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Death Ball

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About Death Ball

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  1. Btw, in my case the match engine looks right. I think during matches the flickering might be less frequent, even.
  2. Yep, with 19.3.2 they still happen. Now it's more noticeable than before when alt-tabbing.
  3. I have it too. It's all the time. The flicker is that the screen is crossed by horizontal black bands. It's not continuous, there are stretches of several seconds up to perhaps a minute without any, it then may happen once or two or three times in a row. Each flicker can be of between one to three bands. AMD ReLive doesn't capture it, if you see them and hit the save replay, the video will show a nice steady image. I've not changed anything in my PC and I think you have my specs. Things to note are that I keep my Windows 10 64-bit updated and the Gigabyte Radeon R9 270X card is on the latest 19.2.3 optional drivers. I've attached the DxDiag file. DxDiag.txt
  4. Sorry for taking so damn long, I've had little time for the game. After stopping with the dragging of players around and doing all by clicking on each player/position and using the drop down menu to set into a role, the last set piece instructions set seems to be kept correctly, so it appears it is a problem with dragging (which may or may not be solved in the patches since I posted that, I've not tested that).
  5. The one save game that was the best example is already overwritten I thought I had renamed it, but nope. And since the graphic card has a tendency to get restarted which causes the game to close I've been saving and changing the file in a cycle of four too often. Set piece issues moved - taker wrong.fm In the third tactic, that should be the same as tactic 1. Note this is a later version in which I remade them and stopped wanting four staying back: - Defending corners is correct. - Attacking corners, for left side it's correct though in a previous try, lost now, the taker was set to be DR and the AMR was at go forward. In the right side it should be AML taking in the left and greyed out in near post, with AMR staying back. Instead AMR is at near corner greyed out and in the taker position, while the AML that should be staying back is drawn not greyed out in the stay back line but with a TK icon and he won't be staying back. - Attacking direct free kicks: Left has the intended taker, but he should be greyed out in go forward, while the AML and the ST should be taking one the lurk outside area, but the dragging was undone at some point after leaving the screen. In the right side it's worse, as all the drags where removed and the taker is the ST who shouldn't be, that side I wanted the AML to take the free kick. I think these two are done as I used to do the previous version (these were done after the latest patch, the previous with the more errors were made before): the attacking left I did by drag and drop, then I saved it into a file and for the attack right I loaded the file, which I've uploaded as ADFK-433.fmf to the cloud. If I load them now, the instructions are fine (note this has three men staying back because I decided to change and have three staying back for the corners in this version instead of four). If I load that file, the attacking direct free kicks is as it should for the left side and wrong for the right, but not because the AML and AMR are reversed from what I want for that side, which would be logical, but because the ST is made the taker, AML remains at lurk outside the area and the AMR at go forward. The expected behavior for loading to the right side would be AML and ST lurk outside area and AMR as taker and go forward, just as in the left side, and me having to swap AMR and AML to fit the side. In that save defensive instructions have not been altered. This was one with far less disruption than I got in the save I thought I was keeping . I've also uploaded the save Second case of wrong free kicks- Death Ball.fm an earlier save. Here I look at the corners and I thought I had saved that before getting to set pieces changes, but the attacking direct free kicks looks like some of the changes I made, still with errors, make me think perhaps I did change things and the attacking corners completely ignored the extra players staying back. I think I did only few changes to the default instructions so perhaps I didn't touch and they're all the basic instructions but the ST being as taker in the right makes me think it was a modified set piece changed after leaving the screen. Perhaps better to ignore that one as the doubts can mislead, but I just thought it might be worth pointing in case.
  6. For now it seems corners behave right without dragging. I did the test of dragging for the taker as a sort of control and indeed got the takers screwed. Unfortunately right now it's quite late so I can't confirm or find I have the save with the most errors. I will upload tomorrow. Sorry about not uploading anything right away, I forgot I now have symmetrical 300Mbps and uploading big files now is not the same pain in the ass it was in the past.
  7. It just occurred to me: when I do the set pieces, I always drag. I'll start doing them by selecting player and using the drop down. Report back with the findings will take some time, as with the aforementioned luck with issues vanishing for a few weeks after reporting I wouldn't know if it's another case of that if I don't see it happening.
  8. I'd put this in Match Engine, but there are bits that might be UI or something else. I've been reporting these events for several versions and now we get to one that is worse (see PS for intended sense of this line). After several weeks leaving the set pieces as default, I decide to get my hands into it and create my own routines. It takes time between the many routines and time to consider. All for nothing. First when changing taker and want someone not the taker to be where the taker was, 75% the drag of the other player to the position got ignored. I had to make the drag four or five times each time I wanted to place a player in the position where the taker was. Eventually I had to move the taker to go forward where I can have as many as I want to then make him taker and then drag the other player to the position. I set my roles. I know I want four players to stand back in attacking corners, for example. I see only two back. I go to the instructions for set pieces. I only have two set to stay back. One of the other two is with a different role. There are nine outfield players. I find the striker is missing. Moving I find the striker was hidden in the same spot as someone else. I have to recheck and remake all set pieces. Another match. Two staying back, one that maybe is advanced but staying back. Where the hell is the fourth? I check the instructions. The fourth appears as TK, even if the taker was meant to be a different player. Seems when I changed, taker is greyed out in the receiving position he was. Dragging to there and from other positions to the shadowed taker changed the taker and the role of the player who was to take and so the first taker was placed in a random position and the taker assigned to one of the staying back because I don't know because the taker and the old taker were none of them meant to be dragged to the stay back as I want takers of corners to be AMR in left and AML in right and I don't want either to stay back. Back to the match. In the other side again three at the back. Go back to the set pieces. When I moved the AMR/L to be takers or be ahead and the DL & DR who appeared to go forward into go back, which is where I wanted them from the start, somehow it seems in attacking left corners the DR had been placed as taker even if the DR was not involved in any of the dragging position changes for that set piece (I did have to move it in the right side). After five? versions reporting that in the game often players don't place themselves where I point them to, it's now worse as it's straight out the game changing the positions in the screen. Though in a way we can consider it a positive rather than negative, as now at least the arbitrary changes to my work setting them are changed in the set piece instruction screens so I know there what changes have been made, instead of depending on recognizing that player that's in the middle of the pitch to spearhead the attack is the right fullback I wanted to mark the six yard box. Changes by drag and drop in the set piece instruction screen as irresponsive very often when involving a taker, even when not involving a taker it still seems to change them to whatever it wants after I leave the screen. Spend 30+mins setting up set pieces, plus extra time having to check and recheck each drag operation had the effect I want, then out and back to the set pieces several times to check nothing has been changed... and then no guarantee that after the fifth check it won't happen or the changes will happen when the match start. The problems happen with any of the set instructions, defensive, offensive, right, left... I've not uploaded anything because it's so much wrong and I don't think the problems are anything that a save game can tell. I don't think there's anything there telling what and how and where I dragged originally and then how and what was changed behind my back. You'd see what the game set it to on its own without further information. However, maybe if I still have a save where the striker was hidden under the same slot as a different player (I think it was in an attacking corner and in a defending free kick), would that be potentially helpful? I'll have to look for that save, but it's not very likely that I have it as I rotate among saves and save very often due to my AMD graphic drivers giving a lot of trouble with crashes, half a year ago it caused FM18 to close, so I don't want FM19 to close down, before saving. [Need this venting]Either solve the set pieces or remove them altogether. I prefer a game where I can't organize them than one that tells me I can set them but then will change them arbitrarily (except for the two or three weeks after posting. Every technical issue or bug I have with any application seem to disappear for a couple of weeks every time I report them, no matter what it is).[/end of needed venting] P.S.- Still it is amazing what a game FM is and still give my thanks to everyone involved. Any possible rudeness in the previous text is product not only of the frustration the set piece module has created me over the long time where I keep seeing my instructions not being followed but that English is not my first language and, from past experience, it seems one of the side effects of my many holes when it comes to produce English text is that I tend to come off as rude without having any rudeness in my disposition at the time of writing. And worse: when I fear I may have been rude and go back to rewrite the suspect parts to make them softer and as polite as I can, then I've ended in one of two possibilities: the more frequent which is turning the potentially rude text into gibberish and the less frequent that it turning the rudeness to eleven O.o Hence I won't try to reword any phrase I may suspect as having the chance of coming off as rude. One note, though: the second line may be read as a reproach "I reported and you didn't solve it, boooo"; it's meant as "this is something that's happened in older versions, if maybe differently", just as it may mean the fault is probably old code, with perhaps something new making it worse. Though that'd be for you to find, I guess. My problem with the set pieces may be a rare bug that few users have (I seem to have a weird luck, even finding my game free of issues everyone moans about at times) and the program is no doubt very complex, so I can accept that it may be even way more difficult than I expect to fix it and the fact it's not been solved after so long is to be expected between being so complex and that if I'm the only reporting it and everyone seems to have it working well then it'd be natural that you'd assign it a very low priority level. But it's so frustrating to me I need to keep reporting it.
  9. I'm not sure where this belongs, so here. I reported a similar bug some versions ago with a pkm and the answer was "what do you want us to do with the pkm?" so I'm not uploading anything until told what. It's the second match I play, everything is fine. When I get to the inbox I get a message that a player I subbed simply because he's important and with some congested fixtures I didn't want to keep him all the match, is injured for up to three weeks. Also another player that I kept playing the whole match had got injury, though I didn't have a inbox item specifically for him, but he was in the same message as the other in the table below (I didn't read the message whole so perhaps it's now all injuries from a match are reported in a single news items, which would be fine with me).
  10. Apologies if it has been said, but I'm pretty sure you've showed screens in low resolution, which is nice to show those who play in them how it looks; but I believe you should have added big resolution screenshots to see the space is well used in bigger resolutions.
  11. Ah, thanks. I will. I knew wanting to do things before something else I had to do I was forgetting something and that was checking the rules. Ah, I see you removed the video link (browser had not updated). Thanks.
  12. I have a youtube channel in which I've been irregularly uploading videos with FM stories. I don't promote it or link to it because it's meant as a way to practice English after a looooooooong time since the last English class which was the last time I had to speak English. So there's barely any effort and, often, when I think editing will be a bit of a pain to do I leave the save waiting for the edit and waiting and the next chapter takes ages to arrive, if it arrives at all. But a few months ago I began this series I wanted to follow through and take a bit more seriously than usual (I have another from FM14? where I try to check whether players out of position are really something to fear, not very rigurous and only half season played). In a thread some time ago I made some explanations why sometimes, if you want more possession and less hoofing the ball, using instructions to pass it even shorter is counterproductive and introduce less shorter passes can be the solution to get your team to play short passing, possession football (something I may try to feature, though I have a video in which you can see one instance of such, but I would have to find it) and someone said it was something interesting and he wanted to do more, so I thought I'd try to think on the game in those programming terms. This series is about managing Leeds in the way I would thinking in terms of how things would be working if I was programming the game. How would I implement each attribute. What would mean in code bravery, composure, aggression, etc. There are many chapters in which I don't speak on the matter and they're just about seeing how the match goes and how the season is going at that point, mind you, so don't expect to hear deep and rigurous explanations in every chapter. It's only in a few I speak some about the points. So far I've talked about aggression, bravery, composure, decisions and there's been the chance to see something about how roles interact with each other with an interesting case of how the winger changes behaviour by a change to the MCR in the 4-2-3-1 I'm using. Note before tenth? chapter I was using an editor that didn't have a normalize audio (or I didn't know of it) and have the intro music quite louder than the chapter's voice. Perhaps doing too loud intro or too quiet voice. Here's the playlist. I will be updating the thread with new videos. Intended upload frequency is about one per week but it can vary: perhaps I can get two recorded and edited quickly (I've found the last editor I use, Shotcut, which is free, is quite comfortable to use) and do more than one a week or perhaps I'm more busy than usual and a week passes without video. Or like some weeks ago I had issues with the editor and viruses and more than two or three weeks passed without update because I couldn't edit the last video I had recorded.
  13. For some reason or another, I've played FM18 very little, so I haven't experienced changes in divisions yet, but I keep forgetting in past versions so I'm doing it now. I'd like that the reputation boost/degrade of teams that change division to be advanced to the moment it's decided, be it end of last fixture or before the end of the season if you get it with matches to spare. At the very least to the next to last fixture day. If I get my team to be promoted, when I've done that and gone to the transfers planning, I've found players who will be willing to play for my team once the division change in the table is done in mid July will reject me right at the end of the season I got promoted. The players still treat the team as one in its current league instead of one that will play the other division. This leads to situations in which one has achieved promotion to Premier League and has been targetting a player X, but then player X refuses to talk because you're a Championship side, while he may even be willing to sign for one of the teams that are being relegated from Premier League in their first season there. It makes impossible for you to make deals that would be realistic on the grounds you're going to play a level higher until the summer break is well advanced, which makes a lot of the players you were targetting and would be willing to join you to sign new deals with their club or change to another club before you've got your reputation change. I know because a few that weren't willing to come with the season ended but still my team showing in the division I won, come the day I appear in the new division become willing to talk. But many more that I know would've been willing to talk, were out of reach because other teams came before that date, but quite long after I had wanted to sign them, not because the promotion wasn't enough bump to my reputation, but because it happens too late.
  14. After playing three journeyman saves in the last three editions, I thought I'd go to make a main save of a club as I used to do, in which case it would be go back to Burgos CF because it's the ciuty I was born in. I thought Crewe as I had a successful save with that team in FM09, but since I read English leagues are easy (I disagree at the very least about Championship) I'll make it be Burgos. On the other hand, I find I've enjoyed my journeyman saves quite a bit and I know I'll miss them.
  15. Conversely, when you leave the DoF power over it, an interaction to point to him I want MCs or DRs or whatever and that I don't want him to go for yet another AMC or ST or DL or whatever.
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