KO2CV 1.09

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Steve Camber
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KO2CV 1.09

Postby Steve Camber » Sat Aug 18, 2012 7:11 am

New features

- Trapfix is restricted to the initial button press. It can no longer be abused by extended holding of the fire button.
- Woodwork stat now only counts woodword hits if the ball does not go into the goal immediately afterwards.
- JFF option - Tackles off. When enabled, no player can push another one to the floor. So Cox can't flatten the incoming attackers :twisted:

Download

http://go.to/ko2cv

Any problems, please let me know

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Re: KO2CV 1.09

Postby alkis21 » Sat Aug 18, 2012 8:53 am

You're a star! In theory this trapfix tweak sounds like a great compromise. And thank you so much for adding my JFF suggestion! :) I'll report back later today. A bee stung me in my right palm two days ago but who cares! I'm going to play till it's the size of a football.
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Re: KO2CV 1.09

Postby Freshmaker » Sat Aug 18, 2012 9:17 am

Can we see a picture of the bee, when it reaches it's size?

Exiting additions Steve. :)
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Re: KO2CV 1.09

Postby gdh82 » Sat Aug 18, 2012 10:01 am

alkis21 wrote:You're a star! In theory this trapfix tweak sounds like a great compromise.

What Alkis said.

Look forward to checking out JFF option and woodwork count improvement too. I've updated the KO2CV index, a chronicle of your fantastic work Camberman! :bow: 8) 8) 8)
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Re: KO2CV 1.09

Postby Steve Camber » Sat Aug 18, 2012 11:12 am

The trapfix was only meant to cover the situation in the initial button press. I don't think anyone wants KO2 to turn into a crappy button holding contest, but if anyone gets their kicks out of that then I could always add a JFF option to reinstate the previous functionality.
Gianni has been complaining about the woodwork stats for what seems like a lifetime, so hopefully I will get some temporary peace now (until he tries it out and suggests improvements ;))
The "tackles off" feature should make for some interesting games. Instead of steamrolling attackers, defenders will have to use good timing to dispossess them... or just break their legs ;) Good training either way!

..let's hope I find myself awake at 4am again soon, the result may well be another KO2CV release.
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Re: KO2CV 1.09

Postby alkis21 » Sat Aug 18, 2012 3:27 pm

Steve, call me daft but I don't understand how the new trapfix works. :? I don't see a difference, if I hold the fire button down I can trap the ball off the attacker's feet even 10 seconds later. I thought the 'trapping' would be disabled after a while but obviously I misunderstood. Can you explain what changed in a bit more detail?

More importantly, I am dangerously loving the 'Tackles Off' option! :shock: Can I please take back everything I said in the past about us not changing the gameplay? Watching the players stay on their feet when they'd normally fall on their faces is so wonderfully weird! Wait until others try this... I'm sensing trouble.

Steve Camber wrote:..let's hope I find myself awake at 4am again soon, the result may well be another KO2CV release.


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Re: KO2CV 1.09

Postby Steve Camber » Sat Aug 18, 2012 4:19 pm

Tackles off.. I've only played it for about 1 minute vs the CPU. Can't wait to try it out on a human opponent :)

The trapfix protection lasts for one second. Beyond that if you persist in holding the button then you are 100% at the mercy of Lord Dino's original trap/slide decision logic.

The difference is much more obvious in a heated human vs human match. I've played dozens of tense games since the change and prolonged button holding is not wise. It's tougher the see when playing vs CPU, maybe as they are crap opponents.
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Re: KO2CV 1.09

Postby Stainy » Sat Aug 18, 2012 8:50 pm

Good stuff indeed! although I still can`t access http://go.to/ko2cv :(
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Re: KO2CV 1.09

Postby alkis21 » Sun Aug 19, 2012 9:08 am

Here's your direct link, Darren.

I confirm that the WHDLoad slave works with this version, and so does the woodwork count.
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Re: KO2CV 1.09

Postby kRadD » Sun Aug 19, 2012 4:55 pm

Thanks a lot Steve, great work.

JFF means Jawohl Frank Fuhrmann fouls like hell I guess. I'm shure he will not like this feature.
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Re: KO2CV 1.09

Postby Steve1977 » Mon Aug 20, 2012 9:49 pm

Cracking work Steve and really appreciate your early mornings (or is it late nights hehe) in getting this done. Having the player do a slide if the player holds it done for too long completely eliminates any chance of cheating. For me this version brings the best of both worlds. We now have the game at it's pinnacle with PBD choice, A=B too as well as the recent addition which everyone likes such as removing auto slides. The one grey area thats always existed was the unintended trap fix bug which whilst successfully erased could result in people cheating and hence the phrase 'KO2 for dummies' was coined. But now with this version, the opportunity to hold down the button has been removed, making this the most pure and fun version of KO2 ever released.
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Re: KO2CV 1.09

Postby durban » Tue Aug 21, 2012 9:58 am

I wouldn't call it cheating as such mate.

Alkis I am with you on this, its hard to tell the difference but its definately there.

I think the problem is that we presume TRAP FIX has brought about this EVIL entity where people cheat and murder to win games, but the effect (although misused) is actually quite Subtle.

what Steve has done is remove the abusivity of the scheme, but the change is a subtle one.

I am now playing all my games without TRAPFIX, and to be honest I am not noticing the effect so much as I used to. Yes I still get the odd random SHOT and the odd random Slide, but its not as bad as I recall it being...I was probably over-seeing things in hindsight :)

the new trapfix seems to work similarly to having Trapfix off in my estimation, it just removes the silly SHOT/SLIDES but as I have said above I am not used to them and they are not that much of an issue anyway.

So Trapfix is now a pretty good hybrid that doesn't seem to effect the overall gameplay, hopefully this is a global view and not just my own!

Would just like to echo my thanks to Steve for his work on this (unpaid and unloved) :)


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Re: KO2CV 1.09

Postby alkis21 » Thu Aug 23, 2012 7:52 am

alkis21 wrote:I confirm that the WHDLoad slave works with this version, and so does the woodwork count.


I'm afraid I spoke too soon. Steve, although the 'Woodwork Hits' counter in the stats works correctly, the caption that appears when the ball hits the post and goes out of bounds does not always register them. Check out this screenshot, taken early in the game when the ball hit the post and went out for the first time:

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