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    • Author: Scottacus
    • Version: 3.2.7
    • Views: 5916
    • File size: 33.18 MB
    • Downloads: 1633
    • File Author: Scottacus
    • IPDB link:: http://www.ipdb.org/machine.cgi?id=431
    • Updated: April 23, 2018
    • Categories:
  • Capersville (Bally 1966)

    Capersville is a fun Bally table from 1966 that features Zipper Flippers, Multiple Modes of Play and a Three Ball Multiball, all pretty heavy duty for 1966!

    Feel free to change the variable “FreePlay” to False for credit play.

    This is the first table that I have ever authored and its release is because of the help given to me by many of the members of this forum.

    Thanks goes to HauntFreaks for his amazing lighting and graphics fixes.  Also to BorgDog and Loserman76 for answering my scripting questions and to Xenonph for his many hours of testing as well as to Arngrim for looking over the DOF code.

    Enjoy!

     

    PLEASE NOTE:  You must use the backglass file included in the zip file to get the table to work in both English and German

    Capersville 3.2.7

    -Fixed flippers to unzip when tilted

    -Fixed code to prevent loss of credits when fewer than 4 players were playing and the game had been started

    -Added code to fire a contactor when a ball is kicked into the launch lane

    Capersville 3.2.6

    Added in script code to allow the user to change the SeaRay payout to Special or Novelty mode and also control how many SeaRays need to be obtained (5-8) to control the payout.  See script for instructions.   Changed the instruction cards to 5 or 8 for payout.  Fixed an error in the reel sound file control.

    Capersville 3.2.5

    This is a major update to the table with tons of new features and fixes.  Please note that you must use the new B2S backglass included in this download to get the full experience.

    Changes:

    -Option Menu Feature

    This is available by holding down the left flipper button for a couple of seconds while the table is in standby mode.  This is based upon BordDog and Loserman76’s work.

    -English/German format

    While looking at online photos of Capersville I noticed that more than half of the table photos were of German machines.  Thanks to Bord’s crazy good Blender skills and BorgDog’s idea to use a primitive to project a second image onto, we were able to make this a reality.  The apron, instruction cards and coin cards also change languages as well.  Thanks to Mark70 for helping with translation and proof reading the playfield and cards.

    -New B2S Backglass

    The next problem was “how to make a bilingual backglass.”  Once again the clever BorgDog suggested snippets as the solution.  I was able to use snippets that can be switched out in the script to make the backglass seamlessly switch languages based upon settings chosen in the option menu.  The backglass does take a few seconds to load because of the large number of snippets.

    -New High Scores System

    The table can now track 5 high scores along with the initials of these players.  I also switched out the old post it note for a smaller BorgDog style tape so that less of the apron is covered.

    -Lighting Shadow Masks

    Bord pulled out all of his Blender skills to make new lighting shadow masks and was able to project playfield reflections onto the curved metal guide walls for a really nice effect.

    -New Deep 4 Caper Rotating Gate

    After spending days looking over playfield images Bord noticed a sizable hole in the playfield that we figured out was for a rotating gate that allowed the ball to fall back into the launch lane if either the Deep 4 or Saucer Capers were active.  There is a new rotating Gate primitive that is hidden by the Deep 4 Plastic so you’ll never see it unless you unhide the plastic.   The old invisible wall that blocked entry into the Deep 4 Caper is now gone.

    -Primitive Gate Animations

    I stole these directly from BorgDog after seeing how smoothly his ball lane gates operate.

    -Bilingual Desktop backdrop

    Now those who don’t play on a cab can also enjoy the English/German experience.

    -Tilt Logic Change

    After watching more Capersville table videos I noticed that the saucers kick out their balls if the player tilts the table so this was added.  Balls stay in the saucers at the end of the game.

    -Chime Unit Option

    In the options menu you can choose “Chimes On” or “Chimes Off.”  This determines if the Bell Sound file or DOF output to the chime unit is used by the table.  I put this in because my chime unit is really loud and my wife can hear it through the floor.  With this option you can leave on the rest of your quieter DOF devices at night.  Please note that I am not responsible for complaints about you knocker going off because you set new high score.  Your pinball skills are your own responsibility.

    -10 Point Bumper Caps

    STAT pointed out the there are online photos of Capersville tables with “10 Point” caps as well as photos of those with blank caps so the option menu lets you choose which your table will have.

    -New Mushroom Primitives

    Bord made smoother mushrooms for the table.

    -Fixed annoying flashes of white that showed up in the rollover slots whenever a ball rolled across these.  The problem turned out to be the lack of a black full screen image in the backdrop settings.

    -I don’t have access to a Capersville manual and I can’t see a setting in the schematic that would allow the operator to set the machine to Replay or Extra Ball modes.  I added an Extra Ball mode to the table but I’m not certain that the real table has such a feature.  Use at your own discretion.

    Capersville 3.1.3 Update

    Fixed major bugs in the saucer capture section that were introduced by the resent updates

    Capersville 3.1.2 Update

    -made the deep caper 4 wall invisible

    Capersville 3.1.1 Update

    -fixed bug that caused errors when the Code Zapper roll over button was hit

    -added code for driving chime units

    -fixed a bug that allowed multiple balls to enter the Deep 4 Caper area if the second ball were to enter before the first ball hit the stage one trigger

    -fixed a bug that allowed balls to be ejected from the trough during the Deep 4 Caper if a very strong table nudge were to be made

    Capersville 2.8.71 Changes

    -Fixed a bug that continued to subtract credits even after "Can Play" had reached four players.

    Capersville 2.8.7 Changes

    Fixed zipped flippers not De-energizing with Tilt

    Fixed an imbalance in the rolling ball sound levels from balls 0 to 2

    Added gate animations to Shooter lane and CodeZapper primitive gates

    Added feature to light one SeaRay Caper light with top red rollover button (per game rule set)

    Fixed DOF output to turn off Captured Ball flashers if a ball falls into the Deep4 caper section and does not seat before a second ball is captured in a saucer

    Fixed a DOF bug that turned on the Captured ball flashers with the CodeZapper Caper kicker

    Removed un-needed image files to dramatically reduce the file size

    Added a scriptable feature to select between "10 Point" bumper caps and "blank" bumper caps using the "special" variable STAT

     

    PLEASE NOTE:  You must run this table with vp 10.4 rev 3209 or higher to get the correct graphical output as intended by the table authors.

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    Viewing 20 posts - 1 through 20 (of 117 total)
    • Author
      Posts
    • #64022
      Scottacus
      Participant
      @scottacus
      MembervipContributor

      Capersville (Bally 1966)

      Capersville is a fun Bally table from 1966 that features Zipper Flippers, Multiple Modes of Play and a Three Ball Multiball, all pretty heavy duty for 1966!

      Feel free to change the variable “FreePlay” to False for credit play.

      This is the first table that I have ever authored and its release is because of the help given to me by many of the members of this forum.

      Thanks goes to HauntFreaks for his amazing lighting and graphics fixes.  Also to BorgDog and Loserman76 for answering my scripting questions and to Xenonph for his many hours of testing as well as to Arngrim for looking over the DOF code.

      Enjoy!

       

      Total of 21 users thanked author for this post. Here are last 20 listed.
      #64025
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      Congratulations on a job well done. I’m heading over to the pin right away.
      I loved the way to described the build process as well. :good:

      Thank you to you and the rest of the team as well.

      Update: Played the table and damn it looks and plays very nice – thanks again to all.

      #64029
      BorgDog
      Participant
      @borgdog
      MemberContributorvip

      Nice work, fun machine!

      #64042
      Scottacus
      Participant
      @scottacus
      MembervipContributor

      Anybody playing the table with DOF on?  If so how are the effects?

      #64046
      Ben Logan2
      Participant
      @benlogan2
      Member

      Nice work, Scottacus. Looks beautiful.

      #64048
      bord
      Moderator
      @bord
      MembervipContributorModerator

      So excited to try this out today. Just got my DOF chimes working. Thanks for taking this one the extra mile(s) to bring it to VPX.

      #64051
      freelunch
      Participant
      @freelunch
      Member

      Wow I’ve never played with Zipper Flippers and didn’t know what they were, imagine my surprise when my flippers first zipped! Thanks for giving me a big smile today.

      #64060
      kds70
      Participant
      @kds70
      Member

      Thx Scottacus for this nice looking / playing table. Love those EM´s :yahoo:

      Tomorrow i´m able to try out DOF. Played some rounds and adjusted ballrolling / hitting volumes in script (for example from 2000 to 400).

      Found some things:

      1 – fx_ballrolling0 is ways louder than fx_ballrolling1-4. I adjusted it to hear all balls and not only the first ball (exported fx_ballrolling1 and reimported it as fx_ballrolling0 and this did the job). than adjusted volumes in script.

      2 – the mushroom plastic caps didn´t look real as plastic / didn´t take shinings from ambient lightning. I adjusted them from plastic_yellow to plastic only (as testing; i´m a really noob in table editing).

      3 – what about the bumper caps ? do they miss the “10 point when hit” cap ? found that the textures of the caps are exisiting in image manager; i´m thinking about to cut them out to be able to fit on top of the caps.

      can´t wait to try this table in my cab tomorrow :yahoo:   :rose:

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 big siems contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10

      #64062
      bord
      Moderator
      @bord
      MembervipContributorModerator

      Anybody playing the table with DOF on? If so how are the effects?

      chimes only:

      #64063
      randr
      Keymaster
      @randr
      ModeratorMember

      What a great table. I wont have time to try it for a few days but watching Bords chime unit i may need to add mine to cab finally. Thanks for sharing the build here!

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      for IOS and Android

      ********************************************************

      #64073
      Scottacus
      Participant
      @scottacus
      MembervipContributor

      Hey Bord, those chimes are VERY cool, thanks for posting the video!

      KDS 70

      1 – fx_ballrolling0 is ways louder than fx_ballrolling1-4. I adjusted it to hear all balls and not only the first ball (exported fx_ballrolling1 and reimported it as fx_ballrolling0 and this did the job). than adjusted volumes in script. 

      -I didn’t notice that on my table but I’ll check it out on the cab tomorrow.  Thanks for bringing this to my attention

      2 – the mushroom plastic caps didn´t look real as plastic / didn´t take shinings from ambient lightning. I adjusted them from plastic_yellow to plastic only (as testing; i´m a really noob in table editing).

      -You’re going to have to ask HauntFreaks about that, he did the lighting on the table (which I think is excellent).  For what it’s worth, the yellow plastic  mushrooms reflects very well off of the table.  If there is a problem with the yellow mushrooms there should be the same problem with Red, White and Blue as well since they are all stock plastics…  BTW thanks to BorgDog for letting me use the mushroom primitives from Double Up which is another great EM table.

      3 – what about the bumper caps ? do they miss the “10 point when hit” cap ? found that the textures of the caps are exisiting in image manager; i´m thinking about to cut them out to be able to fit on top of the caps.

      The bumper caps definitely do not have any numbers showing so I put “caps” on the bumper caps to cover the point value numbers.  Check out a Capersville table online and you’ll see this is the case.

      One interesting variation that you’ll also find is that some tables have the “SEARAY” letters showing on top of the plastics and other are plain white and I assume have the letters “SEARAY” on their bottoms.  I chose to show the letters so the play can see what they are attempting to complete in the “SeaRay Caper”

      #64075
      HauntFreaks
      Moderator
      @hauntfreaks
      vipContributorMember

      I didnt get to do the final lighting, I will send back to scott after i do all the final adjustments… and I can add the bumper caps

      the top cap in this photo is blown out….

      #64076
      Scottacus
      Participant
      @scottacus
      MembervipContributor

      This is what I have seen in terms of bumper caps on most machines so I’m pretty confident  this is correct.   Since the machine is from 1966 I think there are a number of variations caused by repairs over the years.

      The only one that I’m not certain about is the SeaRay lights but I like the approach that we used in terms of game play.

      #64078
      HauntFreaks
      Moderator
      @hauntfreaks
      vipContributorMember

      I did a search for the promo flyer, it’s kinda hard to see but they do look blank… its weird… but i guess correct…

      #64084
      STAT
      Participant
      @stefanaustria
      MemberContributor

      Thanks again Guys, really a Gem … personaly i would prefer Cabs with “10 when lit” or whatever,
      for me always Looks like complete, and not without,
      maybe you can add both and choose with an Option in Script ( 1/0 or Image Name )

      btw. should it be 1.0, why 2.7 ?

      #64101
      Scottacus
      Participant
      @scottacus
      MembervipContributor

      Thanks Stat, HauntFreaks is going to tweek the graphics and I found an oddball bug that only occurs during multiball when a ball gets through the Deep 4 capture gate but hasn’t seated before a ball falls into one of the saucer holes.   I just found that one while playing last night and it is such an odd event that I’m not surprised I never saw it until now.

      There will be an update for these and I can add script code to allow folks to remove the bumper cap covers to reveal the 10 point numbers for the folks who would like that option (there are actually 2 bumper cap covers, one with numbers on it and one white cap to cover just the numbers).

      As far as v 2.7, that is because on my computer there are dozens of versions ranging from 1.0 to 2.6.9 so the final was 2.7…

      2 users thanked author for this post.
      #64104
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      Bug report : In my desperation to save the ball I tilted – both flippers are stuck in the upright position. In this case trapping the ball so a restart is required.
      Btw. DOF works just fine :)

      Attachments:
      #64112
      STAT
      Participant
      @stefanaustria
      MemberContributor

      Thalamus (and scottacus), just delete “Tilt = false and” from Line 243, should fix it

      Or is there a Tilt Fuction, what drop down the Flippers ? Think no …

      Edit: Ah yes, or add after Line 997 ( … text=”TILT” …) this:

      LeftFlipper.RotateToStart
      LeftFlipper1.RotateToStart
      RightFlipper.RotateToStart
      RightFlipper1.RotateToStart

      Edit2: dont use this, see Posts below

      #64113
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      I believe I’ve seen people doing “poweroff” with an array of sometimes flippers, bumpers etc.

      I’m sure Scottacus figures it out before the update :)

      #64115
      STAT
      Participant
      @stefanaustria
      MemberContributor

      PowerOff for all is possible, otherwise my Quick Fix works ( Edited, see next Post)

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