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