ITST Mod 1.18 - What do you need to get started!

Discuss Tennis Elbow SIM tour matters here.

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Re: ITST Mod 1.11 - What do you need to get started!

Postby ELTXETXU » Tue, 08 Jan 2013 22:36

Hi guys! Someone could tell me how could i update the 1.10 ITST patch to 1.11 versión without lossing my world tour salved files?? Or there aren't any problem and the update doesn't afect to the data salved file??

I downloaded the game one month ago, and now i would want to know what is the tour level (future or challenger's level, of course :D). So i want to be able to play online with ITST members, but i want to keep training in my WT career. Thanks in advance!
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Florian » Tue, 08 Jan 2013 23:36

Elias wrote:
Floriann wrote:Any chance we can get some real djokovic screams for 1.12 ? :-)


Well they are pretty real imo ?

When i played you, your Djokovic had some wrong screams selected though, was it mean or maybe you have some setup issue ?

You should have these : http://www.youtube.com/watch?v=qpRCvinM6Kg&hd=1


Nah i ve put Tsonga's when we played. Funny actually I don't have those ! It is on the first girl scream by default (6/9 I think)...pity how can I get the Nole scream ? Cheers
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Elias » Wed, 09 Jan 2013 02:15

Floriann wrote:Nah i ve put Tsonga's when we played. Funny actually I don't have those ! It is on the first girl scream by default (6/9 I think)...pity how can I get the Nole scream ? Cheers


You have them. It's probably due to some multiple install mismatch.

Did you re-used / copied an older ITST.ini from a previous installation, when reinstalling ? Or maybe just copied the mod over your previous install (doesn't always work properly depending the changes) ?

I would advise trying a fresh installation of TE + the mod. Then create the profile manually again.
It's probably tied to an older Tennis.ini or ITST.ini.
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Elias » Wed, 09 Jan 2013 05:18

ELTXETXU wrote:Hi guys! Someone could tell me how could i update the 1.10 ITST patch to 1.11 versión without lossing my world tour salved files?? Or there aren't any problem and the update doesn't afect to the data salved file??

I downloaded the game one month ago, and now i would want to know what is the tour level (future or challenger's level, of course :D). So i want to be able to play online with ITST members, but i want to keep training in my WT career. Thanks in advance!


i didn't made any modification regarding the offline world tour mode. So it should work, though i'm not 100% sure.

i wouldn't take the risk so I would advise a pretty simple & safe method :

Copy paste the whole TE 2011 folder installation.
Install the new mod version in the replicated folder. Launch this separate version manually (not using your main TE shortcut then), double clicking directly on TennisElbow.exe. And check if this is working properly.
That way you'll keep your original TE+career safe.

Or make another TE fresh install + mod, and just copy paste your world tour saves to the new profile ( WT_Current.Ini & WT_Current.sav i think).

You can have several distinct TE installs on your computer without any issue proceeding like this.
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Bauer066 » Wed, 09 Jan 2013 19:17

any updates on the test version being released? thanks :)
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Re: ITST Mod 1.11 - What do you need to get started!

Postby djarvik » Wed, 09 Jan 2013 19:22

There will likely be another update before AO, we will release the test version at the same time with this one.
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Lucian86 » Wed, 09 Jan 2013 20:21

Elias wrote:I couldn't read much about it. I think one said it felt easyer to volley, Uga seems to like the swing anim better, but it also seems C4iLL has some problems volleying with the forehand volley, especially with Llodra.
It shouldn't change much the reach or sweet spot, though personaly if i found the wrist bend spot on for wide volleys, it doesn't looks very natural for crossed FH volleys imo.


I definitely feel better volleying with the new volley animations, especially on the forehand side.

I also think it looks well for crossed FH volley; visually there's a big improvement w.r.t the last anim I made

Elias wrote:also Federer who kept M4n4cor forehand wich brings a very slight faster execution speed, allowing Federer to hit a bit ealryer, wich is an important perk regarding his playstyle.


Also in my animation Federer hits the forehand very early; it doesn't feel like that though, I know....The reason imo is Federer's "wrist action" which I tried to enforce...the execution speed it's actually pretty fast near the hitting point, even faster than real life
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Elias » Wed, 09 Jan 2013 20:50

Lucian86 wrote:
I definitely feel better volleying with the new volley animations, especially on the forehand side.

I also think it looks well for crossed FH volley; visually there's a big improvement w.r.t the last anim I made

Elias wrote:also Federer who kept M4n4cor forehand wich brings a very slight faster execution speed, allowing Federer to hit a bit ealryer, wich is an important perk regarding his playstyle.


Also in my animation Federer hits the forehand very early; it doesn't feel like that though, I know....The reason imo is Federer's "wrist action" which I tried to enforce...the execution speed it's actually pretty fast near the hitting point, even faster than real life


Personnaly i've no issue with the new volley anims either.

About Federer Fh, well, it's not a visual/cosmectic choice really, but playing several sets comparing both, i felt a slight difference in efficiency, gameplay wise, this is a tiny one, though i felt a bit more cumfortable when attacking/hitting early with M4n4cor one. There must be something, maybe the preparation time / before the hit, a bit shorter ?
That's why i kept this motion as a Federer "perk". Assigning for the moment your anim, wich is pretty effective as well, to Dimitrov/Baggy.

ITST folks will be able to compare both binded to Federer with the next Test version released along with 1.12 anyway, so we'll see if there is any feedback about it, i may ask to some Federer dedicated users out there as well :)
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Lucian86 » Wed, 09 Jan 2013 21:09

Elias wrote: i felt a slight difference in efficiency, gameplay wise, this is a tiny one, though i felt a bit more cunfortable hitting early with M4n4cor one. There must be something, maybe the preparation time / before the hit, a bit shorter ?
That's why i kept this motion as a Federer "perk". Assigning for the moment your anim to Dimitrov/Baggy.


Well, that's a mystery when using all the animations :) they all feel different gameplay wise
I don't know, disregarding the sweetspots (which are fine for almost all the anim), it could be some systematic issue which I cannot understand; I'm pretty sure though that a good part is also in our minds; a pleasant animation might force you to play better

I also think the preparation time has something to do with it....does it affect the stroke charging time somehow ? only Manutoo can explain that

I remember that I felt very good using M4n4c0r's animation back in time. I do feel very good now as well with my new one but I honestly can't tell if one is better than the other gameplay wise.
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Elias » Wed, 09 Jan 2013 21:22

Lucian86 wrote:I also think the preparation time has something to do with it....does it affect the stroke charging time somehow ? only Manutoo can explain that


Well probably, the preparation may have an impact, a very long preparation time and sometimes you may not be able to recover a low sliced ball in time :) And a very short one helps to outpace the opponent from side to side, as your short prep doen't allows the opponent to run back fast enough to the other side of the court, as an example. Besides the preparation time, i don't know how it's hardcoded really, so i can't say if the swing speed has an influence (theorically, shorter prep + faster swing = less time to reach the impact = the ball leaves you earlyer). So that may be a bit of both things, or just in our dreams, but i don't think so, i trust my gamer feelings enough :p

I also curiously felt that some anims seems sometimes to be more or less easy to hit clean short cross accels with. I had this feeling lastly with the new Almagro FH from Megyaem, pretty good motion, straight shots were perfect, but for some reason, out of 10 short cross accels, i would hit maybe 5-6 good ones, and some softer ones, even if i'm visually positionned properly, compared to Ferrer m4n4cor motion, wich allowed me to hit much more consistently these shots. So i didn't looked at understanding some obscure mechanics we have no control over, and just kept Almagro with Ferrer FH for gameplay/balance purposes.
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Re: ITST Mod 1.11 - What do you need to get started!

Postby manutoo » Thu, 10 Jan 2013 05:32

Elias & Lucian86,
strike styles, and their preparation time, have 0 influence on the game engine.
But as they give visual references, they can influence your experience & your efficiency.
More specifically, for example, I mainly time my left/right aiming using the animation, not much from the ball position & speed, which means if the animation is slow (ie: almost pause) during the preparation, it'll seriously mess up my aiming.
Depending of the gesture & the camera angle, maybe they can also hide less or more the ball before you strike it, thus making less or more difficult to hit it (I think it's especially true with low cam & 2H-BH on crossed balls, where you hit the ball close of your body).

Note: sweetspots are hard-coded per family (ie: 1H-FH, 2H-FH, 1H-BH, etc...).
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Re: ITST Mod 1.11 - What do you need to get started!

Postby Lucian86 » Thu, 10 Jan 2013 14:39

manutoo wrote:Elias & Lucian86,
strike styles, and their preparation time, have 0 influence on the game engine.
But as they give visual references, they can influence your experience & your efficiency.
More specifically, for example, I mainly time my left/right aiming using the animation, not much from the ball position & speed, which means if the animation is slow (ie: almost pause) during the preparation, it'll seriously mess up my aiming.


I think this is the main reason...One example comes in my mind...some player have the arm very stretched when hitting the ball (Federer for instance) and some have the elbow very close to the body (Murray)...in the preparation, if you're used to position the player w.r.t the ball in a certain way, you'll definitely have a different accuracy for the 2 shots because your player will be positioned differently (even if you think it's the same)

About the "speed" of the animation, it could very well be that with a slower one, the shot that you deliver seems to be stronger than one, ceteris paribus, hit with a faster animation. Could be an illusion afterwards!

The only thing that you have to check Manutoo are the "sweetspots" for each anim. Maybe the range of the values that you provided us are not quite exact...if they're ok then there shouldn't be any problem with any animation out there (provided that the sweetspots are ok)

@Elias
You can check all that by choosing a player and testing at the same conditions (same controls, opponents, court, etc.) every single animation
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Re: ITST Mod 1.11 - What do you need to get started!

Postby ELTXETXU » Tue, 15 Jan 2013 00:11

Elias wrote:
i didn't made any modification regarding the offline world tour mode. So it should work, though i'm not 100% sure.

i wouldn't take the risk so I would advise a pretty simple & safe method :

Copy paste the whole TE 2011 folder installation.
Install the new mod version in the replicated folder. Launch this separate version manually (not using your main TE shortcut then), double clicking directly on TennisElbow.exe. And check if this is working properly.
That way you'll keep your original TE+career safe.


thank you very much!! it works perfectly! :D
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Re: ITST Mod 1.12 - What do you need to get started!

Postby Elias » Wed, 16 Jan 2013 04:45

Update 16/01/2013 :

updated ITST Mod to v. 1.12.

(remember not overwriting the ITST.ini with your previous one because this can lead to textures mismatches, better to re-create your controller mappings manually from scratch or just copy paste your [keys1] or [joy1/joy2] section from your old .ini file to the new one).


Download (115 mb) :


http://www.mediafire.com/download.php?wwwmxbbkvd71rkk

http://rapidshare.com/files/2862476543/ ... d_1.12.rar


* Updated roster stats.

- 2% Speed decrease, mainly at the roster top, above Federer (wich stayed @ 82 speed), and also the power chars, below the 80 speed mark.

- All precision stats revised, precision "ranges" were created after our original precision stats.
wich means we have now different precision "groups" (Prec = Power +5,Prec = Power +2,Prec = Power +1,Prec = Power, Prec = Power -3, Prec = Power -5, Prec = Power -10, Prec = Power -15). Our precisions were overall to high among the roster. All the wings have been revised this way, in regard to the old values. Precision against Power influences aiming sensitivty, meaning, the more you precision is > Power, the more aiming is precise, and vice versa.

- We tried different setups for Nadal (power baseliner, defender) and finally kept him as a defender, with lowered spin and counter stats, his serve power also has been decreased, it may be enough, or not, we'll continue to test him and tweak him further if needed. Ferrer also got a slight spin, backhand power and counter reduction. (You may see some power reduction on FH, but it's just here to adjust the shot speed regarding the spin reduction, meaning ball pace should stay approx the same).

- Characters with very high consistencies on both wings, got a consistency decrease in one wing

Djokovic 88/89 => 81/89
Ferrer 90/91 => 90/81
Davydenko 90/91 => 81/91
Murray 85/91 => 81/91

Raonic serve consistency has been lowered, thus the new animation seems pretty easy to time.

Plus some individual changes here and there, not much, as we tried to deal with the most urgent cases. We're also building a test team wich will allow to run more individual tests and individual character tweaking in the future.

As usual you can check the roster spreadhsheet here :

https://docs.google.com/spreadsheet/ccc ... kNWZl9XVGc

Player CRC# .pdf document : http://www.mediafire.com/view/?ie33ezoahvy6ekf

As usual, your feedback will be greatly appreciated to help tweaking properly the next 1.13, as are welcome any end match stats screenshots (important for us to see the rally length ratios on different surfaces), and of course replays.


* Interface

    - The selected scoreboard is now saved at TE shutdown.


* Animations

All the following new motions have been added to the mod (you'll be able to test them with the test 1.12 version), though only Raonic serve has been used in the roster, binded to.. Raonic :)

- Federer FH by megyaem30
- Ferrer FH by megyaem30
- Murray FH by megyaem30
- Wawrinka FH by megyaem30
- Raonic Serve by megyaem30

- Llodra got binded with the 1.10 volley anims.

* new courts

New Shangaï 2D court.


Note : An unlocked test versions will come a bit later.
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Re: ITST Mod 1.12 - What do you need to get started!

Postby Elias » Wed, 16 Jan 2013 06:45

And here is the 'TEST1.12" unlocked version if you want to tryout animations, change stats, etc. Also previews are activable online in the test version.

http://www.mediafire.com/download.php?lm6qvkh2n1xmz81
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