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Old 02-19-2016, 04:40 PM   #21
WillyW3
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Originally Posted by OzzieFan View Post
Oh wow yes. If this makes shop a player faster... its a great thing to have.
All we need now is the shop a player to shop more than A player and we will be in good shape. Confirmed to not be in 17 to save the question.
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Old 02-19-2016, 04:43 PM   #22
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It's a wolf sighting!
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Old 02-19-2016, 04:57 PM   #23
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Originally Posted by WillyW3 View Post
All we need now is the shop a player to shop more than A player and we will be in good shape. Confirmed to not be in 17 to save the question.
Yeah, sadly still limited to 1 for 1 deals. But's both "shop a player" and "make this work now" are a lot faster than they were before. Shop a player I think has virtually the best possible speed improvements from threading, so it's like 4X-8X faster than it used to be.
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Old 02-19-2016, 05:23 PM   #24
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It's a wolf sighting!
Where Wolf?

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Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

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Old 02-19-2016, 05:27 PM   #25
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Yeah, sadly still limited to 1 for 1 deals. But's both "shop a player" and "make this work now" are a lot faster than they were before. Shop a player I think has virtually the best possible speed improvements from threading, so it's like 4X-8X faster than it used to be.
That's a good thing! Looking forward to the sim time improvements it will have in my 700+ team universe.
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Old 02-19-2016, 05:40 PM   #26
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Yeah, sadly still limited to 1 for 1 deals. But's both "shop a player" and "make this work now" are a lot faster than they were before. Shop a player I think has virtually the best possible speed improvements from threading, so it's like 4X-8X faster than it used to be.
Multi-player trades next version?
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Originally Posted by Markus Heinsohn View Post
Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support.
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Old 02-19-2016, 07:34 PM   #27
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This just could be an enormous, no, very enormous new feature for those that load this game inside a vmWare virtual machine with the proper hardware. Let me explain:
I run Linux as my main OS, with a quad-core CPU. I run WinXP inside a vmWare machine on this system. On the XP OS, I run OOTP. This only applies to the vmWare virtual machines, as the vmWare Workstation product allows for multiple processors, (as long as they are physically present, they are not virtualized).
So, although I have never had any issues playing OOTP this way,
this new feature will definitely speed up certain aspects of the game.
Cheers.
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Old 02-20-2016, 01:57 PM   #28
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I run Linux as my main OS, with a quad-core CPU. I run WinXP inside a vmWare machine on this system. On the XP OS, I run OOTP.
Is there a reason you're not running the native Linux version? I've been away from the game for a handful of years and thought about picking up OOTP 17 for Linux (I don't currently have Windows available).
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Old 02-20-2016, 05:14 PM   #29
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Does it speed up any facegen functions like making picture updates for an entire league or baseball cards for an entire league?
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Old 02-20-2016, 06:14 PM   #30
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Does it speed up any facegen functions like making picture updates for an entire league or baseball cards for an entire league?
Sadly, those pieces have other challenges, so they won't be drastically faster. We did find one issue with the bb card generation which should speed it up a little compared to 16.
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Old 02-20-2016, 06:17 PM   #31
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Multi-player trades next version?
The flaw with multi-player trades is that it's a huge difference. I mean, if you think about it, going from 1 player to 2 players, you're going from trying out, say, 150 matches with the other team for every player in their organization, to 22500 potential combinations.

Now, of course we can try in smarter ways (if they don't accept the deal for player A or player B, no point in trying to trade for player A plus player B), but multi-player offers isn't something we can just throw in easily.
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Old 02-20-2016, 06:25 PM   #32
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I wouldn't worry about memory leaks. We mostly just moved stuff around.

We're working through the debugs and crashes, but have put in a lot of testing on it. There's a reason this was the first feature we worked on, and have been testing it since August. And I do make sure to only use it in specific spots - we really haven't changed the overall flow of the program, mostly just use it so instead of going through one team at a time having each set their lineup, we do them all in parallel.
If the shopping around is now faster I hope you got rid of the maximum 3 players to be shopped a day. Some have been requesting this for many versions.
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Old 02-20-2016, 06:35 PM   #33
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If the shopping around is now faster I hope you got rid of the maximum 3 players to be shopped a day. Some have been requesting this for many versions.
Yes. This should be an option. None, 1,2,3,4,5,6, no limit.
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Originally Posted by Markus Heinsohn View Post
Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support.
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Old 02-20-2016, 08:57 PM   #34
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Speck --
I run the game that way for various reasons.
It eliminates any potential display problems when going into and then exiting an application when using full screen mode.
I can keep all my native Linux programs up and running, no need to close them, as VM runs per how much system memory and / or graphic memory you designate it.
Th XP OS I use goes back years. I've all my older programs on it that I use to control my scanners and short-wave radios. Also any DOS based things. It's also easy to backup virtual machines for archiving and also easy to run them anywhere.
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Old 02-20-2016, 09:01 PM   #35
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The flaw with multi-player trades is that it's a huge difference. I mean, if you think about it, going from 1 player to 2 players, you're going from trying out, say, 150 matches with the other team for every player in their organization, to 22500 potential combinations.

Now, of course we can try in smarter ways (if they don't accept the deal for player A or player B, no point in trying to trade for player A plus player B), but multi-player offers isn't something we can just throw in easily.
That makes a lot of sense, plus the majority of the time I feel as though a team usually offers a player for player deal then it gets expanded anyway like the game presents now.

The GM evaluation of how traded for players/positions/needs is improved here based off the different type of personalities between owners right?
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