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Ideas for TyWiggins


Go Tribe

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I donated $50 to Ty to encourage him to keep working on his mods. The only "good" ideas I could come up with that might be doable for him were...

1. incorporate all or most of his mods into one really nice program

2. incorporate mvpsavreader into this program

3. incorporate some things from rglass' editor into this program

I'd like to see some other good ideas posted here for him - I think we should concentrate on enhancements to his current programs instead of having him reinvent the wheel.

Also, perhaps I can inspire you guys to send him some donations as well, not only to encourage him to keep coding but to also thank him for all the incredible work he's done. I don't see how anyone can play MVP seriously without his work.

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Go Tribe, I know you said enhancements to his current program, but I have two I have been hoping could see the light of day.

The first would be for dynasty or owner mode. I am tired of seeing fake players in the game. So here is my thought. We could have a program where you would alt-tab out right before the draft. The program would create a file (txt or something else) that would pull all of the information for the players in the draft. We could then replace that file with a premade draft file (one that has information, photo ids, etc.) for players that should be coming out in that draft. Kind of like draft classes in Madden and NCAA. We could probably make files for about four years out. Then when you go back in the game you have real players with real stats to draft. Even real photo ids if we could incorporate that.

My second idea is an offshoot of the models.big maker. Alt-tab out at a point where the player ids are loaded for a particular game in your dynasty. For example, you would alt-tab out before playing a Mets-Braves games. You would run a program that would read the player ids for all the players in that game, then it would go into database that KG and Ty already created that has the audio ID and player/manager face. Running this would build the models.big so that every player in that game would have a true cyberface. You could even make the default models.big it uses have no cyberfaces so it loads the 52 faces quicker. It would be a chore to do this before each game, but then essentially every single player could have a cyberface without running into the 900 or so limit.

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I would really love to see a stable, highly incorporated Stats reader, like savReader, only deeper and more STABLE. I do like the savReader now, when it works, but I do believe this is something that could be redone in a better manner. Also, it would be nice to be able to edit in season stats- the ability to fix the stupid scoring errors that happen all the time.

Like if your guy lays down a bunt with a runner on base, and is safe, it's NEVER credited as a hit.

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Thanks for the donation, Go Tribe. What would you like for me to work on first? I probably won't get to most of them, but if donations keep coming in, I might end up finishing them all. The highest priority ones for me are 6, 7, and 8.

1. Incorporate the Box Score Extractor into MVP2005 Editor.

2. Incorporate the .dat Exporter/Importer into MVP2005 Editor.

3. Incorporate the Team Changer into MVP2005 Editor.

4. Incorporate the Schedule Updater into MVP2005 Editor.

5. Incorporate the Playoffs Creator into MVP2005 Editor.

6. Incorporate the Models.big Creator into MVP2005 Editor.

6a. jscand's 2nd idea -- function that will load only the 52 faces for the current game into the models.big.

7. Add ability to Import and Export players in MVP2005 Editor (as .mep files for use with MVPEdit).

7a. jscand's 1st idea -- import draft classes

8. Add ability to edit rosters in MVP2005 Editor.

9. Add ability to edit stats in MVP2005 Editor.

10. Add ability to edit the schedule in MVP2005 Editor.

11. Add in some of the features of mvpsavreader into MVP2005 Editor.

12. Something else.

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Make it so we can set the value of a pitch speed over 100 mph :p (I think 113 is the highest it can go without being a wild pitch? not sure on that) everytime I use the importer exporter to do it, it messed up my rosters and i haveta fix them

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good to see you here ty, I have an idea for 12, that I mentioned earlier:

12. An in-game save utility (like a save-state in emulators)

I tried that, but ran into problems when I tried to load the save.

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Make it so we can set the value of a pitch speed over 100 mph :p (I think 113 is the highest it can go without being a wild pitch? not sure on that) everytime I use the importer exporter to do it, it messed up my rosters and i haveta fix them

That is an easy enough change. I believe I have a version posted in my MVP2005 Editor thread that allows velocities up to 105. If you want a version that allows up to 127, pm me and I'll email it to you.

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How doable is this?

http://www.mvpmods.com/Forums/viewtopic/t=26762.html

And just how complex do you think it'd be to do? I used to take programming classes, took Basic, Java, and C++. But I haven't touched anything in about 5 years, so I don't remember jack. But I would imagine that I could re-teach myself the things needed for the program.

I remember basic the most, so using that for what I'm about to say.

First program, I'd imagine it could be programmed by setting up a loop to read the players rating and then assing it to increasing variables. Run this program right before the offseason. Do one rating at a time. Then export that to a TXT file, and move on to the next rating and repeat. So you'd have seperate TXT files for Right Contact, Right Power, Left Conect, and so on. Also need the stats, not just ratings.

Then for the second program then gets run at the start of the next season, first the formula to judge how much ratings should be increased by needs to be created. Then import the stat txt for the rating you are equating, assign the stat to a variable that's used in the formula. Create a loop to then go through every player, and export them to yet another TXT file (I say TXT file instead of assigning it to a variable so that if somebody wants to edit how much a players ratings increase, they can do it by editing the txt file). So these TXT files now have how much each rating should increase by.

The third program then imports both the TXT files of the ratings and the TXT files for how much the ratings are increased, assign all those to variables and just simply add them all up, using three different loops for each part.

Then it opens up where players ratings are stored, and replaces those ratings with the new ratings figured out by the program.

I just have two problems with this.

1) I don't know how to import/export the ratings and stats, I don't know anything about how to read the files where those are stored.

2) Just how long would it take the program to do all that. There's something like 4000, 5000 players? Would take a very very long time to export everything from the files, recalculate everything, change everything, and then import everything back...

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Ty, I have a very good idea for you but I need your attention when all of this in this thread blows over.

It would be to have a program runs through the attrib.dat and replaces any instances of a generic face, say 901, that has hair color 7, hair style 3, and replaces it with a cyberface.

I have 15 cyberfaces that are generic faces that I want to release as a stand alone but it needs an installer like is mentioned above. Otherwise, the only way I can tell someone to install these cyberfaces is to do it before they start their dynasty and then manually go through the entire attrib.dat file, open it in notepad, and then use the replace all function. Of course $ would be donated.

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How doable is this?

http://www.mvpmods.com/Forums/viewtopic/t=26762.html

And just how complex do you think it'd be to do? I used to take programming classes, took Basic, Java, and C++. But I haven't touched anything in about 5 years, so I don't remember jack. But I would imagine that I could re-teach myself the things needed for the program.

I remember basic the most, so using that for what I'm about to say.

First program, I'd imagine it could be programmed by setting up a loop to read the players rating and then assing it to increasing variables. Run this program right before the offseason. Do one rating at a time. Then export that to a TXT file, and move on to the next rating and repeat. So you'd have seperate TXT files for Right Contact, Right Power, Left Conect, and so on. Also need the stats, not just ratings.

Then for the second program then gets run at the start of the next season, first the formula to judge how much ratings should be increased by needs to be created. Then import the stat txt for the rating you are equating, assign the stat to a variable that's used in the formula. Create a loop to then go through every player, and export them to yet another TXT file (I say TXT file instead of assigning it to a variable so that if somebody wants to edit how much a players ratings increase, they can do it by editing the txt file). So these TXT files now have how much each rating should increase by.

The third program then imports both the TXT files of the ratings and the TXT files for how much the ratings are increased, assign all those to variables and just simply add them all up, using three different loops for each part.

Then it opens up where players ratings are stored, and replaces those ratings with the new ratings figured out by the program.

I just have two problems with this.

1) I don't know how to import/export the ratings and stats, I don't know anything about how to read the files where those are stored.

2) Just how long would it take the program to do all that. There's something like 4000, 5000 players? Would take a very very long time to export everything from the files, recalculate everything, change everything, and then import everything back...

I was actually talking to UncleMo about something very similar almost a year ago. I called it stats based progression. I didn't do any programming work on it though. It's definitely doable though.

It would probably take less than a minute for the program to do everything. (3250 players, by the way)

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When would a user run that, and how would that work when someone is using the stat updater that you incorporated already for those using shortened seasons?

For it to make use of minor league fielding stats you would need to run it at the end of the season to save the minor league fielding stats and the current attributes.

If it doesn't need minor league fielding stats, then you could run it right before progression to save the attributes. Then run it again after progression to adjust the attributes.

Edit: For your question about the stat updater and shortened seasons: If you're using a shortened season you would want to update the stats first. Then the stats based progression mod would only have to deal with stats from normal length seasons.

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Ty - I'm still hoping to get some great ideas from the users in this post but what I really would like to see the most is combining as much functionality from your other programs into one new or existing programa and 2. either rebuilding mvpsavreader or incorporating what it does into the new utility or if possible, have a 'fix' button that stops mvpsavreader users from getting overflow and other errors. you'd obviously need to figure out WHY they are getting the errors and then see if you can amend the sav or dat files to stop the errors.

Thanks

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i would love to see the draft idea. if it would be possible to put them in the game i would be willing to create a draft class for 2007. i've already started creating some of the players that i was planning on adding as free agents to my dynasty. i would be more than happy to assemble a 300 player draft class (complete with portraits), however, if it would be possible to get them in the game.

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If the draft idea could be done, I'd be willing to work on draft classes for 1995 - current. Then we could start the dynasty with the 1994 mod, and then draft players each year to see how baseball may have been different if 1994 was completed. Just an idea.

Ty, I'd certainly be willing to donate for the draft class maker. I mean I am going to donate anyway, but would be willing to donate even more if that were something you were willing to work on.

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If the draft idea could be done, I'd be willing to work on draft classes for 1995 - current. Then we could start the dynasty with the 1994 mod, and then draft players each year to see how baseball may have been different if 1994 was completed. Just an idea.

Ty, I'd certainly be willing to donate for the draft class maker. I mean I am going to donate anyway, but would be willing to donate even more if that were something you were willing to work on.

Sure, if you donate, I would be willing to work on that.

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