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Real World 1997 version 2


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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Devil_Bingo" data-cite="Devil_Bingo" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>How's the mod coming along? Been super excited for this, need more mods for WMMA.</div></blockquote><p> </p><p> I was helping Suede with a few things for the mod and he's been quiet lately. I'm sure he's plugging away. This is the problem with announcing a project at all before it's finished; making these mods are extreme time-sponges and you get burned out pretty quickly from doing them. And in the meantime, people are expecting the thing and waiting as patiently as they can and you might not have been as far along as you thought you were when you announced the release date. And I can tell you from experience that making a mod takes FOREVER, because it never REALLY seems like it's ever REALLY finished. There's ALWAYS something that needs fixed or tweaked or improved. It's always SOMETHING. It becomes exhausting at times, not to mention overwhelming.</p><p> </p><p> Additionally, if you have absolutely anything at all going on "in real life" (a demanding job, social obligations, medical conditions, children, other passions, etc.) they all take away a significant amount of time you may otherwise spend on modding.</p><p> </p><p> Creating these things is no easy task, and I believe people think there's not much to it. I think a lot of people assume that creating a mod is nothing more than just assembling data together in a set location and that the game does most of the work in reading and executing that data. The problem is, that's not even remotely accurate. Like...not AT ALL.</p><p> </p><p> In short, I suppose it'll be done when it's done. Although, maybe Suede will have a different answer for you. I'm just trying to offer an honest answer based on the first-hand info I have. Take care.</p>
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  • 3 weeks later...
I think '97 is a bit too early for me. I started watching in 2010 for Chael so something like 2005-2006 would be perfect for me. Slightly before my time to give myself more time to deal with my favorite fighters but not so early my favorite fighters are years away from their debuts. Regardless this looks cool so I'll check it out anyways.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Suede" data-cite="Suede" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div><p> </p><p> Decisions to make</p><p> <strong>I’m tempted to set every fighter who is set to debut after Jan 1997 to have a potential of zero.</strong> Therefore it is calculated when they are generated. This means that every game will be different, and add some unpredictability which I think is a good thing. I don’t want to end up with George St Pierre dominating every save I have, sometimes it would be nice to see him end up as a journeyman.</p><p> </p><p> </p><p> </p></div></blockquote><p> </p><p> Just my opinion, it is worth what it is, but don't do that. I would not play that mod. While it might give more randomness, it will probably give too much randomness for a real word mod.</p><p> </p><p> Edit: Also, I know how much controversy this has sparked when there was all the TEW rule change debate, but if someone doesn't reply or in any way works on a mod for some time, it should probably be freeware at some point. Though it is not, so I don't know, realistically speaking, if you will ever be able to get the permissions you need for the release. Which is a shame, this is a great period to play.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels" data-cite="shawn michaels" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>Just my opinion, it is worth what it is, but don't do that. I would not play that mod. While it might give more randomness, it will probably give too much randomness for a real word mod.<p> </p><p> Edit: Also, I know how much controversy this has sparked when there was all the TEW rule change debate, but if someone doesn't reply or in any way works on a mod for some time, it should probably be freeware at some point. Though it is not, so I don't know, realistically speaking, if you will ever be able to get the permissions you need for the release. Which a shame, this is a great period to play.</p></div></blockquote><p> </p><p> You can change it in the editor anyway. I like to put all the potential to 100, just a gameplay preference.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="JGreyA" data-cite="JGreyA" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>I was helping Suede with a few things for the mod and he's been quiet lately. I'm sure he's plugging away. This is the problem with announcing a project at all before it's finished; making these mods are extreme time-sponges and you get burned out pretty quickly from doing them. And in the meantime, people are expecting the thing and waiting as patiently as they can and you might not have been as far along as you thought you were when you announced the release date. And I can tell you from experience that making a mod takes FOREVER, because it never REALLY seems like it's ever REALLY finished. There's ALWAYS something that needs fixed or tweaked or improved. It's always SOMETHING. It becomes exhausting at times, not to mention overwhelming.<p> </p><p> Additionally, if you have absolutely anything at all going on "in real life" (a demanding job, social obligations, medical conditions, children, other passions, etc.) they all take away a significant amount of time you may otherwise spend on modding.</p><p> </p><p> Creating these things is no easy task, and I believe people think there's not much to it. I think a lot of people assume that creating a mod is nothing more than just assembling data together in a set location and that the game does most of the work in reading and executing that data. The problem is, that's not even remotely accurate. Like...not AT ALL.</p><p> </p><p> In short, I suppose it'll be done when it's done. Although, maybe Suede will have a different answer for you. I'm just trying to offer an honest answer based on the first-hand info I have. Take care.</p></div></blockquote><p> </p><p> You're definitely right and life gets in the way. 2 kids, a new job and an addiction to NBA2k19 and Fallout 76 do take a lot of time away. But I am still doing it and have made a big jump forward.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels" data-cite="shawn michaels" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>Just my opinion, it is worth what it is, but don't do that. I would not play that mod. While it might give more randomness, it will probably give too much randomness for a real word mod.<p> </p><p> Edit: Also, I know how much controversy this has sparked when there was all the TEW rule change debate, but if someone doesn't reply or in any way works on a mod for some time, it should probably be freeware at some point. Though it is not, so I don't know, realistically speaking, if you will ever be able to get the permissions you need for the release. Which is a shame, this is a great period to play.</p></div></blockquote><p> </p><p> Tbh honest, a lot of fighters were already set to zero for potential already. So by setting the rest to zero it hasn't made a big difference in some of the playthroughs I've run. The big names all seem to be successful still but the level of success may change slightly. I do however respect your reasoning and if some thing crops up that means I have to change it then i will but so far it seems to have worked quite nicely.</p>
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<p>Update:</p><p> </p><p>

I am still plugging away at this. It has not stopped. To give you an idea of how different this MOD is to the original I will give you some data to highlight the changes. </p><p> </p><p>

In brackets is how many the original mod had, the next number in bold is how many the mod has now. </p><p> </p><p>

Achievements (132) <strong>207</strong></p><p>

Belts (6) <strong>11</strong></p><p>

Characters (2377) <strong>2563</strong></p><p>

Companies (20) <strong>47</strong></p><p>

Pre-Game Results (311) <strong>1457</strong></p><p>

Pre-Game Shows (50) <strong>216</strong></p><p>

Referees (21) <strong>136</strong></p><p>

Relationships (427) <strong>461</strong></p><p>

Tournament Wins (0) <strong>49</strong></p><p> </p><p>

I fully expect relationships and achievements to increase whereas characters probably not. </p><p> </p><p>

The last jobs I have to do are checking each character and some more company information. Once I like it and am satisfied I'll ask a couple people to test. I have checked all debuted characters, but there only about 430ish i think it's the other 2000 that takes the time. I will try to be more active on the board, as that is one failing I do have.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Suede" data-cite="Suede" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>Update:<p> </p><p> I am still plugging away at this. It has not stopped. To give you an idea of how different this MOD is to the original I will give you some data to highlight the changes. </p><p> </p><p> In brackets is how many the original mod had, the next number in bold is how many the mod has now. </p><p> </p><p> Achievements (132) <strong>207</strong></p><p> Belts (6) <strong>11</strong></p><p> Characters (2377) <strong>2563</strong></p><p> Companies (20) <strong>47</strong></p><p> Pre-Game Results (311) <strong>1457</strong></p><p> Pre-Game Shows (50) <strong>216</strong></p><p> Referees (21) <strong>136</strong></p><p> Relationships (427) <strong>461</strong></p><p> Tournament Wins (0) <strong>49</strong></p><p> </p><p> I fully expect relationships and achievements to increase whereas characters probably not. </p><p> </p><p> The last jobs I have to do are checking each character and some more company information. Once I like it and am satisfied I'll ask a couple people to test. I have checked all debuted characters, but there only about 430ish i think it's the other 2000 that takes the time. I will try to be more active on the board, as that is one failing I do have.</p></div></blockquote><p> </p><p> Absolute hero mate. We appreciate the work you're putting into this. Despite it's flaws I very much enjoyed the first release of this mod, super pumped for v2.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Ravo" data-cite="Ravo" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>Absolute hero mate. We appreciate the work you're putting into this. Despite it's flaws I very much enjoyed the first release of this mod, super pumped for v2.</div></blockquote><p> </p><p> What flaws did you think were there? That way I can check them out.</p>
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<p>Update.</p><p> </p><p>

I have added more achievements. </p><p> </p><p>

I am slowly getting through all the female fighters currently. They are nearly finished. Something I have noticed is that some companies don’t employ many fighters for some reason and I don’t really know what to do about that currently. Mainly in South America and Europe. I don’t particularly wish to remove them entirely incase people do want to use them, but I think I may have to. </p><p> </p><p>

I’ve also had some thoughts about a pic pack to go with it. I am not creating one, but I am thinking of adding a bolt on to someone else possibly. Again I haven’t got to far with that. But it’s something that can grow over time maybe.</p>

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<p>Some people might find it jarring, but honestly for mods like this, I prefer using renders and C-Verse conversion free pictures so as to make it clear who is a real fighter and who is generated, vs photos of real people.</p><p> </p><p>

Usually play with generated fighters on too with imported eras from the base DB, I feel it better simulates the fact that there were a ton of names lost to time in early MMA in the amature circuits, a lot of fighters who if they had won their first and only bout might have stayed around a lot longer and made a name for themselves or turned pro. You have to tool around with the settings a bunch though to prevent it from spamming dozens of fighters every month the first couple years though, or just resolve to only add them manually via the populate function.</p><p> </p><p>

The pipe dream would be for "local fighters" in the local shows to have a chance to create a generated fighter if the local wins, but that's neither here nor there for this discussion.</p>

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  • 4 weeks later...

I won't lie. I'm starting to get a bit bogged down. Checking each and every fighter is becoming mind numbing which is why I'm tempted to release it in its current state and continue to build it up over time. There are still some things to do before it releases as I want to build upon the narratives to reflect the rule changes and company changes over time.

 

In it's current state I have gone through all the female fighters one by one. All the male fighters who had already debuted plus about 15% of all the undebuted male fighters. I have some more company narrative to put in and research plus I'm also debating what I should do around the companies that closed down within a year or two. Should I leave the weights and rules as they are or should I fit them more in line with the other companies. It seems silly to me to have an openweight company in 2010 as I'm sure there weren't many promotions that did that by then (I could be wrong). I still think that 45 companies in the game is about 10 too many but who I should remove is always an issue I can't get my head around.

 

On the few tests I've run, there have been few shocks at fighters being too good etc so I am quietly confident on that. All except Jeremy Horn who seems amazing regardless. Also Erik Paulson seems amazing every single time.

 

But that's something I can look at further. I have also moved the timeline on wards a little. It now starts just after UFC 12 and March 1997. I did this mainly because I think this was a turning point in the history of MMA and how it developed overtime. It was the biggest company at the time trying to professionalize it self and get away from the openweight Vale Tudo roots.

 

There is only one issue I can't fix and that is the amount of non-fighters. The game adds in about 80 non fighters a month in to the game which I assume is to help balance it out. It isn't major in my opinion but I thought I should mention it.

 

Any thoughts would be welcome. If any one would like some details surrounding the tests then let me know and I will provide what I can.

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  • 3 months later...

<p>I'm thinking of releasing a beta version. Would people be interested in playing through it as it is to provide me with some feedback. </p><p> </p><p>

There is still work to do (plenty infact) but I feel that having people out there providing some feedback would give me the impetus to move on with it.</p>

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  • 2 weeks later...
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Suede" data-cite="Suede" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>I'm thinking of releasing a beta version. Would people be interested in playing through it as it is to provide me with some feedback. <p> </p><p> There is still work to do (plenty infact) but I feel that having people out there providing some feedback would give me the impetus to move on with it.</p></div></blockquote><p> I would love to try it out!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lukas_pelant" data-cite="lukas_pelant" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>I would love to try it out!</div></blockquote><p> </p><p> That's good to know. I've recently purchased a new laptop and I@m in the process of moving everything over to the new one. So give me a few days and I will look at uploading it. Want to check a few things first. </p><p> </p><p> I have actually got the temptation back to look at finishing it before I start on a completely new project (non WMMA5 related).</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Suede" data-cite="Suede" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45951" data-ipsquote-contentclass="forums_Topic"><div>That's good to know. I've recently purchased a new laptop and I@m in the process of moving everything over to the new one. So give me a few days and I will look at uploading it. Want to check a few things first. <p> </p><p> I have actually got the temptation back to look at finishing it before I start on a completely new project (non WMMA5 related).</p></div></blockquote><p> </p><p> Okay, I myself actually have a problem that would come in the way of this, but it should be resolved in a few days as well.</p>
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It didn't occur to me that you haven't released it yet (it's been 10 months :p). As a modder, I can only advise to release a beta as soon as it's playable. As yours seems to be mainly a stat mod, it can help other people identify potential mistakes that can potentially save you loads of time. I know for a fact that - even with the mass editor - it is a pain to go back to every profile to change one thing. I'm not talking about criticism concerning the stats. Just general stuff.

 

The database feature is also mostly modular, so it's easy to import companies and narratives.

 

Another hint I can give you is to use the Mod Maker + to check the curve on the different stats so the database is healthy.

 

I promise I'll take a look once you've posted it. :p

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  • 5 months later...

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