Please take the time to login

Not a Member... What are you waiting for...
Join us and gain full access to the downloads section.

Registration is completely Free

    Maximum Football 2.2.9 Bug List

    Share

    Marauders
    V.I.P
    V.I.P

    Posts: 122
    Join date: 2009-12-18

    Maximum Football 2.2.9 Bug List

    Post by Marauders on Wed Jul 07, 2010 11:34 pm

    Crew,

    I'd like to get a list of varified bugs for Maximum Football 2.2.9.

    If you find what you think is a bug, try to duplicate it or post here for others to duplicate. Please be as specific as you can, and get a screen shot, if it is a graphics bug, if you can.

    It may be of little help, as looking at the old code is low on David Winter's priorities right now, but I would like to provide David a bug list and also have a list for the FAQ.

    Thanks all.


    Raven
    Pro
    Pro

    Posts: 205
    Join date: 2009-10-08

    Re: Maximum Football 2.2.9 Bug List

    Post by Raven on Thu Jul 08, 2010 2:18 am

    You can see video of the bug where extra points are counted twice in the Week 15 Youtube game from my league (Boston VS Chicago). I think it occurred late in the 4th quarter, so it would be in one of the later videos from that game.

    Terryt33
    Special Teams
    Special Teams

    Posts: 96
    Join date: 2010-02-05

    Re: Maximum Football 2.2.9 Bug List

    Post by Terryt33 on Thu Jul 08, 2010 3:31 am

    Is the depth chart issue a "bug" since it "works"....it just works wrong

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Thu Jul 08, 2010 3:38 am

    On a rare occasion a "False Start" penalty will result in a 2nd and 10 instead of a 1st and 15.

    There is an endzone glitch too but I don't know how to take a screen shot of this game. One of the endzones don't go all the way to the back line. But I rigged the T4.bmp file to make up for it.

    Raven
    Pro
    Pro

    Posts: 205
    Join date: 2009-10-08

    Re: Maximum Football 2.2.9 Bug List

    Post by Raven on Thu Jul 08, 2010 4:55 am

    I have noticed that false start glitch. That only seems to happen after a missed field goal for me. When the kicker misses a field goal and the first play of the next possession is a false start, the penalty is loss of down not loss of 5 yards.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Thu Jul 08, 2010 6:18 am

    I think you are right because the clock is still running. Which brings me to another bug. The clock runs after a missed FG.

    The clock also runs off 5-10 seconds after an interception. It should stop immediately like after a change of possession on a fumble. It wouldn't be that big of a deal but the intercepting team will call a Timeout just to stop that clock if they are trailing and it's under 2 mins.

    Guest
    Guest

    Re: Maximum Football 2.2.9 Bug List

    Post by Guest on Thu Jul 08, 2010 12:09 pm

    I'll name an obvious one just because it irks me so bad..Double or triple counted returns against a punter,not really sure which.A guy may have 8 punts and 2 may be fair caught and one might be a touchback(for example)but in the returns column it might say something like 12 returns against.The returns #'s are good though in the KR's stats though.

    Another one that i have had happen twice,and i am sure is fairly rare,is when a kick goes into the endzone and the coverage gets to the returner before he has fully taken a knee he becomes untackleable,is that a word?,and very slowly makes his way to the other endzone with the whole opposing team bouncing off him the whole way.Going to the menu and choosing sound on/off will have the whistle blow and putthem back at their 20,but all the tackles are still counted in the game stats.

    Simmer
    Pro
    Pro

    Posts: 204
    Join date: 2009-02-20

    Re: Maximum Football 2.2.9 Bug List

    Post by Simmer on Thu Jul 08, 2010 1:24 pm

    missed diving tackles. just when you think the defender is close enough, he dives and misses.

    2 minute warning is not accurate. time should be churning away, but after whistle while during game play and stoppage after a play instead of clock stopping below 2 minute warning, it reverts back to 2 minutes on clock. adding time!

    time management in game

    depth chart

    Marauders
    V.I.P
    V.I.P

    Posts: 122
    Join date: 2009-12-18

    Re: Maximum Football 2.2.9 Bug List

    Post by Marauders on Thu Jul 08, 2010 3:32 pm

    Terryt33 wrote:Is the depth chart issue a "bug" since it "works"....it just works wrong


    Document it as an "issue" rather than a bug.

    Issue: The game fills the FB position with the best running back rather than the HB position.

    Perhaps we should check on other players here too. How do the corners/safeties, defensive linemen, linebackers, offensive linemen, ...?

    What would you like the game to actually do without major changes in the code? The first would be to fill the HB position first. It would be nice to have differentiated positions at draft like HB, FB, CB, SA, so we could set each one on their own, but that would be a major change in code.

    It would be great if we could lock changes and unlock changes, so the game sees the pointer and does not mess with the depth chart.

    Marauders
    V.I.P
    V.I.P

    Posts: 122
    Join date: 2009-12-18

    Re: Maximum Football 2.2.9 Bug List

    Post by Marauders on Thu Jul 08, 2010 3:36 pm

    missed diving tackles. just when you think the defender is close enough, he dives and misses.


    We talked about that one in beta. As I recall, the animation is basically for a missed diving tackle. The suggestion from the team was that their should be a chance of making a diving tackle, and that animation could still be used for that.

    There was no tripped up animation to go with it though, so that may have been the situation that put it lower on the to-do list.

    Redwolf
    V.I.P
    V.I.P

    Posts: 176
    Join date: 2009-01-20
    Age: 41
    Location: Maple Ridge, B.C.

    Re: Maximum Football 2.2.9 Bug List

    Post by Redwolf on Thu Jul 08, 2010 8:07 pm

    This one is for Hack (and for me) and for everyone that hates the wide open WR's when playing cpu vs. cpu:

    ***MaxFb does not recognized playbook groups / profiles when playing CPU vs. CPU

    This was/is an introduced bug and was not present in earlier iterations of the game, so it may be a relatively easy fix for David, but have a massive impact.
    This bug, and how the game handles the depth chart are my two biggest issues.

    Marauders
    V.I.P
    V.I.P

    Posts: 122
    Join date: 2009-12-18

    Re: Maximum Football 2.2.9 Bug List

    Post by Marauders on Fri Jul 09, 2010 12:49 am

    Redwolf wrote:This one is for Hack (and for me) and for everyone that hates the wide open WR's when playing cpu vs. cpu:

    ***MaxFb does not recognized playbook groups / profiles when playing CPU vs. CPU

    This was/is an introduced bug and was not present in earlier iterations of the game, so it may be a relatively easy fix for David, but have a massive impact.
    This bug, and how the game handles the depth chart are my two biggest issues.


    What? It does not recognized playbook groups and profiles at all in CPU vs CPU mode?

    That is major. When was that introduced? Has it been tested and replicated?

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Jul 09, 2010 1:06 am

    yeah. it does not recognize in CPU vs. CPU. i've tested and replicated. this was never an issue until MaxFb's last release.

    load up my plays and try it. this is why i play all my league games in CPU vs. Coach.

    this needs to be fix #1...if anyone is going to fix something.

    DreamTeams
    V.I.P.
    V.I.P.

    Posts: 306
    Join date: 2009-01-24

    Re: Maximum Football 2.2.9 Bug List

    Post by DreamTeams on Fri Jul 09, 2010 1:09 am

    Sad. But, true.

    There are times during the course of a cpu vs cpu game that MF totally ignores the group profiles, thus you get wide open receivers.

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Jul 09, 2010 1:45 am

    another issue...

    in utilities...you can only add so many plays to groups before having to close the open playbook window, then re-open it. (you just can't add them after a while) before re-opening, the utitilies window freezes for 30 seconds or so.

    garysorrell
    Moderator
    Moderator

    Posts: 265
    Join date: 2009-01-20
    Age: 46
    Location: Central Florida

    Re: Maximum Football 2.2.9 Bug List

    Post by garysorrell on Fri Jul 09, 2010 4:06 am

    For me, the two biggest bugs that should be dealt with before anything else, have already been mentioned.
    Depth Chart and Profiles in CPUvCPU

    It drives me nuts when im looking at depth charts for CPU run teams and there are 2 or more spots with no player assigned. This is especially bad in the secondary, where Hacks playbooks call for a lot of DBs. The AI just cant deal with it.


    Marauders
    V.I.P
    V.I.P

    Posts: 122
    Join date: 2009-12-18

    Re: Maximum Football 2.2.9 Bug List

    Post by Marauders on Fri Jul 09, 2010 4:25 am

    garysorrell wrote:For me, the two biggest bugs that should be dealt with before anything else, have already been mentioned.
    Depth Chart and Profiles in CPUvCPU

    It drives me nuts when im looking at depth charts for CPU run teams and there are 2 or more spots with no player assigned. This is especially bad in the secondary, where Hacks playbooks call for a lot of DBs. The AI just cant deal with it.


    I need some specifics here. The issue is in assigning deep depth charts?

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Jul 09, 2010 3:45 pm

    is there a plan to fix some of these issues? i sent david an e-mail a month or so ago about the CPU vs. CPU problems but never received an answer. it would be great if the top issues were fixed.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Fri Jul 09, 2010 3:51 pm

    If anything at all is fixed I think we can agree that it is the CPU vs CPU issue. Forget anything else, this one is big.

    Marauders
    V.I.P
    V.I.P

    Posts: 122
    Join date: 2009-12-18

    Re: Maximum Football 2.2.9 Bug List

    Post by Marauders on Fri Jul 09, 2010 4:47 pm

    Hack wrote:is there a plan to fix some of these issues? i sent david an e-mail a month or so ago about the CPU vs. CPU problems but never received an answer. it would be great if the top issues were fixed.


    No plan, yet, from David. I talked to him a few days ago, and it was not ruled out.

    I cannot fix code problems, but Maximum Football 3.0 is on hold until some funding is put forth. It may be an opportunity to have some code fixes put in, and I would like to provide a detailed bug list for that.

    I would also like to go forward with modding what we can and provide incentive to updating that code.


    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Jul 09, 2010 4:58 pm

    yeah. that is a HUGE bug. that would be great if david could at least fix it. it would be a morale boost for the game.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Mon Jul 12, 2010 7:16 pm

    Hack wrote:yeah. that is a HUGE bug. that would be great if david could at least fix it. it would be a morale boost for the game.


    Hack, excuse my ignorance if this is not what you are refering to. I use your base plans.

    Do you not have a group that causes the QB to spike the ball near the end of the first half in order to kick a FG before the half expires? I always play CPU vs CPU and that group works.

    Mykal
    Admin
    Admin

    Posts: 1676
    Join date: 2009-01-19
    Location: Hull, UK

    Re: Maximum Football 2.2.9 Bug List

    Post by Mykal on Mon Jul 12, 2010 11:03 pm

    Not always it dont


    _________________
    [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.]

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Tue Jul 13, 2010 12:40 am

    i do have a group for that on the 1st / 2nd half when down 1-3 pts.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Tue Jul 13, 2010 2:30 am

    Aah ok. The one thing I did not consider was........is it working as intended.

    Half 1 it works for either team. In the second half it does not.

    The reason for this is probably because "Any" is used for the first half as to the amount of points. Down by 1-3 is used in the second half and the game ignores it.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Fri Jul 23, 2010 3:02 pm

    This is extremely minor but i'll mention it anyway.

    I was testing out 7 minute OTs. But it didn't work. It defaulted back to my quarter length of 12 minutes.

    Sudden death works. NO OT works. But going by that I am assuming an OT length that does not match your quarter length will not work.

    Raven
    Pro
    Pro

    Posts: 205
    Join date: 2009-10-08

    Re: Maximum Football 2.2.9 Bug List

    Post by Raven on Fri Jul 23, 2010 8:59 pm

    I have noticed that as well. In my league, I set Overtime to 5 minutes, but overtime is a single 7-minute quarter (usually, this means 3 possessions).

    Mykal
    Admin
    Admin

    Posts: 1676
    Join date: 2009-01-19
    Location: Hull, UK

    Re: Maximum Football 2.2.9 Bug List

    Post by Mykal on Sat Jul 24, 2010 10:53 am

    Kick offs out of Bounds
    doesn't happen all the time and you need some pretty poor kickers to generate it (High School) when it does happen

    kicking team gets the ball back at the 35 instead of recieving team


    _________________
    [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.]

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Sat Jul 24, 2010 2:33 pm

    Mykal wrote:Kick offs out of Bounds
    doesn't happen all the time and you need some pretty poor kickers to generate it (High School) when it does happen

    kicking team gets the ball back at the 35 instead of recieving team


    Thats odd. It happens in my league yet the recieving team gets the ball at the 40. Hey though.....you can think of it as an onsides kick!

    But I did notice in the odd soccer type football league I created........That after a TD, instead of a kickoff, the other team takes over at their own 35. Not a biggy I guess.


    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Sat Jul 24, 2010 2:34 pm

    Raven wrote:I have noticed that as well. In my league, I set Overtime to 5 minutes, but overtime is a single 7-minute quarter (usually, this means 3 possessions).


    So you have it set to 5 and it uses 7? Are your regular quarters 7 minutes?

    Raven
    Pro
    Pro

    Posts: 205
    Join date: 2009-10-08

    Re: Maximum Football 2.2.9 Bug List

    Post by Raven on Sat Jul 24, 2010 6:32 pm

    mudrick wrote:So you have it set to 5 and it uses 7? Are your regular quarters 7 minutes?


    Yes. With the 20-second play clock, a typical game with 7 minute quarters is around 80-90 plays.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Sat Jul 24, 2010 9:08 pm

    Ok, so unless you set OT to sudden death or no OT it defaults to your quarter length.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Thu Aug 05, 2010 10:02 pm

    Hack wrote:yeah. it does not recognize in CPU vs. CPU. i've tested and replicated. this was never an issue until MaxFb's last release.

    load up my plays and try it. this is why i play all my league games in CPU vs. Coach.

    this needs to be fix #1...if anyone is going to fix something.



    Did you test it using two teams that are on "Human" control?

    Guest
    Guest

    Re: Maximum Football 2.2.9 Bug List

    Post by Guest on Fri Aug 06, 2010 2:16 am

    I had a game just a few days ago where a team was down by 5 late in the game, drove to the 3 yard line with 15 seconds left...and took a knee.

    It was with one of Hack's playbooks too.

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Aug 06, 2010 2:32 am

    again. MaxFB does not recognize playbook profiles in CPU vs. CPU. I don't know why b/c it worked fine before the last release. I play all league games in Coach vs. CPU.

    i can't say all my playbooks are 100% perfect, but they're atleast 99.8%. that's pretty good for something i spent years on developing / improving and providing for free.

    hopefully david will read this and fix the problem.

    admiral66
    V.I.P.
    V.I.P.

    Posts: 323
    Join date: 2009-10-16
    Age: 45
    Location: Mobile, Ala

    Re: Maximum Football 2.2.9 Bug List

    Post by admiral66 on Fri Aug 06, 2010 2:55 am

    One glitch I've noticed - though I haven't played a game in a few months - is that on a missed two-point convert the clock keeps running if it's a running play.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Fri Aug 06, 2010 4:13 am

    Breeze wrote:I had a game just a few days ago where a team was down by 5 late in the game, drove to the 3 yard line with 15 seconds left...and took a knee.

    It was with one of Hack's playbooks too.


    I have never run into that with his playbooks. He always flags those plays as situation specific use only. That still works.

    However.......If you create a new playbook and import Hacks plan into that playbook, the situation specific will not work.

    ob potter
    Rookie
    Rookie

    Posts: 47
    Join date: 2010-01-04

    Re: Maximum Football 2.2.9 Bug List

    Post by ob potter on Fri Aug 06, 2010 6:15 pm

    "However.......If you create a new playbook and import Hacks plan into that playbook, the situation specific will not work. "



    ahhh so that is the problem i have been having. I started a new playbook by importing Hack's latest Coach Case playbook and put in another formation (I=weak formation)

    And got a spiking of the ball in the middle of 1st quarter and several times after that.
    So thanks for letting me know.

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Aug 06, 2010 7:10 pm

    when you "import" a playbook, i believe only the plays are imported, not the profiles. for a new playbook, you'd have to place each play (one at a time) into each group just like me Laughing

    yeah, creating an indepth playbook is a bitch.

    ob potter
    Rookie
    Rookie

    Posts: 47
    Join date: 2010-01-04

    Re: Maximum Football 2.2.9 Bug List

    Post by ob potter on Fri Aug 06, 2010 8:37 pm

    I checked my defensive and offensive profiles/groups in the import created plybk and they are the same as the coach case plybk I imported. So...should't they work? or am I missing something,again?
    BTW hack your plybks are the main reason I still play this game. You have made what was unplayable playable.That's huge. Hats off and a Big SAAAALLLLUUUTE!!!

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Aug 06, 2010 9:29 pm

    wow. they do import. i was wrong. one issue may be your "new" playbook's plays are not set to "situation specific". i set all kneeldowns, spikes, goalline, etc to situation specific. that may fix some of the issues. just a guess.

    thanks. despite all my frustrations with MaxFb, PDS, and creating playbooks i'll keep the working going.

    Mykal
    Admin
    Admin

    Posts: 1676
    Join date: 2009-01-19
    Location: Hull, UK

    Re: Maximum Football 2.2.9 Bug List

    Post by Mykal on Fri Aug 06, 2010 9:46 pm

    Yes, I can confirm the profiles do import along with the plays.
    I've done this many many time without problems


    _________________
    [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.]

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Aug 06, 2010 9:59 pm

    sweet. do the plays in each group also import?

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Fri Aug 06, 2010 10:01 pm

    Yes, everything gets imported. The problem is situation specific doesn't seem to work. If you simply import hacks plays to a new plan you will see kneel downs and spikes at any given time. Things that do not happen with the original plan.

    What I do if I want to change anything about Hacks plans is I simply rename his plan, and work on that. In other words. If you want to add stuff to one of hacks plans....say "Riggs" for example. Simply make a copy of the original Riggs plan and rename it. Then throw it back into the plays folder and edit away.

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Fri Aug 06, 2010 10:22 pm

    agreed. that is the easiest way. this way you can adjust pass:run percentages, add plays to the playbook and then add the plays into the desired groups.

    ob potter
    Rookie
    Rookie

    Posts: 47
    Join date: 2010-01-04

    Re: Maximum Football 2.2.9 Bug List

    Post by ob potter on Sat Aug 14, 2010 5:43 pm

    I would be happy with just recognizing playbook/group profiles when playing cpu v. cpu
    and fixing the bugs in the depth chart.
    Fixing the depth chart/formation spots after every injury is tedious and annoying.

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Sat Aug 14, 2010 6:38 pm

    agreed.

    mudrick
    All Pro
    All Pro

    Posts: 336
    Join date: 2010-01-18

    Re: Maximum Football 2.2.9 Bug List

    Post by mudrick on Sat Aug 14, 2010 11:08 pm

    Speaking of bugs, anyone know why some players are AGE 5?

    I have a lot of players with a normal age but several of them are marked age 5.

    Hack
    V.I.P.
    V.I.P.

    Posts: 251
    Join date: 2009-03-09
    Age: 33
    Location: California

    Re: Maximum Football 2.2.9 Bug List

    Post by Hack on Sun Aug 15, 2010 1:53 am

    is there a way we can contact Matrix directly and plead our case for the cpu vs. cpu and depth chart fix?

    Marauders
    V.I.P
    V.I.P

    Posts: 122
    Join date: 2009-12-18

    Re: Maximum Football 2.2.9 Bug List

    Post by Marauders on Sun Aug 15, 2010 4:22 am

    Hack wrote:is there a way we can contact Matrix directly and plead our case for the cpu vs. cpu and depth chart fix?


    You can post to the Matrix Games board, but do not expect anything. They have no idea what the code looks like.

    I have no idea what kind of ties David still has with them.

      Current date/time is Thu May 17, 2012 1:33 am