Cricket 2004 changes - Break through guys

Originally posted by zimrahil
Hiya mate - if you are still about can you tell if the cpu running stuff is in the gob file as I have been looking for the last 15 mins and cannot find it ? Thanks

Yes the strokes needs plenty of directional variation don't they ?

Sorry Phil, it wasnt it the GOB file but was in the cricket2004.exe. From what I have seen there are two ways of sorting the runouts :

1. You may have noticed if you have a shortish mid off or shortish mid on ie not too far from the wickets, you dont get runouts. The runouts only happen when you have normal mid on and mid off, it doesnt happen if you have a deep mid off or deep mid on. We will have to simply keep the shortish mid on or shortish mid off in position instead of normal mid off or normal mid on.

2. One other way is increase the power on the strokes, I have noticed CPU not always runs after having played straight drive or on drive. If the ball is heading to the fielder, it doesnt bother to run but when the direction is fairly straighter or a bit wide of mid on and mid off fieldsmen CPU takes off for runs. If we can find out what file corresponds to straight drive and on drive we can increase the power of the shot to ensure there was a single when placed in gaps.

What do you say?
 
I cant understand this logic in the stroke files at all. The direction area(meaning the area the shots cover) is so less for perfectly timed shots where as the direction area is quite high for mistimed shots. No wonder each time you time the ball well it goes straight to the fielder but you mistime, you can get a run. I think this needs correcting.
 
Originally posted by crick4life
Sorry Phil, it wasnt it the GOB file but was in the cricket2004.exe. From what I have seen there are two ways of sorting the runouts :

1. You may have noticed if you have a shortish mid off or shortish mid on ie not too far from the wickets, you dont get runouts. The runouts only happen when you have normal mid on and mid off, it doesnt happen if you have a deep mid off or deep mid on. We will have to simply keep the shortish mid on or shortish mid off in position instead of normal mid off or normal mid on.

2. One other way is increase the power on the strokes, I have noticed CPU not always runs after having played straight drive or on drive. If the ball is heading to the fielder, it doesnt bother to run but when the direction is fairly straighter or a bit wide of mid on and mid off fieldsmen CPU takes off for runs. If we can find out what file corresponds to straight drive and on drive we can increase the power of the shot to ensure there was a single when placed in gaps.

What do you say?


Thanks ravi - did you try changing the value for the runouts at all.

I agree about the fielding positions for mid on/off, but as for cpu running, surely this must have something to do with that string you mentioned before ?

Yeah the perfectly timed shots do have poor directional variation. Maybe one thing to do is to increase this for all shots ??
Also from the ballstump, ball length etc I suppose it may be possible to guesstimate what the shots refer to, but to test the changes atm will take forever :eek:
 
Originally posted by zimrahil
Thanks ravi - did you try changing the value for the runouts at all.

I agree about the fielding positions for mid on/off, but as for cpu running, surely this must have something to do with that string you mentioned before ?

Yeah the perfectly timed shots do have poor directional variation. Maybe one thing to do is to increase this for all shots ??
Also from the ballstump, ball length etc I suppose it may be possible to guesstimate what the shots refer to, but to test the changes atm will take forever :eek:

Maybe we all mods think in similar lines:) I changed the directional values, the power on the shot and played a game against Saffies at Lords. I have to say this has been one of the best display of batting/bowling by both myself and CPU. For once I am assured this game will be damn superior after some of us get a good hand.

Pretty much by guess work and after having looked at the directional values, I put in new directional values for all the shots only for Keyframe 2 (this is the best bet right) and now the game plays like champion. I suggest you do the same, I am even looking forward to changing Key frame 3 values. When the shots were hit by myself/CPU ocassionally the gap was found through the strong field on the off and on. When the ball went through those little gaps the satisfaction of buying this game has been immense. Maybe I am excited but I cant be too wrong here, when I say this game looked as good as real you BLC, C2K2 and all other cricket games were for once wiped off my memory.

I altered the run out string but didnt make much difference. Now because the ball is being struck quite well, its finding the fielders and CPU has for once been content not to run. I dont know if this is permanent but there was only one run out and that was when it tried the 2nd run.
 
Excellent - did you change keyframe 2 for all 90 odd files ??

It would be nice to know which safs were 6 hits otherwise you need to change keyframe 2 for normal power and 6 hit power settings for all safs to ensure all shots get affected etc

As an typical example how much did you increase the values by ?

You say the ball is being struck quite well, is this because you have increased power on shots too ?

Also, how can you easily print out the strings when viewing them in an hex editor without printing all the hex stuff as well

Cheers - things seem to be improving
 
Originally posted by zimrahil
Excellent - did you change keyframe 2 for all 90 odd files ??

It would be nice to know which safs were 6 hits otherwise you need to change keyframe 2 for normal power and 6 hit power settings for all safs to ensure all shots get affected etc

As an typical example how much did you increase the values by ?

You say the ball is being struck quite well, is this because you have increased power on shots too ?

Also, how can you easily print out the strings when viewing them in an hex editor without printing all the hex stuff as well

Cheers - things seem to be improving

Pretty much if not all 96 ones. There are ones with 6 digit values which as you would have guessed is for edges. I changed keyframe 2 for both normal and 6 hit power shots. Its quite easy to pick, each of the stroke file is seperated with lots of 00 hex values.

To start with I increased all of those to between 2600000-3073996 and increased the power area to around 700000-900000.

I am guessing this has been because of increased value in the shots. At times when its going over the top it is clearing the ring fielders which is what we have wanted. This also is without compromising beating the CPU/HUMAN bat. These are a bit early days but surely it feels great to play now. Also the first ball bowled to me when I was batting as Vaughan, I thumped it using backfoot straight drive and it went through short covers and mid on fielder for four. This again was possible due to changing the Batting settings in l_hard file.

I have also made few changes to the Ball rolling on the ground and its speed which I have emailed you.

Its quite easy to hex edit using ultraedit. Agreed you cant save a copy but the changes are immediate and its so easy to copy the text from the GOB file. The 1day50.cfg file I sent you was straight copy paste from GOB, the hex editor did the formatting.
 
There are ones with 6 digit values which as you would have guessed is for edges.

Do you mean the directional value has 6 digits ?

increased the power area to around 700000-900000.

Doesn't this make some shots too powerful though ?

Do I take it that as you have increased power of all shots then the Ball rolling on the ground and its speed has been decreased accordingly ?

Hmm think I will try this ultra edit too when I get home - coz with the one I am using I cannot copy and paste just the text strings only, but the hex code as well
 
Ravi

tutsi reckons he know how to extact the configs to a folder like in c2002 so they can be easily edited

Check this thread config editing
Can you check it out and state whether this works please ?

Cheers
 
Originally posted by zimrahil
Do you mean the directional value has 6 digits ?



Doesn't this make some shots too powerful though ?

Do I take it that as you have increased power of all shots then the Ball rolling on the ground and its speed has been decreased accordingly ?

Hmm think I will try this ultra edit too when I get home - coz with the one I am using I cannot copy and paste just the text strings only, but the hex code as well

Nah the power has 6 digits. If you do not want tinker with the Direction too much then increase the Direction Area. What I understand from this is that the higher the value of Direction Area, the larger the area the shot can be played to. Isnt that right?

Probably it makes at the moment I am having to really spread the field for once to stop the run flow on a normal wicket. CPU is pacing its inning at around 6 an over only having lost 1 wicket which I think is a bit too much on a normal wicket.

Are you saying if I reduce the Power Area and keep the Power 30....., it should be ok.

Let me know.
 
Originally posted by crick4life
Nah the power has 6 digits. If you do not want tinker with the Direction too much then increase the Direction Area. What I understand from this is that the higher the value of Direction Area, the larger the area the shot can be played to. Isnt that right?

Probably it makes at the moment I am having to really spread the field for once to stop the run flow on a normal wicket. CPU is pacing its inning at around 6 an over only having lost 1 wicket which I think is a bit too much on a normal wicket.

Are you saying if I reduce the Power Area and keep the Power 30....., it should be ok.

Let me know.


Yeh for the sake of my sanity I will concentrate on increasing the direction area - you are correct in stating that this will increase the area this keyframe will be played too

Yes reducing the power area will give a more consistent power for the stroke. Increasing it results in a wide range of powers for the same stroke. I would prefer to increase the actual power value rather than the power area, as this ensures that perfectly timed shots get rewarded with good power each time, and with increased direction area, more chance of finding the gaps

Yeah, 6 rpo on normal is a bit hit - more 4- 4.5 rpo would be good, no ?
 
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Originally posted by zimrahil
Yeh for the sake of my sanity I will concentrate on increasing the direction area - you are correct in stating that this will increase the area this keyframe will be played too

Yes reducing the power area will give a more consistent power for the stroke. Increasing it results in a wide range of powers for the same stroke. I would prefer to increase the actual power value rather than the power area, as this ensures that perfectly timed shots get rewarded with good power each time, and with increased direction area, more chance of finding the gaps

Yeah, 6 rpo on normal is a bit hit - more 4- 4.5 rpo would be good, no ?

Nope Phil, Tutsi's patches dont work. I updated the min and max targetsize to 0 but the cursor continued to show differently. Maybe we can conclude after we hear from others.

I have altered both the power and power area. I can confirm this that there have been no further run outs in another game I am playing right now as Zimbabwe against Australia. I have had the normal mid on and normal mid off, the ball when ondriven or straight driven is carrying to the fielders hence the batsman havent made an attempt to run. The cover drive now is in full flow and travels in good pace, again bowling full outside the off is suicidal. With the increase in direction area, I am simply not able to bowl with all the fielders inside the circle. CPU consistently slashes/cuts anything outside off, hence I have gone for a deep backward point and a deep extra covers to stop runs on the off. There have been couple of edges on the off side when bowled in right areas, its kinda hard to say if the values are not too good. Anything on the leg without protection is punished consistently which is good.

ATM I am able to contain Australia to 46/1 off 8 overs on a dusty pitch which I think is fine. I think I was bowling fairly badly :rolleyes: in the last game hence the high run rate.

All said and done, this will need to be tested on every bloody pitch to sign off. There will be changes here and there but as far as we can work out to sort the run outs we are fine.

One other stroke of luck out of this is because the ball is travelling fairly fast, the game has become ultra fast. You may like this aspect of the change quite a bit.
 
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Originally posted by jonah
Guys, you may already know, but there's a 'gob explorer' utility at
http://www.massassi.net/programs/
Scroll down to 'gob'.
May or may not be of help?

Thanks Jonah, will try it. Do you by any chance know how to pin this topic? It will be of great help if either you or Phil can do it.

I am sure you will be following the forums quite closely eh Jonah, imagine everthing is sorted by the time you get your hand on the game. You can play away to glory, merry Christmas mate.
 
Eagerly keeping up with the goings on here Ravi:) . Some great progress being made.
Merry Christmas to you too mate:) .
 
Originally posted by crick4life
Nope Phil, Tutsi's patches dont work. I updated the min and max targetsize to 0 but the cursor continued to show differently. Maybe we can conclude after we hear from others.

I have altered both the power and power area. I can confirm this that there have been no further run outs in another game I am playing right now as Zimbabwe against Australia. I have had the normal mid on and normal mid off, the ball when ondriven or straight driven is carrying to the fielders hence the batsman havent made an attempt to run. The cover drive now is in full flow and travels in good pace, again bowling full outside the off is suicidal. With the increase in direction area, I am simply not able to bowl with all the fielders inside the circle. CPU consistently slashes/cuts anything outside off, hence I have gone for a deep backward point and a deep extra covers to stop runs on the off. There have been couple of edges on the off side when bowled in right areas, its kinda hard to say if the values are not too good. Anything on the leg without protection is punished consistently which is good.

ATM I am able to contain Australia to 46/1 off 8 overs on a dusty pitch which I think is fine. I think I was bowling fairly badly :rolleyes: in the last game hence the high run rate.

All said and done, this will need to be tested on every bloody pitch to sign off. There will be changes here and there but as far as we can work out to sort the run outs we are fine.

One other stroke of luck out of this is because the ball is travelling fairly fast, the game has become ultra fast. You may like this aspect of the change quite a bit.

Shame about tutsi's patch - back to hex editing then :rolleyes:

Sounds great the changes you have made - I hate the square cut/glance to fine leg edge that always goes over WK/1st slip for 4 each time - be good to get that going in different directions

So to summarise:

increased the power area to around 700000-900000.
You have done this for all keyframe 2 for most strokes yes? also increased the power range - have you decreased the heights for any mis timed 6 hit shots yet ?

Also have you decreased the edgeaverage in the 1_hard file ?

Cheers
 

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