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Everything posted by wudl83
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Random Thoughts On A Sunday Morning Updated To 7-28
wudl83 replied to Yankee4Life's topic in Left Field (Off-Topic)
ROFL, very bad, but very funny. -
I wanted to know if the new generic cyberfaces would show up in the edit players screen, not if the players themselves would show up.
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- Altuve tags out Trout trying to steal second - - Chris Carter hits a solo homerun off Blanton - - Aybar gloves a linedrive to short to end the game with a 6-2 win of the Halos against the struggling Astros -
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Cool thread. I will come up with a few pics, too. Just will have to grab them.
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Sorry I don't look at the files anymore. To be honest I don't have a clue what could cause this problem. 1) If the faces show up in the lineup screen (maybe you could try to edit a player and see if the face shows up in the edit screen) then you should have installed them correctly. 2) Did you have to overwrite something? That would be the prove that you have installed them into the correct folder. 3) Do you recognize any bald heads or how do the respective players show up ingame?
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Ok thank you. This more or less proves what I was thinking.
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It should be possible, no doubt. But I don't know if it will show up with the right name while playing a game. I am 99,9% sure I could drop a pitch from the games arsenal, e.g. the rarely used Palmball, rename it and make a second knuckler out of it. I could adjust the movement and everything else so while using it in a game it would fly like the already existing knuckler. And you could see it named Knuckleball in a players card. The only thing I am not sure of is how to make it show up as a knuckler while playing a game. You know you see the circles when pitching with every pitch a pitcher has having a different name, rating and movement. I mean the circles that turn yellow, red, green, you name it. Those circles do not show the same names as the pitches in the a player's card. I don't know why but that's how it is. I didn't find a way to change those names but as long as one could live with throwing a knuckler that's not named knuckler, I could change it. I hope you do understand what I mean?
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I adjusted the slider, 2 seamer, cutter and screwball movement a little bit. It now has more of a down and away movement and not only an away movement. Looks good ingame. Don't know if it changes something regarding gameplay.
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Oh well I found a sheet in the roster table using reditor. There you can edit pitch types including names, max and min speed and so on. There you also can play around with the importance of different things for the calculation of the pitch rating. Maybe this allows a little bit of separation or something like that? Don't know for sure yet what I can do with it, but maybe I can improve something with it. I also can edit the movement of the pitches, but I do not know how it exactly works by now. We got 3 colums, named, DifVeloc, DifUnexp, DifTraj (named by Vlad, don't know if they are telling us the right or wrong thing). The numbers in all 3 colums amount to 1, so I think those fields determine how important those 3 fields are for the pitch rating (percentage wise). In the manual Vlad stated for those 3 colums: Let's make an example. - in the row for the 4 seamer: by default it has DifVeloc 0.5, DifUnexp 0.5 and DifTraj 0. - in the row for the 12-6 curve: by default it has DifVeloc 0, DifUnexp 0.45 and DifTraj 0.6 I think this means that for the rating of the pitch we get the following calculation in our examples: - for the rating of the 4 seamer the DifVeloc counts for 50% and DifUnexp counts for 50%, while DifTraj is meaningless. - for the rating of the 12-6 curve the DifVeloc is meaningless, DifUnexp counts for 45% and DifTraj counts for 60%. I am more or less sure that DifVeloc simply represents the (max) speed rating a pitch has and the DifTraj represents the movement rating a pitch has. What I do not know is the meaning of the DifUnexp. It could very well be the control rating. I gonna test that out. (***) Maybe you remember at the start of the thread where I made some tests how the pitch ratings are calculated and came up with a few numbers and found out that for some pitches the speed doesn't matter? Here is the proof. Look here, I have changed three names already. (***) EDIT: The DifUnexp IS the control rating. Now I know what's important for pitch rating calculation and I even can change it. And since the pitch rating is important for a pitcher being effective with it or not, maybe I can change some things in the roster around. Maybe it will help for gameplay? Don't know yet. Any ideas? What I know for sure is that I can get guys like Sergio Romo who have slow sliders to be way more effective. I simply have to drive up the importance of the movement rating of a slider for the calculation and so the slider will get more effective ingame since the rating will be higher. I also can change the break animations of each pitch but I am unable to find a way to differentiate between different ratings for each pitch.
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Strange thing is I hadn't realized this problem before. I remember wondering that some pitches broke in a strange way compared to the movement rating, but I didn't probe the causes of it. Well, no other chance than simply dealing with it and accepting the things as they are. The separation must come from the ratings itself, at least the ratings do matter. Sad that animations don't separate.
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Tried it out before, movement doesn't matter visually. As a rating it does matter, but the animations don't change. Tested it with 40, 50, 60 and even 100, no difference. Don't know why they did this. Best example is to give RA Dickey's knuckler 99 movement and 25 movement. Try it out and you will see that the 99 movement knuckler dances like the 25 movement knuckler. I recently found an older developer's diary in which they told proudly that they had completely revamped the pitching system. They were so proud that they implemented pitch break animations related to their location (e.g. a high CB will have little break, a low CB at the bottom of the zone will have big break; a slider inside will have little break, a slider outside will have big break) but they seem to have forgotten to differentiate between pitchers.
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The problem is how 2k calculates the CPU batting in regards to a pitcher's ratings. I did a ton of tests. Pitch ratings (control/movement) are way off compared to reality thanks to their system. You can not produce "real" pitches with how they have coded it unless you sacrifice gameplay. There are tons of guys in the real MLB that have good control and get hitters out with that although they have pretty bad movement. And there are tons of guys in the real MLB that have bad control and get hitters out with that because they have pretty good movement. I tried to reproduce that but it doesn't work. Too bad I didn't find out it too early. If you have a pitch with high control and low movement it is as bad as a pitch that has mediocre control and mediocre movement. All that counts is the overall rating of a pitch and the contact ratings of a pitcher when pitching. Was pretty sad when I found out that 2k12 is coded like this but that's how it works. I also found out that all the tendency ratings do NOT matter for gameplay. They only matter for simulation. For gameplay they are completely useless. When you pitch with a guy who has BB-tendency rated 100, K-tendency rated 100 and GB-tendency rated 100, you won't strike out more guys like a pitcher that has a 25 rating in K-tendency, you will not walk more guys than a pitcher that has a 25 rating in BB-tendency and you won't induce more groundballs than a pitcher with a 25 rated GB-tendency. Also the doubles, triples and homerun ratings do not really influence gameplay. All that matters for a pitcher is the overall pitch rating (calculated by control, movement and speed of a pitch) and his contact ratings. The higher those ratings, the less prone he is to give up hits. And depending on the hitters ratings this hit can be more likely be a single, a double, a triple or a homerun. But it has nothing to do with the pitcher's ratings for 2B/3B/HR. All the rest is completely irrelevant for gameplay. I also found out that the pitch animations do not change no matter how high or low the movement rating is. You can set up a pitcher with a 12-6 CB that has 25 control and 25 movement and the pitch will break the same ingame as a 12-6 CB that has 99 control and 99 movement. The only difference is that you can not control the first pitch and can't get anyone out with it. But regarding animations they are both the same. Didn't expect this to be honest. There are guys in real MLB that have pitches that have big breaks and guys that have little breaks in their breaking balls. You won't see a difference ingame regarding the animation. You will only see a difference in the aspect of a hitter being able to hit it or not. I reset the roster to default to look up how 2k12 was set up initially and I saw that every pitcher's pitch had nearly the same movement and control. Pretty unrealistic but that's it. When you look at a pitcher who got a 4 seamer control of 90, you can bet that his movement was in the range of 85-95. That has nothing to do with a realistic approach but we have to sacrifies it. Also, when you look at your roster ingame, where you can see the marked player in the upper half and in the lower half you see the roster, you see ratings for "Overall", "Control", "Stamina" and "Composure" for the marked pitcher. I always wondered why some guys who got low control ratings for their pitches by me, had way higher control ratings in this screen. Now I found the answer. The term "control" is simply WRONG and MISLEADING. It should be labeled "pitching repertoire" or "pitches". Pitches are calculated in different ways. For a FB speed is very important, but it is less important for a CB for example. Also the importance of control and movement vary for the calculation of a pitch rating. Now when you got a pitcher that is a fireballer and can dial his FB up to 100 mph, he even may have not much control, but the FB rating will be the same like that of a player that only can throw his FB for maybe 90 mph, although he has way better control than the fireballer. Since the rating of the pitches maybe the same in the end, both pitchers get the same "control" rating in the overview screen. That is all big time BS if you ask me...
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Two things guys. First, I am still working, but got very, very busy lately. Second, I realized some strange things regarding game mechanics and therefore had to change a shitload of ratings. That means extra work.
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Shut down programs running in the back first. Then - if you could - list your ingame settings if it's still running choppy.
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You only have to download my roster, extract the .ROS-file into your MLB 2k12 saves folder and then load it ingame. I think I have stated this in the file description? With Ty's editor you can not import a roster into a running franchise.
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Wasn't meant as an offense by me, I only wasn't expecting such a question :-)
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Strange question to be honest - I even did try to track minor league transactions in my former updates. So yes, the final roster will be up to date. Why shouldn't I do transactions?
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Thanks. Small piece of information: I am now done with all 25-man rosters. I have already completed the whole Giants and Yankees system, too. I can not give you a date for the final release but I keep on working.
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Twnlove In Mlb 2K12 ( A.j.c.y Mod. Rlsd! In ..... Pg.15 O )
wudl83 replied to twnlove's topic in Mod Previews
twnlove, maybe you have interest in making a new homer bailey (reds starting pitcher)? If you look at him ingame, you can see that his face is maybe the worst 2k face ever. he looks like on crack or heroin or something like that. -
of course, as always.
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A small update from the front. I have updated all hitters of the 25-man rosters, 7-8 teams lack pitchers updates but I think I can get them in within a few days. Then I will switch to the minor leagues. Game really plays great now as I have altered the sliders a little bit, too. Game scores even vary more than before. My last 2 games were: Giants (Cain) @ Pirates (Morton) 0-1 (3-5 hits) Blue Jays (Rogers) @ Rangers (Darvish) 9-7 (14-13 hits) (I was in front 6-1 and brought in Frasor for relieve in the 7th and he surrendered 4 hits and 4 runs before I even could get an out) (and it was the same Jays lineup I held to 6 hits the day before with Griffin of the As) I also found a register in the roster file that allows us now to pitch 2-seamers faster than the prescripted 96 mph. Feels good to tally up 2-seamers up to 98 or 99 mph with Strasburg and Scheppers.