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Earlier versions of OOTP: Suggestions and Feature Wish List Let us know what you would like to see in future versions of OOTP! OOTPBM 2006 is in development, and there is still time left to get your suggestions into the game. |
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#21 |
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I'd like to see the stats that can go past 255.
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#22 | |
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#23 | |
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#24 | |
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#25 |
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Join Date: Jan 2002
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In programming speak:
unsigned char (8 bits): 0-255 short int (16 bits): -32768-32768 So, you would have some files (the ones that store stats) double from their current size. Just a thought. |
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#26 | |
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#27 | |
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#28 | |
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#29 |
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Okay, found the post at last.
As I mentioned earlier, Markus made the decisions that statistical categories which historically never got came close to exceeding the 255 number were given 8 bits of space to store the number, limiting them to 255 before rolling over. These would include BB, SH, SF, R, RBI, HR, etc. This was done in order to help reduce the size of the league files and was a decision made early in the database design process. Note however that R and ER for pitchers can go over 255, as extra space was alloted to them since folks sometimes ran into these limits in OOTP6 when doing historical leagues. EDIT: Sporr beat me to it. Ah well, I'll just leave my post as is for reinforcement. |
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#30 | |
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#31 | |
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#32 | |
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#33 | |
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I would also suggest you reread the part about only those deciding to create leagues which are extremely unusual in their offensive capabilities running into this problem. Most folks wanting to run leagues which mimic the actual league totals and statistics will never run into this problem. I would then finally suggest you reread the part where I said there are two very different forces trying to pull the game in two different directions - one where any scenario is accounted for and those which want real-world scenarios accounted for. A path inbetween must be chosen. |
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#34 | |
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#35 |
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Wow, this really sucks. We can know what he hit on 0-2 counts and on Grass and against every pitcher, but we cant hve 256 rbi's? What about the PCL? Didnt they have 200 game schedules? Gonna be hard to do those now
![]() Hell, we can make huge universes, with 1000's of teams but we cant have 256 runs scored. I run a few very offensive leagues in 6.5 and was hoping i didnt have to sit out my guys down the stretch like before. Hope this can be changed. Or make it an option when you start the league. |
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#36 |
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Join Date: Dec 2001
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Quite simply, this game was not designed for super-offense that would have players with more than 255 RBI or R. No game will ever cover all of the possibilities of the way people want to play.
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#37 |
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Join Date: Feb 2002
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Now, can hits go over 255? If so, wouldnt that make the league size bigger?
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#38 | |
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The further you go outside the norm of what has existed, the less likely the simulation is to be realistic and accurate since there is no real-world data to program it by. Anyway, you have following choices: 1) don't create leagues with hyperactive offensive production totals and stick to values more likely to have existed in the real world, 2) stop playing the game because this design decision annoys you too much, or 3) mount a well-spoken and well-thought out campaign for Markus to re-visit this design decision. |
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#39 | |
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Because computers use a math system based in binary. 256 = 8 bits. The next value a signed int uses 15 bits to store the value and 1 bit to store the sign and range from -32767 to 32767. An unsigned int uses 16 bits to store the value and it holds from 0 to 65535. BTW those are minimums and on some operating systems they may actually be larger.
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When is good enough, good enough? Last edited by jarmenia; 06-01-2006 at 09:33 PM. |
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#40 | |
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