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Kccitystar

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    http://www.mvpmods.com
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  • Location
    New York, NY
  • Interests
    Baseball, Video Games, Books and Music

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  1. That question about the first president to own a baseball team is BS, Harding *did* own a baseball team, but it was a minor league one and I fell for the trap. We'll run it back tomorrow!
  2. I am looking to set up excel copy/pasting along with an advanced SQL mode to perform commands that way too, it's something I'm planning on adding either now or in the future to help make things easier and save time.
  3. I'll work on MVP 2003 and 2004 rosters down the line if there's demand for it. I'm trying to keep the scope tight by focusing solely on MVP 2005 for now.
  4. Kccitystar

    roster

    Ah I think this is for 2K12!
  5. Kccitystar

    roster

    Could be missing faces
  6. All, Just curious if you guys think the existing layout of the player view works? What could be changed from the current view in Classic MVPEdit?
  7. I'm just curious on how this is possible given that the DRM required for the game to work has been removed since Windows 7 on the OS level. Actually, nevermind, I won't even ask. There's a tutorial on our site here for working with dgVoodoo2. Check the forums.
  8. You said you were able to run the game on Windows 11 with no issues, I should be the one asking you how you got it to work without these workarounds for the DRM and GPU!
  9. It's supposed to emulate a handful of cards, I think the Radeon 8500, GeForce 4 Ti 4800, Geforce FX 5700 Ultra and 9800 GT are in the list
  10. No prob. This week is probably when I start working on trying to present the data in the editor. The best way I can explain where I’m at is like building a house. So far, I haven’t been “decorating” anything yet. I've been doing all the unsexy but critical work before you see anything on screen: The land and blueprint are locked: .mvpdb (SQLite) is the working format, DAT files are import/export only The foundation is poured: deterministic DAT > DB > DAT round-tripping works Utilities are in: legacy quirks are normalized safely, warnings are explicit, no silent corruption The framing is up: the editor supports multiple open rosters, proper app state gating (i.e. things are greyed out until you open a roster or import one via DAT), and safe close behavior (Save/Don’t Save/Cancel prompt before closing the editor) In other words: the house stands, the doors lock, and nothing catches fire, but there’s no drywall or furniture yet. The next big step is drywall: actually showing the data - the list of players, team lists, historical data and player detail views, even if it's read-only at first. Once that’s in place, everything else I and others want to see (import/export players, advanced searches, SQL mode, copy/paste from excel/sheets, etc.) becomes a lot more straightforward to build on top of a solid interior, instead of trying to wire things through exposed studs, if that makes sense. I mean there's still a lot to do, but the groundwork is where I want it to be so far!
  11. There is a utility called SafeDiscShim that recreates the "handshake" the DRM makes between your PC and the discs so the game can work, along with dgVoodoo2 that spoofs earlier DX 8 graphics cards since the newer GPUs won't work
  12. asked and answered on the first page brother :) The big one is MVP 2003 because they do not have a minor league system and the in-game economy is based on points, not money. I'll give it a swing once I can get the MVP 2005 editing sorted
  13. Took me a couple of weeks but the ability to edit multiple rosters at the same time is IN. Now they load up like a chrome tab: Plenty of other stuff to go as time allows but this is pretty neat!
  14. I believe your best bet is to play on a native system. VMs do not allow passthrough GPU support so it can use the host GPU for 3D
  15. The goal with MVPEdit Pro is to do roster editing extremely well, with better visibility, safer workflows, and fewer crash-prone blind spots than MVPEdit ever had. Where the game has hard limits, the editor should detect and explain them instead of silently trying to work around them. That’s how people lose hours of work. I could look into doing these since they address clarity, safety and speed, which are like the holy trinity of a good editor: Editing All-Star teams without manual player duplication Team realignments Smart detection of unused slots for faces/portraits Guardrails + crash detection Clear warnings when you are making changes that might cause quirks in-game Some of the more advanced ideas here make sense as separate tools or pipelines down the road but keeping scope tight is the only way this editor can stay reliable and predictable at the moment
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