24/05/2017

PES 2017 Stadium Server 1.3 by Zlac

Stadium Pack

PES 2017 Stadium Server for LiveCPK Sider by Zlac

Konami’s PES 2017 is a genuine step forward for a series. Yes, there are signs here that PES’ rivalry with FIFA has led to an unnecessary overextension in features and modes, but the core of PES 2017--the soccer it plays--is competitive again.

There are a group of people who remain adamant they will not play PES because they don’t have the licenses FIFA do. In itself this stance really isn’t rational as it is the ability to simulate a real match of football that a football video game should be judged on. Regardless, they are entitled to their opinion.

The improvements this year are a mixture of the specific and the general. Goalkeepers are a good example of the former--they’ve been heavily (and necessarily) reworked, offering not just a more realistic defense against corners and saveable shots, but also a dynamic set of animations that help give PES the kind of authenticity the series often lacked. Low one-handed dives, instinctive blocks with a single leg, and more authoritative claims under high-balls all help give this year’s keepers a reassuring sense of life and ability.

The all new Stadium Server for PES 2017. The tool only works with LiveCPK Sider. Please read the instruction from Master Zlac below

Info :

LiveCPK Sider required ( Download Here ) Please, always use latest LiveCPK Sider to run this tool :)

Features:

-  GDB-style unlimited stadium management
- Mostly unchanged stadium packaging - entire stadium directory tree (starting with "common" folder) can be copy-pasted into one top-level folder (usually indicating stadium name)
supported folders from the usual stadium-related cpk-tree:

a.common\bg\model\bg
ad, audi, bill, cheer, effect, pitch, scarecrow, sky, stadium, staff, tv
b. common\demo\fixdemo
end, ent
c. common\render\model\bg\hit
bill, stadium
common\render\thumbnail\stadium

# Stadium assignment to individual home teams via map_teams.txt file - pretty much self-explanatory, see the supplied map_teams.txt file for examples of how to connect team ID with one GDB-stadium

# Stadium assignment to competitions via map_competitions.txt file - use it to connect competition/tournament ID with one or more stadiums from GDB.
All teams participating in particular competition can either use identical stadium (if ony one stadium is assigned to that competition) or have one of the stadiums assigned randomly (v1.1 feature) if there's more than one stadium assigned to that competition.

## v1.1 - It is possible to assign unlimited number of stadiums to the same competition - in this case, ONE RANDOM stadium will be selected for every home team that:
participates in that competition, BUT DOES NOT have individual stadium assigned in map_teams.txt file. Three stadiums assigned to EPL in map_competitions.txt - random selection in-game

IMPORTANT: by default, competition assignment would always take priority over team assignment in any game mode, but that can be easily configured within .lua script.
To override this default behavior you have to slightly modify StadiumServer.lua script itself - add/remove competition IDs in override_competitions table, thus defining more or less competitions where individual team assignments from map_teams.txt takes priority over competition assignment from map_competitions.txt

Since v1.1, because of newly introduced random stadium selection option for competitions, override_competitions table has been vastly increased to include all exhibition, league and league-cup matches - you can keep individual stadiums for those teams that already have one in map_teams.txt, while all the other teams without individual stadium would get randomly selected stadium from map_competitions.txt

## Support for optional stadium to be used in final match of the competition only - again, pretty much self-explanatory. See map_competitions.txt file for more details
v1.1 - CAUTION: if multiple stadiums are assigned to a single competition and you want to use specific stadium for finals, then you must include stadium for final match IN EVERY stadium assignment
Spoiler: FA cup setup with 3 random stadiums used before final match and Wembley for final match

# Exhibition mode behavior [v1.3] - stadium assignment logic has been refined to be more in-line with the usual game behavior:
IMPORTANT CHANGE: Stadium server will be active in exhibition mode ONLY if you have selected either "Home ground" or "Random" setting. This enables you to use any stadium from your .cpk pack and additional stadium server's stadiums side by side.
"Random" setting in exhibition mode is going to select stadium either from your .cpk pack or from stadium server's repository.
Complementing this change, additional lua table is available, to customize which teams should keep their .cpk+EDIT assigned home grounds (e.g. Barcelona -> Konami's Camp Nou, Team X -> Stadium X from your .cpk, etc.). See this post for an example.

# Correct stadium previews and stadium names - displayed in game menus (where available, depending on game mode) and scoreboards

# Support for replay mode [v1.3]

# Stadium server is deactivated in edit mode

Current limitations/issues:

1. adboards handling - by default, stadium server will load common\bg\model\bg\bill related files (including config.xml!!) if they exist within custom stadium files. If you'd like to use your already configured .cpk adboards packs, you can comment-out single line of code in StadiumServer.lua to disable adboards serving (see the code, it is noted where that line of code is)

2. IMPORTANT: cooperation with other .lua scripts that use "set_stadium" event - unfortunately, because of the way the stadiums are structured and handled by the game, it was necessary for StadiumServer.lua to use set_stadium event to force the game to use the exact stadium ID of the new stadium, in order to load all the files that belong to that stadium. Another approach, which would not "steal" set_stadium event (i.e. trying to override the files of any stadium that the game would like to use) did not prove successful, because stadiums simply are not file-for-file compatible, causing various artifacts when trying to replace e.g. stadium using ID 016 with custom stadium using any other ID

Bottom-line - if you want StadiumServer to work, you must not use any other .lua scripts that use set_stadium event to change stadium_id

you can still use additional .lua scripts to modify stadium conditions (day/night, weather, summer/winter) by using newly introduced set_conditions event (see Sider 3.3.4 release notes) - just to be on the safe side of the story, place your set_conditions related scripts below StadiumServer.lua in sider.ini

3. Not always accurate stadium selection during saved replays playback [v1.3] - saved replay files do not store tournament_id info. If the stadium used in saved replay has been assigned via map_competitions.txt, then it is not possible for stadium server to make accurate re-selection of that particular stadium during replay playback.

Recommended way to re-pack stadiums that are available in .cpk files
Although extracted stadium packs may work without any problems, I'd recommend to use only one stadium per folder in content\stadium-server.
It is recommended to remove any files that are not directly related to stadium (especially common\etc\... files)

How to use:

  1. Unpack the v1.0 archive and copy folders 'content' and 'modules' inside your sider folder. Unpack v1.3 archive and copy/overwrite extracted StadiumServer.lua to sider\modules folder.
  2. Add lua.module = "StadiumServer.lua" near the top of the Extension modules section in sider.ini
  3. Customize map_teams.txt and map_competitions.txt files and add more stadium folders in content\stadium-server folder
Please, read carefully all the comments inside map_teams.txt and map_competitions.txt files! Always use leading zeroes when writing stadium ID's!

Credits:

- @juce and @nesa24 for sider

- Stadium master-pieces used in this demo-release: @Yucel11 "Fenerbachce Ülker Stadium" and "Türk Telekom Arena"


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