Comments about Build 91 (v1.0f)

General discussions about the tennis games Tennis Elbow
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Re: Tennis Elbow 2011 v1.0f

Postby Maxim Maksimov » 30 Aug 2012, 22:31

"Online : experimental Reputation system ! Now, at the end of the match, you can vote to tell about your opponent behavior & improve or lower his reputation ; the Reputation is shown in the server list & in the connection screen, allowing to avoid players with bad reputation (3)"
OMG, its good!
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Re: Tennis Elbow 2011 v1.0f

Postby MarcaTennis » 30 Aug 2012, 22:41

Peti91 wrote:What is this?
Image
Thanks.

It's normal because you use a mod
And this mod released before 1.0f
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Re: Tennis Elbow 2011 v1.0f

Postby Algo » 31 Aug 2012, 04:37

Drops are dead.
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Re: Tennis Elbow 2011 v1.0f

Postby Richou » 31 Aug 2012, 04:51

Movement is faaar too sharp now, I felt like there was a good balance before but this is too much. Also like 90% of the shots that go to my running backhand now are either hit into the net or I miss the ball entirely which is very odd considering the improved speed..
Last edited by Richou on 31 Aug 2012, 14:24, edited 1 time in total.
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Re: Tennis Elbow 2011 v1.0f

Postby manutoo » 31 Aug 2012, 05:54

Everybody,
run speed from start, and run speed in straight line didn't change since v1.0e ..!
Only the speed when changing of direction has been improved + the little stopping bonus when you unpress right before you press left, while the ball is to your left (& vice versa for ball to your right).
After checking, the speed when changing direction could get a bit too high, so I tuned that and going to do a new Build soon (coming in a couple of hours).

MarcaTennis,
try to turn off your Windows auto-sleep.

Mohamed,
try to remove the line starting with, in Data\Pak01.Pak/Data/Models/Anim/PlayerMale04 (or Pak02 if you installed the patch) :
Acceleration: ../PlayerMale
It'll remove the special anim for acceleration.
I'm not sure it'll desync or not, though. Right now, I did a mistake, and it's linked to PlayerMale02 instead of PlayerMale04 so it's playing the FH #2 (instead of the FH #3), which is quite different from #4 so it might desync. For next Build, I'll fix it and it may get replaceable without desync.
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Re: Tennis Elbow 2011 v1.0f

Postby SPC » 31 Aug 2012, 07:24

Algo wrote:Drops are dead.

I agree dropshots are so useless. The running backhand is incredibly unreliable... I hope the next update is better.
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Re: Comments about Build 91 (v1.0f)

Postby Maxy » 31 Aug 2012, 17:27

Can you give us the old forehand #4? Just add another one forrehand....
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Re: Comments about Build 91 (v1.0f)

Postby Elias » 31 Aug 2012, 21:00

Well, not sure about it, but there may be some 'issue' with this one :

- Gameplay : the new Auto-step back feature makes you start to run in the opposite direction a tiny bit faster ; this is especially useful if you use a gamepad that is slow to change left/right direction, but has low effect for players with a good keyboard (2)


Some guys around reported about some 'sliperiness' feelling / lack of control. Difficult to put a word on this, but, if most of the times it's ok, sometimes the autopos / auto-step back seems acting akwardly when i played some match-ups. It's like sometimes the game gets it wrong about the direction and just hesitates and instead of helping, just drags my char into the ball and mess ups my positionning. Last time i was like pretty well positionned to hit some FH short cross and it litterraly dragged my char to the ball, probably thinking i should have hit some backhand, resulting in some complete misshit. Not sure when it happens, maybe when turning around the bakhand quickly, but overall, i felt more constrained in my movement and positionning, and like 'praying' it wont happen the next shot again. I think this is something that will be difficult to be used to if you have to be sure to be really far from the ball for the game not getting it wrong on wich side you should hit, it's too much preventing quick positionning moves then. To be tested more still.

One detail though is that this awkward behaviour happened in a match up with a ping around 250, but pretty stable. But i didnt had this playing with the same person using 1.0e.

Besides this strange behaviour wich deosn't seem to occur to often, the slow-autopos feels more like a medium autopos for some reason, dunno why, its seems moving more the char, wich is maybe causing this slippery feeling ?

i would be glad to try a zero-autopos option, in the rallies, with just a medium autopos only active when in return serve stance, for some seconds after the serve, nothing better than full control if you ask me :)

Btw it's with buid 92 but i couldn't find a thread corresponding so i posted here.
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Re: Comments about Build 91 (v1.0f)

Postby manutoo » 01 Sep 2012, 04:50

Maxy,
I'll try to add an option to disable the alternate acceleration animation in the next build.
Meanwhile, you can copy the Forehand.anim of Data/Models/Anim/PlayerMale04 to PlayerMale03 (within the Pak02 if you installed the patch, and Pak01 for full setup) ; it shouldn't create desync.
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Re: Comments about Build 91 (v1.0f)

Postby Algo » 01 Sep 2012, 15:27

What about an option to choose which do we want to use as acceleration and normal/top?
Right now (unless I didn't check well enough) the only forehand that actually changes the anim is 4.
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Re: Comments about Build 91 (v1.0f)

Postby MarcaTennis » 01 Sep 2012, 16:31

Thanks ManuTOO, i thinked it's a PC's bug. ':D
Grunt making tutorial => http://www.managames.com/Forum/topic29-9019.php
"The New ATP Mod By Our Team V1" a very great patch is coming => http://www.managames.com/Forum/topic29-12544.php
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Re: Comments about Build 91 (v1.0f)

Postby manutoo » 02 Sep 2012, 04:32

Algo,
I added this mainly for Modders, and it should be used with very similar FH anim, else it'll be harder to play, and now the only 2 anims that are similars are the FH #3 & 4 (and also 2 1H-BH).
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Re: Comments about Build 91 (v1.0f)

Postby Algo » 02 Sep 2012, 04:52

manutoo wrote:Algo,
I added this mainly for Modders, and it should be used with very similar FH anim, else it'll be harder to play, and now the only 2 anims that are similars are the FH #3 & 4 (and also 2 1H-BH).

How come?

I actually feel like it'd be the opposite, unless those anims have different sweetspots or something like that, because it's more realistic... you don't see a player hitting the same in every situation.
I'd go even beyond, there should be different anims for running (19/22, 4), normal/top (2/22, 6) and acceleration (3/22, 7, 17, etc).
And also separate drop from slice, e.g I'd probably use 2/8 for a slice but 4/8 for a drop
And all of this should be possible to be changed in-game.
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Re: Comments about Build 91 (v1.0f)

Postby Lucian86 » 02 Sep 2012, 10:30

manutoo wrote:Algo,
I added this mainly for Modders, and it should be used with very similar FH anim, else it'll be harder to play, and now the only 2 anims that are similars are the FH #3 & 4 (and also 2 1H-BH).


I noticed that when I'm hitting a "short" and "top spin" strike, even if use b1+b2 button + arrow up and down, the animation used is the "regular" one...It would be nice if we could modify these as well...I'll just change the racquet motion, nothing about the feets and body rotation

The same thing about the drop shots and lobs.....I'll change only the racquet motion.....
Does it takes much time to write the codes about that ?

About the running strikes, I understand that it can be more problematic
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Re: Comments about Build 91 (v1.0f)

Postby manutoo » 03 Sep 2012, 04:26

Algo,
I'm not sure how it works for other people, but when I play I use the racket swing timing to help me time my left/right aiming, so having 2 different timing depending of the strike type would give me an aiming headache... :fear:
And in bonus, I also use the body positioning, orientation, etc..., to position my player correctly ; so if any of these visual hints change, it might mess up my positioning.
Sweetspot shouldn't be an issue anymore, though, at least with recent anims, as all Modders have put effort to get the standardized ones.


Lucian86,
yup, the short acceleration is not a full power strike, its speed is actually just a bit above the normal strike, that's why I let it use the normal animation strike.
Code for animation is kinda messy, so it's a bit tedious to bring changes in it... (the bugs in Build 90 shown that :sweat: )
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