juza nba 2k9 "neon project" i'm done till 2k10......

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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby cbooz on Tue Feb 24, 2009 9:51 pm

no man u aint right...i dont know maybe u think that shootin the ball within ten last seconds is normal but anyway anytime a player drives the lane they gonna put im down...and what u gotta say about the points in the paint?my defence consists only of takin charge of only one player per offenceand that's what i believe is the right way to play d...it should work but when the ball gets in the paint its over...and u r sayin it's not like this,right??
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby yk81bt on Tue Feb 24, 2009 9:54 pm

juza1971 wrote:in the net relaease i'm going to fix:

-all salaries
-new trades
- related team rotations
- a new shot tendencies formula scale to create more separation between superstars /allstars/ average player
- new dunk packages added

Shoes package 3.0 will be added once the chinese guy will post them.

Looks Good!! Hope I can play new roster ASAP. Thanks for your sincere effort. (Y) (Y)
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Tue Feb 24, 2009 10:11 pm

cbooz wrote:no man u aint right...i dont know maybe u think that shootin the ball within ten last seconds is normal but anyway anytime a player drives the lane they gonna put im down...and what u gotta say about the points in the paint?my defence consists only of takin charge of only one player per offenceand that's what i believe is the right way to play d...it should work but when the ball gets in the paint its over...and u r sayin it's not like this,right??



PIP and driving insane the lane....as i said, they depends clearly on your defensive attitude!!! decrease your difficulty level cause i suppose you're not a good player..sorry bro i'm still laughing. Nobody experience stuff like that cause they play at their real skills on pro or allstar at least...if you go higher,believe me, CPU will kick your ass!!!...BTW i play on allstar and sometimes pro...great results.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby cbooz on Tue Feb 24, 2009 10:31 pm

yea yea...im lauphin with u dog...u suppose im not a good player because i dont play pathetic just to have the results..well if i find the lane open,yes,i will drive just like anyone in real life would do and i'll expect the proper cpu behaviour...sorry if i dont fake it just to say the rusults are great...all-star?pro?yea thats when there are open guys and dont get the ball and the ballhandler waits for the clock to expire and shoots just to get blocked from outside...yea thats what tests ur skills,right...
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Tue Feb 24, 2009 10:41 pm

cbooz wrote:yea yea...im lauphin with u dog...u suppose im not a good player because i dont play pathetic just to have the results..well if i find the lane open,yes,i will drive just like anyone in real life would do and i'll expect the proper cpu behaviour...sorry if i dont fake it just to say the rusults are great...all-star?pro?yea thats when there are open guys and dont get the ball and the ballhandler waits for the clock to expire and shoots just to get blocked from outside...yea thats what tests ur skills,right...


thx for the dog..i like dogs...try a different roster if you are not in touch with it....clear and simple.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Tue Feb 24, 2009 11:23 pm

chaodck wrote:
juza1971 wrote:
chaodck wrote:Juza can you possibly add the new dunk packs and isomotion styles to your roster?? It would be great, thanks in advance!

Also, how do the sim stats go?? Can you sim a season and post some screenies of team and player stats (league leaders, etc...)



iso / dunk packages hafve been yet included in version 2.0

in the next one i'm going to add new packs.


Great!! Thanks a bunch!!

What about sim stats?? I'm a stats freak, and I sim most of my games, so I prefer sim stats to great gameplay.



ASSOCIATION SIM STATS ( PTS / ASTS / RBS ):

http://www.fileden.com/getfile.php?file ... 0/asts.jpg

http://www.fileden.com/getfile.php?file ... 30/pts.jpg

http://www.fileden.com/getfile.php?file ... 30/rbs.jpg
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby chinoy316 on Tue Feb 24, 2009 11:43 pm

cbooz wrote:yea yea...im lauphin with u dog...u suppose im not a good player because i dont play pathetic just to have the results..well if i find the lane open,yes,i will drive just like anyone in real life would do and i'll expect the proper cpu behaviour...sorry if i dont fake it just to say the rusults are great...all-star?pro?yea thats when there are open guys and dont get the ball and the ballhandler waits for the clock to expire and shoots just to get blocked from outside...yea thats what tests ur skills,right...


Look man, if you're getting your ass kicked on superstar or HOF level, it's not completely the game's fault. It's your skill too. I tried HOF, couldn't beat CPU. I tried blaming it on sliders, but I saw their stats were normal, I lost, and I admitted it. Just like you should admit it. On the other hand, TRY ADJUSTING YOUR SLIDERS.

BTW, juza, great idea on the dunk packages. I've decided I'm gonna downgrade my nba 2k9. I'm fine with sacrificing an alternate jersey for the Indiana Pacers for gameplay. :)
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby SRamos on Wed Feb 25, 2009 2:03 am

Did you change the ratings of the players?
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Wed Feb 25, 2009 2:52 am

SRamos wrote:Did you change the ratings of the players?



http://www.operationsports.com/forums/n ... ncies.html
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby wade_03 on Wed Feb 25, 2009 3:00 am

so all your waiting for is the 3.0 shoe patch to release?
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby cbooz on Wed Feb 25, 2009 8:41 am

i owe an apology...allstar level makes things almost perfect.the only problem now is the fast break points(too low) and maybe the slow offenses.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby domidomdomz on Wed Feb 25, 2009 11:46 am

Hi juza, can u also post the standings of your simulated season? Thanks
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby OtiS on Wed Feb 25, 2009 3:26 pm

if your going to add new dunk packages can you make sure dunk 4 is added to kobe ? i think that is suppose to be kobe 2.0 ...thx
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Wed Feb 25, 2009 7:08 pm

domidomdomz wrote:Hi juza, can u also post the standings of your simulated season? Thanks


few posts above.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby Al Ka Pwn on Wed Feb 25, 2009 7:16 pm

impressive stats. damn, I might have to give this a try after all.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Wed Feb 25, 2009 7:23 pm

Fancypants McGee wrote:impressive stats. damn, I might have to give this a try after all.


if you want to give a try wait till a release a new version with a new shot tendency formula, new trades, some salaries fix. No shoes cause ther chinese guy has delaying the package and i don't have time to waste .
Read the first post, sliders at default.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby Al Ka Pwn on Wed Feb 25, 2009 7:33 pm

10-4 juza.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby electro cute on Wed Feb 25, 2009 8:16 pm

juza1971 wrote:[
if you want to give a try wait till a release a new version with a new shot tendency formula, new trades, some salaries fix.

are you fixing shot tendecy for players only or are you fixing coach sliders too? couse i've tampered with coach sliders using neon's formula to make 'em work for 12 minute games.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Wed Feb 25, 2009 8:25 pm

electro cute wrote:
juza1971 wrote:[
if you want to give a try wait till a release a new version with a new shot tendency formula, new trades, some salaries fix.

are you fixing shot tendecy for players only or are you fixing coach sliders too? couse i've tampered with coach sliders using neon's formula to make 'em work for 12 minute games.



maybe your' a little confused man. i was directly charged by neon to create this own thread using his formulas. i receive fresh updates from him . i fixed every "attributes/quality" tendency ratings for each player, coach profiles for each team using his scale rate . ( last upddate received yesterday from him) . if you read the 1st post...so..what did i mean for?
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby domidomdomz on Wed Feb 25, 2009 9:11 pm

juza1971 wrote:
domidomdomz wrote:Hi juza, can u also post the standings of your simulated season? Thanks


few posts above.


im talking about the team standings sir. if you have it, please post it if you dont mind. :D
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby electro cute on Wed Feb 25, 2009 9:15 pm

i'm not confused, i'm asking if you're changing coach sliders from version 2.0 for the 2.5 version.
current offensive coach sliders are great for 10 minute games, but don't fit 12 minute games at all. playing on default speed cpu gets between 93 and 100 fg attempts per game (even bobcats or celtics), they shoot early in the clock even if they are well defended, and they still get at least 20 free throw attempts, even with 16 turnovers. that's like 125 possesions per game! so i lowered their offensive tempo to number of fg attempts teams use in real games (this was the basis of neon's formula in the beggining), and i ajusted mid range, close shots, attack the basket and 3 point shots in coach sliders for every team according to the formula.
i tested these new settings in association mode and got almost the same stats when i simmed with default v 2.0. rosters and settings you made, but gameplay runs much better when playing 12 minute games (gamespeed 44, all star difficulty). fg attempts are now in 77 - 85 range (except when playing against the knicks :D ).
i'm really excited about 2.5 version couse of new player tendencies and separating superstars from the rest of the crops, but somehow i thing i'm gonna stick with this modifyed version of your coach sliders.
Last edited by electro cute on Wed Feb 25, 2009 9:24 pm, edited 1 time in total.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Wed Feb 25, 2009 9:21 pm

domidomdomz wrote:
juza1971 wrote:
domidomdomz wrote:Hi juza, can u also post the standings of your simulated season? Thanks


few posts above.


im talking about the team standings sir. if you have it, please post it if you dont mind. :D



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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby cbooz on Wed Feb 25, 2009 9:23 pm

juza1971 wrote:
Fancypants McGee wrote:impressive stats. damn, I might have to give this a try after all.


if you want to give a try wait till a release a new version with a new shot tendency formula, new trades, some salaries fix. No shoes cause ther chinese guy has delaying the package and i don't have time to waste .
Read the first post, sliders at default.

when will u release it juza?
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby juza1971 on Wed Feb 25, 2009 9:38 pm

electro cute wrote:i'm not confused, i'm asking if you're changing coach sliders from version 2.0 for the 2.5 version.
current offensive coach sliders are great for 10 minute games, but don't fit 12 minute games at all. playing on default speed cpu gets between 93 and 100 fg attempts per game (even bobcats or celtics), they shoot early in the clock even if they are well defended, and they still get at least 20 free throw attempts, even with 16 turnovers. that's like 125 possesions per game! so i lowered their offensive tempo to number of fg attempts teams use in real games (this was the basis of neon's formula in the beggining), and i ajusted mid range, close shots, attack the basket and 3 point shots in coach sliders for every team according to the formula.
i tested these new settings in association mode and got almost the same stats when i simmed with default v 2.0. rosters and settings you made, but gameplay runs much better when playing 12 minute games (gamespeed 44, all star difficulty). fg attempts are now in 77 - 85 range (except when playing against the knicks :D ).
i'm really excited about 2.5 version couse of new player tendencies and separating superstars from the rest of the crops, but somehow i thing i'm gonna stick with this modifyed version of your coach sliders.



to be honest, i think that it depends clearly on mine/yours offensive tempo attitude....i prefer 47 gamespeed for 10 minutes quarter cause i like running plays, not forcing too much shots etc...i adjust offensive tempo due to the real team attitude ( even for Suns eheh)...i slighlty decreased def.pressure to create more separation between the ball handler and the defender ( not the final fix until 3 pt cpu bug comes over again). fix definitely "potential" rate for each player to avoid huge exponential growth during association mode. i adjust also "Fouls comitted" now in the range 15-25 attempts per game.
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Re: juza nba 2k9 "neon's project" v2.0 RLSD

Postby electro cute on Wed Feb 25, 2009 9:56 pm

juza1971 wrote:to be honest, i think that it depends clearly on mine/yours offensive tempo attitude....i prefer 47 gamespeed for 10 minutes quarter cause i like running plays, not forcing too much shots etc...i adjust offensive tempo due to the real team attitude ( even for Suns eheh)...i slighlty decreased def.pressure to create more separation between the ball handler and the defender ( not the final fix until 3 pt cpu bug comes over again). fix definitely "potential" rate for each player to avoid huge exponential growth during association mode. i adjust also "Fouls comitted" now in the range 15-25 attempts per game.


i play a slow paced game myself but it didn't change anything on 12 minutes, they still shoot early in the clock with solid fg% so they get to dictate the tempo. but these changes sound cool. as for potential rate there is an effective way to cancel it - play without team chemistry and roles. there are more and more staters that play 25 - 30 minutes per gamein nba, but if you try to implement this in your association these players get really restless. and if you play them as the game thinks you should they all become happy even if their team is dead last, and players tend to jump up to three points in their overall rankings. i just stopped playing with roles and chemistry and now players evolve according to their potential and team and personal results.
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