SUPERSTAR '08 AIACT 6.5,released 4/3/18

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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Tue Nov 04, 2014 1:00 pm

mervie16 wrote:
BAYAG wrote:cool vid and sliders (Y)
- the inbound alley oop probably wont make it. the anim isnt doing what I want it to do.


ohh, well it's okay the aiacts are already good as they are.
I just want to ask, can you make a 270 lay up?
phpBB [video]


or a half spin lay-up?
phpBB [video]


Sorry man. i just cant make a layup..

Only thing i can do is combine different anims. There's no files available to do that.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby mervie16 on Wed Nov 05, 2014 12:48 am

sad to hear that man...
Anyways, this aiact you've done is really cool.
I can't think of any more suggestions to this (Y)
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Cpt(K) on Wed Nov 05, 2014 11:39 am

I totally think the next NLSC member who goes to 2k or Live tours should ask if they can release the source for their ancient titles . . . looking at games of old, for example TES IV Oblivion has support for a wide array of modding including heavy script sensitive material . . . not to mention bouncy skeletons. :lol:
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Fri Nov 07, 2014 1:11 am

Cpt(K) wrote:Well, I think it's pretty good too. I have some questions though: I have to ask, are mid range post-up shots available (like 12 feet or more out)? I've tried to do some in-game but usually they perform a standard jumpshot or fadeaway. Scoring with guards is relatively balanced, but big-men with good shooting ratings (FG and 3PT) seem to be missing that mid-range game. Also, have you been able to determine if the timing for the CPU-controlled shots can be altered? I ask this because since I use the CPU to control all shots, I have to depend upon the player being open long enough to release before they are blocked.

Given sometimes they are contested very late and can still score, I just thought speeding it up a little bit or perhaps if possible dependent on the sigshot assigned (quick release for R.Allen/S.Curry and so on caliber jumpers, slower for other lesser shooters) or player rating (FG > 80 would mean a very quick release, FG < 60 would be slower and 70s neutral)? As I understand it there's a single time (probably almost 1 or 1.5 seconds in-game) assigned for each release. I think sometimes certain animations appear to have a longer wind-up, but that's probably due to the animation's length.



I guess the bigman midrange game depends if the player has a sigshot. I use the sigshots from kris's aiact. If the player has no sigshot assigned it defaults to whatever shot anim i have in place. i have post up hooks assigned from 3 to 12 feet max. 12 to 27 feet are a mix of jumpers. Can you clarify what you mean by post mid range shots? would you like to see some turn around jumpers?

as far as the speed of anims, I could never figure out how to change the speed, which sucks because it would cut down on the amount of blocks.

I added a few more cool looking pro hop to layup anims. ill post some vids later.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Fri Nov 07, 2014 2:50 am

Here's an interesting change I made. I got tired of not seeing certain players not bring the ball up the court. Then I realized the AI is only set up where the pg and sg brings the ball up the court so I put certain primary ball handlers at pg or sg and got amazing results. I put Harden at pg nd Beverley at sg, Wade at pg & Cole at SG, LeBron at pg nd Khiry at sg or the other way around, then finally Lance Stephenson at pg and Kemba Walker at SG or the other way around. Dnt edit their positions. Just move them to that spot on the lineup. You'll also see them rack up more assists.

Heres how each Lineup should look

Rockets
C-Howard
PF-Jones
SF-Ariza
SG-Beverley
PG-Harden

Heat
c-Bosh
pf-Williams
sf-Deng
sg-Cole
pg-Wade

Cavs
C-Varejao
PF-Love
SF-Marion or Waiters
SG-Kyrie or LBJ
PG-LBJ or Kyrie

Hornets
C-Big Al
PF-Marv Williams
SF-MKG
SG-Kemba Walker or Lance Stephenson
PG-Lance Stephenson or Kemba
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Cpt(K) on Fri Nov 07, 2014 5:14 pm

Yes, specifically I was referring to turn around jumpshots. Similar to - backdown - directional movement + shot button or layup/dunk button.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Fri Nov 07, 2014 9:31 pm

\
Cpt(K) wrote:Yes, specifically I was referring to turn around jumpshots. Similar to - backdown - directional movement + shot button or layup/dunk button.


the directional button fadeways are not working for some reason. I had to trade fadeaways for additional shot anims. another thing i found was that kris set the players sigshots to occur inside 12 feet. I'm actually in process of moving those shots back so the multiple inside shots i put in can appear. you can test this out by playing practice mode with a player without a sigshot or gtm.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Fri Nov 07, 2014 11:14 pm

The bigs not shooting midrange actually has more to do with the assignment.act. EA's default assignment.act is the only one that allows the bigs to shoot midrange nd three pointers. Kris nd pdubs are based off 07 which may be why the bigs don't shoot midrange nd 3's. So if you want to see more jumpers from the bigs use EA's assignment.act. The only downside is the gameplay won't be as good. The best solution would be to create an assignment.act based off 08's default one instead of 07's.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Sat Nov 08, 2014 8:39 am

New turning anim and Prohop from 15 ft.
phpBB [video]

phpBB [video]


Ginobili euro step , new bump collision and modified alley oop layup to regular layup.
phpBB [video]
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Manni Live on Sat Nov 08, 2014 10:28 am

Nice new anims you got there man,its really coming along nicely
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby crosskaiser on Sat Nov 08, 2014 7:07 pm

How can I have those character res. like those in a video.

I dunno if I'm on the right thread for this question.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Cpt(K) on Sun Nov 09, 2014 12:35 pm

That bump collision is pretty nice, perhaps the CPU won't be able to stick to the player anymore.
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby BAYAG on Sun Jan 04, 2015 2:40 pm

SUPERSTAR '08 AIACT 5.7, 1.3.15

new turning moves
new dribbling anims
new superstar shots
fixed the broken fadeaway and right/left jumper shots from last version.

phpBB [video]

phpBB [video]

phpBB [video]

phpBB [video]

phpBB [video]

phpBB [video]

phpBB [video]

phpBB [video]
Last edited by BAYAG on Sun Jan 04, 2015 3:22 pm, edited 5 times in total.
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby mervie16 on Sun Jan 04, 2015 2:56 pm

the last video is private??
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby BAYAG on Sun Jan 04, 2015 3:23 pm

mervie16 wrote:the last video is private??

no, you got here while the vids were still being uploaded. (Y)
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby Manni Live on Sun Jan 04, 2015 3:36 pm

Damn those are some sweet previews.I know this is a stretch but do you think you add Eurostep animations into your aiact?
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby BAYAG on Sun Jan 04, 2015 3:45 pm

theres actually 2 eurostep anim layups . (Y)

you'll see a big difference in the dribbling and shot types from 5.6. leave me some feedback..this is probably the last aiact.

also
leftstick tap = stepback fake
right stick tap = hop fake shot
upstick tap = prohop fake.

phpBB [video]
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby Manni Live on Sun Jan 04, 2015 6:02 pm

cant wait for the final release man :applaud:
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby BAYAG on Mon Jan 05, 2015 1:04 am

Manni wrote:cant wait for the final release man :applaud:


LOL i RELEASED IT.

SUPERSTAR '08 AIACT
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby Manni Live on Mon Jan 05, 2015 7:46 am

Awesome man ima give this a try
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby Dc311 on Mon Jan 05, 2015 11:46 am

Nice. :applaud: :applaud: :applaud: :applaud:
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby BAYAG on Tue Jan 06, 2015 8:25 am

I thought i was done smh.

look out for a version 5.8 . I need to change the shot distance for a couple shots. I also want to change a couple inside shots that get blocked all the time. Mainly that iverson runner. hopefully this week.
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This game's in the refrigerator: the door is closed, the lights are out, the eggs are cooling, the butter's getting hard, and the Jell-O's jigglin'!
 
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby Manni Live on Wed Jan 07, 2015 12:42 pm

I just finished trying out your aiact and i have to say its really decent :) i like it alot.I was just wondering if you could fix the delay time it takes after a player takes a shot.It seems that their reaction animation is a bit too long.
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Flickr Page https://www.flickr.com/photos/99620982@N03/


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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby BAYAG on Wed Jan 07, 2015 11:28 pm

Manni wrote:I just finished trying out your aiact and i have to say its really decent :) i like it alot.I was just wondering if you could fix the delay time it takes after a player takes a shot.It seems that their reaction animation is a bit too long.



thanks for the feedback manni.I assume you're talking about the pose animation i used from the 3pt contest? It mainly only occurs at 3 point shots.
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This game's in the refrigerator: the door is closed, the lights are out, the eggs are cooling, the butter's getting hard, and the Jell-O's jigglin'!
 
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Re: SUPERSTAR '08 AIACT 5.7, 1.3.15

Postby atlwarrior on Thu Jan 08, 2015 2:14 am

I agree with Manni. We should be given the ability to break out of those 3pt celebration animations or they should be scrapped altogether. It just sucks the celbrations aren't in there by default like 07. But this is the best aiact you've put out so far. I really like how you added layup anims to the shot controls. I would like to see more if possible.
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