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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: 14373
- 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
@SH - I think I assumed you were already using a B2S version. This version won't work fully with UVP for a few reasons. Locate and download Rosve's version with the B2S, follow those instructions and get that going with the B2S / backglass with the spinning spider (that was a great release he did a month or so ago). This version uses that same structure / B2S system with no change in the B2S aspect. He also provided a 2 screen and 3 screen version in that download. Get that going, than make a copy of the b2s.exe, name accordingly for this version, and try it in and out of Hyperpin. Good luck.
I am just AMAZED at the quality of this table! It's almost like playing the real one! Thank you SO much and PLEASE keep making tables like this!
I cannot stop playing this table! 
Very nice, thank you!
Why did you not do this to the FS versions. I only play on PC so far and cant play this version. =(
But thumps up anyway. Just want to say im sad I cant play this mod!
But thumps up anyway. Just want to say im sad I cant play this mod!
MRZ999 I take it that by you stating "Why did you not do this to the FS versions" and your general comments that you're of the belief that there is no version for non-cabinet / FS users? There IS indeed both a FS and Desktop version and they were both released and have been updated at the same time(s). Search for it, check it out, and then you won't be sad 
wow thank you
Thanks for your work. This table plays great!
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