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Old 03-23-2007, 05:07 PM   #5251
Coffee Warlord
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This thread is ART, dammit!
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Old 03-23-2007, 06:59 PM   #5252
cartman
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Quote:
Originally Posted by Coffee Warlord View Post
He's on Maximum Football schedule.

Which means we'll have that non-beta shot, oh, in 2011.

But the game is Canadian, so we should see the CFL fixes around the 23rd week of 2009, if my understanding of the exchange rate is correct. The "American Style Rules" will indeed have to wait until the 54th week of 2011, or the -2.411123232422nd week of 2012.
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Old 03-23-2007, 07:10 PM   #5253
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Originally Posted by Coffee Warlord View Post
This thread is ART, dammit!

Shell?
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Old 03-23-2007, 07:12 PM   #5254
Coffee Warlord
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Originally Posted by cartman View Post
But the game is Canadian, so we should see the CFL fixes around the 23rd week of 2009, if my understanding of the exchange rate is correct. The "American Style Rules" will indeed have to wait until the 54th week of 2011, or the -2.411123232422nd week of 2012.

A truly maximum response. I hereby grant you this pass to the beer tent.
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Old 03-25-2007, 05:12 AM   #5255
Dutch
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Originally Posted by Izulde View Post
You do realize you just gave them the new tagline for the next M-F promo campaign.

"Maximum Football---Sure, it's not an actual game, but it's Pretty Impressive."

Fixed.

I'm actually not gonna blame David Winters anymore, he's pretty impressive. However, considering that's it's not an actual game, I'm still fascinated by those who are die-hard enough to create MP leagues for this pretty impressive one-man graphical wizardry that's not quite a game.

The XIFL is already one season into it's history. Pretty impressive.

Just get started by picking a team, then watch glory unfold.

http://www.matrixgames.com/forums/tm.asp?m=1383754
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Old 03-25-2007, 12:42 PM   #5256
Passacaglia
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Quote:
Originally Posted by Dutch View Post
Fixed.

I'm actually not gonna blame David Winters anymore, he's pretty impressive. However, considering that's it's not an actual game, I'm still fascinated by those who are die-hard enough to create MP leagues for this pretty impressive one-man graphical wizardry that's not quite a game.

The XIFL is already one season into it's history. Pretty impressive.

Just get started by picking a team, then watch glory unfold.

http://www.matrixgames.com/forums/tm.asp?m=1383754

I don't understand that thread. The web site he links to is not found, and he says you don't submit any files? Do you really just pick one of the teams in his league, and watch him run the league by himself, simply cheering "your" team on?
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Old 03-25-2007, 12:53 PM   #5257
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Quote:
Originally Posted by Passacaglia View Post
I don't understand that thread. The web site he links to is not found, and he says you don't submit any files? Do you really just pick one of the teams in his league, and watch him run the league by himself, simply cheering "your" team on?

It's CUST-OH-MEYES-AH-BUHL!!!

I llloooovvvvee it!
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Old 03-25-2007, 01:56 PM   #5258
RedKingGold
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I think one of my personal favorites has ridden off into the sunset:

http://www.matrixgames.com/forums/sh...sp?memid=20084

He hasn't posted since one week after the kickoff of his video game bus. I always wished he'd sign up on these boards.
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Old 03-25-2007, 03:26 PM   #5259
Dutch
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Quote:
Originally Posted by Passacaglia View Post
I don't understand that thread. The web site he links to is not found, and he says you don't submit any files? Do you really just pick one of the teams in his league, and watch him run the league by himself, simply cheering "your" team on?

That was my guess. Some of the responses from the only guy who entered the league are gold.
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Old 03-25-2007, 03:46 PM   #5260
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Quote:
Originally Posted by Passacaglia View Post
I don't understand that thread. The web site he links to is not found, and he says you don't submit any files? Do you really just pick one of the teams in his league, and watch him run the league by himself, simply cheering "your" team on?

That would be a yes. What they do is have people select a team they would like to own and someone runs a full length game with CPU vs. CPU since that is supposed to give you the more..........realistic stats.
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Last edited by Antmeister : 03-25-2007 at 03:47 PM.
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Old 03-25-2007, 03:58 PM   #5261
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I think we found jb's tag over there...

Quote:
Originally Posted by tshipl68
By the way if anyone wants to say anything about the MVP Chase thing being the same as on PIFL it isn't the same the PIFL site say Chase for MVP not the same but I am not going use it out of respect for that league it is to be for FUN not going to do anything upset anyone..i see the PIFL is going strong and GREAT JOB to All the People in the PIFL (Commissioner and Team Owners)

Quote:
Originally Posted by tshipl68
Hey all heres is the XIFL site agian

Quote:
Originally Posted by tshipl68
hey the season ended and your team is didn't finish last
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Old 03-25-2007, 07:42 PM   #5262
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at least the season went fast.. multiplayer season in 3 days!
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Old 03-25-2007, 07:44 PM   #5263
Ragone
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And god, Daivd said he wants to make maximum Lacrosse or hockey..
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Old 03-25-2007, 10:27 PM   #5264
Passacaglia
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Quote:
Originally Posted by RedKingGold View Post
I think one of my personal favorites has ridden off into the sunset:

http://www.matrixgames.com/forums/sh...sp?memid=20084

He hasn't posted since one week after the kickoff of his video game bus. I always wished he'd sign up on these boards.

Man, putting a picture to the poster takes a little of the fun out of it. Now I see him as human.
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Old 03-25-2007, 10:38 PM   #5265
JPhillips
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Originally Posted by Ragone View Post
And god, Daivd said he wants to make maximum Lacrosse or hockey..

Just to clarify, Daivd said that he would already have either Maximum Lacrosse or Maximum Hockey released by now.
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Old 03-26-2007, 12:29 AM   #5266
Crim
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Originally Posted by JPhillips View Post
Just to clarify, Daivd said that he would already have either Maximum Lacrosse or Maximum Hockey released by now.

"now" is customizable, my friend...
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I thought this was a thread about Red Dawn.

RIP
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Old 03-26-2007, 01:08 AM   #5267
Ragone
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Clearly he hasn't figured out how to get the beer tent on the ice without it sliding
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Old 04-28-2007, 12:23 AM   #5268
cartman
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http://www.matrixgames.com/forums/tm.asp?m=1367470



As Ricky Bobby would say:

"Oh, sweet 8 pound, 11 ounce Lord Baby Jesus, wrapped in swaddling, in thy infinite wisdom, deliver us from this abomination..."

"If we wanted to name this game after a failed attempt, we would have named our sons 'Sierra Football Pro' and 'ninety-nine'..."
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Old 04-28-2007, 01:06 AM   #5269
EagleFan
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My favorite:

Quote:
I still have Xp on my desktop so i can enjoy some MaxFB.


I guess the term enjoy is customizable to mean self inflicted pain....
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Old 04-28-2007, 08:40 AM   #5270
Bee
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Quote:
Hi.

Yes, I'm afraid you will still experience most of the problems even going through the Vista upgrade path.

Daivd

There's just no way to avoid all the problems of this game.
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Old 04-28-2007, 08:47 AM   #5271
RedKingGold
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I'm going to write a letter to Microsoft to thank them for putting a sick cat out of its misery.
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Old 04-28-2007, 08:53 AM   #5272
QuikSand
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Originally Posted by Bee View Post
There's just no way to avoid all the problems of this game.

Well, to be fair there *is* one way to avoid them.
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Old 04-28-2007, 09:41 AM   #5273
JPhillips
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Quote:
The kicker never kicks the ball in the end zone....The defensive players are not aggressive enough and let offensive players have there way with them. Too many completed passes.

Daivd I see kicks into the endzone all the time, even on Canadian fields which are longer. So I'm not sure what's happening there.
As for the other comment, I really think that boils down to a personal preference of play balance. In other releases I've had the defense just slightly more aggressive and I had complants that nobody could complete a pass and there were too many sacks.

Daivd Physics_MaxKOStrength=15 is the kick off base value. I don't recommend people changing those values.

i changed it to 25.0 and it had no effect.

Daivd 25 is too high. The game will over ride that value. You need small decimal increments. I set mine between 15.8 and 16.5 and can often see the ball land in the endzone.

Nice.
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Old 04-28-2007, 10:27 AM   #5274
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A little tech support free verse from Daivd and Marauders.

Quote:
No fixes are ever 'simple'.

Do you have fatigued turned on?
And we're talking about played out 3D game? Not sim games?
it doesn't seem to be happening on the most recent private beta build
(which you don't have yet)
One must go into the tools and set it up for that situation.
Note; these values have been heavily tested for a long time.
setting these values to lower numbers is not going to help much.
One can edit player skills or the skillAttribute_Ranges table as well.
I'm not sure if fatigue affects fumbles.
It's been a while since I looked at that particular section of code
I'll have to double check that.

Well, I don't know how many different ways to say it.
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Old 04-28-2007, 10:46 AM   #5275
ShaneTheMaster
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Heres my favorite:

Poster:

Quote:
The AI isnt subbing in simmed games for me either. I simmed a few more games tonight, and not once did anyone other than the starting RB, FB or QB ever run the ball. In one game the starting RB ran over 20 times for well over 100 yards, so there is no way he wasnt fatigued at some point.


I am still seeing the issue of the game log just ending a game with lots of time left on the clock after a kickoff. Tonight a TD was made, and the extra point was made with 5:24 left. Yet the kickoff afterwards was the last play of the game.

David:

Quote:
Well, there's the confusion then. As a simmed game has no interface to show players being subbed in or out, you're not going to see subs in a sim game. Sim games always have injuries and fatigue on. But, as I said, there is nothing displayed on screen or in any logs to indicate a player was not involved in a couple of plays due to being subbed out.

All the AI sub work was done on the 3D game. And as near as I can tell, it's working as it should. Players are on the field for one play, and if they're overly fatigued, they're swapped out for the next.

I did spend some time trying to find out why Running backs would not be subbed out in the 3D game and I've come to the conclusion that it's probably the fatigue threshold for those players is too high. While I do see them being subbed out it's not common because it's possible that they never reach the fatigue point that would see them sub out.. for various reasons. Players rest, players don't carry the ball every play, etc.. Unless the AI runs the ball with the same player 5 or 6 times consecutively (with no change of possession or break in the play) you're probably not going to see a running back fatigue to the point he's subbed out.

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Last edited by ShaneTheMaster : 04-28-2007 at 10:52 AM.
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Old 04-28-2007, 10:55 AM   #5276
st.cronin
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Its admirable, in a way, that he is apparently still working on the game at all.
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Old 04-28-2007, 12:01 PM   #5277
Rizon
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Quote:
Originally Posted by Bee View Post
There's just no way to aviod all the problems of thsi game.

Fixed.
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Old 04-29-2007, 12:55 AM   #5278
Crim
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Quote:
Daivd Physics_MaxKOStrength=15 is the kick off base value. I don't recommend people changing those values.

i changed it to 25.0 and it had no effect.

Daivd 25 is too high. The game will over ride that value. You need small decimal increments. I set mine between 15.8 and 16.5 and can often see the ball land in the endzone.

Though I'm still interested and amused by this thread, it's been a while since I read something in it that elicited an out-loud laugh. This quote did it for me.
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I thought this was a thread about Red Dawn.

RIP
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Old 04-29-2007, 10:00 AM   #5279
Ajaxab
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hxxp://www.matrixgames.com/forums/tm.asp?m=1432956

This one on the 'Missing Man' got me. So we can't see the 11th man because he morphs into another player momentarily? Now that's what I call disguising your coverages.
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Old 04-29-2007, 08:45 PM   #5280
SFL Cat
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Originally Posted by Ajaxab View Post
hxxp://www.matrixgames.com/forums/tm.asp?m=1432956

This one on the 'Missing Man' got me. So we can't see the 11th man because he morphs into another player momentarily? Now that's what I call disguising your coverages.

Yah! Game plan against that bee-yatch!!!
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Old 07-01-2007, 09:35 PM   #5281
cartman
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Wow, I'm surprised this hasn't been reported over here yet...

VERSION 1.5!!!!
53% better than version 1.0, but 76.345323% to go to version 2.0

hxxp://www.matrixgames.com/forums/tm.asp?m=1497798

Quote:
Originally Posted by Daivd
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
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Old 07-01-2007, 09:43 PM   #5282
digamma
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Old 07-01-2007, 09:48 PM   #5283
larrymcg421
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Quote:
positions like DB have been separated into Safety and Corner and Linebacker has been split up into Inside and Outside linebackers.

This is literally one of the funniest things I've ever read.
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Old 07-01-2007, 10:14 PM   #5284
Antmeister
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Quote:
Originally Posted by larrymcg421 View Post
This is literally one of the funniest things I've ever read.

Nawww....it has to be this one. This button has finally made it to the game:

Quote:
* Tackle button. On defense you need to press a button to dive tackle.
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Old 07-01-2007, 10:17 PM   #5285
JonInMiddleGA
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Quote:
Much effort is being put into ensuring that the feature set that is there is as bug free as possible.

For some reason, it's the "as possible" part of that which started me to giggling.
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Old 07-01-2007, 10:18 PM   #5286
Senator
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Don't stop believing.......
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Old 07-01-2007, 10:25 PM   #5287
larrymcg421
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I didn't see any mention of splitting up the backfield positions into QB, HB, and FB. Is that coming in the next patch?
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Old 07-01-2007, 10:32 PM   #5288
dj_morton
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Join Date: Jan 2007
this never dies
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Old 07-01-2007, 10:38 PM   #5289
Antmeister
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Originally Posted by Senator View Post
Don't stop believing.......

No...you are not pulling me into another parody song! Stop the temptation please.
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Old 07-01-2007, 11:08 PM   #5290
vtbub
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Originally Posted by Antmeister View Post
No...you are not pulling me into another parody song! Stop the temptation please.


If we are at least pick a canadian tune. Too bad you did "eye of the tiger" already.
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Old 07-02-2007, 12:08 AM   #5291
TroyF
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There are so many laugh out loud moments in that update post. . .

I think my favorite was right off the top:

I am guessing some are not aware of the new features being built into the game and what you should be expecting.

Okey dokey Davey. . .
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Old 07-02-2007, 12:28 AM   #5292
Izulde
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Quote:
Originally Posted by Daivd
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

Art mentioned 7 times! Guess we know the real focus of this update.

Quite an arty fellow, that Daivid.
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Old 07-02-2007, 06:50 AM   #5293
Bee
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Quote:
It is distinctly possible you will run into performance issues

Pretty much sums it up.
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Old 07-02-2007, 08:18 AM   #5294
twothree
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Quote:
Originally Posted by Daivd View Post
A lot of existing bugs have been addressed and overall, things are going well I think.

This means that a lot of existing bugs have now been given a permanent home in the the software. I think.

Quote:
Originally Posted by Daivd View Post
Uniform art is unchanged. All existing uniforms work with the new version with no changes.

This is the most important part of the update. Think of the mental anguish this would cause his wife.

Imagine no uniforms
I wonder if you can
No need for green or yellow
In a big beer tent of tan
Imagine all the players
Sharing all the field...

You may say i'm a dreamer
But i'm not the only one
I hope some day you'll join us
And the game will be as fun
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Old 07-02-2007, 08:51 AM   #5295
Mustang
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Quote:
Originally Posted by Senator View Post
Don't stop believing.......

Wait!!

WTF Just happened? Was the game released or not?!?!
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Last edited by Mustang : 07-02-2007 at 08:51 AM.
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Old 07-02-2007, 10:08 AM   #5296
JPhillips
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Join Date: Nov 2002
Location: Newburgh, NY
So much here from our good friend Marauders.

Quote:
With older builds, I had two installs. One was on Drive D: and the other was on Drive E:. They both played, but only the last one installed would update with patches.

This was on a Windows 98se machine, so it may not apply to XP machines, and it may no longer apply at all anymore because of changes in the installer. I have not had this setup for many months.

The best way to have two builds installed would be to install the game on two computers. Just note that you may not legally play both games at the same time.

How many people would go through the pain of playing MF simultaneously on two different computers?

And FYI:

Quote:
It is sometimes hard to tell how a post is to be read because text is rather lifeless in expression. Normally, one uses the wink smiley for jokes unless the joke is really deadpan humor.
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Last edited by JPhillips : 07-02-2007 at 10:11 AM.
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Old 07-02-2007, 10:51 AM   #5297
Surtt
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Quote:
Originally Posted by Daivd

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.

I was under the impression Daivd had written the graphics engine from scratch.
I wonder if he rewrote it or decided to go with a commercial one.
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Old 07-02-2007, 11:32 AM   #5298
I. J. Reilly
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I have now posted in this thread.
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Old 07-02-2007, 02:33 PM   #5299
sabotai
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Quote:
Originally Posted by Surtt View Post
I was under the impression Daivd had written the graphics engine from scratch.
I wonder if he rewrote it or decided to go with a commercial one.

Well, if he went from DirectX8 to DirectX9, I doubt it's really NEW graphics engine, just an updated one. But he also said he implemented shaders, so he may have rewrote a good portion of the engine to best implement them. Of course, it's also possible he just threw them in there....(at this point, has Daivd earned any benefit of the doubt?)
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Old 07-02-2007, 03:15 PM   #5300
Surtt
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Quote:
Originally Posted by sabotai View Post
Well, if he went from DirectX8 to DirectX9, I doubt it's really NEW graphics engine, just an updated one. But he also said he implemented shaders, so he may have rewrote a good portion of the engine to best implement them. Of course, it's also possible he just threw them in there....(at this point, has Daivd earned any benefit of the doubt?)

Does it use DirectX8?
I was assuming DirectX5 or so. Considering when he started to work on it and how it looked, assumed he was using the technology from that era and never updated along the way.
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