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OOTP 23 - General Discussions Everything about the brand new 2022 version of Out of the Park Baseball - officially licensed by MLB and the MLBPA. |
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#1 |
Developer OOTP
Join Date: Dec 2001
Location: Germany
Posts: 24,805
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Important: This patch is only for OOTP 23 versions which were purchased directly from us or resellers who use our version. It is also available via the Steam client with the public password below.
It is NOT compatible with the Mac OSX AppStore or Epic version! Hi everybody! We have fixed / tweaked a few issues from the last public beta, so here is a new public beta, version 23.6.80. Use this at your own risk! Please back up important league files before loading them in this beta. This patch is compatible with the previous patch for online leagues - exports will work between versions, however both clients and the commish need to update to benefit from the online league fixes. Changelist (23.6.80): Fixed issue with facegen uniforms occasionally disappearing Fixed online league teams getting messages for other teams Fixed re-import of Names DB Fixed ZR inconsistencies in player lists Fixed bug with historical imports and minor league stats Tweaked player development (mainly pitching velocity) Changelist (23.6.78): Updated prospect pool in new standard game (need to start new game to see changes) Added ability to re-arrange bookmarks Added ability to edit fireworks emitters in park page (note: Once a park has been saved on the update, it will not be able to be loaded on previous versions of the game) Added camera views to default major and default minor parks Improved New Game creation logo setup Adjusted when + and - buttons shift on player contract page (ie. +10M button now appears when salary >= 25M, not >= 10M) Adjusted player evaluation in low-strikeout eras (recalc modifiers recommended) Adjusted AI depth chart and lineup decisions Adjusted prospect creation (slightly more variation in batting profiles) Adjusted default pitch mix for newly created players Adjusted AI eval of SP Adjusted impact of high ticket prices on attendance Updated default draft date. Fixed some retired players staying around with historical transactions enabled Fixed some issues with sortable team stats for WAR, FIP, etc… showing 0 Fixed crash when draft lottery set with not enough slots In Challenge mode, automatically adjust draft odds if out of range (all slots must have one ball, balls cannot significantly increase for later spots) Fixed Draft Leagues not pulling players from Feeder Leagues Fixed some checks and error messages when trying to waive/DFA injured players If manually importing current draft results, will search data/stats/draft_list_2022.csv first, and if no file exists, will download live start copy to use Live Start: If not updating teams, draft will be moved to after live start date Fixed some issues in handling historical transactions Fixed some historical minor league stats being tagged to MLB teams Fixed some doubleheader scheduling times Fixed some issues reimporting the Names DB Fixed upper Calendar script spacing Fixed financials for non-promoted teams when running manual promotion/relegation Fixed teams changing owners shortly after a previous owner change Online Leagues: Include Posted Players in pending offers Online Leagues: Fixed rule 5 import issues when using Check Team Imports to download all imports PT: Fixed 2021 real stats PT: Separated Tournament Rankings page by type PT: Fixed card appearing when changing sell order on card How to access the beta on Steam:
Download link for PC Beta (Fastspring Webstore Version): Main server: PC Installer Here's a PC installer (Fastspring) that installs into a single folder, which is useful for external HDs for example. Or for creating a second test install of the game, so you can try the patch out without the risk of messing up your main install of the game if something is wrong in the patch: PC Single Folder Installer Download link for Mac (FastSpring): Main Server: Mac OSX Installer Please post here if you have any issues or if you run into major bugs. Thanks! ![]() Cheers, Markus & the entire OOTP Team
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Buy Out of the Park Baseball 25 now! Download OOTP Go 25 for iOS Download OOTP Go 25 for Android Last edited by Lukas Berger; 08-10-2022 at 11:07 AM. |
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#2 | |
All Star Starter
Join Date: May 2022
Posts: 1,231
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Quote:
I can confirm the fix for pre-1961 LA Angel stats. Thanks! I'm not aware of any more minor-league/major-league discrepancies like this but I haven't looked too hard. If I see any more, I'll report them. |
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#3 |
Minors (Single A)
Join Date: Apr 2022
Posts: 52
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Velo is still low for int'l discovery players. It's MUCH closer now though they are ~1.5 mph lower then draft players at the top end. Velo itself is also a just a little bit too low. Like a smidge towards the topend. I ended up with 11 players throwing 98 or above vs like 60 MLB players. Fixing the int'l guys I presume will also help out the Highschool players so that should settle the values up. Full table below. Massive improvement overall though.
HTML Code:
DOM JPN USA Total 0 83 1 1 85 2 2 4 86 34 1 51 87 87 124 103 228 88 322 227 549 89 496 1 493 991 90 437 4 441 883 91 383 5 500 892 92 325 1 510 837 93 245 6 503 755 94 134 5 389 528 95 82 4 252 338 96 28 4 115 147 97 15 3 35 53 98 3 6 9 99 1 1 100 1 1 Total 2628 38 3628 6304 |
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#4 |
Minors (Single A)
Join Date: Apr 2022
Posts: 52
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O and the default pitcher stamina is still set to Normal. Messing around with it low seemed to give the most modern day results.
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#5 |
OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,247
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Thanks for the feedback! The thing here is that the velo should be lower for the international discovery players than for other players.
They're typically signing at 16, not later like the HS guys, so their velo starts lower, in part because they tend to have less experience pitching than equivalent HS players. They also tend to flame out much sooner than drafted guys will (iirc something like 60% of all DSL players never make it out of the DSL in real life), so so even once they're a little older a lot of them will never get good enough to have higher levels of velocity. So it seems to me this is very likely working correctly now.
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lukas@ootpdevelopments.com PreOrder Out of the Park Baseball 26! Need to upload files for us to check out? Instructions can be found here |
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#6 |
All Star Starter
Join Date: May 2022
Posts: 1,231
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EDIT: NOT A BUG.... USER ERROR.
I hate to be the bearer of bad news, but this looks like a recently introduced bug... setting the jerseys and caps for teams no longer works properly. See the attached screenshot to see the issue. Please note that although the screenshot shows a custom jersey (that has been working before), the same visual error occurs with any of the default jersey or cap files that come with the basic installation. Last edited by uruguru; 08-10-2022 at 08:57 PM. |
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#7 | |
Global Moderator
Join Date: Feb 2004
Location: From Duxbury, Mass residing Baltimore
Posts: 7,172
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#8 |
Hall Of Famer
Join Date: Feb 2004
Location: Somerset, NJ via Brooklyn, NY
Posts: 2,301
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Yep, that's it.
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"I'm not concerned with your liking or disliking me... All I ask is that you respect me as a human being." -Jackie Robinson, #42 Brooklyn Dodgers "Hitting is better than sex." - Reggie Jackson |
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#9 | |
All Star Starter
Join Date: May 2022
Posts: 1,231
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Quote:
omg thank you. I thought I was losing my mind! |
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#10 |
Minors (Triple A)
Join Date: Apr 2022
Posts: 298
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Hi, the "reimport name and ethnicity database" no longer crashes to desktop, but it still doesn't actually reimport the ethnicity database. E.g. in a standard MLB game trying to import the names from the forum mod https://forums.ootpdevelopments.com/...d.php?t=337949 gives the following:
![]() You can see that the top name set is blank because the Dominican ethnicity has not been reimported even after using the reimport ethnicity database option. For reference, this is what it should look like (screenshot after starting a fictional game with that mod which doesn't need to reimport the ethnicity database): ![]() I would recommend using modded files to test this function. If you just reimport the default files you will not be able to tell if your function is actually doing anything. |
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#11 |
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,608
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Division Graph not tracking all teams in .80
The division graphs for my Eastern and Central divisions, NL & AL, both have two teams that are not showing their entire record. IE these teams only show their record for games up to and including July. However my league is now in August.
The Western divisions in both the NL & AL do not have the error. These were working properly in my game pre .80 Screen shot of only NL Central. Other divisions, as noted, show the same as this one. Thanks. Edit to add: This is a weird one. If you switch to the "meet the team" tab the same graph is fully filled in. So, it's only happening on the team "home page" tab. Last edited by Sweed; 08-11-2022 at 08:52 AM. |
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#12 | |
All Star Starter
Join Date: May 2022
Posts: 1,231
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Quote:
If you switch that panel over to the other division graph (the one using win pct), are the lines for those two teams still cut off? It might be helpful to know if the problem is with that particular graph or with something that both graphs depend on. |
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#13 | |
Minors (Single A)
Join Date: Apr 2022
Posts: 52
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Quote:
Further I made a customized league where there are 40 int'l discoveries a year per team and cut the draft down to only 15 rounds with 20 generated and all highschool and disabled advanced signing bonus so there was no lost picks. Velo once again is notably lower for int'l players then drafted one. Further there isn't a SINGLE pitcher throwing above 98. Despite the fact that there is twice as many int'l players and even more high school pitchers being generated then in default setup. HTML Code:
Vel DOM JPN USA Total 0 83 1 1 85 2 2 4 86 44 23 67 87 170 2 81 253 88 380 1 228 609 89 552 2 390 944 90 430 1 366 797 91 389 3 378 770 92 368 1 543 912 93 275 7 437 719 94 177 3 317 497 95 92 3 248 343 96 46 2 113 161 97 6 2 22 30 98 1 1 1 3 Total 2933 28 3149 6110 Super ingame engine spoilers below. Do not inspect if you don't want to see. [spoiler] I understand that velo is heavily intertwined with stuff rating and that its non normative per pitch. I imagine the game wasn't designed with the idea that so many MLB pitchers throwing so hard. Because it would be too hard to cut back on the 35% bonus to 100+ velo has on stuff rating without breaking a lot of saves and generally causing chaos. The preferred option to me seems to be to instead when generating players to generate them at 26 years old so the velo and pitch ratings are reasonable. (idk if you need to adjust quality or whatever so it fits prospects better). And then just subtract out the velo growth rate from their actual target age. I know there are several other variables that also come into play now and those also need to be accounted for but that would seem to me to make a far better long term solution that would help to permanently normalize velo. Currently without doing that you end up with too many high stuff pitchers because their secondary pitchers which get the whole 35% bonus are too highly rated relative to that velo to give normal results. It can further get pulled out and velo and stuff can be too independent player generation modiers. Since they only matter in relation to each other anyway. [/spoiler] I understand the above is probably too complex to make it into this patch so maybe just boosting the bottom end of the velo growth rate in the 15-19 age range would fix this issue the simple way. |
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#14 | |
OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,247
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Quote:
We've already thought over one of your spoiler ideas of decoupling stuff and velocity and adding velocity ranges in as a league setting for player generation. That would need a lot more testing than we could give it for a patch though. So that's something that might (or might not) make it into a future version of the game. No promises, but we'll see. As far as the rest, one thing about the 15-19 age velo growth rate is that any changes made here end up being exponential very quickly. So we have to be pretty cautious making any changes or you end up with a situation like we actually had earlier this year where you make a small change here and then suddenly everyone is throwing 101 once they fully develop. So even if things are not 100% perfect now, I think they are very much close enough that we are not really going to want to play around too much with any more development changes this patch at least. For now, the potential for screwing things up with more changes is probably higher than the potential for improving them, at least without the time to do a lot more testing first. We can look (and are looking at) at some other potential tweaks down the road, to get things looking a little better here for the international guys.
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lukas@ootpdevelopments.com PreOrder Out of the Park Baseball 26! Need to upload files for us to check out? Instructions can be found here Last edited by Lukas Berger; 08-11-2022 at 04:24 AM. |
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#15 | ||
OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,247
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Quote:
Quote:
The OOTP velocity is not really a max, you'll occasionally see guys in-game exceed their listed velocity. So if you have someone throwing 95-97 in OOTP, they're probably more like a max velocity 99 guy in real life. But when figuring out what velocity to set for the real guys in the roster set, we might sometimes come in a little high, and tend more toward their 'touching' levels than toward their 'sitting' levels. Given how much guys' velocity can change week to week and month to month (never mind yearly) in real life, it's always hard to get this perfect. The generated players are going to tend to be a smidge lower here just by the nature of things. So I think the levels you're seeing are actually pretty much right in the area we're shooting for overall.
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lukas@ootpdevelopments.com PreOrder Out of the Park Baseball 26! Need to upload files for us to check out? Instructions can be found here Last edited by Lukas Berger; 08-11-2022 at 04:43 AM. |
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#16 | |
OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 15,718
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#17 |
OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,247
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Has anyone who had the issue with the disappearing facegen unis (with or without alternate unis enabled) been able to test this out?
If so, please let us know if this looks better for you. We haven't seen any instances of the unis disappearing in our testing, but for some reason, we have always had a lot more trouble recreating that problem than some of you seem to have had. So it'd be nice to hear from someone who's had the issue to know for sure how this looks now. Thanks!
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lukas@ootpdevelopments.com PreOrder Out of the Park Baseball 26! Need to upload files for us to check out? Instructions can be found here |
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#18 | |
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,608
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Quote:
Have you checked your game? Are you seeing this too? |
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#19 | |
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,608
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Quote:
FWIW I was adding a camera view to stadiums. In order to make sure they work with my widget placement I have to look at a highlight in the selected stadium. In those games, where teams wore alternates, they showed up fine without messing up face gens. Will post back on what I see later today. |
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#20 | |
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,608
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Quote:
More weirdness with the division graphs. It appears to be a "floating" problem. I now see the western divisions, that were previously ok, having issues too. I am posting screen shots of the Dodgers "home page" and "meet the team" graphs. Previous day they were ok, one day forward and I see a problem. All teams in all divisions now seem to have an issue on either the home page or meet the team. For perspective, the current in game date is Aug. 14. The last screen is the Cubs' central division shot from my first post. |
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