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NEW! FizX physics system reveal! Is it possible? nFozzy techniques adapted for Future Pinball-BAM?


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#41 RomKnight

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Posted 19 August 2022 - 12:29 PM

A package will be made publicly available and there are a few bits and bobs to polish but... you'll have to wait because vacation time and all that on top of the proverbial "this is a hobby and it's made in own free time FOR FREE" thing :)

 

It really isn't hard to update a table to FizX and even easier to use just the dynamic flippers part but you'll be missing a lot if you use just half of it obviously)


Edited by RomKnight, 19 August 2022 - 12:31 PM.


#42 wiesshund

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Posted 19 August 2022 - 08:27 PM

A package will be made publicly available and there are a few bits and bobs to polish but... you'll have to wait because vacation time and all that on top of the proverbial "this is a hobby and it's made in own free time FOR FREE" thing :)

 

It really isn't hard to update a table to FizX and even easier to use just the dynamic flippers part but you'll be missing a lot if you use just half of it obviously)

 

is it on par with adding the BAM physics to an old table?
as that was not terribly hard
mostly paste in a code block at the top
and then edit the values in the XML to adjust the physics


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#43 TerryRed

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Posted 19 August 2022 - 08:32 PM

Not hard... but like anything new it takes time to get to know it. It was an evolutionary process while adding it to Sonic, with help from JLou and AnonTet. Each table is a bit different.

 

 

This was a point form I made for myself while adding FizX. This is NOT a complete / proper guide, but it will give you an idea. Also, my video I posted earlier describes much of the process and I show some of it. It has similarities to how nFozzy/Roth physics are added to a VPX table.

 

 

********** Adding FizX to a table (the basics) **********

- add Timer named Trajectory_Correction, set it to enabled and 10 ms in the editor
- add new FizX code (remove any older custom physics code)
- check the main table code to ensure there is no duplicate Dim, Functions, Subs, etc used in the FizX code
- add AdjustBallVelocity() to Sub NewtonPhysicsTick or Sub DrawFrameTick (depends on the table)
- in the editor, adjust table slope (usually between 5 to 6)
- name flippers as "LeftFlipper, RightFlipper, LeftFlipper1, RightFlipper1, etc" in the editor and in the table script to match FizX code
- adjust flipper start angle / swing angle / strength / elasticity as needed (typically strength is centered, and elasticity is hard)
- change settings in "Flipper Physics Setup" to match flipper swing angle, and other flipper settings as needed
- replace bumpers with new bumper model and skirt "peg" model (remove any em kickers in the editor and table code - if they were used for the bumpers)
- update slings with new FizX diverters, add new FizX commands to activate diverters (in the slingshot Subs)
- add new FizX diverter "rubber" models for posts and add new FizX wall guides (set as rubber) in place of rubber bands (named Drubber1, Drubber2, Drubber3, etc)
- use invisible textures for FizX rubber posts, and FizX rubber wall guides (or set to "not rendered" - we don't want to see them)
- add new settings for each FizX rubber post and rubber wall item in "FizX Table Settings"
- add new walls (set to plastic) to each drop target (named DT1, DT2, DT3, etc) and use invisible textures with them (we don't want to see them)
- add or change table code for drop targets so that FizX drop target walls are what gets "hit", and then control drop target items based on that
- in the editor, make sure all items are named correctly to work with FizX code (flippers, sling diverters, drop target walls, rubber posts and walls, etc)
- in the editor, ensure settings for all items are correct for FizX (flippers, sling diverters, drop target walls, rubber posts and walls, etc)
- in the editor, adjust kickers, bumpers, autoplunger as needed for strength, etc
- adjust "Physics xml" only as needed (most settings are pre-set for FizX)
- adjust any BAM magnets as needed. Example before adding FizX: Upper_Magnet.Strength = 300. After adding FizX: Upper_Magnet.Strength = 25000
- test / adjust / test / adjust.... until you get it working the way you want it to play!

- if you get Overflow Errors while playing, try adding PFTrajectoryCorrection = 0 right before a ball is created and right before its kicked out, and add AdjustBallVelocity to Sub DrawFrame instead of Sub NewtonPhysicsTick

 

 

Again, this is not "the" guide for installing FizX... it was something I did for myself to track what I did as I went along.


Edited by TerryRed, 19 August 2022 - 10:43 PM.


#44 TerryRed

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Posted 25 August 2022 - 01:59 PM

FizX Tweaker Tool Demo

Gimli came up with the idea for a tool to let you adjust FizX settings in real-time while playing a table! It had a few evolutions between his initial implementation, and then new ideas from AnonTet, and then I added my own ideas. Well, it's finally added to the Star Wars DSA GE FizX update. I also added my FizX Profiles and now a Profile changer.

- no need to change table script settings... load table... test... then exit table and repeat process with each settings change
- now you can change all the main FizX settings in real-time as you play the table (for testing)
- option to save all FizX settings to fpRAM for reference or later usage
- option to apply all fpRAM values to FizX settings
- option to reset all values to Startup (script) settings
- FizX Profile changer lets you swap a complete set of FizX settings instantly during gameplay

This makes tweaking and tuning physics settings for a table MUCH quicker and easier... for table authors / modders and for players who want their own physics settings.

You can't copy settings from the Tool to the clipboard or table script directly. You still need to remember / write down / paste into notepad your new settings so you'll be able to apply them to the table script when you are happy with them.

Note: this is how I am using this on my own releases. Others may not use it at all, or may have different options, or it may work differently than how I prefer to use it.

A long video demo of FizX and the Tweaker Tool and Star Wars DSA GE can be seen here. I have added chapters so you can go directly to the topics of interest.

 

 

https://youtu.be/GstpS-fD3I8

 

 

Sy9b9Il.jpg


Edited by TerryRed, 25 August 2022 - 09:26 PM.


#45 BazzaLB

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Posted 26 August 2022 - 12:38 AM

This really is a game changer for FP/BAM I think. Thanks for the video.

 

Do you think you might add PinEvent (with FizX) to other SlamTilt tables in particular Indiana Jones and Blade Runner (I love those tables). I had a look at adding FizX for flippers to Indiana Jones but the table didn't have some of the expected DrawFrameTick and NewtonianTick procedures that you referenced in your "quick check list" so I was kind of at a loss from the get go (Not knowing much about the underlying core of BAM/FP). I know this is probably a bit much being as you already have a pile of PinEvent tables you plan on updating with new FizX but, hey.. no harm in asking I guess :)


Edited by BazzaLB, 26 August 2022 - 12:39 AM.


#46 TerryRed

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Posted 26 August 2022 - 01:01 AM

Of course I plan on adding PinEvent and FizX to those tables... in the future... but I still need to update BvP, JYC for FizX, Jaws / Halloween / F-14 / RF1 for PinEvent V2 and FizX... not to mention completing Silent Hill 2 and RetroFlair 2 before even getting to other tables. 

 

I would wait for JLou to create a more complete package and Guide, as this is still evolving day by day to get even better... despite it already working so well.

 

For tables that don't have Sub DrawFrameTick, you simply add that Sub yourself, and add the needed FizX command to that. Some tables use that Sub for other functions, but most don't which is why you don't see it.


Edited by TerryRed, 26 August 2022 - 01:05 AM.


#47 TerryRed

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Posted 26 August 2022 - 11:55 AM

Star Wars: Death Star Assault - GALACTIC EDITION

 

(PinEvent V2 - FizX) - Future Pinball - BAM

 

1.1 - FizX physics update! Now Available!
 
=====================
 
FizX Profiles and settings
 
You can easily choose from different preset FizX physics settings in the table script by changing the FizX Profiles. The Profile settings options are as follows
  • default
  • stronger flippers
  • narrow flippers
You aren't limited by this however. You can change all of FizX's settings to completely tweak and adjust the physics to your own preference!
 
Read the Install Instructions for more information.
 
=====================
 
Time Attack crash fix!
 
I found a workaround for the random crash that could occur when you fail Time Attack. Now, when you fail Time Attack you won't see the Death Star blow up the planet. It will just act like you Tilted (which is instant game over in Time Attack), and then goto Attract mode... avoiding any crashes.
 
Death Star Assault mode is still the same.
 
=====================
 
Changelog (v1.1)

- updated entire table for FizX physics
- added new Yoda animations (thanks Gimli)
- added optional Time Attack Quick Ending to avoid random crash bug when Death Star blows up planet
- fixed Backglass Art options not changing on startup
- fixed chrome ball being partially visible when BB-8 ball is being used
- various table fixes
 
=====================
 
As always... READ the included Install Instructions for all the information you need. It also includes a FAQ that will answer most questions.
 
=====================
 
I really hope you guys enjoy this major change with FP tables and how much better they can play now. I invite everyone who has never played FP before to give this a try. Many have installed (or re-installed) FP just to try this, and they have been amazed at the difference. I think you will be too!
 
F6t5gAE.jpg


#48 TerryRed

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Posted 28 August 2022 - 08:04 AM

Blue vs Pink - BAM Edition (PinEvent V2 - FizX) - Future Pinball - BAM

 
 
1.4 - FizX physics update! Now Available!
 
 
FizX Profiles and settings
 
You can easily choose from different preset FizX physics settings in the table script by changing the FizX Profiles. The Profile settings options are as follows:
 
default
stronger flippers
 
You aren't limited by this however. You can change all of FizX's settings to completely tweak and adjust the physics to your own preference!
 
 
Read the Install Instructions for more information.
 
 
Changelog (v1.4)
 
- updated entire table for FizX physics
- added new ball save (20 secs on new ball launch)
- some other small fixes
- added Second Stage Flippers option for cabinet players who have that setup
 
 
As always... READ the included Install Instructions for all the information you need. It also includes a FAQ that will answer most questions.
 
 
You can get the 1.4 update of Blue vs Pink - BAM Edition (PinEvent V2 - FizX) here (when approved):
 
 
 
MIL0bJD.jpg

Edited by TerryRed, 28 August 2022 - 08:05 AM.


#49 TerryRed

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Posted 29 August 2022 - 08:55 PM

Junkyard Cats - BAM Edition (PinEvent V2 - FizX) - Future Pinball - BAM
 
1.3 - FizX physics update! Now Available!
 
The fourth PinEvent V2 table to use the new FizX physics system for FP is here! The days of FP's old physics are gone!
 
 
=====================
 
FizX Profiles and settings
 
You can easily choose from different preset FizX physics settings in the table script by changing the FizX Profiles. The Profile settings options are as follows
 
default
stronger flippers
 
You aren't limited by this however. You can change all of FizX's settings to completely tweak and adjust the physics to your own preference!
 
Read the Install Instructions for more information.
 
=====================
 
Changelog (v1.3)
 
- updated entire table for FizX physics
- some other small fixes
- added Second Stage Flippers option for cabinet players who have that setup
 
=====================
 
As always... READ the included Install Instructions for all the information you need. It also includes a FAQ that will answer most questions.
 
=====================
 
You can get the 1.3 update of Junkyard Cats - BAM Edition (PinEvent V2 - FizX) here (once approved)
 
 
 
piBBbFd.jpg

Edited by TerryRed, 29 August 2022 - 08:56 PM.


#50 blindpeser

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Posted 17 December 2022 - 06:22 PM

Wow, I just found your videos on youtube! I like that new development a lot! Next year, when I have a new PC and HMD, I am going to check it out.

#51 rickh

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Posted 21 December 2022 - 01:43 PM

 

 i'm sure if some high skilled like in vpx work on it, FP could have more more better physics..

 

 

If only we had the FP source, then the BAM guys and others could have a field day

 

I don't understand the history or status of FP.  Is it an orphan pinball emulator that maintains its relevance through a 3rd party patch (BAM)? 


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#52 wiesshund

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Posted 21 December 2022 - 07:25 PM

 

 

 i'm sure if some high skilled like in vpx work on it, FP could have more more better physics..

 

 

If only we had the FP source, then the BAM guys and others could have a field day

 

I don't understand the history or status of FP.  Is it an orphan pinball emulator that maintains its relevance through a 3rd party patch (BAM)? 

 

 

Basically, yes


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#53 TerryRed

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Posted 21 December 2022 - 09:00 PM

 

 

 i'm sure if some high skilled like in vpx work on it, FP could have more more better physics..

 

 

If only we had the FP source, then the BAM guys and others could have a field day

 

I don't understand the history or status of FP.  Is it an orphan pinball emulator that maintains its relevance through a 3rd party patch (BAM)? 

 

 

 

Yes, BAM adds many new functions / features for both players and table creators to use. BAM gets updated regularly, and has added many newer more modern features to FP


Edited by TerryRed, 21 December 2022 - 09:01 PM.


#54 TerryRed

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Posted 25 December 2022 - 03:44 AM

FizX Physics System for Future Pinball - BAM

 

New v2.00 - HUGE update! NEW FLEEP and SSF! Coming soon!

 

 

JLou has been working hard at constantly improving FizX. He's completely updated most of it to work much more efficiently and add new features and functions. He was able to do this after ravarcade updated BAM (now 1.5-357) with new features (that JLou asked for) that greatly changes how FizX can work.

 

  • many new features / settings that allow more control over flippers and physics that immensely improve flipper accuracy and realistic behavior, rubbers, slings, and drop targets
  • much more code optimization that uses alot less CPU
  • new code that allows for more functionality depending on what materials are hit by the ball
  • 8K ball model is no longer needed. 1K ball model is the new recommendation to use with FizX tables now
  • physics now run at 512 fps or 256 fps (instead of 592 / 296)

 

 

NEW Dynamic Ball Hit Sounds!

 

The BIG new update however... is new automatic Fleep sound integration that will play ball hit sounds of rubber / metal / wood / plastic / flipper rubber / PF hits because it knows at all times what material the ball has hit and at what speed.... what volume level is needed... etc. No extra table code is needed. This works on the "entire" table automatically for all ball behavior!

 

This makes for a much more dynamic sound experience compared to before, that all FP tables (that have FizX added to them) can easily benefit from.

 

 

PinEvent V2 - updates

 

Seeing these awesome new FizX updates and dynamic ball sound features... I had to take this opportunity to update PinEvent V2's sound, PUP SSF, and PUP ball rolling code, and worked with JLou to update FizX v2.0's sound code so that they can work together! So now PinEvent V2 works automatically with FizX v2.0's dynamic ball sound features for PUP SSF and FP sounds!

 

That means now... the only thing I need to manually add to a table for SSF are the controlled items (flippers, bumpers, kickers, ramps). The rest of the ENITRE table will automatically get SSF dynamic sounds (based on the material type the ball hits) at EVERY part of the "entire" table. This makes the table come alive with even more amazing SSF compared to before... and it just works... automatically!

 

 

Over the next week, or so... JLou will work out any final kinks with FizX v2.0. I'll also be updating all PinEvent V2 tables for FizX v2.0, new PinEvent V2 code, much better SSF, and any other table fixes and updates I've already added. There will be a lot of PinEvent V2 table and PuP-Pack updates over the next 2 weeks (all of them).... then on to working on Silent Hill!

 

 

 

BJbqQ3N.jpg

 

 

pN6cDiw.png

 

 

Wc6leAo.png



#55 digitalarts

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Posted 25 December 2022 - 04:51 PM

Very nice to hear. FP is not old, it becomes better and better. Thanks to Rav, JLou, Terry, Gimli, George and all others who push the limits higher and higher.

#56 xenonph

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Posted 25 December 2022 - 07:38 PM

If you guys actually saw the work being done behind the scenes on this, you would be amazed!

Keep up the great work!

It is appreciated!!


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#57 illrod3k

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Posted 26 December 2022 - 10:58 PM

Awesome work, much appreciated



#58 TerryRed

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Posted 29 December 2022 - 08:07 AM

New!

All in One Example table - FizX, FLEEP, Ball rolling, PUP SSF, DOF


I have made a new updated version of the FizX v2.0 example table, but now with automatic DOF / FLEEP / PUP SSF / Ball Rolling support (no smoke Ball Rolling code needed)

- newest v2.0 code added directly to the table script (no need for external files)
- FizX Tweaker Tool already added
- FizX Profiles supported
- FLEEP sounds for all mechanical / rubber / material based ball hit sounds
- added my new PinMechSound and Ball Rolling code (for both FP and PUP SSF) that works automatically to handle FP Sounds / PUP SSF / DOF and supports FizX's ball hit sounds as well!
- DOF is directly supported similar to PinEvent V2... so DOFLinx is not needed or used at all. It will use the basic "FP_DOF" config on DOF Config Tool (solenoids only) that I created (or you can make a custom one for your table if you wish)
- if PUP SSF is enabled (and PUP is installed), then it will use a standard "FP_PUP_SSF" pup-pack that will have all the required FLEEP and Ball Rolling sounds added automatically
- if PUP SSF is disabled (or PUP is not installed), then the table will automatically use FP sounds for FizX / Fleep / Ball Rolling
- Ball Rolling sounds are automatic. No need to add extra code throughout the script for when a ball is created / destroyed (except for changing sounds on a ramp, if desired)
- PUP is directly supported, if you want to create your own simple PuP-Pack to use with a table (this does not include PUP DMD or PUP Stream)

The intent is to have an easy example table that will be mostly a copy / paste of one section of code, add the essential files, then just use PinMechSound command for your flippers, bumpers, slings, kickers, etc instead of playsound commands... and it will all work automatically.... and give support for full SSF and DOF (solenoids only) automatically.

 

 

 

The All in One Example Table and Tutorial can be found here:

 

https://pinballnirva...y-to-add.21983/

 

This will result in a FP table supporting the above features automatically, even if you don't use all the features yourself.

- simply follow the tutorial (in order) to get the essentials installed. You can make changes as needed for your table and preferences.
- you can get the essential FizX items / physics, fleep sounds, ball rolling and dynamic ball hit sounds working very quickly using this tutorial and example table!
- I can add the essential files and code to a table in under 5 mins and it just works!

The extra steps for adding / linking PinMechSound commands doesn't take long once you know how to add it to the table's specific items and events.


Edited by TerryRed, 29 December 2022 - 08:07 AM.


#59 TerryRed

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Posted 31 December 2022 - 08:34 AM

 ALL in One Example table and Tutorial (Future Pinball - BAM)

 

Add FizX, FLEEP, PUP SSF, DOF to any Future Pinball table! Easy!​

 

What was once a daunting task, has now been made easy! Add the latest FizX v2.0 physics, FLEEP sounds, Ball Rolling sounds, PUP SSF and DOF to any Future Pinball table quickly and easily using this new All In One Example table and Tutorial!

I created a complete, and simple step by step written tutorial complete with pictures that's easy to follow along. I've also made an (optional) video guide to help you along!

 

This video is a non-stop (and non edited), start to finish example of me showing how to use this All in One Example Table (and my posted Tutorial) to easily update a Future Pinball table to support all these new features. You don't even need to have PUP or DOF installed to do this, or to play the completed table! If you do have DOF and PUP, then DOF and PUP SSF will work automatically!

 

This is typically the kind of thing that is done (on VP or FP) by multiple people over multiple days, or longer. Using this new FP AIO Example table and tutorial... I show that you can get it "all" done by yourself in a few hours or less!

 

 

 

JLou has updated FizX to v2.0 with loads of new features, and better optimization. New dynamic FLEEP ball hit sounds (based on all table materials) that works automatically on the entire table! (no extra code or triggers needed!)

 

As a result of these new updates, I also updated PinEvent V2's sound / SSF / ball rolling / PUP / DOF code to now automatically support FizX v2.0's dynamic ball hit sounds! This means you can get complete SSF for all ball hit sounds for the "entire" table automatically!

 

I decided to add those features into the FizX v2 example table into one section of code to create an All In One Example table for FizX, FLEEP, PUP SSF, Ball Rolling, and DOF! This means you can very easily copy one section of code from this example table to another FP table... add the needed models / sounds / textures.... and easily have all these features up and running! Much quicker and easier than before... and anyone can do it... even if you don't use PUP or DOF!

 

 

 

The All in One Example table and Tutorial can be found here:

 

https://pinballnirva...y-to-add.21983/

 

 

Video Guide is here:

 

https://youtu.be/XRsTB6iCjXk

 

 

NyI9pVi.jpg



#60 GeorgeH

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Posted 31 December 2022 - 01:51 PM

Terry

 

Do you know if you at some point, will be updating any of your older tables to use this?
the straight non pinevent, non PUP tables
Like Aliens ultimate badass (DOF)

 

No rush, just wondering

 

eventually i will have to go and see how hard this might be to apply to existing tables
that i had already applied BAM physics to doing the physic.XML thing

 

My version of Avatar is not PUP or PinEvent but has FizX:

 

https://www.vpforums...&showfile=16972