Short list of items I'm addressing. (March 4) (Full Version)

All Forums >> [Current Games From Matrix.] >> [Sports] >> Maximum-Football 2.0 >> Maximum-Football Support



Message


David Winter -> Short list of items I'm addressing. (March 4) (3/4/2006 7:38:51 PM)

Hi.

I've scanned through the support forum and have created a shot list of things to address. These will be handled in the first update. I am sorry I can no provide a date for that yet as I've not done enough analyses of the problems. These are listed, more or less, in order of importance. My goal is (and this is very much subject to outside factors) is that I get an update for the game towards the end of each week for the next few weeks. Any build I create needs to go through our internal QA first and I do not have any estimates on how long that process will last. Microsoft has their 1st Tuesday of the month schedule for Windows updates, the game's will be a little more often during it's first weeks of life. I apologize if this is going to cause inconvenience or confusion.

- Crashes.
Sphar V23 and a couple of others are reporting crashes with the draft and league creation. These are not something that were found during testing that I'm aware of. They sound like they're all related to the creation of a new league. yes?

The various Run Time Errors (RTE) will also be looked at. I've compiled a list of those by reading the support forum.

- Penalties.
No need to mention who reported that because everyone seems to be [:(] This is the highest priority game play fix.

- Clock.
The clock not stopping on a 3rd down incomplete pass is a low risk fix. But keep in mind, as per the manual, the clock rules are not currently tied to the league you create. The clock rules are somewhat of a hybrid system right now sharing rules from the various leagues.

- Database needs converting in Access 2k and higher.
This is by design and won't be changed. The version of the JET database engine (the core portion of MS ACCESS) is 2.5. This was chosen specifically for its low memory footprint and ease of distribution. It's the simplest and smallest version of the engine.

Game play related items (I would think most things stats related fall into this area) will be looked at but I can not say if any changes will get into the first update.

- Finally.
Obviously some issues cropped up we were not aware of. I would like to thank those people who are helping out getting other gamers get past these problems for their help and I hope people are finding the game fun regardless of these setbacks. Matrix and I will get them sorted out.

David Winter
Developer.
------------------




Erik Rutins -> RE: Short list of items I'm addressing. (March 4) (3/4/2006 8:44:18 PM)

I just wanted to add to this that we will be working with David to get the first update out as quickly as possible and will continue to expedite the update process until all priority issues have been addressed, at which point we will take stock and decide on a more normal update process.

I'm sorry these issues slipped through testing. There are number of them that seem system configuration specific which we had no chance to catch and others may have been caused by the rapid changes of the last two weeks and the fact that we did not have a chance to test every possible combination. We did start new leagues during testing, but something obviously is creating a problem with that process now. While I regret these issues made it to release, we take responsibility for that and will fix them as quickly as possible.

Regards,

- Erik




Erik Rutins -> RE: Short list of items I'm addressing. (March 4) (3/6/2006 5:25:29 PM)

We've had a busy weekend and I thought I'd post the current list of fixes in the v1.088 beta that we're currently testing internally.

Change History:

v1.088 – March 6th, 2006
(First Update)

Below is a list of the changes in v1.088.

Fixed:

1. Fixed RTE when you create a team with missing values.
2. Fixed a hanging situation with new teams. If you created a new team, then tried to directly play a quick play game with that new team (before generating rosters for it) the game would hang. Now, if you attempt to use a brand new team for the first time with no roster, a simple roster will be generated and a basic depth chart setup.
3. Corrected several problems with the penalties. Penalties should no longer be able to cause players to line up in the end zone.
4. Reworked the random name generator so it's much faster and more random.
5. Clock properly stops on 3rd down incomplete passes.
6. Quick play games have been restricted to force the players on the field to match the chosen playbook. This should eliminate a number of errors caused by quick play settings not matching the chosen league and playbook.
7. Free agent generation for new leagues is based on position now.
8. The default draft for the 65 man roster was including far too many QBs. This could cause problems in draft mode and training camp. The 65 man default draft has been corrected to prevent this.
9. Forced penalties now properly show where the ball will be placed.
10. Fixed a bug that would see defunct teams actually take part in a draft. This could cause a valid team to not take place in the drafe (even though listed) and allow the valid team to get to training camp with no players as a result.
11. Increased the interception chance slightly
12. Changed the Play Development System (PDS) so that when practicing, only leagues/teams that match the MaxPlayers for the play you are building are displayed. For example, if you are designing a 12 man play, only leagues/teams designed for 12 men will be available.




Sonny -> RE: Short list of items I'm addressing. (March 4) (3/6/2006 6:00:46 PM)

[8D][8D][8D]




arctcat -> RE: Short list of items I'm addressing. (March 4) (3/7/2006 3:36:56 AM)

quote:

Change History:

v1.088 – March 6th, 2006
(First Update)

Below is a list of the changes in v1.088.


Fixed:

1. Fixed RTE when you create a team with missing values.
2. Fixed a hanging situation with new teams. If you created a new team, then tried to directly play a quick play game with that new team (before generating rosters for it) the game would hang. Now, if you attempt to use a brand new team for the first time with no roster, a simple roster will be generated and a basic depth chart setup.
3. Corrected several problems with the penalties. Penalties should no longer be able to cause players to line up in the end zone.
4. Reworked the random name generator so it's much faster and more random.
5. Clock properly stops on 3rd down incomplete passes.
6. Quick play games have been restricted to force the players on the field to match the chosen playbook. This should eliminate a number of errors caused by quick play settings not matching the chosen league and playbook.
7. Free agent generation for new leagues is based on position now.
8. The default draft for the 65 man roster was including far too many QBs. This could cause problems in draft mode and training camp. The 65 man default draft has been corrected to prevent this.
9. Forced penalties now properly show where the ball will be placed.
10. Fixed a bug that would see defunct teams actually take part in a draft. This could cause a valid team to not take place in the drafe (even though listed) and allow the valid team to get to training camp with no players as a result.
11. Increased the interception chance slightly
12. Changed the Play Development System (PDS) so that when practicing, only leagues/teams that match the MaxPlayers for the play you are building are displayed. For example, if you are designing a 12 man play, only leagues/teams designed for 12 men will be available






Erik i don't see that stat issue, for stats not Accumulating.[;)]




Erik Rutins -> RE: Short list of items I'm addressing. (March 4) (3/7/2006 4:38:14 AM)

arctcat,

This is not a list of all issues we are going to address, it's just a list of what's been fixed already.

Regards,

- Erik




22sec -> RE: Short list of items I'm addressing. (March 4) (3/7/2006 5:48:32 AM)

So if I do any editing in Access and I have a newer version those edits won't be recognized? Is there another program ala OpenOffice that could be a possible work around. It would just make editing rosters much easier, not too mention if I want to change any of the main data tables.




Antmeister71 -> RE: Short list of items I'm addressing. (March 4) (3/7/2006 1:47:06 PM)

quote:

ORIGINAL: 21SEC

So if I do any editing in Access and I have a newer version those edits won't be recognized? Is there another program ala OpenOffice that could be a possible work around. It would just make editing rosters much easier, not too mention if I want to change any of the main data tables.



You can use OpenOffice to connect to a Microsoft Access database. If you currently have the software:

1. Open up the program called Base.
2. Once the database wizard opens, select the third option that reads Connect to an existing database.
3. Click on the combo box and select Microsoft Access.
4. Click the Next button.
5. Click the Browse button and locate the database file (.mdb extension).
6. Click the Finish button.
7. Select where you want save your .odb file. This will always link to the .mdb file as long as you don't move it. After the .odb file is created, you won't have to go through these steps again.

For those of you that were looking for a solution without having to purchase Microsoft Access, you can use the free office suite located here:
http://www.openoffice.org/

Then follow the steps above to edit the database.




22sec -> RE: Short list of items I'm addressing. (March 4) (3/7/2006 3:07:12 PM)

I know I can use OpenOffice to edit the files, but my question is will it have the same problem as I currently have with my newer version of Access. If I edit the .dat diles now they are not recognized by the game after I save them.




knightwire -> RE: Short list of items I'm addressing. (March 4) (3/7/2006 5:16:39 PM)


quote:

ORIGINAL: 21SEC

not too mention if I want to change any of the main data tables.




Actually changing the structure of the data tables is usually a bad idea.




David Winter -> RE: Short list of items I'm addressing. (March 4) (3/8/2006 8:20:47 AM)


quote:

ORIGINAL: knightwire
quote:

ORIGINAL: 21SEC

not too mention if I want to change any of the main data tables.



Actually changing the structure of the data tables is usually a bad idea.


Did you ever see the scene in Ghostbusters where Egon Spengler is explaining about how bad it would be if the containment field they held their ghosts in were to break. He compared it to a giant Twinky.

Changing the table structure of any of the Maximum-Football databases is much like the giant Twinky... very bad things happen.


Editing the contents of the tables and experimenting is one thing. But changing the table structure itself will cause the game to simply crash.




Magnum357 -> RE: Short list of items I'm addressing. (March 4) (3/8/2006 11:05:02 AM)

Why would you want to do it anyways? [sm=crazy.gif]




22sec -> RE: Short list of items I'm addressing. (March 4) (3/8/2006 3:07:55 PM)

Well I'm not from the EPA so don't worry[;)]

I shouldn't have said changing it, but should have said editing some values, ie Def Base Man2Man Coverage Area[8|]




Magnum357 -> RE: Short list of items I'm addressing. (March 4) (3/9/2006 3:55:57 AM)

If you go to Shaggy's www.fbmax.com website, I gave him a simple Utility called "DataConstant" that allows you too edit the Gameplay settings of the game. A lot easier to use then trying to mess with Excell/Access.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.640625