Revision History ---------------------- Star Trek: The Next Generation =========================================== v5.0 Reloaded (Pinball Ken) 6/11/06 * My final version with revised flipper settings and other minor tweaks, including ROM picker. * Outhole modified. * Load fonts into C:\Windows\Fonts first, if the table is new to you. =========================================== v4.1 Reloaded (Pinball Ken) 4/11/05 * Fixes for Time and Rift targets and delta ramp implemented. * Altered flippers back to v3.75 settings on an original 6.5 Table Slope. =========================================== v4.0 Reloaded (Pinball Ken) 4/09/05 * A modified animated standup target system, adapted from PacDude's work, installed. * Revised double wall to the delta ramp to stop balls flying off. * Altered flipper, jet bumper and gun settings on a revised 7.0 Table Slope. =========================================== v3.75 Reloaded (Pinball Ken) 3/30/05 * Playfield images extensively altered by maf to remove orange saturation and give a clean up. * Turn table shadows on if you want everything a little darker, they're off by default. * Gun settings altered to hopefully remove the occasional 'sticking' problem. * Some minor tweaks, including revising delta ramp height and upper flipper position. =========================================== v3.7 Reloaded (Pinball Ken) 2/28/05 * Some light colours changed. * Extra shuttlecraft picture pointing down the ramp to choose from. Just click on the decal in the backdrop view. * Some minor tweaks. NB Decided not to add invisible walls over the tops of delta and beta ramps, as balls can pass right through them in VP from below! Slow-down triggers are an effective means of keeping balls on ramps and so remain. =========================================== v3.65 Reloaded (Pinball Ken) 2/24/05 * Authentic working wire gates added to beta and delta ramps. This is the last major playfield object missing. (I include the graphics separately, so you can use them in other tables.) And they really do work nicely. * Arial font replaced by Swiss font in decals. (Load font before playing table.) * Rollover decals added to show rollovers correctly. * Various minor fixes, including backboard showing correctly. =========================================== v3.6 Reloaded (Pinball Ken) 2/20/05 * Final revision of rebuild. * Modified background by maf. * Sounds redone. Sound sorted for flippers. Gun motor sound added! * Various fixes to playfield. Borg Kicker reinstated. Gun angles removed from screen! =========================================== v3.55 Reloaded (Pinball Ken) 2/17/05 * Table produced in a larger format. * Slings improved. Lights added to slings and inlane guides. =========================================== v3.54 Reloaded (Pinball Ken) 2/16/05 * Neutral Zone Hole area sorted as to multiballs. * Bumper area refined and visually improved. * Advance-In-Rank Hole better defined. * Bridge decal removed as playfield no longer stretched. Lights positioned correctly. * Show gun angles again. Re-position by dragging textbox, including outside the playfield if you don't want them. Corrected angle on the left gun so it reads correctly at rest. * Just got 2.75 billion, with 700 million on The Final Frontier 6-ball multiball, so something good is happening! (My highest score with the Reloaded table so far.) =========================================== v3.53 Reloaded (Pinball Ken) 2/12/05 * New Shuttlecraft, Romulan and Klingon ships put in, courtesy of maf. They really do look impressive, as does his work on the text decals, poppers and new backdrop. (Load the new font first for decals.) * Lights improved. All lights can be seen now, including the middle ramp flasher using walls. * Balls masked in area of guns. Gun adjustments made, including re-sizing and re-positioning. (The gun issues have vanished.) * Kinks smoothed over on the plunger ramp and further remodelled on the real ramp. * Start mission hole remodelled, borg lock ramp redone and top drop hole and target moved with the gate to the left of the bumpers. * Engage! added to maf's marvellous backdrop. The original file backdrop remains for those of you who prefer it! =========================================== v3.52 Reloaded (Pinball Ken) 1/31/05 * Center ramp fixed for feeding slow balls. The center ramp has been remodelled on the real ramp. =========================================== v3.51 Reloaded (Pinball Ken) 1/30/05 * Backboard decal altered to appear correctly. Ramp to rear of Borg ship raised at ship end. =========================================== v3.5 Reloaded (Pinball Ken) 1/28/05 * While we're waiting for PD's all-new STTNG, guys, v3.5 of Destruk's table is released now, with his kind permission! * Using maf's posted full apron, I've resized v3.0 based on the table sizing for Indiana Jones, which was another wide-bodied pinball made at that time. Playfield objects were first moved to their new positions and resized or, if necessary, reshaped. This included a number of revisions to the ramps, too. Then a number of missing playfield objects were added, including posts and rubber rings. So over 90% of the original table has been altered in some way! * Added backboard and neutral-zone target decals. Re-scaled or re-postioned remaining decals. * Amended the menu options table and added the prototype ROM. (No need to press F6 now.) * Finally I've fixed the flashers on the left and further optimized the table. * It plays really nicely now. ========================================== v3.0 (PD) 1/05/03 * Added GUI Options menu (Press F6 during game to bring it up) -Controls DIPs and the Disable GI and Disable Flashers options (Note that these only disable the CPU intensive wall dropping effects, not all GI and Flashers) * Changed the side rail images to fixed ones (removed junk from image) * Changed the default viewing angle to 45/45 by popular demand -If you want Troi back in the background picture, set to 41/41) ========================================== v2.9 (PD) 11/23/2002 * Added Cabinet with metallic rails * Edited the background picture to work with the new cabinet * Adjusted viewing angle and parts to fit with new cabinet * Added several new sounds (Outhole, Hole, BallRelease, Quarter, Flipper, Bumper) * Mapped metallic texture to ramps and adjusted some colors * New Flipper Settings and table slope of 7 * Added Option in Script to Disable the Drop-Wall Flasher and GI Effects for Slow Computers * Adjusted Outlanes a little * Added Table Info section including the Rules * Added Ball Roll Image * Added script check for VPinmame 1.20B or newer (if so it puts a YieldTime line in it) ========================================== v2.7 (PD) 6/13/2002 * Added gun speed fix script previously released seperately which also includes VP6 security compliant code * Circular targets are now vertically mapped * Cleaned up text lengths on table so they're not exceeding the length of the lights ========================================== v2.6 (RobHemp) 10/30/2001 * Added an amazing backglass picture * Added decals for the Borg ship, shuttlecraft, and backglass * Moved gun cheat indicators to the bottom off the backdrop view ========================================== v2.5 (Brian Smith/Jeff Newton) 9/28/2001 * Updated for Tech Beta 4 and new wpc.vbs v2.1 * Most graphics changed to JPG * Light changes * Wall changes * Kicker changes * REAL MOVING GUNS, tigers, and bears. Oh my! Heh...ok, no tigers or bears... * Shinyball graphic, compliments of PacDude * Minor script adjustments * Beta Ramp should have a better chance of not sending the ball down the drain on a return trip. ========================================== v2.3 (Brian Smith/Jeff Newton, 5/26/01) * Borg Lock issue is now non-existent. Thanks for the idea Dorsola. I found putting a wall under it works a lot better. * Lowered upper-right-flipper speed -- it is now very obedient to the left (delta) ramp. * Changed inlane/outlane guides for added realism (correct sizing for visual pinball doesn't match the size on the table graphic). * Tweaked left loop tunnel -- slow balls can't be seen going through it anymore near the alpha ramp. * Yes, the targets are ROUND! Feel free to use them in your tables. This is yet another first in Visual Pinball history - done by me! (Destruk@hotmail.com) I tested the changes with kickers varying in speeds up to 140. -- if you modify the flipper settings, or any walls, I can't guarantee the results will be as good.... And moving ANY walls on the playfield will directly impact the game -- sometimes quite drastically -- particularly the left outlane, so please don't touch it. hehe... The following items are still possible in this release: Ball coming down left inlane too fast, with the right flipper raised, the ball will go UP the right outlane and possibly back into play. Ball coming down to the drain area too fast will hit the bottom wall and bounce back up between the flippers, back into play. ========================================== v2.0 (Brian Smith/Jeff Newton, 5/24/01 -- WPC.VBS 1.2 is backwards compatible) After a few weeks away from the game... ;) * Optimized the script with Dorsola's excellent wpc.vbs conversion -- both his changes and the original code. This code is as tight as I can make it at the moment. Open and Closed should remain as variables for the debug routines to work. * Corrected left plastic wall near the left upkicker * Corrected center ramp -- it is now plastic to about 3-4 inches after the bend to the inlane. * Corrected beta (right) ramp -- it is now red at the bend like the transparent red one on the real table. * Fixed Beta and Delta ramps to NOT use kicker speed limits! Alpha ramp was too small to carry over that change, but the kickers in place there are standard, and I think they work very well for their purpose. I owe Jeff big time for his fixes on the delta/beta ramps. :) * Changed inlane/outlane dividers, improved the look of the slingshots. * Various wall changes, height adjustments, etc over the entire table. ========================================== v1.2 (Dorsola, 05/18/01) * Fixed the Borg Lock problem above - Visual Pinball doesn't correctly place kickers aligned to ramps if they're not actually on the ramps, despite being told to do so. The BorgKicker kicker was being placed *on the table* and thus was interfering with the Start Mission hole after the first time it had kicked a ball out from itself. The kicker is now properly suspended above the table and no longer interferes. * Implemented Metallik's flipper settings for the lower flippers - these are considerably more responsive and less friendly than the old ones, and they'll probably require some tweaking. ========================================== v1.1 (Dorsola, 05/04/01) * Recoded large portions of the script for compatibility with WPC.VBS 1.0. * Borg Lock and AutoPlunger are now saucer-type ballstacks. - KNOWN ISSUE: Borg Lock isn't working 100% yet. Expect this to be fixed in STTNG 1.11 ========================================== v1.02 Replaced backdrop with a better one (top behind table looks better), changed romulan and right ramp flashers to be 55 and 56 Made Advance In Rank/Command Decision lightboard lights smaller -- no more light bleeding into the rest of the table. Eliminated ball falling off borg ramp entrance by adding kicker4. Corrected Borg Kicker action Removed mp3 file from package -- hopefully everyone has it by now. If not, check iRC or 'Napster' for any Trek files. v1.01 Corrected borg kicker angle and speed so it hits the bottom-right flipper v1.0 Initial release Destruk@hotmail.com Brian Smith _______________________ LEFT TO DO/KNOWN ISSUES _______________________ If you have a spanish / latin-america keyboard set to Uruguay, and win98 se, pressing a flipper key can launch the ball. This is a vpinmame issue.