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BuzzR

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Posts posted by BuzzR

  1. I've finished the second half of a season with the update and I like it.

    The brain-dead defenders are gone. I've seen them now going after the ball & the striker, trying to defend - and that's all I could I ask for.

    It's true that "the chaos" looks toned down, but I like it. Pre-update the match looked like a pin-ball game sometimes - imho. 

    I can still see bad passes, lost balls, GK fumbling the ball and strikers missing open goals and that is perfectly fine for me.

    I have to mention some nice animations that I didn't see in previous games - I've seen a tap in goal with the exterior - right foot from a low cross from the left on the near post. Beautiful. 

    Anyway, NOW the ME is good in my opinion.

    Great job guys.

     

  2. 21 hours ago, snowofman said:

    Hey Guys

    i'm in a bit of a confused state, hope any of you have an idea

     

    So

    i have a Normal Selector with 2 options

    1 file each as normal, both files contain the same content

    both files load up fine, buttons can be seen and all. But the buttons on 1 of the options is not doing anything on button press while the other is working fine

     

    i've tried and comment out 1 selector option at a time, and both work seperately 

    they have diff names and diff id's 

    i've tried all i know, and looked into other selectors even tried with late loading.

     

    Does anyone have any idea to where my problem might be, something i'm not seeing?

     

    Thanks in advance

    My first guess is that the game "expects" just one click_event for the buttons, so it assigns the event on one pair of buttons when it instantiates ( or renders) the parent and child objects (panels) . This could explain the fact they both work individually.

     

  3. 7 hours ago, _Ben_ said:

    Does anyone know how to wratext please?

    d7db2ebc29f073064212e6c959025313.png

    <widget class="coach_report_comment" alignment="centre_y,centre_x">
             <record id="object_property" get_property="Pcpc"/>
             </widget>

    The alignment has made no difference and "multiline="true" has also failed me.

    Thanks!

    Try multiline="true" as a widget attribute.

  4. 3 minutes ago, snowofman said:

    the width="342" control the panels inside the left box.

     i hoped it would be that easy. but i've tried on a few ppl's laptop and it seems to be a issue with "small" laptops.

    i can only set my resolution to 1366x768 and see how things work, but it's not 100% accurate compared to a laptop

     

    Increase the zoom in game and increase the windows app&text size. These 2 together will decrease the number of pixels of your game screen, even if you've selected 1366x768. 

    Then when the tablet and dugout panels will have their size computed -in match in between highlights panel ( via checking screen width and height ) - will fall in other category. 

    Maybe you will have some results.

    Also, if I remember correctly the tablet and the dugout are established first and the left panel - notable events is drawn in the space left. Maybe I'm wrong.

  5. Isn't this one ? from the match in between highlights panel.xml 

    	<container width="342">
    				<layout class="stick_to_sides_attachment" alignment="all" inset="0" apply_to_children="true" />
    				<container id="NEvp">
    					<attachment_group class="vertical_arrange" vertical_alignment="bottom,extend" />
     
    					<container class="main_transparent_box" appearance="boxes/custom/match/timeline stats/paper" red_replacement="bg">
    						<animation class="scale_animation" start_value="1, 0" end_value="1, 1" duration="0.3" delay="1.4" end_mode="hold_end" tween="ease_out" coord_mode="relative_to_target" centre_point="top" />
    						<animation class="scale_animation" start_value="1, 0" end_value="1, 1" duration="0.3" delay="0.2" end_mode="hold_end" tween="ease_out" coord_mode="relative_to_target" centre_point="top" trigger_id="hidden" trigger_value="false" />
    						<layout class="stick_to_sides_attachment" alignment="all" inset="0" apply_to_children="true" />
    						
    						<attachment class="match_ball_fade_attachment"/>
     
    						<widget class="match_notable_events_panel">
    							
    							<animation class="fade_animation" start_value="0" end_value="1" duration="0.5" delay="1.6" end_mode="hold_end" />
    							<animation class="fade_animation" start_value="0" end_value="1" duration="0.5" delay="0.4" end_mode="hold_end" trigger_id="hidden" trigger_start="false" trigger_end="true" />
    						
    							<record id="object_property">
    								<integer id="get_property" value="objt" />
    								<integer id="set_property" value="objt" />
    							</record>
    						</widget>
     
     
    					</container>
     
    					<widget class="spacer" height="47" />
    				</container>
     
    			</container>

     

  6. I really really really have to repeat this..

    Please, please:

    1. Add a confirmation message on Reset -> All and Reset -> Reset to Default !

    Or

    2. Move the Clear Cache options from between them.

    Or

    3. Set up a keyboard shortcut for Clear Cache. 

    Or

    4. Set up a save/load preferences mechanism

    It's just .. horrible to set up everything again and again because your mouse slipped 1 slot up or down the menu. I mean - Clear cache has a confirmation message, the others don't .. :confused:

    Trying to clear cache every time you change something in your skin and puff... all settings gone. :seagull:

     

     

  7. When squad planner was announced I thought that would be a nice tool to work with. The idea remains good but the execution... it's just bad.

    1. It's just too complicated to add players. Why don't they used an already existing approach and tweak it a bit: there is the tactical panel ( screen ) where you have the list of players on the right and the target setup on the left. You can filter and add players to the list immediately. You even get the AssMan suggestions on dropdowns. Why is this list in squad planner so stripped down of functionalities ? 

    After we add players - let us have another tabbed panel and show us the depth per position. Let us switch between tabs and see list of players in the squad or the plan for the selected individual position. If we play on a wide monitor maybe I could modd them side by side.

    2. Columns ! Why are they fixed ? Again, there is already a list of players in squad view and tactics view. Why do we use another view with fixed columns ? 

    3. Why are AssMan suggestions exclusive - clearing your inputs ? And is under dropdowns menus.. The punishment for high resolution players - dropdowns and side menus cascading = 2 pixels to the side and you lose the menu.

    4. Why is the experience matrix decoupled from the squad, using only players in the planner ? For me, this is the most baffling decision regarding squad planner.. 

    To summarize, for me it's just not worth the hassle.. Back to squad view and pen and paper.

  8. I had this issue with managers on club overview panel, widget behaving like this. Clear cache, reload skin - worked until next game load.

    A workaround I found was to add the attribute  person_is_human="false" on the widget tag. You will lose the icon popup, but the name will be a link. At least it is now on my club overview.

    spacer.png

    <!-- NAME -->
    <widget class="person_button" style="bold" alignment="left,centre_y" info_popup_enabled="true" person_is_human="false" size="12">
    		<record id="object_property" get_property="Pers" set_property="valu" />
    </widget>

    Now I am looking to something similar into the news panels..

    I don't remember exactly how this 2 panels work but they are a strange sort...

    In the panels\news_item_panels\inbox content with transfer person mini profile panel.xml  does the widget have the attribute : person_is_player="true" ?

    This is mine :

    Spoiler
    <panel>
    	<attachment_group class="vertical_arrange_autosize" vertical_offset="0"/>
    
    	<flags id="tric" value="icons/26px/transfer"/>
    	<flags id="wpic" value="icons/26px/work permit denied"/>
    
    	<widget class="inbox_body_text" id="bdtx"/>
    
    	<!--list of solidarity payments-->
    	<widget class="table" id="SolP" layout="-1, -1" auto_size="vertical">
    		<list id="headings">
    			<record alignment="left, centre_y">
    				<translation id="text" translation_id="227737" type="use" value="Club"/>
    			</record>
    			<record alignment="left, centre_y">
    				<translation id="text" translation_id="230121" type="use" value="Fee"/>
    			</record>
    		</list>
    	</widget>
    
    	<!-- extra text -->
    	<widget class="inbox_body_text" id="altx"/>
    
    	<!--Details-->
    	<container id="conA">
    		<attachment_group class="vertical_arrange_autosize" vertical_gap="4"/>
    
    		<!--Name age position-->
    		<container height="84" class="inner_subtle_box" >
    			<attachment_group class="horizontal_arrange" horizontal_layout="140, -1, 260" horizontal_offset="0"  vertical_inset="0"/>
    
    			<container class="inbox_mini_profile_player_details_panel" id="psdt" file="">
    				<layout class="stick_to_sides_attachment" alignment="all" apply_to_children="true" inset="0"/>
    
    				<!-- some pictures -->
    				<widget class="competition_news_image_panel" id="ptpc" file="competition/BUZZ/competition news image panel buzz"/>
    			</container>
    
    			<container class="inbox_mini_profile_player_details_panel" id="pdts" file="">
    				<string id="skin_style" value="subtle box"/>
    				<layout class="stick_to_sides_attachment" alignment="all" apply_to_children="true" inset="0"/>
    
    				<container  id="psbt">
    					<layout class="arrange_vertical_attachment" alignment="middle" offset="0" gap="0"/>
    					<layout class="stick_to_sides_attachment" alignment="horizontal" apply_to_children="true" inset="0"/>
    
    					<!-- person name -->
    					<widget class="person_button" id="pnam" info_popup_enabled="true" person_is_player="true" auto_size="vertical" spec="text" style="bold" alignment="left, centre_y" size="14">
    						<layout class="centre_in_parent_attachment" alignment="horizontal"/>
    					</widget>
    
    					<!-- person description -->
    					<widget class="text" id="ppos" auto_size="vertical" colour="faded text" alignment="left" size="10" multiline="true">
    						<layout class="stick_to_sides_attachment" alignment="horizontal" inset="0"/>
    					</widget>
    				</container>
    			</container>
    
    			<string id="skin_style" value="subtle box"/>
    
    			<!--transfer status icon-->
    			<container>
    				<container class="inner_box" id="tsic" appearance="boxes/contrast/standard/paper" red_replacement="red" hidden="true">
    
    					<attachment_group class="horizontal_arrange_autosize_all_centre_centered_in_parent" horizontal_alignment="middle"/>
    
    					<widget class="picture" id="tsci" file="icons/26px/transfer" auto_size="all" />
    					<widget class="label" id="tslb" alignment="left,centre_y"  size="large" auto_size="all"/>
    				</container>
    			</container>
    		</container>
    
    		<container id="infc">
    			<attachment_group class="vertical_arrange_autosize" vertical_gap="8"/>
    		</container>
    
            <widget class="player_pending_contract_discussion_panel" id="CoDi">
    		 <string id="create_if" value="allow_conversations"/>
            </widget>														
    	</container>
    </panel>

     

     

     

  9. 57 minutes ago, Rashidi said:

    Its an interesting situation. There are going to be people who encounter bugs and others who don't. It doesn't meant that there are no bugs. Each user case could be different. Someone may have a player with a specific trait that is causing a specific chain of events to happen when that trait could be kicking in. Or perhaps a player could have accidentally left a man marking instruction on and continued without realising it was embedded in their tactic. Or it could be the confluence of factors that arise from the design of a specific tactic.

    There could be a 100 reasons why someone may see one bug and another might not, and its always a best idea to give a detailed pkm. And this is where things get challenging - keeping emotions out of the bug report. Or just doing a simple one like "look at the goal with a laughing emoji".  All it takes is sometimes something more than a pkm. I know they say stick in a pkm, but a pkm is sometimes not enough. Its a good idea to attach your tactic or your save. 

    And while I do understand the frustrations many have, consider the fact that those pouring through bug reports have been doing it for months. After a while anyone can get jaded. And yes the impact of attributes and player conditioning seems to be quite a factor this season. 

    I don't think we can dilute "defender running away from the ball " through 100 things that could happen.. 

    This player behavior should be a hard stop. Something is definitely wrong with the decision making of that module - and it should have been spotted. It's not a matter of interpretation - maybe he's tired, maybe he's low on morale - he is running away from the ball !

    How has this not been seen? I've spotted this 2nd or 3rd match into the beta.. not even "playing" the beta, just clicking through to get to some panels for skinning ( placed the bug report like many others, and I was certain this would be fixed as it was just blatant).

    Or if it had been seen - then we are correct to ask how can this be shipped like this ? because there are post here from SI that state that the match engine was locked some time ago and that they were happy with the state of the match engine .. 

    What should we understand from all this ? Either they did not spot an issue it took us 2 matches.. or they spotted it and decided it's ok. Either way - it's bad.

    There should be some acknowledgement, there should be some kind of day one fixing. It cannot be discussed with serenity - " will talk about it at the patch before Christmas".

    I do feel for the devs, I do feel for their stress and do think it's not on them because they know how their product is working - I think the management pushed for the release when it wasn't ready. 

    I am saying this without frustration or any harsh feelings, I am just trying to point out that things just cannot be like this.

  10. 34 minutes ago, EvilWolf1980 said:

    When I click scout player nothing changes it still says scout player I could have sworn it used to change to scouting or something. 

    I have clicked this 8 times. 

     

    scouting.jpg

    It should change.. at least in FM22 was changing to " scouting in progress". @Tyburn spotted this also in the skinning forums.

    Pretty sure it's a bug.

  11. 5 hours ago, Jack Joyce said:

    With the full version of FM23 now available, we thought it might be helpful if we gave you a quick update on our short-term plans for the match engine.

    While the current match engine is the same one that featured in the Early Access Beta, this doesn't mean that we’re not working on improvements. In fact, we're currently in the process of taking on board the feedback we received from Beta players and looking to incorporate this in a forthcoming major update. We have however, included some animation tweaks with the aim of improving immersion, which as an example, means you'll be less likely to see keepers making odd looking saves with their feet. 

    Making changes to the match engine is a delicate and complex business. Changes that we make often result in unforeseen knock-ons that we need to chase down and fix... and those fixes then often have their own knock-on effects as well. In a recent internal update we had an engine that ‘felt’ really good and played really nicely… except that central defenders were racking up 200+ passes in some matches, which is unrealistically high. As soon as we discovered that we had to 'go back in' to address that issue without, of course, losing the parts we liked.

    Although we're happy with the engine in the current game, we’re confident that we can improve on it with the right update, but we need a bit more time to make sure we balance things out. Thanks for all of your feedback so far, it’s been and continues to be incredibly useful.

    The Match Team

    I do appreciate this, thank you.

    I was one ( of many ) who asked for more info regarding plans, statuses and maybe a tinny itsy bitsy roadmap of the fixes/releases etc. and your post is definitely a step forward.

    Even if this news wont make people happy, we should appreciate the change in communication. Looking forward to more updates and maybe, who knows, some regular dev diaries. 

    And for the devs, I know how big the stress is on release day: you did a good job. Another cycle has pasted. You should be proud.

    Thank you. 

     

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