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PureSim 2007 v1.50 Released!

 
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PureSim 2007 v1.50 Released! - 12/19/2006 5:07:20 AM   
puresimmer

 

Posts: 2299
Joined: 7/24/2005
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PureSim v1.50 is now available. This is an official release.


Download PureSim Baseball 2007 v1.50 (200mb)

NOTE! After installing 1.50, please immediately apply the 1.51 patch (it fixes a few last-minute issues). Be sure to install 1.50 then apply the patch.

Download PureSim 1.51 Patch



1.50 Release Notes
==========================

This document contains the cumulative list of new features, tweaks, and bug
fixes since the last official release (1.20)

Since 1.20 there have been:

~ 20 New Features
~ 30 Tweaks
~ 40 Bug Fixes

==============================================
1.50 - New Features
==============================================

- New: Windows Vista(tm) Compatibility

As of v1.50 We have updated PureSim's installation and game files to
be compatible with Windows Vista RTM (Build 6000 and later). If you
are running under Vista be sure to see the compatibility information
at the following web page:

http://www.puresim.com/vista.html


- New: PureSim now includes real players from the 2006 MLB season

- New: Finalized official support for loading add-ins and expansion packs
created using the .NET Framework 2.0 (For example using the
freely available Microsoft Visual Basic Express 2005 and Microsoft
Visual C# 2005.

More updated info coming for modders/developers soon!

NOTE: PureSim supports creating add-ins in VB6 and .NET 2.0.
.NET 1.x is NOT a supported platform.

- New: Updated GM AI. Primary changes involve the AI being much more
protective of its up and coming prospects. The primary difference
should be that it will be a bit more difficult to pry an organization's
top prospects away unless you are really willing to offer up some
top veteran talent or similarly touted prospects.

- New: Multiplayer functionality now fully online with official Matrix
servers. (Though the game still allows for a personal/custom
FTP server, using the Matrix servers is the preferred means
of play for multiplayer moving forward, as it provides a consistent,
supported multiplayer experience for all)

- New: Using the new aging model is an optional setting at association
creation time (With existing associations, you will be prompted
when upgrading to v1.50)

- New: On the modify roster screen a padlock icon is now displayed next to a
player's name to provide a visual cue to denote that he has been
locked into the lineup or a pitching staff slot via a "Player Usage"
setting. (Note Player Usage settingscan be edited by clicking
the "Player Usage" button on a player's card.


- New: Player career arcs (aging, improvement, decline) can now be configured
to occur gradually over the year instead of just in the off season.
In other words, you'll see subtle ratings changes multiple times
over the season for players. So, you'll probably want to watch
players more closely during the year since their skills are changing
more dynamically, as opposed to previous versions of PureSim where
you would pretty much look at ratings after the off season.

This feature is optional.

- New: Added new option to dump all players to the draft pool when doing a
"Real Major League" association.


- New: Now using 7z for multiplayer association compression resulting in 3x to
5x smaller file sizes resulting in greatly improved upload/download
times.

- New: Improved algorithm for calculating SPEED rating for imported real
players.

- New: Added overall range Factor (RF) to player card (Tracked for current
season only).

- New: Now tracking Outs Played, PO, AS, and E by defensive position for each
player (Note, these numbers won't be correct until a fresh season begins in
your association.)

- New: Added Range Factor and FPCT breakdown by position to the defensive chart
that can be summoned from the player card (Note, these numbers won't
be correct until a fresh season begins using 1.50 with your association.)

- New: The new "early player debut" feature recently added is now also
available for PureSim Classic mode associations that are using
the "Seed with real players" option.

- New: Major revamping of the stats display on the in game lineup card. There
are now links at the bottom of the lineup card that can toggle
its display between Season Stats, Toady's stats, Season vsL/R,
and Career stats.
vs. the current pitcher

- New: Added new optional setting to allow for importing duplicate real
players. This can be handy if you are doing "What if?" type
scenarios and want to have multiple versions of the same real
player in your association (say from different periods of
his career for example, or maybe Ruth as a pitcher and Ruth as
a hitter etc...)

- New: You can now create new pitchers and hitters before the start of the
initial draft.

- New: When auto-playing games, PureSim shows some detail about the user's
team's most recent game under the running scores. The score is
displayed along with info on the pitcher from the user's team
that got the decision as well as any HR's that the user's team hit.
Note for double-header's only the most recent game result is displayed.

- New: New option when using real players to bring in players before their
real life major league debut. This can be a cool option if you want
to play with real players and more than 35-man rosters. Players
are brought in a few years in advance based on their age at the
point the debuted in the majors. Their ratings will be adjusted
accordingly. This is optional (default=off) via the
"[x] Import Players Prior to their Major League Debut" option
on the initial "Association Customization Options" dialog that
appears at Initial association creation time.


==============================================
1.50 - Tweaks
==============================================

- Manager AI Tweak: PureSim's AI had a tendency to over-use the top reliever
(sometimes giving him as many as 100 appearances per season) This has been tweaked back a
bit, especially in the case of putting him in a game 3
or more consecutive times.

- Manager AI Tweak: In general if a starter had a rough first inning, the
AI had a tendency to maybe yank him a bit too quickly.
The AI is now a bit more patient with good starters
having trouble early. This hasthe added benefit of
improving rotation and reliever usage in general as well.

- GM AI Tweak: In too many cases, players would have nice, long careers but
spend the last season or two in the minors. The GM AI now
is less likely to place an aging, proven vet in the minors.
This should lead to a bit more realistic career arc for
players, since this rarely happens in the real world.

- Tweak: Greatly improved MVP award calculations. Previously the award was
too heavily influenced by RBI totals.

- Tweak: When simming multiple seasons using the "Sim until year:" field,
PureSim now prompts the user if they want to build the HTML
Almanac after the completion of the sim cycle.

- Cosmetic: Wrapping issue on career stats page for batters that had 10
seasons or more of career stats compiled

- Cosmetic: Fixed a few typos.

- Installation: PureSim now installs the latest version of the Microsoft .NET
Framework (2.0) (You will only see this install if your
machine does not already have the Framework. Most people
already do, since it is pushed out via Windows Update.)

- Update: Re-integrated PureSim's add-in download feature with the PureSim
server. Expect us to release add-ins and expansion packs over
the next few months that you can download and install from
directly within the game.

* If you are a skilled developer (VB6/NET/SQL/DHTML) and would be
interested in creating add-ins see the "SDK" folder under your
PureSim install for some samples on how to create add-ins.

Please send an email to shaun@puresim.com if you are a developer
and are interested in modding the game.


- Tweak: Multiple tweaks to multiplayer FTP code to improve robustness.

- Cosmetic: On the player card for retired players, the summary stats (that
display under the picture) was getting clipped if the player was
a hitter and they had more than 1,000 RBI.

- Change: Removed 70-man rosters due to some game instability issues.
This may return for PS 2008. Note: If you already have
a 70-man roster it will still work moving forward, but support
for creating a new 70-man config is now removed.

- Tweak: Added logging support for multiplayer associations. The way this
works is all FTP commands sent by PureSim to the FTP server are
logged in the file ftp.log in the user's [puresim install
folder]\psa folder. This file can prove useful when
diagnosing FTP connectivity issues in multiplayer associations.

- Tweak: If a player submits roster moves while the commish is logged into
PureSim, but BEFORE he has simmed a game since the last upload
cycle, PureSim will now apply those roster moves right before
the first game in the current cycle is simmed.


- Tweak: No longer prompting the human manager for a tag up decision if
a runner is on first and a fly ball is hit.

- Tweak: Added some new background images (Lineup, Modify Roster, Defensive
scouting report) Thanks to PanzersEast!

- Tweak: User now prompted if they want to update the HTML Almanac in the off
season.

- Cosmetic: Added current association date to all menu screens

- Cosmetic: Fixed some text wrap issues on the new in-game lineup card feature

- Cosmetic: Some of the new verbiage on the lineup card showing how a player was
doing in the current game found its way into the play by
play window. The pbp window has been changed back to the way
it always displayed this info.

- Tweaks: More tweaks around fly ball distances and physics. Distances should
be decent now regardless of park. Note: When making a tag
up decision, the most important thing to look at is PureSim's
description of the depth the ball was hit (Shallow/Medium/Deep)
the distance traveled in feet matters as well, but that
is taken into account by PureSim's description.

- Tweak: PureSim will also now indicate if a ball was hit off the wall. It
has always calculated this, but was not always letting
the user know if that was the case. Build a park with short fences
and 50' walls and enjoy :)


- Tweak: Throttled back early/early-mid season trade activity. There was a
little to much maneuvering going on in May/June.

- Tweak: Improvements to ball flight distance calculations

- Tweak: Human player can now call for hit and run with two outs (At their own
peril!)

- Tweak: Runners were not advancing for extra bases on OF errors. With v1.50
there is approx a 60% chance runners will advance an extra base
on an error in CF, and a 75% chance on errors in LF and RF. Note,
if a hit and run was on, then the runner will always get an extra base or two.
Note, these defaults are "tweakbale" via the following new XML entries: FIELDING_ERRORS_THROW,
FIELDING_ERRORS_THROW2BASE, FIELDING_ERRORS_OF_MULTIBASE

The chance is also adusted based on the player's speed.



- Tweak: Reduced chance of grounding into a double play on a hit and run

- Tweak: Greatly reduced the chance of a runner being doubled up on a hit and
run when the batter hits a fly ball to the OF. Note, on Line
drives there is still a significant chance he'll get doubled up.


==============================================
1.50 - Bug Fixes
==============================================

- Fix: In rare cases if a player on a human-owned team received a
career-ending injury when simming multiple games the human owner
would be notified that his roster needed to be fixed and the game
would then crash or freeze up on the modify roster screen.

- Fix: Fixed a number of bugs in the expansion draft and the subsequent report
displayed after the expansion draft, where the actual report did
not properly report on the previous team in all cases.

- Fix: In the expansion draft, it was possible for a team to lose a
player to the draft that didn't actually sign to one of
the expansion teams.

- Fix: Rare case in the expansion draft where not all new expansion teams
actually made picks.

- Fix: Fixed floating point calculation error when importing certain pitchers
with an extremely low amount of real life appearances causing them to be rated much too high
(Typically "Stuff" was where the overflow was happening) This
led to certain really horrible players like George Curry (1911) and
Jim Cosman (1970) to end up being used way too much, while at the same
time performing HORRIBLY, throwing league stats and ratings way
out of whack in some cases. Since PureSim's ratings are
percentile-based, this had a pervasive impact on the entire
ratings curve in the league.

This was even more extreme when using the "[x] Import players prior to
their major league debut" option.

- Fix: Rare error 91 when opening a minor league player from the minor league
roster screen (only would occur if association was created with a
prior version of PureSim (PureSim 2004, PureSim 2005, PureSim 2005
Gold) and then upgraded to PureSim 2007.

- Fix: When a player was being edited and the secondary position was removed,
PureSim was not respecting the change, so it was not possible to
change a player from having 2 positions to 1.

- Fix: If the "Lock on roster" hint was used on a player's "Player Usage"
option, then it was not always being respected when the user
selected the "Auto Assign Roster" button on the modify roster screen.

- Fix: Extrememly rare lockup that could occur if a player got an extremely
sever injury (e.g. 12 months recovery time or more) that was not a
career-ending injury.

- Fix: Fixed a number of GPF/Crash issues when uploading/downloading multiplayer
associations.

- Fix: Since 7z was added as the new compression method for PureSim we have
discovered some installation issues on some machines. v1.50
installs all 7z compression modules required. This should fix the
compression/downloading issues folks have been having with the new compression code.

*** SPECIAL NOTE: By default when a PureSim association is compressed
and uploaded to the FTP server the file extension is set to ".zip"
However, this is not a "WinZIP" type zip file, it uses the .7z
format which has a much higher compression ratio. The reason we
name the file with a .zip extension is to get around issues where
certain servers do not support users downloading compressed files
that do not end in .zip. So, if you are manually trying to
download and extract your leagues files you will have to download
the .zip file, and rename it to end in .z7. Next I suggest you
grab WinRar to use as a utility to extract/manage .z7 files
(http://www.rarlab.com/download.htm)


- Fix: Fixed a few lingering issues with importing real players into a
sandbox mode association.

- Fix: When doing intial draft, if human chose to do custom filters, after
applying custom filters in some situations involving pitchers,
but while viewing batters, a "no current record" would result.

- Fix: Roubustness tweak. Previously PureSim would not start if there were
*any* associations in the PureSim folder that were corrupt. It
will now start in this case, however the association will not be
listed in the dropdown on the "Load Association" dialog.

- Fix: Rare error 9 when attempting to sign a pitcher in the ammy draft
in a 30 team association.

- Fix: Error 91 if running in unattended auto play, which is then canceled,
followed by a message indicating that the human team'sroster is
invalid and "you will now be taken to the modify roster page..."
Rare, but it was possible this could occur.

- Fix: Fixed an issue where certain PureSim 2005 associations would not
upgrade properly to PureSim 2007.

- Fix: HTML Almanac was not showing splits when generated during the first
season of an association if the user attempted to build it before
the season was over.

- Fix: In a situation where the game is tied and home team can win in the
bottom of the 9th (or later) if a runner was on third (not forced)
with 1 out, and a ground ball was hit, the defense sometimes
would throw to first, allowing the runner at third to score
the game winning run. The defense will now come home in this situation.


- Fix: Rare lockup that could occur in the postseason if the next scheduled
starter was too fatigued to start and the best candidate to start
in his place is too injured to play.


- Fix: Error 13 (and sometimes error 9) when managing a game and changing a
position player's position to "P" from the in-game lineup card.

- Fix: Fixed pesky injury bug that was resulting in players healing from
injuries "instantly" after a day (happened only on players NOT on
the DL). Phew, this one was driving me crazy, it was a semi-random,
rare issue, but has been squashed!

- Fix: Fixed issue with player's with career-ending injuries healing enough to
return.

- Fix: Error 9 when attempting to access roster page of a team in Sandbox mode
(Related to issue with incorrectly importing a player in Sandbox
mode's "Import Real Player" feature.

- Fix: Error 9 when trying to expand from 2 leagues, 20 teams 10 teams in
division, to the next available progression (24 teams).

- Fix: Error 91 on lineup card if a PH in the 9th slot did not have a position
assigned yet and the user attempted to assign them a position
(could get in this state sometimes when doing a double switch)

- Fix: Rare Error 91 when trying to view a player card by clicking a link on a
PSPN issue.

- Fix: On the in-game manager screen "B[U]nt was only possible by pressing the
"U" key (The user was not able to click on it).

- Fix: If the user was presented with the dialog that displayed new hall of
fame members just elected then clicked on a the link to view one
of the newly elected hall of fame member's player card, then
clicked "Stats History" followed by choosing "AAA" from the
dropdown, PureSim would crash to the desktop.

- Fix: Rare Error 91 when attempting to hit with a runner on second if the
batter flew out.

- Fix: Another rare Error 91 on the in-game lineup card (when managing a game)

- Fix: Error 91 on trades dialog when switching teams if both teams were
human-owned.

- Fix: Rare issue with players being reported as injured in game, but not
injured after.

- Fix: Similarly rare issue where players were appearing to heal by miraculous
amounts. What was really happening here was players were getting a new
injury but it was less serious than the previous one, so it
would appear to be a miraculous heal.

The injury model now is much more likely to yield an aggravation to an
existing injury if you play a hurt player. The only way for a
player with an existing injury to get a new injury type is if the
game determines the new injury is more severe than the
existing one. Got that? :)

- Fix: If the manager called for a Hit and Run with 2 outs and the batter
struck out then PureSim would crash.

- Fix: The following sequence was causing PureSim to crash:
1) open any minor league player sheet
2) hit "shop player" button
3) Hit "shop player to all teams" button
4) examine the player sheet of one or more players from other teams
5) decide you don't want to trade and start cancelling all of the
windows you've opened
6) close the player sheet from the original minor league player you
were trying to trade -- crash

- Fix: If num-lock was on and the user presses the "2" key on the numeric key
pad PureSim was interpreting it as a "b" hence a bunt would be
called for instead of a steal.

- Fix: In some cases, when the play by play indicated a player made a two base
throwing error, the resulting error only played out as a one
base error.

- Fix: Rarely, fly balls would be reported as traveling 0' (in the red box)
when watching a game.

- Fix: Fixed error 91 while simming games.

- Fix: SLG was being calculated incorrectly in some places in the HTML Almanac.


- Fix: AI sometimes had a tendency to do major roster shuffles (with highly
questionable moves) just before the post season.

- Fix: Fixed problem introduced in v1.19 where PureSim would not properly
start on Windows 98, Windows ME and some pre-SP2 versions of XP Phew!
that was a killer. Thanks to VMWare for their awesome virtualization
technology that let me build a clean Windows ME virtual machine
installation from scratch so I could finally debug and fix the issue.
It took 5 hours to finally find it, but I sure feel better.

- Fix: In some pre-1920 associations the game would sometimes get caught in a
loop while the GM/AI was thinking.



< Message edited by puresimmer -- 12/19/2006 6:06:41 PM >


_____________________________

Developer, PureSim Baseball
Post #: 1
RE: PureSim 2007 v1.50 Released! - 12/19/2006 5:21:51 AM   
VanScoy


Posts: 87
Joined: 12/2/2005
Status: offline
WOW! This is the kind of update "the other guy" would charge $19.95 for and call it 2007.5 THANKS FOR BEING THE BEST!

(in reply to puresimmer)
Post #: 2
RE: PureSim 2007 v1.50 Released! - 12/19/2006 7:43:21 AM   
bittersweet

 

Posts: 3
Joined: 12/19/2006
Status: offline
I downloaded the file, updated Microsoft Passport, and the installation says it was successful. I can load an association okay. When I click on the team I am controlling, I get an error message - unexpected error 3021. I click on ok and then I have a black screen. I click on X to exit it the program and I exit normally. While the screen is black, I can still hear the background music okay.

Any ideas on what I need to do. i am running Windows XP Service Pack 2

Roger

(in reply to VanScoy)
Post #: 3
RE: PureSim 2007 v1.50 Released! - 12/19/2006 9:10:32 AM   
verizon32

 

Posts: 168
Joined: 5/23/2006
Status: offline
Do we need to install anything prior to this final release?
If so what version do I need to install first?

(in reply to bittersweet)
Post #: 4
RE: PureSim 2007 v1.50 Released! - 12/19/2006 2:20:29 PM   
puresimmer

 

Posts: 2299
Joined: 7/24/2005
Status: offline

quote:

ORIGINAL: bittersweet

I downloaded the file, updated Microsoft Passport, and the installation says it was successful. I can load an association okay. When I click on the team I am controlling, I get an error message - unexpected error 3021. I click on ok and then I have a black screen. I click on X to exit it the program and I exit normally. While the screen is black, I can still hear the background music okay.

Any ideas on what I need to do. i am running Windows XP Service Pack 2

Roger


I'm not sure what you mean about Microsoft Passport, but just to rule out some issue with the association, can you start a new one on 1.50 just to see if that works?

Shaun

_____________________________

Developer, PureSim Baseball

(in reply to bittersweet)
Post #: 5
RE: PureSim 2007 v1.50 Released! - 12/19/2006 2:21:02 PM   
puresimmer

 

Posts: 2299
Joined: 7/24/2005
Status: offline

quote:

ORIGINAL: verizon32

Do we need to install anything prior to this final release?
If so what version do I need to install first?


No, this is a full 200mb install with all required files.

_____________________________

Developer, PureSim Baseball

(in reply to verizon32)
Post #: 6
RE: PureSim 2007 v1.50 Released! - 12/19/2006 3:02:07 PM   
motnahp

 

Posts: 1837
Joined: 8/22/2005
Status: offline
Bummer, an official release while I'm working overtime hours. Looking forward to d-loading in a couple days.

Shaun, thanks for your continued excellence and may this holiday season bring you much blessing and joy.

(in reply to puresimmer)
Post #: 7
RE: PureSim 2007 v1.50 Released! - 12/19/2006 3:15:03 PM   
puresimmer

 

Posts: 2299
Joined: 7/24/2005
Status: offline
Well if it makes you feel any better there were a few bugs pointed out here recently that I still want to fix so there will be a v1.51 coming ASAP.



_____________________________

Developer, PureSim Baseball

(in reply to motnahp)
Post #: 8
RE: PureSim 2007 v1.50 Released! - 12/19/2006 4:09:59 PM   
orton1227

 

Posts: 97
Joined: 5/15/2006
Status: offline
Shaun, I just had the same problem. Just tried to start a 1993 career association. Went thru setup and populated rosters fine. Then I'm on the screen where it says "click here to start the spring". I pull down the menu and select my team and BOOM...3021 error.

(in reply to puresimmer)
Post #: 9
RE: PureSim 2007 v1.50 Released! - 12/19/2006 5:01:24 PM   
puresimmer

 

Posts: 2299
Joined: 7/24/2005
Status: offline
Yea, that is in fact a bug.

I'll never learn, one last minute tweak I just *had* to put in after testing and of course it bit me.

I apologize for the bug and will be issuing a patch in the next few minutes.

- Shaun

_____________________________

Developer, PureSim Baseball

(in reply to orton1227)
Post #: 10
RE: PureSim 2007 v1.50 Released! - 12/20/2006 5:17:30 AM   
jff1515155

 

Posts: 15
Joined: 7/8/2006
Status: offline
When I try to d/l v1.50 i get prompted for my user id and password and nothing i put in gets me to d/l. v1.51 is fine and i have d/ld it. ?????? HELP

(in reply to puresimmer)
Post #: 11
RE: PureSim 2007 v1.50 Released! - 12/20/2006 5:32:07 AM   
puresimmer

 

Posts: 2299
Joined: 7/24/2005
Status: offline
Looks like we're getting crushed with the downloads.

Try this link, its a 1.51 full install



_____________________________

Developer, PureSim Baseball

(in reply to jff1515155)
Post #: 12
RE: PureSim 2007 v1.50 Released! - 12/21/2006 9:13:13 AM   
wlfcards

 

Posts: 61
Joined: 7/12/2006
Status: offline
- New: Using the new aging model is an optional setting at association
creation time (With existing associations, you will be prompted
when upgrading to v1.50)

There was no prompting with my old association.


- New: Player career arcs (aging, improvement, decline) can now be configured
to occur gradually over the year instead of just in the off season.

Is this available with old associations?

(in reply to puresimmer)
Post #: 13
RE: PureSim 2007 v1.50 Released! - 12/23/2006 11:46:34 PM   
fluffone

 

Posts: 8
Joined: 4/27/2006
Status: offline
Stuck in the world of dial-up,had purchased the disk version. Is there a patch available by disk or do I have to repurchase to get 1.51.

(in reply to wlfcards)
Post #: 14
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