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Maximum-Football 1.5 Update (June 26)

 
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Maximum-Football 1.5 Update (June 26) - 6/27/2007 7:21:50 AM   
David Winter

 

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Hi.

This is just a (not so) short note to let everyone know what it going on with the 1.5 update.

The game is now feature locked and testing is progressing. A lot of existing bugs have been addressed and overall, things are going well I think.

I am guessing some are not aware of the new features being built into the game and what you should be expecting. So I'll go through a very quick list below. This is not an all encompassing list of features or changes for 1.5, but a selection of them.

A new graphics engine. The game is now directX 9 based and has some graphical improvements including new ingame dialogs and screens, and the game front end (set up screens) have some new art.

IMPORTANT NOTE: The game now makes use of a technology called Shaders. I've kept the shader support requirement purposefully low using only shader version 1.0, but a video card that supports shaders is very highly recommended. It is distinctly possible you will run into performance issues if your video card does not have at least pixel and vertex shader 1.0 support. The vast majority of quality video cards on the market today support at least shader 1.0 so you shouldn't have too many problems unless you're trying to play the game on a low end integrated graphics card.

To those folks doing custom artwork, there is a minor change required for your field artwork. Endzone artwork no longer needs the sideline stripes. That's taken care of by the game now. So if you leave the side line stripes on your endzone artwork, you'll end up with double thick sidelines. It has no impact on the game play, it would just look a bit off.

Snow and rain versions of field artwork is no longer required. The game takes care of that now.

Uniform art is unchanged. All existing uniforms work with the new version with no changes.

A new sound engine. Driven by necessity here really, with the change to the DirectX 9 engine, a new sound engine needed to be built too.

A new input engine. Probably invisible to most players, the game has new code for working with various input devices. The one area where this is probably most visible is with game controllers. Unfortunately, Gravis no longer exists. It was absorbed into Kensington, and pretty much killed off. So I've moved official support from Gravis controllers to the XBOX 360 controller. I've also added some new features that make special use of that controller and I'll explain those below. That's not to say other controllers won't work, they do still work (Gravis, logitech, etc) but the 360 controller is what I recommend.

-Input Helpers. On screen icons for selecting a play or passing to various receivers now match the input device you're using. This makes it easier to figure out what player should be doing what.

New Arcade play features;

  • Trigger passing. If you have the 360 controller plugged in, you now have an optional setting for your passing. The harder you pull on the 360 trigger, the harder the pass. A light tap on the trigger allows you to throw a slow lob over the top. The trigger passing is quite fun I think in that you have a lot more control over your passes. However for those that find it too much, you can turn off the trigger passing technique and just use the one button passing mode as the game currently has.

  • Sprint button. A player with the ball has a 'sprint' button that allows him to run slightly faster for about 3 seconds.

  • Tackle button. On defense you need to press a button to dive tackle.

  • Kicking. kicking is now down in 3 distinct steps rather than 2. The kicking indication on field is improved as well.

  • Defensive line shift. On defense, prior to the snap, a button/thumbstick combination allows you to shift the defensive line left, right, opened, or closed.


General Game Changes and Improvements;

  • There is now considerably more distinction in player positions. As just two examples, positions like DB have been separated into Safety and Corner and Linebacker has been split up into Inside and Outside linebackers.

  • New Depth Chart system. The Depth chart is now slot based to take advantage of the new player break down.

  • There is now an almanac of past champions and defunct teams in the leagues screens.

  • Databases now import based on League ID rather than file name. This should solve the problem of trying to import two different leagues that may have used the same file name.

  • League databases that are removed from the game folder will now be removed from the games internal league list. This cleans up the league deletion process.

  • The computer AI will now shift the defensive line to try and counter your play calling tendencies.

  • There have been a couple of additional statistical items added as well.


Some additional comments and notes.

Much effort is being put into ensuring that the feature set that is there is as bug free as possible. What that means is that features that some may feel are missing or should be in the new version, may not have been added to allow more time for debugging and testing of existing features. The amount of new 'stuff' added to this verison is considerable so there's lots of new features in the game to explore and to play with, but I feel it would be better to spend a lot of time ensuring that the features that are there have few bugs, rather than spending time adding all the features everyone wanted, but with the end result being that most of those features had lots of bugs.

One specific area this effort has been targeted towards is league play. Leagues and league data should be more stable than it has been in the past.

Around the middle of July, I will be updating all the screen shots on the www.maximum-football.com web page, as well as passing new screen shots to Matrix.

Oh yes, the manual is also being updated as well and from what I understand, Matrix plans on having a printed version available. I don't have all the details on that yet though.

I'd like to thank everyone for their continued interest and support of Maximum-Football.

thanks
David


< Message edited by Marauders -- 7/18/2007 10:09:24 AM >
Post #: 1
RE: A Maximum-Football 1.5 update - 6/27/2007 2:38:32 PM   
garysorrell


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"The computer AI will now shift the defensive line to try and counter your play calling tendencies."

Awesome!!

Looks like a lot of goodies....Christmas in July :-)

One question, can Standings be printed out now?

(in reply to David Winter)
Post #: 2
RE: A Maximum-Football 1.5 update - 7/3/2007 4:09:34 AM   
quixian

 

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Thanks a lot for the update, David. I was already heavily anticipating the 1.5 release so I could start up my first full seasons, but now the extra details have me positively stoked!

Please keep the updates coming as the release date nears and thanks again to David and the beta team for their hard work and support. It's been waaaaayy too long since the PC market has had a viable option other than M****n for football gaming.

(in reply to David Winter)
Post #: 3
RE: A Maximum-Football 1.5 update - 7/3/2007 6:45:09 AM   
David Winter

 

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One of the other major additions to version 1.5...

2007 Canadian Football punting rules have been implemented. If a ball lands out of bounds between the 20 yardlines, the receiving team has the option to have the kicking team rekick from 5 yards back, or take the ball at the point it went out of bounds.

This rule is implemented if you are using a Canadian sized field.

thanks
David

(in reply to quixian)
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RE: A Maximum-Football 1.5 update - 7/3/2007 7:23:55 PM   
godave

 

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That's awesome. Any chance we'll be able to do onside-kicks-on-the-fly plays at some point?

(in reply to David Winter)
Post #: 5
RE: A Maximum-Football 1.5 update - 7/17/2007 3:27:44 AM   
BigSmooth

 

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Will the additional statistical items be team based? For example, will we be able to see which team leads the league in rushing, passing, rushing yds allowed, etc?

(in reply to godave)
Post #: 6
RE: A Maximum-Football 1.5 update - 7/17/2007 5:23:08 AM   
David Winter

 

Posts: 5158
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Hi.

Team based stats already exist. Go to the league stats page, select the team category and sort the column by the item you wish to view. This will order the teams according to that particular item. So for the team leading in rushing, you'd sort by the rushing yards column.

Were you looking for something different?

thanks

< Message edited by David Winter -- 7/17/2007 6:10:14 AM >

(in reply to BigSmooth)
Post #: 7
RE: A Maximum-Football 1.5 update - 7/17/2007 6:49:59 PM   
MSO94


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Im not bitch'n so NOBODY take it that way. These are a couple of things i would love to see in the game.
1 User Controled replay
2 Player size variations (They all look like linemen even the kicker in the still shots)
3 a more user friendly player update area Instead of Access or Data View
4 Game sheets with the score on them (in output form)
5 a couple more camera angles for in game and replay
6 player movement inproved less robot looking
7 expansion reliabilaty (adding teams is rather difficult in leagues as they dont show up in the upcoming draft (we had a bunch of trouble getting teams in the PIFL)
8 More stats more stats
9 if a team changes names or owners ina league it would be great to tracjk that team when they were city A and City B not just changing weverything to City B in the stats as if Team A didnt play.
10 Career stats to track all teams and players i use an outside program but it is limited.

thanks for everything David this is a good game and i love the fact that we can change the uniforms. but hey if we are always working on it it will AWAYS be good instead of falling by the way side.

Thanks a Million


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RE: A Maximum-Football 1.5 update - 7/17/2007 7:54:24 PM   
David Winter

 

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quote:

6 player movement inproved less robot looking


There are 15 new and/or improved animations for 1.5. That said, I'm afraid the animations will probably never been motion capture quality. The process of dealing with motion capture is simply to expensive. Well, that is unless everyone is willing to spend $250 per copy of the game

quote:

7 expansion reliabilaty (adding teams is rather difficult in leagues as they dont show up in the upcoming draft (we had a bunch of trouble getting teams in the PIFL)


Yep, that was a bug in 1.3. 1.5 has this fixed and you can expand or contract teams properly now. There's even a defunct team list so you can see your old teams.

(in reply to MSO94)
Post #: 9
RE: A Maximum-Football 1.5 update - 7/17/2007 10:15:38 PM   
BigSmooth

 

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quote:

ORIGINAL: David Winter

Hi.

Team based stats already exist. Go to the league stats page, select the team category and sort the column by the item you wish to view. This will order the teams according to that particular item. So for the team leading in rushing, you'd sort by the rushing yards column.

Were you looking for something different?

thanks


Ok, I'll check that out. I thought there were only individual stats for players instead of totals for teams. Also, something on the team defensive end like rushing/ passing yards allowed, team tackles, sacks etc, team interceptions would be great if that's not already available as well.

(in reply to David Winter)
Post #: 10
RE: A Maximum-Football 1.5 update - 7/18/2007 12:29:34 AM   
MSO94


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on this old teams file does it keep the stats for the team and if a team changes name does it keep them seprate or does it change the team name all the way back to the first season
ie
Miami went 5-4-0 in season 1
then moved to Seattle and went 5-4-0
does Miami change to Seattle in all stats or does it remember the team was Miami



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RE: A Maximum-Football 1.5 update - 7/18/2007 12:39:11 AM   
David Winter

 

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In the database Miami and Seattle would be the same team. Changing the name (or city) doesn't generate a new team. All the stats are associated to a team via the TeamID, which doesn't change.

(in reply to MSO94)
Post #: 12
RE: A Maximum-Football 1.5 update - 7/18/2007 1:13:21 AM   
Marauders

 

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After a team name change, does the team name list as the old team name or new one when going back to look at old statistics from previous seasons?

(in reply to David Winter)
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RE: A Maximum-Football 1.5 update - 7/18/2007 1:28:21 AM   
garysorrell


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I think it would likely show the new name......im assuming that when the game drags the info out of the database for viewing, it uses whatever team name is currently in use. im almost positive I ran into this after a team name change in a later season.

I keep a separate excel spreadsheet with all sorts of league info, including relocations, so I always know what team was where during a particular season.

And, during my travels thru the various league databases, ive not seen a table with any past team entry in it

< Message edited by garysorrell -- 7/18/2007 1:32:57 AM >

(in reply to Marauders)
Post #: 14
RE: A Maximum-Football 1.5 update - 7/18/2007 2:30:11 AM   
David Winter

 

Posts: 5158
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It will show the current team name.

Technically, each team is a single record in the teams table. The team name is a single field in that record (the city is a separate, single field). Anytime I do database queries to display team data it uses the values from the team record table. So whatever value is in those fields, is what is displayed.

A teams statistical history is kept in the league_stats table. However again, that connects to the team record via a TeamID.

(in reply to garysorrell)
Post #: 15
RE: A Maximum-Football 1.5 update - 7/18/2007 2:45:58 AM   
Marauders

 

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All right. 

If  team wants its own historical file, then the old one has to be disbanded and the new one needs to be created.

(in reply to David Winter)
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RE: A Maximum-Football 1.5 update - 7/18/2007 5:17:37 AM   
Brockleigh


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The two things I'd like to see for 1.5...

1) 'Locked' databases so that future changes and updates don't invalidate edited rosters. I was going to do a 2007 CFL Roster, but I abandoned the idea when I figured that 1.5 (or whatever is the next update/patch) would probably render the project useless.

2) Having the 'import rule' implemented. I'd love to make realistic CFL rosters for use in the game, and that means having to juggle the import ratio.


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RE: A Maximum-Football 1.5 update - 7/18/2007 6:43:24 AM   
simmer

 

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With NFL summer camps starting in the next few days.....How is the latest build look, and when is it going to be released......Finally Football Season..............

< Message edited by simmer -- 7/18/2007 6:45:25 AM >

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RE: A Maximum-Football 1.5 update - 7/18/2007 5:00:06 PM   
MSO94


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I was hoping that the teams would stay seperate. But i guess to do that i have to disband the team then creat the new team and sign all the players that the old team had to keep it seperate



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RE: A Maximum-Football 1.5 update - 8/6/2007 6:42:44 PM   
BigSmooth

 

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David, if you don't mind. What will the pixel size be for the endzones? I would like to start remaking those before the update release.

(in reply to MSO94)
Post #: 20
RE: A Maximum-Football 1.5 update - 8/7/2007 6:49:49 AM   
David Winter

 

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The current endzone size will work, which should be 512*256. As long as you keep that ratio you should be okay.

(in reply to BigSmooth)
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RE: A Maximum-Football 1.5 update - 8/16/2007 7:45:34 PM   
Bobolini

 

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So when will 1.5 be ready?

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RE: A Maximum-Football 1.5 update - 8/18/2007 3:33:57 AM   
Tbird


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No Date has been set yet


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RE: A Maximum-Football 1.5 update - 8/18/2007 11:08:35 PM   
local8h


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What about a Beta Release?

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RE: A Maximum-Football 1.5 update - 8/19/2007 7:27:04 AM   
Tbird


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quote:

ORIGINAL: local8h

What about a Beta Release?


I'm not sure about that either

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