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Everything posted by Kccitystar
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Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
The Astros being visible in the AL West column is related to changes to your roster, not through the IFF you're looking to modify -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Interesting. I'll continue to tinker with this -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
So about those Dif values for each pitch...: The DifVeloc, DifUnexp, and DifTraj values are used in combination to contribute to a 100-point scale that determines a pitch's overall rating in the game, and they correlate directly with a player's attributes for speed, movement, and control. The values act as weights for each attribute in calculating the pitch's effectiveness. In this system, the Dif values would effectively scale a pitcher's individual attributes against a league average to determine the pitch's overall rating. This would mean that adjustments to the Dif values need to be made with careful consideration of how they would affect the weighting of each attribute in the overall calculation. Let's take Clayton Kershaw's slider as an example: If his slider attributes are 86 speed, 99 movement, and 98 control, and we're using the DifVeloc, DifUnexp, and DifTraj values as weights, the calculation for the overall rating of a pitch, like the slider in this case, would be something like this: Pitch OVR = (Speed * DifVeloc) + (Movement * DifUnexp) + (Control * DifTraj) Those three values are meant to help the game calculate dominant pitches from individual players. -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I'll DM you with the revised pitch values for you guys to test -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Tinkering with this tonight, specifically tinkering with the properties of the default slider. I've set the difficulty sliders to 50 which is baseline (or the "Pro" difficulty setting) I chose the slider for two key reasons: If I'm trying to figure out if the wind settings play a factor with pitch movement, the lateral movement a slider has is clearly visible If I'm tinkering with trajectory and lateral movement, I can see that too. Here's the default behavior of the slider. Kershaw has the most elite slider in the game, so thats' who I used to test the pitch. Additionally, the location is static. Just a max-ed out slider down the middle. This guarantees I'm going to have the pitch land in the same spot every time. Here's the modified slider with all of the values adjusted on the right side of the screen. Looks like it's got more bite than the default pitch characteristics! Here's the more complete, final overhaul of the slider with every adjusted value on the side. Can't wait to see what a revamped fastball looks like in the game! -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
the sweet sweet art of pitch physics my friend -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Pitches Tab: Took a while but I was able to understand what these values were that we were so stumped on for some time that weren't explained completely through Vlad's documentation for REDitor, like these values: DownImp1 DownImp2 Param4 DifVeloc DifUnexp DifTraj Since they're shorthand names for global pitch attributes/characteristics, this is kind of what I've been able to breakdown, and I may be wrong to an extent. I will note that sliders in the game can impact pitch characteristics and how the CPU behaves: DownImp1 and 2 might represent two different aspects of the downward impulse applied to the pitch. This could relate to how the pitch's speed or trajectory is affected by gravity or the pitcher's motion over two different phases of the pitch's flight (initial release from the hand vs arrival to home plate) HorizImp would suggests Horizontal Impulse, which would affect the pitch's movement left or right. This could be a measure of the pitch's ability to break or move horizontally, influenced by the spin and the angle of the pitch as released by the pitcher. For a curveball, sinker or a slider, a higher value might indicate a greater break. The default is 0 for these pitches. Param4 was the big one I was trying to figure out, but because it only has decimal values going from 0.5 to 0.8, it's probably a coefficient related to one of the pitch attributes, so I'm going to tinker with this a bit DifVeloc, DifUnexp, DifTraj (or as I call them, "The Dif's") are meant to simulate the dynamics of facing different pitch types from the perspective of the hitter/cpu and it's scaled from 0.0 to 1. I'll use the fastball in the game as a baseline: DifVeloc would represent how difficult a pitch is to hit because of the velocity variation (difference between MinSpeed and MaxSpeed). A value scaling up from 0.0 to 1 affects how hard it is for you or the CPU to time a fast pitch. So if a pitch has a 0 value, there's no additional challenge from velocity variation, but if a pitch has a 1 value it's extremely hard to get solid contact on a pitch. The pitch speed is predictable or doesn't significantly impact how you can time the pitch. A fastball has a default value of 0.5 for example, so it's still challenging to time but you're able to square it up. DifUnexp might represent how difficult a pitch is to hit due to unpredictability in when you or the CPU are sitting on one. A value scaling from 0.0 to 1 would affect how predictable the pitch is for you or the CPU to anticipate. So a value of 0.0 means the pitch is easy to read or anticipate in a certain count, but if a pitch has a 1 value it means it's extremely unpredictable, so either the pitch is not often used, it moves closely to another pitch until it's final approach to the plate or its movement can fool you. A fastball has a default value of 0.5, for example, so it might be used in certain counts or it's deceptive enough to make you or the CPU lookout for one. DifTraj might represent difficulty due to trajectory, so a value scaling from 0.0 to 1 means a pitch might be hard to hit based on how clear the pitch's path is to you or the CPU. So a pitch with a 0.0 value would mean it's a completely flat pitch or its movement is predictable for you or the CPU, but if a pitch has a value of 1, it means that the pitch's trajectory is challenging, either there's significant break, drop, or unexpected movement that you or the CPU need to adjust to. A fastball has a default value of 0, for example, so you would only need to worry more about timing and speed of the pitch. Let's use the baseline Dif values of a fastball (0.5, 0.5, 0) and compare that to two other pitches, a 2-seam fastball, and a Curveball. It's an example of a pitch that doesn't deviate much from the in-game fastball vs a pitch with completely different characteristics. Compared to the fastball, the 2-seam fastball's Dif values have a slightly higher variance from the fastball (0.4, 0.4, 0.2). What does that mean for you? This means that you or the CPU can anticipate and adjust to 2-seamers but the DifTraj being 0.2 means it's more challenging to hit it squarely. Which 2K attempted to have reflect real life, because two-seamers have different degrees (default is 260 for the game's 2FB) of armside fadeaway so they induce grounders, like sinkers. A Curveball in the game has Dif values of (0.05, 0.5 and 0.45). What does that mean for you? It means that it's not hard to time (DifVeloc) but it's speed is fairly consistent. It's got the same level of unpredictability as a fastball (a value of 0.5 means that it can surprise you in any count, and there's a 50/50 chance the CPU will take the pitch), but the high DifTraj value (0.45) means that it's much harder for you or the CPU to hit because of the big break (default is 150 for the curveball). -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I was researching how to accurately build out a physics system within Unity for a baseball sim, and it led me to look into MLB2K12 regarding specific attributes from that Pitches tab on REDitor -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
wake up gang, there's work to do thanks to chatgpt -
This is fine, these are all AAAA fringe guys
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They mentioned they were playing the game through a Mac and AetherXS2 which is a PS2 emulator for Mac
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Firstly welcome aboard! Second, I've got some sad news. This game doesn't have that many PS2 mods, let alone PS2 mods compatible with an emulator. You'd be hard pressed to find any content in that capacity here unfortunately.
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While the exe bypasses the disc check, it's for the launch copy of MVP Baseball 2005 (the one that is installed off the disc). The game was patched several times to address several bugs and choppiness, so the exe was modified by those EA patches in that process, and a disk bypass exe for that version of MVP Baseball 2005 does not exist. I don't know what to do at this point to help, honestly.
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I did, and I removed the fixed exe off the site. The community can figure this out.
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(deleted) -KC
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Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
I've been taking some courses on Unity's learning site, which have been super helpful. It's all entirely free if you want to pick it up and learn the engine I have played it all. Front Page Sports I think is the spiritual successor to TLR in terms of how well it can sim -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
I haven't updated this thread in some time, but I've spent some time literally playing every high and low rated baseball game on several consoles either the traditional way or through emulation. I settled on a visual design I like, and it's something straight out of the Bases Loaded series with a mix of other titles. I'd love to have a game that has Harper look like this, and this is an illustration from a talented artist's portfolio at ArtStation: I feel like MLB The Show can own the 3D space, sure, but I know there is a market out there for a modern-retro title that RBI and other games left behind in favor of 3D visuals. When I thought about building a baseball title I figured it would be simple but at the end of the day, I'm just one guy and 3D modeling and things like that are hard as hell for a single developer. Something like a baseball game with a 2.5D isometric view (think of the SNES, Ken Griffey Jr Baseball style fielding camera) makes sense to me. I want to build a game that's pretty much sim-cade where it needs to be, like MVP was. You could sit down, pick up a controller and play a quick 9 innings if you want, or you can run a league as a Comissioner the way you want, or run a team as an Owner the way you want. The reality is that baseball fans have been hungry for things left behind by the old titles, things like building an expansion team, online franchise, owner mode, relocating a team, playing with classic rosters, etc. and it would be awesome to have a game that can be flexible enough to be as close to your sandbox as possible while also being fun. My dream baseball titie is ultimately the audio ambience of Pro Baseball Spirits (player chants, team chants, cheer songs, etc.), mixed with the gameplay mechanics of MVP Baseball 2005, in the visual package of Baseball Stars/RBI Baseball, with the depth of OOTP and the statistical analysis of Statcast. We haven't had a mix of all of these yet, but I'm willing to take the time necessary to build a game that people will talk about for a long time. I feel like with my vision, the final product will be something on par with the legacy of MVP Baseball 2005. -
Post is hidden but I will say that the method, while valid, puts a user's machine open to potential security risks that could compromise your computer. This puts the expectation on the person doing this that they will know what they are doing, but not all of us are fairly tech savvy. Also, while this method is not necessarily a piracy concern, trust me, I would love to have people be able to play MVP without some zany workaround, but if someone ruins their PC from taking a member's advice here then it becomes a finger pointing contest as to whose fault it is
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controller.cfg for XBOX controllers (for MVP on the PC)
Kccitystar replied to krawhitham's topic in Support
updated the Xbox One Controller for Windows settings profile= Controller_(Xbox_One_For_Windows) device= Controller_(Xbox_One_For_Windows) player= 1 number_of_buttons= 16 number_of_povs= 1 number_of_axis= 5 VPAD_VIRTUAL_BUTTON_START= button 8 VPAD_VIRTUAL_BUTTON_SELECT= button 7 VPAD_VIRTUAL_BUTTON_CROSS= button 1 VPAD_VIRTUAL_BUTTON_CIRCLE= button 2 VPAD_VIRTUAL_BUTTON_SQUARE= button 3 VPAD_VIRTUAL_BUTTON_TRIANGLE= button 4 VPAD_VIRTUAL_BUTTON_L1= button 7 VPAD_VIRTUAL_BUTTON_R1= button 8 VPAD_VIRTUAL_BUTTON_L2= axis- 3 VPAD_VIRTUAL_BUTTON_R2= axis+ 3 VPAD_VIRTUAL_BUTTON_L3= button 9 VPAD_VIRTUAL_BUTTON_R3= button 10 VPAD_VIRTUAL_BUTTON_DPAD_UP= pov0 1 VPAD_VIRTUAL_BUTTON_DPAD_DOWN= pov180 1 VPAD_VIRTUAL_BUTTON_DPAD_LEFT= pov270 1 VPAD_VIRTUAL_BUTTON_DPAD_RIGHT= pov90 1 VPAD_VIRTUAL_BUTTON_L_STICK_RIGHT= axis- 1 VPAD_VIRTUAL_BUTTON_L_STICK_LEFT= axis+ 1 VPAD_VIRTUAL_BUTTON_L_STICK_UP= axis+ 2 VPAD_VIRTUAL_BUTTON_L_STICK_DOWN= axis- 2 VPAD_VIRTUAL_BUTTON_R_STICK_RIGHT= axis- 4 VPAD_VIRTUAL_BUTTON_R_STICK_LEFT= axis+ 4 VPAD_VIRTUAL_BUTTON_R_STICK_UP= axis+ 5 VPAD_VIRTUAL_BUTTON_R_STICK_DOWN= axis- 5 VPAD_PITCH_1= button 1 VPAD_PITCH_2= button 2 VPAD_PITCH_3= button 3 VPAD_PITCH_4= button 4 VPAD_PITCH_5= button 6 VPAD_FIELD_PICK_OFF_THROW_FIRST= button 2 VPAD_FIELD_PICK_OFF_THROW_SECOND= button 4 VPAD_FIELD_PICK_OFF_THROW_THIRD= button 3 VPAD_PITCH_OUT= button 1 VPAD_THROW_BALL= not_assigned -1 VPAD_INTENTIONAL_WALK= button 10 VPAD_INTENTIONAL_HITBATTER= button 9 VPAD_PITCH_HISTORY_OPEN= button 9 VPAD_SWING_NORMAL= button 1 VPAD_SWING_BUNT= button 10 VPAD_CHARGE_MOUND= button 4 VPAD_FIELD_THROW_FIRST= button 2 VPAD_FIELD_THROW_SECOND= button 4 VPAD_FIELD_THROW_THIRD= button 3 VPAD_FIELD_THROW_HOME= button 1 VPAD_FIELD_SWITCH= button 5 VPAD_FIELD_RELAY_THROW= axis+ 3 VPAD_FIELD_CUTOFF_THROW= axis+ 3 VPAD_FIELD_FAKE_RUNDOWN_THROW= button 6 VPAD_RUNNER_FIRST_SELECT= button 2 VPAD_RUNNER_SECOND_SELECT= button 4 VPAD_RUNNER_THIRD_SELECT= button 3 VPAD_RUNNER_RUNFIRST= pov90 1 VPAD_RUNNER_RUNSECOND= pov0 1 VPAD_RUNNER_RUNTHIRD= pov270 1 VPAD_RUNNER_RUNHOME2SCORE= pov180 1 VPAD_BASERUNNER_ADVANCEALL= button 7 VPAD_BASERUNNER_RETREATALL= button 8 -
We have THE WORST MEDICAL STAFF IN THE ENTIRE LEAGUE gvcydusvgkjavcgjk
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Awesome. The crashing in Franchise mode has been a long time problem for every single person who's attempted to create a roster or modify one.
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I mean test this if you can. Sim the 2012 season as Houston, and then try the 2013 and 2014 season and check the standings
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The reason it's important to edit all of the schedule tabs is because Schedule_Older, Old and Cur are based on the 2010, 2011, and 2012 season schedule. The other schedules exist so that the game is able to generate a new schedule for the 2024, 2025 season (or 2013, 2014 in-game). Even though you can play through the 2012 season, I am 100% sure it will have issues in later seasons because the Astros moved to the West after the 2013 season and all of the other schedules do not have them in the AL West. In those schedules, they're considered a National League team playing mostly National League teams.
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Schedule building is terrible in 2K12. Did you edit all of the schedule tabs?
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You took the time to get back to all of us. I respect that! I personally, as someone who works for a data research company, feel like the idea of using analytics to optimize performance or being able to predict outcomes is not new to me. While analytics can provide valuable insights, I strongly believe that they should never be the sole factor in decision-making and team management. That overreliance is toxic to any organization in baseball, because the game is played by humans, and machines can't capture the intangible stuff baseball provides, like the emotional state of a player, the chemistry of a team, or the impact of a key play on a team's momentum. You had mentioned guys like Herzog and Earl Weaver, who were awesome managers but the funny part about this is that Earl Weaver was actually one of the first pioneers who utilized analytics! He was such a tactician on the baseball field who embraced new ideas and techniques to maximize his team's offensive production. He was one of the first managers to: Implement a platoon system based on how well guys hit against lefties/righties Advocate for valuing OBP as a way of measuring how guys contributed offensively so if you had a high OBP, chances are you were penciled in his lineups One of the first managers who started using defensive shifts based on tendencies from player statistics The most important thing of all though is that he was able to develop young guys and utilizing the analytics of the time to put them in situations where they could succeed. The platoon system he believed in helped so many undervalued players under his wing. Herzog is in a sense, the yin to Weaver's yang as Herzog wasn't reliant on the analytics of the time but he placed a strong emphasis on defense and refined the John McGraw style of small ball with speed on the basepaths, aggressive baserunning and good defense. Billy Martin, bless his soul, is a master tactician whose managerial style was actually a hybrid of both, but the fiery personality and competitive spirit was all Billy. Man I love baseball.