AndreaPirlo21
Potenza
Hello everyone, it's that time of year again -- editing season! And what better way to start than to build off of the solid foundation that is FIFA 15. Listed below are my primary objectives for this year's game and maybe a digression or two to explore other possibilities. THIS THREAD IS OPEN TO ANY SUGGESTIONS THAT YOU MAY HAVE SO DON'T HESITATE TO LET YOUR IDEAS FLY. I'LL DO MY BEST TO IMPLEMENT YOUR FEEDBACK AND ANSWER ALL APPROPRIATE QUESTIONS.
Project 3:
Database:
You can't go wrong with a good database when looking for the perfect gameplay or personalized rosters. Unlike my ini that I am building, the db will work much better as a standalone, but still should be used optimally as a complement to the slider script. I'll be finishing the style template I had set up last year, but I have no ETA's to write here as this is the third project on my list in order of importance. I'll leave more details here when I get to developing the database for the full version of the game.
[Side-Projects]
Okay, so I had no idea where to put these on my list above, so I decided to make a separate list of the little discoveries that I wish to make this year -- those digressive explorations that answer the question, "Is ____ possible?"
Here goes:
1. Ball Physics: Increase the falling speed of an airborne ball. Increase spin and friction if needed. This is all through Cheat Engine (CE), mind you. Oh, and none of this is confirmed to be possible, at least from my editing journey last year.
2. DB editing through RAM? Yeah, so this one is probably not going to produce anything at all because I've yet to find db values in the exe during runtime. Maybe I haven't looked well enough, which may very well be true. More on this when I attempt to convert my slider script. The idea here is, like realtime randomization of sliders, to perform the same randomization on player and team attributes, creating a dynamic game.
3. Futsal or some related short-sided game. This will be in no way as extensive as FIFA 13's Futsal Mod by FIFA Infinity, that is, unless there are still some boot, kit, and stadium editors willing to make the required textures and venues . Always nice to have a short-sided match, if you ask me, so IF YOU ARE INTERESTED IN THIS, LEAVE ME A PM. I'LL FOCUS MORE OF MY ENERGIES ON THIS PROJECT.
All downloads will be found below in their respective categories.
And that's all .... or is it....
Leave comments on what you wish to see the most. I'm open to rearranging my priorities.
[Downloads]
Cheat Engine Script (FIFARS)
Versions:
[EXE 1.3.0.0]
• 1.0a : Link
• RGS 1.0 B R5: Link
Please read the Doc.txt to get started and leave me feedback if you can't get it to work for some reason. I'll answer when I have the time, but this week I don't have the time to support it much.
Change Log since 1.0a:
+ Standalone with GUI
+ Customization
+ Functions to enable, disable, and edit settings.
+ Hotkeys (F3, F4, F5) to perform some of these functions on the fly during matches.
+ Ability so freeze some settings, read the Doc.txt carefully because I've got a workaround in place as of now.
+ Ability to restore settings to the default provided files.
+ Better randomization function for greater variety than the standard Lua one.
To come when applicable:
- [Not possible yet] A better passing system with random ball movement and pass error. I found the sliders inadequate for proper pass error this year, so I'll be trying to edit ball trajectories to compensate for where the in-built sliders fail.
- (Optional) Player ratings editing during memory. No guarantees here, but I hope this ones possible.
- More tweaks to the default files from the script package.
- (Optional) Same with team tactics.
[Installation for 1.0a]:
0. Check to make sure you have the correct fifa15.exe version. (Right click on the exe --> Properties --> Details)
1. Install Cheat Engine.
2. Download script.
3. Double-click to run script after download.
4. Say "Yes" when it asks to run the LUA script.
5. Load game and access the slider and custom tactic menus from the pause menu to see if the script is running properly. Also, confirm that the values in the table's addresslist are changing randomly.
6. Have fun and tell me what you think.
[Installation for 1.0BR4 Standalone and beyond]:
0. Check to make sure you have the correct fifa15.exe version (1.3.0.0 for 1.0B R4 and R5). (Right click on the exe --> Properties --> Details)
1. Download the archive.
2. Extract to any directory.
3. Keep all files in the same folder.
4. Read the Doc.txt.
5. Open the program and FIFA 15, click enable after FIFA opens or press F2.
6. Check to make sure the sliders are randomizing after starting a match and accessing the games settings menu after pausing.
7. Profit?
8. Enjoy. Press F3 to disable.
[FAQ for FIFARS]:
Q: What have you mainly changed with this script?
A: I've prioritized on injecting a bit of random into the game by assigning randomly values to the in-game sliders at three second intervals. Of course, these values are assigned within proper ranges so that the user still experiences control over the game. Balance is my priority. Secondly, I've also been successful in randomizing the team tactics of each team. In this way, even the same team will come out with a new strategy every game.
More features will come with the amount of freetime and ideas that I have. Detailed documentation coming soon.
Q: Is it a virus?
A: No, neither Cheat Engine nor my script is a virus. Your antivirus may pick up the script or Cheat Engine as a threat only because Cheat Engine accesses attached executable's memory when you attach a process to it. Unless you incorrectly use the program to edit your important files, you shouldn't be worried. Nor virus exists in either the exe or my script.
Q: When will users be able to tweak your script?
A: As soon as I have the time to learn how to create a user interface for it . This post will update you on that, so check back here for updates.
Q: My game crashes / the script does not run / there is another error.
A: That's not a question, but I'll do my best to fix any errors you might have if you would be so kind as to report them here in this thread.
Q: Is this mod compatible with Moddingway's patch, Fidel's gameplay mods, Paulv2k4's mod, Fifaccitiu's mod, etc?
A: Most certainly! One beauty of this mod is that it is compatible with every other FIFA mod out there -- except for other Cheat Engine scripts, o' course.
Q: Will I lose my slider set that I use currently?
A: Nope, this script only randomizes the sliders that are accessed during a match. The custom slider set that you may have is a different set in memory that is left untouched by my script.
Credits:
Dark Byte for Cheat Engine: http://cheatengine.org/index.php
Project 1:
The return of the slider script:
As with last year, except this time it will be completed to a stable base , I'll be creating a Cheat Engine script that accomplishes the following:
• Randomizes the pace of the game: you'll feel your players slow down at times during the match -- usually a little before half-time or at the end of a grueling match. The same applies to the AI side, but the effect will be more pronounced. If your players happen to be fresh and energized as compared to your opponents' energies, you'll be able to exploit defensive weakpoints and dictate possession.
• Randomizes Pass Speed, Pass Error, Shot Speed, and Shot Error. Now, wait, you might be thinking, "No! Bad idea. If you randomize error for the user, that would take away a controllable factor of the match, making the game feel scripted. Not good." Well, that is true to a degree, but what you must realize is that the way the slider randomization will be implemented for the User is a totally different story than how it will be implemented for the AI. The AI has cheats by default -- you know, that seemingly rigid feeling the game has and those last minute game winners by the AI, yeah, that's scripting. This adjustment seeks to maximize the amount of error for CPU shots and passes and slightly expand the User's range of error without breaking the distinct difficulty levels established in the vanilla game. So don't worry. All I need is feedback on how I should go about increasing/decreasing User or AI error once the first Beta is released. Balance is key here.
• Randomizes CPU and User positioning:
That tight and aggressive AI defense eluding you in FIFA 15? Well, slider tweaks are one way to shore up the backs' positioning as a unit, but you don't get the best of both world: the loose defense that results randomly during a match, those mental errors that open up holes in a defensive shell, and the downright grittiness of parking-the-bus. With random slider implementation, you can have the best of the three -- a healthy mix of tight defense and minute lanes that will open up depending on the situation.
• GK Ability randomization and injury randomization:
Yes, yes, there's a lot of "random" going on here, and this is actually on of the subtle features of the slider script. The FIFA 15 Demo's GKs already have some attributable and unpredictable error assigned to them by way of what save animations are chosen to block a particular shot. Injuries are also tied to in-game logic and are also already randomized for the most part, so my tweaks will only add a coat to the system present.
• Situational assignment:
Yep, I'm hoping to augment the Home vs. Away effect and assign speed and error values appropriate to the time elapsed during a match. More on this in the future, but it's confirmed possible by last year's findings.
That's a brief summary of the barebones features of the script. More may be added or some crossed off, so please refer back to this post for updates.
Project 2:
INI configuration:
Another year, another ini. The sole purpose of my ini this year will be to complement paired db's and slider script version. It may very well work as a standalone, but don't expect the effect to be exactly the same if you do use my ini by itself.
My ini will mainly change AI thought processes and the variety of buildup play.
I'll post all developments here and throughout the thread, but use this post as a summary of all findings and implementations.
The return of the slider script:
As with last year, except this time it will be completed to a stable base , I'll be creating a Cheat Engine script that accomplishes the following:
• Randomizes the pace of the game: you'll feel your players slow down at times during the match -- usually a little before half-time or at the end of a grueling match. The same applies to the AI side, but the effect will be more pronounced. If your players happen to be fresh and energized as compared to your opponents' energies, you'll be able to exploit defensive weakpoints and dictate possession.
• Randomizes Pass Speed, Pass Error, Shot Speed, and Shot Error. Now, wait, you might be thinking, "No! Bad idea. If you randomize error for the user, that would take away a controllable factor of the match, making the game feel scripted. Not good." Well, that is true to a degree, but what you must realize is that the way the slider randomization will be implemented for the User is a totally different story than how it will be implemented for the AI. The AI has cheats by default -- you know, that seemingly rigid feeling the game has and those last minute game winners by the AI, yeah, that's scripting. This adjustment seeks to maximize the amount of error for CPU shots and passes and slightly expand the User's range of error without breaking the distinct difficulty levels established in the vanilla game. So don't worry. All I need is feedback on how I should go about increasing/decreasing User or AI error once the first Beta is released. Balance is key here.
• Randomizes CPU and User positioning:
That tight and aggressive AI defense eluding you in FIFA 15? Well, slider tweaks are one way to shore up the backs' positioning as a unit, but you don't get the best of both world: the loose defense that results randomly during a match, those mental errors that open up holes in a defensive shell, and the downright grittiness of parking-the-bus. With random slider implementation, you can have the best of the three -- a healthy mix of tight defense and minute lanes that will open up depending on the situation.
• GK Ability randomization and injury randomization:
Yes, yes, there's a lot of "random" going on here, and this is actually on of the subtle features of the slider script. The FIFA 15 Demo's GKs already have some attributable and unpredictable error assigned to them by way of what save animations are chosen to block a particular shot. Injuries are also tied to in-game logic and are also already randomized for the most part, so my tweaks will only add a coat to the system present.
• Situational assignment:
Yep, I'm hoping to augment the Home vs. Away effect and assign speed and error values appropriate to the time elapsed during a match. More on this in the future, but it's confirmed possible by last year's findings.
That's a brief summary of the barebones features of the script. More may be added or some crossed off, so please refer back to this post for updates.
Project 2:
INI configuration:
Another year, another ini. The sole purpose of my ini this year will be to complement paired db's and slider script version. It may very well work as a standalone, but don't expect the effect to be exactly the same if you do use my ini by itself.
My ini will mainly change AI thought processes and the variety of buildup play.
I'll post all developments here and throughout the thread, but use this post as a summary of all findings and implementations.
Project 3:
Database:
You can't go wrong with a good database when looking for the perfect gameplay or personalized rosters. Unlike my ini that I am building, the db will work much better as a standalone, but still should be used optimally as a complement to the slider script. I'll be finishing the style template I had set up last year, but I have no ETA's to write here as this is the third project on my list in order of importance. I'll leave more details here when I get to developing the database for the full version of the game.
[Side-Projects]
Okay, so I had no idea where to put these on my list above, so I decided to make a separate list of the little discoveries that I wish to make this year -- those digressive explorations that answer the question, "Is ____ possible?"
Here goes:
1. Ball Physics: Increase the falling speed of an airborne ball. Increase spin and friction if needed. This is all through Cheat Engine (CE), mind you. Oh, and none of this is confirmed to be possible, at least from my editing journey last year.
2. DB editing through RAM? Yeah, so this one is probably not going to produce anything at all because I've yet to find db values in the exe during runtime. Maybe I haven't looked well enough, which may very well be true. More on this when I attempt to convert my slider script. The idea here is, like realtime randomization of sliders, to perform the same randomization on player and team attributes, creating a dynamic game.
3. Futsal or some related short-sided game. This will be in no way as extensive as FIFA 13's Futsal Mod by FIFA Infinity, that is, unless there are still some boot, kit, and stadium editors willing to make the required textures and venues . Always nice to have a short-sided match, if you ask me, so IF YOU ARE INTERESTED IN THIS, LEAVE ME A PM. I'LL FOCUS MORE OF MY ENERGIES ON THIS PROJECT.
All downloads will be found below in their respective categories.
And that's all .... or is it....
Leave comments on what you wish to see the most. I'm open to rearranging my priorities.
[Downloads]
Cheat Engine Script (FIFARS)
Versions:
[EXE 1.3.0.0]
• 1.0a : Link
• RGS 1.0 B R5: Link
Please read the Doc.txt to get started and leave me feedback if you can't get it to work for some reason. I'll answer when I have the time, but this week I don't have the time to support it much.
Change Log since 1.0a:
+ Standalone with GUI
+ Customization
+ Functions to enable, disable, and edit settings.
+ Hotkeys (F3, F4, F5) to perform some of these functions on the fly during matches.
+ Ability so freeze some settings, read the Doc.txt carefully because I've got a workaround in place as of now.
+ Ability to restore settings to the default provided files.
+ Better randomization function for greater variety than the standard Lua one.
To come when applicable:
- [Not possible yet] A better passing system with random ball movement and pass error. I found the sliders inadequate for proper pass error this year, so I'll be trying to edit ball trajectories to compensate for where the in-built sliders fail.
- (Optional) Player ratings editing during memory. No guarantees here, but I hope this ones possible.
- More tweaks to the default files from the script package.
- (Optional) Same with team tactics.
[Installation for 1.0a]:
0. Check to make sure you have the correct fifa15.exe version. (Right click on the exe --> Properties --> Details)
1. Install Cheat Engine.
2. Download script.
3. Double-click to run script after download.
4. Say "Yes" when it asks to run the LUA script.
5. Load game and access the slider and custom tactic menus from the pause menu to see if the script is running properly. Also, confirm that the values in the table's addresslist are changing randomly.
6. Have fun and tell me what you think.
[Installation for 1.0BR4 Standalone and beyond]:
0. Check to make sure you have the correct fifa15.exe version (1.3.0.0 for 1.0B R4 and R5). (Right click on the exe --> Properties --> Details)
1. Download the archive.
2. Extract to any directory.
3. Keep all files in the same folder.
4. Read the Doc.txt.
5. Open the program and FIFA 15, click enable after FIFA opens or press F2.
6. Check to make sure the sliders are randomizing after starting a match and accessing the games settings menu after pausing.
7. Profit?
8. Enjoy. Press F3 to disable.
[FAQ for FIFARS]:
Q: What have you mainly changed with this script?
A: I've prioritized on injecting a bit of random into the game by assigning randomly values to the in-game sliders at three second intervals. Of course, these values are assigned within proper ranges so that the user still experiences control over the game. Balance is my priority. Secondly, I've also been successful in randomizing the team tactics of each team. In this way, even the same team will come out with a new strategy every game.
More features will come with the amount of freetime and ideas that I have. Detailed documentation coming soon.
Q: Is it a virus?
A: No, neither Cheat Engine nor my script is a virus. Your antivirus may pick up the script or Cheat Engine as a threat only because Cheat Engine accesses attached executable's memory when you attach a process to it. Unless you incorrectly use the program to edit your important files, you shouldn't be worried. Nor virus exists in either the exe or my script.
Q: When will users be able to tweak your script?
A: As soon as I have the time to learn how to create a user interface for it . This post will update you on that, so check back here for updates.
Q: My game crashes / the script does not run / there is another error.
A: That's not a question, but I'll do my best to fix any errors you might have if you would be so kind as to report them here in this thread.
Q: Is this mod compatible with Moddingway's patch, Fidel's gameplay mods, Paulv2k4's mod, Fifaccitiu's mod, etc?
A: Most certainly! One beauty of this mod is that it is compatible with every other FIFA mod out there -- except for other Cheat Engine scripts, o' course.
Q: Will I lose my slider set that I use currently?
A: Nope, this script only randomizes the sliders that are accessed during a match. The custom slider set that you may have is a different set in memory that is left untouched by my script.
Credits:
Dark Byte for Cheat Engine: http://cheatengine.org/index.php