User Pass
Home Sign Up Contact Log In
Forum > Pee Wee Leagues > Pee Wee Gold League > "What we're testing for season 29"
Gerr
offline
Link
 
From...http://goallineblitz.com/game/forum_thread.pl?thread_id=4930111

I will update this periodically including observations/recommendations by testers and Bort's responses. We discussed whether to roll back the sim to season 24/25 but decided there were too many bug fixes and sim fixes that had been implemented that would cause issues. So we're moving forward addressing issues that are problematic in the sim and tweaking/fixing/adjusting to try and make the sim a more enjoyable one.

The following are the changes that have been uploaded to the test server by Bort that the testers are currently evaluating. I will post observations/feedback once the testers have compiled their reports for me:

- New throw targeting/catching math and algorithms imported as we discussed. It does some pre-caching and validation to make sure the landing spot that I actually get at the end of the throw is the landing spot I want, instead of potentially ending up being off due to rounding imprecision and whatnot. Also should have speedier calculations overall, since it only pre-calculates the ball flight path once instead of over and over each tick.

- Fixed a bug I found in the QB risk calculation where it was counting some defender distances wrong. Seems to have fixed a couple issues with open guys having too-high of a risk and not getting a throw. Also made single coverage risk lower based on how early in the progression the receiver is.

- Got some other new code imported to figure out whether a player can reach a point or not within a time limit more accurately. Added this to the lead pass function. Passes should now be able to be more reliably led to the extremes of a player's reach without overthrowing all the time. Before I had to limit the lead distance a bit more than I'd like due to complicated calculations with acceleration and turning speed, etc not always being right.

- Increased the tackle penalty for blocked players, and made it so their tackle radius is severely limited (it was unaffected before). Also made it so they don't get a chance to tackle if they're double+ teamed.

- Made the vision check on reacting to pitches quite a bit harder. Note this only affects pitches and not counters and handoffs. I dunno if we want to try and buff those at all.

- Removed cut blocking for non-line play (mainly affects ST). Also loosened the KR movement shackles a bit.

- Reduced the bad pass chance a smidge, and made it so it doesn't call it a bad pass if it's caught.

- Got my pathfinding snippet imported, and just based it on the current movement vector since we don't have a facing vector. Not much of a noticeable difference, really, since paths on GLB are averaged and smoothed out, but theoretically we should see more side-to-side avoidance movement as a player gets closer and closer to an obstacle, based on a tangential vector to his current movement vector.

- Reduced the fall down chance on int catches more.

- Uploaded a fix for a crossing route targeting math bug.
Edited by Gerr on Jun 4, 2012 18:54:25
 
LordEvil
offline
Link
 
Tell them to quit having the Hbs and FBs pause for 10 freaking seconds after catching a screen pass.
 
fero
offline
Link
 
So..back to slamball?
 
_OSIRIS_
offline
Link
 
Originally posted by fero
So..back to slamball?


I watched a bit of the slam ball test sim. Inside rushing was working but runs we're also stuffed causing punts. Probably would of picked up 1st downs if they went for it on 4th down. The defenses they were testing it against were crap though.
 
Jay Gold
offline
Link
 
Originally posted by Gerr
From...http://goallineblitz.com/game/forum_thread.pl?thread_id=4930111

I will update this periodically including observations/recommendations by testers and Bort's responses. We discussed whether to roll back the sim to season 24/25 but decided there were too many bug fixes and sim fixes that had been implemented that would cause issues. So we're moving forward addressing issues that are problematic in the sim and tweaking/fixing/adjusting to try and make the sim a more enjoyable one.

The following are the changes that have been uploaded to the test server by Bort that the testers are currently evaluating. I will post observations/feedback once the testers have compiled their reports for me:

- New throw targeting/catching math and algorithms imported as we discussed. It does some pre-caching and validation to make sure the landing spot that I actually get at the end of the throw is the landing spot I want, instead of potentially ending up being off due to rounding imprecision and whatnot. Also should have speedier calculations overall, since it only pre-calculates the ball flight path once instead of over and over each tick.

- Fixed a bug I found in the QB risk calculation where it was counting some defender distances wrong. Seems to have fixed a couple issues with open guys having too-high of a risk and not getting a throw. Also made single coverage risk lower based on how early in the progression the receiver is.

- Got some other new code imported to figure out whether a player can reach a point or not within a time limit more accurately. Added this to the lead pass function. Passes should now be able to be more reliably led to the extremes of a player's reach without overthrowing all the time. Before I had to limit the lead distance a bit more than I'd like due to complicated calculations with acceleration and turning speed, etc not always being right.

- Increased the tackle penalty for blocked players, and made it so their tackle radius is severely limited (it was unaffected before). Also made it so they don't get a chance to tackle if they're double+ teamed.

- Made the vision check on reacting to pitches quite a bit harder. Note this only affects pitches and not counters and handoffs. I dunno if we want to try and buff those at all.

- Removed cut blocking for non-line play (mainly affects ST). Also loosened the KR movement shackles a bit.

- Reduced the bad pass chance a smidge, and made it so it doesn't call it a bad pass if it's caught.

- Got my pathfinding snippet imported, and just based it on the current movement vector since we don't have a facing vector. Not much of a noticeable difference, really, since paths on GLB are averaged and smoothed out, but theoretically we should see more side-to-side avoidance movement as a player gets closer and closer to an obstacle, based on a tangential vector to his current movement vector.

- Reduced the fall down chance on int catches more.

- Uploaded a fix for a crossing route targeting math bug.



I can see at minimum 10 KR TD returns per game now...

 
Gerr
offline
Link
 
Check the link, they are updating it with testing results and more changes...
 
awsalick
offline
Link
 
http://test.goallineblitz.com/game/game_list.pl

Also keep in mind you can watch games here.
 
MV Thunder
Rubber Duck
offline
Link
 
Why does clicking on a CPU player kick you or log you out of GLB??
 


You are not logged in. Please log in if you want to post a reply.