Aqualand beta3:
http://www.mediafire...aland_beta3.rar- ball "chillout zone" between pegT16 and gate5 demolished
- the "racking up points after drain" comes from the varitarget. I think it happends when you hit the varitarget a second time before the table ROM moved it back to the starting position. Now the varitarget will not register any ball hits until it's reset by the ROM.
Here's the cannon that's been compensated for. I would suggest bringing in a new primitive instead of replacing the one that's there. You could replace the one that's there, but then you'd have to change the scale of everything back 100, and it's RotX to 0 (i.e. the default settings for any primitive, which is why I suggest just bringing in a new primitive). And to rotate it, you'd have to adjust the RotZ (like is more natural anyway).
You also changed the mesh? Now we have to new cannons.
Do we know if VPM's mech emulation of this table is accurate? I've never figured out why so many table authors build their own mech routines when the mech is very well emulated by VPM already (e.g. Scared Stiff).
I don't know if it's accurate. But i don't remember having the ROM complain about the cannon in the chrome edition.
Why so many authors build their own routines? Well, mostly because at one point, vpm didn't emulate this or that and you _had_ to create your own routine. After that nobody checks it again and just does copy/paste scripts from the old tables.