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Patch 2.2.70 update (April 7, 2008)

 
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Patch 2.2.70 update (April 7, 2008) - 4/7/2008 9:11:41 PM   
David Winter

 

Posts: 5158
Joined: 11/24/2004
From: Vancouver, BC
Status: offline
Greetings.

The first patch for version 2.2 (build 2.2.70) should be available to you sometime today. It only addresses the critical items that were brought up during the week following the official 2.2 release.

I am aware there are some outstanding issues that didn't make it into this patch, but I have begun working on those. The majority of the issues deferred to the next patch were deferred because they will take me a little more time to work on and it was deemed more important to get a few of the critical items addresses as soon as possible first, then tackle the more involved ones.


Build 2.2.70
- Playbook editor does a better job migrating old playbook files.
- Fixed a bug with single button passing in Arcade mode.
- Fixed calling audibles when using a game controller.
- Fixed the duplicate fumble lost stat that could be recorded if a fumble was returned back for a TD.
- Fumble stats are now separated into two distinct types. Fumbles that happen on rushing plays (or sacks) and fumbles that happen after a pass reception.
- A QB that fumbles the ball while playing on a 100 yard field while being sacked, now also records the sack and sack yardage.
- The depth chart now includes a weighting system with modifiers from the Team Profile.
- Fixed missing/duplicated player information in the game report.
- Player stats now properly display.
- Playbook situations can now be reordered (ranked).
- Fixed missing button textures on the export profile dialog.


A few of the items I'm looking at for the next patch include (in no particular order). This is not an all encompassing list.
- Find out why some plays truncate the presnap motion on offense.
- Find out why some players on occasion stop dead in their tracks. This is a very sporadic problem so difficult to track down.
- Clean up the pursuit code so that defenders don't end up chasing in a "conga line". Functionally, this doesn't impact the game play, it just looks strange.
- Clean up the indoor game wall collision. On rare occasion the collision detection on the wall doesn't take and you can have a player on the wrong side of the wall. Pressing the space bar corrects this (it brings all the players instantly back to the huddle) but this shouldn't happen in the first place.

Thanks again to everyone that has purchased the game and thanks to everyone for their support.

David Winter


< Message edited by David Winter -- 4/7/2008 9:48:10 PM >
Post #: 1
RE: Patch 2.2.70 update (April 7, 2008) - 4/7/2008 10:46:17 PM   
therhino

 

Posts: 844
Joined: 2/12/2008
Status: offline
Thanks David for getting the patch out so quick.
therhino

(in reply to David Winter)
Post #: 2
RE: Patch 2.2.70 update (April 7, 2008) - 4/7/2008 10:50:47 PM   
Deft

 

Posts: 299
Joined: 9/17/2005
Status: offline
quote:

ORIGINAL: David Winter

-- The depth chart now includes a weighting system with modifiers from the Team Profile.
- Playbook situations can now be reordered (ranked).


These two are huge and actually represent a big step forward for this game.

< Message edited by Deft -- 4/7/2008 10:51:24 PM >

(in reply to David Winter)
Post #: 3
RE: Patch 2.2.70 update (April 7, 2008) - 4/7/2008 11:02:28 PM   
jdhalfrack


Posts: 293
Joined: 10/22/2007
From: Springfield, IL
Status: offline
quote:

Clean up the pursuit code so that defenders don't end up chasing in a "conga line". Functionally, this doesn't impact the game play, it just looks strange.

Whereas I have actually never seen this in the few games I have played, this just made me laugh.

JD

_____________________________



Latest Max FB Databse Editor: Max FB Database Editor (v 1.7.0)

(in reply to Deft)
Post #: 4
RE: Patch 2.2.70 update (April 7, 2008) - 4/8/2008 2:29:12 AM   
elmerlee

 

Posts: 309
Joined: 7/20/2004
Status: offline
Cannot seem to locate the patch.

Is it somewhere I am missing?

(in reply to jdhalfrack)
Post #: 5
RE: Patch 2.2.70 update (April 7, 2008) - 4/8/2008 2:41:40 AM   
therhino

 

Posts: 844
Joined: 2/12/2008
Status: offline
It hasn't been released yet elmerlee, read the original post.
therhino

(in reply to elmerlee)
Post #: 6
RE: Patch 2.2.70 update (April 7, 2008) - 4/8/2008 5:33:04 PM   
elmerlee

 

Posts: 309
Joined: 7/20/2004
Status: offline
Say what ?

(in reply to therhino)
Post #: 7
RE: Patch 2.2.70 update (April 7, 2008) - 4/8/2008 7:35:56 PM   
David Winter

 

Posts: 5158
Joined: 11/24/2004
From: Vancouver, BC
Status: offline
Hmmm.... it was supposed to have been posted yesterday.

I'm sorry, I'm not sure what happened.

(in reply to elmerlee)
Post #: 8
RE: Patch 2.2.70 update (April 7, 2008) - 4/8/2008 8:21:50 PM   
David Winter

 

Posts: 5158
Joined: 11/24/2004
From: Vancouver, BC
Status: offline
Hi.

So I checked with Erik and it seems there was a delay in getting it into the members section yesterday. I don't have the specifics. I've asked to get it there as soon as they can. I know people are waiting on this.

thanks
David

(in reply to David Winter)
Post #: 9
RE: Patch 2.2.70 update (April 7, 2008) - 4/9/2008 12:39:52 AM   
Lucas718

 

Posts: 228
Joined: 3/4/2006
Status: offline
I still can't find it, has it been posted anywhere?

(in reply to David Winter)
Post #: 10
RE: Patch 2.2.70 update (April 7, 2008) - 4/9/2008 12:49:16 AM   
OB Potter


Posts: 23
Joined: 12/8/2007
Status: offline
"What we have here is Failure to communicate"

(in reply to Lucas718)
Post #: 11
RE: Patch 2.2.70 update (April 7, 2008) - 4/9/2008 1:18:54 AM   
elmerlee

 

Posts: 309
Joined: 7/20/2004
Status: offline
Not a failure to communicate.

What we have here is MATRIX GAMES doing their thing again. Not the first time this has occured.

David seems to be putting forth effort to get the game in good shape. Matrix could care less. They can always do another repackage of a ten year old game and make a few bucks.

(in reply to OB Potter)
Post #: 12
RE: Patch 2.2.70 update (April 7, 2008) - 4/9/2008 3:00:08 AM   
OB Potter


Posts: 23
Joined: 12/8/2007
Status: offline
yes, a failure to communicate.
On Matrix's about what is going on.
But your point is well taken.
I have been going through the Empires in Arms ordeal.
Dave's cool man. Got no problemo with Dave W.

(in reply to elmerlee)
Post #: 13
RE: Patch 2.2.70 update (April 7, 2008) - 4/9/2008 4:01:19 AM   
Marauders

 

Posts: 4428
Joined: 3/17/2005
From: Minnesota
Status: offline
quote:

"What we have here is Failure to communicate"


Yes, Captain.


(in reply to OB Potter)
Post #: 14
RE: Patch 2.2.70 update (April 7, 2008) - 4/9/2008 5:50:09 AM   
Deft

 

Posts: 299
Joined: 9/17/2005
Status: offline

quote:

ORIGINAL: elmerlee

David seems to be putting forth effort to get the game in good shape. Matrix could care less. They can always do another repackage of a ten year old game and make a few bucks.

Hmmmmm.. Sounds like TCY.

(in reply to elmerlee)
Post #: 15
RE: Patch 2.2.70 update (April 7, 2008) - 4/25/2008 1:23:07 PM   
micvik

 

Posts: 139
Joined: 10/23/2007
Status: offline
quote:

ORIGINAL: David Winter

Greetings.

The first patch for version 2.2 (build 2.2.70) should be available to you sometime today. It only addresses the critical items that were brought up during the week following the official 2.2 release.

I am aware there are some outstanding issues that didn't make it into this patch, but I have begun working on those. The majority of the issues deferred to the next patch were deferred because they will take me a little more time to work on and it was deemed more important to get a few of the critical items addresses as soon as possible first, then tackle the more involved ones.


Build 2.2.70
- Playbook editor does a better job migrating old playbook files.
- Fixed a bug with single button passing in Arcade mode.
- Fixed calling audibles when using a game controller.
- Fixed the duplicate fumble lost stat that could be recorded if a fumble was returned back for a TD.
- Fumble stats are now separated into two distinct types. Fumbles that happen on rushing plays (or sacks) and fumbles that happen after a pass reception.
- A QB that fumbles the ball while playing on a 100 yard field while being sacked, now also records the sack and sack yardage.
- The depth chart now includes a weighting system with modifiers from the Team Profile.
- Fixed missing/duplicated player information in the game report.
- Player stats now properly display.
- Playbook situations can now be reordered (ranked).
- Fixed missing button textures on the export profile dialog.


A few of the items I'm looking at for the next patch include (in no particular order). This is not an all encompassing list.
- Find out why some plays truncate the presnap motion on offense.
- Find out why some players on occasion stop dead in their tracks. This is a very sporadic problem so difficult to track down.
- Clean up the pursuit code so that defenders don't end up chasing in a "conga line". Functionally, this doesn't impact the game play, it just looks strange.
- Clean up the indoor game wall collision. On rare occasion the collision detection on the wall doesn't take and you can have a player on the wrong side of the wall. Pressing the space bar corrects this (it brings all the players instantly back to the huddle) but this shouldn't happen in the first place.

Thanks again to everyone that has purchased the game and thanks to everyone for their support.

David Winter



David, will the next patch adress the issue of imported plays disappearing fom certain groups when they are imported into another playbook?

(in reply to David Winter)
Post #: 16
RE: Patch 2.2.70 update (April 7, 2008) - 4/27/2008 4:39:55 AM   
micvik

 

Posts: 139
Joined: 10/23/2007
Status: offline
bump

(in reply to David Winter)
Post #: 17
RE: Patch 2.2.70 update (April 7, 2008) - 4/27/2008 5:07:09 AM   
David Winter

 

Posts: 5158
Joined: 11/24/2004
From: Vancouver, BC
Status: offline
Hi.

I'll look into it but at the moment, I can not give you a time table for a fix if one is needed.

thanks
David

< Message edited by David Winter -- 4/27/2008 5:10:44 AM >

(in reply to micvik)
Post #: 18
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