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[Hype] The YES! Mod - May 2013


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<p>I'm really looking forward to this mod. I recall that you helped me out in the rare instances of me posting threads on this forum so I can't wait to see what you offer with a mod. Thank you!</p><p> </p><p>

Also if you ever need any testers when the time is right please feel free to PM me. I would be more happy to do it and would try to be detailed as possible.</p>

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Was hoping to hit 700 workers this weekend and fell just short. But I'm getting close. I will update the front page with new the info once I'm there.

 

I did add in Tokyo Joshi Pro. And I will be adding minis.

 

I'm really looking forward to this mod. I recall that you helped me out in the rare instances of me posting threads on this forum so I can't wait to see what you offer with a mod. Thank you!

 

Also if you ever need any testers when the time is right please feel free to PM me. I would be more happy to do it and would try to be detailed as possible.

 

Glad I could help you out, and even glad-er you are looking forward to this. I appreciate the offer and will definitely be looking for help testing it down the road. I have actually started toying with the idea of creating a few Google docs sheets that I can share where people can add in things they see wrong, errors, what they would like added, etc. Seems like it might be a slick way to do it.

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  • 4 weeks later...

Managed to hit 800 workers, so I figured I would mark another milestone with an update post. I updated the progress post on the first page, although I didn't start up a save to check and update the Top 25 (actually 45) workers. It may have changed slightly.

 

My focus has been on active wrestlers. A few yet-to-debut workers do sneak in there, and I have added some non-wrestlers (refs, broadcasters), some road agents, and a few legends. Its tempting to do more of those, but adding active workers who are working for at least one company fills in the game world more and that's been the intent for awhile. My "who to add" technique has evolved slightly. I went from doing it pretty randomly to focusing on specific game areas, then specific companies (not to the point of completing the roster but filling it in more). And lately, I've just been grabbing a section of the tracking spreadsheet, adding 5-10 wrestlers that are listed in a row alphabetically and then converting them over. End up with a variety of talent going in.

 

It sound weird, but an area that is lacking in the mod currently is lower level workers. The types who are mostly Es and Ds. Not the most exciting to add, but a mod needs them. I don't intend to do skill scaling to the degree that some modders do, but I do definitely intend to do some analysis of skill averages and compare that to the Cvere and Tverse. Its tempting to do that already but I know things would skew high because I've been adding in the higher level workers.

 

I do have a question I will throw at you folks soon as there is something else I would like some opinions on.

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Question

 

Question #3 - Ownership of Attack Pro Wrestling

 

So Attack Pro Wrestling is one of many British companies in the data. In a sense, there is probably too many but there is a lot of young talent so it provides a lot of places for them to work. I'm sure that a few will fail in most saves. Attack has never been all that big, at least from what I understand, but it provides a slightly different product that most BritWres companies.

 

The concern I have is the ownership. Attack was founded in 2011 by Pete Dunne and Jim Lee (ring announcer). Lee left in 2012 and the company is "run by a regularly-changing collective of British Wrestlers", which currently is comprised of Dunne, Mark Andrews, and Chris Brookes. Companies with a group of owners are always a bit dicey to pick out who to be singular owner in TEW terms. Dunne would make the most sense to me, but that creates a problem. As long as Attack is active, he won't take a Written deal elsewhere which means he can't be put into an NXT-UK type situation, making it impossible to replicate what actually happened. Dunne is a popular talent that I'm sure a lot of folks would like to use in some direct way, but him owning Attack in TEW would limit that a bit. Still having Lee as the owner solves that, but feels... as inaccurate as it would be.

 

Another option, which I hadn't really considered, would be emulate what a few mods have done and represent the collective as a single worker. Name them something like "Attack Ownership Group", give them some funny pic, and no skills except ownership. I was trying to avoid that, but it might be the best option.

 

So... thoughts?

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As I read through it, I thought about a faceless owner, so I do think your idea for a group would be a good idea. Like you said, not ideal, but I think it's a good option. Would just have to add a note saying if ATTACK ever closes or something, have users set him to retired or something like that.

 

I think Lee being the owner is a good one as well. Again, not ideal, but he's still involved with ATTACK (I think anyways), so I wouldn't put it out of the realm of possibility. As long as its in-house it's fine and I don't imagine many would be too broken up about not being able to sign Lee exclusively.

 

Neither response is really a definitive answer haha, but I don't think you could go wrong with either one. Sacrificing a bit of realism for playability shouldn't harm anything in the long run.

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As I read through it, I thought about a faceless owner, so I do think your idea for a group would be a good idea. Like you said, not ideal, but I think it's a good option. Would just have to add a note saying if ATTACK ever closes or something, have users set him to retired or something like that.

 

I think Lee being the owner is a good one as well. Again, not ideal, but he's still involved with ATTACK (I think anyways), so I wouldn't put it out of the realm of possibility. As long as its in-house it's fine and I don't imagine many would be too broken up about not being able to sign Lee exclusively.

 

Neither response is really a definitive answer haha, but I don't think you could go wrong with either one. Sacrificing a bit of realism for playability shouldn't harm anything in the long run.

 

Thanks for the reply. I'm thinking I will try to see what information I can find for Lee as that might dictate whether he's included or not at all. But I'm kinda leaning toward having it be him, with the "consortium" as a backup plan.

 

As for the bolded, that's pretty much the approach I'm taking with the mod as a whole. Playability is what I'm aiming for more than anything else.

 

Another ownership situation I'm mulling is that of Jersey Championship Wrestling. Big thank you to Mammoth for helping to make sense of a messy situation. I have JCW in the data because they were bought in 2015 and became Game Changer Wrestling. They opened in 2001 but didn't really seem to run shows between 2004 and late 2013, but there were some NWA links. Apparently the owner of JCW sold the company in 2004 and got it back in 2013, which is when they started running JCW shows again. So it probably shouldn't be an active company at the start. I will probably have them "open up" in late 2013. And if JCW doesn't survive in tests, I can always have it open as GCW in 2015 instead. the latter might be easier in terms of accurate ownership and product and such.

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  • 1 month later...

<p>Been a bit, so probably time for a bit of an update. Still working on this. Some other projects are ahead of it so I pick away when I have a bit of free time. We are now up over 1000 total workers. Still focusing on adding already-debuted talent, but I have spent some time doing non-wrestlers, which are generally pretty quick and painless to add in. Although its much more difficult to verify where they worked and when, outside of those who worked for the WWE or maybe TNA. </p><p> </p><p>

As mentioned previously, I'm not really doing much in the way of testing at this point. The bigger concern is adding talent to fill in the game world. But the few test I have run are spitting out results along the lines of what I was hoping to see. I'm sure there will still be plenty of tweaks needed to optimize, but its too early to worry on that, especially with a conversion to TEW 2020 happening somewhere in there. </p><p> </p><p>

Its tempting to post more frequently on the progress, like I do elsewhere, but the posts are more stream-of-consciousness of the process than actually providing updates so I expect that would probably get pretty old for you guys pretty fast. </p><p> </p><p>

I did end up having Jim Lee as the owner of Attack. Another concession to game-play over realism was adding Hector Garza. In reality, Garza had to retire in late 2012 due to cancer and died in later May 2013. So he's technically alive when the mod starts. But that somehow feels wrong to have the mod keep him alive, so I've set him as deceased to start. </p><p> </p><p>

A couple thing I'm seeking feedback / suggestions on....</p><p> </p><p>

1. Classic Agers and Deceased Workers - so I'm blatantly stealing a few things from the ThunderVerse. One is having anyone who's primary role is a ref to have that in their name. I was also going to have any workers who are deceased to have Worker Images in black and white. They would also probably be peak-career cuts rather than end-of-career images. But... that would end up overlapping with something I was going to do for Classic Agers for anyone in the Hall of Immortals or a company Hall of Fame. I did a bunch for another mod I worked on, using career peak cuts in black and white, which made for a nice consistency to the HoI and HoF sections. Having both those and the deceased worker images in black and white isn't wrong, but not sure its ideal. I thought about doing one set in some other color tone - sepia or whatever, kinda like the Mod Squad pic pack had them done - but honestly, I haven't find a filter on GIMP that worked in a consistent way that made them look nice (I'm sure that's my failing, not GIMP's, but still...). So open to suggestions, even if its just so ay that having both deceased workers and HoI/HoF cuts in black and white is fine by you.</p><p> </p><p>

2. Anyone on here who is very familiar with the Aussie scene and wouldn't mind dropping some knowledge on me.... wanna post or DM? Sorta same for the UK and European scene. Particularly looking for non-wrestler knowledge on that one. </p><p> </p><p>

Thanks!</p>

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<p>I do quite enjoy the Thunderverse's method of referees. Not that it's a big pain in the butt just to filter for refs, but it is a nice little quality of life. I also like the idea of having guys in their peak in B&W, but like you said, it does make it seem like they're dead most of the time. I had some time to kill and popped open Photoshop to see if I could help out here. I tried for a gold, but sometimes it'd either come out too dull or more of a piss yellow, which is...less than ideal.</p><p> </p><p>

I think sepia might be the way to go for HOI/HOF, but it'll depend on the image backgrounds themselves. I took some of the Mod Squad classics vs. the ones I whipped up for reference. So there are some that look good imo like these two</p><p> </p><p>

</p><div style="text-align:center;"><img alt="3hEGUMA.jpg" data-src="https://i.imgur.com/3hEGUMA.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /> vs. <img alt="3kv4jmL.png" data-src="https://i.imgur.com/3kv4jmL.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /><p>

<img alt="dJ97Qb0.jpg" data-src="https://i.imgur.com/dJ97Qb0.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /> vs. <img alt="tKdVlCk.png" data-src="https://i.imgur.com/tKdVlCk.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div><p></p><p></p><p> </p><p>

and then ones with a white/lighter background that don't look as good</p><p> </p><p>

</p><div style="text-align:center;"><img alt="5psZBf6.jpg" data-src="https://i.imgur.com/5psZBf6.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /> vs. <img alt="V9WW7va.png" data-src="https://i.imgur.com/V9WW7va.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /><p>

<img alt="FARHaj8.jpg" data-src="https://i.imgur.com/FARHaj8.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /> vs. <img alt="lgv7tHT.png" data-src="https://i.imgur.com/lgv7tHT.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div><p></p><p></p><p> </p><p>

Looks decent in-game too I think</p><p> </p><p>

</p><div style="text-align:center;"><img alt="fNxFDXg.png" data-src="https://i.imgur.com/fNxFDXg.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div><p></p><p></p><p> </p><p>

I haven't worked with GIMP in a minute to know what sepia filters it offers, but perhaps one with a vignette added on could help out. Though that could be a pain in the ass to streamline and do over and over again for wrestlers. But I hope this helps out in some way since I can't do much in the way of helping with the Aussie/EU scene outside of in-ring names!</p>

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<p>Appreciated the reply, good sir. </p><p> </p><p>

The ref naming convention is hardly a massive thing, but its a small one I dig. Biggest advantage is that it eliminates the old "meant to book John Cena vs Randy Orton in the main event and ended up with John Cone vs Randy Orton" mistake. Its not perfect - there a few workers who aren't primarily refs but do it sometimes, and it won't be consistent with refs who the game creates or workers who retire and become refs. I could have done it with alter egos and contract names, but have done it with their full name instead. That groups the refs for searches, as well for rosters. </p><p> </p><p>

Sepia-toned images for the HoF/HoI might be ideal, especially looking at those examples (thanks for those, BTW). It looks good and can (potentially) be quite consistent. If memory serves, it was one of the options bandied about when the Mod Squad picked the Classic images coloring that we ended up going with. Back when I had Photoshop available, I think it had a pretty simple filter option for that. But I haven't found anything simple on GIMP yet. When I did a tutorial search, it was about 500 steps long and I don't think I even get far enough to try it. If I could find a process that wasn't hard to replicate, that would be a great option. Or I could ask around to find someone to tackle a batch of them for me, but I've been trying to avoid that with graphics for this project. </p><p> </p><p>

If anyone knows of an online photo-editing tool that allows for easy and consistent sepia filters to be added to JPGs, I would be very open to using something like that. I haven't got too far into the HoF process yet - since title histories haven't been added yet and that's where the game mostly takes the data from - but I imagine it would be a pretty big batch of Classic agers needing to be recolored, hence why I hesitate to ask someone else to tackle it.</p>

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Ah yes, the infamous John Cone problem. The man who has me triple check every match out of fear. Having them be alter egos is a good idea, but would just be an extra step. Could just be worth putting in the notes/readme somewhere to add "Referee" to whoever's name when they retire in the editor. Like Drake Younger would be one I'd assume.

 

I haven't done any graphic work on a major modding scale (or any modding scale tbh), but if you do end up needing help in that department, I'd definitely lend a helping hand.

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Ah yes, the infamous John Cone problem. The man who has me triple check every match out of fear. Having them be alter egos is a good idea, but would just be an extra step. Could just be worth putting in the notes/readme somewhere to add "Referee" to whoever's name when they retire in the editor. Like Drake Younger would be one I'd assume.

 

I haven't done any graphic work on a major modding scale (or any modding scale tbh), but if you do end up needing help in that department, I'd definitely lend a helping hand.

 

I may take you up on that offer somewhere down the road. Not going to tackle that part of the pic pack in the near future, though.

 

Younger is indeed one, and he does have a Drake Wuertz alter ego with "Ref' in front of it lol. Just added him into the data last week.

 

I would very much love to see a beta of this for 2016! I know the 2020 version is going to be incredible!

 

I'll be honest - I've toyed with this. If nothing else, it would be great to see what some others think. I literally just shared the data with someone for them to take a peak at stuff and provide some thoughts for the first time since I started the project. I would love more feedback... but its not really teh right time.

 

Nothing is complete yet. A couple of rosters are very close in terms of talent, but nothing is 100% done. Which is why testing isn't really doable yet. The focus right now is and kinda has to be on adding new talent. So while I need that feedback from the community, its just not the right point for it.

 

One of the many lessons learned in this mod, for me, was that while I enjoy bouncing from game area to game area as I add more talent, a more systematic approach does have its advantages. Allowing for more accurate testing earlier in the process would be part of that.

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  • 2 weeks later...
Anyone fairly familiar with the world of lucha libre? Particularly in the time period of the mod (mid 2013). I've been doing some work on some schedules and broadcast deals and such. Seems to be some conflicting information between various sources so figured it might be most effective to recruit an "expert" in lucha. Thanks!
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  • 4 weeks later...
  • 3 weeks later...
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Lukkearthur" data-cite="Lukkearthur" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>Excited to see this in TEW2020.</div></blockquote><p> </p><p> Totally missed this! Good to hear. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="HWRP" data-cite="HWRP" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>I hope this data is still coming along well. I'm really excited for it.<p> </p><p> Thank you for your hard work</p></div></blockquote><p> </p><p> Absolutely is. And you're welcome!</p><p> </p><p> Still no targeted release, even in beta form. I have hit 1400 workers, the majority of which are active. My list of "to add" workers is about 500 at this point, plus 100-200 non-wrestlers / veterans / retired workers / legends. Most of the remaining workers are.... lower level talent, which sounds rude but its the most accurate way to describe them. Developmental workers who never made it, career low-level indy workers, etc. Nice part is that they are generally quicker and easier to add, for various reasons. There is at least an end-point in sight, but long ways off. Been tempted to post updates a few times, but "still going" seems... self-serving? lol?</p>
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Totally missed this! Good to hear.

 

 

 

Absolutely is. And you're welcome!

 

Still no targeted release, even in beta form. I have hit 1400 workers, the majority of which are active. My list of "to add" workers is about 500 at this point, plus 100-200 non-wrestlers / veterans / retired workers / legends. Most of the remaining workers are.... lower level talent, which sounds rude but its the most accurate way to describe them. Developmental workers who never made it, career low-level indy workers, etc. Nice part is that they are generally quicker and easier to add, for various reasons. There is at least an end-point in sight, but long ways off. Been tempted to post updates a few times, but "still going" seems... self-serving? lol?

 

Thanks for the update, that sounds promising! Hopefully I don't sound corny but ''good things come to those that wait'' and I think that rings true here. Not self-serving at all, if anything I was worried by the silence but that's speaking for myself rather than anyone else :eek: It's probably because there's been a fair few mod threads over the years that start off exciting and then just go quiet and are never completed.

 

I'm wondering if mod-makers are making way more progress than what they normally would, considering what's going on in the world with COVID-19. I suppose it depends on if they are still working or not, etc. Maybe a trick has been missed by not allowing mod makers access to TEW2020 to get their real-world data's ready for release date as I know the cornellverse isn't everybody's cup of tea

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Thanks for the update, that sounds promising! Hopefully I don't sound corny but ''good things come to those that wait'' and I think that rings true here. Not self-serving at all, if anything I was worried by the silence but that's speaking for myself rather than anyone else :eek: It's probably because there's been a fair few mod threads over the years that start off exciting and then just go quiet and are never completed.

 

I'm wondering if mod-makers are making way more progress than what they normally would, considering what's going on in the world with COVID-19. I suppose it depends on if they are still working or not, etc. Maybe a trick has been missed by not allowing mod makers access to TEW2020 to get their real-world data's ready for release date as I know the cornellverse isn't everybody's cup of tea

 

Completely understand that feeling excited about a mod and then not hearing anything for awhile is worrying. So many projects never make it to the end line.

 

Maybe I will post slightly more regular updates. Hopefully you aren't alone in being curious lol.

 

I'm sure that a lot of projects got a bit of a boost with the enforced downtime. I'm still working (from home finally, starting after the weekend) but not being able to do anything socially has definitely added more modding time than I otherwise would have had. That will continue to be the case for awhile, so hopefully the progress keeps a'rollin.

 

The "let modders in early" has been suggested quite a few times. If I recall correctly, Adam has said that things change too much even up to the point of the pre-release better, and also that you can't really separate the editor from the full game. Going by the last couple of versions, the basic conversion will be playable for any mod. Its going to take some work to optimize it, but the basic process is painless.

 

If you - or anyone else - have any questions, let me know.

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