Release 3 Public Beta 1.3.139 Now Available

This forum is for feedback on the public beta updates. This is not for feedback on official updates. All reports based on a public beta version should go here.

Moderator: David Winter

User avatar
David Winter
Posts: 5158
Joined: Tue Nov 23, 2004 10:51 pm
Location: Vancouver, BC
Contact:

Release 3 Public Beta 1.3.139 Now Available

Post by David Winter »

All.

I believe that build 1.3.139 is now available via the members area download pages. You need to be a registered member to access these pages.

This build has a number of significant changes. Please see the full release notes below.

The private testers have already discovered a couple of known issues that will be addressed shortly.

1. The export of stats to HTML can hang the game. This generally occurs if the install path for the game has spaces in it "C:\Program Files..." etc.. The HTML export works, but the game hangs when trying to word wrap the export file path.

2. 2 Point converts in quick sim games cause an error. You just have to press F9 to continue through the error. I don't know what is causing that yet but it doesn't seem to effect the game or the stats generated.

3. The team news is incorrectly reporting players healing after season ending injuries.

While these bugs are easily fixed, I felt it better to release this build to you with these known issues (as they seem fairly minor) and any time I took to fix them would add an extra couple of days to getting the release to you.

Note, this build also includes the fixes outlined for 1.3.122 but those fixes are not listed here.


Claimed Fixed Build 1.3.139

- For quick play games, penalties would only load the Canadian Rule set. This is why 'Rough Play' penalty name was being shown instead of 'Personal Foul'.

- Fixed a bug that would sometimes have the players process the pass knockdown animation after the tackle animation had run.

- Teams no longer call a time out if there is no time in the half and they're walking back to the huddle. This didn't effect game play, it just didn't make any sense.

- Players going out of bounds no longer studder between standing animations.

- Made several changes to stats loading and saving. Stats now do further checks to ensure they're adding numeric values rather than concatenating strings. Previously this would sometimes cause an addition of 45 passing yards onto 350 existing passing yards to be displayed as 35045 rather than the correct value of 395.

- Checked to ensure that 'longest' stats such as longest TD pass or longest rush are properly updated.

- Added the auto load player picture to the edit player dialog in the utilities.

- Fixed a bug introduced with build 1.3.120 that would prevent the 1st down gained after a penalty against the offense from registering properly.

- On occasion a penalty would be generated based on rules not applicable to the game currently being played. This would cause the penalty process to start, then abort. Not only did this cause the players to end the play as if there were a penalty to be called, but if the penalty was against the offense, it could also prevent a first down play from registering. This is partially tied to the penalty related fix listed above.

- Fixed a bug with player command [WAITFOR][1.5SECONDS]. This now properly waits the full duration as well as the command in general properly faces the QB in the correct direction.

- Added a check to ensure that the game clock does not run once the ball has been kicked on a SinglePAT (not applicable to 50 yard fields).

- Fixed a bug with the game setup screen (controller selection) if too many recognized game controllers were found. If more than two game controllers are found (game pads & joysticks) then only the two connected to the root port will be added. If none are connected to the root port, it will add the first two it finds.

- Made some changes to the open field running code that should prevent the ball carrier from getting stuck in a side step animation for a second or two.

- Removed the need to have the team profile's roster size also match the league draft rounds. Team profiles now only match up against the league roster size. Draft Rounds are still used as part of the filename but are no longer used for processing.

- If a user selects a number of draft rounds that is greater than the number of players on a team, then enters the draft, the game will reduce the draft rounds to the highest number of available draft rounds that fall below the roster size. The game also informs the user of this change.

- Ordered the stat categories on the league overall stat page in a more appropriate order. Instead of making the interception categories the second item in the multiselector, the game now puts all the offensive categories first, then the defensive, then the special teams.

- Increased the size of the league overall & team specific stats spreadsheets.

- Draft Finalize dialogs now give more feedback as to what is going on rather than just the occasional update that can make the game look like it has soft-locked.

- The game now properly processes timed passes that are targeted behind the LOS.

- Exporting from the league overall stats page now produces formatted HTML rather than CSV. (see note above)

- Exporting individual team data (roster & stats) now produces formatted HTML rather than CSV. (see note above)

- Scroll bars now have slider thumbs.

- Cleaned up the graphics library removing textures that are no longer in use.

- All spreadsheets and lists have been replaced with new code.

- Stats and Roster spreadsheets now have sortable columns. Click the column header to sort. You will know if a column header is sortable if it highlights when you mouse over it.

- Fixed a rare condition with kick offs. If a primary kicker is injured and the replacement kicker kicks the ball out of bounds, but it lands within range of players on his own team, the kicking team would be awarded the ball on the 30 yard line, rather than processing the normal penalty procedures.

- Flipped the game clock display of team names so that the home team is on the bottom. There does seem to be variation on how this is displayed on television depending on league and networks.

- Team News re-enabled.

- Sound mute control now available from all main screens.

- Creating [MOVETO] commands in the PDS now properly default to [NEXTPOINT] rather than [NEARCORNER].

- Added a check to the draft so that it will only deal with players that have never played a league game. A free agent is any player that is not currently on a team regardless of games played. A draft eligible player is any player that is not currently on a team and has never played a league game.

- Manually ending a season (via End Season button on league screen) now properly disables the ability to play the remainder of the seasons games.

- Reduced the volume on all interface component sounds as they were sometimes a bit overwhelming.

- Fake punts and field goals (created from punt/field goal formations) again properly process any yardage gained.

- Corrected a problem with timed passes being wildly overthrown.

- Defensive Presnap commands enabled for Punt & FG Cover plays.

- Defensive plays now have custom zones. All current defensive plays keep their current PDS1.0 generated zones. Now however you can clear those zones and generate new ones for players. Players will cover the zone they're in when given the [ZONE] command. If players are in two zones when they attempt to execute the command (you've created overlapping zones) the player will pick one zone to cover (there is no way to know what one he'll cover on that play). Overlapping zones is fine, but it is suggested you do not place players in the portions of zones that overlap. Moving a zone to a new location is done by dragging and dropping the zone on the field. To resize the zone, drag and drop the bottom right portion of the zone (similar to moving and resizing a window in MS Windows).

- Fixed a bug with uniform textures not loading properly into the 3D game if you start a Quick Sim game and exit out of it before the game can complete.



Thanks
David A. Winter
"They're not dolls. They're action figures. Valuable Action figures!"
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: Release 3 Public Beta 1.3.139 Now Available

Post by Marauders »

It is important for community members to know that this build was released much more quickly than usual.  The beta team has only had it for a couple days, and there will likely be many small bugs in the vast amount of new code that David has added.  The beta team has a list of bugs and issues posted, so we know this build is not as clean as it could be.
 
David wanted to get this out to the public in order to show what new features have been added and which old features have been cleaned up.  That is a build or two earlier than usual, so please understand that it will have more issues than David and the beta team would normally allow.
 
If this is a problem for some members, please wait until the next public beta release is posted.
 
nmleague
Posts: 2361
Joined: Sat Jan 14, 2006 5:04 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by nmleague »

SORTABLE STATS [:)], USER DEFINED ZONES [:D] OVERALL[&o]
nmleague
Posts: 2361
Joined: Sat Jan 14, 2006 5:04 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by nmleague »

The user defined zones are working, when I get time I will be redoing all the 2 deep zones for the defenses in my playbooks.
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: Release 3 Public Beta 1.3.139 Now Available

Post by Marauders »

52 Zone

Image
Attachments
zones.jpg
zones.jpg (181.27 KiB) Viewed 377 times
User avatar
dreamtheatervt
Posts: 483
Joined: Sat Apr 22, 2006 2:11 am
Location: Virginia

RE: Release 3 Public Beta 1.3.139 Now Available

Post by dreamtheatervt »

Working screen passes and adjustable zones...Hazzah!!
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: Release 3 Public Beta 1.3.139 Now Available

Post by Marauders »

Working screen passes and adjustable zones...Hazzah!!
 
I agree.
User avatar
RVD
Posts: 37
Joined: Tue Jan 02, 2007 1:19 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by RVD »

Anyone else having trouble with training camp? The game locks up everytime I'm trying to get through it.[:(]
 
 
RVD
Tullius
Posts: 1174
Joined: Thu Nov 18, 2004 2:31 pm
Location: Saxony (Germany)

RE: Release 3 Public Beta 1.3.139 Now Available

Post by Tullius »

What are your local and regional language settings ? I had no problem to play a season. So we need more information to solve your problem.
User avatar
RVD
Posts: 37
Joined: Tue Jan 02, 2007 1:19 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by RVD »

I'm not sure what your talking about so I'll say English. My training camp worked fine until the latest update. All I did was update and reset the league.

RVD
User avatar
RVD
Posts: 37
Joined: Tue Jan 02, 2007 1:19 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by RVD »

Oops almost forgot, I also cut a bunch of players to get to 53 "BEFORE" Training camp. Could that be the problem?

It makes it past the first part of TC but hangs about a half inch into the second part.

Thanks,
RVD
User avatar
garysorrell
Posts: 2176
Joined: Sat Jan 29, 2005 7:47 pm

RE: Release 3 Public Beta 1.3.139 Now Available

Post by garysorrell »

David has mentioned before, im pretty sure, that at least for now the beta updates may very well make leagues from previous versions not compatible. If this is a league created in a previous version of MaxFB, that could be the cause of some problems.
I immediately ran a couple of short seasons last night after installing the newest update, and didnt have any problems at all.
nmleague
Posts: 2361
Joined: Sat Jan 14, 2006 5:04 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by nmleague »

RVD
 
Im running a test league with the latest beta, I reset the league after I downloaded and install the latest beta.  The draft worked fine except for the one human controlled team getting more players, which David knows about and I think fixed.  Training camp worked without a problem, the computer controlled teams reduce/cut players after training camp to get to the roster limit, maybe by cutting players before TC things got screwed up.
 
You might want to also check to see that all teams in your league have a full draft/team profile assigned to them prior to the draft.
User avatar
dreamtheatervt
Posts: 483
Joined: Sat Apr 22, 2006 2:11 am
Location: Virginia

RE: Release 3 Public Beta 1.3.139 Now Available

Post by dreamtheatervt »

Can we get the list of changes for 1.2.122 as well?
User avatar
David Winter
Posts: 5158
Joined: Tue Nov 23, 2004 10:51 pm
Location: Vancouver, BC
Contact:

RE: Release 3 Public Beta 1.3.139 Now Available

Post by David Winter »

ORIGINAL: dreamtheatervt

Can we get the list of changes for 1.2.122 as well?


Installed with every update is a file called Maximum-Football R3 Release Notes.rtf. This includes all the release notes for all the updates. (note, the pdf version is out of date, I don't know why that keeps getting included in the installation package, you should read the rtf version)

From the file;

General Bug Fixes & Changes 1.3.120 to 1.3.122

-The ability to have a player go in motion backwards is enabled on an US regulation field once again.

-Defensive teams can no longer be penalized for taking too long to call an audible. Now, if the play clock gets too low, the defensive audible call is aborted.

-Fixed a bug with depth charts unable to be 'auto-filled' if the team is human controlled. The auto-fill button should only be hidden if the team is computer controlled.

-Fixed two bugs with the quick sim game that would cause crashes in the depths charts were not properly filled.

-Human controlled teams must now have their depth charts properly set up prior to entering a quick sim game.

-Fixed a bug with arcade mode defense. Going offside and hitting the Centre, no longer causes the game to hang.

-Fixed and indoor kick off bug that would allow the kicking team to catch a kick bouncing off the net's in the back of the endzone to score a TD.

thanks
David
"They're not dolls. They're action figures. Valuable Action figures!"
User avatar
RVD
Posts: 37
Joined: Tue Jan 02, 2007 1:19 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by RVD »

ORIGINAL: nmleague

RVD

Im running a test league with the latest beta, I reset the league after I downloaded and install the latest beta.  The draft worked fine except for the one human controlled team getting more players, which David knows about and I think fixed.  Training camp worked without a problem, the computer controlled teams reduce/cut players after training camp to get to the roster limit, maybe by cutting players before TC things got screwed up.

You might want to also check to see that all teams in your league have a full draft/team profile assigned to them prior to the draft.

Hey nmleague,

I signed a bunch of players to get back to 73 and checked all the other teams and they do have full rosters. Although all the other teams have about 25 QB's on them?? And it still hung on the "Computer teams adjusting rosters" screen?? It did it almost instantly also. I don't know what else to try.

RVD
User avatar
David Winter
Posts: 5158
Joined: Tue Nov 23, 2004 10:51 pm
Location: Vancouver, BC
Contact:

RE: Release 3 Public Beta 1.3.139 Now Available

Post by David Winter »

Please zip up the league file and send it to support@wintervalley.com I'll step through it and see what is causing the problem.

Did you switch between human and computer controlled teams prior to training camp?

Thanks
David
"They're not dolls. They're action figures. Valuable Action figures!"
User avatar
David Winter
Posts: 5158
Joined: Tue Nov 23, 2004 10:51 pm
Location: Vancouver, BC
Contact:

RE: Release 3 Public Beta 1.3.139 Now Available

Post by David Winter »

RVD
 
 Is the game actually hanging or is it just taking a while to process the roster adjustments? Large leagues, with high roster counts take a while to process.
 
 I tried to replicate this problem as best as I could as I understood it;
 
- Reset a league
- Started new season
- Ran draft
- Completed draft aut0matically
- Manually cut down players for one human controlled team.
- Ran the training camp.
 
The game did not hang, but the larger league with larger rosters took a while to process.
"They're not dolls. They're action figures. Valuable Action figures!"
User avatar
RVD
Posts: 37
Joined: Tue Jan 02, 2007 1:19 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by RVD »

ORIGINAL: David Winter

RVD

Is the game actually hanging or is it just taking a while to process the roster adjustments? Large leagues, with high roster counts take a while to process.

I tried to replicate this problem as best as I could as I understood it;

- Reset a league
- Started new season
- Ran draft
- Completed draft aut0matically
- Manually cut down players for one human controlled team.
- Ran the training camp.

The game did not hang, but the larger league with larger rosters took a while to process.

Hi David,

It's really hanging. I wait about 10 minutes and then I hit Ctrl, Alt, Delete and the task manager opens and shows "program not responding".

I didn't draft automatically, I drafted for the Green Bay Packers only and the rest auto picked. It's the only team human controlled. I'll Zip up the league file and send it to you.

Thanks,
John

User avatar
RVD
Posts: 37
Joined: Tue Jan 02, 2007 1:19 am

RE: Release 3 Public Beta 1.3.139 Now Available

Post by RVD »

ORIGINAL: David Winter

Did you switch between human and computer controlled teams prior to training camp?

Thanks
David

Nope.

Thanks,
John
Post Reply

Return to “Public Beta Forum”