Some files, such as the kits, kitnumbers, and balls, go in the data/sceneassets folder, and others, like the minikits go in the data/ui/imgAssets folder. If you need help finding out the installation path for these files, one option is to download FileMaster and use the search function to find a...
Happy New Year, everyone! After some delay, version 1.0.3.5 is ready to go:
[Changelog]
Major:
- Included smaller changes from 1.0.3
- Manchester Park added courtesy of PrinceDiman2018
- New base database (Nov. 26, 2018) thanks to scouser09
- Heavier ball physics, slightly more curve on shots...
That's odd. The only file you've added is the .ct file right? All the other files (MW mod, db, etc.) should be the same, so no regeneration is needed. Also, can you try reopening the cheat table each time you restart FIFA? There might be a bug which retains user-defined symbols so that might be...
Ok, so by unplayable, do you mean that the in-game goal size does not properly correspond to the chosen option in the .ct? Or is it some other bug?
Also, my apologies if you've been having issues with the "FIFA Futsal 16 1.0.3.5.CT" -- I accidentally uploaded two files with the same name. The...
Quick update:
- Renaming the mod FIFA Freestyle 16 to better capture the unfettered gameplay
- Got the penalty shootout bug and a 2ET kickoff bug fixed. You can find the latest cheat table with these changes on Github (Workspace folder -> FIFA Futsal 16 1.0.3.5.ct -> Download -> save as .ct (not...
Hello everyone. I'm sorry about the lack of updates on my end -- I've been pretty busy and won't have enough time to get out a substantial release until mid-December. However, yesterday I was able to fix the ball physics problem I mentioned earlier and also tweak the ball size, heaviness, and...
@Madatek
Great selection! If you don't mind me asking since you've tried 1.0.3, how's the ball physics (aside from the goalkeeper ball prediction bug)?
@Madatek
Thanks for the info. I'm likely not going to add 6v6 but will definitely look into fixing subs. Is swapping players on the field not working properly? Last time I checked, I thought moving a player onto the field from far away didn't cause any bugs (only subbing a player in for...
@Madatek
Nice catch -- I'll add this to my todo list. So you're saying that the kickoff sequence bugs out only during pre-season in career mode? If that's the case, were there any substitutions that occurred before this? Sometimes the subbed out player was supposed to take the kickoff. If not...
Thanks for the feedback.
For toggling fouls, there's a line in the cl.ini you can edit: AI_SETTING_NO_FOUL = 0 or 1. I left fouls off because setplays cause some odd glitches, as outlined in the bugs section on GitHub. Feel free to switch them on though; just wanted to let you know the...
@Madatek
I definitely agree with you that the AI should be doing more skills -- it's just that I haven't been successful in finding out how to do this. Currently, if you're using the mod's database, all players will have 5 star skills and perform fancy passes and shots every now and then. I...
Here's a look at what will likely be included in the next update (estimated release date: late November - mid December, depending on availability):
- PrinceDiman2018's Manchester Park
- Different base database
- Ball physics changes (if goalie ball-prediction logic is fixable)
- Inclusion of...
If you installed the db from that link, then yes, I think there could be a conflict. This mod requires usage of the included db from its archive, but I think all the kits, balls, and boots should be compatible.
@PrinceDiman2018
My goodness, that is amazing work! I appreciate all the time you put into building such a masterpiece -- it really gives me FIFA Street 2 vibes.
If it's ready, I'd love to try it out later today and also send a beta of the ball physics changes for you to test. Right now...
Hello everyone,
Just a quick update on plans for the mod: I have a bit of free time tomorrow but unfortunately am on a different computer, so edits will take longer.
Right now, the plan is to change the ball physics, making the ball a tad heavier, and to increase the likelihood of the AI...
Alright, text-to-speech hotkey press notification has been added (turn down your volume a bit because the voice can be loud).
I've decided to include both executables in one archive this time.
v1.0.2.5 Download in the second post.
@PrinceDiman2018
I look forward to hearing the news!
@rotua098
Yep, I focused on getting the game modes finished, so now we can focus on graphics, kits, balls, boots, and stadiums -- most will require conversion from FF13.
Hope you enjoy the mod and let me know if you have any feedback.
The wall only prevents the ball from leaving the pitch (reverses momentum of ball) and there's no real way to prevent the players from going through. If instead there were real walls with collision geometry, then both the ball and the players would stay within the pitch.
For the Skills UI, are...
One last piece of exciting news:
I tried out enabling all the configuration settings using hotkeys while in fullscreen mode and was able to get the Skills UI to overlay over the game.
So if you want to play in fullscreen mode with Skills Battle, make sure you enable the mod with hotkeys only...
Removed debug text and updated repo on GitHub. Please note that if the Skills UI appears in the top left corner of the screen, you can drag it to whatever location you wish (tends to be a bit unresponsive, so will take some clicking). Also, if you've enabled the Skills UI but it does not appear...