DONG DONG DONG! ATTENTION EVERYBODY, V1.3 FOR TU 14.1 INCOMING!
DOWNLOAD
https://mega.nz/file/78BlWZAa#fevCgJgn5fy89YKtRzm5mnL6efB71-7Q3kp9ARXDZ44
A couple of words about what's been changed in this version.
So, for this version I was focusing in dribbling + ball feeling, which although it was already quite good, it had certain fails like for example, turnings being suddenly too sharp and being difficult to turn and point properly, or trigger the animations I wanted. I also focused on marking and trying to make a more tight gameplay feeling.
CREDITS
I have to make special mention in this version to Chan, creator of AI Motion, who gave me some insights into several values of the game, which helped me to make more responsive animation triggering and blending between animations. Also thanks to 6ons1, creator of eSim mod for FIFA (yeah, the same brand that exists for PES, indeed, tufkar and him are friends), since he helped me A LOT with getting in touch with Chan so that we could benefit each other, which is what I think it happened. He helped me indeed so much with animation blending, and I hope I could help him with other things and values.
LIST OF CHANGES
So, what's so new in this update, and why is revolutionary? Cause you might think there's not so much of a difference, but there is.
Well, let's start with the values I changed based on Chan insights. All of this info was given to me by him in a pdf with proper explanation and pics, and I am very gratefully for doing so.
CHAN DIRECT FEEDBACK AND TEACHINGS
- The first value I changed is DribbleMinTouchTimeByChopFrame, which should help with the ball feeling more natural when contacting the foot. This should help with certain animations being too short on time, or with the animation blending between one animation and another, helping it to have more time in certain transition animations that were too short before and polishing animation triggering since you have more time to make an action in this situations. This, for example, should be smoothing much more animation triggering when your character makes a hesitation move feinting to go towards a side, and control should feel now much more responsive and precise.
- However, that's not enough cause sometimes, players seem to have a very fast reaction time and will chain moves very fast one with another, so I also modified DribbleMinTouchTime to have a min time of reaction after touching a ball by the players, and not doing twitchy moves like touching the ball to times in a row in like 0,0001s.
- Last thing was to reduce the ActionMinCycleLength, which gives a measure of the minimum time of a animation (kind of, I guess), and I lowered so that moves can last shorter if they are short moves and there's more interaction with the inputs made by the player in the pad.
- He also gave me insight with skating problems, which should be less of a problem now that I've changed SpeedIntensity second value to 0,001
OTHER THINGS I FOUND
Things directly pointed by CHAN are not the only things I've changed. He also helped me giving insights on other things that I wanted to change like telling me to try to look in certain EBX, few of them I have touched before.
This is how I ended up revisiting all the ball physics and contact between ball and player in gp_physics (essentially all of the touchcontacts EBX). And something weird was happening here. I'll explain myself, though it will be a bit of a long explanation, you can jump directly to conclussion if you want to know how it affects to gp without the technicall explanation:
- Ok, so here we go. My ball has 1 of inertia, so that means that it won't loose inertia artificially, but rather from the bounces and the rolling and friction with other materials. BUT... there was a problem. There's something called
restitution, which measures how elastic a collision is, and how much energy is taken out through the impact thangs to dampening of the materials. It turns that I had most of this restitution to a value of 1 when colliding with the players, which means that the ball won't loose speed in that case, which is completely unnatural, and this was creating ball to not loose enough speed in controls, or dribblings, and be less way controllable. So essentially the change is next,
I CHANGED HOW MUCH A BALL REDUCES SPEED IN CONTACT WITH THE FOOT OR OTHER PART OF A PLAYER, so that controlling the speed of a ball is easier, and dribbling and ball control much more precise.
- In actor_movement I also found that in one lane that was a string of values, I had one of those values multiplied by 10, so that would fuck up the turning (it was related with dribbling turning, essentially), so now players will also turn much smoother and controllable.
- I also made marking intelligence better in an attempt of having players covered in a much better way, without having players leave exposed their back or such. While this hasn't solved the problem of the defensive lane running back, and you still have to manually make it go down when the ball is advanced in the wing, at least now players will react better once they get into the area. However, now breaking marks and finding passing lanes is much more important, since players will lean a bit more to mark ball receptors than randomly deciding to cover passing lanes (yet they still do when needed), so breaking free from your mark will give you a lot of advantages.
All of this has made a gameplay where you can flow and pass much better, but so does the AI do. AI has increased exponentially their danger, and one has to be very precise when defending. I might need to do some changes in defense, so that following players is a bit easier, but essentially, if someone is able to move towards the opposite side you're moving, he will go past you, and the defender will have a hard time to catch up back, which means that high pressure can be easily punished if players commit too much into tackles and such.
So, in general, game feels tactical, very tactical, but also with a lot of 1vs1 component if done right. Knowing which animation to trigger when both dribbling and defending, or calculating tackle timings better, will be the difference between winning or loosing a game. Also changes of pace in your game (from fast to slow and slow to fast) will be even more profitable than before. It's now easier to slow down a run, to a certain extent, or do a precise dribbling with a player, and using this to create new passing lanes or ways of combining with your players feels really rewarding, and we will see now less random errors if we first trigger the preparing animation of a shot or a pass, cause it will be easier to trigger those animations now.
So, I hope you enjoy, and give me your feedback! Rar has both gameplay and projects in case you want to peep something! Cheers!