Talk about NBA Live 07 here.
Mon Mar 05, 2007 7:30 am
man, that scoreboard is really impressive, nice work!
Wed Mar 07, 2007 4:15 pm
A couple bugs that I am trying to iron out. If I can't fix them with positioning the text, I will just extend their backgrounds.
Still gotta make all the logos, too.
Wed Mar 07, 2007 5:17 pm
awesome..cant wait for the release
Wed Mar 07, 2007 5:24 pm
NICE!!!!!!!!!!!!
Wed Mar 07, 2007 6:47 pm
Is the ESPN scoreboard V2 but the "bottom"

version released sowewhere ?
Wed Mar 07, 2007 7:48 pm
Not yet.
Thu Mar 08, 2007 2:04 am
Pdub, whats the status of your AI update? are you still going to release an update? thanks pdub
Thu Mar 08, 2007 2:36 am
nice job on the tutorial pdub! maybe you could also create a tutorial for aiact?
Thu Mar 08, 2007 4:41 pm
I'm close to releasing 1.2 of the aiact.
I am trying to increase the difficulty because I was able to make a good comeback and win in the last several games. With my latest edit, Kobe torched me. He dunked on several of my players, including his trademark one hand reverse. He shot some midrange jumpers along with driving and a couple 3's. The gameflow was pretty good. Lakers went with uptempo for a good portion of the game, but when I was able to stop their penetration, they made some good passes in the half court offense. On my end I couldn't hit shots, and couldn't get a foul call. I forced 14 to's from Parker, but part of it was me exploiting the steals when the pg was dribblign still while a play was being setup, so I lowered the slider a bit, which made it harder. The pg is better at finding open players on the wing so they give it to them, which resulted in some of the uptempo game, it also made it harder. I'm going to play some more teams to look for any problems. Hopefully I will release it this weekend or next week.
Thu Mar 08, 2007 6:10 pm
kobe 15/22 shooting? it could only happen on the rare occasions...his percentage is much lower...
and btw..is there any way to fix that thing that after the defensive rebound CPU goes as fast as hell on the fast break...having this said, i am to avoid mid-range jumpers, because you hit those very seldom, and after the missed shot you get 2 easy points on the other end...so if there's a way to fix that "a CPU fastbreak after a defensive rebound", this would be the largest improvement i'm willing to see in the gameplay....
Sun Mar 11, 2007 11:00 am
pdub, are u still working man??
we are all waiting the update!
when do u think it´ll be update??
Sun Mar 11, 2007 11:14 am
I had a death in the family. I will be gone till Tuesday. No releases this weekend.
Sun Mar 11, 2007 11:48 am
Pdub wrote:I had a death in the family. I will be gone till Tuesday. No releases this weekend.
fine...we all understand u
good luck
Sun Mar 11, 2007 5:56 pm
Pdub wrote:I had a death in the family. I will be gone till Tuesday. No releases this weekend.
Yeah, dude, we sympathizes with you in your sorrow
Sun Mar 11, 2007 7:31 pm
we're all very sorry...all sympathizes to you and your family
Sun Mar 11, 2007 8:58 pm
cool
look forward to your finish and release
Mon Mar 12, 2007 10:42 am
Pdub can you try make a press box cam for 1 on 1 and practice mod please?
Mon Mar 12, 2007 8:01 pm
I'm sorry Pdub
Tue Mar 13, 2007 2:05 am
Pdub wrote:I had a death in the family. I will be gone till Tuesday. No releases this weekend.
oh, i hope you and your family will recover from the loss.
RIP PDUBS FAMILY MEMBER
Wed Mar 14, 2007 4:31 am
Thanks for the condolences, guys.
Cool2Fool, from what I know it's imporssible to make a press cam for one on on/practice mode.
AIACT 1.2 Released
Download
Wed Mar 14, 2007 10:07 am
yey! i'll test it ASAP.
and glad that your back
Edit:
only changes in gameplay right? no changes in animation (dunks, alley-oops, passes) whatsoever?
Wed Mar 14, 2007 10:37 am
If anyone can post some game scores of Pdub's new AIACT on 12 min quarters that would be awesome.
I have found that most AIACT or general gameplay fixes result in highly inflated scores when playing 12 minute quarters, and usually the only ways to fix this is to lower the FG sliders to the point that teams shoot in the 30% range constantly, or to lower the gameplay speed to the point that players move like snails and constantly get called for 3 in the key.
All I'd like to see is the possibility of a teams scoring between approx. 80-110 points per game, with the slight chance of really poor offensive teams occasionally scoring in the 70's, and really good offensive teams like Phoenix occasionally score in the 120's. Instead, I've found that scores in the 120 range are the norm.
I know most people play with 8-10 min quarters, but I only ever play the 4th quarter of 2 possession games, and I don't want to always be scoring 40-50 in the last quarter.
Wed Mar 14, 2007 12:41 pm
TheMC5, I'll tell you about version 1.2 without a pic. I wouldn't suggest you use it. The gameplay is pretty fast paced and the computer is aggressive at putting points on the board. I would suggest you try 1.0. 1.1 works great against higher rated teams, but the lower rated players just stand and dribble a few times and then pass.
It's a task to try to get teams to use up more time to get realistic scores without nuking some sliders. The players just don't have enough fast and fluid movement around the court through screens or enough passing, not to mention the defense just doesn't pressure the ballhandler enough. Live's gameplay seems to consist mostly of one on one drives with some potential screens, some post play/inside out, fast breaks, and set plays which usually end up in one pass and one shot.
I played a few 12 minutes games with scores in the 110's but I was being conservative on offense looking for the best open shot I could, instead of taking advantage of FSS moves. Also, that was before I started modding the aiact.
Wed Mar 14, 2007 1:15 pm
Thanks, Pdub. I'm actually getting pretty good results with Jimmy's 9.4 gameplay fix, but in the past I was using your previous AIACT (both 1.0 and 1.1) in conjunction with Jimmy's gameplay fix and getting fantastic results. For some reason, though, JImmy's 9.4 fix doesn't like your AIACT files, it just seems to neutralize both for the most part.
I can see how it would be difficult to get the CPU to eat more clock. Maybe the problem lies with the set plays? I've noticed most plays programmed into the game aren't very in depth, and I wonder if it is somehow possible to introduce plays that by their very nature would eat more clock. What I mean is in almost all plays, the PG initiates the offense, and at the end of the set action, whoever has the ball shoots it. What I'd like to see is something like maybe the PG starts the play, passes the ball, runs through a couple of screens, gets the ball on the weak side, and then throws an entry pass into the post. Something like that. Just more activity before the shot is launched. But I don't know anything about how difficult that would be to implement, and I assume that many people (yourself included) have probably already tried this.
Wed Mar 14, 2007 1:36 pm
Yeah, his installs an aiact. You would have to copy mine back in the directory manually after installing Jimmy's fix if you want to use it in conjunction.
I actually did mess with playmaking several years ago, when it was possible to edit the plays in the dbf file, but now they don't use those plays. Interestingly enough, I ended up creating a play like the ones we have in Live now. Basically, one guy running around 3 teammates on the baseline trying to get his defender to get stuck on them, since they didn't set real pics. It wasn't a very effective play, but it did work once. That was probably Live 2000 or 2001 when I did that.
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