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Sorcerer UR/NF VP9.1.x High Res. and BMPR Physics MOD FS

Sorcerer High Resolution BMPR Physics

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#21 koadic

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Posted 10 October 2012 - 05:03 PM

I thought the nudging additions to the core.vbs were mainly for digital nudging, and shouldn't have any bearing on analog nudging as with a pbw (unless you have it set to trigger button presses at a certain threshold).

You need 3.36 to use the F12 option (acutally, needs all the additional system vbs files as well), but yes, you can set it in the registry manually... find the rom name in the pinmame section, look for the 'volume' entry, 0 is 0 which is full volume... now comes the tricky part... the entry is a 32bit dword, so -1 starts at 4294967295 which is 2^32 - 1 (or 0xffffffff in hex), and subtract the additional amount you want to reduce the volume (for example -12 is 4294967284, or 0xfffffff4)

Edited by koadic, 10 October 2012 - 05:04 PM.


#22 CaptainNeo

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Posted 10 October 2012 - 05:10 PM

did you add the code line

IF keycode = 88 VPMVol 'F12

(doing this from memory so might have spelled the VOL thing wrong)
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#23 koadic

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Posted 10 October 2012 - 05:22 PM

It requires a subroutine in the new core.vbs, as well as the corresponding addition to the system vbs file and vpmkeys for this to work, so, if you (ArcadiusMaximus that is) really must have the altered nudging in the core.vbs, it is probably easier to download the 3.36 package and add/replace the necessary parts in the core.vbs, or at a minimum, copy the VPMVol part from the new core.vbs (located at the bottom) and paste it into the old core.vbs, using the rest of the new files.

Needing to add the line above (with the correct syntax that is) was only needed at the very beginning CaptainNeo, as I removed the need when I added everything into the core and system.vbs files so it would just work, which is where the problem came in with errors in some of the system vbs files that was causing it to show up with any keypress and I had to fix them.

Edited by koadic, 10 October 2012 - 05:26 PM.


#24 ArcadiusMaximus

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Posted 10 October 2012 - 06:46 PM

It requires a subroutine in the new core.vbs, as well as the corresponding addition to the system vbs file and vpmkeys for this to work, so, if you (ArcadiusMaximus that is) really must have the altered nudging in the core.vbs, it is probably easier to download the 3.36 package and add/replace the necessary parts in the core.vbs, or at a minimum, copy the VPMVol part from the new core.vbs (located at the bottom) and paste it into the old core.vbs, using the rest of the new files.

Needing to add the line above (with the correct syntax that is) was only needed at the very beginning CaptainNeo, as I removed the need when I added everything into the core and system.vbs files so it would just work, which is where the problem came in with errors in some of the system vbs files that was causing it to show up with any keypress and I had to fix them.


Aw crap I thought I was on the newest core. Erm not sure about nudging I just know that when I was trying to get it to work properly with my pbw i came across that thread. Ive been using it it ever since just because it seemed to work. I'll give 3.36 ago and test nudging. Thanks again.
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#25 CaptainNeo

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Posted 10 October 2012 - 07:21 PM

wait...what? I don't have to add that Keycode line into every game I DL anymore? When did this happen. I've still been doing it because I missed the memo. And what's all this new nudging stuff? Does this have to do with virtual nudging pinball wizard controller?
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#26 maceman

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Posted 10 October 2012 - 08:01 PM

How can i tell which core.vbs i am using. I looked at its properties and don't see anything other than a creation date of 11-06-2011?
Also, do we have link to the latest 3.36?

Thanx,
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#27 ArcadiusMaximus

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Posted 10 October 2012 - 08:26 PM

How can i tell which core.vbs i am using. I looked at its properties and don't see anything other than a creation date of 11-06-2011?
Also, do we have link to the latest 3.36?

Thanx,
Maceman


Open the core.vbs file in wordpad. At the top it should tell you the version.
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#28 maceman

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Posted 10 October 2012 - 08:46 PM

Thanx!

I am at 3.34 and need an update :)

http://www.vpforums....ads&showfile=17

Hey, I like that!! F12 works great!! Thanx for letting us know and now i am updated :)

Edited by maceman, 10 October 2012 - 08:49 PM.

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#29 ArcadiusMaximus

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Posted 10 October 2012 - 08:54 PM

Hmm updated to 3.36 core and lost ledwiz functionality. Led wiz still works in hyperpin menu, just not during tables. Thoughts?

Think I found the solution. I have to add ExecuteGlobal GetTextFile("ledcontrol.vbs") at the end of the script. Thanks !

Edited by ArcadiusMaximus, 11 October 2012 - 02:38 AM.

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#30 mamemaster

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Posted 11 October 2012 - 04:04 PM

I have the prior version running with a UVP backglass. I prefer this newer version- but can't get the backglass or score to show up on my DMD.

Any suggestions?

For all I've learned in the last few months- I'm still shaky on Script edits.

#31 htamas

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Posted 11 October 2012 - 04:15 PM

Activating UVP on this table is not different than on any other that has LED score segments and not a DMD.
Make sure you have the controller set to BackglassServ, have a Leds timer and the corresponding subroutine in the script. So if you were able to get UVP working on similar tables (and follow the tutorial steps for UVP), then you should have no problem.

#32 T-800

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Posted 13 October 2012 - 05:19 PM

Anyone know how I can unhide the DMD display? One of my systems is not running UVP...

#33 kiwi

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Posted 13 October 2012 - 05:54 PM

Anyone know how I can unhide the DMD display? One of my systems is not running UVP...

Go to line 599 of the script and change the 0 with 1 .

Controller.Hidden=1

Max

Edited by kiwi, 13 October 2012 - 05:56 PM.


#34 T-800

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Posted 13 October 2012 - 07:39 PM


Anyone know how I can unhide the DMD display? One of my systems is not running UVP...

Go to line 599 of the script and change the 0 with 1 .

Controller.Hidden=1

Max


Thanks Kiwi! (The script was already set to 1 - when I changed it to "0" the DMD came up like I wanted.)

#35 RipleYYY

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Posted 25 October 2012 - 11:04 AM

the table bugged in line 1484, i gave a check but...
this happend while my son was playing, and i was not home, he told me that happend while in multiball, but not noticed what in game could have cause that !?

we didnt succeed to make that again

almost to let you know, in case of...

Aliens 2, Area 51, Asterix, Bally Tribute, ET, Evel Knievel, Frontier, Galaxian, Inspector Gadget, Lilo & Stitch, Looney Tunes, Lost World, Mata Hari, Night Mission, Power Play, Rayman, Rolling Stones 2, Stalker, Santa Odyssey, Tempest, Timon & Pumbaa, Williams Tribute, World Cup 2002, Zombie

Tanx to (alphabetical order) : BLACK, CUTTER, DESTRUK, EALA, JP, JOE ENTROPY, KINSEY, KRISTIAN, LOSERMAN, LUVTHATAPEX, RANDY, SCAPINO, SHIVA, STRANGELEO (hope i did not forget someone... )


#36 jimmyfingers

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Posted 26 October 2012 - 02:52 AM

the table bugged in line 1484, i gave a check but...
this happend while my son was playing, and i was not home, he told me that happend while in multiball, but not noticed what in game could have cause that !?

we didnt succeed to make that again

almost to let you know, in case of...

That's an area of the script where a work around is used to get the B2B going on this table (with some help using error suppression). There is a unique way the multi-ball works in this game and mainly the one thing that differs from all other instances for which I've added B2B, is that there is a case where the destroy command takes place on a kicker that is not the same kicker for which the hit event / sub routine is processed. With B2B and even the new method from destruk, manual destroys still need a ClearBallID and that has to happen on the same kicker as the ball is currently triggering the “kicker_hit” sub routine so the ClearBallID knows which ball is the active ball being cleared for it’s ID. Every where else I've seen it, the same kicker that had the _hit is also the one doing the destroying (when the actual command destroy is used).

No complaints about how it was coded or disrespect for the authors as it seems that with it’s unique ball trapping / locking mechanism that some other methods were needed. Also, both NF / UR and PacDude’s Version have the same scripting in this regard. I had actually had been trying to get B2B working in this table since I began trying to add B2B to ANY tables back in June 2011 – I finally only got a work around mode these last few months which also finally allowed me to implement the BMPR. To get it working here, I used a version of "repair" type routine I created to fix a bug in B2B when a lower ID’d ball gets drained during multiple leaving an ID for a ball still in play that is higher than the ballstatus(0) count / value and after which that ball no longer triggers collision sounds as a result and is essentially untracked at that point which also effectively disables any BMPR processing for that ball. The refreshballID routine was a way to check the ballID and reset it if it was higher than the total count of balls in play / ballstatus(0). That’s what you see on all my MODed tables spanning the top of the slingshots as it fixes things without having to wait for the ball to drain or get destroyed and recreated during some other event on the tables.

I'm actually surprised it's held together as well as it has and that there hasn't been any other reports, however, I did do a ton of play testing after B2B / BMPR was implemented and never got any multi-ball / B2B related errors myself – especially any that would kick you right out of the game as B2B typically just popped up one of two messages, than you could continue (as long as you had an enter key or mouse to close the dialogue with – cab users may have had trouble). It may just have to be one of those things that very rarely happens unless someone can suggest a different way to handle the ball lock / multi-ball routines.

#37 RipleYYY

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Posted 26 October 2012 - 07:56 AM

ok ;)

i tell you more if this happend again...

Aliens 2, Area 51, Asterix, Bally Tribute, ET, Evel Knievel, Frontier, Galaxian, Inspector Gadget, Lilo & Stitch, Looney Tunes, Lost World, Mata Hari, Night Mission, Power Play, Rayman, Rolling Stones 2, Stalker, Santa Odyssey, Tempest, Timon & Pumbaa, Williams Tribute, World Cup 2002, Zombie

Tanx to (alphabetical order) : BLACK, CUTTER, DESTRUK, EALA, JP, JOE ENTROPY, KINSEY, KRISTIAN, LOSERMAN, LUVTHATAPEX, RANDY, SCAPINO, SHIVA, STRANGELEO (hope i did not forget someone... )


#38 settingsons

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Posted 01 November 2012 - 09:50 PM


Wonderful job Jimmy!! Plays and looks spectacular.

I dropped the flippers down 1 notch, and set the slope to 6.1/5.1 and it runs wonderfully on my cab!

Thanx so much for your work here!

Maceman

Hey Maceman,

The looks of this table all are from UR/NF and I just incorporated the high res. textures that were originally available as an add-on but for which the link has since been broken. The only thing looks wise that I added is the reflections, which I think do add a little icing if i do say so myself ;), and the extra GI aspects for the bumpers and flasher halos for the two main flashers.

As for the physics, I would highly recommend that you check out the PAPA.org video as you'll find that the slower speed that I released this MOD with is much closer to the real thing than when you switch the slope to 5.1/6.1 (assuming you are referring to the min / max.). Of course, if you just prefer the table faster, it's all up to you, but as far as how an example of a real life version of this table goes, check out the video first as you'll see it's fairly floaty in actuality - for a really good comparison between the two, temporarily change the MOD to an overhead view using the settings I posted in the download notes.

If you want to speed it up more, I have different suggestions other than using slope, which if too much higher than the original MOD configured settings will look unnatural with the B.M.P.R. fabricating its own pull / gravity. One thing that I recommend first to try before altering table slope or any other settings and affecting the blend with the momentum MOD is to decrease friction slightly (from .0037 down to .0035 or even .0033 - I've tried .0033 and it's a very good method for simply and effectively speeding up the game play and actually enhances all directions / vectors simultaneously - apex / up table, accelleration down table, and lateral travel). Alternatively, you can alter the momentum variable called "const MYDLevel" from the current value of .06 to something around .07 or .08 which will pull the ball down just the Y axis faster (but not affect up table / the apex of the ball). I wouldn’t change the slope on it’s own much past about 4.4 or 4.5 total on this table in any case (either average of min max or both values set the same). Firepower was a similar build and I used 4.3 for it but its table dimensions were slightly different and why this one despite being more modern was a lower VP slope setting.

I tried your settings before posting this and the ball is really being pulled down hard and loses a lot of lateral action. Again, this table appears to have a reasonable amount of float and slower speed so the choices of the physics were not a personal preference but an attempt to best match the pretty decent video from PAPA


Visually stunning table. At first I also felt it was a bit slow although I appreciate you are replicating the behaviour in the video, and it is often a personal taste thing. I therefore tried all the adjustments you mentioned above and went for the Max value suggested for each including the slope increase and it feels absolutely spot on now. I can really see the momentum routines kicking in and with these settings I think the physics are the best I have experienced. I also used it with the wonderful new b2sServer back glass and everything plays very smooth. It is really good that you allow the routines to be tweaked so easily by just adjusting a few variables in the script.

Many thanks to all for another great piece of work. :otvclap:

Edited by settingsons, 01 November 2012 - 09:54 PM.






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