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Full Version: Working on the hockey simulator pt.2
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Yeah, at 1 it's too extreme, we'll probably end up somewhere at 10 if the original was 20 Smile

The goalies in the default game were "better" because the puck was bigger. You'll probably remember that you made the code that allowed the puck to have realistic dimensions visually.

It was much better, but the problem was that it looked kinda weird sometimes because the puck was always little above the ice and goalies made saves even if the puck did not hit them (visually)
I was lucky enough to find several ARs which makes it possible to adjust the actual collision detection of the puck, so now not only the puck look realistic, but even the game 'knows" the new realistic proportion of the puck, so to speak.

So the puck is now actually on the ice, not above the ice and goalie can't deflect the puck if it's not actually hitting his body visually.
I take it as plus overall, because the CPU now can actually score a goal and now with this accuracy code we can make it a lot more challenging for human, when they can't abuse the realistic puck proportions.

Of course, if can find a way how to improve their reflexes on the CPU side, that would be cool too! Smile


There is one more thing tho, that is way too easy and needs fixing and that is the faceoffs win ratio. It is way too easy for a human to win the faceoffs. Which ultimately determine who has the puck after the puck drop.
CPU is scoring 5th goal here Smile Also check the stats at the end of the clip...

...also notice the 3D crowd is no longer crashing the game Smile I have discovered some time ago that if I put the LOD float low enough the game can handle it.

https://www.youtube.com/watch?v=kWNIT7ED6ys
Wow, nice find.
Stats after full game:

[Image: q1iwssC.jpg]
Does it happen the same regardless of distance?
I think what this code does is locking the shot towards the net, no matter how wild you are with controller or/and for the CPU how forgiving is the shot accuracy given the actual position of the blade of the stick at the moment of the shot.

Before it wasn't even possible for a human to miss the net, even if y wanted to. It always locked you towards the net, which was pretty annoying from the simulation perspective. Now you feel much more free in what you can do with the puck when shooting.

So to answer your question Big Grin At this moment I don't think it changes with the distance from the net (unless you cross the blue line and shoot from the neutral zone (centre of the rink)
Losing a game never felt so good Smile
After some proper testing, still don't see any (new) bugs. I think the new code is perfect.

FULL GAME

https://www.youtube.com/watch?v=ytApTiBcoEk
Wonderful! I need to work on my dolphin PRs, but you can tell me about the next thing I should work on when I have free time for it.
Great,
let me think a bit, so I can pick the right things, I know your time is valuable.

Edit: on a side note, how would you search for something like a gameplay UP/DN camera position?

Thanks Smile
You mean the vertical height of the camera during gameplay? I think it's somewhere in our old camera codes.

If you wanted to search it, you would need a way to control moving it up and down, so you could find it. Using the replay cam could work, or changing between camera types. You would use cheat search, with value increased/decreased or if that didn't work with value changed/not changed.

The problem is you would get the output of the camera position and not the constant the game looks up for the camera position. You might be able to overwrite the final output value and have it work, but it's probably better to reconfigure the constants that define camera behavior. So you'd have to find the output and trace it backwards in the code widget to the constant value that sets up the camera. It's a bit tricky.
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