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Comments about latest additions in TE4 Early Version

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Re: Comments about TE4 Early Version

Postby Guest » 16 Jul 2021, 00:36

Having briefly gone back to TE2013 (just for a little modded gameplay) I have a hot take!

The rallies in 2013 are insanely long! One after the other, 20-30 shot rallies! This length of rally can happen in real life but nowhere as often as they do in 2013.

TE4 feels even more realistic to me now because of this! I didn't notice the unrealistic rally length in 2013 before but after hours on TE4, going back to 2013 feels draining :yes:

I'm continuously discovering new ways TE4 is a huge step forward! Great job Manutoo :applause:
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Re: Comments about TE4 Early Version

Postby manutoo » 16 Jul 2021, 06:26

Tincho18,
do you play with the keyboard or a controller ? If a controller, could you try the keyboard to see if it happens in the same way ?

Maybe your controller is a bit too sensible, and goes a bit up & down when you aim on the left/right ?

Guest,
thanks ! :jap:
It was indeed a big goal of TE4 to shorten the rallies in a realistic way..! :yes:
ManuTOO
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Re: Comments about TE4 Early Version

Postby Tincho18 » 16 Jul 2021, 20:00

Im playing with keyboard, its very strange, touching up or down is always a kick serve
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Re: Comments about TE4 Early Version

Postby manutoo » 18 Jul 2021, 08:07

Tincho18,
I checked and it was working normally.
Did you remap your strikes or do you use the default strike mapping (ie: B1 = normal strike ; B2 = slice ; B1+2 = acceleration) ?
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Re: Comments about TE4 Early Version

Postby floppy spin » 29 Jul 2021, 13:20

after this change in the controller configuration, my Dualshock 4 is not working in the game, the controller works normally in other games including TE2013 but in TE4 I can't configure the buttons. The game recognizes the controller but doesn't map the buttons, mapping the analog up and down doesn't work and the game crashes when trying.
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Re: Comments about TE4 Early Version

Postby manutoo » 29 Jul 2021, 13:29

floppy spin,
how does it crash ? Do you see the big red ball in the top right corner ? If so, could you send me a Bug Report when it happens ? (HowTo => topic5-31732.php )
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Re: Comments about TE4 Early Version

Postby floppy spin » 29 Jul 2021, 16:05

manutoo wrote:floppy spin,
how does it crash ? Do you see the big red ball in the top right corner ? If so, could you send me a Bug Report when it happens ? (HowTo => topic5-31732.php )


It's not a full game crash, I think the translator trolled me. What happens is that when I click the mouse to set a button as the analog up or down it doesn't count the button and gets stuck in it even pressing a key on the keyboard or clicking the mouse, then just minimizing the game or restarting. And yet the buttons don't change. I have tried using the wired and wireless controller and the same thing happens both ways. I did a test using the DS4 windows program that emulates an xbox control and managed to configure and normally use the same control with the program. It seems the problem only happens when the controller is recognized as PS4 controller or Wirelles controller as windows names it. With the program it is recognized as an xbox controller and works normally. before the update it worked normally without any program and continues to work in other games including TE2013...

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Re: Comments about TE4 Early Version

Postby manutoo » 29 Jul 2021, 18:20

floppy spin,
it's super strange it could hang in one mode or and not another one. Could you send me a Bug Report in case there's something weird detected by the game ?
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Re: Comments about TE4 Early Version

Postby floppy spin » 29 Jul 2021, 20:45

manutoo wrote:floppy spin,
it's super strange it could hang in one mode or and not another one. Could you send me a Bug Report in case there's something weird detected by the game ?

I sent a copy of the log through the game's bug report, do you need anything else? would you prefer me to put it here too?
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Re: Comments about TE4 Early Version

Postby manutoo » 29 Jul 2021, 20:47

floppy spin,
I got your Bug Report. You have a Mod based on the TEM2 Modding SDK. If you have anything from the menus or the GameSys.ini or the language texts, delete them all.
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Re: Comments about TE4 Early Version

Postby floppy spin » 29 Jul 2021, 22:17

manutoo wrote:floppy spin,
I got your Bug Report. You have a Mod based on the TEM2 Modding SDK. If you have anything from the menus or the GameSys.ini or the language texts, delete them all.


deleted the mod, cleaned all files and reinstalled the game. The problem continues... :x
I ask you to leave it aside and stay focused on improvements to the game. :yes: I will use the controller with ds4 windows and keep playing and enjoying the game in the same way. PS4 controllers usually have some problems like these when used on windows, if there is an alternative to keep playing with it I don't think we need to waste any more time trying to solve this little problem that happened to me.
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Re: Comments about TE4 Early Version

Postby NeNa » 29 Jul 2021, 22:45

Hi Manutoo,

I've always been a great fan of TE and played a whole career in TE 2013. Now I'm making my first steps and shots in TE4, and I love it! You definitely did a great job! For me personally, gameplay is the most important aspect of the game, and it has improved a lot compared to TE 2013. Above all, I like rally length being much more realistic than before.

But I still have some issues concerning gameplay, with some of them having disturbed me when playing TE 2013 years ago:

1. I played a whole career in TE 2013 with serving first serves as slice serves towards righthander's fore- and lefthander's backhands. The b1+b2 slice serve still seems to be the most effective serve in TE4, and (as mentioned by someone else in this topic) the AI should be able to adapt, if an opponent relies on the same type and direction of serve over and over again.

2. The randomized variation of serve speed is way too large. If a professional player hits a flat serve with full power, serve speed doesn't vary too much (I'd guess average speed +-15 kmh at most) during a match. The much larger variation of serve speed during a real life match results from purposely using different amounts of spin (of course, the more spin, the less speed). It's a bit annoying to hit several b1+b2 flat serves and having a variation of 40+ kmh in the resulting serve speed.

3. I pretty much appreciate the new stress level bar. But I noticed my opponents having a decent amount of stress (and playing significantly weeker) when serving at 5-6, but when serving at 4-5, they don't have any stress at all, although both situations are basically equivalent. As well, playing a tiebreaker should put some stress to a mentally weakish player right from the beginning (and not only when being set point down).

4. I just read, you recently lowered the pace of slice shots. I don't know how it was before your modification, but to me, the slice seems almost useless right now. It is hardly more effective than the weak shot (without pressing any button), but way less consistent. I think, it still deserves to be a good option, at least when being in a defensive position.

King regards,

NeNa
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Re: Comments about TE4 Early Version

Postby manutoo » 30 Jul 2021, 07:30

floppy spin,
I still wonder what could happen, coz in my code, it shouldn't change anything... :fear:

Once I will have update the demo, could you try with it, to be sure it's not an issue from Steam Input ? (I guess I'll update it within 1 week)

Note : the player.log is automatically attached to the Bug Report, no need to copy/paste it..! :blackeye:

NeNa,
2) Would you have some hard data on this ? I checked a bunch of serve statistics to come to that variation ; the difference between the average speed and the fastest serve leads to these numbers (even taking into account some of the 1st serves are intentionally slower because sliced)

4) If the slice is prepared late, it's indeed extremely weak, especially if you're mispositioned (IIRC) ; try to better use your player inertia to get 0.1 or 0.2s more preparation and you should get better results.
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Re: Comments about TE4 Early Version

Postby NeNa » 30 Jul 2021, 20:18

Manutoo,

thanks for your quick reply.

2. I'm not sure what you mean with "hard data". I just played a set which went into tiebreak, in which I served every first serve as b1+b2 flat serve (without spin). My fastest serve was 220, average serve was 190 and slowest serve 157. No real life player, who is able to hit 220 would ever fail in hitting only 157 when trying to hit hard. I tried to make a screenshot of the match statistics, but unfortunately it didn't work (because I only have the demo-version yet??).

I have two further things, which are bothering me:

5. Playing with low skills decreases the pace way too much! I criticised the same thing years ago concerning TE 2013, because it makes matches too predictable and the game unrealistic when skills are low. Now I noticed, that the difference between high and low skills is even more drastic. That definitely went in the wrong direction to my taste.

6. I hate the "wrong guessing" when the own player hits balls which would go out. It does make some sense in situations when standing at the net and having very few time to decide, whether to take the ball or not. But in the game, it happens, that one is standing behind the baseline, and the player takes a ball volley, which is already long. Not even a recreational player should be that idiotic! :lol:
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Re: Comments about TE4 Early Version

Postby manutoo » 31 Jul 2021, 06:42

NeNa,
2) I mean a website studying comprehensive statistics from the radar or hawkeye data (and not impressions over a few selected serves).
However, an average serve speed of 190 should give a slowest serve of ~180km/h, when stroke hard as a 1st serve. 157km/h was for a 2nd serve maybe ? Or a sliced one ? Else, it's a bug.
Screenshots work in the demo, but it's better to send me a Bug Report (HowTo => topic5-31732.php ).

5) For what skills ? The power ones ?
Now, 0% must match new 14 yo junior players. So I adjusted a few skills for that goal.

6) I guess the ball was going to land a couple of centimeters after the baseline ; normally in such a case, you have to step back a bit (like in real life). If not, then you can send me a Bug Report on the next one you'll get.
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