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Old 08-16-2006, 09:44 PM   #141
Layton is my Homeboy
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Alphasim,

I just thought of another thing you can try. If you use the "Player at a Time" mode and type in the Player_ID and hit search it should (if I remember correctly) overwrite any existing file regardless. Of course, that isn't very helpful if you're looking to do an entire league, but at least you could do a few key players pretty quickly.

Quote:
Originally Posted by diamond2377
I want this to work so bad. Can anyone help me figure out why only 90 photos were created in my league. I'm thinking it's because, for active players you need 450 at-bats or 150 IP to qualify for a photo. I have a 16 team league, 126 game season, with 2 years simmed already. Maybe not enough players reached these amounts. I doubt it though, I must have done something else wrong.

In the current beta version the AB/IP Qualifiers are disabled, so they shouldn't affect anything.

Here are the only other things I can think of that would cause that to happen:
  1. You have existing player photos (or did at one time) that the utility is trying not to overwrite... that would cause it to "lock" those players for editing
  2. You are playing a winter league or international league. So far, the "league down to" box only covers Rookie through ML, so if most of your players are in a winter league, they wouldn't get any photos
  3. Many players are free agents. This seems less likely since 80% of your league would have to be free agents, but a player has to be on a team in order to get a photo
  4. You've unchecked "Create Photos for Active Players" and it's only doing photos for retired players (if you've only been simming a short time, then 80 would be pretty realistic... in fact, I'm starting to suspect that that's what happened)
  5. You're using an old CSV dump from the game and most of the players in your league are new players that have been created since the last dump (you should always do a CSV dump in OOTP before running FaceTool in order to have up to date data)
  6. It's a bug in my program (also very possible....)
Those are the only things that I can think of that would cause that problem, but if I think of any more, I will let you know.

Quote:
Originally Posted by Rockpsl76
I believe Layton is planning to have custom team uniforms working in his next version.
Correct. I'm going to include the ability to attach a specific uniform to a specific team, and also include the files for all MLB team uniforms. You can also create your own custom uniforms (there will be guidelines for this,) so the sky's the limit.

Quote:
Originally Posted by Rockpsl76
Hey Layton, one thing I was doing when I made my own players with MidKnights tools was to follow certain rules for accessories.

1) I never gave a bat accessory for a pitcher.
2) I always gave lefties/righties accessories that fit their handedness. So a lefty would always have his glove on the right hand (the left side of the picture) for instance, and a righty would always have his bat over his right shoulder (since this is the direction a bat naturally lays when a righty holds a bat).

It would be cool if you threw these rules into your picture creation.



I actually took it a step further followed the rules below, but some people might not like this schema:

1) Righty Position players always have the righty bat accessory.
1) Lefty Position players always have the lefty bat accessory.
1) Switch hitting Position players always have no accessory.
1) Righty Pithcers always have the righty glove accessory.
1) Lefty Pitchers always have the lefty glove accessory.

This works out nice because then you call automatically tell handedness of a player just by looking at the photo, but maybe some people wouldn't prefer this sort of thing.
I definitely agree it's weird having pitchers posing with bats. This is definitely doable, although it's pretty low on my list of new features under custom uniforms, facial hair, auto-detecting the nations.txt file, lock/unlock photos, etc. So.... we'll see if I have time after all that.

Quote:
Originally Posted by Rockpsl76
Just generated players for my entire MLB league (around 9000 players). I wasn't bright enough to time it, but it was pretty quick. No problems
This is great to hear! I run an older machine and Win98, so maybe that's why it's been slower for me. When I was testing I did just under 8,000 for an MLB League and had no problems except that it took over an hour to process.
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Old 08-17-2006, 12:30 AM   #142
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I get a "Name not unique"
Error when I pick the OOTP directory.

When I then run the program and load the league I get:
"Table does not exist
File or directory does not exist
File: C:\Program Files\OOTP FaceTool\games.db"

Any help with that one?
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Last edited by Deft; 08-17-2006 at 12:37 AM.
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Old 08-17-2006, 05:30 AM   #143
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I can confirm, for the record, that the player-at-a-time function does, in fact, override the 'locked' feature. For now I've just done my team and all of the big-name players in my league, which is fine for now. So far, so good. I never realized that my team wore pinstripes!

Oh, and about the pinstripes. I was wondering if it would be better to back the pinstripes on a grey/white background since thick purple stripes on a green background looks like a jersey right out of the 19th century. Not bad, mind you, just different. Maybe making the actual bulk of the uniform grey or white like a normal uniform and adding colors to the trim and hat and such, while still accomadating for some teams showing up in their colorful 'alternate' uniforms (which wouldn't really be alternates, of course, they would just look like one). In a totally irrelevant move, Here's a Link to a Page that covers all of the uniforms in Major League history. Here's the Pic that the pinstripe jerseys remind me of. I just like the site, I guess. Sports history buff, y' know.

All in all, I really like this tool. I even made a new league to really try it out and it works very well. My only problems was that the progress bar froze at 7% while the program continued to work, so I had no idea how long it had to go. A little frustrating but it didne't interfere with the program at all. Thanks for your hard work!

EDIT: Another idea on the pinstripes: I just recommend that people put a lighter color in the first slot of their team's color scheme, and the more vivid one in the second spot. That should make it look more natural.
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Last edited by Alphasim; 08-17-2006 at 07:08 AM.
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Old 08-17-2006, 09:37 AM   #144
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I used the tool yesterday on my fictional league started in 1965 and currently in the 1991 season. It produced some 8500+ photos in about 45 mins on my system. I think it works great!

One suggestion that I noticed while looking through the pics is that the bat for right-handed hitters look a little off. It needs to be moved up closer to the face to look more natural. Otherwise, I think the utility is amazing!

I'm really looking forward to v1.0! The facial hair option will be great!

Thanks!
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Old 08-17-2006, 10:06 AM   #145
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This is also "bump" from my last post.

I ran the program for my MLB league down to AAA and only had 500 photos generated. The first time I only did majors and had 90 generated. Do you have any idea why so few would be generated for me? Did you just press the "Do it" button, or did you change anything?

edit... Ignore this!
I didn't read this last page when I wrote this.

Last edited by diamond2377; 08-17-2006 at 10:08 AM.
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Old 08-17-2006, 05:37 PM   #146
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Quote:
Originally Posted by Deft
I get a "Name not unique"
Error when I pick the OOTP directory.

When I then run the program and load the league I get:
"Table does not exist
File or directory does not exist
File: C:\Program Files\OOTP FaceTool\games.db"

Any help with that one?
Hmmm.... interesting....

What that means is that it successfully created the DB Alias, but didn't create the games table.... I just checked the code and those happen in the same function, so there's no reason that that should happen unless the process got interupted....

Deft, let me work on this some more and get back to you. I feel really badly that it's not working for you since this program would never have been made if it weren't for your work.

I might be able to throw together a little patcher that will just create the db tables, but it may take me a couple days.
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Old 08-17-2006, 05:39 PM   #147
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Quote:
Originally Posted by Layton is my Homeboy
Hmmm.... interesting....

What that means is that it successfully created the DB Alias, but didn't create the games table.... I just checked the code and those happen in the same function, so there's no reason that that should happen unless the process got interupted....

Deft, let me work on this some more and get back to you. I feel really badly that it's not working for you since this program would never have been made if it weren't for your work.

I might be able to throw together a little patcher that will just create the db tables, but it may take me a couple days.
I appreciate it and any help you need smoothing out graphics I can help. Are you planning on using the hat shadow in version 1.0?
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Old 08-17-2006, 05:44 PM   #148
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Quote:
Originally Posted by Alphasim
I can confirm, for the record, that the player-at-a-time function does, in fact, override the 'locked' feature. For now I've just done my team and all of the big-name players in my league, which is fine for now. So far, so good. I never realized that my team wore pinstripes!

Oh, and about the pinstripes. I was wondering if it would be better to back the pinstripes on a grey/white background since thick purple stripes on a green background looks like a jersey right out of the 19th century. Not bad, mind you, just different. Maybe making the actual bulk of the uniform grey or white like a normal uniform and adding colors to the trim and hat and such, while still accomadating for some teams showing up in their colorful 'alternate' uniforms (which wouldn't really be alternates, of course, they would just look like one). In a totally irrelevant move, Here's a Link to a Page that covers all of the uniforms in Major League history. Here's the Pic that the pinstripe jerseys remind me of. I just like the site, I guess. Sports history buff, y' know.

All in all, I really like this tool. I even made a new league to really try it out and it works very well. My only problems was that the progress bar froze at 7% while the program continued to work, so I had no idea how long it had to go. A little frustrating but it didne't interfere with the program at all. Thanks for your hard work!

EDIT: Another idea on the pinstripes: I just recommend that people put a lighter color in the first slot of their team's color scheme, and the more vivid one in the second spot. That should make it look more natural.
Great links, and great suggestion!

I will try to refine the generic uniforms alogrythm so that it can use white as the BG and one of the other colours for the highlights.

Quote:
Originally Posted by DCHelper25
One suggestion that I noticed while looking through the pics is that the bat for right-handed hitters look a little off. It needs to be moved up closer to the face to look more natural. Otherwise, I think the utility is amazing!
Thanks, I'll take a look at it and see what I can do. (If you're feeling really brave, you can open up the file {Installation Directory}\graphics\accessories\00002.bmp and change it to your liking. Just note that anything that is pure black will become transparent and anything that isn't will show up in the picture.)

Quote:
Originally Posted by diamond2377
edit... Ignore this!
I didn't read this last page when I wrote this.
No worries. Try a some of the things I noted above and let me know if any of them works for you. If not, we may be looking at a bug.
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Old 08-17-2006, 05:52 PM   #149
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Quote:
Originally Posted by Deft
I appreciate it and any help you need smoothing out graphics I can help. Are you planning on using the hat shadow in version 1.0?
Thank you so much for the help.

Basically the issue with the smoothness is that all of the files need to be in BMP format in order to be read by my program. This naturally leads to some roughness when you render the photoshop file as a BMP. To make matters more complicated, the uniforms have to be done in grayscale so that they can be "coloured in" with the team's colours.

The other issue is that faces themselves need to get resized due to the fact that I only have the FaceGen demo and I'm taking them from screenshots. This means that there is a line of near-black around the edge of the face that doesn't get treated as transparent.

Anyway, there are really only two possible solutions that I can see to the quality issues.

First is to find a way to get better quality source files. I think that with a little time and effort it will be possible to get the uniform and accessory files cleaner. The bigger issue is how do you resize the faces without getting the black edge?

Second solution is that I'm currently working on being able to handle PNG files in the game. These support transparency, and so if I can get that working then there probably isn't an issue anymore.

If you'd like to take a look at the files, they are all located in the {Install Direcroty}\graphics folder, and are all BMP files with black backgrounds.
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Old 08-17-2006, 07:23 PM   #150
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Quote:
Originally Posted by Alphasim
Oh, and about the pinstripes. I was wondering if it would be better to back the pinstripes on a grey/white background since thick purple stripes on a green background looks like a jersey right out of the 19th century. Not bad, mind you, just different. Maybe making the actual bulk of the uniform grey or white like a normal uniform and adding colors to the trim and hat and such, while still accomadating for some teams showing up in their colorful 'alternate' uniforms (which wouldn't really be alternates, of course, they would just look like one).
Quote:
Originally Posted by Layton is my Homeboy
Great links, and great suggestion!
I will try to refine the generic uniforms alogrythm so that it can use white as the BG and one of the other colours for the highlights.
Done. This is will be in the next version.
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Old 08-17-2006, 09:09 PM   #151
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Success

Okay,

I've figured out how to handle PNG images, resize them while preserving transparency, overlay onto BMPs, and save in PNG format. This means that photos quality has just gone up. Way up. It also means that v1.0 will have the option to save in jpg or png format.
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Old 08-17-2006, 11:38 PM   #152
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Quote:
Originally Posted by Deft
I get a "Name not unique"
Error when I pick the OOTP directory.

I am also getting this error. I will wait and see what the next version of your beta/release brings and hopefully this error will go away.
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Old 08-18-2006, 12:20 AM   #153
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Quote:
Originally Posted by blueturf
I am also getting this error. I will wait and see what the next version of your beta/release brings and hopefully this error will go away.
It would be you and I that get stuck with this problem.
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Old 08-18-2006, 12:20 AM   #154
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Quote:
Originally Posted by Layton is my Homeboy
Okay,

I've figured out how to handle PNG images, resize them while preserving transparency, overlay onto BMPs, and save in PNG format. This means that photos quality has just gone up. Way up. It also means that v1.0 will have the option to save in jpg or png format.
Great news!
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Old 08-18-2006, 04:44 AM   #155
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Quote:
Originally Posted by blueturf
I am also getting this error. I will wait and see what the next version of your beta/release brings and hopefully this error will go away.
Quote:
Originally Posted by Deft
It would be you and I that get stuck with this problem.
I always get that error as well when I try to run it in Windows XP, but Windows Vista BETA 2 doesn't always give me that error. It also thinks it's my first time running the program every time I boot it up in XP, where as in Vista it sometimes remembers my previous uses.

It won't actually make the pics in Vista, though. It gives me this error;

Network Initialization Failed.
File or Directory Does Not Exist.
File: PDOXUSRS.NET
Permision Denied.
Directory: C:\.

So, I guess Vista compatibility is out (I did install it through Vista as well, so it should have installed everything it needed). Vista's picky anyway, though, so it's just another in a huge line of stuff that doesn't work right, and most people don't use Vista BETA 2 anyway (I use XP most of the time, myself) so it's kinda irrelevant - but I thought I'd share that anyway.
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Old 08-18-2006, 02:13 PM   #156
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This may be obvious to everyone, but make sure you have the latest update installed for this to work. I couldn't figure out why only 40 players were getting photos in a 400 man league. So there's no bug there Layton.
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Old 08-18-2006, 05:37 PM   #157
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Quote:
Originally Posted by diamond2377
This may be obvious to everyone, but make sure you have the latest update installed for this to work. I couldn't figure out why only 40 players were getting photos in a 400 man league. So there's no bug there Layton.
Ahhh..... good point. There have changes made to the data dumps from version to version, so if you don't have the latest patch installed, it's basing it's data on the wrong fields.

I should've thought of that.

Quote:
<table border="0" cellpadding="6" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> Originally Posted by blueturf
I am also getting this error. I will wait and see what the next version of your beta/release brings and hopefully this error will go away.

</td> </tr> </tbody></table>

Quote:
<table border="0" cellpadding="6" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> Originally Posted by Deft
It would be you and I that get stuck with this problem.
</td> </tr> </tbody></table>
This doubles my speed in trying to resolve the problem. I'm really sorry to both of you. I'm going to write a little program that *might* fix the problem that you are having, so if you could both PM me your email addresses I will dropload it to you both asap (probably Saturday.)
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Old 08-21-2006, 06:50 PM   #158
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Version 1.0 Progress Update

Hello all.

Taking a break from coding to give an update on version 1.0 progress.

Things are moving along very nicely, and I can't see any reason that I shouldn't be able to get it out by the end of the week. I haven't moved to the actual photo creation part yet (oddly enough, that is by far the easiest part,) by I'm almost done the tedious, boring, difficult database work.

Here is a list of features, additions, and fixes that you can expect in version 1.0:
  • Uniforms for all MLB Teams (including home, away, and in most cases, alternates)
  • Ability to assign a custom uniform to any team in your universe (format needs to be PNG, 90 px X 135 px, transparent background)
  • Auto-detection of MLB teams (so, if you have a team called "Toronto Blue Jays" it will automatically assign the real Blue Jays home jersey to that team)
  • Previewing custom uniforms to see if they will look good when used to generate photos
  • Higher quality photos (I've switched from BMP to PNG format, allowing significantly higher quality images, and slightly less processing time)
  • Team-at-a-time photo creation
  • Minimum AB and IP qualifiers (cut down on processing time by limiting photo creation to only players with enough big league experience)
  • A help file (very helpful)
  • Ability to lock/unlock photos for editing
  • Accessories now position- and handedness- specific (for example, the bat on the right side will only appear if a player is a right-handed batter)
  • Ability to install new accessories (bats, etc.) and control which players are eligible to have that accessory (righty, lefty, both and pitcher, batter, both)
  • Ability to change frequency of accessories
  • Facial hair added to some players' photos
  • Ability to change facial hair style frequencies (including "none")
  • Support for modified nations.txt files (in the Beta, you had to use the original... now, if you use the original, you get a detailed ethnicity breakdown for each nation... if you've modified your nations.txt file, then the program auto-detects the file and assigns each nation's ethnicity data based on the "region" value. This means that if you have a custom nations.txt file, your ethnicity data will be lower quality, but it will at least be supported)
  • Ability to change nations-to-ethnicity percentages (these control how like a player from country X is to be of ethnicity Y.) This is especially handy if you are using a modified nations.txt file
  • An error log file for troubleshooting
  • File output format now PNG instead of JPEG
  • Most "generic uniforms" are now white with trim in the team's colors
  • PNG Logos can be automatically added to generic uniforms (this option can be disabled; also support for JPEG logos has been removed)
  • Faces positioned a bit higher in the photo so that players actually have necks now
  • Tons of new faces, backgrounds, accessories, and generic uniform styles
  • Anything else I can think of and do in a reasonable amount of time
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Old 08-21-2006, 07:10 PM   #159
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Layton, I'm sure I speak for all of us when I say that not only are you our homeboy, but our hero.

Keep up the good work...looking forward to this!

Quote:
Originally Posted by Layton is my Homeboy
Hello all.

Taking a break from coding to give an update on version 1.0 progress.

Things are moving along very nicely, and I can't see any reason that I shouldn't be able to get it out by the end of the week. I haven't moved to the actual photo creation part yet (oddly enough, that is by far the easiest part,) by I'm almost done the tedious, boring, difficult database work.

Here is a list of features, additions, and fixes that you can expect in version 1.0:
  • Uniforms for all MLB Teams (including home, away, and in most cases, alternates)
  • Ability to assign a custom uniform to any team in your universe (format needs to be PNG, 90 px X 135 px, transparent background)
  • Auto-detection of MLB teams (so, if you have a team called "Toronto Blue Jays" it will automatically assign the real Blue Jays home jersey to that team)
  • Previewing custom uniforms to see if they will look good when used to generate photos
  • Higher quality photos (I've switched from BMP to PNG format, allowing significantly higher quality images, and slightly less processing time)
  • Team-at-a-time photo creation
  • Minimum AB and IP qualifiers (cut down on processing time by limiting photo creation to only players with enough big league experience)
  • A help file (very helpful)
  • Ability to lock/unlock photos for editing
  • Accessories now position- and handedness- specific (for example, the bat on the right side will only appear if a player is a right-handed batter)
  • Ability to install new accessories (bats, etc.) and control which players are eligible to have that accessory (righty, lefty, both and pitcher, batter, both)
  • Ability to change frequency of accessories
  • Facial hair added to some players' photos
  • Ability to change facial hair style frequencies (including "none")
  • Support for modified nations.txt files (in the Beta, you had to use the original... now, if you use the original, you get a detailed ethnicity breakdown for each nation... if you've modified your nations.txt file, then the program auto-detects the file and assigns each nation's ethnicity data based on the "region" value. This means that if you have a custom nations.txt file, your ethnicity data will be lower quality, but it will at least be supported)
  • Ability to change nations-to-ethnicity percentages (these control how like a player from country X is to be of ethnicity Y.) This is especially handy if you are using a modified nations.txt file
  • An error log file for troubleshooting
  • File output format now PNG instead of JPEG
  • Most "generic uniforms" are now white with trim in the team's colors
  • PNG Logos can be automatically added to generic uniforms (this option can be disabled; also support for JPEG logos has been removed)
  • Faces positioned a bit higher in the photo so that players actually have necks now
  • Tons of new faces, backgrounds, accessories, and generic uniform styles
  • Anything else I can think of and do in a reasonable amount of time
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Old 08-21-2006, 10:00 PM   #160
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Wow!

I wasn't expecting v1.0 to be released so soon, and with so many features! Great news! Looking forward to the release!
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