- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Submitter
SUPPORT TOPIC File Information
- Submitted: Oct 27 2011 08:03 PM
- Last Updated: Nov 29 2011 08:03 PM
- File Size: 38.81MB
- Views: 14374
- Downloads: 2,068
-
Author(s):
JPSalas
Rosve (B2S)
JimmyFingers (Light MOD) - Manufacturer: Bally
- Year: 1996
Download Scared Stiff 8-step GI FS Lighting MOD 1.4.4.3
12 Votes
Based on Scared Stiff VP91x v1.4.4FS by JPSalas and Rosve's B2S MOD
-------------------------------------------------------
Update 1.4.4.3:
- Fixed graphic artifacts from pure black in main PF texture when all lights off
- Used higher quality base PF image, cleaned up numerous sections and re-generated all GI light levels with enhanced image (thanks JP for new image and PS tips)
- Tidied up rollover image boundaries / seams
-------------------------------------------------------
Update 1.4.4.2:
- Fixed Plunger visibility issues before first pull
-------------------------------------------------------
Update 1.4.4.1:
- Fixed right ramp not registering
-------------------------------------------------------
"Light" MOD:
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Altered general lighting on PF, lights, plastics, and other objects (somewhat of a night MOD)
- Added new Boney Beast alpha flasher
- Enhanced Claw flasher ramps
- Added fading bumper flashers with alpha ramp halos (hybrid) in "Lab"
Thanks to JPSalas for giving me permission to post this MOD and his helpful correspondence
Thanks to UW and oooplayer1ooo for their lighting tables / examples / inspiration
HAPPY HALLOWEEN! This table is a real light show and the screen shot can't really tell the story - have to see it in action. Hope you like!
Important: A fairly decent machine is required, however, the total performance hit from all of the adjustments only seems to be about 20% less than the original / base table. Higher periods of performance hit may occur when the lighting is actually changing and a ball is in play. However, in general it plays quite well. A 1GB card is recommended. I use and did the most of the testing on Windows 7 systems, Windows XP set-ups, like most people have witnessed, will likely have higher FPS / smoother play.
Notes:
1) The table has been set-up with various elements carefully "stacked", if anything get's changed on or in the table, with respect to drawn in front or drawn in back changes, graphical problems / oddities may be observed
2) Sometimes the table failed to load or yielded a mostly black screen - retrying or restarting VP and retrying would generally resolve
3) I have added a delay to the B2S launch after noticing some issues when it was returning focus to the table while the table still seemed to be rendering / updating on screen (the table has several more high quality PNG PF images / objects because of the 8 step GI and pushes the limits for loading successfully)
I've done everything I can with my current knowledge and skill set to make the table as efficient and "runnable" as possible.
B2S: It uses the B2S system that Rosve added and works with the original file name "ScaredStiff_FS_B2S.exe"; You may have to make a copy and rename it to the table name depending on your set-up; The B2S .exe and b2s.vbs were not re-distributed with this release.
Performance Improvements - there are a couple things that can be changed to gain back some performance:
1) As usual, Alpha Ramp Accuracy sliders further to left (gains with no decrease in quality on square alpha flasher ramps)
2) Disable the modified "Lab" bumper alpha flashers by changing the fading lights calls at the end of the "UpdateLamps" sub and deleting the related objects (there are groups created to make this easier and are called !Bumper#_Halos (1-3) and the section of the script for the changes is commented with notes to assist)
3) Change the !TopRightRampSegment back to "solid" from "alpha"; It was this way originally to save on performance but, with the new lighting looks much nicer to be able to see the updates behind / beneath it which you won't be able to if it's set back to solid
4) There is a setting in the script under the "Options" called "GI4LevelsOnly", it is defaulted to false for 8 way but set to true to try 4 levels only; NOTE: the performance change does not seem to be perceivable but may be noticed on older systems when lighting sequences are occurring and a ball is in play
5) I had some sound issues / hick-ups when running the VP executable on a single core but were resolved when allowing VP to run on multiple cores - could be my set-up, sound card, or windows 7 thing
6) I observed on one of my systems that changing the max texture setting down below "unlimited" actually decreased FPS / performance, so, if possible keep / try at unlimited
-------------------------------------------------------
Update 1.4.4.3:
- Fixed graphic artifacts from pure black in main PF texture when all lights off
- Used higher quality base PF image, cleaned up numerous sections and re-generated all GI light levels with enhanced image (thanks JP for new image and PS tips)
- Tidied up rollover image boundaries / seams
-------------------------------------------------------
Update 1.4.4.2:
- Fixed Plunger visibility issues before first pull
-------------------------------------------------------
Update 1.4.4.1:
- Fixed right ramp not registering
-------------------------------------------------------
"Light" MOD:
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Altered general lighting on PF, lights, plastics, and other objects (somewhat of a night MOD)
- Added new Boney Beast alpha flasher
- Enhanced Claw flasher ramps
- Added fading bumper flashers with alpha ramp halos (hybrid) in "Lab"
Thanks to JPSalas for giving me permission to post this MOD and his helpful correspondence
Thanks to UW and oooplayer1ooo for their lighting tables / examples / inspiration
HAPPY HALLOWEEN! This table is a real light show and the screen shot can't really tell the story - have to see it in action. Hope you like!
Important: A fairly decent machine is required, however, the total performance hit from all of the adjustments only seems to be about 20% less than the original / base table. Higher periods of performance hit may occur when the lighting is actually changing and a ball is in play. However, in general it plays quite well. A 1GB card is recommended. I use and did the most of the testing on Windows 7 systems, Windows XP set-ups, like most people have witnessed, will likely have higher FPS / smoother play.
Notes:
1) The table has been set-up with various elements carefully "stacked", if anything get's changed on or in the table, with respect to drawn in front or drawn in back changes, graphical problems / oddities may be observed
2) Sometimes the table failed to load or yielded a mostly black screen - retrying or restarting VP and retrying would generally resolve
3) I have added a delay to the B2S launch after noticing some issues when it was returning focus to the table while the table still seemed to be rendering / updating on screen (the table has several more high quality PNG PF images / objects because of the 8 step GI and pushes the limits for loading successfully)
I've done everything I can with my current knowledge and skill set to make the table as efficient and "runnable" as possible.
B2S: It uses the B2S system that Rosve added and works with the original file name "ScaredStiff_FS_B2S.exe"; You may have to make a copy and rename it to the table name depending on your set-up; The B2S .exe and b2s.vbs were not re-distributed with this release.
Performance Improvements - there are a couple things that can be changed to gain back some performance:
1) As usual, Alpha Ramp Accuracy sliders further to left (gains with no decrease in quality on square alpha flasher ramps)
2) Disable the modified "Lab" bumper alpha flashers by changing the fading lights calls at the end of the "UpdateLamps" sub and deleting the related objects (there are groups created to make this easier and are called !Bumper#_Halos (1-3) and the section of the script for the changes is commented with notes to assist)
3) Change the !TopRightRampSegment back to "solid" from "alpha"; It was this way originally to save on performance but, with the new lighting looks much nicer to be able to see the updates behind / beneath it which you won't be able to if it's set back to solid
4) There is a setting in the script under the "Options" called "GI4LevelsOnly", it is defaulted to false for 8 way but set to true to try 4 levels only; NOTE: the performance change does not seem to be perceivable but may be noticed on older systems when lighting sequences are occurring and a ball is in play
5) I had some sound issues / hick-ups when running the VP executable on a single core but were resolved when allowing VP to run on multiple cores - could be my set-up, sound card, or windows 7 thing
6) I observed on one of my systems that changing the max texture setting down below "unlimited" actually decreased FPS / performance, so, if possible keep / try at unlimited
I am having trouble playing the table. I keep getting the error Line: 0 (null). Can anyone help?
@mean6 - That's likely becasue where you're running the table file from does not have the corresponding b2s required files (the ScaredStiff_FS_B2S.exe, screenres.txt, and b2s.vbs). This table relies on the previous B2S release for those components. Get those sorted and you should be fixed up. In future, please post in the support topic vs. this download ared as it might get missed here as well as others could benefit in seeing the problem discussed. Cheers.
table looks great but im having 1 problem with it, like with my B2S badcats table, the table will load up, but the dmd loads before the B2S backglass, and then gets covered up by the B2S backglass, making it so you cant see scores. Badcats table I just reload until it works, but this table seems to take more to load so the backglass never beats the dmd to the finish line.
Is there any way to add a delay to the dmd loading, or a way to ensure its on top? I'd really like a fix for this issue.
thanks in advance
Is there any way to add a delay to the dmd loading, or a way to ensure its on top? I'd really like a fix for this issue.
thanks in advance
yea when I try loading it outside of HyperPIN it works fine, but then gets covered up by backglass when I load it through hyperpin. The older version B2S worked fine for me, I think the timing is just bad (for me at least) because I see the dmd load up, then right after the B2S BG loads on top of it.
What a treat for HALLOWEEN, nothing better that Elvira!!!!
Thanks for all the hard work
Thanks for all the hard work
@dark - Take a look at the main support page for B2S problems solutions. Try it with the scripted backglass launch set to false for Hyperpin use (it's defaulted to true in the download).
@mean6 - That is a B2S issue you likely have changed the filename?
so this is a 2 screen only table?
Im getting the error Line: 0 (null) error as well but my regular scared stiff table is a 3 screen as is my pincab
Can I not use this one?
Im getting the error Line: 0 (null) error as well but my regular scared stiff table is a 3 screen as is my pincab
Can I not use this one?
@SH - This should work fine with a 3 monitor cab as does the initial B2S that Rosve did EXCEPT you have to choose the right .exe for the 2 screen (grill) vs. 3 screen version. There is no .exes included with this download as you just have to use your existing ones. Check what the settings were in the .vpt B2S table you had working and make sure you copy that same .exe and name it to match this .vpt table. Also make sure it has B2S at the end if you use Hyperpin. Try it outside of HP if you do and look at the support forum for other peoples helpful pointers and things already discussed on the B2S launching and stuff.
I renamed it the same as my old one and it all works ok.
I made the appropriate change in the code to use the UVP backglass and it all works except for when you are spinning the wheel.
It doesnt show the lights going round and round so you have to guess where it is.
Any idea about that ?
Thats the last hurdle for me, and I want it to work because this is a GREAT mod
I made the appropriate change in the code to use the UVP backglass and it all works except for when you are spinning the wheel.
It doesnt show the lights going round and round so you have to guess where it is.
Any idea about that ?
Thats the last hurdle for me, and I want it to work because this is a GREAT mod
Other files you may be interested in ..
- 18,259 Total Files
- 57 Total Categories
- 871 Total Authors
- 25,252,285 Total Downloads
- Sister Storm (Lunar Howl 7) Latest File
- anthias Latest Submitter
user(s) are online (in the past 15 minutes)
members, guests, anonymous users










are all trademarks of VPFORUMS.