Slimm44's 2k13 Roster for PC

A hub for everything related to NBA 2K13 modding. Releases, previews, requests, and other modding discussion belongs here.

Re: Slimm44's 2k13 Roster for PC

Postby joey1128 on Mon Dec 31, 2012 1:48 am

Image

Image


so....could it help you ??
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Mon Dec 31, 2012 2:07 am

joey1128 wrote:Image

Image


so....could it help you ??


I think so, for the Hot Zones. Would you mind taking one of the rosters in the first post and assigning the Portraits for me? If you could help out with the roster project, it would be fantastic.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby joey1128 on Mon Dec 31, 2012 2:24 am

i send you a PM
the work done
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Re: Slimm44's 2k13 Roster for PC

Postby BobbyColtrane on Mon Dec 31, 2012 3:28 am

slimm this roster is fantastic, I had my best game ever last night using this. i really want to use this for an association but I noticed nando de colo is headless in the roster. also, the christmas jerseys are blank.

do i need to download another file or something?

also, do i need to choose between the two superglobal files? or can i use both at the same time? thanks for your help.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Mon Dec 31, 2012 3:47 am

BobbyColtrane wrote:slimm this roster is fantastic, I had my best game ever last night using this. i really want to use this for an association but I noticed nando de colo is headless in the roster. also, the christmas jerseys are blank.

do i need to download another file or something?

also, do i need to choose between the two superglobal files? or can i use both at the same time? thanks for your help.


1. Nando is headless because you have a conflict with multiple Cyberface packages you have installed. If you only use the CF pack I uploaded, there is no conflict.

2. For the Christms Jersey's, I think you need to download the "Unlock All" Settings file. I'm pretty sure it's on the first page or two in this forum.

3. I believe you do need to choose between the two globals. It's not possible to use two at once. One would overwrite the other.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby awzumcrew on Mon Dec 31, 2012 3:39 pm

hey slimm, if we're trying to making classic players and back then they didn''t keep certain stats like if a player shot at rim or 16-23 away from the basket. Then how would you recommend rating classic basketball players like Michael Jordan
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Mon Dec 31, 2012 10:54 pm

awzumcrew wrote:hey slimm, if we're trying to making classic players and back then they didn''t keep certain stats like if a player shot at rim or 16-23 away from the basket. Then how would you recommend rating classic basketball players like Michael Jordan


Which year? Ratings, Tendencies, or both?
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Contributor
 
Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby Leftos on Tue Jan 01, 2013 4:14 am

I've updated NBA Stats Tracker and NBA 2K13 Roster Editor to support updating ratings and tendencies based on real stats. I'm also uploading a Video Tutorial on how to do this.

Problem is, I could only get formulas for 10 of the ratings and tendencies based on the data available from B-R.com:
Ratings: FT, Block, Pass, Steal, OREB, DREB
Tendencies: Shot, Draw Foul, Commit Foul, Touch

Any ideas on how to implement more of them?

Here's the code I use to calculate the above (I used Eureqa Formulize on your tables to calculate functions so that I could easily calculate in-between ratings as well):
Code: Select all
            try
            {
                reRFT = Convert.ToInt32(100*FTp);
                if (reRFT > 99)
                    reRFT = 99;
            }
            catch
            {
                reRFT = -1;
            }

            try
            {
                reRPass = Convert.ToInt32(31.1901795687457 + 1.36501096444891 * ASTp + 4.34894327991171 / (-0.702541953738967 - ASTp));
                if (reRPass > 99)
                    reRPass = 99;
            }
            catch
            {
                reRPass = -1;
            }

            try
            {
                reRBlock =
                    Convert.ToInt32(25.76 + 17.03*BLKp + 0.8376*Math.Pow(BLKp, 3) - 3.195*Math.Pow(BLKp, 2) - 0.07319*Math.Pow(BLKp, 4));
                if (reRBlock > 99)
                    reRBlock = 99;
            }
            catch
            {
                reRBlock = -1;
            }

            try
            {
                reRSteal = Convert.ToInt32(29.92 + 14.57*STLp - 0.1509*Math.Pow(STLp, 2));
                if (reRSteal > 99)
                    reRSteal = 99;
            }
            catch
            {
                reRSteal = -1;
            }

            try
            {
                reROffRbd =
                    Convert.ToInt32(24.67 + 3.864*OREBp + 0.3523*Math.Pow(OREBp, 2) + 0.0007358*Math.Pow(OREBp, 4) -
                                    0.02796*Math.Pow(OREBp, 3));
                if (reROffRbd > 99)
                    reROffRbd = 99;
            }
            catch
            {
                reROffRbd = -1;
            }

            try
            {
                reRDefRbd = Convert.ToInt32(25 + 2.5*DREBp);
                if (reRDefRbd > 99)
                    reRDefRbd = 99;
            }
            catch
            {
                reRDefRbd = -1;
            }

            try
            {
                reTShotTnd = Convert.ToInt32(2 + 4*FGAPG);
                if (reTShotTnd > 90)
                    reTShotTnd = 90;
            }
            catch
            {
                reTShotTnd = -1;
            }

            try
            {
                reTDrawFoul = Convert.ToInt32(FTAR*10);
                if (reTDrawFoul > 99)
                    reTDrawFoul = 99;
            }
            catch
            {
                reTDrawFoul = -1;
            }

            try
            {
                double FGAR = (double) FGA/MINS*36;
                int touchTotal = Convert.ToInt32(FGAR + FTAR + TOR + ASTR);
                reTTouch = Convert.ToInt32(3.141*Math.Pow(touchTotal, 2)/(1.178 + touchTotal));
                if (reTTouch > 75)
                    reTTouch = 75;
            }
            catch
            {
                reTTouch = -1;
            }

            try
            {
                reTCommitFl = Convert.ToInt32((double) FOUL/MINS*36*10);
                if (reTCommitFl > 99)
                    reTCommitFl = 99;
            }
            catch
            {
                reTCommitFl = -1;
            }


Don't know if you have any coding experience and if the above makes any sense to you, but it should give you an idea of how I calculated them.

phpBB [video]
Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports

Used to be "That Tools Guy" around here during the good ol' days. Although you probably remember me as your favorite Podcast host.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Tue Jan 01, 2013 6:03 am

awzumcrew wrote:slimm44, probably both, and I want to do multiple teams, like Wilt Chamberlain when he scored 100 points in 1962 or to actually put Julius Erving, Kareem, and C-Webb back into the game with correct ratings.


Send me a PM with a list of players and the year(s) that you are creating and I'll send you a list of ratings/tendencies.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
Contributor
Contributor
 
Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Tue Jan 01, 2013 6:15 am

Leftos wrote:I've updated NBA Stats Tracker and NBA 2K13 Roster Editor to support updating ratings and tendencies based on real stats. I'm also uploading a Video Tutorial on how to do this.

Problem is, I could only get formulas for 10 of the ratings and tendencies based on the data available from B-R.com:
Ratings: FT, Block, Pass, Steal, OREB, DREB
Tendencies: Shot, Draw Foul, Commit Foul, Touch

Any ideas on how to implement more of them?

Here's the code I use to calculate the above (I used Eureqa Formulize on your tables to calculate functions so that I could easily calculate in-between ratings as well):
Code: Select all
            try
            {
                reRFT = Convert.ToInt32(100*FTp);
                if (reRFT > 99)
                    reRFT = 99;
            }
            catch
            {
                reRFT = -1;
            }

            try
            {
                reRPass = Convert.ToInt32(31.1901795687457 + 1.36501096444891 * ASTp + 4.34894327991171 / (-0.702541953738967 - ASTp));
                if (reRPass > 99)
                    reRPass = 99;
            }
            catch
            {
                reRPass = -1;
            }

            try
            {
                reRBlock =
                    Convert.ToInt32(25.76 + 17.03*BLKp + 0.8376*Math.Pow(BLKp, 3) - 3.195*Math.Pow(BLKp, 2) - 0.07319*Math.Pow(BLKp, 4));
                if (reRBlock > 99)
                    reRBlock = 99;
            }
            catch
            {
                reRBlock = -1;
            }

            try
            {
                reRSteal = Convert.ToInt32(29.92 + 14.57*STLp - 0.1509*Math.Pow(STLp, 2));
                if (reRSteal > 99)
                    reRSteal = 99;
            }
            catch
            {
                reRSteal = -1;
            }

            try
            {
                reROffRbd =
                    Convert.ToInt32(24.67 + 3.864*OREBp + 0.3523*Math.Pow(OREBp, 2) + 0.0007358*Math.Pow(OREBp, 4) -
                                    0.02796*Math.Pow(OREBp, 3));
                if (reROffRbd > 99)
                    reROffRbd = 99;
            }
            catch
            {
                reROffRbd = -1;
            }

            try
            {
                reRDefRbd = Convert.ToInt32(25 + 2.5*DREBp);
                if (reRDefRbd > 99)
                    reRDefRbd = 99;
            }
            catch
            {
                reRDefRbd = -1;
            }

            try
            {
                reTShotTnd = Convert.ToInt32(2 + 4*FGAPG);
                if (reTShotTnd > 90)
                    reTShotTnd = 90;
            }
            catch
            {
                reTShotTnd = -1;
            }

            try
            {
                reTDrawFoul = Convert.ToInt32(FTAR*10);
                if (reTDrawFoul > 99)
                    reTDrawFoul = 99;
            }
            catch
            {
                reTDrawFoul = -1;
            }

            try
            {
                double FGAR = (double) FGA/MINS*36;
                int touchTotal = Convert.ToInt32(FGAR + FTAR + TOR + ASTR);
                reTTouch = Convert.ToInt32(3.141*Math.Pow(touchTotal, 2)/(1.178 + touchTotal));
                if (reTTouch > 75)
                    reTTouch = 75;
            }
            catch
            {
                reTTouch = -1;
            }

            try
            {
                reTCommitFl = Convert.ToInt32((double) FOUL/MINS*36*10);
                if (reTCommitFl > 99)
                    reTCommitFl = 99;
            }
            catch
            {
                reTCommitFl = -1;
            }


Don't know if you have any coding experience and if the above makes any sense to you, but it should give you an idea of how I calculated them.

phpBB [video]


2k should be paying you. Seriously, they could release roster updates DAILY if they did you what have done. That's awesome, man.

I have no idea how to write code. I don't know how I could help you there, but if you have ANY questions at all, let me know.

For the Shot Location Tendencies, extract the data from hoopdata.com and multiply each area per 40 MIN (inside, close, mid, 3pt) by 10 to get the Tendency. For Close tendency, take the 3-9FT and 10-15FT attempts per 40 minutes, add them together, and multiply the total by 10.

The Shot Location Ratings would be "grabbed" from the same website.

On B-R.com, when you click on an individual player, there is a "shooting" tab that you can hover over and it will bring up data for Hot Spots and Hook Shots. If you can extract that data, especially the Hook Shots, and calculate it to a per36 or per40 minute rate, I could calculate the Post Hook Shot Tendency and it would be accurately scaled for all players.

There is also some very helpful stats on mysynergysports.com but I will wait until you respond before I go any further with this. Is any of this useful?
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
Contributor
Contributor
 
Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby Leftos on Tue Jan 01, 2013 2:25 pm

Yeah, it is, but I was hoping for some stuff first that would only require the data that's already in the tool. Adding new Player Stats fields and adding stuff to the parsing code for B-R (and then adding support for HoopData and MySynergySports) is possible, but would take a hell of a lot more work to do. One step at a time.

I'm not asking for help as far as coding goes, I just need a clear list of all objective ratings and how you calculate them, so that I have a clear idea of what I can implement now (just like I did with Blocks, Passing, Rebounds, etc.), and what additional info needs to have entries in the tool and be parsed from the web in order to add more stuff. Right now your guide is good, but doesn't help me that much in that regard.
Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports

Used to be "That Tools Guy" around here during the good ol' days. Although you probably remember me as your favorite Podcast host.
User avatar
Leftos
I'm The Pipeline, The Pipeline Is Me
NBA 2K Developer
 
Posts: 5223
Joined: Sun Jun 07, 2009 7:44 am
Location: Novato, CA, USA

Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 02, 2013 1:05 am

Here is a list of updates I have planned:

Upload Coachiing Profiles
Correct Play Types – No Cutter, High Post, or Isolation Plays. Big men only get PNR Man if they have no other play types.
Correct Freelance Tendencies – Only use PNR Handler, PNR Man, Low Post, Spot Up
Test 100-75-50-25 scale and direct translation of statistics
Fix CF List
Add missing portraits
Change Diaw to PF, Change DeColo's info
Fix Durant's Body type
Add FA's
Change Nets coach to Carlesimo

Do you guys have anything else you'd like to be implemented? Also, if there are questions about this list, feel free to ask.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Re: Slimm44's 2k13 Roster for PC

Postby SavoyPrime on Wed Jan 02, 2013 2:22 am

slimm44 wrote:Here is a list of updates I have planned:

Upload Coachiing Profiles
Correct Play Types – No Cutter, High Post, or Isolation Plays. Big men only get PNR Man if they have no other play types.
Correct Freelance Tendencies – Only use PNR Handler, PNR Man, Low Post, Spot Up
Test 100-75-50-25 scale and direct translation of statistics
Fix CF List
Add missing portraits
Change Diaw to PF, Change DeColo's info
Fix Durant's Body type
Add FA's
Change Nets coach to Carlesimo

Do you guys have anything else you'd like to be implemented? Also, if there are questions about this list, feel free to ask.


Will the update for the new Coaching Profiles be posted on the first post/front page?
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 02, 2013 2:41 am

SavoyPrime wrote:
slimm44 wrote:Here is a list of updates I have planned:

Upload Coachiing Profiles
Correct Play Types – No Cutter, High Post, or Isolation Plays. Big men only get PNR Man if they have no other play types.
Correct Freelance Tendencies – Only use PNR Handler, PNR Man, Low Post, Spot Up
Test 100-75-50-25 scale and direct translation of statistics
Fix CF List
Add missing portraits
Change Diaw to PF, Change DeColo's info
Fix Durant's Body type
Add FA's
Change Nets coach to Carlesimo

Do you guys have anything else you'd like to be implemented? Also, if there are questions about this list, feel free to ask.


Will the update for the new Coaching Profiles be posted on the first post/front page?


Yes.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k13 Roster for PC

Postby Medevenx on Wed Jan 02, 2013 2:49 am

slimm44 wrote:Here is a list of updates I have planned:

Upload Coachiing Profiles
Correct Play Types – No Cutter, High Post, or Isolation Plays. Big men only get PNR Man if they have no other play types.
Correct Freelance Tendencies – Only use PNR Handler, PNR Man, Low Post, Spot Up
Test 100-75-50-25 scale and direct translation of statistics
Fix CF List
Add missing portraits
Change Diaw to PF, Change DeColo's info
Fix Durant's Body type
Add FA's
Change Nets coach to Carlesimo

Do you guys have anything else you'd like to be implemented? Also, if there are questions about this list, feel free to ask.


How exactly did you change the Nets coach to Carlesimo? Is that a Cyberface change or a CoachID change in Roster Editor?

Also, do you want a list of body type changes? I have a list and 2K messed up last season's rookie body types changing them all to slim including added players (Pekovic is one)
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Wed Jan 02, 2013 3:11 am

slimm44 wrote:
apollokid wrote:Hey slimm, have to take back what I've said about the run plays slider. It appears that it works differently in coach mode, where it seems like the AI initiates a play in transition only after the PG has crossed the 3pt line at 100. For nomal gameplay, your setting is much better. Did you also notice that coach mode somehow feels different for the CPU?

Also, maybe that's only an issue for me, but the AI has troubles using High Post plays properly. Especially those with a PnR option for the posting player seem to be bad for CPU gameplay because you only have a window of about a second for making the initial entry pass before the play changing to a PnR. And even with the pass spacing is messed up for me even with vanns playbooks That's why High Post scorers like Dirk get not enough FGAs at least for me.
I've removed these plays from most teams for now and replaced them with more isolation based High plays like Rap High from Toronto's playbook.

But maybe you've got another idea how to make High Post offense more dominant.


I'll check it out. Thanks for the head's up. Which difficulty do you play on? Also, are you noticing this on Hum vs. Cpu, Cpu vs. Cpu, and/or Coach mode? Also, what sliders are you using?


In my opinion difficulty doesn't matter in terms of how good the AI uses High Post plays since the bad spacing and decision making seems to be more about the game logic itself. In Hum vs. Cpu since the initial entry pass almost never happens the play depends mostly on the way you defend the screen. So if you hedge the ball handler, sometimes the play will be completed, otherwise the PG will drive to the basket.
Sliders also don't seem to make a difference, I let the AI simulate plays in practice mode to see if you actually get a good position for High Post players.
And most are simply useless.
Also it looks like 2k hardcoded player behaviour to positions somewhat. Try to give a guy like Millsap only mid range or High Post plays and even when getting open he will pass the ball back to a guard right after catching it. Driving and pull up tendencies seem to have less impact on big men than in previous games.
The game logic is simply bad at recognizing driving opportunities for big men.

So what's your reason for removing cutter, High and Iso? Do you mean all players or only big men?
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 02, 2013 3:39 am

apollokid wrote:
slimm44 wrote:
apollokid wrote:Hey slimm, have to take back what I've said about the run plays slider. It appears that it works differently in coach mode, where it seems like the AI initiates a play in transition only after the PG has crossed the 3pt line at 100. For nomal gameplay, your setting is much better. Did you also notice that coach mode somehow feels different for the CPU?

Also, maybe that's only an issue for me, but the AI has troubles using High Post plays properly. Especially those with a PnR option for the posting player seem to be bad for CPU gameplay because you only have a window of about a second for making the initial entry pass before the play changing to a PnR. And even with the pass spacing is messed up for me even with vanns playbooks That's why High Post scorers like Dirk get not enough FGAs at least for me.
I've removed these plays from most teams for now and replaced them with more isolation based High plays like Rap High from Toronto's playbook.

But maybe you've got another idea how to make High Post offense more dominant.


I'll check it out. Thanks for the head's up. Which difficulty do you play on? Also, are you noticing this on Hum vs. Cpu, Cpu vs. Cpu, and/or Coach mode? Also, what sliders are you using?


In my opinion difficulty doesn't matter in terms of how good the AI uses High Post plays since the bad spacing and decision making seems to be more about the game logic itself. In Hum vs. Cpu since the initial entry pass almost never happens the play depends mostly on the way you defend the screen. So if you hedge the ball handler, sometimes the play will be completed, otherwise the PG will drive to the basket.
Sliders also don't seem to make a difference, I let the AI simulate plays in practice mode to see if you actually get a good position for High Post players.
And most are simply useless.
Also it looks like 2k hardcoded player behaviour to positions somewhat. Try to give a guy like Millsap only mid range or High Post plays and even when getting open he will pass the ball back to a guard right after catching it. Driving and pull up tendencies seem to have less impact on big men than in previous games.
The game logic is simply bad at recognizing driving opportunities for big men.

So what's your reason for removing cutter, High and Iso? Do you mean all players or only big men?


For Cutter and High Post plays, I ran through nearly all of the plays in the game in CPU Scrimmge matches and noticed that nearly none of them ended with the player the play is called for getting a touch with intent to score. I noticed that this took several scoring opportunities away from big me that had those play types assigned. After removing them for Memphis and Philly for a test, Gasol, Randolph, Hawes, and Thad Young are getting more FGA, which I like. In a current CPU game between those two teams, Gay has 17 FGA, Randolph 10 and Gasol 7 with 8 minutes to go in the 4th. Radolph has 16-10-4.

For ISO's, they are simply too dominant and the player the play is called for almost always takes a shot. IRL, players will often try to drive to the rack, collapse the d, and kick out to a shooter. The computer doesn't do this very often unless you are controlling an interior defender and simply overhelp when you think a drive is coming, leaving a man wide open.

One thing I've done in CPU matches is set the On Ball D slider to 0. This removes a lot of the bumping animations and, with how I have players' Attack/Pass Out Tendencies set, I've been seeing a lot more drive and kick, especially on PNR.

I like the back-and-forth. It sounds like you pay attention to what is going on "behind the scenes" during gameplay. This kind of convo is really good for developing high-quality rosters.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Posts: 1304
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Re: Slimm44's 2k13 Roster for PC

Postby apollokid on Wed Jan 02, 2013 5:06 am

Here's a list with High Post plays that work, have tested Dallas with Cpu vs. Cpu and Dirk actually gets the ball:

98 SAS High, Spurs 5 High ( San Antonio)
Rapt High (Toronto)
5 Buc (Milwaukee)
Mia High (Heat)
40 Pinch, Base Screen High, Ace High, Slice High, 42 High, 43 High, 4 High, Lib High (are in several playbooks).

These are plays which result in a post iso most of the time and rarely in a PnR.
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Re: Slimm44's 2k13 Roster for PC

Postby awzumcrew on Wed Jan 02, 2013 6:48 am

i cant wait to play with this
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Re: Slimm44's 2k13 Roster for PC

Postby Rosque on Wed Jan 02, 2013 8:14 am

Roster with injuries has no players listed as injured.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 02, 2013 9:45 am

Rosque wrote:Roster with injuries has no players listed as injured.


Yup. The rotations reflect it but the players aren't injured. Players like Rose, Dirk and Bynum are in the Reserve. I didn't feel like actually adding the injuries because they don't translate into season or Association mode, anyway.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

Re: Slimm44's 2k13 Roster for PC

Postby Leftos on Wed Jan 02, 2013 11:10 am

No, but had you applied them, users could easily copy-paste them into their Association save as soon as they started it, effectively transferring them over. Just like I copied your Playbooks from your latest roster into my ongoing Association.
Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports

Used to be "That Tools Guy" around here during the good ol' days. Although you probably remember me as your favorite Podcast host.
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Re: Slimm44's 2k13 Roster for PC

Postby mtdub on Wed Jan 02, 2013 12:54 pm

I cant put a finger on it but watching a cpu vs cpu game with your roster is a thing of beauty.I see alot of little things in your roster that I dont see in others. the floor spacing seems to be a lot better with your roster so there seems to be a lot less bumping in which i think 13 has a serious problem with. plus your roster is the only roster i seem to get a good amount of fouls called. I like to watch alot of cpu games to see how close the players and teams resemble themselves, in my opinion thats when you see players true tendencies and your roster is about as good as it gets.
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 02, 2013 1:35 pm

Leftos wrote:No, but had you applied them, users could easily copy-paste them into their Association save as soon as they started it, effectively transferring them over. Just like I copied your Playbooks from your latest roster into my ongoing Association.


Good point. The problem is, I'm REALLY getting burnt out on editing right now.

If there is anybody who would like to do that, please let me know. I'll send you the most recent file I've edited and you can be a big help to this project. Any takers?
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
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Posts: 1304
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Re: Slimm44's 2k13 Roster for PC

Postby slimm44 on Wed Jan 02, 2013 1:36 pm

mtdub wrote:I cant put a finger on it but watching a cpu vs cpu game with your roster is a thing of beauty.I see alot of little things in your roster that I dont see in others. the floor spacing seems to be a lot better with your roster so there seems to be a lot less bumping in which i think 13 has a serious problem with. plus your roster is the only roster i seem to get a good amount of fouls called. I like to watch alot of cpu games to see how close the players and teams resemble themselves, in my opinion thats when you see players true tendencies and your roster is about as good as it gets.


Thanks, man. I'm glad you're enjoying it!
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
User avatar
slimm44
Contributor
Contributor
 
Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

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