Version: 2.0.3
Category: VP 9.x Cabinet Tables (FULL SCREEN)
Author(s): bmiki75
Description:
Baywatch recreation FS versionHRes for graphic card with 1 GB of RAM. For the Low RES version for old video card just reimport and update all images in the Lowres folder.Hope you like, please telle me every bug you found.
Thanks to mwong168,fisch,tidalewave, noah and BarryS for beta testing and for resorces.
Thanks to Joep for the first version from witch i have started my project and learned a lot of features of this table.
2.0.3
Thanks to Maxixxl i have changed start and end angle of flipper
2.0.2
I cannot try it a lot because i have a very poor pc in this moment because i'm working on my new cab and all good part (GTX 285 and GTX 260) are in the cab that is not yet finished.
-Added alpha trasparency
-Bug Fix by DugFreez
Trigger "CenterRampExit" needs to be changed from surface Ramp2 to "Ramp518"
OK even in my version is already on 518 but i have never published it
Wall "S" needs to have "Has Hit Event" checked like HAR and K targets do. OK
OK checked hit event
Rename "Spinner2" to "Spinner"
OK renamed
Move the "LeftOrbit" trigger to the back left corner where it is on the original machine. This would more closely emulate the real machine and prevent weak orbit hits from registering when they shouldn't.
OK moved to upper corner
Tweak the SHARK targets a bit higher so they align with their inserts. The S target is now working with the correction I found....but it is still pretty much unhittable where it sits now. Moving them all up a bit will make them hittable and more like the real machine.
OK moved up and changed light
Tweak the ATV target "DXRampSXTarget1" and "DXRampSXTarget2". They look like they are purposly skewed compaired to the scarab target.
Every hit to that target sents the ball rocketing straight down the middle. If it is alligned like the scarab target that is just to the right of it....this isn't a problem.
OK change waverunner rotation of 5 degree
No bug posted for 1.0.4 4/3 version so i've decided to update also FS.
Version 1.0.4
Special Lamp fixed
Added L133 L155 Flashers
Added missing mini-post-Tood thd. No cut-Avway in the upper part of the pinball above rollover lanes
Moved flashers Flash6 to metch correct position
3rd skillshot that made me crazy now works, i am able to make it (and i'm really bad in playing pinball....)
Sabbat Moon for let me know - Rascal for the help
The Right Ramp skillshot make sme crazy but now is ok -
Pinmametimer set to 1 in spite of 100 -
Changed bsLaunch.InitKick Upperballlaunch,360,35 to make the ball follow the right way
Gate now stay open and the ball follow the right path.
Modified Side Ramp access with a trigger to speed ball entering and added a fake invisible wall to help the ball make the correct path in the side ramp.
Disabled lanch ramp trigger to slow ball added in V1.0.3 version
Akiles5000 - Bolt for 1.0.3 Version
- bmiki74 have to check the Vuk because the ball does not come out first and when he comes out it stops where the small red circle I've marked in the image.
Solved - Deleted collidable from object of the VUK - Enlarged fake invisible Ramp to cover VUK holes - Adde a fake wall to prevent irregular dropping .
mwong168
he pop bumper near the top I think is too close to the lanes and I often find the ball bounces back and forth in the same area for a bit too long if you know what I mean.
Solved - Reduced size of bumper to match correct size
Solved v1.03 bug of scripting lines without "enter". I have to remenber to test all table with vp 9.0.7 :-)
Version 1.0.3
BugFix
Sabbat Moon
- shark hole often shoots the ball directly to the right outlane.....
FS-4/3-Solved - bsKicker.InitKick KickerShark1,90,12 in spite of bsKicker.InitKick KickerShark1,90,10
- the top lanes skillshot always sends the ball to the right lane making it impossible to score the skillshot....
FS-4/3 - Solved ---> changed strenght of plunger and added speed random limit on ramp and autoplunger random strenght +-7% Changed name of end ramp to ShooterEndRamp
- the Right Ramp skillshot, the ball sometimes doesn't shoot all the way around to the red flipper and will roll back to the lanes.....
FS-4/3 - Hope to have solved ---> Right Ramp Helper to slow ball and increased speed of topper left flipper
- another thing I wanted to mention is that it appears the yellow targets and shark targets seem to do nothing when you hit them even in Chopper Mode and the others.
FS-4/3 - Solved ---> hit event on target
- as said in the 4:3 thread. Yellow targets don't work which are needed for Copper Mode, and Shark targets don't work.
FS-4/3 - Solved ---> hit event on target
Akiles5000
- bmiki74 have to check the Vuk because the ball does not come out first and when he comes out it stops where the small red circle I've marked in the image.
Not solved - Rally Strange never append to me sometimes vuk return ball in the bottom cup not reaching correct height but second time it works
- Bmiki75 cuando subo la bola por la rampa que indico con la flecha roja no sale la bola por ningun lado,puedes arreglarlo:
FS-4/3-Solved - Speed Ramp Limit
Used JP Salas pjysics setting as Akiles5000 wrote me
kwild69
- nice table everything works nice except i am losing the ball when it goes up the ramp under the shack it get stuck under there.
the ball lock is ok but when the lock is not ready it goes up the ramp and thats it have to restart the table. thats the only prob i see so far after 10 games....
FS-4/3-Solved - Speed Ramp Limit
DedRok_V
- Flippers look a bit shallow, same with Baywatch, they raise too high compared with real one.
FS-4/3-Solved - Put JP standard misure on it
1.0.2
Changed lenght of flipper (mwong168)
too speed for the ball is coming down the left ramp is now solved (mwong168)
Fixed the ball gets stuck to the left of the bottom bumper (Barrys)
Not already fixed : I had locked a ball in my previous game and when I started the next new game it remembered
1.0.1
First version not released
View File
Submitted by bmiki75, on Nov 26 2010, 07:51 AM
Edited by bmiki75, 15 April 2012 - 08:44 PM.









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