- 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
Scared Stiff VP91x v1.4.4 [VP 9.x Desktop]
Started By
jpsalas
, Feb 14 2010 05:06 AM
149 replies to this topic
#44
Posted 16 April 2011 - 07:33 AM
QUOTE (jpsalas @ Apr 16 2011, 08:23 AM) <{POST_SNAPBACK}>
I tried to fix that in this last revision. Did this happen on this 1.3.1?
yes the ball went a little way up the ramp just inside the skull didn't make it than it feel through.
Edited by bladexdsl, 16 April 2011 - 07:34 AM.
#45
Posted 16 April 2011 - 12:58 PM
New update, 1.3.2, and the last, I hope 
Thanks to Sheltemke for pointing out where the ball got stuck. I think this one is taken cared now
JP
Thanks to Sheltemke for pointing out where the ball got stuck. I think this one is taken cared now
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#46
Posted 16 April 2011 - 01:29 PM
Thank you for the update JP!
But this ramdom kickout (SW37) seems to not work.
For me the ball makes this movement shown in this pic below 99,99% of the time. This is very noticeable during the crate multiball.
But this ramdom kickout (SW37) seems to not work.
Edited by billyrjse, 16 April 2011 - 01:33 PM.

Big Thanks to my friend Hassanchop for this very nice dmd.
#49
Posted 16 April 2011 - 04:07 PM
Yes, I fixed that too. When you make a table then you have to test it. You can test it for hours and everything seems ok. Then someone try it and it just takes a few minutes to discover a lot of things that need to be changed
This is normal, at least in my tables, hahaha
But usually they get fixed quickly
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#50
Posted 16 April 2011 - 04:21 PM
I'm not using this to complain, just to point out that there does seem to be a bit more randomness on a real Scared Stiff during crate multiball on this one particular machine, featured in the following youtube video:
This is almost 10 minutes long and the person hits two "crate multiball" sessions and when the ball ejects it seems to hit the right flipper more often than it hits the left flipper or the inlane on the leftside.
That being said, this version of Scared Stiff JPSalas has bestowed upon us is a visual marvel to behold! Thanks for being such an awesome supporter JP!!
Best Regards,
Todd.
This is almost 10 minutes long and the person hits two "crate multiball" sessions and when the ball ejects it seems to hit the right flipper more often than it hits the left flipper or the inlane on the leftside.
That being said, this version of Scared Stiff JPSalas has bestowed upon us is a visual marvel to behold! Thanks for being such an awesome supporter JP!!
Best Regards,
Todd.
[proud owner of a Williams Solar Fire]
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
#51
Posted 16 April 2011 - 05:46 PM
ok, you win
I'll make an update
And I have to fix the last error I know and this is: the ball may fall down in the middle of the ramp and get stuck under it. I think this is due to the alpha ramps. The solution I'll try is to use normal invisible ramps to be the real ramps, and use the alpha ramps just as decoration (they won't be collidable). So it won't take long before a new version is released
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#52
Posted 16 April 2011 - 07:47 PM
QUOTE (jpsalas @ Apr 16 2011, 01:46 PM) <{POST_SNAPBACK}>
ok, you win
I'll make an update
And I have to fix the last error I know and this is: the ball may fall down in the middle of the ramp and get stuck under it. I think this is due to the alpha ramps. The solution I'll try is to use normal invisible ramps to be the real ramps, and use the alpha ramps just as decoration (they won't be collidable). So it won't take long before a new version is released 
Hi JP, I'm sorry, I wasn't trying to win, I was looking for actual gameplay to figure out the angle of eject for sw37 to figure out "where" the ball was being ejected to. Unfortunately the youtube video I posted is not clear enough to make a proper determination. I noticed that sw37 rather consistently kicks out to hit the slingshot wall sw67 with the angle set to 110. (you randomize the speed by 3 and the angle by 8 for sw37) That being said, if you adjust the sw37 angle to say 92, I think this might be high enough to make the ejected ball "go anywhere" and satisfy the few people who want it to be random.
Let me state, I do not know if this is correct for the actual machine! I would much rather someone who owns the actual machine point out the actual path the ball follows when ejected during crate multiball please. A screenshot similar to the one posted by billyrjse posted will be sufficient. Thank you.
Best Regards,
Todd.
[proud owner of a Williams Solar Fire]
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
#53
Posted 16 April 2011 - 08:07 PM
You did notice the
? Anyway I need to make an update to fix the problem with the ball falling through the ramp just under the snake's skull. So I can ad a change in the angle too
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#54
Posted 16 April 2011 - 08:24 PM
QUOTE (jpsalas @ Apr 16 2011, 04:07 PM) <{POST_SNAPBACK}>
You did notice the
? Anyway I need to make an update to fix the problem with the ball falling through the ramp just under the snake's skull. So I can ad a change in the angle too 
LoL! yes I did see the
Best Regards,
Todd.
[proud owner of a Williams Solar Fire]
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
#55
Posted 16 April 2011 - 10:04 PM
Thanks for the update JP! Look forward to your next one on this table. Looks fantastic with the alpha transparencies!
Need to set or reset replay levels on a particular table? These guides will help you:
For Non-DMD tables: Guide to reset replay levels on non-DMD tables
For DMD tables: Guide to set replay levels on DMD tables
Need to change the number of balls per game on a particular table? These guides will help you:
For Non-DMD tables: Guide to set number of balls per game on non-DMD tables
For DMD tables: Guide to set number of balls per game on DMD tables
Need to adjust the volume on DMD based tables? This guide will help you:
Guide to adjust volume on DMD tables
An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:
Excel Spreadsheet of VPM emulated tables
For Non-DMD tables: Guide to reset replay levels on non-DMD tables
For DMD tables: Guide to set replay levels on DMD tables
Need to change the number of balls per game on a particular table? These guides will help you:
For Non-DMD tables: Guide to set number of balls per game on non-DMD tables
For DMD tables: Guide to set number of balls per game on DMD tables
Need to adjust the volume on DMD based tables? This guide will help you:
Guide to adjust volume on DMD tables
An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:
Excel Spreadsheet of VPM emulated tables
#56
Posted 16 April 2011 - 11:21 PM
Hey JP! I'm just trying to help because I know this table very well even in real life. Please... I love your job, man! I'm not looking for flaws in them. I just think the ball is doing inconsistent movements comparing real physics. Kruge99 is right. The ball tries to go to the right flipper, but this is not a constant. In real machine the ball has more boucing on the walls. Please, watch the video of my post # 31... It's clear to see the movements of the ball.
Sorry for my bad english...
Thank you very much!
Respectfully
Billy

Here is the video...
Youtube Video - Scared Stiff
Sorry for my bad english...
Thank you very much!
Respectfully
Billy
Here is the video...
Youtube Video - Scared Stiff
Edited by billyrjse, 17 April 2011 - 12:29 AM.

Big Thanks to my friend Hassanchop for this very nice dmd.
#57
Posted 17 April 2011 - 02:12 PM
A number of people seem to be having a problem with the ROM sound breaking up. Over the period of a game, the sound becomes worse and worse until the entire soundtrack becomes totally garbled with snaps and pops. Here is the text of some previous posts:
----------------------------------------------------------------------------------------------------------------------------------
The sound is still messing up (stuttering/echoing) after a few minutes of gameplay....this is what I have...
Intel®Core™@ CPU Processor
1.6GHz, 1GB of Ram
NiVidea GeForce 6800 GS
RealTek AC'97 Audio Sound Card
Can SOMEONE Please help me as to how to get this Pinball sounds to play smoothly???
Thanks in advance,
Richard
--------------------------------------------------------------------------------------------------------------------------------
After many games, I discovered it's the leaper dropwall animation that garbles the sound on my comp. With every leaper hit, the sound would get worse and worse to the point the sound was very distorted and echo-laden. Disabling the leaper animation instantly cured the sound problem. (Now, if I could just make some reels for the leaper animation!)
-------------------------------------------------------------------------------------------------------------------------------------
I experienced the same problems with my computer and I seemed to come up with a solution to fix the problem:
1. Unchecked HD Render
2. Alpha Ramp slider all the way to left
3. Went to Visual Pinmame Game Settings and set Visual Pinmames Sample Rate to 22050
4. Now the time consuming part:
Went into the sound manager and exported the following wave files:
boogiekick (44.1 Khz)
bumper1 (44.1 Khz)
bumper2 (44.1 Khz)
droptarget (44.1 Khz)
glasshit (80.05 Khz)
glasshit_high (80.05 Khz)
glasshit_low (80.05 Khz)
rubberflipper (44.1 Khz)
target (44.1 Khz)
Using Windows "Sound Recorder", I converted all nine "wave" files to 22.05 Khz to match all the other samples in the sound manager. I then went into the sound manager and deleted the nine original wave files and imported the nine new 22.05 Khz wave files. Then I saved the entire table with the changes.
Now the sound is perfect , with no breakups when I run the game. (The tipoff was the leaper dropwall animation. During the animation glasshit, glasshit_high, and glasshit_low were all played during the subroutine and they each were sampled at 80.05 Khz. At first deleting these samples from the sound manager made a huge difference in the sound quality)
JP- I'm sure these changes would definitely make your table run better on low end computers and/or graphic cards.
Thanx!
----------------------------------------------------------------------------------------------------------------------------------
The sound is still messing up (stuttering/echoing) after a few minutes of gameplay....this is what I have...
Intel®Core™@ CPU Processor
1.6GHz, 1GB of Ram
NiVidea GeForce 6800 GS
RealTek AC'97 Audio Sound Card
Can SOMEONE Please help me as to how to get this Pinball sounds to play smoothly???
Thanks in advance,
Richard
--------------------------------------------------------------------------------------------------------------------------------
After many games, I discovered it's the leaper dropwall animation that garbles the sound on my comp. With every leaper hit, the sound would get worse and worse to the point the sound was very distorted and echo-laden. Disabling the leaper animation instantly cured the sound problem. (Now, if I could just make some reels for the leaper animation!)
-------------------------------------------------------------------------------------------------------------------------------------
I experienced the same problems with my computer and I seemed to come up with a solution to fix the problem:
1. Unchecked HD Render
2. Alpha Ramp slider all the way to left
3. Went to Visual Pinmame Game Settings and set Visual Pinmames Sample Rate to 22050
4. Now the time consuming part:
Went into the sound manager and exported the following wave files:
boogiekick (44.1 Khz)
bumper1 (44.1 Khz)
bumper2 (44.1 Khz)
droptarget (44.1 Khz)
glasshit (80.05 Khz)
glasshit_high (80.05 Khz)
glasshit_low (80.05 Khz)
rubberflipper (44.1 Khz)
target (44.1 Khz)
Using Windows "Sound Recorder", I converted all nine "wave" files to 22.05 Khz to match all the other samples in the sound manager. I then went into the sound manager and deleted the nine original wave files and imported the nine new 22.05 Khz wave files. Then I saved the entire table with the changes.
Now the sound is perfect , with no breakups when I run the game. (The tipoff was the leaper dropwall animation. During the animation glasshit, glasshit_high, and glasshit_low were all played during the subroutine and they each were sampled at 80.05 Khz. At first deleting these samples from the sound manager made a huge difference in the sound quality)
JP- I'm sure these changes would definitely make your table run better on low end computers and/or graphic cards.
Thanx!
#59
Posted 17 April 2011 - 05:37 PM
I use a sound blaster card so I have no problems with the sound. but I'll go through the samples and I'll reduce them to 22Khz, since there isn't much difference anyway 
I'm nearly ready to finish a new update for this table. I think now the snake/skull ramp works fine (a slow ball could fall through the ramp). I guess is reason are the alpha ramps and if the slider is all to the left then there may be small gap between ramps, and the ball fall down. What I did was to add normal invisible ramps, and make the alpha ramps non collidable. So far so good
JP
I'm nearly ready to finish a new update for this table. I think now the snake/skull ramp works fine (a slow ball could fall through the ramp). I guess is reason are the alpha ramps and if the slider is all to the left then there may be small gap between ramps, and the ball fall down. What I did was to add normal invisible ramps, and make the alpha ramps non collidable. So far so good
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#60
Posted 17 April 2011 - 05:44 PM
QUOTE (jpsalas @ Apr 17 2011, 01:37 PM) <{POST_SNAPBACK}>
What I did was to add normal invisible ramps, and make the alpha ramps non collidable. So far so good 
Great idea there JP! Maybe all alpha VP ramps should be for appearance only.

You have discovered an Easter egg. Pat yourself on the back.



Top








Contributor









are all trademarks of VPFORUMS.