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(PS3) 2K10 Utility

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Old 09-08-2019, 05:03 AM   #33
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Re: (PS3) 2K10 Utility

Quote:
Originally Posted by nikethebike
Snowdrift, about the interface, from a fellow programmer if you decide to implement another UI on top of this, can you PLEASE (!!!) keep all functionality to be command line based and just put an interface on those cmd line commands? The potential of using this to create even more advanced tools for importing entire seasons from statistics etc, will be immense if you keep this the way it is. We can still make a UI on top of it, as I said...
If you build all functionality into an interface (which is the classic way of doing this) you will kill the possibility to build something on top of your awesomeness...
The issue is that for people like me Excel and other spreadsheet editors being a requirement is a huge pain. I miss the 2K8 way of being able to edit things easily and not needing an external program. My progress testing this on the 360 has been halted by not having Excel.

EDIT: Huh.....apparently you can edit the .CSVs with just Notepad. Oof.

I edited Jacob Markstrom's name to be "Jacob Markström" and the game displays him with some garbled message in his last name. but positional changes do in fact work (In austrianredwing's latest rosters, Nikita Kucherov is RW/LW, I switched him to L and it removed the double positions. which is exactly how I wanted it to work and makes it so we're not forced to deal with positional limitations)
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Old 09-08-2019, 05:32 AM   #34
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Re: (PS3) 2K10 Utility

Quote:
Originally Posted by WWEDX2007
The issue is that for people like me Excel and other spreadsheet editors being a requirement is a huge pain. I miss the 2K8 way of being able to edit things easily and not needing an external program. My progress testing this on the 360 has been halted by not having Excel.

EDIT: Huh.....apparently you can edit the .CSVs with just Notepad. Oof.

I edited Jacob Markstrom's name to be "Jacob Markström" and the game displays him with some garbled message in his last name. but positional changes do in fact work (In austrianredwing's latest rosters, Nikita Kucherov is RW/LW, I switched him to L and it removed the double positions. which is exactly how I wanted it to work and makes it so we're not forced to deal with positional limitations)

I fully understand mate, I don't say DON'T MAKE A UI version, I'm just suggesting an architecture where you let the backend be fully command line based and simply make a UI that uses the command line backend.


That way will make it easier to collaborate on tools.
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Old 09-08-2019, 08:09 AM   #35
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Re: (PS3) 2K10 Utility

Quote:
Originally Posted by WWEDX2007
what made you do command line over the traditional 2K8 editor Java interface?
Lack of time and motivation. Building a GUI requires planning, takes time, and adds a layer of complexity that makes the program harder to maintain.

Quote:
Originally Posted by nikethebike
If you build all functionality into an interface [...] you will kill the possibility to build something on top...
Not really. It's probably bad design to build functionality into a GUI. So far I think I've succeeded in keeping the display logic separate from everything else.

Quote:
Originally Posted by WWEDX2007
My progress testing this on the 360 has been halted by not having Excel.
Try free software like LibreOffice, Google Sheets, etc.
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Old 09-08-2019, 09:15 AM   #36
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Icon14 Re: (PS3) 2K10 Utility

Quote:
Originally Posted by snowdrift
It's probably bad design to build functionality into a GUI.
Yes it is.


It was not my meaning to point any fingers at you or anyone else specifically, so don't take it personal it was def not meant that way.


Just wanted to explain why I LIKE your cmd-based release.


What I mean is internally a tool might have ok design, but often with tools like this (from the experience I have atleast) many people release a full fledged gui based tool (that might have good design internally) that does not make publically available any APIs that make it possible to automate things that the tool does. So you often end up with tutorials describing how you combine using three different gui based tools to achieve something, while if apis would have been available it could have been all automated. Don't know if I make any sense here. Lol.


In summary, I just wanted to say, I like the approach you currently use.
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Old 09-08-2019, 12:02 PM   #37
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Re: 2K10 Utility

What does this mean for Money99?
Should he buy a 360 again??


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Old 09-08-2019, 02:50 PM   #38
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Re: 2K10 Utility

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Originally Posted by Money99
Should he buy a 360 again??
Ofcourse.
And a PC good enough to run 2KHS while you're at it.


I'm stoked at the possibilities that this opens up!


I want to combine this with this project I started before: https://forum.nhl94.com/index.php?/t...ster-importer/
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Old 09-08-2019, 03:08 PM   #39
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Re: 2K10 Utility

Quote:
Originally Posted by nikethebike
Ofcourse.
And a PC good enough to run 2KHS while you're at it.


I'm stoked at the possibilities that this opens up!


I want to combine this with this project I started before: https://forum.nhl94.com/index.php?/t...ster-importer/
LOL, I don't think that's going to happen. I'd love to have the time and resources to make a PC to play 2KHS.
It looks awesome.
But I may have to stick with 2K10 on an old 360.
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Old 09-08-2019, 08:45 PM   #40
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Re: (PS3) 2K10 Utility

I have a problem...


I can't run your tool since my computer removes the exe file when I extract the zip archive. I ran the zip on virustotal and 4 engines detect virus in the zip file...
https://www.virustotal.com/gui/file/...71fc/detection

NANO-Antivirus, Yandex, Rising, Zillya all report some kind of trojan.
These are the infected files according to these sources:
Ut2K10/api-ms-win-core-interlocked-l1-1-0.dll
Ut2K10/api-ms-win-core-processenvironment-l1-1-0.dll
Ut2K10/api-ms-win-core-util-l1-1-0.dll
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