VPinWorkshop Posted June 20, 2025 Posted June 20, 2025 View File Scared Stiff (Bally 1996) "Ride The Boney Beast!" VPW proudly present a table that'll keep you up! This started about a year ago when Sixtoe got hold of a playfield scan of Scared Stiff and decided to follow through on a long time promise he'd made to make a series of "how to vpx" videos showing how to build a table totally from scratch. VPW How To VPX on Youtube It's one mcarter78's favorite tables, so he started to build it in the toolkit and got hold of some of the toys to scan them, Tomate came in to finish the blender side of things, and Apophis came on board to sort out some script things and add the VR bells and whistles. Cyberpez built a new 3D backglass and Tomate made a new 3D spider for it. During building it Sixtoe found a bug in VPX and Niwak fixed it, so now all of the flashers work properly and fade nicely now PWM is implemented properly (you'll need a recent-ish vpinmame for this!), and we think you'll enjoy the lightshow Check out all the options in the F12 menu, which includes the latest and greatest of everything VPW has to offer. Enjoy! VPW STIFFS Sixtoe - Project Lead, scratch table build and scripting. Tomate - 3D modeling and rendering. MCarter78 - 3D scanning, modeling and scripting. Apophis - Scripting and VR support. Cyberpez - Playfield Cutting, VR backglass. DGrimmReaper - Custom VR ball shooter. FrankEnstein - Custom instruction card. Testers - Pinstratsdan, Rik, Studleygoorite, mecha_enron, dad-e-drums, bthlonewolf, bountybob, robbykingpin, nestorgian, guus_8005, wrd1972 Required Software (64-bit versions): VPX 10.8.0 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-2051-28dd6c3 VPinMame 3.7.0.47 or later recommended: https://github.com/vpinball/pinmame/actions/runs/15769888098 B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.3 Version Log 001 - Sixtoe - "Just in case" Upload - Unplayable 002 - Sixtoe - Hit a script wall, please send help 003 - Sixtoe - IT'S ALIVE 004 - Sixtoe - Fully Playable 005 - tomate - First 2k batch added, most of the VPX objects set as not visible,VLM materials applied 006 - mcarter78 - Add room brightness, ball & plunger textures, make lights hidden, hide a few other trigger objects 007 - mcarter78 - Movables animation WIP (flippers, gates, crate, targets, bumpers, slings) 008 - tomate - dozens of fixes in Blender, not so many in VPX 009 - mcarter78 - Animate Leapers & diverter, fix GI string #s in update callback, Add rules card, cabinet mode & art blades to option menu 010 - mcarter78 - Reduce height of collidable targets under ramps causing stuck balls 011 - mcarter78 - Increase bumper ring speed 012 - mcarter78 - add collections/sfx for walls, metals & apron, add ramp rolling, crate hit, and autoplunger sounds 013 - mcarter78 - animate closed crate hit & ramp flap from spider VUK, hide ramp triggers 014 - tomate - some axis fixed in blender, open/close coffin prims added, fixed coffin position in VPX (thanks Apophis!), bumpers and gates elements re-named in blender and changed in the script, backgorund set to black for desktop mode 015 - apophis - Animated boogie arms. Updated desktop POV. Fixed GI rtx shadows. New ball image. 016 - tomate - crate and boogies textures fixed, set "hide parts behind" for PF object 017 - apophis - Adjusted slingshot strength and threshold. Fixed flipper shadows. Added ball shadows. Animated coffin door and cadaver. Added options: desktop DMD visibility, outlane difficulty, ramp refractions 018 - apophis - Fixed coffin diverter logic. 019 - tomate - 4k batch added 020 - tomate - some fixes on blender side, new 4k batch added, VPX unused textures deleted 021 - apophis - Increased flipper strength to 2500. Increased upper gates elasticity to 0.85 022 - mcarter78 - Animate autoplunger & leaper rods, less bouncy gates 023 - cyberpez - backglass first draft 024 - tomate - new 4k batch added, previous issues fixed (cadaver, top lanes and insert), collidalbe low poly right ramp updated to match visual ramp 025 - mcarter78 - Fix autoplunger gate, open up the crate more when entering 026 - tomate - new 4k batch added, targets textures fixed, GIL on group0 issue fixed 027 - apophis - Backglass second draft. Made BG visible in desktop mode. 028 - apophis - Added VR Cab. Made desktop backglass optional. Light blocker below playfield. Adjusted visible crate opening angle. 029 - Sixtoe - Crate VUK rejigged and randomised, various rubber tweaks, redid wall and rubber layout in blocker format, made l53 visible temporarily. 030 - tomate - new 4k batch added, flippers and l53 fixed, vpx l53 back to hide, changed PF render probe to dynamic, add a hole on PF blocker to see the visual VUK 031 - tomate - added default LUT and saturation option menu 032 - apophis - Fixed tilt switch assignment. Changed default LUT is 1to1. Made insert lights reflect on ball. Changed default cab POV. Added info card to tweak menu (thanks FrankEnstein). 033 - apophis - Improved post passes. Added inlane slowdown code. Added custom shooter knob option (thanks DGrimmReaper). Added minimal VR room with movie poster options. 034 - apophis - Fixed spider b2s issues. Disabled reflections of some items. RC1 - apophis - Fixed boogie man analog nudging. Updated some backglass flashers (thanks cyberpez). Updated custom rules card in tweak menu (thanks FrankEnstein). Fixed knocker sfx. Updated frog target hit sfx and scoop entrance sfx. Fixed VR poster visible bug. RC2 - mcarter78 - Only animate crate door on hit if not already currently animating RC3 - apophis - Solved crate door issue? Added playfield reflection options. Lowered plunger speed. RC4 - apophis - Accounted for frame rate in frog speed calcs. Adjusted down frog leap speed. Slowed down right vuk eject and ramps (slightly). Slingshots strength set to 4.2 from 4.5 RC5 - mcater78 - lowered ball height threshold for vuk trapdoor to >= 109 from > 110 and added a Y value failsafe RC6 - apophis - Updated (optimized) the reflection scope option. Improved spider wheel icon images (thanks HauntFreaks). Chnaged z lift on sw36 kicker from 100 to 105. RC7 - Sixtoe - Added metal hit to leaper targets, refactored entire cadaver coffin exit area, Submitter VPinWorkshop Submitted 06/20/25 Category VPX - Pinball Tables VPX Standalone Yes
DGPG35 Posted June 21, 2025 Posted June 21, 2025 I am getting an out of memory error with this new table, I have all the latest software, CftBL runs great, but this table will not play. The linked B2S and DMD run flawless (also tested with previous version of Scared Stiff), the PF shows up but with out of memory error and will not play. Looks amazing, thank you VPW (as always). Any ideas would be much appreciated, thank you! i7 7700K RTX 2080ti 16gb DDR4 Win10 and Visual Pinball running from an M.2 NVME Triple screen Vpin = 4K PF, 4K BG, 1280x1024 DMD/Topper video screen
thechadisgr8 Posted June 22, 2025 Posted June 22, 2025 (edited) Great and beautiful table, im guessing it needs to be better optimized though, even switching to low end pc in setting the lights drag my frames all the way down to 30 from 60. All other tables are fine set to high end. I7, 16gb ram, rtx 3050 4k playfield 1080 backglass 720p dmd Edited June 22, 2025 by thechadisgr8
garath Posted June 22, 2025 Posted June 22, 2025 Beautiful table, but I can't play this one (too much lag for my config). Other VPW tables are smoother : CFTBL is fine (60fps) or even GOT is playable (but it's the limit for me). My config is a old one. PC : i7-3770 and GTX 960, what is the most important to upgrade CPU or GPU (don't say both 😆)
deadmanworking Posted June 22, 2025 Posted June 22, 2025 @garath your upgrade path is quite limited with a 12 year old CPU 😅 I think you could get away with a 1660 Super, it's what I'm using with a comparable processor to yours and I can run almost all tables on 100Hz but not sure if it's worth investing ~100€ for that "upgrade". Did you try limiting the max texture resolution to something like 4096 to see if that helps with performance?
garath Posted June 22, 2025 Posted June 22, 2025 1 hour ago, deadmanworking said: @garath your upgrade path is quite limited with a 12 year old CPU 😅 I think you could get away with a 1660 Super, it's what I'm using with a comparable processor to yours and I can run almost all tables on 100Hz but not sure if it's worth investing ~100€ for that "upgrade". Did you try limiting the max texture resolution to something like 4096 to see if that helps with performance? Excellent advice : max texture to 4096 helps a lot !!!
solidrock68 Posted June 24, 2025 Posted June 24, 2025 I play in desktop mode and wonder if there is a way to resize and move the spiderwheel? It seems to be locked to the cabinet somehow.
DeWe Posted June 24, 2025 Posted June 24, 2025 (edited) @VPinWorkshop Pls help! The table is only in DesktopMode (?) and very small in my Cab. Table and Backglas are with a lot of space on my PF, ( QHD) It doesn"t help to change the setting from Legay to windows and so on.... enable cabinet (Rails are hidden or not), change from Fullscreen to windows in the VPX settings... How can I adjust the table that he matched for a 3 screen cab? Version 1.0 was running without any issue and in the right seize Edited June 24, 2025 by DeWe
deadmanworking Posted June 24, 2025 Posted June 24, 2025 @DeWe please check that View mode in video settings is set to Cabinet and not Desktop. (for the general settings and table specific overrides as well)
DeWe Posted June 24, 2025 Posted June 24, 2025 (edited) 13 minutes ago, deadmanworking said: @DeWe please check that View mode in video settings is set to Cabinet and not Desktop. (for the general settings and table specific overrides as well) Both settings (Table and General) are on 'carbinet'. Also changing the settings from Windows to exlusive Fullscreen show me any changes. Edited June 24, 2025 by DeWe
DeWe Posted June 24, 2025 Posted June 24, 2025 (edited) Issue solved: I added the POV from LoadedWeapon, the table looks now as expected. @deadmanworking Thx for your help Edited June 24, 2025 by DeWe
alexsmith1982 Posted July 7, 2025 Posted July 7, 2025 Dear VPW team, Congrats and Thanks for this amazing table One possible issue that I haven’t experienced with other versions of this table: Sometimes, when you shoot up to the deadheads, the ball falls back down the playfield during the deadhead animation instead of being held in the hole. It seems like there’s a small gap at the top left of the crate that allows the ball to pass through and miss the hole. Keep up the fantastic work and thanks so much! I've been having MULTIPLE JACKPOTS playing this one Cheers Alex
lminimart Posted October 28, 2025 Posted October 28, 2025 Think there's a game breaking bug in this one: if you ever get three balls in the scoop at once, you can have a loop like this. I could have done this for hours... 20251028_055818.mp4
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