Godot 4.4. Kick the Table Pottery Pinball 163 amendments Upgrade
1.In Bank_6 removed reset_delayb=true;reset_delayi=0 from EOB. Teapot now resets. (Bug fix)
2.In setting checked single threadâ (Bug fix) performance upgrade
3.In script EOB_Players_Manager under func End_Game() added var Game_restarti = 0. (bug fix)
4.In Q_Players_Script under func _physics_process(_delta) â void: & if Q_Dmd_Txt.Empty==â0_PBPbâ:
removed Q_Dmd_Txt.Flush_Dmd_Queue(). (Bonus feature Major bug fix)
5.In Q_Players_Script under func BonusPoints_Ranker_(player_index):
added Bonus_Ranker_Text() which runs the below newly added mesh shader text wave Queue animation feature func
func Bonus_Ranker_Text():
Q_Dmd_Txt.Hud1_Txt_message(âBonusPoint 100 xâ+str(BonusPoints_Ranker_(EOB_Manager.CurrentPlayer)),50,âJump_Into_Positionâ,[-0.077,2.257,0.016],ââ,âRanker_Aniâ,[-7.044,2.089,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âMus4â,-20,ââ) #(_Txt,_TimeOn,_TxAction,_TxPos,_AniName,_Sprite,_SpritePos,_FontType,_FontSize,_Colour,_MusFile,_MusVol._Val)
Q_Dmd_Txt.Hud1_Txt_message(âBonusPoint Rankedâ,2,âMeshText_Waveâ,[-0.077,2.257,0.016],ââ,ââ,[0,0,0],âcourbd.ttfâ,16,[1,1,0.22],ââ,-20,ââ)
#(_TimeOn,_TxAction,_MusFile,_MusVol,_Var)
DMD.Dmd1(2,âDmd_Flipbook1â,ââ,-20,ââ)
6.Shader driven Queue Dmd_Flipbook1 script dot matrix animation introduced :-
#(_TimeOn,_TxAction,_MusFile,_MusVol,_Var)
DMD.Dmd1(2,âDmd_Flipbook1â,ââ,-20,ââ)
7.Shader driven MeshText_Wave animation added to Q_Dmd_Txt script :-
(_Txt,_TimeOn,_TxAction,_TxPos,_AniName,_Sprite,_SpritePos,_FontType,_FontSize,_Colour,_MusFile,_MusVol._Val)
Q_Dmd_Txt.Hud1_Txt_message(âBonusPoint Rankedâ,2,âMeshText_Waveâ,[-0.077,2.257,0.016],ââ,ââ,[0,0,0],âcourbd.ttfâ,16,[1,1,0.22],ââ,-20,ââ)
8.In Q_Dmd_Txt script under func Dmd_Actions() added âThis does not existâ error debug report statement code line & also added âinplay=0â in func Flush_Dmd_Queue() (which is a Flush_Dmd_Queue() Major bug fix)
9.In Q_Dmd_Txt & the Last 2Digit script changed func to _process(_delta: float) â void: (bug fix)
10.Updated all var ints, strings, floats & bools to static typing. Type is enforced at compile time which is safer, faster & with a better editor support.
11.The newly added screen Dmd_Shader can be positioned by firstly using the Keypad/PgUp/9 key. The DMD Sprite2D will also follow the mouse when it hovers over the Sprite2D or you can use the left/right mouse button / up & down arrows.
The Dmd_Shader sprie2D can be scales on the vector xy at the same time with the Keypad minus & plus keys. The x can be scaled separately with the keyboard PgUp & PgDn keys. The y vector can also be scaled with the keyboard Home & End Keys.
The second press of the Keypad/PgUp key will stop all movement & disconnect the mouse. The middle mouse button will also stop all key actions as it does with all other movement keys.
12.One more save Load & view option implemented. Now there is 3 for the screen Dmd_shader & Camera Hud mesh display.
13.Removal of some unused vars + save load naming conventions updated (bug fix)
14.In Ball script introduced a follow ball mesh & sprite image trailer.
15.In Ball script introduced func Ballcol_ani1()
which interacts with the imission_level & texture & colours.
16.In ball 1/2/3 increased the friction to 0.2 in the physics material menu for a better image rotation simulation
17.Ball 1/2/3 GPUParticle3D trailer introduced .
18.Introduced a Ball 1/2/3 fire shader mesh trailer that is set up to take special & canvas shaders, which can be loaded on the fly into the material slots using script.
19.In func Reset_Camera_control(): added $â../../Playfield collection/Targets/Tgt_Score_B1 - 6 & the spinnerâ â.rotation.x=self.rotation.xâ
the table score & spray animation is now in a better visible position when the table angle is moving towards the vertical position.
21.Music Volume, Gamma correction, Vsync, window resolution & full screen option panals introduced.
22.Key binding selection panels for the Ball & Camera/Hud view controls introduced (more to be added during upgrades).
23.Re-structured the Hud Node Topology for the key binding settings & screen view resolution settingsâ.
25.In Ball1 script put :- âif ball_active:â control measure in front of âapply_central_force(movement_direction * _force)â. (bug fix)
26.PlungerTip.BallonPlungerTip=false is now in func EOG():
27.Straigthened out the Bumper starburst animations. (bug fix)
28.Put a glass apron with image above Bank3/4.
29.In Button save 1, 2, & 3 changed the button mouse control mode to, button released, (bug fix) for Godot developers, when 'button pressed selected the enter key runs the mouse over func_on_pressed().
30.In Project Settings under Physics comment the max physics stops per frame values changed to 64
31.All load files in the camera, Dmd & Hud scripts now read if error != OK: Just in case a zero position is needed. If file not in existence the code will add a new file with default positions
(Bug fix)
32.Added two more collisions shapes to the carousel. (ball jam bug fix)
upgrade jobs to be done
on the fly load shader into material slot script to be introduced
Ubershader & Pooling to be studied (shader bug fixing & performance upgrades)
Updated Video & Dropbox link above.