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[New Future Pinball]Masters of the Universe - Collector's Edition (PinEvent V2, FizX 3.3)


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  • Content Provider
Posted (edited)
51 minutes ago, Boriat said:

Hi, thank you for the fast reply.

 

I am using Popper with PinEvent custom value, but for this purpose I tried to use "Start FP - PinEvent PuP-Pack.bat" and No Backbox.bat from BAM folder and the problem is still there. I do not remember this from the December version. I think this appeard from the MOTU update, or from the update from popper updater. Today I redownloaded MOTU, checked FP config from the attached guide, replaced table and config file for a fresh one, but without luck. 

 

If you are able to check, here you have the video 

 

Thank you for the support of such nice table. It is my favorite table, so that is why I am trying to make it work like a charm :)

 

 

 

The Install Instructions and PinEvent Guide tell you that in the PuP-Pack folder, you must run the "Option" bat file that matches your setup for each PinEvent table's pup-pack folder.

 

For your setup you need to run the "Option 2 - 2 Screen - 16x9.bat" file to setup the pup-pack correctly for your setup. Using other options may not work correctly as intended.

 

 

HowtoChooseaPuP-PackOption-ReadMe!.thumb.jpg.146e6fe6fa4afe6759d267e110aed9ab.jpg

Edited by TerryRed
Posted
On 3/10/2025 at 9:39 PM, TerryRed said:

 

 

The Install Instructions and PinEvent Guide tell you that in the PuP-Pack folder, you must run the "Option" bat file that matches your setup for each PinEvent table's pup-pack folder.

 

For your setup you need to run the "Option 2 - 2 Screen - 16x9.bat" file to setup the pup-pack correctly for your setup. Using other options may not work correctly as intended.

 

 

HowtoChooseaPuP-PackOption-ReadMe!.thumb.jpg.146e6fe6fa4afe6759d267e110aed9ab.jpg

Thank you very much, that was it. I did not run this script after the update to 1.3. Now PuP-Video is even bigger, without flickering issue. Thank you for taking care about problems like that. 

 

Table script is very use full as well. I had problem with performance during multiball, but there is easy to edit variable to that case with ray casting disable for multiball. Everything is considered. Masterpiece

  • 1 month later...
Posted

Hello, I am having issues with the pinball plunger when playing this table.  This issue actually exists in every pinevent table.  I am using a pinscape device as my plunger setup on the Z axis.  When I load a blank FP table the plunger works great.  But when running Terry Reid's Star wars or masters of the universe I have to use the enter key to auto launch a ball.  I am sure there is simply just a setting to enable this but not sure where it is at and I hate to admit that I have tried for days trying to figure it out on my own.

 

If possible I would like to set this up globally but if I have to edit every table script that won't be too bad as I only have a few pinevent tables.  Please let me know how to do this?

 

You tables are awesome, thanks for all the work!

  • Content Provider
Posted (edited)
46 minutes ago, AceE012 said:

Hello, I am having issues with the pinball plunger when playing this table.  This issue actually exists in every pinevent table.  I am using a pinscape device as my plunger setup on the Z axis.  When I load a blank FP table the plunger works great.  But when running Terry Reid's Star wars or masters of the universe I have to use the enter key to auto launch a ball.  I am sure there is simply just a setting to enable this but not sure where it is at and I hate to admit that I have tried for days trying to figure it out on my own.

 

If possible I would like to set this up globally but if I have to edit every table script that won't be too bad as I only have a few pinevent tables.  Please let me know how to do this?

 

You tables are awesome, thanks for all the work!

 

This table (and many other PinEvent tables) don't have a "plunger". They have only an autoplunger (launch button).... and therefor only the "digital plunger" key / button in FP settings will launch the ball (and your real plunger wont do anything on those tables). There is nothing you can do in FP settings to make your analogue plunger work as a digital plunger button. you would have to use your controller's mapping software or something else to make that happen.

Edited by TerryRed
Posted

I was able to write a different dof configuration file that sets my z axis as the plunger (directoutputconfig51.ini).  So basically anytime the z axis senses movement the enter key is pressed.  This worked great with masters of the universe but issue is that when I launch virtual pinball tables this doesn't work the same way so the plunger works irradically.  

 

So I now need to figure out how to have different dof config files per table.  Basically I want to have my global config file for VPX and a per table config file for specific FP tables.  

 

I read something in a dof log file that I had created when launching master of the universe and it did show in the log that it attempts to read a different directouputcomfig51.ini file per table and if non exists it defaults to the global file.   I don't fully understand where to put the .ini file though and / or how it gets names.  Does it go into a ROM name folder or it the .ini file named the ROM name.  I can pull the line I read from the log file when I get home.  Any thoughts?

 

If I can do this I can setup Z axis to be enter key in FP and Z axis to be standard in VPX.

  • Content Provider
Posted (edited)

I've never used DOF or pin related apps for mapping controls... so I won't be of any help for that. I've always had a launch button, a fire button, and a real plunger for this reason (so they can all just work).

 

There are other mapping apps like Joy2Key that can trigger a key based on joystick analogue movements. Its common for people to use that for their real plunger so it can trigger a key after being pulled to a specific amount, etc. You can have it change its settings per app.

Edited by TerryRed
  • 1 month later...
Posted
On 1/5/2025 at 3:38 PM, TerryRed said:

You needed to run "BAM Settings - Cabinet - Reset and Install.bat" for the proper cabinet settings that would remove the upper left HUD

I tried this but the DMD is still there, so I just moved all the hud frames out of the playfield in the "Translite View". It's works but I know the DMD is still there, running somewhere, stealing precious resources, and I'm playing in a 10 year old PC so I want to squeeze as many FPS as possible so the question is: Is there any other way to manually disable that DMD on the playfield?

 

The .bat file probably didn't work because I have a minimal FP-BAM setup instead of the All-in-One setup, so I'm looking for a possible solution using the FP settings or doing some changes in the script.

 

Also, I would like to get as many FPS out of my old PC as possible, so I've disabled the PUP Pack/Pinevents and the RayCast_Shadows in the script. Is it possible to disable these other shadows? Shadows are the first thing I sacrifice in any regular PC game :) Would that help significantly to improve my FPS?

 

Anyway, thanks a lot for bringing back my childhood, I was an 80's kid that used to play with his bootleg He-Man figurines collection right after watching the daily show and this table is such a joy. Thank you so much TerryRed :D

shadows.jpg.ffb82f39f2fe4b9499413004f6f0b5f0.jpg

  • Content Provider
Posted
2 minutes ago, wrath said:

I tried this but the DMD is still there, so I just moved all the hud frames out of the playfield in the "Translite View". It's works but I know the DMD is still there, running somewhere, stealing precious resources, and I'm playing in a 10 year old PC so I want to squeeze as many FPS as possible so the question is: Is there any other way to manually disable that DMD on the playfield?

 

The .bat file probably didn't work because I have a minimal FP-BAM setup instead of the All-in-One setup, so I'm looking for a possible solution using the FP settings or doing some changes in the script.

 

 

 

The only solution is to START with the table REQUIREMENTS. This begins with installing the latest FP and BAM Essentials AIO, and running the BAT files to setup BAM and FP correctly as directed. It makes sure FP-BAM will run correctly (it matters), and allow the table to run as designed. Doing anything else is a waste of your time and mine.

 

 

4 minutes ago, wrath said:

 

Also, I would like to get as many FPS out of my old PC as possible, so I've disabled the PUP Pack/Pinevents and the RayCast_Shadows in the script. Is it possible to disable these other shadows? Shadows are the first thing I sacrifice in any regular PC game :) Would that help significantly to improve my FPS?

 

shadows.jpg.ffb82f39f2fe4b9499413004f6f0b5f0.jpg

 

 

This table uses both baked in lighting and shadows. So no, you can't remove them completely.

 

Run the table as directed using the latest AIO (and setup as directed) and disable only the settings you can for better performance as directed in the TABLE MANUAL AND INFO guide. Doing anything else may actually cause FP and the table to not run correctly.

 

Posted

OK, this is what I did:

 

To get rid of the baked shadows, I commented out from line 12116:
' ########## BAM Shadowmaps ##########

to line 12145:
' End Sub'

 

That was the easy part 😁 Now, to get rid of the DMD on the playfield, I disabled 4 things in the script: DMD_ALT.Text, DMD_ALT.QueueText, (those are part of the DMD itself) HUD_Banner.frame (that's the upper video) and HUD_Splash (the lower video)

 

1. Replace

   DMD_ALT.Text
With

   'DMD_ALT.Text

 

That will comment out 246 lines starting with "DMD_ALT.Text"

 

2.Replace

   DMD_ALT.QueueText
With

   'DMD_ALT.QueueText

 

That will comment out 340 lines starting with "DMD_ALT.QueueText" but there's a group of lines that won't be commented out entirely, because they include the  "DMD_ALT.QueueText" but they don't start with it. I commented out from line 5329 to line 5469 manually, that's the whole "Select Case AttractScroll" section that includes the DMD_ALT.QueueText string.

 

Then, I removed every "HUD_Banner.frame **: " entry (there's 179 matches)

 

For example, line 2886 is:

   HUD_Banner.frame 1: BG_Banner.frame 1

 

After removing the HUD_Banner.frame part is just:

   BG_Banner.frame 1

 

 

Another example, line 4507,before:

           if BonusX = 1 then HUD_Banner.frame 10: BG_Banner.frame 10: Callout "skeletor_laugh_3",1600,0:EndOfBallDelay_Timer.set true, 1600
 

After:

           if BonusX = 1 then BG_Banner.frame 10: Callout "skeletor_laugh_3",1600,0:EndOfBallDelay_Timer.set true, 1600
 

If you're skilled enough, you can use another editor like Notepad++ to search and replace those strings faster. I'm not, so I broke the table a couple of times 😂 

 

 

 

Finally, I removed every "HUD_Splash.frame **: " entry (199 matches)

 

Example,  line 16016, before:

   if video = "sorceress start" then HUD_Splash.frame 3: BG_Splash.frame 3

 

And after:

   if video = "sorceress start" then BG_Splash.frame 3

 

 

Another example, line 16019, before:

   HUD_Splash.frame 4,5,4: BG_Splash.frame 4,5,4

 

And after:

   BG_Splash.frame 4,5,4

 

 

Now, with the DMD fully disabled, I can move the frames out of the playfied in the Translite View. The table is working just fine, no crashes, no errors, except for the fact that I can't make a Teela shot to save my life  🥲

 

Thanks again for this amazing table TerryRed, special thanks for the NON VR version, I hope that more devs follow your steps and offer NON VR tables options. And please forgive me for butchering your masterpiece 🙏 

 

 

 

MOTU.thumb.jpg.18ebe985011cc0eb873f18b93929262f.jpg

  • Content Provider
Posted

Baked shadows are not the same as shadowmaps. Baked shadows are part of the playfield texture and other textures and can't be removed.

 

Shadowmaps are different in that they are both a shadow and a lightmap for various lights on the table. The table's lighting is designed with this in mind, and disabling them in script doesn't stop shadowmaps from being loaded into ram, nor will it save much if anything on CPU usage.

 

HUD

 

You did not need to disable the HUD or DMD in the script at all. If you are using a cabinet POV, then running the "BAM settings - Cabinet - Reset and Install.bat" file (which is part of the "FP and BAM Essentials AIO") would have correctly setup BAM settings to disable the HUD on ALL tables for you automatically. No need to move the HUD or disable it in script (doing that doesn't help you with CPU usage).

 

 

The options I give (and FP settings I mention) that can be changed / disabled are the only ones that will give you a real benefit in CPU usage. Doing anything more is honestly wasting more of your own time, and may affect the table in more negative ways then you think. It's why I don't waste time trying to show how to remove / disable things in the table to accommodate anyone... and why I don't provide support for doing that.

 

Installing the AIO and following my guide and using the settings I require is meant for everyone's install / setup (no matter how old or new or what you use it with), to ensure all tables work correctly, and saves you so much time in the long run.

  • 2 months later...
Posted
On 4/16/2025 at 1:56 PM, TerryRed said:

I've never used DOF or pin related apps for mapping controls... so I won't be of any help for that. I've always had a launch button, a fire button, and a real plunger for this reason (so they can all just work).

 

There are other mapping apps like Joy2Key that can trigger a key based on joystick analogue movements. Its common for people to use that for their real plunger so it can trigger a key after being pulled to a specific amount, etc. You can have it change its settings per app.

Hey Terry, you and I talked a while back about setting up Joy to Key to launch balls on tables that didn't use mouse input.  I found this work around to be buggy for me and I did not want an alternate launch ball button on my arcade so I built a mod that uses a laser to sense where the pinball plunger is at and when it gets pressed forward slightly it activates a relay which launches the ball.  I uploaded all the .stl files and made a guide on how to install it.  check it out;

 https://www.thingiverse.com/thing:7120688

2025-08-17 17.57.47.jpg

Pinball_Lazer_Attachment_2025-Aug-16_04-24-07PM-000_CustomizedView10457735349.png

2025-08-17 17.57.08.jpg

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  • 3 weeks later...
Posted

Hi there,
first of all I'd like to thank you so much, for making this pinball table.
I came across this on youtube and was immediately hooked :D 
Masters was a big part of my childhood and I love them so much. Yes, even girls played with it and liked it :D


So I registered here and started to read all the instructions to make this virtual pinball thing with this table run on my laptop.

It's finally  all set up now (thanky to your great instructions and packages), but unfortunately the playfield doesn't look as it should be.
The background image of the playfield seems to be gone and it's just all black. Could anyone help me out?
It seems that my laptop is also too old, cause it's a bit laggy and not really good to play, so I'm wondering what I could try to optimize to make it at least playable and bring me some childhood fellings back :)

 

Again so much thank you for this great work, bringing the Masters back to life! 

 

Lara

image.png

  • Content Provider
Posted
5 hours ago, Teela said:

Hi there,
first of all I'd like to thank you so much, for making this pinball table.
I came across this on youtube and was immediately hooked :D 
Masters was a big part of my childhood and I love them so much. Yes, even girls played with it and liked it :D


So I registered here and started to read all the instructions to make this virtual pinball thing with this table run on my laptop.

It's finally  all set up now (thanky to your great instructions and packages), but unfortunately the playfield doesn't look as it should be.
The background image of the playfield seems to be gone and it's just all black. Could anyone help me out?
It seems that my laptop is also too old, cause it's a bit laggy and not really good to play, so I'm wondering what I could try to optimize to make it at least playable and bring me some childhood fellings back :)

 

Again so much thank you for this great work, bringing the Masters back to life! 

 

Lara

image.png

 

 

My guess... is that your laptop doesn't have enough VRAM to play the table. This game needs a good 6 GB to 8 GB vram to run.... and it needs to be a decent GPU (like AMD, nvidia), and not a lower end Intel.

Posted

Thank you for your quick reply. 

I'm glad that I didn't anything wrong with the configuration. I already feared, that my laptop was too old for it. Too bad. But now I have a reason for buying a new one with better performance. Im wondering if the steam deck might have enough power for it.

It can run with windows too, so I might give this one a try ☺️

  • Content Provider
Posted
On 9/7/2025 at 6:49 AM, Teela said:

Thank you for your quick reply. 

I'm glad that I didn't anything wrong with the configuration. I already feared, that my laptop was too old for it. Too bad. But now I have a reason for buying a new one with better performance. Im wondering if the steam deck might have enough power for it.

It can run with windows too, so I might give this one a try ☺️

 

I have a Steam Deck. I can't get FP-BAM to run on SteamOS, but I can get it to run on Windows on a Steam Deck. The windows drivers for Steam Deck aren't great and are rarely updated.

 

I was able to get this table to run on a Steam Deck ok in Windows, but its not a smooth 60 fps like on simpler less detailed tables (and it takes long while to load, haha).

  • 6 months later...
Posted

Just downloaded everything this week and installed new. It’s a relatively new install of everything bam related and updated all the bam stuff to the newest.

 

 

I saw the 2.0 up popper, but I’m actually got some new versions than for my bam stuff.

it just kind of froze here and I was excited cause it looked like I was gonna get the skeleton multi ball, but my ball drained and I didn’t know. Just wondering if this happens from time to time the game still was looking like it was going.

  • Content Provider
Posted
On 3/29/2026 at 8:18 PM, Floki said:

Just downloaded everything this week and installed new. It’s a relatively new install of everything bam related and updated all the bam stuff to the newest.

IMG_1226.mov 44.98 MB · 1 download  

 

I saw the 2.0 up popper, but I’m actually got some new versions than for my bam stuff.

it just kind of froze here and I was excited cause it looked like I was gonna get the skeleton multi ball, but my ball drained and I didn’t know. Just wondering if this happens from time to time the game still was looking like it was going.

 

No that is not normal :)

 

Be sure you are updated to the latest FP and BAM Essentials AIO. Run the "BAM Settings - Cabinet - Reset and Install.bat" and press a key when prompted to install those settings.

 

Use "Start FP - PinEvent - Pup-Pack.bat" to run FP (with no front-end), and do not change ANY FP settings except those I indicate you are allowed to in the Install Instructions. 

 

Ensure you are completely closing FP after exiting a table every time.

 

If you are in a situation where balls are stuck or lost, nudge the table to a TILT to hopefully continue your game.

 

 

 

  • 3 weeks later...
Posted

Hi Terry,

 

Just installed the 1.41 update and looks awesome again! Small quaetion regarding volume though. How can I change the volume for the mechanical sounds? Seems to be really loud in my setup. Anyway, thanks again for all your great work! 

 

Regards

 

Jack

  • Content Provider
Posted
15 minutes ago, breikers said:

Hi Terry,

 

Just installed the 1.41 update and looks awesome again! Small quaetion regarding volume though. How can I change the volume for the mechanical sounds? Seems to be really loud in my setup. Anyway, thanks again for all your great work! 

 

Regards

 

Jack

 

 

There are new volume settings for Ball Rolling and SSF in TABLE OPTIONS at the top of the script.

 

This 1.4 update is using pup ssf v2, which uses a new sound engine that matches FP's game volume more closely. The older pup ssf was much lower in volume compared to FP.

Posted
4 hours ago, TerryRed said:

 

 

There are new volume settings for Ball Rolling and SSF in TABLE OPTIONS at the top of the script.

 

This 1.4 update is using pup ssf v2, which uses a new sound engine that matches FP's game volume more closely. The older pup ssf was much lower in volume compared to FP.


thanks Terry, found the setting! Had to turn it back quite a bit (20) to make it behave with my vpx tables. Ball roll is too loud for my taste in most tables. I own a few real pinball machines, and the mechanic sounds are mostly not as loud as most people think. Really enjoyed playomg the table again today 👍

  • Content Provider
Posted
3 hours ago, breikers said:


thanks Terry, found the setting! Had to turn it back quite a bit (20) to make it behave with my vpx tables. Ball roll is too loud for my taste in most tables. I own a few real pinball machines, and the mechanic sounds are mostly not as loud as most people think. Really enjoyed playomg the table again today 👍

 

yah, many people have SSF setups, and they vary greatly. For some its more about the vibrational feedback than it is accurate sound representations.

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