 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.

       

       

      #172351
      outhere
      Moderator
      @outhere
      MemberContributorvipModerator

      I 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.

      Worked like a charm, Thank you for all your hard work

      #172359
      davidcd13
      Participant
      @davidcd13

      I installed Future Pinball to test your tables. It’s really good. Thank you for your work.

      #172389
      elvinu
      Participant
      @elvinu
      Member

      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).

      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.

       

      #172390
      coreduo0099
      Participant
      @coreduo0099
      Member

      Thanks 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!

      #172396
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

      Thanks 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

      1 user thanked author for this post.
      #172398
      TerryRed
      Moderator
      @terryred
      MemberContributorModerator

      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).

      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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