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Old 06-18-2008, 11:36 PM   #1
Giants44
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BZ 1615: Problem with editing park resurfaces from past versions.

So this was one thing I was worried about with editing parks as soon as I saw the ball flight idea (which is fantastic by the way)
<o>
</o>Back in v7+8 the edit ballpark screen and actual screens are vastly different sizes and didn’t matchup correctly on large resolutions (1600x1200)


Ballpark Edit


Ballpark edit (ball locations)




Ballpark in-game



This was a problem until Markus added in-game drag and drop with the player placeholders. The edit screen still didn’t match, but it didn’t matter because you could simply drag and drop players in game., problem solved.

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.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} </style> <![endif]--> However now with the ball flights this is a problem again as you can’t match the ball flight landing areas on the edit screen with the game screen.

<o>
</o>Markus, can you please look at this. I am really looking forward to the new ball animations, but with this current issue I have to turn it off since I can’t make accurate adjustments to any of the locations and every fly ball looks like a 500ft HR.

I think what we really need is for the ballpark edit photo to be much, much larger and ideally match the in-game size. The amount of area for XY coordinates is far too large and the extra space adds no benefit - whereas the ballpark are is far too small and doesn't allow for accurate placements

Here is a rough and dirty of what I believe it should look like:
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Old 06-18-2008, 11:41 PM   #2
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Is that a Teflon Skies ballpark you're using? ;-)

I agree with this suggestion. Getting everything to line up with non-standard ballpark photos is so difficult that I stopped playing out my team's games, and now just quick-sim them.
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Old 06-18-2008, 11:43 PM   #3
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Just wondering, can you run the game in the default resolution(when setting up parks) as a temporary workaround?

In other words, is this strictly a screen resolution issue?
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Last edited by Ktulu; 06-18-2008 at 11:44 PM.
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Old 06-18-2008, 11:44 PM   #4
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Quote:
Originally Posted by gordyhulten View Post
Is that a Teflon Skies ballpark you're using? ;-)
yes, isn't it gorgeous.
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Old 06-18-2008, 11:46 PM   #5
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Quote:
Originally Posted by Ktulu View Post
Just wondering, can you run the game in the default resolution(when setting up parks) as a temporary workaround?

In other words, is this strictly a screen resolution issue?
I could but I would much rather turn off the ball animations then lower my screen resolution.

Yes I believe it is only an issue in larger resolutions, but that doesn't make it any less of an issue.
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Old 06-18-2008, 11:51 PM   #6
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Quote:
Originally Posted by Giants44 View Post
yes, isn't it gorgeous.
Yes. Ever since he began designing and releasing them, I use them for my fictional leagues. I've got something like 24 or 30 different ballparks he made, and I've got a 24-team universe that I actually structured around which cities I felt could be associated with his various ballparks.

Good stuff. I thought I was the only one still using them...
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Old 06-18-2008, 11:52 PM   #7
Ktulu
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I could but I would much rather turn off the ball animations then lower my screen resolution.

Yes I believe it is only an issue in larger resolutions, but that doesn't make it any less of an issue.
I wasn't suggesting you change resolutions permanently, I was just wondering if it was possible to set up the coordinates while you are in the default resolution and if they would work after you go back to your regular resolution.
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Old 06-18-2008, 11:55 PM   #8
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I wasn't suggesting you change resolutions permanently, I was just wondering if it was possible to set up the coordinates while you are in the default resolution and if they would work after you go back to your regular resolution.
hadn't thought of that - great suggestion!!! I will give that a try and report back, and I would be ecstatic if that worked as a workaround. But I would still hope to see it fixed, I would hate to have to do that every time I wanted to make a change.
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Old 06-18-2008, 11:59 PM   #9
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Yes. Ever since he began designing and releasing them, I use them for my fictional leagues. I've got something like 24 or 30 different ballparks he made, and I've got a 24-team universe that I actually structured around which cities I felt could be associated with his various ballparks.

Good stuff. I thought I was the only one still using them...
His work was so off the charts good I would have happily (and In fact I even tried to) pay him for his efforts.

I only play with "real" MLB teams so I looked closely at his stadiums and tried to match them up to what real teams they look like.

I am a real OOTP ballpark collector I have hundreds and there are some other stadiums I like - but nothing else has come even remotely close for me to his great work. I really wish he was still around.
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Old 06-19-2008, 12:04 AM   #10
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hadn't thought of that - great suggestion!!! I will give that a try and report back, and I would be ecstatic if that worked as a workaround. But I would still hope to see it fixed, I would hate to have to do that every time I wanted to make a change.
If it works, be sure to report back
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Old 06-19-2008, 03:04 AM   #11
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again thanks for the workaround suggestion - it worked, at least in the editor. going to check real quick ingame but then I need to go to bed. It is late - after midnight, which I realize for the younger crowd isn't so late - but for us old folks, especially the ones with lots of kids this is WAY past my bedtime.

I do hope that it is still something that can be looked at, as this workaround does involve changing my entire screen resolution which then messes up my desktop, all of it an extra pain. seems like the editor could make better use of all that screen real estate.
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Old 06-21-2008, 12:31 AM   #12
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I've only played out a handful of games so far, but I set up ball coordinates for the parks in question and I seem to be getting the right locations. I think the problem with player locations is that, when you go to the edit menu and the park picture size is reduced, the player boxes aren't. So you're trying to place player boxes of a large resolution in park pictures of a small resolution. Since the ball locations are probably one pixel (or close to it), they aren't affected as much by the change in resolution.

I'll keep an eye on it as I play games in different parks, but I'm not seeing the problems that you are.


EDIT: BTW, I'm running a 1440x900 widescreen window of OOTP on a 1680x1050 monitor.

Last edited by JML; 06-21-2008 at 12:40 AM.
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Old 06-21-2008, 12:38 AM   #13
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One thing worth mentioning...

I had to revert to a backup file in which I had made some adjustments to the ball coordinates, but when I played a game I was getting liners to SS that looked like they were in the LF stands, stuff like that. After the game, I went to the park editor and saw that the coordinates weren't perfect, but they weren't that out of whack. I made a few adjustments to them, and in my next game the locations were very close to where they should be.

That was strange. When I checked the coordinates after the first game , some of them were off, but nothing like a deep SS ball showing up in the stands. Then when I changed just a few of the coordinates (mainly the 4M and 6M ones, since at first I couldn't figure out where they were supposed to go ), I got accurate results. Maybe the initial changes I'd made didn't take effect until I went back into the editor... I don't know.
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Old 06-21-2008, 01:36 AM   #14
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Hmmm, OK...

I just had a "popped up to shallow right" end up many rows into the stands right behind 1B.
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Old 06-23-2008, 02:05 PM   #15
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can't you just drag and drop the ball coordinates? Thats what I did to my teflon parks then I assigned them to my fictional league.
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Old 06-24-2008, 08:41 PM   #16
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can't you just drag and drop the ball coordinates? Thats what I did to my teflon parks then I assigned them to my fictional league.
you can only drag and drop ball coordinates in the editor - if you look at screens from the first post you can see they don't match up in larger resolutions.
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Old 06-29-2008, 11:37 AM   #17
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