



					 VPinMAME
				TERMINATOR 2: JUDGMENT DAY
			     	      Version History
	                        **************************
        
        Version 2.7 (released) (21/11/02)
        ============
        Changes (Colosusmania)
        -Added Transparent Decals for bumpers.


        Version 2.6 (released) (7/11/02)
        ============
        Changes (Colosusmania)
        -Added the scrip for flasher lights of the top, lost in v 2.5 .
	-Added "Bolt" Decals.
	-Added Target Decal to drop target skull.
	-Added Bottom Arch decal.
	-Added Plastics "Artificial Intelligence lab"and"Skynet command center"on the ramps
        -Added In the script the line " GAME DIFICULTY" change the value for ball gravity.
        

        Version 2.5 (released) (3/11/02)
        ============
	Changes (Colosusmania)
        -Added Metal Rail.
        -Added New Plastics to ramps, and top right.
        -Added new Bumper decal. with the light on it
        

        Version 2.0 (released) (31/10/02)
        ============
        Changes (Colosusmania)
	-Added a new Backdrop, and lights
        -Added new plastics and metal textures.
        -Improved gameplay.
        -Changed the head skull.
        -Fixed a white lines in the bottom in the instruction on the table.
        -Added Decals of Bumpers.
        -fixed a little the position of wire ramps 
            
 

        Version 1.31 (released) (6/6/01)
	============
	Changes (Boss)
	- Corrected problem with fuzzy boxes showing up in upper left and right
 	  corners of playfield after about a minute of play with display settings
	  lower than 1024 x 768.

	Version 1.3 (released) (6/5/01)
        ===========
        Changes (Boss & Snoopy)
	- Added 19 more gun walls for a total of 29 and spaced them 3' apart from
	  each other to make for a smoother rotating gun.
	Changes (Snoopy)
        - Raised outer wall from 50 to 51 to hide dropped gun walls (no more hole
          in gun image) and to help keep balls on playfield.
	- Reworked ends of left/right wire ramps using "J" wall method. Though
          these walls don't look like the real thing, they stop the ball once and
  	  for all from boucing back up ramp and falling off into out lanes without
          the need of hidden kickers, plus they allow you to see even more of the
       	  HURRY UP and VIDEO MODE lamp inserts.
	- Made area to the right of top lock hole shorter to keep a second ball
	  from getting stuck there when one ball was in the lock.
	Changes (Boss)
	- Added missing round wall just to the right of top white stand-up target.
	- Added missing ARTIFICIAL... and SKYNET... signs to left/right ramps.
	- Made slingshot walls, red stand-up targets and metal plate behind these
	  targets look more realistic.
	- Made left/right ramp complete triggers, 61 and 64, even bigger to help
	  with ramp shots not registering.
	- Made gun walls a bit shorter, wider and moved their pivot point a little
	  to the right to match playfield image better.
	- Moved Fake Gun kicker out in front of gun and over playfield so ball now
	  looks like it is shot out of gun instead of from the top.
	- Made changes to Gun Handler calculations in script to compensate for
	  new Fake Gun kicker position.
	- Added targeting cheat code for gun in script. See the section 'Gun Targeting
	  Hints' near top of script for description and activation instructions.
	- Reduced top lock hole's kicker strength from 8 to 6.5 and remarked out
	  its kick force variance line in script because on a real table this
	  kicker never shoots the ball out hard enough to roll down the Escape
	  Route. Ball is always kicked out to left or center top roll-over lanes.
	- Reworked outer wall under top edge of arch and along left side of shooter
	  lane to make playfield in these areas look correct.
	- Reworked outer wall just to the left of gun for same reason as above and
	  to make Chase Loop shots easier.
	- Added decals of better looking instruction and pricing cards to arch.
	- Moved a few things around in backdrop image.
	- Touched up red areas around eye sockets on both backdrop and table skulls.
	- Changed eyes in backdrop skull to lights and made these lights work in
	  conjuction with eye lights in table skull.
	- Added amber GI lighting under slingshots, behind red stand-up targets and
	  red GI lighting to tops of the four divider walls for top roll-over lanes.
	- Added flashers to table, backglass and backdrop. Albeit, most of this
	  GI and flasher lighting doesn't look too realistic because they are just
	  placed on the surfaces, but it's better than nothing. I tried to put them
	  as close as possible to their correct locations and cover up the least
	  amount of playfield art. Hopefully we'll be able to do better when the
	  next release of VP comes out.
	- Moved version history from script to this separate text file.
	- Edited script for use with Wpc.vbs v1.0.
	- Updated splashlineinfo credits.
	- Added 'Known Issues' section to script.
	- Updated script's to do list.
	Changes (AJ)
	- Removed decals of instruction and pricing cards from arch and embedded bitmaps
	  of them from Boss in playfield5 image to make vpt file smaller.

	Version 1.2 (released) (5/4/01)
	===========
	Changes (Snoopy)
	- Changed GunPos calculation so you can hit all targets
	Changes (Boss)
	- Moved mini post between flippers to right slightly.
	- Adjusted flipper strength a little lower.
	- Adjusted kicker strength of the three red jet bumpers a little lower. (Yes Steve, their
	  postions are correct and it is normal for ball to stay up in this area for awhile and
	  get kicked up through roll over lanes.)
	- Changed body color of jet bumpers to white. (Looks gray in VP though.)
	- Added thin walls underneath Hunter-Killer ship, left and right ramp plexiglass so ball
	  now looks like its rolling under them instead of on top.
	- Raised right ramp plexiglass slightly to stop the ball from getting stuck at beginning
	  of its wire ramp and to more closely match height of wire ramp.
	- Reworked walls in front of and to the left and right of the skull. Now you can see the plastics.
	- Reworked walls along and just under left edge of right ramp enterance.
	- Added wall to outside edge of right ramp enterance and raised right ramp and gun wire ramps
	  slightly to help correct the problem of ball not going up Chase Loop or jumping in the air there.
	  (Ball will still very occasionally hang at beginning of Chase Loop if its a fast, clean shot. It's
	  almost as though ball is interpreting the area where the two wire ramps crisscross as a wall.)
	- Made round wall in front of right edge of right ramp enterance slightly smaller in diameter and
	  moved it the the right a bit.
	- Reworked wall near top of right in/out lanes and moved the three round walls there up
	  slightly. (Right outlane drains were nearly impossible with their previous positions.)
	- Reworked ends of both left and right wire ramps to be more realistic looking and to stop ball from
	  rolling under sling shots or bouncing into outlanes. This also lets you see a bit more of HURRY UP
	  and VIDEO MODE lamp inserts.
	- Made a crude attempt at making divider walls in both left/right in/out lanes look more realistic.
	- Changed flipper rubber color from black to red, which is what color Williams put on them new from factory.
	- Reworked wall over out hole area to get rid of white specks in arch near the "W".
	- Adjusted kickback's plunger pull back and release speeds so it will only shot ball up as high as the
	  beginning of Chase Loop as on real table. Also made kickback's trigger switch a bit bigger.
	- Made both trigger switches on left and right ramps bigger and spaced them further apart on ramps to
	  help with ramp shots not registering with real zippy balls.
	- Made both trigger switches at top of Chase Loop, just under top lock hole, a bit bigger and spaced them
	  further apart as for same reason as above.
	- Changed color of left lock hole's plastic saucer from gray to dark red, as they were from Williams.
	- Replaced mouth image so now light from light17 shows through. Added another light under this area,
	  light17a and tied it to light51 to kinda-sorta get the proper visual affect.
	- Made the three red stand-up targets a bit narrower and spaced them a little further apart from each other.
	- Changed color of the three stand-up targets at lower right of playfield from yellow to orange, again as
	  per Williams factory. Also changed color of the three lamp inserts in front of these targets to orange.
	- Changed color of YOU'LL BE BACK and EXTRA BALL lamps inserts to a lighter shade of red.
	- Changed color of all white lamp inserts to a custom color of a really, really pale yellow to simulate
	  the glow from light bulbs through these semi-clear inserts.
	- Changed color of the SUPER lamp insert just in front of skull from yellow to the correct color of orange.
	- Changed the side wall color of gun to a lighter shade of blue and made each image of gun wall 2-10 a more
	  progressively lighter shade of blue to kinda simulate shadowing on gun wall as it rotates.
	- Fixed the font of AUTO-FIRE BALL RESCUE text and properly arched lettering.
	- Reworked wall between the three red stand-up targets and lower jet bumper.
	- Changed color of first part of right ramp to a lighter shade of gray, and the u-turn part to a slightly
	  darker shade of gray to simulate shadowing of plexiglass.
	- Made round walls at front of right ramp enterance slightly shorter.
	- Changed backdrop around a bit and touched up scratches on Arni's face

        Version 1.1 (released) (5/2/01)
        =========== 														- Widened inlanes a little more so ball should not roll to outlane coming off ramp
	- Adjusted walls around ramp returns and shifted ramp return a bit for same as above
        - Added extra lamp area for Security Pass and 250,000 lamps
	- Placed wall behind left ramp plastic so ball rolls under plastic
	- Kickback now goes to Chase Loop entrance and will sometimes go around Chase Loop
	- Made words AUTO-FIRE BALL RESCUE look arched to fit correctly in rescue lamp

        Version 1.01 (released) (4/28/01)
        ============
        - (Metallik changes)

        Version 1.0 (released) (4/26/01)
        ===========
	Changes (Steve Ellenoff)
	- Changed Drop Targets back to red as they should be.
        - Modify Ball catchers at end of ramp to look more realistic
        - More realistic looking STDM post.
        - Added Improved Script Versioning Check
        - Repositioned Ramp Switches to where they belong in the game
        - Hooked up AutoFire Flasher
        - Added Tilting
        - Adjusted top right kickout for a little more force.
        - Adjusted AutoPlunger Variability Range - It was way too inconsistent!
        - Fixed obtrusion behind skull which slowed down a left loop shot!
        - Speeded up Ball Release to be more realistic
        - Added CPU String Lighting
        - Added Bumper Lighting
        - Corrected (Hopefully) Strange Left Ramp Drain where ball does not go to inlane!
        - Added Ramp Flaps
        - Added Metal Piece below Bottom Jet Bumper									             - Removed Incorrect Middle Target White Border 
        Changes (AJ)
        - Added Ship graphic above targets
        - Shaped plexi graphic better above left ramp

        Version 0.9 (not released) (4/26/01)
        ===========
        - Added Graphics including playfield, background, and plexi's
        - Designed and added Skull Head
        - Reconfigured layout based on playfield graphics
        - Added all text to lamps in term2.ttf font (with exception of the X in 2X, 4X, 6X, 8X which is Ariel).
        - Added lower block post between flippers because it is on all tables I have seen
        - Added this descriptive text (Thanks to Boris for creating such a wonderful one in TAF)!
        - Added IPD Info, Contacts, Acknowledgements, Requirements, Version History, and To Do List

        Version beta1 (released) (unknown)
        =============
        - Don't know much about the original creator of the T2.vpt file
        - Basic layout - person used a schematic since no graphics were available
        - Gun was added to make gun move

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