Madatek
League 2
Good evening!
Small couple of bug fixes, most importantly a refactor on the backend that will MASSIVELY help to build and mantain features!
Build download
Remember to also grab the resources from here if you didn't do it already for previous builds!
Read the changelog and some words for the future in the tag below!
Small couple of bug fixes, most importantly a refactor on the backend that will MASSIVELY help to build and mantain features!
Build download
Remember to also grab the resources from here if you didn't do it already for previous builds!
Read the changelog and some words for the future in the tag below!
Changelog version 0.0.4 - hotfix1
Unity: In save loading page, buttons are better spaced out, and only save files should appear now
If there are no save files, a button will appear prompting to go back to the main menu
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Changelog version 0.0.4
Refactored backend code for easier future optimization, small optimization in Campaign save creation time
Now all teams from Rest of the World are imported, since ROW for women were imported anyway
Unity: improved card display in game, the names should be displayed in a better fashion
Unity: Team management UI cards are not off-centered anymore
Unity: explorer window for squad selection file now shows a better title.
All previous known issues remain open.
Unity: In save loading page, buttons are better spaced out, and only save files should appear now
If there are no save files, a button will appear prompting to go back to the main menu
------------------------------------------------------------------------------------------------------------------------------------------------
Changelog version 0.0.4
Refactored backend code for easier future optimization, small optimization in Campaign save creation time
Now all teams from Rest of the World are imported, since ROW for women were imported anyway
Unity: improved card display in game, the names should be displayed in a better fashion
Unity: Team management UI cards are not off-centered anymore
Unity: explorer window for squad selection file now shows a better title.
All previous known issues remain open.
Build download
Resources download (Same as previous build
Resources download (Same as previous build
First round of quick hotfixes. Now up to code optimization before proceeding to feature roadmapping!
Code:
Changelog version 0.0.3p
Hotfix:
Fixed bug where, in some squads, the game would crash trying to import the mentalities for the player team
Added changelog to readme file
Slight optimization in squad import at Begin Campaign, should be slightly faster.
In unity, when creating a new campaign, the file select window will open with a better title
In Unity, the pitch in team management is no longer upside down
In FC, the exported squad name will not have "Squads" in game, make sure that the file still starts like that though!
Resources:
Includes a vanila squadfile known to import successfully in case of malfunction in database import.
All previous known issues remain open for now.
Code:
Changelog version 0.0.2p (prototype) - rc
-First prototype for public release
Features:
-Basic pack store and team management
-Squad export
Please consult readme or other official documentation to get started. While this is publicly released, it's not meant for convenience or ease of use.
It is rather a proof-of-concept of a much larger idea.
KNOWN ISSUES:
This is a prototype, so obviously there are many issues and problems that may not even appear here
1 - In game, bench player cannot be put in the field
WORKAROUND: In FC, in Settings, Edit team sheets, add a new teamsheet and set that as active. Fix pending in next build
2 - In Unity, UI elements appear offcentered
3 - In Unity, campaign creation takes an EXCRUCIATINGLY long time
WORKAROUND: Have a cup of tea or something, it's l o n g, must be poorly optimized database queries
4 - FC may not see my save after I put it in the correct folder
Make sure your file name begins with "Squads" when you place it in the FC's setings folder
5 - Graphical/Misc issues
In Unity:
For now there is no failsafe preventing you from adding the same players in the squad multiple time, so be a goodboy and look out for that for yourself
In FC:
All player jerseys are 128
All player jerseys are white
Player team has no crest, and TEAM_ABBR_111666 - This because there are no ad-hoc assets and locfile entry for the team
In game, Hypermotion overlays displaying stats can be wrong - No idea why to be fair
No faces for player's team players - There are no faces. There are no faces. There are no faces. GOOD NIGHT!
Ladies and gentlemen, after oh so much time I am finally ready to release a first prototype version of the FC Adventure Mode Mod.
As the first versions will not feature the story mode and be a straight up offline Ultimate Team clone, I decided to name this first row of releases "Chapter 0 - Prologue".
I don't expect anyone to be blown away by this release or using it for more than a few minutes. But this is a proof of concept. The heart beats, the beast is alive. And now the real game development can begin. Most of these three months has been research on the FC squad files inner workings, and defining my own Database's structure.
Build download
Resourced download
Check out the dedicated posts in this thread for tutorials and instructions, or, if you are that impatient, check out the readme files included in the "InterestingReadsHere!" folder of the build!
Good morning everyone! If you went around the FIFA Modding scene's discord servers you might have seen me asking questions and testing stuff. Today I am glad to finally present my idea to the world, as I've finally managed to check whether this project is feasible at all.
FCAdventureMod (title pending(tm)) will be a Unity Engine game that uses FC as the match engine.
It's going to be an RPG inspired by the old PS2 Yu Gi Oh games, in which you build your deck, face rivals and complete a storyline. However, it will also feature different modes. Those that I'm sure of will be:
1. UT clone of some sorts: In order to understand progression and systems to apply to the other modes, a study on UT and how it works is essential (In fact it was the original idea). - this has become Chapter 0
2. RPG mode, the one with story mode, deck building, and world exploring
On a technical level, I couldn't find out how to edit squad/tournament files directly, so the mod relies on Aranaktu's Live Editor to function. When on the Unity game the player is ready to play, it will generate files, that a LUA script launched from the Live Editor will then read and apply.
Actually managed to read and write Squad files directly (Using Fifamaster's libraries), so that won't be necessary! Just export the teams in the game!
FCAdventureMod (title pending(tm)) will be a Unity Engine game that uses FC as the match engine.
It's going to be an RPG inspired by the old PS2 Yu Gi Oh games, in which you build your deck, face rivals and complete a storyline. However, it will also feature different modes. Those that I'm sure of will be:
1. UT clone of some sorts: In order to understand progression and systems to apply to the other modes, a study on UT and how it works is essential (In fact it was the original idea). - this has become Chapter 0
2. RPG mode, the one with story mode, deck building, and world exploring
Actually managed to read and write Squad files directly (Using Fifamaster's libraries), so that won't be necessary! Just export the teams in the game!
If you want to be part of the brainstorming process or want to know more, please join at the new mod's discord: https://discord.gg/M9zRdPKTDv
MASSIVE CREDITS to the many amazing FC modding communities on discord! Dedicated credits are in the readme files in the builds. CHECK THEM OUT, they deserve it!
This post will be updated with more information when it will be available. I don't have an ETA for next releases, because between my job and studies it's kinda hard to estimate times.
See you all later!
-Madatek
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