Godot 4.4. Kick the Table Pottery Pinball 168 amendments/Upgrade
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More termonoligy upgrades.(bug fix)
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Mouse pickup ball now running the Hud1 hint text in the same way as the mouse follow ball runs the hint text. (bug fix)
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Enter_Name.visible==false added to the F1/2/3/4/5 & 6 key controlers. (bug fix)
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In EnterName.gd script increased the delay inc to 300. More time to see the scoreboard updating. also Load_View1_Button_._on_mouse_entered() added to the ‘if statemenmt’. (EnterName time on delay bug fix)
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In EOB_Players_Manager under func EOB() added, 'if Enter_Name.visible==false: Load_View1_Button_._on_mouse_entered()
& removed the Enter_Name.visible=false. (bug fix)
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Transfered the ‘Reset_Camera_control();User_guide_Hint.User_Keys_Hint()’ in the camera, Hud1 & Dmd1 script to func load_view1/2/3. (bug fix)
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F12 reset will only function when wire ramp ball ani inc = 0.(Bug fix)
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In Camera, Hud1 & Dmd1 repositioned increment ‘View_Key_MC+=1’. (Bug fix)
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Removed User_guide_Hint.User_Keys_Hint() func driver from Hud1 & Dmd1. Camera script runs it. (Duplicated code bug fix)
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Replaced @onready var with self.texts in all script Label3D objects.
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In Hudbuttons.gd put U_I_UserGuide.inc=0; U_I_ScoreBoard.inc=0; U_I_Backbox.inc=0. (Bug fix)
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In Mouse_pickup_ball.gd removed the #if Camera3D_.Key_ini==false and Hud_1_.Key_ini==false and D_Matrix_D_Shader_.Key_ini==false: (bug fix)
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In Ball1.gd put the false_the_ball1_mov_controller() below the 'if Input.is_action_just_pressed(“Key_1”) and Plunger_Lane_Trigger.Ball1_onplayfield == true: line statement. (Bug fix)
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In Camera, Hud1 & Dmd removed false_the_ball1_mov_controller(). (Bug fix)
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In turntable area.gd, Bank_5 now resets (bug fix)
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In EOB PlayerManager.gd put # in front of camera_follow_ball_mode_button.False_All() which stops it from falsing all (bug fix)
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Plunger lane Ball_Jam ani added to the Ani_Player_Tilt Animationplayer (ball jam bug fix)
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In Program Settings under General/Physics/3D changed the default gravity vectot y to -2 .(Ball heigh bounce bug fix)
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In Pickup Ball with mouse, added ‘if not grabbed_object:Drop_Ball();User_guide_Hint.User_Keys_Hint()’. (bug fix)
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Ball Saver timer increased. (bug fix)
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In Plunger_Lanne_trigger.gd introduced Drain_Gobbler.Ball_saved==false so that the ‘EOB_Manager.BallOnThePlayfield+=1’
is not incremented during ball saver modes ( ball saver count bug fix)
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In Ball1/2/3 & Mouse_Pickup_Ball1.gd removed func D_Matrix_D_Shader_.load_View1/2/3(). (bug fix)
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In Dot_Matrix_hud_ani1.gd replaced the await get_tree().create_timer(TimOn).timeout with a property timer. (Hud countdown timer conflict bug fix)
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In Dot_Matrix_hud_ani1.gd introduced a _Last_Frame_Pause, _FrameRate, _Scalex, _Scaley, _Posx,_Posy & dotscale to the Dmd func text line + upgraded to
preload frames so that it does not load during game play (ball physics interference bug fix)
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func Dmd1(_TimeOn,_Last_Frame_Pause,_FrameRate,_Scalex,_Scaley,dotscale, _TxAction,_MusFile,*MusVol,Var):
Example below
DMD.Dmd1(2,“”,12,“Menu_Bonus”,0.400,0.400,0,0,0.60,“Bloop_Snd”,0,“”).
Also introduced the following:
a. In the _TimeOn text line slot -2 will run the func _on_timer_timeout() when the current+1==frame.size(), which is the image list quantity.
DMD.Dmd1(-2,“”,12,“Menu_Bonus”,0.400,0.400,0,0,0.60,“Bloop_Snd”,0,“”).
b. In the _TimeOn text line slot -1 will run TimOn=9999999999999 on for a very long time: must run func Flush_Dmd_Queue(): to reset timer again. DMD.Dmd1(-1,“”,12,“Menu_Bonus”,0.400,0.400,0,0,0.60,“Bloop_Snd”,0,“”).
c. The _Var text line slot can be used for on the fly code needs similar to the Hud text line _Var slot. DMD.Dmd1(-1,“”,12,“Menu_Bonus”,0.400,0.400,0,0,0.60,“Bloop_Snd”,0,“false”).
d. Placing 0.0 in _Posx,_Posy will run the camera view position set up. Using postion slots will overide the camera view position.
e. Last_Frame_Pause introduced, use “p” in text line if wanting to extend the time on period for the last frame/image else leave it “” blank DMD.Dmd1(1.5,“p”,12,“Menu_Bonus”,0.400,0.400,0,0,0.60,“Bloop_Snd”,0,“”).
_TimeOn without “p” (“”) will just repeat the frames until time runs out.
f. MusFile reads the sound list in the var SoundManager = get_node(“/root/Node3D/Cameras & Audio/SoundManager/”+MusFile*)
26.In sprite_ani removed the animation looping (bug fix)
27.In Q_Dmd_Txt put Sprite_Ani.stop() in func Flush_Dmd_Queue()
28.In EOB_Players_Manager removed Sprite_Ani.stop() from func Start_Game()
29.In EOB_Players_Manager.gd replaced F12 & Keyboard_Enter is_action_pressed with is_action_just_pressed (bug fix - is_action_pressed runs script only once)
30.in d_matrix_d_shader.gd in func Reset_Dmd1_Shader_control() removed :#$DMD_Shader.reset_Shader(). (magor Bug fix)
31.In the Hud & Dmd.gd’s put #if Input.is_action_just_pressed(“Test_Key_T”): with some user guide notes
32.All Dmd script run by Program Setting Global autoload.
33.Attached a zip file Appdata/Roaming/Godot/App_userdata which hold all saved files which will save some setup time
AppData is usually situated in C:/?/user/AppData/Roaming/Godot/App_userdata
Notes
Wire ramp built in VisualPinball (Table has a waterfront export tool)
Wire ramps can also be built in futurePinball (Must use Blender 2.79. The import script, msd is preloaded, you must add the io_scene_fpx script to blenders addon folder which loads the fpm/fpl & fpt scripts)
Fpm Editor & MS3d will be needed to convert the fpm files to msd.
link:- https://www.vpforums.org/ for the VisualPinballX
link:- Future Pinball and BAM Essentials - All in One - Future Pinball Help Center - VPForums.org or File folder on MEGA for the FuturePinbal & Fpm Editor + BAM utils
link:- chUmbaLum sOft
link:- Index of /release/Blender2.79/ select previous versions then any blender version to locate the 2.79 version
link:- blender-addons-contrib/io_scene_fpx/fpx_import.py at master · scorpion81/blender-addons-contrib · GitHub
Wire ramp can be done with Array & curve modifiers in blender. (Although I have not mastered that procedure yet will upload Blender file setup one day when experimentation period completed)
YouTube Pinball Table Wire-Ramp build Demo link:- blender 4.5 pinball wireramp buider addons tools - Search Videos
upgrade jobs to be done
Put at null in the dmd tex after selecting key “D” followed by F1/2/3 which will remome the blank image from the shader property.
Put time limit on the raised table before it resets the targets similatr to the banana area target reset routine.
In light attract gd script preserve the in game light visible=true events for the func Check_which_light_was_True().
Run a Randomizer for the LightAttract_Mod that is run by func Ready() & EndofGame().
Multiball,Loop circuit & magnaball to be introduced.
Introduce salt, pepper, viniger, red & brown sauce for the meat menu super bonus score for the unused playfield light/image holes.
Underground Table to be formulated/designed.
liquefy the fruit images when hit with animation or shaders.
On the fly load shader into material slot script to be introduced.
other jobs to be done
Finnish Bungalow renovation & prepare for renovation of Bungalow on the Outer Hebrodies
Transfer classical guitar Hall of fame mustic to PDF
Continue with maths, chemistry & electric engineering studies.
Please enjoy & use what you want from it.
Dropbox link &
Updated Video below