Animation Patch: Seushiro Elite V April 10, 2024 updates released

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Re: Dribble Animation Updates

Postby Seushiro on Mon Feb 29, 2016 1:17 am

Wow the injury severity is high that injury at 98 would make a player gone for... 3 months? With 0 Durability too you might miss your entire association with your star player and be out for most of the My Career. With contact shot success at 0 I'm amazed you said that and 1 still happens O_O.

Sure let me incorporate some of the data from your slider into a tunedata for association and see how this goes. (Y)

Some of these I find really extreme but if gameplay is close to what a simulated game should be then lets see.

Anyone else wanna be testers? Attached the file below:


Just go place in NBA 2k14 directory. In game go to gameplay and game sliders, set Gamestyle to default. It will automatically give all the values from above. For My Career just go to settings inside my Career then set gameplay to default.

I still left my old settings in the tune data just set to casual if you want to revert.


Edit: Forgot tendencies updated new file.
EDit 2: lol LeBron and Kyrie fouled out on third quarter with 2:26 to go. I know I drive aggressively but they don't usually foul me on the shot if I lose this now then I suck ahaha. Lots of rebounds happening and free throws that is realistic (Y) kinda high 110 - 104 even with all that next update in a bit (Westbrook 47, Durant 12) Need to give some + on the users Fatigue kinda unfair my whole stamina is drained but since HoF CPU still has a lot except for the centers.
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Re: Dribble Animation Updates

Postby truefaith0826 on Mon Feb 29, 2016 2:38 am

Hahaha..yeah man..forgive my sliders bro..have not tested or give much attention on sim and association..Forgot to mention that sliders were derived on gameplay and not on simming..Just like with injury severity, I wanted to see it on gameplay but still surprised that it rarely happens.

IMO, if you wanted to sim a game, season or association, one should have a different set of sliders since actual gameplay has its own bugs.
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Re: Dribble Animation Updates

Postby Seushiro on Mon Feb 29, 2016 2:44 am

No what I meant by sim is I am not simulating the game by skipping it or by doing CPU vs CPU. I play as the sim by acting like how the real team would. But I like the rebounds on this one I will definitely keep your tendencies and scoring attributes. It was a close battle on the first 3 quarters but now I seem to be cruising as I'm bout to finish the game but I like what you shared man thanks. Will definitely try this again tomorrow to check out more stuff to keep :bowdown2: (Y) (Y) (Y)
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Re: Dribble Animation Updates

Postby Gerard88888 on Mon Feb 29, 2016 10:00 pm

sir is the links the same on the Dribbling Update Anims.zip?
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Re: Dribble Animation Updates

Postby Seushir0 on Mon Feb 29, 2016 11:32 pm

Gerard88888 wrote:sir is the links the same on the Dribbling Update Anims.zip?


Yes the same. The latest zip has all the files compressed.
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Re: Dribble Animation Updates

Postby vamegane on Tue Mar 01, 2016 12:20 am

which it is the most real shot Stephen Curry?
shooting form ?
shot base ?
fadeaway ?
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Re: Dribble Animation Updates

Postby Seushir0 on Tue Mar 01, 2016 12:37 am

which it is the most real shot Stephen Curry?
For me:
shooting form ?
-It is release L. James (Simply because it is the only release which does a quick shot and a Lean or Maintain hand)
other releases that are good are C. Billups, D. Gallinari and the modded K. Durant I put it in

shot base ?
- Base K. Martin (Curry gets his shot power from the hips and thus his form and his sideward hop)

fadeaway ?
- I prefer S Grounded or J Lean (Curry does not get much air on his fade aways/ actually rare for fade aways cause he uses the step back instep of fading away)
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Re: Additional Animation Updates

Postby Seushiro on Tue Mar 01, 2016 2:58 am

Latest Version is out:
whats new in this version?
- Fixed the over speeding Cross dribbles used by Paul George and the like
- Increased speed of in-out dribbles as suggested
- increased handle speed for smoother transitions (although it looks so good CPU will still guard you since they can read ahead. But against a friend you may confuse them easily now as the transitions have little gap towards the next move)

Once again thanks to adiknbafan for his suggestions on the to be default sliders for NBA like gameplay after playing more of his sliders i just had a few little tweaks and basically left his intact. Even for the Curry shooting mod I tested at Layup success 68 so it can still be used at an NBA simulated gameplay. (Y)
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Re: Additional Animation Updates

Postby Culture Games on Tue Mar 01, 2016 7:18 am

A bit confused, why would Lay Up sliders affect 3 point shots?
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Re: Additional Animation Updates

Postby Seushiro on Tue Mar 01, 2016 9:53 am

I edited the base of the shot to be identified as a layup since it works even past the 3 pt line and can go in based on the layup success slider. Unlike leaving it as a regular jumpshot even at 100 full 3pt success you will not get that extra long range 3 like what curry does on an almost regular basis right now in real life. He is basically even greater than his video game version right now.
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Re: Additional Animation Updates

Postby Kid 2K on Tue Mar 01, 2016 10:15 am

GREAT WORK MAN!
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Re: Additional Animation Updates

Postby Brian White on Tue Mar 01, 2016 11:14 am

Great addition :applaud:
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Re: Additional Animation Updates

Postby truefaith0826 on Tue Mar 01, 2016 4:04 pm

SUPERB work again with this update Seushiro, thank you for considering my request. :applaud: :applaud: :applaud:

I'm glad you liked the sliders man, just like with you and other modders, it's a result of thousands of hours testing the game until it gave the most realistic results. I had to tweak though as well Player tendencies, sig skills and attributes.

But one of the best plays I hope you'd experience with those sliders is when an offensive player drives, jumps but passes the ball out, the defensive player helping, usually the center or forward, will do this TAKE CHARGE animation (standing like a statue) and try to take a charge on the offensive the player that will land to him, THE REF WILL CALL AN OFFENSIVE FOUL. I would say 90% the ref will call a blocking foul, 5% NO CALL, 5% CHARGING FOUL.

Which brings me to my next observation on that animation, and hopefully part of the nba_animations you look into, I noticed that when the animation of the defensive player's stance does not move a charging foul is called. I think there could be some improvement with gameplay if we can only lengthen the time the CPU will do the NO CHARGE stance. Just like when a human player on defense presses the Circle button at the right moment and length of time, different take charge animation happens.

Again, it's only a theory, I don't even know if that makes sense. :cheeky:

I'll detail to you in the future other take charge animation you might experience with those sliders. I was stupid enough to delete all those saved replays and videos that I have before with those animation, probably due to frustration cause no matter what tweak I do with sliders and player tendencies, success rate is probably at 20% only. But I will definitely start collecting again just in case there will be some positive input about this. I also attached one replay file I have on my archive if that helps.,
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Re: Additional Animation Updates

Postby Seushiro on Wed Mar 02, 2016 12:56 am

adiknbafan wrote:I'm glad you liked the sliders man, just like with you and other modders, it's a result of thousands of hours testing the game until it gave the most realistic results. I had to tweak though as well Player tendencies, sig skills and attributes.

But one of the best plays I hope you'd experience with those sliders is when an offensive player drives, jumps but passes the ball out, the defensive player helping, usually the center or forward, will do this TAKE CHARGE animation (standing like a statue) and try to take a charge on the offensive the player that will land to him, THE REF WILL CALL AN OFFENSIVE FOUL. I would say 90% the ref will call a blocking foul, 5% NO CALL, 5% CHARGING FOUL.

Which brings me to my next observation on that animation, and hopefully part of the nba_animations you look into, I noticed that when the animation of the defensive player's stance does not move a charging foul is called. I think there could be some improvement with gameplay if we can only lengthen the time the CPU will do the NO CHARGE stance. Just like when a human player on defense presses the Circle button at the right moment and length of time, different take charge animation happens.


Let me see if it is also a scenario type of animation.

------------------------------------------------------------------------------------------------
Just noticed this now as I don't usually try to draw a charge and usually go for steals, collide with the defender, or wait for moment to block. With the Win scenario changed in the drives we see a bump motion but not the collision where you are tied up to the defender while dribbling. As you know with the Drive Mod you can blow by defenders and if you lose you still get the win animation to play of you being pushed back a bit, but can move again for a continue or whatever you want. here is the new catch.... with that little bump you can go for a force charge on your aggressive opponent.

Here with me on Lillard. I will time my collision with the CPU so we get that little bump animation to play. When that split second animation plays I will immediately hold my set button as I know the drive animation will be fast and he cannot change direction but go towards me again... this time for the charge!

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Now we can force charges on aggressive opponents if timed right and make the CPU play it safe or go for the posts. I think this was made possible with the default tunedata.iff which had 100 charge on. Before I would always try to draw a charge but since CPU moves slow they will just pass by you while you look dumb. Now it is up to how fast you can reach in pressing the button. (Y)
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Re: Additional Animation Updates

Postby bigh0rt on Wed Mar 02, 2016 1:00 am

Was that actually called a charge, or was it called a block like the game seems to love doing??
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Re: Additional Animation Updates

Postby Seushiro on Wed Mar 02, 2016 1:27 am

It was a charge I was set before he bumped me :) I will replicate it and save the animated gif until inbound so you can see i got the charge.

For now here is another one this time while trying to replicate I was not set and this is normal to the game nothing to do with the Drive mod just sliders. But during the animation in which we collided I pressed the set key and he launched me away lol. Look At Ref signaling the charge

Me as Tony Parker:
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and again I must be good O_O

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I guess sliders on charge do work at full.
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Gave up trying to replicate ahaha just remember the collisions as it is the sign to press the set/wall button. With my consistency in doing it I can do a good number of Lebron flop calls lol

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(Rodman with a fist pump passing by made me laugh)
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and pissed about this.... When you set and everything and they run by you (this even worse a butt-bump), but you get the blocking call... TSK!

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Re: Additional Animation Updates

Postby bigh0rt on Wed Mar 02, 2016 1:29 am

(Y) (Y) (Y)
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Re: Additional Animation Updates

Postby Medevenx on Wed Mar 02, 2016 1:33 am

Is it possible to remove the annoying walking while dribbling animations? (Pointing around, etc.) while you're bringing the ball up? Game doesn't feel intense because of this.
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Re: Additional Animation Updates

Postby Seushiro on Wed Mar 02, 2016 1:46 am

Medevenx wrote:Is it possible to remove the annoying walking while dribbling animations? (Pointing around, etc.) while you're bringing the ball up? Game doesn't feel intense because of this.


Can remove it and replace with the regular jog. Those animations all start with... ANM_2K14_DRIBBLE_JOG_AMBIENT_ with V01-V02. But how can you feel like a cool point guard setting up a play if we take this out?
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Re: Additional Animation Updates

Postby big-shot-ROB on Wed Mar 02, 2016 6:54 am

Okay so after an enough amount of games played with this mod I can give a quick review as a player who has been playing against Hall of Fame CPU in association trying to play "realistic" for more than 2 years.

+ Game feels more challenging, I'm not blowing the CPU by 30 every game.
+ CPU feels more unpredictable, maybe because they are faster, now I'm in full tension when I'm defending Durant or Westbrook.
+ Offense has been improved, as now you can make defenders pay by being out of position with the new "first step" speed.
+ I've noticed a huge less of cheesy offensive rebounds by the CPU, although that might be coincidence.
+ There are less of those stupid "miss shots" by your players. (ex: Aldridge being 2 feet from the rim and missing a WIDE OPEN JUMPSHOT / Open layups missed by your players when defenders do not play good defense or are out of position but they still get rewarded as good defense and you miss the easy layup.).


- Players move too fast. Both CPU and yours. CPU players are too fast. Really too fast. Your players are also too fast with that "first step speed". You can blow defenders by just using the TURBO. This causes also a really messy game.
- CPU makes too much of their shots. In all the games I've played, CPU has never gone under a 55% FG (CPU Shooting sliders set at 40/100), being the top game the Thunder shooting 72% FG.
- The SG of every team being the star instead of the real star scoring what he has to score hasn't still been fixed. In my Thunder game Waiters had 38 pts. while Westbrook and Durant had 18/16. LeBron had 15 pts but Shumpert had 43. Centers continue to be useless (they may grab a lot of reb. but they'll never score more than 13-15 pts).



Hope this helps (Y) I know some of these issues can't be fixed, but one thing can for sure be: lower the overall speed of everything, just a bit.

But great work regardless :applaud:
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Re: Additional Animation Updates

Postby Medevenx on Wed Mar 02, 2016 9:05 am

Seushiro wrote:Can remove it and replace with the regular jog. Those animations all start with... ANM_2K14_DRIBBLE_JOG_AMBIENT_ with V01-V02. But how can you feel like a cool point guard setting up a play if we take this out?


Maybe it's more of a personal thing. It's just that nobody in the NBA does that. Nobody goes pointing around while jogging and leaning back while dribbling.
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Re: Additional Animation Updates

Postby Kevin on Wed Mar 02, 2016 9:38 am

Pretty sure I've seen Irving and Parker do it [i]live.[i]
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Re: Additional Animation Updates

Postby Seushiro on Wed Mar 02, 2016 12:12 pm

Medevenx wrote:Maybe it's more of a personal thing. It's just that nobody in the NBA does that. Nobody goes pointing around while jogging and leaning back while dribbling.


No harm in trying. I will do tests and see how the transition of animations will be and will include these as a separate file on next update.

big-shot-ROB wrote:- Players move too fast. Both CPU and yours. CPU players are too fast. Really too fast. Your players are also too fast with that "first step speed". You can blow defenders by just using the TURBO. This causes also a really messy game.


I will assume that this is already based on the recent patch with a lot of reduced speeds. I will tweak speeds lower just by a tad bit since I already changed the win animation scenario and we can do blowbys at a really good rate.

big-shot-ROB wrote:- CPU makes too much of their shots. In all the games I've played, CPU has never gone under a 55% FG (CPU Shooting sliders set at 40/100), being the top game the Thunder shooting 72% FG.


Any suggestions on which CPU offensive sliders to decrease let me know. I think they already have a lot of misses from the outside but yes midrange game is consistent in going in as well as long 3s with defenders on them which USERS can't have luck on with the current sliders.

- The SG of every team being the star instead of the real star scoring what he has to score hasn't still been fixed. In my Thunder game Waiters had 38 pts. while Westbrook and Durant had 18/16. LeBron had 15 pts but Shumpert had 43. Centers continue to be useless (they may grab a lot of reb. but they'll never score more than 13-15 pts).[/quote]

I wish I had this problem cause CPU or USER my Dion Waiters sucks (which is how he pretty much is right now). I think with the roster and sliders I'm using I'm not getting this kind of issues. I'm thinking of increasing the look for post players sliders to make the Centers and Power forwards do more work and finish a bit more of time.

all-in-all I still end with really high scoring games even with the downed sliders now. I think I get my score back fast and with the new Mod the CPU also gets a scoreback faster. HoF settings just really adds a plus to CPU attributes and not just a better AI so Users should really not have the same stats as CPU for sliders. You are right as well with the CPU having good% while me as a USER without the drive mod I barely get good open shots that go in. I highly agree in still lowering the sliders more.

Thanks for the feedback big-shot-ROB these will all be taken into consideration. (Y)
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Re: Additional Animation Updates

Postby dare on Wed Mar 02, 2016 12:20 pm

I don't know if its a bug or what, just wanted to show you this. Might be on the signature shot.

Release: Quick
SF: Gallinari
SB: Kevin Martin

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Re: Additional Animation Updates

Postby Seushiro on Wed Mar 02, 2016 12:28 pm

dare wrote:I don't know if its a bug or what, just wanted to show you this. Might be on the signature shot.

Release: Quick
SF: Gallinari
SB: Kevin Martin

[ Image ]


That is intentional as mentioned previously if not using Curry and going against CPU then use the Non Curry 40ft shoot mod as I modified the K.Martin Base to a layup logic.

Only use this the 40ft mod if you are gonna be using curry or any player with the K.martin / jumpshot 26 on your team. Even when you are controlling curry he has no early release animation or late release animation thus that little glitch.
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