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

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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Cpt(K) on Mon Oct 27, 2014 4:49 am

Lookin' good, I'll try it out right away. (Y)

EDIT: Played around with it, I like it! :D

I'll try to post a quick gameplay video.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Extremity on Mon Oct 27, 2014 9:30 pm

I hope you can make a version of this with an inbound alley-oop play, even for just the halfcourt set. Thanks for this sir! :lol: :applaud:
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Mon Oct 27, 2014 11:01 pm

Extremity wrote:I hope you can make a version of this with an inbound alley-oop play, even for just the halfcourt set. Thanks for this sir! :lol: :applaud:



Sorry dude. Not interested in adding that.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Thu Oct 30, 2014 8:03 am

Can you add some of the fss scorer lay ups to the the regular dunk package. Like the scorer fss euro step lay up. The fss reverse lay up from 07 would be nice too. Nd one handed fss finger roll where the player goes off the glass etc. I just think players who aren't fss should be able to do these moves too.

Ex: Rondo is not a scorer but he is just as much capable of doing a behind the back layup nd fancy reverse lay up as Kevin Durant.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Thu Oct 30, 2014 9:43 am

atlwarrior wrote:Can you add some of the fss scorer lay ups to the the regular dunk package. Like the scorer fss euro step lay up. The fss reverse lay up from 07 would be nice too. Nd one handed fss finger roll where the player goes off the glass etc. I just think players who aren't fss should be able to do these moves too.

Ex: Rondo is not a scorer but he is just as much capable of doing a behind the back layup nd fancy reverse lay up as Kevin Durant.


I agree with the reverse layup. I actually was meaning to change it, but i forgot lol. I can do that and the finger roll.

As far as the euro step layup I think I know what you're talking about and i'm not a big fan of the animation. If you can post a small vid to confirm were talking about the same thing.

Im not totally satisfied with the assignment file but I'd like to see more passes. Any suggestions?

BTW thx for the feedback guys.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Thu Oct 30, 2014 2:48 pm

BAYAG wrote:I agree with the reverse layup. I actually was meaning to change it, but i forgot lol. I can do that and the finger roll.

As far as the euro step layup I think I know what you're talking about and i'm not a big fan of the animation. If you can post a small vid to confirm were talking about the same thing.

Im not totally satisfied with the assignment file but I'd like to see more passes. Any suggestions?

BTW thx for the feedback guys.


phpBB [video]
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby mervie16 on Thu Oct 30, 2014 9:46 pm

The alley-oop inbound play could come in handy specially at crunch time.
Hmm I agree with warrior, reverse lay ups should be good (Y)
anywayas, fantastic work sir :applaud: :bowdown:
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Thu Oct 30, 2014 11:56 pm

atlwarrior wrote:
phpBB [video]



ATL, your vid is set to private. I cant view it. (Y)
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Thu Oct 30, 2014 11:58 pm

mervie16 wrote:The alley-oop inbound play could come in handy specially at crunch time.


It could come in handy ,but It can also occur 10x a game which is why i'm hesitant to put it in.
You can't predict when the alley oop is gonna be used. Alley oop inbound pass can occur any point in the game.

Let me figure out if it's even possible. (Y)
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Fri Oct 31, 2014 12:00 am

:lol: i forgot to publish it. you should be good now
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Fri Oct 31, 2014 12:02 am

btw i found a bug where when pressing the crossover button the player will constantly spin. I think i fixed the issue. I'll release the fix on next release
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Fri Oct 31, 2014 12:04 am

atlwarrior wrote::lol: i forgot to publish it. you should be good now


yep its exactly the anim i was thinking about. I like the euro step part but the ending anim looks funny to me.

I'll add that too. do you happen to know the layup anim name?
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Fri Oct 31, 2014 12:10 am

unfortunately i don't but it's in the nba action 15 dunk.act. The one that says aiact.viv(orig)

damn thats a bug? lol ... But yeah why'd you get rid of the jab step nd the in nd out crossover. Those moves were very useful for pull up jumpers

edit: i think the jabstep nd in nd out crossover were in your 5.2 release
Last edited by atlwarrior on Fri Oct 31, 2014 12:16 am, edited 1 time in total.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Fri Oct 31, 2014 12:16 am

jab step was causing problems. The anim would turn to the side causing the player to jab step at an angle

i moved it to occur when performing the standing crossovers.

lol yah its a bug, not a regular spin but the anim would look like it got stuck.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Fri Oct 31, 2014 10:06 am

atlwarrior wrote:unfortunately i don't but it's in the nba action 15 dunk.act. The one that says aiact.viv(orig)

damn thats a bug? lol ... But yeah why'd you get rid of the jab step nd the in nd out crossover. Those moves were very useful for pull up jumpers

edit: i think the jabstep nd in nd out crossover were in your 5.2 release


phpBB [video]


I re added the right crossover and modified the 3pt layup to become a euro step floater.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby S_Brat on Fri Oct 31, 2014 11:24 am

improvements look great im going to try it
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Fri Oct 31, 2014 1:53 pm

My mistake I meant to say the dribbling from your 5.3 release. I actually still use that one.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Extremity on Fri Oct 31, 2014 6:02 pm

BAYAG wrote:
mervie16 wrote:The alley-oop inbound play could come in handy specially at crunch time.


It could come in handy ,but It can also occur 10x a game which is why i'm hesitant to put it in.
You can't predict when the alley oop is gonna be used. Alley oop inbound pass can occur any point in the game.

Let me figure out if it's even possible. (Y)




Please doooooo. :bowdown: :bowdown2:
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Cpt(K) on Mon Nov 03, 2014 8:13 am

phpBB [video]

phpBB [video]

phpBB [video]

phpBB [video]

phpBB [video]

Here are some short clips. I always use CPU controlled shots, difficulty is usually either Starter or All-Star using my own sliders.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Mon Nov 03, 2014 5:06 pm

Sliders I use for Superstar 5.6 with ranalog.act from 5.4

Brace yourselves its alot of stuff but worth it (Y)

Use Nba live 08 editor's global editing feature to decrease all players steals by -50 then add +15 to each teams top ball theives

Optional: Fg and 3pt -20 pg's, sg's, sf's/ pf's, c's -20 3pt (helps get more realistic fg perecentages)

Optional #2 : decrease all jump ratings by 35 except the top 3 to 4 leapers on each team (some teams will have more or less leapers than the given amount) (limits the amount of attacks to the basket for user and cpu)

Level: Superstar

Camera: Broadcast (zoom off)

Shot Control: User
Fatigue Effect: Normal

Game Speed: 20(12 mins)-25(10 Mins)-30(8 mins) (Game needs to be slowed down)
Free Throw Difficulty: 100 (Ft's are so easy in this game)
Boundary Force Field: 75
Injury Frequency: 50
Charge/Block Foul Frequency: 60
Shooting Foul Frequency: 100
Reach-in Foul Frequency: 60
In-air Collision Foul Frequency: 100

USER:

User Steal Ability: 0
User Interception Ability: 0
User Shot Block Ability: 25
User Dunk/Lay-up Block Ability: 100
User Freestyle Effectiveness: 50 (had to increase to make up for lower game speed)
User Dunk vs. Lay-up Frequency: 50
User Substitution Frequency: 50
User On-ball Defense Assist: 25
User Offensive Rebounding: 0
User Defensive Rebounding: 100
User Fakeout Discipline: 10
User Short Range Shooting: 35
User Medium Range Shooting: 60
User Long Range Shooting: 65
User Dunk Percentage: 50
User Lay-up Percentage: 65
User Adjusted Shot Percentage: 40
User On-ball Physical Defense: 75
User Poor Release Shot Percent: 25 (40 for those who use cpu shot control)
User Double-team Effectiveness: 0
User Pro Hop Effectiveness: 25
User Drop Step Effectiveness: 25

CPU:

CPU Steal Ability: 100
CPU Interception Ability: 50
CPU Shot Block Ability: 50
CPU Dunk/Lay-up Block Ability: 100
CPU Freestyle Effectiveness: 50
CPU Dunk Frequency: 80 (I decreased just about every players jump rating by 35 so don't worry you won't see too many dunks)
CPU Substitution Frequency: 50
CPU Offensive Rebounding: 100
CPU Defensive Rebounding: 100
CPU Fakeout Discipline: 25
CPU Short Range Shooting: 35
CPU Medium Range Shooting: 60
CPU Long Range Shooting: 65
CPU Dunk Percentage: 65
CPU Lay-up Percentage: 50
CPU Adjusted Shot Percentage: 40
CPU Adjusted Shot Frequency: 15
CPU On-ball Physical Defense: 75
CPU Poor Release Shot Percent: 40
CPU Double-team Effectiveness: 50
CPU Pro Hop Effectiveness: 100
CPU Drop Step Effectiveness: 100

Edit: I have a second slider set for those who struggle with the shooting. lol
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby BAYAG on Tue Nov 04, 2014 2:11 am

cool vid and sliders (Y)

I'm actually pretty satisfied with the aiact as it stands now. I'm going to release a 5.7 soon which adds a few things. Honestly, I dont even really play the game,but I finally played a whole 4 quarters yesterday. I'm not sure if there's anymore i could modify. I finally feel comfortable with the dribbling anim.

5.7 ADDITIONS:
- modified tiger assignment file to add more passing.
- 07 behind backboard layup and euro layup. per atl's request
- the inbound alley oop probably wont make it. the anim isnt doing what I want it to do.
- added a few more driving layups for small players while pressing the shoot button.
- new backdown turn anim. looks cool.
- a few prohop to layup anims.
known issues:
-the anim where the player jumps and travels bug. dont know the cause, but it doesnt happen often. I think you guys can live with it.
- there a weird bug where the player spins all crazy.

Other than that i think im done. any more requests? other than creating sigshots for other players. I still have to help devilish with those.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Cpt(K) on Tue Nov 04, 2014 6:56 am

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.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby atlwarrior on Tue Nov 04, 2014 8:43 am

Ratings have nothing to do with release timing especially since each player has a sigshot. Nd since I jumped the fg's nd 3pt to 60 nd 65, shooting should not be too difficult. I think it's because you are using CPU shot control on 25. That's obviously going to make shooting difficult. Bump it to 40 if you're going to use CPU control. I should've put that in my description.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby Cpt(K) on Tue Nov 04, 2014 8:58 am

Ah sorry, that was mainly directed towards BAYAG but you cleared some things up. I'm gonna try your sliders soon, I was just curious if CPU-controlled shots could be sped up. It's not a glaring problem or anything,it's perfectly playable.
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Re: SUPERSTAR '08 AIACT 5.6, 10.26.14

Postby mervie16 on Tue Nov 04, 2014 11:48 am

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]
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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.

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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.

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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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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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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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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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