New FIFA 16 mod in the making. Towards FULL SIMULATION!

Hels The Ronin

Champions League
Joined
15 November 2019
Team
Celta de Vigo / Barcelona
Those who already know me, know my desire of making a game that can be played up to 90 min and deliver a solid experience close to reality. Many will say that that is not possible and that it is a fantasy, but to them I tell... It's starting to take shape.

If you like real football, like to understand how the beautiful game plays and want to have to play real football, and not the modern bullshit fast speed FIFA experience, stay tuned for this mod, cause it will shake the experience you've got playing football games from the ground.

I'll leave here promo videos so that you get an idea of what I am working on. A full match on two halves. You will be also able to see some of the lacks the game has, like defenders not being rough enough at times, or reacting late, and also the same problem of stamina I had in FIFA 17 that donnie manage to solve back then.





Last, but not least, I want to make a shootout, as always, of people that I've used their work as a base, even if I later changed values. Without them, my work wouldn't be possible, since I haven't created most of the values I use in the cl.ini. This are @chojanpineapple , whose FIFA 16 and 17 mod you should try, Doctor Fidel + and @TomGibbons26 for giving me access to his FIFA 17 locale.ini, since I used back some values in that locale.ini, due to early Frostbite and late Ignite Engine games share a lot of values of cl.ini and later in Frostbite, locale.ini

I only hope we can continue working between all of us to keep making a realistic gameplay that can satisfy the most hardcore of us!
 
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Looks amazing so far, can't wait to try it, great work!

Regarding stamina, if you change the "HALF_LENGTH" value in the rna.ini to 5 for example, your half will take 5 real minutes, and if you set the half length inside the game, you can basically control the stamina in there. So for example, if you have set the "HALF_LENGTH" value to 5, but in game you set the half to 6 minutes, a half still takes 5 minutes, but the players' stamina will act as if you are playing 6 minutes halves, so essentially the stamina doesn't deplete as fast. I have tested this in the past and it worked for me, but maybe you should also run some tests.

Also, I have been using a gameplay mod I found on a forum (can't remember where and who posted it but credit to them) where I have faced the toughest defenders I have ever seen, I literally couldn't score and had to lower the difficulty/change the values because that's how tough they were. I have attached this gameplay mod and maybe you can take a look around in the values/sliders and adjust the defenders accordingly to hopefully get them to be rougher.

Hope this helps in some way, excited for trying out this gameplay mod!
 

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Looks amazing so far, can't wait to try it, great work!

Regarding stamina, if you change the "HALF_LENGTH" value in the rna.ini to 5 for example, your half will take 5 real minutes, and if you set the half length inside the game, you can basically control the stamina in there. So for example, if you have set the "HALF_LENGTH" value to 5, but in game you set the half to 6 minutes, a half still takes 5 minutes, but the players' stamina will act as if you are playing 6 minutes halves, so essentially the stamina doesn't deplete as fast. I have tested this in the past and it worked for me, but maybe you should also run some tests.

Also, I have been using a gameplay mod I found on a forum (can't remember where and who posted it but credit to them) where I have faced the toughest defenders I have ever seen, I literally couldn't score and had to lower the difficulty/change the values because that's how tough they were. I have attached this gameplay mod and maybe you can take a look around in the values/sliders and adjust the defenders accordingly to hopefully get them to be rougher.

Hope this helps in some way, excited for trying out this gameplay mod!
Hi, sorry, but isn't it the other way around? HALF_LENGTH 6 for example but in game 4
 
Guys, the objective of the mod is playing up to 45 min halves and 90 min matches, so that idea won't work too good. Stamina is now consuming a bit faster than what I'd like but is kind ok. It will be solved in the future when we can edit attribdb if donnie ever decides to make a FIFA 16 editor.

The mod is almost done. Wanted to play a second match where I don't suck and you can see how the mod works for yourselves, and then starting to pick testers to see how it translates to other PC's but at this rate I won't be able to play a decent match. XD

Anyway, just anyone that wants to try the mod just PM me and I'll be giving you instructions.
 
Hi, sorry, but isn't it the other way around? HALF_LENGTH 6 for example but in game 4
Hey, it may be, I'm not really sure, it has been a while since I tested it.
Guys, the objective of the mod is playing up to 45 min halves and 90 min matches, so that idea won't work too good. Stamina is now consuming a bit faster than what I'd like but is kind ok. It will be solved in the future when we can edit attribdb if donnie ever decides to make a FIFA 16 editor.

The mod is almost done. Wanted to play a second match where I don't suck and you can see how the mod works for yourselves, and then starting to pick testers to see how it translates to other PC's but at this rate I won't be able to play a decent match. XD

Anyway, just anyone that wants to try the mod just PM me and I'll be giving you instructions.
Sounds great, thank you for the update! I know the mod is intended to play 45 min halves but do you think the gameplay would fit a shorter match like 6-7 minute halves?
 
Hi, sorry, but isn't it the other way around? HALF_LENGTH 6 for example but in game 4
No actually...I have tested it and if the value you set in game is higher, then your stamina will last "longer"...if you put it lower, it will deplete quicker. The value you set in the file sets the actual length that you will be playing.
 
Hey, it may be, I'm not really sure, it has been a while since I tested it.

Sounds great, thank you for the update! I know the mod is intended to play 45 min halves but do you think the gameplay would fit a shorter match like 6-7 minute halves?
Not actually. Maybe 20 or 30 min yeah, but defenders defend and passes are not that precise, so... It may work though with a different set of sliders that the ones I use.
 
No actually...I have tested it and if the value you set in game is higher, then your stamina will last "longer"...if you put it lower, it will deplete quicker. The value you set in the file sets the actual length that you will be playing.
In fact in the game I set a lower value(4) than the one in the file(6)
 
In fact in the game I set a lower value(4) than the one in the file(6)
Then it will deplect like in a 4 minute match, while you play 6 minutes. Tbh, vanilla stamina is too lenient, so when you play 6 min matches, if you set the same stamina in game (or simply not use the cl.ini change of minutes) it will drain slow, so it makes sense that if you play low minutes, to make it a bit faster to drain. However, when playing 45 minutes per half, the max you can set in game is 20 min halves, and that is less than half the minutes, while 4 min is 2/3 of 6. You see, the drain difference is too much, and that's why. I'd need to have an option to play 30 min halves and that stamina drain slower, but that is not ingame, so I would need to work with different formulas.

Recently, donnie managed to make his tool work with FIFA 16 attribdb files and theoretically, I should be able to change there the stamina drain rate, but there's a problem now. Someone has told me in MD's, that FIFA 16 exe doesn't seem to load files that you put in the folder (it does with cl.ini cause it is set up to do so, but if you put files in a data/attribdb folder, for example it doesn't) so I don't know how to load those values in the game. Now, I haven't tried, but that person tried to modify attribdb files with donnie's tool, then put it in data/attribdb and regen, and changes he had applied to ball physics didn't seem to take effect. It is also maybe that he changed some values that for some reason were not read by the game's exe, since that is also something that happens in FIFA's, that they leave leftovers values behind, but I don't think that's the case.

So here I am, scratching my head to see if there's any possibility to make attribdb files to be readed by the exe. When I have some news, I will let you know.
 
Recently, donnie managed to make his tool work with FIFA 16 attribdb files and theoretically, I should be able to change there the stamina drain rate, but there's a problem now. Someone has told me in MD's, that FIFA 16 exe doesn't seem to load files that you put in the folder (it does with cl.ini cause it is set up to do so, but if you put files in a data/attribdb folder, for example it doesn't) so I don't know how to load those values in the game. Now, I haven't tried, but that person tried to modify attribdb files with donnie's tool, then put it in data/attribdb and regen, and changes he had applied to ball physics didn't seem to take effect. It is also maybe that he changed some values that for some reason were not read by the game's exe, since that is also something that happens in FIFA's, that they leave leftovers values behind, but I don't think that's the case.
Wrong folder, wrong method!

You have to modify the bin and vlt files, repack them as a gameplayattribdb.big file, and then use this file in the data/attribdbgameplay directory. You also need to regenerate the BH files. I've made several modifications since Donnie sent me the tool privately with my feature requests (cross-comparison, etc.). You can easily modify the ball radius value from the default of 0.365 to something like 0.999, then follow the method I explained above. The ball will be huge! This means you are doing it right! Also, I am making my own mod aiming to improve areas that I wanted to improve so bad since I start playing this game. Hopefully, I could do what I want!
 
Wrong folder, wrong method!

You have to modify the bin and vlt files, repack them as a gameplayattribdb.big file, and then use this file in the data/attribdbgameplay directory. You also need to regenerate the BH files. I've made several modifications since Donnie sent me the tool privately with my feature requests (cross-comparison, etc.). You can easily modify the ball radius value from the default of 0.365 to something like 0.999, then follow the method I explained above. The ball will be huge! This means you are doing it right! Also, I am making my own mod aiming to improve areas that I wanted to improve so bad since I start playing this game. Hopefully, I could do what I want!
Thanks for the information. What program do you use to repack files back to gameplayattribdb.big?
 
Thanks for the information. What program do you use to repack files back to gameplayattribdb.big?
Here: https://github.com/Aleksei-Miller/vivtool

You should have an existing gameplayattribdb.big file first. I will attach a demo file below (extract the zip file to see the .big file). Then open it with this tool and import those 2 files by replacing the existing files and save it as .big file (not .viv). It's quite simple. Just read instructions (if any).
 

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Wrong folder, wrong method!

You have to modify the bin and vlt files, repack them as a gameplayattribdb.big file, and then use this file in the data/attribdbgameplay directory. You also need to regenerate the BH files. I've made several modifications since Donnie sent me the tool privately with my feature requests (cross-comparison, etc.). You can easily modify the ball radius value from the default of 0.365 to something like 0.999, then follow the method I explained above. The ball will be huge! This means you are doing it right! Also, I am making my own mod aiming to improve areas that I wanted to improve so bad since I start playing this game. Hopefully, I could do what I want!
Hey mate could you share what you've created so far?

I really want to mod this to make the AI more direct with more cross field balls and lobbed through balls
 
Hey mate could you share what you've created so far?

I really want to mod this to make the AI more direct with more cross field balls and lobbed through balls
Hi mate, I am still figuring out how those variables work. I learned a few things based on the previously shared gameplay lab thread created by Papinho81 for FIFA 20. So far, I've modified a few CPUAI_Marker runtimes, a few passshot_contexteffect and ball touch runtimes inside kick_error, shotdecision runtimes, etc.

I was playing FIFA 16 full manual on Pro difficulty. It became somewhat easy at the end (not completely) after a few years of playing. I tried upping the difficulty to World Class and noticed that there were huge difference between Pro and WC. Also, the AI became error prone most of the times and they don't take risks. On Legendary, they do take risks, press aggressively when needed. But the passing, shooting, marking and everything became on the rails.

My aim is humanise the Legendary difficulty similar to Pro difficulty while maintaining realistic challenges. Thus, I tweaked what I tweaked, hopefully for a result that I always wanted. Also, I've ported a few ground pass error logic from FIFA 17 and I didn't test them yet. I would love to tweak GK post match rating and a few bugs as well (GK will always be your best player most of the time).

Been a bit busy these days and I don't have access to my PC right now. So, when I test and play a few matches and maybe fine tune stuff, then I will share it. Again, these are not promises or anything, I hope I could do what I aimed to do. I ain't no GP modding expert like some. I am pretty much a rookie in that area.
 
Hey mate could you share what you've created so far?

I really want to mod this to make the AI more direct with more cross field balls and lobbed through balls
I am working alongside Donnie making a gameplay. I already uploaded a FIFA17 gp that is wonderful, but because how FIFA17 behaves with triggers (you have to press them simultaneously to face up, can't press one and then the other) it doesn't feel that good and I have not worked on it. If we ever find a way to solve that I will.

About the mod itself... Donnie has basically done it through AI, at the cost of spending money of it's own for the research, and has basically asked the AI to use values that are closer to real life, or that make the game look like so.

The result? Less skating and much more natural animations and transitions, weightfull players...

Still gotta try to polish them some things though like for example, ball being lifted in every through pass. But the game is hell of a gameplay now, really good.

As soon as I have polished, I'll start sending it to people for trying it, then prolly release it.
 
Here: https://github.com/Aleksei-Miller/vivtool

You should have an existing gameplayattribdb.big file first. I will attach a demo file below (extract the zip file to see the .big file). Then open it with this tool and import those 2 files by replacing the existing files and save it as .big file (not .viv). It's quite simple. Just read instructions (if any).
Thank you mate
 

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Guys, I am gonna leave this here and simply let you try it.

Pure Football Simulation 16 v1.0 download link

Have in mind some things. I am using this OVER @chojanpineapple FIFA 16 mod. I think I am adding every single gameplay file in my gameplay, but maybe he changed something else I don't know about, so I highly recommend using aswell his mod as a base and apply mine over him, yet my mod should (and will) work alone. But as said, maybe he brings some more changes I don't know about so yeah, I still recommend his mod just in case.

About the mod itself. This is a collaboration between donnie and myself. He passed the attribdb files through an AI that suggested certain values to make the game feel more realistic. He passed that base to me, I polished some things I thought they could be better, added some things of my own, etc., and combined it with my cl.ini, product.ini and rna.ini to bring you this incredible gameplay. But without donnie's work over the attribdb gameplay, aside his work to bring us a FIFA 16/17 attribdb editor tool, none of this would be possible. This is why I ask you a big thanks to him. I have also something in mind to express him our gratitude, but will talk about it when it is time to.

Last, but not least. Installation instructions.

Step 1. Download Creation Manager 16 or any other tool that allows you to regenerate bh files.

Step 2. Extract files from the .rar and copy them into the root folder. This means "...\FIFA 16" folder, whatever the whole route to it is. Essentially, the folder where it is the exe file and the config file. This folder has a data folder inside it, so when you copy the mod files, it'll probably ask you to either combine folders or simply overwrite files. Say yes to all.

Step 3. Go to Creation Master 16, open it, go to file tab, and press over "open - select all" to ensure you can select which FIFA folder you're using. Select FIFA root folder, then select the files the program asks for to inititate the loading process, then, when it finishes, go to tool tab and select regenerate BH files
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Step 4. (Optional) Select the number of minutes you want to play by editing the cl.ini. Find the lines
HALF_LENGTH=45
AI_SETTING_HALFLENGTH=45
at the beginning of the cl.ini, and change them to the number of minutes you want EACH HALF OF THE MATCH, to endure. Or just comment them with // if you want to select the duration of the match INGAME.

Step 5. Run the game.

Step 6. (Optional, but recommended) Set the games with the next options.
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In Game Settings, the optimal difficulty is probably World Class. Beware though, cause one of the things I couldn't fix yet is AI being laser precise with crosses. So while the general difficulty of the game is kinda ok, even low in terms of defence, the freaking AI will be extremely precise with foul and corner kicks crosses, or simply normal crosses from the wing, and are very likely to end in goal. Too much likely to be remotely realistic. It's right now the only thing that really puts me off the matches (maybe alongside stamina use). The other important change here is TO SET GAME SPEED ON FAST since it allows the characters to react much faster to the different events around them and makes animation much faster and consistent.

Set the camera, rules visual and audio you want, then go to user and cpu settings. You must put BOTH USER AND CPU SETTINGS as it follows. I'll include pics only of user settings cause I use same settings for user and cpu, but maybe you can balance CPU crossing accuracy by setting pass error a bit higher in CPU side. It's completely up to you though.
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Ok, so some specifications about this. If you want a realistic speed and tempo, KEEP SPEED SPRINT TO 1. Don't push it further from there or you'll have unrealistic player speeds, and the game will be extremely fast. Also, you destroy the animation/sprint speed ratio if you put this up. I'll explain myself. One of the reasons that FIFA always feel so fast is because the sprint speed is so high and reaction so low that defenders can't almost react. What we are doing here to make the game tempo feel much more realistic withouth game feeling sluggish is upping the reaction and animation speed (by setting game speed to fast in the match settings tab) and lowering the sprint speed (aside from passing speed in the mod files itself) so that now, every run, every pass, every decision has to be taken much more carefuly cause defence reaction is much more on par with both sprinting and passing, so... more interceptions, more tackling possibilities, etc., and therefore, much more need of thinking carefully and a much more realistic tempo, cause thinking needs time and pause. Game is expected to be played with rythm changes and looking for fast, but easy transitions combined with difficult deep through balls, or contested crosses, like irl football plays.

Now, this being said. If you feel the lanes are extreme wide, you can reduce line width setting, if you want a more open football, then maybe reduce line length. If you want the line height to be lower, you can do so by setting it to a lower value. This is completely up to your taste and how you feel the game. I am rather giving you basic parameters to have the most simulative football possible, but everything is customizable to your tastes.

Last but not least, this game is recommended to play on fully manual setting, so go to your pad settings and set it as it follows.

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And nothing else here to say, you're ready to play this marvelous sim. But before leaving you to play, I again want to give thanks to donnie for his fabulous work both on the tool and on the base of this gameplay files, @chojanpineapple and doctor fidel + for making gameplay and graphic mods that I also use as a base or take things from them (cl.ini mostly), and every single person that has helped me to achieve this along the years of sharing me gameplay mods and such. I have done nothing but mashing several changes together that I found in all the gameplays I tried through the years and try to mix them so that they work properly.

That's everything on my part, try this mod and enjoy realistic football. I'm all ears to hear your feedback and try to improve the game further.
 

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I only changed the game speed to fast and set the slider sprint speed to 1.

Positive changes:
Defensive players press with noticeably more intensity.
The overall attacking and defensive AI behaves differently from vanilla. Some attacking plays are very direct, and there are more short-range combinations than in vanilla.

Negative changes:
Some aspects of dribbling direction changes respond quicker, dribbling acceleration is too fast, and the distance between the player and the ball while dribbling has shortened. The dribbling feels very reminiscent of PS2 PES.
The ball physics have been altered for the worse. Short passes have too much spin. The trajectory of lob passes is unnatural, with exaggerated dipping (of course vanilla is also poor in this regard, but it doesn't come across as bizarre). Shots dip far too obviously—vanilla was already excessive to begin with.

Player inertia also seems to have changed, but it doesn't feel natural. If you're looking for a BEST reference, check out the FIFA 14 PS4/Xbox One version.

I believe the GP Mod should first address the areas where vanilla needs the most improvement, confirm those fixes are solid, and only then move on to other aspects you consider lacking. FIFA 16 has the best player movement of any football game, and I think without source code it's impossible to improve upon vanilla's movement.

Furthermore, using AI to modify a sports game's physics is unreliable because you can never know all the exact values, so AI cannot accurately analyze vanilla's specific issues and produce improved numerical adjustments.
 
I only changed the game speed to fast and set the slider sprint speed to 1.

Positive changes:
Defensive players press with noticeably more intensity.
The overall attacking and defensive AI behaves differently from vanilla. Some attacking plays are very direct, and there are more short-range combinations than in vanilla.

Negative changes:
Some aspects of dribbling direction changes respond quicker, dribbling acceleration is too fast, and the distance between the player and the ball while dribbling has shortened. The dribbling feels very reminiscent of PS2 PES.
The ball physics have been altered for the worse. Short passes have too much spin. The trajectory of lob passes is unnatural, with exaggerated dipping (of course vanilla is also poor in this regard, but it doesn't come across as bizarre). Shots dip far too obviously—vanilla was already excessive to begin with.

Player inertia also seems to have changed, but it doesn't feel natural. If you're looking for a BEST reference, check out the FIFA 14 PS4/Xbox One version.

I believe the GP Mod should first address the areas where vanilla needs the most improvement, confirm those fixes are solid, and only then move on to other aspects you consider lacking. FIFA 16 has the best player movement of any football game, and I think without source code it's impossible to improve upon vanilla's movement.

Furthermore, using AI to modify a sports game's physics is unreliable because you can never know all the exact values, so AI cannot accurately analyze vanilla's specific issues and produce improved numerical adjustments.
I've worked upon the AI changes myself cause it would make stops too long and defenders not agile enough. Sadly it kinda affects dribbling a bit too, but the trade off is a plus for me. I actually wanted a much more controlable and responsive game cause that's what I like from PS2 PES, but with 360 movement and a bit more of complexity in the game itself.

Player inertia is related to the changes to make defenders more agile. Overall I want a game where defenders can follow and that encourages tight dribbling, but maybe it is a bit too much.

The dipping is related to the Reynolds numbers and such where I tried to use physical realistic values, but something is still off, and I have to still give it a try.

I might try to make the game more natural in terms of acceleration and deceleration so that it feels a bit better without loosing the good and positive aspects.

Anyways... Summing up. Some of the aspects that you criticised are made on purpose to make the game feel more tight and responsive, which I managed to, but have had some other consequences, so I still have to polish it, and also, it still has many things that I don't understand completely how they work.

'Bout the ball physics, gotta give it a look cause they're a mix between cl.ini and attribdb files so I still have to look at it properly.
 
I only changed the game speed to fast and set the slider sprint speed to 1.

Positive changes:
Defensive players press with noticeably more intensity.
The overall attacking and defensive AI behaves differently from vanilla. Some attacking plays are very direct, and there are more short-range combinations than in vanilla.

Negative changes:
Some aspects of dribbling direction changes respond quicker, dribbling acceleration is too fast, and the distance between the player and the ball while dribbling has shortened. The dribbling feels very reminiscent of PS2 PES.
The ball physics have been altered for the worse. Short passes have too much spin. The trajectory of lob passes is unnatural, with exaggerated dipping (of course vanilla is also poor in this regard, but it doesn't come across as bizarre). Shots dip far too obviously—vanilla was already excessive to begin with.

Player inertia also seems to have changed, but it doesn't feel natural. If you're looking for a BEST reference, check out the FIFA 14 PS4/Xbox One version.

I believe the GP Mod should first address the areas where vanilla needs the most improvement, confirm those fixes are solid, and only then move on to other aspects you consider lacking. FIFA 16 has the best player movement of any football game, and I think without source code it's impossible to improve upon vanilla's movement.

Furthermore, using AI to modify a sports game's physics is unreliable because you can never know all the exact values, so AI cannot accurately analyze vanilla's specific issues and produce improved numerical adjustments.
Btw, I didn't tell you but actually, my man donnie has been able to decrypt what each lane is used for through AI in actor_action ebx. He's still to do the rest, but I doubt he ends up doing it, sadly.
 
Mate i like what i see in that videos . Only by the videos , here are my suggestions . Try to reduce player speed , secondly reduce by a little body animations speed , also try to reduce ball control so it is more difficult to turn in any direction so quicly . Dont change speed in the ball , it looks realy good , maybe ( i dont know if it is possible) changing a bit the way the ball ''travels'' through the grass , it is too perfect and same no matter the distance. I m really waitng to try , excellent start !!!!!
 
Mate i like what i see in that videos . Only by the videos , here are my suggestions . Try to reduce player speed , secondly reduce by a little body animations speed , also try to reduce ball control so it is more difficult to turn in any direction so quicly . Dont change speed in the ball , it looks realy good , maybe ( i dont know if it is possible) changing a bit the way the ball ''travels'' through the grass , it is too perfect and same no matter the distance. I m really waitng to try , excellent start !!!!!
Those are small details that I don't know yet how to change, don't have such control yet.
 
NEW VERSION!

In this version you'll get tighter defenders and a much better experience overall.

To play this version, I recommend you to change the next things over the previous set of sliders.

Speed - From 0/1 change it to 100 This is because I limited ingame the maximum speed of the players so now the difference between 0-100 is much less noticeable since the max speed capped is now realistic.
Acceleration - From 50 to 48 If you feel the game a bit frenetic, and want to make the gameplay a bit more heavy, you might want to change this, down to 48, or maybe 49 if you want a middle ground.
Marking - From 80 back to 50 since now defenders should be a bit tighter by nature, and high pressure and tighter marks leans to make the player play forward too fast, and therefore a too much end-to-end game. With 50, players will be half-way positional, half-way individual marking, and feels a bit more balanced.

Obv, all this I told can change depending on tastes but is my recommendation.

About the instalation, it's same than before. Replace in FIFA 16 root folder and regenerate BH with Creation Master 16 as shown in the previous version post.
 

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Hi guys, I wanted to make a short announcement here. As you know FIFA 16 and 17 modding is possible thanks to the attribdbgameplay tool that donnie darko made. Not only that, a whole FIFA 16/17 guide is in the making. I'll leave you in this post an example of what he's trying to accomplish. NOT ONLY THIS but many of the base values I use in my mod, are done by him. He's also working on decrypting, in the same way, how the neural net files work in FIFA, in hopes to improve AI behaviour and in general, making the AI choose better his options.

He has made all of this in silence, and PUTTING MONEY OF HIS OWN to play Claude, a powerful AI that seems quite usefull for code reverse engeneering. He never asked anything in return, and did his best to provide something useful to the community, struggling with mental health issues, and investing money for the community. Sadly, his main computer broke some days ago, and he can't help us no more, so without money, his only option has been opening a Ko-fi and ask the community for help.

https://ko-fi.com/donniedarko66696899

This is his ko-fi. All I ask is that you, kind souls that want to see a simulation football game, help this guy. I am not even asking this trying to be emotional (though for me is a friend and is deeply emotive what he did for the community), not even asking you to be fair, like... if he helped you, help him. It'd be nice if you also did it for this reasons, but I ask you this from a selfish point of view. If you guys want him to keep improving the scene and see new tools and comprehend the game better, since it seems he's the only one with talent to do so, we need to get him a new PC, it is this simple. 10 € each one of us each month should be quite a decent quantity. 10 of us would be 100€ a month, 100 of us would be 1000 € a month, and so on. If besides of what he can do in the future, you feel grateful for what he has done for the community, and want to give more, then go ahead, and give a bit more.

But let's give this guy the possibility to keep improving the modding scene as he has done all this time. In silence, and with a hard work. All hail donnie!
 

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