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Scared Stiff 99x Shoopity [VP 9.x Desktop]

Primitives Scared Stiff Desktop

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#21 Shoopity

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Posted 24 June 2015 - 03:22 PM

I think I got it.  

 

  • In the Table1_Init sub, change the ".HandleMechanics=1" to ".HandleMechanics=0", should be line 93. (arngrim, if you make this one simple change, your backglass should start working)
  • Add a line in the same table1_init sub to call InitWheel.
  • Add the InitWheel sub from the previous table (or as provided by arngrim above)

 

You don't need the emreel stuff.  You don't need anything at all in the UpdateWheel sub (it can be blank, but it does need to be there).  You DO need all the information in the InitWheel Sub.

 

It's definitely tied in to the fact that on previous tables they coded their own mech handler and I just used the VPM built-in handler.

 

I'm very unfamiliar with directB2S, but I wonder if there's a simple error in the programming.  I noticed in the Snippit setting for the spider, the mech ID is set to 1 and I can't set it to 0 (which is what it is in VPM).  Maybe B2S only works with hand coded mechs and not VPM mechs?

 

If I were smart/inclined enough, I would add some startup script like in Twilight Zone to let you pick what controller you're using so all these changes would be made automatically.



#22 arngrim

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Posted 24 June 2015 - 05:47 PM

works perfectly shoopity, thanks :)



#23 GSGregg

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Posted 11 October 2015 - 01:22 AM

Hi, Shoopity;

 

Sorry to be the bearer of bad news, but while the table looks good and, for the most part, plays very well, it is launching balls over the right ramp into the corner, where I have been able to see one 'soak' through whatever is in the very corner of the playfield (I thought it was a cutout on JP's v143 / 144, as it was rendered black without detail, but on this it's.....what, a playfield hinge?).

 

Attached File  Scared Stiff Ball Trap 99x2.JPG   136.39KB   8 downloadsAttached File  Scared Stiff Ball Trap 99x2a.jpg   239.74KB   7 downloadsAttached File  Scared Stiff Ball Trap 99x2b.JPG   137.9KB   7 downloads

The first two screenshots show only one of the two balls which had jumped or permeated Wall r50 and perhaps Wall 174; the third shows the volume of space into which the ball/s settled, and the only way they can come back is with a closing and restart of VP. Not shown: Plastic Peg T7, the inside support for Wall r50, also will hold an errant ball; the only time it will be visible, however, is when a nudge or tilt moves it around.

 

Uneducated guesswork: Can a wall be constructed, or an existing one enlarged, that will completely fill the unused volume of corner space, thereby giving a ball nowhere to go but back to the playfield?

 

Thanks for scratching your head, too;

 

Gregg  :think:

 



#24 Shoopity

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Posted 11 October 2015 - 06:28 AM

Remember, just because you see something on a table doesn't mean it's physical; there is a "collidable" setting for walls and ramps (among others) that can allow a ball to pass through it.  I don't know if it's official or not, but I personally set stuff that shouldn't be interacting with the ball to not be collidable because I think it'll make performance better (the engine doesn't have to worry about wasting physics checks on objects that wouldn't normally be interacting with the ball).

 

Until I get a chance to look at this, you can either A) Add a wall, or edit that small wall by adding points and moving them around to fill in that space, 2) there should be a plastic there that you can make collidable.  You might need to make that great big black Flasher disappear by turning off the layer.  You can find out what layer it's in by right clicking on it and moving the mouse over "Assign To..."; the window that pops up should have a check mark next to which layer it's on.  Un-check that layer and you should then see the Wall object that's pretending to be a plastic.  Click on that, and put a check in the Collidable option.

 

Another option would be to copy that right ramp, paste a copy, then change the settings for that ramp to be ~units higher at the start and end, then making it invisible.  This way you're creating an invisible roof for the ramp, so it won't get launched in the first place.

 

I can give you more details when I look of how you can fix this yourself, but I'll also work on updating this.

 

The ball launching is the same problem you had with JP's table.  I personally have never had an issue of the ball getting launched.  I doubt it since you're running desktop versions, but do you have a nudge device at all?



#25 GSGregg

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Posted 11 October 2015 - 08:21 PM

Well, I decided to try expanding Wall r50 to fill the corner, but it's obscured by Wall 314, the corner plastic (which IS collidable), and they are both assigned to Layer 1, preventing me from being able to just expose what I wanted by killing one layer. So I deleted flasher alphas(?) 21, 25 and one I neglected to identify (22), plus Wall 314, letting me work on Wall r50 (Gol-dang, that's a lot of control points if you want it clean.....)

 

Anyway, I figured to 'undo' what I had deleted, then trial-play and see how it behaved; the corner plastic came back, but not the flashers, so I hit 'undo' a few more times until I realized it was chipping away at my enlarged wall---one point at a time. So, figuring I was just going to deconstruct the wall, I resumed my 'undoing', only to exhaust an apparently finite supply of presses. Still missing the three flashers, I tried to play without them, but got a script error at Line 165, Variable undefined, BFlash17. When I Okayed or closed it, the script reset with the Editor but not the table and pressing Play again simply reset the error.

 

So, guess who's going to grab another table out of the zip?

Edit: I guess I pulled bflash17, too. False alarm on the new table, though; saying no to 'Save the Changes?' made it all good.

 

Surprising that ball-liftoff hasn't been a problem; any full-strength shot is liable to take off, especially if a ball dropping close to straight down is allowed to bounce from the left flipper to the right and really feeds the backhand shot. During multiball, the instances increase because you don't have the time to catch, control, and choose a milder shot---whack what you can when you can, 'cause there's another one coming.....

 

No nudge device or anything; just the stuff in my CPU-Z banner and a 15-inch CRT.

 

One bright spot compared to the other table; no ball has rested against a bumper yet, the buzz from which announced the frames-per-second dropping to 3 or less.....

 

 

Gregg


Edited by GSGregg, 11 October 2015 - 08:41 PM.


#26 Big Aaron

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Posted 22 July 2020 - 02:09 AM

Hello all!! Glad to be here. I'm just discovering virtual pinball and just bought my first pinball cabinet and I am trying to the sound in Scared Stiff to increase. The sound of the flippers and the ball rolling around are very loud but the speech and sound fx are extremely quiet. I've checked all the sound settings and they are all to 100%. Does anyone have a solution for this?? Sorry for the newb question but this has got me stumped.



#27 batch

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Posted 22 July 2020 - 08:37 AM

Hi

 

Go to this tutorial https://www.vpforums...ials&article=44


signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    


#28 Big Aaron

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Posted 23 July 2020 - 02:43 AM

Thank you very much...that fixed it😀





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