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Small Fielded Games

TERAS;3519365 said:
you can not say about when it release?

Either today or the coming week. ~1-3 days depending on how long it takes to organize the rest of the files. There are 11 custom stadiums by Nyckz in this patch.
 
AndreaPirlo21;3519386 said:
Either today or the coming week. ~1-3 days depending on how long it takes to organize the rest of the files. There are 11 custom stadiums by Nyckz in this patch.

Plans for the coming versions (after the initial release) would be a complete overhaul of teams, 5v5 3v3, 2v2, and possibly 1v1. More graphics files will also be added.
 

bcvictory

Youth Team
AndreaPirlo21;3519535 said:
Does the table work for you now, bro?

Yeah bro. Works great :). The exe fixed it. Got a few questions for you.
1) Is it possible to fix the crossing bug?
2) When shooting for goal is the target size the same as a normal football goal, not futsal goal. Because 75% of the time go wide of the posts but really close. Do you get what I mean? Is that possible to fix or is it deliberate?
3) I think a good balance would be 6-7 goals a game for the gameplay (for 10-minute halves). That's what the average was for the last Futsal World Cup.

Can I test the new gameplay?
 

bcvictory

Youth Team
Yeh, look back at my post I just edited :)

Got a few questions for you.
1) Is it possible to fix the crossing bug?
2) When shooting for goal is the target size the same as a normal football goal, not futsal goal. Because 75% of the time go wide of the posts but really close. Do you get what I mean? Is that possible to fix or is it deliberate?
3) I think a good balance would be 6-7 goals a game for the gameplay (for 10-minute halves). That's what the average was for the last Futsal World Cup.

Can I test the new gameplay?
 
bcvictory;3519538 said:
Yeh, look back at my post I just edited :)

Got a few questions for you.
1) Is it possible to fix the crossing bug?
2) When shooting for goal is the target size the same as a normal football goal, not futsal goal. Because 75% of the time go wide of the posts but really close. Do you get what I mean? Is that possible to fix or is it deliberate?
3) I think a good balance would be 6-7 goals a game for the gameplay (for 10-minute halves). That's what the average was for the last Futsal World Cup.

Can I test the new gameplay?

1. Not at the moment. Might have to disable crosses because as I mentioned earlier, EA aims all crosses to the goalposts which are behind the stadium.
2. I don't think it can be fixed 100%. Finishing is higher in the new gameplay, but goals are still hard to score. The attacker's shot aiming area adjusts to goal size.
3. I'm getting 2-1 or 2-0 on 6 min halves. The problem is the overpowered goalkeepers and the bad shooting.

As a result, the gameplay is taking a step back to 65%. I have to solve the shooting problem before it can be tested.
 

bcvictory

Youth Team
AndreaPirlo21;3519539 said:
1. Not at the moment. Might have to disable crosses because as I mentioned earlier, EA aims all crosses to the goalposts which are behind the stadium.
2. I don't think it can be fixed 100%. Finishing is higher in the new gameplay, but goals are still hard to score. The attacker's shot aiming area adjusts to goal size.
3. I'm getting 2-1 or 2-0 on 6 min halves. The problem is the overpowered goalkeepers and the bad shooting.

As a result, the gameplay is taking a step back to 65%. I have to solve the shooting problem before it can be tested.

Disabling crosses would be good because I keep on hitting the button haha. Are the player attributes meant to be changed? Ramos is like 58 and most players have their overall -5/-10. Still willing to test whatever you have at the moment. I'm in Australia BTW so I have the full day to test atm.
 
bcvictory;3519540 said:
Disabling crosses would be good because I keep on hitting the button haha. Are the player attributes meant to be changed? Ramos is like 58 and most players have their overall -5/-10. Still willing to test whatever you have at the moment. I'm in Australia BTW so I have the full day to test atm.

Okay, I'll send you the beta gameplay. I haven't disabled crosses yet, though.
Player attributes are meant to be lowered. What you are seeing isn't a bug.
 

bcvictory

Youth Team
AndreaPirlo21;3519548 said:
Okay, I'll send you the beta gameplay. I haven't disabled crosses yet, though.
Player attributes are meant to be lowered. What you are seeing isn't a bug.

Oh okay... Thanks! Will try it now!
 

StraightFlushin

Club Supporter
Would playing with manual controls help solve some of these crossing/shooting issues? Maybe you could tweak some of the gameplay around that.
 
StraightFlushin;3519822 said:
Would playing with manual controls help solve some of these crossing/shooting issues? Maybe you could tweak some of the gameplay around that.

I think manual or semi would help.
 
Thinking of replacing generic players without individual skillmove routines with Ronaldo's because he performs the most skills... Here's the gist: I foud a .big called skillmoveai. This big holds .seq and .libfinal files for all generic players and a handful of special players: Ronaldo, Ribery, David Villa, Robinho, and Messi. I'm not sure if these are the animation files or sequences. The libfinal ones seem to contain skillmove routines. To experiment, I tried to replace the generic libfinal with Ronaldo's. Nothing changed. There are over 1000 .seq files for all the names mentioned, including generics. Also, Ronaldo has two sets: RonaldoStand and cronaldo. The ''RonaldoStand'' is the move we all saw in FIFA 12 in which he stands and does a combo. I hope to replace all generic .seq's with Ronaldo's just to see the result. Tell me what you think.

One more thing. While in memory view in CE and searching for cronaldo, I came upon this dynamic group of text: SMG_Dribble_CRonaldo_Cadence.group-180.blend Could this be an animation file for Ronaldo's dribbling? It seems to be in blender format. Furthermore, it is hidden when viewed with a regular hex editor, but not in CE. The black color showed it to be dynamic, so it won't remain in the same area upon restarting FIFA. The problem is, how can you extract it? I don't think it's possible.
 

fifayoun

Youth Team
AndreaPirlo21;3519838 said:
Thinking of replacing generic players without individual skillmove routines with Ronaldo's because he performs the most skills... Here's the gist: I foud a .big called skillmoveai. This big holds .seq and .libfinal files for all generic players and a handful of special players: Ronaldo, Ribery, David Villa, Robinho, and Messi. I'm not sure if these are the animation files or sequences. The libfinal ones seem to contain skillmove routines. To experiment, I tried to replace the generic libfinal with Ronaldo's. Nothing changed. There are over 1000 .seq files for all the names mentioned, including generics. Also, Ronaldo has two sets: RonaldoStand and cronaldo. The ''RonaldoStand'' is the move we all saw in FIFA 12 in which he stands and does a combo. I hope to replace all generic .seq's with Ronaldo's just to see the result. Tell me what you think.

You should try that, I think that it will work, I always thought that those are the skillmoves.
But there's one thing, the files are the same as the ones in FIFA Street, FIFA 12 and 11, so maybe they are the old moves or they don't even work.
 


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