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Buccaneer (Gottlieb 1976) FS [VP 9.x Cabinet FS B2S]

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#1 allknowing2012

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Posted 07 January 2015 - 07:37 PM

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File Name: Buccaneer (Gottlieb 1976) FS

File Submitter: allknowing2012

File Submitted: 07 Jan 2015

File Category: VP 9.x B2S Cabinet Tables (B2S)

Author(s): Allknowing2012
Thanks to Pinuck, JP and many others for code
Internet for plastics
IPDB for raw playfield
Manufacturer: Gottlieb
Year: 1976
Permission to MOD?: Yes, without approval


Recreation of the Gottlieb Wedgehead including a playfield redraw and directb2s backglass.
 
My first table of my favourite table. One that I own.
 
Please add any feedback or bugs you may find...
 
Daryl.


Click here to download this file


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#2 atarian

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Posted 07 January 2015 - 08:39 PM

Excellent work and what a first table! - good to see another EM! It really looks good and plays well. A couple of minor things you may have already addressed in this version as I downloaded the tried the version on Drop box earlier. A few more mechanical sounds when the ball hits/bounces on the the posts/gates at the top just after you plunge the ball would add a lot to the realism (like Pinuck does). Maybe animate the rollover switches. Also the table view could have a touch of layback, etc like frens Fastdraw.

I love the heavy mechanical sound of the spinner. Awesome :). Many thanks.

#3 allknowing2012

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Posted 07 January 2015 - 09:33 PM

Excellent work and what a first table! - good to see another EM! It really looks good and plays well. A couple of minor things you may have already addressed in this version as I downloaded the tried the version on Drop box earlier. A few more mechanical sounds when the ball hits/bounces on the the posts/gates at the top just after you plunge the ball would add a lot to the realism (like Pinuck does). Maybe animate the rollover switches. Also the table view could have a touch of layback, etc like frens Fastdraw.

I love the heavy mechanical sound of the spinner. Awesome :). Many thanks.

Agreed on the sounds portion .. do you have an example table that has sounds for posts and gates? I dont believe I have come across that. The layback is just my tastes. But I'll take a look at Fastdraw.

 

[UPDATE] Found it .. I had the code for the rubber hits in there but wasnt enabled. I will release an update.


Edited by allknowing2012, 07 January 2015 - 09:38 PM.

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#4 gtxjoe

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Posted 07 January 2015 - 09:42 PM

Congrats on your first table!

 

Post and Flipper collision sounds are is easy to integrate.  Take a look at Fren's OXO (Its has JimmyFingers speed sensitive sound scripts).  Import the script, Import the sounds (flip_hit..., rubber_hit...) and create a collection, aRubbers of all the post walls that you want to generate sound.  Gate sounds, just find a sound you like and create a gate_hit() sub.



#5 atarian

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Posted 07 January 2015 - 10:29 PM

Perfect - thanks :)

#6 gigalula

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Posted 08 January 2015 - 12:58 AM

Thanks for this nice old tables :D



#7 allknowing2012

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Posted 08 January 2015 - 01:49 AM

New version uploaded adding the missing rubber sounds and tweaking the rollover switch appearance.


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#8 Shadowsclassic

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Posted 08 January 2015 - 04:56 AM

Very nice rebuild, thanks a lot for sharing it with us!!!!



#9 allknowing2012

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Posted 10 January 2015 - 07:22 PM

1.2 Last update(?) - added the rollover switch animation. Always learning :-)


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#10 hauntfreaks

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Posted 31 January 2015 - 03:49 AM

I have a really odd problem.... the table is giving what seems to be unlimited balls... its set to 5 balls in the script.... I also looked at the user txt file, which has some crazy numbers in it (not like any other user txt ive seen)... so I tried deleting the txt file.... and when it makes a new one i get the same crazy numbers.... I also tried downloading a new file VPT file.... didnt fix it.....

 

anyone else having this??   any help would be awesome...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#11 allknowing2012

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Posted 31 January 2015 - 01:29 PM

Very weird. The txt file is irrelevant during game play. Not sure how to even diagnose this for you. How about placing 

Msgbox BallsRemaining 

In the code where it goes to the meatball. I don't have access to the code right now but can provide the exact syntax later


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#12 hauntfreaks

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Posted 31 January 2015 - 09:20 PM

thanks for the reply... yeah its crazy... its the only table that does it...and i have many EM tables loaded...


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#13 rlewis19

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Posted 31 January 2015 - 09:47 PM

I too have unlimited balls.  (no pun intended and not bragging)



#14 allknowing2012

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Posted 31 January 2015 - 11:45 PM

*FIX*

Oops ... I left a line commented out during testing. 

Open the table with Visual Pinball. Click Scripts

Remove the ' (comment) from line 233

      BallsRemaining = BallsRemaining - 1

 

Click Script/Compile. X and Save the table.


Edited by allknowing2012, 31 January 2015 - 11:45 PM.

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#15 BobAlbright

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Posted 01 February 2015 - 12:56 PM

   The "1" is obviously a very important shot. Is there something you can do with the plunger to make it a little "slower"----I mean when I push the button it almost immediately goes to full strength making it very hard to get the right amount of "oomph" to plunge it to the "1". Otherwise, it's a fun---and fast table. Thank you


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#16 hauntfreaks

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Posted 01 February 2015 - 01:00 PM

*FIX*

Oops ... I left a line commented out during testing. 

Open the table with Visual Pinball. Click Scripts

Remove the ' (comment) from line 233

      BallsRemaining = BallsRemaining - 1

 

Click Script/Compile. X and Save the table.

thank you Sir... works perfect now...


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#17 takut

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Posted 01 February 2015 - 02:13 PM

Thanks a lot for this great table :tup:

 

Works fine with the script update now.



#18 kruge99

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Posted 01 February 2015 - 02:46 PM

I'm working on a personal desktop mod and I'd like to offer some recommendations if I may.

 

Raise the Dampening Speed on the Backdrop to 90 and this will make the table behave a little more slowly, like an EM of this era should.  Most EM tables of this era didn't have a big slope and the ball didn't move anywhere near as fast as it does on modern tables.  (Unless the operator jacked the back legs up on wooden blocks)

 

To make the plunger work a little better, make the following changes to these settings:

 

Pull Speed: 0.42

Release Speed: 96

Mech Strength: 120

Breakover velocity: 5

 

You should be able to hit the top rollovers a little more accurately with these settings.

 

 

Best Regards,

Todd.


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#19 BobAlbright

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Posted 01 February 2015 - 03:16 PM

   Thank you Kruge--that is MUCH better. Figured out how to change the plunger. How do I raise the Dampening speed on the backdrop?

 

Edit--found it--thanks a ton!


Edited by BobAlbright, 01 February 2015 - 03:20 PM.

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#20 BobAlbright

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Posted 01 February 2015 - 03:26 PM

   Again --what  a difference that makes. I was able go get all the numbers lit where the special comes on. I think I discovered a "bug" in the script as a result of accomplishing that for the first time. My ball ended up going down lane # 11 for the special and when that happened the table locked up and highlighted the line #551 which reads having something to do with the special. Hopefully we can get a fix. Thanks

 

Edit--played several more games and I just had the script error again "variable undefined" referring to special. I did NOT have all the numbers lighted this time. It just went down lane 11 and locked


Edited by BobAlbright, 01 February 2015 - 03:36 PM.

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