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Jaws Ultimate Pro – DOFLinx – SSF – PuP-Pack – Coming Soon!


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#1 TerryRed

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Posted 14 July 2019 - 09:10 PM

After a long time... I'm finally back at doing a FP table DOFLinx update! This time for SLAMT1LT's Ultimate Pro edition of Rom's Jaws table for Future Pinball.

 

The regular DOF toys, buttons, flashers, shaker, gear, fan, beacon, strobe, MX Leds, etc are all in there!

 

I also have a brand-new PuP-Pack for the table that includes SSF (surround sound feedback).

 

Here are some preview pics of the Pup-pack!

 

This table is VERY different than any previous Jaws tables out there.

 

Many more modes (Panic Alarm, Shark Cage, Pond, KILLER SHARK, Barrel MB, Orca MB, Jaws MB, Kill Jaws, etc)... Civilians (balls) can get Eaten during different modes and affect bonuses that can be used in your next game...a new (Walking Dead LE style) Harpoon Launcher, and more!

 

Over 200 videos (timed to match the in-game voice overs, etc), Topper videos that give animated instructions for gameplay during each mode, and 80+ PuP SSF 3D positional sounds.

 

This is for version 1.02 of the table. I'm waiting for 1.06 of the table to drop (which looks better and has more stuff), and then I'll add this to that table and add the new content from that table update to this pup-pack.

 

For those wondering... this table requires the newest BAM, and uses the newer Dynamic physics (so it plays much better than normal FP), better lighting, shadow maps, and more. You will need to use a program (like cmdow) to "hide" your FP backglass in a cabinet setup (because this pup-pack uses multiple layers)...but I'll show you how (it's easy).

 

Good news...it can work for desktop users too! You simply need to force FP to a Borderless Windowed mode (I'll show you how, again easy) to allow the pup-pack to play on top of the FP window.

 

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For more info on SLAMT1LT's current and upcoming releases, goto his website here:

 

https://speak1970.wi...pinballemporium


Edited by TerryRed, 14 July 2019 - 09:57 PM.


#2 TerryRed

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Posted 15 July 2019 - 06:50 AM

...and here's a bunch of quick video demos (of the table and pup-pack) showing the main modes in the game, including the end mode!
 
 
 
Harpoon, Killer Shark and Game Over
 
 
Panic Alarm (quick demo)
 
 
Shark Cage
 
 
Pond, Civilians Eaten and Random Clips
 
 
Orca MultiBall
 
 
Barrel Multiball
 
 
Jaws Multiball
 
 
KILL JAWS! (currently 1.02 ending. This will change with 1.06 and higher)
 


#3 TerryRed

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Posted 16 July 2019 - 02:42 AM

Here are the new user options for the table that allow all combinations of DOFLinx, PuP, SSF or FP with no DOFLinx to work. This allows the table to be used by anyone with or without doflinx installed for future update possibly. More work...but much easier to implement updates in the future.

'##################################################################
'****  USER OPTIONS FOR DOFLINX, PINUP PLAYER, and NORMAL USE  ****
'##################################################################


useDOFLinx=True

' Set useDOFLinx=False if you are NOT using DOFLinx or Pinup Player features and just want to play the table normally.

' Set useDOFLinx=True if you are using any of the following:

'		- DOFLinx for Pinball Cabinet hardware feedback (solenoids, shaker motor, blower fan, etc) 

'		- DOFLinx for Pinball Cabinet lighting (beacon, strobes, RGB lighting, flashers, addressable leds, buttons, etc)

'		- Pinup Player for SSF (Surround Sound Feedback) or a PuP-Pack (Active Video Backglass / HUD). Both need to work through DOFLinx.

'================================

useDOFLinx_Sounds=False

' Set useDOFLinx_Sounds=True if you are using solenoids in a cabinet AND you are NOT using Pinup Player SSF (surround sound feedback)
' for the game's mechanical sounds.

' This option allows you to switch off your cabinet's solenoids, and hear the Future Pinball in-game mechanical sounds (using DOFLinx Night Mode).
' If you are using Pinup Player SSF, then this option MUST be False, or you will get mechanical sounds from both SSF and Future Pinball!

'================================

useDOFLinx_NoSounds=True

' Set useDOFLinx_NoSounds=True if your are using Pinup Player SSF (surround sound feedback) for the game's 
' mechanical sounds AND if you are using real solenoids in a cabinet.

'================================

usePUP_SSF=True

' Set usePUP_SSF=True only if you are using Pinup Player SSF (surround sound feedback) for the game's mechanical sounds.

'================================

useHUD=False

' Set useHUD=False if you do not want the DMD and the FP Videos HUD displayed on your screen. (for cabinets or VR headsets)



'#######################################################################
'**** END OF USER OPTIONS FOR DOFLINX, PINUP PLAYER, and NORMAL USE ****
'#######################################################################



If useDOFLinx=True then
	ExecuteGlobal LoadExternalScript ("doflinx.vbs") ' DOFLinx - Load vbs script
End If


If useHUD = FALSE then
		Overlay1.FadeOut
		DispDMD2.FadeOut
		OverlayMovie.FadeOut
		OverlayMovie2.FadeOut
	Else
		useHUD = TRUE
		Overlay1.FadeIn
		DispDMD2.FadeIn
		OverlayMovie.FadeIn
		OverlayMovie2.FadeIn
		OverlayMovie.Frame 890
		OverlayMovie2.Frame 1
End If



I have approx 1500 lines of DOFLinx code in this table. EVERY event action calls to it's own DOFLinx sub. Makes for easier implementation of all options.

 

 

Examples:

'*** Kickers ***

Sub DOFLinx_Kicker7() 'DOFLinx - Kicker7 (Harpoon) Fire
	If useDOFLinx=False then 														'No DOFLinx 
		If (KSGame = TRUE) Then
		Else
		PlaySound "fx_AutoFireR"													'FP plays the sound
		End If
		Exit Sub
	End If
	If useDOFLinx_Sounds=True Then FF_Sound DV_LF,-1,"fx_AutoFireR"	                                                                        'Solenoid - Night mode sound option
	If useDOFLinx_NoSounds=True Then FF_Dev DV_LF,-1						                                        'Solenoid - No Sound
	If usePUP_SSF=True then FF_PUPlayer PUP_EVENT,"E725",1 				                                                        'PuP SSF
	FF_DOF "E",406,-1 															'DOF MX - Strobe
	FF_Dev DV_SR,50      															'Strobe
	FF_Dev DV_SH,50               												                'Shaker
	FF_Dev DV_FN,50						 										'Fan Pulse
End Sub

Sub DOFLinx_Barrelkicker() 'DOFLinx - Barrelkicker
	If useDOFLinx=False then PlaySound "fx_ScoopExit": exit Sub 		                                                                'No DOFLinx - FP plays the sound
	If useDOFLinx_Sounds=True Then FF_Sound DV_ML,-1,"fx_ScoopExit"	                                                                        'Solenoid - Night mode sound option
	If useDOFLinx_NoSounds=True Then FF_Dev DV_ML,-1						                                        'Solenoid - No Sound
	If usePUP_SSF=True then FF_PUPlayer PUP_EVENT,"E726",1 				                                                        'PuP SSF
	FF_DOF "E",406,-1 															'DOF MX - Strobe
	FF_Dev DV_SR,50      															'Strobe
End Sub

Sub DOFLinx_Barrelkicker_Hit() 'DOFLinx - Barrelkicker_Hit
	If useDOFLinx=False then PlaySound "fx_ScoopHitL": exit Sub 	                                                                'No DOFLinx - FP plays the sound
	If usePUP_SSF=True then 	
		FF_PUPlayer PUP_EVENT,"E727",1 										                'PuP SSF
		Else
		PlaySound "fx_ScoopHitL" 												'FP plays the sound
	End If
End Sub 

Sub DOFLinx_KickerShark_Hit()	'DOFLinx - KickerShark_Hit
	If useDOFLinx=False then PlaySound "fx_SolenoidHit": exit Sub 	                                                                 'No DOFLinx - FP plays the sound
	If usePUP_SSF=True then 
		FF_PUPlayer PUP_EVENT,"E728",1 										                 'PuP SSF
		Else
		PlaySound "fx_SolenoidHit" 											         'FP plays the sound
	End If
End Sub 

ALL of the DOFLinx and PuP code is in ONE section of the script. The main code just has calls to the DOFLinx subs. The only thing I had to do was disable all the Playsound commands.

 

I had almost 100 SSF (surround sound feedback) triggers in the pup-pack alone! I was worried about having so many pup, ssf, doflinx, dof mx commands all flying around at once...but no problems....it all works great!


Edited by TerryRed, 16 July 2019 - 02:46 AM.


#4 TerryRed

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Posted 22 July 2019 - 11:42 PM

Getting closer to finishing DOFLinx SSF PuP-Pack update for Jaws Ultimate Pro 1.06

 

  puBigo9.png

 

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#5 DDH69

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Posted 23 July 2019 - 12:53 AM

Very nice.  Your hard work is certainly appreciated on this side of the globe.

 

Now down to the main question ..... are you going to use the new chimes or bell link from FP since you've used everything else?   :tongue3: 


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#6 TerryRed

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Posted 23 July 2019 - 01:07 AM

Very nice.  Your hard work is certainly appreciated on this side of the globe.

 

Now down to the main question ..... are you going to use the new chimes or bell link from FP since you've used everything else?   :tongue3:

 

Hah...well I really would need to have those myself to see how well they worked with my implementation into the table. I could cause some divorces...or at least "more" than normal! :)

 

 

It's nice doing DOFLinx on FP again! Some parts of it are so much easier than DOF on VP. A good example was DOFLinx's flasherforms command for RGB flashers. Made adding that so much easier...and also made it easy to add as side MX flashers for DOf commands as the timings are already in those commands to match with the table's in-game flashers.

 

You'll see some BIG differences with how I did this table...and it may seem like extra work for no pay off... but it was the best way to allow everyone's cabinet setup to work with whatever options they wanted...and also still use the table on a PC with no doflinx installed. this makes it MUCH easier to transfer to 1.06 version of the table. The only pain is disabling the "playsound" commands or the mech sounds in the editor (almost 100!)... but in the end it pays off... and SSF sounds (and feels) so cool. After you hear it for the first time...and go play a table without it...it feels like your ears are being covered in comparison. You don't need anything fancy...you can just add normal speakers if you want inside the cabinet like I do (4 channels, 2 speakers in cabinet, 2 in backbox).



#7 TerryRed

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Posted 25 July 2019 - 03:26 PM

Very nice.  Your hard work is certainly appreciated on this side of the globe.

 

Now down to the main question ..... are you going to use the new chimes or bell link from FP since you've used everything else?   :tongue3:

 

I'll have to remember to add some DOFLinx bells to the table, since there are some moments that actually rings a bell in the game (trying to fire harpoon when you aren't allowed, Super Skillshot,etc)



#8 Outhere

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Posted 25 July 2019 - 03:55 PM

Yes yes yes you do Fantastic work and I believe most, if not all (Maybe) appreciate it (there's at least one guy that don't) LOL He really never tells us how he feels about FP

But I'm sure he appreciates your dedication and your commitment to the hobby & the cool stuff you make for the community...

In my Cab I have a 6" bell plus the 3 chimes, that will be great



#9 DDH69

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Posted 26 July 2019 - 01:38 AM

I'm ready to test that bell item!


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#10 TerryRed

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Posted 27 July 2019 - 04:07 AM

There are only two moments in the table that uses the Bell. One for a Skillshot (Bell sounds for 0.5 secs) ....and the other when you try to fire the Harpoon in a non-safe zone (alarm sounds for 0.5 secs).

 

For the "Bell" toy....does it just fire once for xxx secs that your trigger it, or does it repeat on / off for xxx seconds that you pulse it?

 

I triggered it for 0.5 secs in the table script...but I was just curious how it would operate for you guys.



#11 Outhere

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Posted 27 July 2019 - 04:33 AM

In VP it just fire once for 0.060 secs



#12 DDH69

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Posted 27 July 2019 - 07:25 AM

The DV_BE (bell) device operates like a solenoid and is setup the same.  So in the DOFLinx.INI file you setup a bell (and chimes) as just another link device, so LINK_BE=201,50,100,255 is output device 2, port 1, 50mS default, 100mS maximum at 100% intensity.

 

So from the FP scripting use DV_BE the same way you would for a solenoid, so

 

FF_Dev DV_BE,-1 or FF_Dev DV_BE,5 for 50mS


Edited by DDH69, 28 July 2019 - 02:10 AM.

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#13 DDH69

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Posted 28 July 2019 - 02:09 AM

The DV_BE (bell) device operates like a solenoid and is setup the same.  So in the DOFLinx.INI file you setup a bell (and chimes) as just another link device, so LINK_BE=201,50,100,100 is output device 2, port 1, 50mS default, 100mS maximum at 100% intensity.

 

So from the FP scripting use DV_BE the same way you would for a solenoid, so

 

FF_Dev DV_BE,-1 or FF_Dev DV_BE,5 for 50mS

 

Correction 255 for maximum intensity not 100 (percentage vs output intensity steps), so  LINK_BE=201,50,100,255


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