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FIFA Renaissance 2015: Global Gameplay Package With Specific Addons

x119

Youth Team
AndreaPirlo21;3741499 said:
The debugger didn't attach in the demo? Have you tested CE with the full game?

I'll test the demo sometime this week to make sure script injection works.

When I attach the exe demo to load the speedhack tool it will make game to crash. This problem of incompatibility is already known in the CE forum...

Since Fifa14 all was wordking properly :|
 

Harmider

Club Supporter
hello wish u luck with project and offer help when needed cuase it is greta project.
what i would recommend :

-slower movement speed,especially less rapid moving and change of direction
-ballcontroll,safe passes,long passes but also controll errors which lead to free balls where you fight for them
-cpu pressing.offense should press your defense more and also in midfield you should feel the need to cover the ball ,change directions and look for smart passing.
-tighter space between formations without getting burned on thru balls all the time.players should press and defend tightly but also move back on position.this would force you to think in passing game cause the midfield should be tighter.but here in fifa defenders are often too high up and midfielders spectate too much and dont press you or fight to get balls(not tackling but disrupting)

greetings
 
Harmider;3742421 said:
hello wish u luck with project and offer help when needed cuase it is greta project.
what i would recommend :

-slower movement speed,especially less rapid moving and change of direction
I've got you covered. This is one of the tweaks every GP modder attempts first and foremost. Most of the players in my db will see their agility rating drop, depending on the style assigned.
-ballcontroll,safe passes,long passes but also controll errors which lead to free balls where you fight for them
Randomized passing is something my db and ini will contribute, while random ball control for the AI will result from my script. I'll pay attention to making sure this balancing is properly implemented.
-cpu pressing.offense should press your defense more and also in midfield you should feel the need to cover the ball ,change directions and look for smart passing.
Yep, agree 100%. This is one of the features of my gameplay mod that I stress each year because EA's defensive AI is remarkably deficient at doing what they are supposed to do -- defend.
Definitely will shore up the D.

-tighter space between formations without getting burned on thru balls all the time.players should press and defend tightly but also move back on position.this would force you to think in passing game cause the midfield should be tighter.but here in fifa defenders are often too high up and midfielders spectate too much and dont press you or fight to get balls(not tackling but disrupting)
Same as above -- you'll experience a sturdy defensive formation from the AI that forces the attack towards the touchlines.
greetings
My thoughts are in red. Thanks for your thoughts on what I should improve.
x119;3742403 said:
When I attach the exe demo to load the speedhack tool it will make game to crash. This problem of incompatibility is already known in the CE forum...

Since Fifa14 all was wordking properly :|

Weird, but since I got my full version copy yesterday, I'm done fiddling with the demo and will move on to converting my files for the full game.

I'll be attempting to convert the script this weekend and maybe add a new feature here and there. :)
 

Harmider

Club Supporter
just around to say hello and keep thread alive and tell you to work faster and harder(just kidding).keep us updated and wish u luck and thx for your work
 
Harmider;3744651 said:
just around to say hello and keep thread alive and tell you to work faster and harder(just kidding).keep us updated and wish u luck and thx for your work

Sorry, I was busy with school. So I've gotten the db converted to a basic stage -- more to improve such as playerinstructions and stuff later. I've also got some attrib files that will be paired with the db, ini, and script. From what I've seen my attrib files increase the variety of passes the AI attempts and maybe even affect ball physics. All that's left is to convert the script, which I should finish by this weekend, but I can't tell for sure because I ran into a roadblock yesterday when finding an address.

In summation:

The first release will include (Lots of beta... ):
- Beta db
- Beta ini
- Beta attribdb.vlt and gameplayattribdb.big
- Beta slider script with limited functions

ETA: This weekend to late next week. (I've got exams mid-next week.)

And then there's the process of tweaking everything, which I can only hope you guys will help me with. ;)
EDIT: FIFA update today. Darn. I'll have to convert the script again, but it'll be easier this time, so no worries.

EDIT 2: Attrib files do not seem to work now. The game crashes after the edited files are placed in the correct subdirectories and regenerated.
 
I've gotten over the roadblock and have finally found the address for the ball location. :) This not only means that my script will work correctly depending on where the ball is on the field, but I might be able to use formulas through script implementation to edit ball physics and the like. I'm iffy on this though, at the moment.

Now I can finish the script for the new update and make a few tweaks in my ini. Oh, the attrib files seem to be locked for any sort of random editing; possibly some new code in exe is causing this. Has anyone looked into this sort of thing and had the same result as I did?


ETA is still this weekend to late next week, depending on whether my script is injected properly when I finally test it out. Fingers crossed until then. ;)
 
Today is the day of reckoning for the slider script project. I'm having trouble writing new values to the addresses I found, but may have a solution that I will test today. If it works, the first release could be today or Wednesday; otherwise, I'm afraid that it'll have to be postponed or even cancelled for later, along with the other CE-related projects. Fingers crossed. ;)
 

krisaju95

Manager
Administrator
Moderator
Super Moderator
andreapirlo21;3746037 said:
........ Otherwise, i'm afraid that it'll have to be postponed or even cancelled for later, along with the other ce-related projects.

noooooo! :$
 
Looked at it a bit today, but I didn't have much time to test things out. I'll report back on Wednesday - Friday, but it's not looking good right now. :(
 
After digging around and testing out code, I've finally been able to change the values of the sliders through LUA script. :D Now I need to re-write my code to fit the new method, which may take a while, but it works right now. Still needs testing when I execute a loop.

 
Works with a loop too. :D I'll be implementing new features as I see fit, such as (maybe) recognition of what strategy a team is using: longball, counter, possession, etc. How many of you guys would like the pace of the game to slow down a good bit in midfield for both teams? (I plan to lower sprint and accel in the midfield third, lower run frequency, and tighten marking too for both teams.)

Let me know what you think. I'll be coding tomorrow, and hopefully, a beta will be ready by the weekend.
 

bangus

Starting XI
AndreaPirlo21;3747559 said:
How many of you guys would like the pace of the game to slow down a good bit in midfield for both teams? (I plan to lower sprint and accel in the midfield third, lower run frequency, and tighten marking too for both teams.)
Fascinating project, exciting possibilities. Some suggestions:

1.Make this mod your primary focus. It's a brilliant project and could be a real game-changer, and FIFA badly needs this sort of game coding overhaul and redesign. Nobody else is working on a project like this, whereas there are already plenty of db and cl projects happening.

2.Make it compatible with any and all db and cl files. That will broaden the appeal, and many more people will consider using your mod if they can use it in combination with their favorite files from other modders, or with files they created themselves.

3.Possibility to allow for user customization? I for example would like to be able to adjust things to suit how I would prefer the game to play. It's a personal thing with me, but I have no interest in mods that can't be customized. That's the whole problem with EA's sports games in the first place. EA has their own static and narrow idea of what the game should play like, and then we as gamers are stuck with that. Most of the game play is hard-coded and can't be altered or changed, which satisfies nobody. It's impossible to create one style of game play that the majority will enjoy.

Read Fidel's thread for example: the guy works his butt off to create the perfect gp evo file for FIFA 15. But for every person who loves it, there are 20 others who complain that it's too slow, or too fast, or too hard, or too easy, or not enough fouls, or way too many cards... The solution to that, which I'm considering discussing with Fidel, is to clearly outline what people need to do themselves to further customize the game play in order to suit the individual: slider adjustments and team tactic tweaks, etc.

You're asking for game play design suggestions, but the perfect game play mod can't be created. I would hate to see your project become another one of these threads around here where people with their never-ending issues and complaints, wait for you to make it perfect for them. I'm much more interested in a community project where we share our tweaking discoveries, in order to expand the possibilities for the mod and discover all the various ways it can be implemented and used to improve the game.
 
bangus;3747565 said:
Fascinating project, exciting possibilities. Some suggestions:

1.Make this mod your primary focus. It's a brilliant project and could be a real game-changer, and FIFA badly needs this sort of game coding overhaul and redesign. Nobody else is working on a project like this, whereas there are already plenty of db and cl projects happening.

2.Make it compatible with any and all db and cl files. That will broaden the appeal, and many more people will consider using your mod if they can use it in combination with their favorite files from other modders, or with files they created themselves.

3.Possibility to allow for user customization? I for example would like to be able to adjust things to suit how I would prefer the game to play. It's a personal thing with me, but I have no interest in mods that can't be customized. That's the whole problem with EA's sports games in the first place. EA has their own static and narrow idea of what the game should play like, and then we as gamers stuck with that. So much of the core game play is hard-coded and can't be altered or changed.

1. It's currently my priority. I'm not really re-editing the exe's code, just changing events in-game and making them seem detached from scripts, but either way, this script will make the game feel organic and fresh every time it is played. As per user request, I can release this script on its own first. I also have a db 50% polished, so I'm leaning towards releasing the script as a standalone deal first anyway.

2. It'll definitely be compatible because it does not overwrite any of FIFA's files, so anyone with Cheat Engine, the right exe version(the latest), and a little room for extra memory usage can run it smoothly. (shouldn't take a big bite out of performance) The one issue is that I have to convert the script each time EA rolls put a new executable.

3. Sure, in the future, maybe I can create a user interface, but I'm still learning LUA and need some time to get my feet planted on firm ground. The first release will not be customizable, as I'll be looking for pure feedback. Then, after I add the features as mentioned before, I'll focus on implementing user interface. Right now, the sky's the limit, presuming no more roadblocks appear and EA does not change the exe to make this kind of script impossible.


I'm excited to dissect as much as I can and like I said before, add db editing and dynamic situations to this script, but right now, a simple conversion is the first step. :)

EDIT: Given how I now have to code the script, producing user input may be an issue, but I should be able to get this done in a month or so, depending on my schedule. I agree completely with your remarks, and I really hope to make this a community project -- different users can send in their slider-range ideas, or what they wish to see tweaked or implemented; I might even make a separate thread for that. ;)
 

campeador

Reserve Team
I already told him "last year" that this is a briliant idea, in fact, i think fifa 15 have some randomized sliders especially when CPU need to recover one or more goals.
 
So, got 30% of the base in today, but I still have yet to code enough to the point where I can perform a test to make sure everything is in order. That should be tomorrow. If it does work without a hitch, I think I'll attempt to add a feature or two that was not present in the FIFA 14 versions. More on this tomorrow and Sunday.
 
Testing out the base now and no problems, just needs some tweaking. :D I'll try it out with the vanilla database next. Might even make a video. :)
 
Release 1

An update on the state of things:

Since EA decided to give the exe an update, I've spent today converting the script and have just finished. In addition, I've added one feature:

Team tactic randomization!

I've randomized the team tactics table you'll find in the pause menu --> team management menu and the results are truly astonishing. It's hard to predict what will happen next. All this is being tested on the default gameplay base and you'll definitely notice changes, you have my word for that. For anyone who would like a try, keep in mind that this is an alpha which needs a lot of feedback to be a polished product, although it is no too shabby in its current state. Report all problems you have right here in this thread and I'll do my best to help you.

Key points:
• You need cheat engine!
• Pass error might be too high for the user or the AI; leave a comment and I'll try to find a better range for you until I have the time to try to create a user interface.
• If it is too fast, set the game speed to slow and tell me how it plays out.
• If it is too slow, let me know and I'll add to the speed range.
• Any Cheat Engine LUA errors and the like can be reported here.
• You can test out the script by checking the slider menu in "Game settings"
and also under the custom tactic menu in "Team Management".
• LUA errors may be present! If an overflow occurs, let me know what the error is and use the Task Manager to close Cheat Engine, or type "closeCE()" in the LUA engine text box and hit enter.


Keep those points in mind and here's the link to what I have currently.

Here's the link (Script is compatible with all other mods, except other Cheat Engine scripts):
// Version 1.0a

If you have CE, just double click the trainer's icon after downloading, boot up the game, and the script will automatically start running once you start a match. You should also see the values in the table's address list change in realtime.

Have fun and don't forget to fill me in on your experience, good or bad.
Oh, and check the first post for exactly what I've changed if you are curious -- there will be a FAQ-thingy ;).

EDIT: Removed link to make a quick fix.
EDIT 2: New link. Let me know if there are still any addresses that have "??" as a value.
 


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