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Posts posted by BuzzR
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6 hours ago, snowofman said:
I've just added it to the default skin and it seems to be working fine,
Agent label and name stays centered even after a game restart.
Hmm.. So maybe it's something from my player overview panel then, something changing the alignment to child objects.
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Hi all,
I have a weird issue that is bugging me since the beginning of time.. or something like this
When I start the game the agent label in my custom player overview / player personal details panel is aligned to the left. Every time I start the game !
If I clear cache and reload skin it's getting in position as I want to be, and it stays like this .. ( until I quit the game and start again )
I don't know why is this happening.. it just kills my nerves slowly every time I start the game, reminding me that there is an issue I didn't fix.
This is my player personal details panel, if you guys want to take a look..
player personal details panel.xml
Thanks.
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11 hours ago, LucasBR said:
This happens quite too often here too. Ball coming towards my CB which is waiting for the ball just to see my other CB coming through just to miss the header and leave a huge space for the opponent attacker. Bollocks.
I have seen something similar but with fullbacks also.
I usually play a balanced 4-4-2 - nothing fancy , mid block , no PI for defenders or OI and sometimes, for some reason one of my CBs decide to challenge a ball that the other one is waiting.If I change to higher mentality - positive or attacking - I've seen fullbacks sprinting to challenge the ball in the air even though the CBs is in position waiting for it.
It's silly. As much as I appreciate some improvements of the ME the issues on the defensive side are obvious even after patches.
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@robterrace the v5 pictures look amazing. Can you please share a prompt example ? I wonder how to use a shirt from some obscure level 10 team
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- Popular Post
- Popular Post
Headers numbers are enormous:
I think the hole match gameplay is little bit off.. a lot of long kicks by goalkeepers and by defenders.
The options pool is pretty limited and the ball is kicked forward too often. The heading stats are an effect of lack of diversity and options in build up play.
Also it's becoming clear that those stupid balls over the top are still a thing - it's happening too often and it's really silly. I'm talking about that ball that falls 1m behind the defender, when he jumps a little missing the header leaving the striker with an open run to 1v1 with the keeper, no other defenders helping , no preventive positioning for the header - nothing.
I would really like someone from SI just explain it to us how is this still a a thing, after all this time. It's not bad animation, it's not bad representation - it's working as intended ( badly ! ) - it's a stupid attributes check that is completely unrealistic. This is not a long ball played in space behind the defensive live .. it's a ball that should fall on the defender/ attacker head but somehow it's computed to be a missed header. Ok could happen very rarely but the defender has some kind of chance to recover.
Also what's with the strikers ratings since the update? It's the same mess like the FBs and DMs 2 editions ago.
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17 hours ago, stevemc said:
Undoubtedly, this game feels more polished now since the update, however, I feel this level of "polish" is how the game should be presented with when released in November, it's not perfect, but it's what I'd expect for £35 at release, not March - with the further March update being the cherry on the top of the cake - not a mop-up session opportunity to fix issues from launch.
Having said that, I still feel FM23 lacks that cherry though - and I don't feel a huge difference in progression between FM22 and FM23, infact it feels like it's floated for a few iterations now - although I love the UEFA licenses this year, brilliant addition!It's still got issues and bugs, no point going over them as they've been mentioned countless times in here by many users - but FM24 really needs to step up and drive forward, the community has provided so much in regards to feedback, bugs, issues etc that they need to be addressed as much as closely as possible to tighten the game experience up under the hood. Plus, there's so much to go after in terms of improvements; AI squad building, newgens, further licenses, UX/UI, graphical, match engine, presentation/design, stadiums, skin, actual legit features... the list goes on - whilst people have been screaming out for features like International Management and Set Piece overhaul for years.
Overall, in terms of how good FM23 is, it's progression from FM22 and the delivery of it from beginning to end, probably sits somewhere between a 6-7 out of 10 for me this year.This a very good and on point summarization of the current state of the franchise in general and FM23 in particular.
The new features are really forgettable, adding to a long list of half baked modules that the game drags along edition to edition - never fully connected, never fully integrated or completed. And never touched again from an iteration to another. ( I don't think UEFA licenses are a new feature. )
So we can say we only have an improved match engine that took 5 month from the launch to be corrected, polished - and now adding new issues.
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20 hours ago, 追风去 said:
Does anyone know what are the codes of "attacking playing style" and "defending playing style" in the sixth picture (the coach panel) ? I tried my best to find them in the properties but did't work.
Hi.
See the panel attached , what you are looking for it's at line 300.
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Something changed with the default font ?
It feels brighter and blurry, I don't know - I have trouble reading it now.
Felt like I didn't had an issue with it before the update.
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7 hours ago, Tyburn said:
Anyone else having a flickering “season stats” on the player profile overview page when the mouse hovers over most items with hints?
New issue for me since update.
I do see a little flicker of season stats widget when I hit " continue " button and the progress overlay appears, not on other overlays. But I was looking for it after I've seen your post.
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9 hours ago, Domoboy23 said:
Only thing I would say is I'm not sure if the ME has been sped up a bit?
It does feel like it.
Also ( maybe related or maybe not ) but the ball physics seems a little bit odd. I can't put a finger on it .. maybe it's spinning too much, or has some strange speed after bouncing off players, maybe it's sliding too much like a hockey puck. I don't know - maybe it's just an illusion.
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51 minutes ago, Domoboy23 said:
b) click onto a player, go back and have the same list up again rather than it resetting or taking me out of it is an absolute sanity saver
God, that was annoying. Happy is fixed now.
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11 hours ago, snowofman said:
my own opinion is that as of This year has been alot of i want this and that and a few individuals have benefitted to making it a less fun place to be and toxic
This is well said.
People tend to forget that a custom skin is a mod made available for free by the skinner - there are no obligations, no binding contracts implied by a commercial transaction, etc. It's just someone sharing his work for others to use.
Politeness and gratitude should be the default speech, but somehow some users around here feel they are entitled for "more" or some kind of specific catering of their needs: lower/higher resolution, translations, that color scheme, this borders, these panels, I don't like this, I don't like that ..
Suggestions and maybe decent request are ok, but there is no obligation for the skinner to deliver anything. Not even bug fixing. Take it as it is and fix it/ change it/ mod it yourself as you please.
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Ok, Ok .. I have to share this !
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13 hours ago, robterrace said:
Going a bit further.
Just done this one as a bit of work.
The key points you need in terms of prompts (I use a lot of processing and post processing ones)
ultra realistic 8k ,Male English Caucasian Footballer, Ginger hair, slight smile, Age **, blue eyes, portrait,
Where age is the age you want to use (I've found 17-20 works well for the young ones, and you can put Mid 20s or whatever).
The seed for the image above is -
--seed 1304877319
Which, if you put in after the prompts, in the exact way I've put, will give you a face that looks pretty much like the one that I've posted above.
That ones not going in any packs, so play away.
Thank you. The process seems clear now.
I had 20-30 pictures already generated when I've read your post about " aging" them.. and I thought "that's a very cool idea !". Now I'm reviewing previous prompts to get the seeds.
I've used a similar prompt for some of the test pictures, then I've moved to something like this, if you want to test it :
photo of a ** year old English football player wearing a shirt with black and white stripes and black shirt collar::5 well-lit, sharp-focus, high-quality, artistic, colorful, unique, award-winning photograph, Canon EOS 5D Mark IV DSLR, f/8, ISO 100, 1/250 second, close-up, natural light, professional, flattering, portrait::2 --seed 10
Sometimes I add hair info, eyes and some personality / posing details - aggressive , determined, smiling etc.
The picture info is taken from a video tutorial on youtube. ( camera, high-quality etc).
What I struggle with is to keep the shirt color not to make the photo black and white. It kind of overtakes the picture when colors are mentioned.
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4 hours ago, robterrace said:
How do you generate them ?
Do you prompt with the first image and age them - if so , what prompt do you use ?
or you keep the prompt and seed and generate all 4 from the start with different age ?
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Guys , I want to thank you for this !
I've stumbled upon this thread by chance and now my regens never looked better !!
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Hi,
I would like to ask if it's correct that I can only offer non-contracts in Northern Counties East League Premier Division ? The team is semi-professional but the only option for contracts is non-contract.
I've looked around and from what I've seen all teams have non-contracts up till National League N / S where we can find part-time contracts.
Thanks.
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22 hours ago, Olas Nick said:
where to look for base classes?
for example, for main_subtle_box the base class is main_box
for main_box the base class is plain_box
but I can't find plain_box.xmlThere is a "plain box.xml" ( no underscore in file name ) here: sitoolkit\skins\fmc-widgets\styles , if it's helpful.
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1 hour ago, rp1966 said:
There's an ongoing accumulation of unresolved issues throughout the game
3 minutes ago, rp1966 said:But I'm very worried about FM's ongoing stability - more things seem to be broken each release and such a major update in so many areas without the core game being much less fragile really concerns me for what the game will be like when women's football hits.
These 2 phrases are really really good summarizing the reality of current state of the FM series - and if I may, I fear for the future with or without women's football addition.
We have unresolved issues and half baked "features" for years now - and by the looks of it every year we add more to this list of half baked "features" that will remain disjointed & buggy modules that just frustrates more or in the best case are completely ignored by players.
- Board vision and now supporters vision,
- players promises and interaction,
- media,
- the almost useless "squad planner" ,
- set pieces ! ,
- a convoluted and strange scouting system..
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1 hour ago, lionel messi said:
There is no problem, but you will only be able to offer amateur contracts while you are amateur.
the main issue was with stadiums, most teams moving to cirencester while they have a new stadium built or upgraded.
generally it is very easy at this level but now it will be a bit more difficult and you may have to keep a track on finances.
Thank you.
Happy New Year !!
P.S.: I've left a small donation earlier. Thank you again for your effort with this amazing database.
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10 hours ago, lionel messi said:
All clubs now semi-pro, (Apart from the few that are set to be always amateur)
Hi.
First of, thank you for your hard work.
Is there a problem with the amateur teams in the previous release ? I have an ongoing save started and thinking now if it worth continuing it ..
Thanks.
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2 hours ago, Jellico73 said:
I am asking these honestly, because as much as I have the played the game in real life and online, what I know about the tactical nuances of the game are at best a couple of powerpoint slides deep.
I will answer what I think, imho should be the right approach - as I've seen it IRL , and this is also why I think the defensive module in FM is kind of bad regarding long balls.
Again, I am just an amateur and this is just a feedback discussion - maybe I am wrong.
I think when the defense reads and acknowledges the long ball - they should become more compact, 1 defender will engage the attacker and fight for the header, and the other 2 defenders closer to him will drop behind him and form a pocket to cover for flicks etc. The 4th defender, - the LB in my example would get closer to the second attacker and help out.
That would be imho the ideal positioning for this example. Again, we should have errors , mistakes, lack of concentration - and we would see them if there was the case.
Maybe the RB has lost his focus- doesn't drop back behind the CD who's engaging the header. Ok. Maybe the LCD has bad positioning, again OK. possible.
But imho the issue is that the right positioning never happens in the game and the bad positioning is always there.
The back 4 are always in line and do not react when the long ball fires;1 defender challenges the header and 3 defenders are holding position and watch the play and react AFTER the header is missed and the striker is free on goal.
2 hours ago, Jellico73 said:So, in what appears to be a wider formation and a zonal marking system, what is the RB doing wrong here? Are you counterpressing or regrouping when you don't have possession? From how the players appear to be moving, it looks like they are regrouping.
I was playing a 4-4-2 Balanced , no marking instructions, standard pressing. No OI. No counter pressing. No regrouping.
2 hours ago, Jellico73 said:When Babangida kicks the ball the RB is already facing away from it and towards the sideline (turning outside around to run back, probably a mistake IMO), then turns around and goes in a step before backing up to his original line and appearing to establish his position in the zone. Given his role and position in the formation, and the rules that go along with that role and position (which are also affected by any additional PI's and the player's own attributes), what "should" he being doing as opposed to what he "could" be doing? The ball is nowhere near him, he could be a target for the possible incoming defensive header, is he setting up for that? What's his primary defensive role/move here supposed to be, should he be crashing towards the CB's instead of staying wide, thereby leaving an AM and CM to cover the three closest attacking players next to them, because it looks like your striker is going further up the field to establish his own zone against the opposing CB's?
Is the other CB supposed to crash into his own teammate in an aerial fight for the ball, especially considering he'd have to go thru his own teammate to get there? Is he expecting Fisher to win the header and/or the ball back? If he moves closer to the center he opens a gap that the attacking player who is already beyond your midfielders can exploit. If the LB moves in to cover the hole created by the CB moving in closer to the center, he opens up his area of the field more.
What does it matter the role for the defenders in this particular situation ? It should not matter - defending long balls needs:
A. challenge the header and cover for flicks and second balls or B. high pressing and that's another topic.
The other CB should drop behind the ball challenger, as I said. No need for crashing anyone else. Little bit of unnecessary sarcasm there, but ok.
And yes, I would say on the long ball - the defense should get closer together ( more compact ) and leave the wide area open. The ball is already in play, we challenge for it and we guard against flick on and second balls by the way - the CMs should fall back towards the zone were the ball is heading.
2 hours ago, Jellico73 said:In the two and a half seconds from when Babangida kicks the ball to when Fisher muffs the header, what are you expecting to happen?
The 2 and a half seconds are irrelevant. Maybe the ball physics are wrong, maybe the time representation is wrong, maybe the defenders are in the wrong position - just holding the line. Maybe I'm wrong .
In my opinion the RFB is too wide from the start when the possession is lost but we should see the intention and the failure to get behind and cover for flicks even if the time is short.
As I said before, this could be because of some imbalance between the weight of position, threat assessment, marking in the defenders decision tree - but I never never see them set up correctly for defending a long ball. Again, just my opinion.
But hey, again this is the feedback thread.. So I hope I can throw my 2 cents here.
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I don't think we can blame it on the animation every time. There are persistent issues with the defensive module and they aren't new.
Yes, the glaring issues that we had in the beta version ( a.k.a. release version ) were patched, but the recurrent ones are still there.
I don't think this is an animation problem.
There is a long ball - but not an over the top ball where the defenders should get in a pace contest with the attacker.
This a long ball on the head of the target man, the defender is close but makes a mistake. Ok. Could happen.
What is wrong with this situation - in my opinion, is the behavior of the FBs and the other CB. There is no cover for the possible mistake. In real life the RB and the other CB are closing in and dropping a little when the long ball is fired, and also the CMs are getting back for the second ball recovery. The LB should also close in for the other striker.
But, as we can see the RB is more concerned about his position closer to the sideline - moving away when the long ball is fired, the other CB is closing in just a bit, then moves away! and the LB is having a break on the left side.
There is a lack of communication ( not sure if this is even implemented in some form ) and an imbalance in the decision tree between the position, ball following, man mark, threat of the entire defensive module.
Again, this was visible in FM22 (at least).
And again, this is happening too often imho.
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New Moderator: Snowofman
in Skinning Hideout
Posted
Well deserved