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Kccitystar

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Everything posted by Kccitystar

  1. There are no dumb questions You never really know when you need a stock base roster from the game brother, and I'd rather have the last official roster uploaded to archive it on our end, the same way we have Patch 5 here for MVP Baseball 2005 even though the issues affecting the game were fixed by the 3rd patch
  2. Version 1.0.0

    526 downloads

    This file is the last official roster update from 2K Sports for the MLB2K12 series on PC. It has not been modified in any way to include any player movements beyond the end of the 2012 MLB season. This roster can be extracted to the following path: Enjoy!
  3. I'll chip in some time for modding questions as Pena isn't as active in the community anymore to my knowledge. Ask me (almost) anything you'd like to know about modding this game. I know this thread is super old. Don't remind me. The batting helmet textures are in the global.iff file. If you're looking to edit the COLOR of the helmets, that would be within the roster you downloaded. The roster is a "master key" for team colors. Use REDitor II to modify the rosters. If you edit the .sav you have for MyPlayer through REDitor, I believe you can import a PNG of the player portrait into portrait.iff that coordinates with the Global ID value the game assigns to your guy. REDitor II, a roster editor, has a Staff tab that correlates with the base coaches. I've been spending some time trying to come up with a valid player portrait ID list along with IDs that are meant to be untouched as the game uses them for specific things. Here's what I have for now.
  4. The game structures their schedules in two parts: Regular season and Spring Training. Games can be cut from 162 (full season) to 104 games, or 52 games. If we're doing a full season, I'd like to think that we can make that an indefinite length as long as it doesn't overlap Spring Training, although this year I'm just taking some time to figure it all out.
  5. I've been looking through my work with the schedules and I'm trying to figure out how 2K determines the scheduling for the Schedule_Spring tabs. For example, I know the Schedule_Older/Old/Cur are merely the first game of every series, with the Schedule_Actual tab being all 162 games for all 30 clubs, but I don't know how 2K structures the 52G and 104G tabs.
  6. @jack805td I would definitely love your insight as your work on rosters and figuring out the game's logic is highly valued
  7. wait WHAT
    Fantastic work!
  8. Ooh this is a tricky one. Could be something associated with stadium_intervals. Does this show up only in evening games? If so then it's something in the lighting file within the stadium file itself that may trigger it.
  9. Staff Tab: The game features 5 types of staff members to a team. The game defines these by their SType value: 0 - Manager 1 - Batting Coach 2 - Pitching Coach 3 - Trainer 4 - Scout ExpTotal is a value that's meant to be the total amount of years as a player and manager. Think of it as whatever your value is for ExpMLB + their years as an active MLB player. ExpMLB is a value that's meant to be the total amount of years as an MLB manager. The AppID cannot be a duplicate value if you have to clone staff members from another team (for example, All-Star teams) Staff can only be assigned a maximum of 7 years to a team. TeamID is a value that assigns the staff to any specific team in the Teams tab.
  10. Teams tab: You can, in theory, add as many teams as you want, but they would only be playable in exhibitions only (They would need to be given a TType value of 9, like the AL/NL Greats teams). The ID numbers in this tab determine the TeamID you assign to players in the Players Tab. TTypes define the type of team the game will display your team as, in-game. Note that there are some IDs where it will only serve a purpose within the game's functions, like being featured in the MLB schedule (like the Futures Games) or like player movement (like the Single A teams): 1 - MLB Team 2 - AAA Team 3 - AA Team 4 - A Team (All of these teams are not playable) 5 - AL and NL All-Star Teams 6 - AL and NL Futures Team (This would only be meant for in-game purposes like featuring them in the schedule) 7 - Created Team (There are 4 slots for these teams, which explains the 200 CAT slots in the Players Tab: 25 players per team) 9 - Legends Team (AL and NL Greats) 10/11 - HR Derby Away/Home Team 13 - 2K Sports Team The only teams that have a 0 value in the NonMLB field are the official 30 MLB clubs. Everyone else gets a value of 1. Each team is assigned up to 5 rivals. I'd like to think this affects something in the game but I am not sure. Maybe the crowd noise? IDK yet
  11. Hey guys, So I've been primarily working through REDitor to edit rosters and I wanted to share all of my findings according to what I've messed around with on REDitor. This isn't so much a project or a mod, but a guide to show you how to best prepare a roster if you wish to work on one: I'll keep evolving this specific thread with things I find useful or important to mod the rosters in the game moving forward. Players Tab: 2K reserves specific Global IDs and slots for Created players and guys assigned to Created teams . These Global IDs don't have portraits assigned to them on purpose as the game populates the data with user generated values. It's absolutely important that these global IDs remain untouched or assigned to other players otherwise you will experience unintended behavior. Every roster requires that these slots are included as they are necessary for the game to function in all long term play modes (Franchise mode, Create A Team/Player, etc.) and to ensure stability. There are 97 PLType 0 slots. Not sure if they've got in-game use yet because I haven't seen them. I am not sure if 3 slots are missing or if the missing slots were intentional by the developers. There are 50 PLType 1 slots. REDitor's manual says they're for created players, so I'll trust the manual on this one. There are 200 PLType 2 slots. I am assuming that these are meant for the game's Create-A-Team mode as it should allow you to create 4 teams of 25 guys. The IsFA and TeamID values coordinate with each other in this tab. If a person is a free agent, then they're not assigned to a team, so the value for TeamID should be -1, and the IsFA value should be 1. Every player can have up to 30 years worth of stats (this can be populated and referenced in the Stats tab) Ambitions influence the trade logic/player movement in the game. These are values that affect the happiness of a player on the team. There are 4 types of ambitions a player can have in the game, starting from a scale of 0 to 10: Amb_Time: The higher the value, the more important it is for the player to have enough playing time to be happy. Amb_P4W: The higher this value, the more important it is for that player to win enough games to be happy. Amb_TmPr: The higher the value, the higher the chances that this player will refuse to play for teams with low prestige (a losing team). Amb_FinS: The higher the value, the more likely this player will sign for a much bigger contract which overrides all the other factors. The maximum deal a player can be assigned is a 10 year deal. Players assigned to All-Star Teams will need to be cloned, HOWEVER the AppID value will need to be incremental and not a duplicate of the cloned player.
  12. Version 1.0.0

    1379 downloads

    Included are the 2020 Home and Away set of all associated uniforms, as well as scoreboard logos for the Miami Marlins, a crowd file and a colorlist that corresponds to team color changes for these uniforms. It is recommended that you back up all your changes as well as exporting your original colors for all of the Marlins uniform slots using Ty's Roster Editor for MLB 2K12. INSTRUCTIONS: 1) In this mod series are 8 files that can be MANUALLY EXTRACTED TO YOUR MLB 2K12 FOLDER. They will overwrite the following: Your MLB 2K12 directory can be (if you have an x64 version of Windows) either in: ***VERY IMPORTANT*** 2) There is also a Marlins_colorlist.txt file that you should IMPORT TO YOUR ROSTER using the MLB 2K12 Roster Editor (Roster Editor is included with this mod) HOW TO IMPORT THE COLORLIST.TXT FILE: 1) Load up your roster/franchise/career mode using Ty's Roster Editor for MLB 2K12 2) Go to Uniforms, click Import and select the text file. 3) It will notify you when the changes have imported successfully. Once all of these procedures are done, you can run MLB 2K12 and begin playing.
  13. Version 1.0.1

    1575 downloads

    Included are the 2020 Home and Away set of all associated uniforms, as well as team logos for the Milwaukee Brewers, a crowd file and a colorlist that corresponds to team color changes for these uniforms. It is recommended that you back up all your changes as well as exporting your original colors for all of the Brewers uniform slots using Ty's Roster Editor for MLB 2K12. INSTRUCTIONS: 1) In this mod series are 8 files that can be MANUALLY EXTRACTED TO YOUR MLB 2K12 FOLDER. They will overwrite the following: Your MLB 2K12 directory can be (if you have an x64 version of Windows) either in: ***VERY IMPORTANT*** 2) There is also a Brewers_colorlist.txt file that you should IMPORT TO YOUR ROSTER using the MLB 2K12 Roster Editor (Roster Editor is included with this mod) HOW TO IMPORT THE COLORLIST.TXT FILE: 1) Load up your roster/franchise/career mode using Ty's Roster Editor for MLB 2K12 2) Go to Uniforms, click Import and select the text file. 3) It will notify you when the changes have imported successfully. Once all of these procedures are done, you can run MLB 2K12 and begin playing.
  14. I don't know how it would handle 3D rendering if the OS is not native
  15. I downloaded it
  16. Holy cow that's a lot of content. In spite of that, I'd like a copy somehow. I feel that PC baseball games cannot be lost to time, especially because optical media spoils/rots
  17. ^ My man! Long time no see Y4L whenever you have some time, let's get all these things off of those DVDs and into some cloud storage brother
  18. Bit of an oversight here when we were setting up groups, but members are now able to attach items to private messages.
  19. In order to fight against spam and bot accounts, Facebook and Twitter login options have been disabled.
  20. Ubuntu is the OS. It's Linux, just a specific distribution of it. Wine is the application within Ubuntu that will emulate a Windows environment in order for you to play MVP without an issue.
  21. You can always dual boot, and keep that Ubuntu partition small just for MVP
  22. You mean IP vs IP? That would be doable on Wine. It's supposed to play 1:1 like as if it were on a Windows machine. I'll test this out sometime this weekend.
  23. Fun fact: MVP Baseball 2005 is certified Platinum (meaning it plays with 0 bugs/issues) on Linux through Wine as of June 2010. NOTE: The version of Wine that was tested on MVP was 1.2 rc-4. Wine as of July 2019 is on version 4.0.1 now, so the game should be 100% compatible. I should test this out again as I had run into quirks in the past If it works out 100% like the site says, the best bet is to dual boot something like Ubuntu or a flavor of Debian (I completely forgot how to do this off the top of my head) and install Wine to get this thing to play without a hitch.
  24. Should be within the search box at the top of the page:
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