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#7781 | |
Senior Member
Iscritto dal: Jul 2007
Città: N/A
Messaggi: 10197
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Quote:
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Adepto dell'Ordine "GLI ADORATORI DEL SACRO UNTO" | Caccia al tesoro con Google Maps (320 SF) >>>NUOVA Caccia al tesoro con Google Maps<<< |
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#7782 | |
Senior Member
Iscritto dal: Mar 2008
Città: Milazzo (ME)
Messaggi: 1368
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Quote:
Infatti ho preso la virtuared da oltreilcalcio. Peccato per il FO che non è proprio perfetto (ci sono giocatori trasferiti quando invece erano solo rumor, in compenso non ci sono i doppioni!), ma a settembre dovrebbe uscire l'aggiornamento da parte di alcuni utenti di oltreilcalcio!
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CPU i7 950 @3.06ghz - GPU Gigabyte R9 270 2048MB - MB Asus P6X58D-E - PSU Corsair 650w - RAM Corsair XMS3 @1333mhz 3x2GB DDR5 - HDD WD Caviar Black 500GB - MONITOR Samsung BX2331 |
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#7783 | |
Senior Member
Iscritto dal: May 2004
Messaggi: 3483
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l'ho installata bella!!!!!!!!! ![]() ![]() premesso che mi succede una cosa strana nel programma explorer 3... cioe' per parire i file devo selezionare tutti i file perche' il programma in automatico non me li vede e questo e' strano perche? qualcuno mi puo' aiutare? bisogna impostare qualche parametro? io lancio il programma faccio , file importa afs file e nella directory non mi vede i file se non abilito tutti i file, poi abilitandoli faccio il lavoro .. caspita
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Intel Pentum 4 3.2 Fsb 800 asus P5ad2-e deluxe 2x 1 gb kingst.ddr 2 533 mhz asus 9600 gt 512 mb creative xfy platinum altoparlanti creative inspire 5.1 5700 digital hdk maxtor 80 gb e maxtor 160 gb ali corsair hx 520 w schermo samsung syncMaster p2370 HD |
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#7784 |
Senior Member
Iscritto dal: May 2004
Messaggi: 3483
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allora credo sia normale selezionare tutti i file l'ho visto dalla guida anche se qualcuno sosteneva che il programma in automatico li riconoscesse, va be ..,, per i problemi provo a reinstallare il gioco pulito piu' superpatch caressa bergomi piu' la nike patch , volevo solo sapere nelle guida parla di due modalita' di apllicazione mediante explorer.. se il file e bin o patch siccome non ho capito bene la differenza me l'ha spiegate ? e' tipo tra l'installazione caressa bergomi che e' bin e un installazione dove c'e' da lanciare l'exe ? e' questa la differenza?
![]() (quadrati) la nike mi da due riquadri bianchi in alto a sx e a dx ma porca miseria eppure non avevo mai installato patch.. provo magari a mettere il file delle risoluzioni e del congif. gamepad dopo aver installato tutto magari e' stato quello p.s la mia vga e' perfetta!! a gioco standard va tutto benissimo!!
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Intel Pentum 4 3.2 Fsb 800 asus P5ad2-e deluxe 2x 1 gb kingst.ddr 2 533 mhz asus 9600 gt 512 mb creative xfy platinum altoparlanti creative inspire 5.1 5700 digital hdk maxtor 80 gb e maxtor 160 gb ali corsair hx 520 w schermo samsung syncMaster p2370 HD |
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#7785 | |
Senior Member
Iscritto dal: Mar 2008
Città: Milazzo (ME)
Messaggi: 1368
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Quote:
__________________
CPU i7 950 @3.06ghz - GPU Gigabyte R9 270 2048MB - MB Asus P6X58D-E - PSU Corsair 650w - RAM Corsair XMS3 @1333mhz 3x2GB DDR5 - HDD WD Caviar Black 500GB - MONITOR Samsung BX2331 |
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#7786 | |
Senior Member
Iscritto dal: May 2004
Messaggi: 3483
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Quote:
cosa? ![]() ah per il file della risoluzione io l'ho lasciato dentro il gioco ma quello originale che non viene sostituito da questo si puo' lasciare dentro la cartella o deve essere cancellato'?
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Intel Pentum 4 3.2 Fsb 800 asus P5ad2-e deluxe 2x 1 gb kingst.ddr 2 533 mhz asus 9600 gt 512 mb creative xfy platinum altoparlanti creative inspire 5.1 5700 digital hdk maxtor 80 gb e maxtor 160 gb ali corsair hx 520 w schermo samsung syncMaster p2370 HD Ultima modifica di mas201 : 14-08-2008 alle 21:09. |
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#7787 |
Senior Member
Iscritto dal: Mar 2008
Città: Milazzo (ME)
Messaggi: 1368
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Kitserver 7 Manual
Version history: history.txt August 11, 2008 - Kitserver 7.4.0 The most up-to-date version of this documentaion, and the translations to many languages, are located here: http://kitserver.ath.cx/docs/ 1. Introduction Kitserver 7 is an add-on program for Pro Evolution Soccer 2008. It is a loader and manager for various modules. Below is a quck summary of the available features. Follow the link in the left column to get more details about a particular module. Kserv 7.3.1.1 kserv.dll Assign kits to all teams (no re-linking needed), Extra (3rd,4th,etc.) kits. Allows selection of kits in all game modes: Exhbition, Cup, League, Master League. LOD Mixer 7.1.0 lodmixer.dll Various tweaks to graphics and game options: Select quality levels which PES doesn't want you to choose; Any window resolution supported, hidden fullscreen resolutions unlocked; Manual/Automatic aspect ratio correction; Disable controller check for Master League/League/Cup games: this allows your friend to play for the opposition team. AFS2FS 7.2.1 afs2fs.dll Manage AFS (.img) game content using files and folders: much easier and quicker to install/remove patches, without the need modify *.img files Faceserver 7.4.0 fserv.dll Assign special face/hair to any player you want. Bootserver 7.4.0 bootserv.dll Assign unique boots to any player you want. Scheduler 7.3.0 sched.dll Make changes to Konami Cup tournaments: now possible to play Home/Away matches in the groups, and also have Home/Away knock-out stages - ala UEFA Champions League Read/Write data 7.4.0.1 rwdata.dll Manage your "save"-data. Useful for patchmakers - to redirect all read/write operations from the standard "save" folder, to another one. Camera module 7.3.0 camera.dll Increase the camera viewing angle for Normal and Wide cameras, and enjoy new playing experience. Time expander 7.3.0 time.dll Set the match time to any number of minutes you want between 1 and 255. Stadium server 7.3.2.2 stadium.dll Organize your stadiums in the GDB. Ball server 7.4.0 bserv.dll Organize your balls in the GDB. 2. Installation / Removal As with previous version of Kitserver, you have to unpack the archive to your PES installation folder. It should look like this: Then go to kitserver folder and run the setup.exe. What is new is that you can now also select your settings.exe. This is necessary because some changes are only possible in that file. simply select these both files (they should already be preselected) and click "Install". If you choose that you don't want to use Kitserver any longer, run setup.exe again and click "Remove". You can also install/remove Kitserver only for one exe by setting the other one to "no action". 2.1. Advanced usage of setup.exe The kitserver setup.exe program can also be run without GUI - in a so-called batch or command-line mode. This can be useful, if kitserver is part of a bigger patch, which contains an installer, and typically the last step of the installer is to attach kitserver to the game EXE file. This can be accomplished by running the setup like this: setup --install --gfile={game-exe} --sfile={settings-exe} setup --remove --gfile={game-exe} --sfile={settings-exe} Example: setup --install --gfile=..\PES2008.exe --sfile=..\settings.exe 3. Usage and configuration 3.1. Running settings.exe After installing Kitserver, if you run settings.exe from your game main folder, you are asked if you want to enable all quality levels. In PES2008, Konami doesn't allow you to choose a high quality level if the game thinks your PC isn't good enough for that. If you click on "Yes", that check is removed and you can try if they are right with their assumption. Apart from that you can now choose 4 controllers in the "Controller" tab. That means you can configure your gamepads here and later play with them. Note that by default the keyboard is controller #1. If you setup your gamepad as first controller, you can't play against someone using the keyboard and your gamepad. For that, you shouldn't setup a gamepad as first controller but always as #2, #3 or #4. However you can't use your gamepad in the main menu then, that works only with the first controller. 3.2. Main configuration file: config.txt In the kitserver folder, there is the program's main configuration file - config.txt. This is where you would need to make changes to enable/disable individual modules (DLLs), and/or configure module settings. Here's how my config.txt looks like: [afsio] debug = 0 [fserv] online.enabled = 0 [kload] debug = 0 dll = zlib1.dll dll = libpng13.dll dll = lodmixer.dll dll = kserv.dll dll = afsio.dll dll = fserv.dll dll = bootserv.dll dll = stadium.dll dll = afs2fs.dll dll = sched.dll dll = rwdata.dll dll = time.dll dll = camera.dll [lodmixer] aspect-ratio.correction.enabled = 1 controller.check.enabled = 1 [rwdata] debug = 1 data.dir = "mytest-save" Each module can have its own configuration section, which starts with [module-name], and typically has one or more options following it. Now, normally you wouldn't need to modify config.txt file, except for the cases, when you need to modify the behaviour of a particular module (DLL), or enable/disable such DLL. For example: rwdata module reads the "edit.data" and "system.data" settings from config.txt - check rwdata section for more details on this. To disable a particular module - just comment out the corresponding line in the [kload] section by putting a '#' symbol at the beginning. (Or you can delete that line altogether.) The order of the DLLs is important. In particular: zlib1.dll, libpng13.dll must be loaded in that order before kserv.dll; also afsio.dll must be loaded before fserv.dll and afs2fs.dll 3.3. GDB location GDB is a collection of different types of game data. In the current release, those include: kits, faces and hair files. In the future, there will also be stadiums and possibly boots. The GDB is essentially a simple hierarchy of folders: the root folder itself MUST be named GDB, inside it there is a folder for kits: uni, and a folder for faces and hair: faces. By default the GDB folder itself is located inside kitserver folder, but you can put it anywhere on your hard disk. To do that, you would need to use "gdb.dir" setting in the [kload] section of the config.txt file, like this: [kload] gdb.dir = "c:\mypesfiles\" ... A couple of important notes here: 1. The path MUST end with a backslash, like in the example above. 2. You specify the folder that holds the "GDB" folder in it, instead of the "GDB" folder itself. So, in the example above, the full path of the GDB folder would be c:\mypesfiles\GDB, but in the config.txt, the "GDB" ending must be omitted. Top 4. Kserv Module (kserv.dll) Kserv module is responsible for serving kits from the GDB ("Game content DataBase") during the game. The main feature of it is that you are not limited to the slots that cv_0.img has for the kits, and you can assign a kit to any team. With Kserv and GDB, it is also possible for the teams to have more than 2 kits: so instead of just a standard pair of 1st and 2nd, you can have a potentially unlimited set of alternative uniforms for playing in European cups, or special exhibition games and so for. In real life, typically a team has a wide selection of kit variations. By organizing your kits in the GDB, it is possible to achieve that. Kserv was historically the first module implemented in the original Kitserver program, made for PES3. That's where the Kitserver name originated from. Later, as more functionality were introduced as new modules, to avoid confusion, we changed the name of the module that serves kits to kserv, while Kitserver name now refers to the entire program. 4.1 GDB organization The GDB contains a folder named uni, which is responsible for storing the team kits (uniforms). The single most important file inside uni is called map.txt. This file tells kitserver where to find the kits for particular team. As you know, each team has a unique id - a integer number from 0 to 203, i think. So for every team in the GDB, you must specify in the map.txt, where the kits are for this team. Here is an example: # This config maps team number into folder name # Format: <team-num>,"<folder name>" # Example: 21,"Russia" 21,"National\Russia" 69,"EPL\Chelsea" 73,"EPL\Liverpool" IMPORTANT: Double quotes are not required, but advised - just so that there is no ambiguity about folder name. For IDs for all the teams - see uni.txt file Please note that the sample GDB (provided with kitserver) is just one possible way of organizing the teams and folders. It uses "EPL" folder to group all english teams, "National" - to group all national teams, and so for. You may find that you just prefer a flat list of folders - without these extra groups. In that case, just modify the map.txt file accordingly, and create the structure of folders that you prefer. That's the main advantage of having map.txt - the flexibility of kit organization. You can see from map.txt above that in order to find a kit for team #69, the kitserver needs to go to the folder GDB\uni\EPL\Chelsea. This folder will contain all of the kits that are available to team #69. Inside it, you must create an individual folder for each kit. Like this: For players, 1st kit must have a folder name pa, 2nd - pb. Extra kits can have any folder names that start with letter "p". I found it useful to prefix all extra kits with px-. For example, px-blue. For the goalkeepers, 1st kit must be in the folder ga, 2nd - in the gb. Extra kits can have any folder names that start with letter "g". IMPORTANT: Folder name acts as a kind of ID for kitserver, which puts the additional restriction on all those folder names: they cannot contain spaces, and preferably they should be relatively short, and in English,French or other language withing Latin1 (iso8859-1) character set. Typically, if you want to make sure kitserver can properly find/read the folder, just use latin characters, digits, underscore, and the dash (minus sign). Now let's move on inside one of the kit folders. Take pa, for example. See the table below for explanation of each file: Images must be in PNG format: 8-bit paletted or 4-bit paletted (those may be used with fonts/numbers). So the filename must have a ".png" extension. Reserved file name Meaning Format kit.png Kit texture 512x512 8-bit paletted image in PNG format. font.png Font texture: used for names on the back of the shirt 512x128 8-bit or 4-bit paletted image in PNG format. numbers-back.png Numbers texture: used for (big) numbers on the back of the shirt 512x256 8-bit or 4-bit paletted image in PNG format. numbers-front.png Numbers texture: used for smaller front numbers 256x128 8-bit or 4-bit paletted image in PNG format. numbers-shorts.png Numbers texture: used for numbers on shorts 256x128 8-bit or 4-bit paletted image in PNG format. config.txt Kit attribute configuration file (see next section for more details) text file (in UTF-8 encoding) IMPORTANT NOTE TO KITMAKERS: BMP kits are no longer supported, please use PNG format instead. 4.2. config.txt This is the attribute configuration file. As before, it is just a plain text file - you can use Notepad or any other text editor to view or modify it. For each folder, you should have a config.txt file in it. Here's the summary table of all the supported attributes: Attribute name Meaning Format Example model identifier for 3D-model of the shirt decimal integer model = 37 collar Collar-type 0/1/2/3 (0=yes, 1=no) collar = 0 shirt.number.location Where on the front of the shirt the number should be placed. ("off" means the number will not be displayed at all.) This only applies to national teams. center|topright|off shirt.number.location = topright shorts.number.location Where on the shorts the number should be placed. ("off" means the number will not be displayed at all.) left|right|off shorts.number.location = left name.location Where on the shirt the name of the player should be placed. This is useful for teams like Boca Juniors, who have player names printed at the bottom of the shirt. ("off" means the name will not be displayed at all.) top|bottom|off name.location = top logo.location Where on the shirt the sponsor logo should be placed. (This attribute is probably not gonna be very useful with kitserver, since if the team has the logo on the back of the shirt, it will probably be painted as part of the kit texture itself, by kitmaker) top|bottom|off logo.location = off name.shape Indicates whether the name should be curved or straight. The values have the same meaning as in Edit Mode: type1 - straight, type2 - slightly curved, type3 - curved, type4 - even more curved. type1|type2|type3|type4 name.shape = type1 main.color ( radar.color ) This attribute specifies the main color of the shirt. It is also used as the color of the players on radar screen. It also influences the kit that is selected by default. (The old name "radar.color" is also supported for backwards compatibility) color, written in hexadecimal format RRGGBB (red,green,blue) main.color = 0A5D88 radar.color = 0A5D88 shorts.color This attribute specifies the color of the player/gk shorts. The color of shorts is used by the game to determine correct color of the underpants for those players who wear them, and have them set to match the shorts color. color, written in hexadecimal format RRGGBB (red,green,blue) shorts.color = 0A5D88 description Any notes about the kit. This text will be displayed on kit selection screen, under the mini-kit. Useful when there are several similar kits that have near identical mini-kit rendering but you want to know which one is currently selected. any text in double quotes description = "All white (WC2006 Final)" 4.4 Kit Selection In order to provide a visual reference for currently selected GDB kits (including extra kits), Kitserver uses a Kit Selection Overlay, located at the top of your screen - see the image below. The top left corner indicates the team IDs (69 vs 73), and in case of Master League, there's also a Home or Away text, showing whether your team is player at home or away. In the center of the screen, the two sections represent the kit selection for the Home team (left side) and the Away team (right side). Initially, the kit selection is set to P: auto and G: auto, meaning that kitserver lets the game choose the player and goalkeeper kits. You can change that by pressing the following keys on the keyboard: [1] - Switch home player kit [2] - Switch away player kit [3] - Switch home goalkeeper kit [4] - Switch away goalkeeper kit By repeatedly pressing the keys, you will cycle through all of the kits available in the GDB for the chosen teams. So, if for example, you have 5 different kits, you can choose any of them, and not just the pa and pb. The screenshot shows Chelsea selected the px-allblue alternative kit: The colored rectangles indicate the "overall" colors of the shirts and shorts selected. This information is retrieved from main.color(radar.color) and shorts.color kit attributes in config.txt file - if the kit is from GDB; or from the game data, if the kit is from AFS (cv_0.img). If you don't define those attributes in your GDB kits, then you won't see the colored boxes. It is also possible to choose extra (3rd,4th,5th,etc.) kits in the Exhibition Mode. At the top of the screen, you will also see the Kit Selection Overlay - like in Cup modes. Please note that currently, kitserver cannot change the kits on the rotating figures of the players. So the visual indicators are a little bit misleading in that regard. For example, on the screenshot below, the players are wearing yellow and red kits, even though the Kit Selection Overlay shows blue and white/black uniforms selected: However, once the match starts, the kitsever will make sure the teams are wearing the kits chosen in Kit Selection Overlay at the top, and not necessarily the ones on the rotating player figures. In the future releases, i'll try to make it so that the rotating figures also change their kits dynamically, as you press the [1], [2], [3], [4] keys. Top 5. LOD Mixer (lodmixer.dll) LOD-Mixer is the module that allows to fine-tune some aspects of PES2008 graphics engine. Currently the following features are implemented: screen resolution, aspect ratio correction, and LOD adjustment. All of these can be configured manually in kitserver's main configuration file (kitserver/config.txt), but also there is now a GUI program that makes it even easier: 5.1. Aspect Ratio. PES2008 offers only two choices for aspect ratio - 4:3 and 16:9. However, lots of LCD monitors don't exactly fit into either of those. Often, a 16:10 ratio is used, or even 16:9.6. This results in the picture being distored: players either too fat or too skinny, and ball is not round. With LOD Mixer, you can set the aspect ratio to whatever you want. Either let LOD Mixer calculate it automatically - at run-time, using the current screen width and height in pixels - or set the value manually. Automatic way would work quite accurately, assuming the pixel is square. Sometimes, however, you would want to set it manually. For example, i play on widescreen monitor, but using a 800x600 resolution, because my video card is not powerful enough. The automatic calculation would give 4:3, but since the view is stretched to fill the entire screen, we need to account for that. Setting aspect ratio to 1.6 (which is a natural AR for my laptop) does the trick. 5.2. Screen Resolution. You can set any screen resolution you want, if you play in a Windowed mode. Even crazy screens like 1567x532 will work, but you're likely to suffer from performance problems on such cases. Hidden fullscreen resolutions are fully unlocked now as well. However, only those that your video card really supports in full-screen mode, will work. If you accidently choose an unsupported fullscreen resolution, then PES should still be able to start in a window. 5.3. LOD configuration. LOD (Level-Of-Detail) algorithms are used in graphics engines to improve both the picture quality and the speed of rendering, when drawing objects at various distances from the viewer. The basic idea is that when the object is close to the camera, one (very detailed) model is used. When it is far - another, simpler model with less detail is used instead. It's much faster to render a low-poly model of the object, and it typically looks better, when drawn in small size, because it suffers less from aliasing. In theory, at least, that is how it is supposed to work. For some inexplicable reason, PES series had always suffered from an overly- conservative LOD configuration, where the switch to low-poly models would happen way too soon, and that would result in various visible artifacts. In PES4-PES6, examples were: balding players, and missing details on kits. In PES2008, the players appear to have blurred generic faces, once they move slightly away from the camera. So, if you have a good PC and a fancy videocard with GPU cycles to spare, you may fancy tunning the LOD sligtly to make the game engine display more detailed models, even when they players are a bit away from the camera (Animation quality seems to be affected by this as well). To do that, move the sliders to the right. Also, if on the contrary, your machine is stuggling to run the game at a smooth frame rate, you can try tunning the LOD sliders in the opposite direction - thus making the engine switch to the low-poly models sooner than normal. This may improve the framerate, although at the expense of picture quality. To achieve that, move the sliders to the left. Note that in game versions 1.0 and 1.10, the second LOD slider had the default value of 0.070. In version 1.20, KONAMI had changed this value slightly and it is now 0.074, which makes the game switch from LOD1 to LOD2 a tiny bit sooner than before (if default LOD configuration is used that is). 5.4 Controller check This feature may be useful to people who like to play a tournament - a league or cup together. PES 2008 doesn't allow human players to control both teams, unless both of their selected teams are playing against each other in the match. With this new feature, you can remove that limitation. Now, even if it is for example, P1 vs. COM game, or P2 vs. COM - you can freely select which team you control with each controller. So, you can both play on the same team, or you can let your friend control the opposition - to make things more interesting. You can also now choose a "Spectator" mode for in tournaments. Top 6. AFS2FS Module (afs2fs.dll) This is a relatively new kitserver module. It allows to organize your BIN-files into folders on disk, instead of inserting them into AFS(*.img) files, which is sometimes a pain, and may require a lot of extra disk space. Several people over the last few years had suggested similar solutions, but ultimately it was Str@teG who kept talking about this idea of organizing BINs into folders, and eventually i decided to just go ahead and do it. So now this is realized in the this module - afs2fs.dll. From personal experience, i know that people are sometimes reluctant to install big patches that require an AFS-rebuild, not because it's particularly difficult or anything, but because it can be time-consuming and disk-space-hungry. With afs2fs, this is now very easy: you just put the BIN into correct folder and that's it. And, of course, there are no size constraints - the bins can be as large as needed! 6.1. How to set up the folders In kitserver folder, there should be an img folder - if it's not there, create it, and then inside "img", create folders, as needed, named - cv_0.img, cv_1.img, rs_e.img, and so for. That's where you're going to be putting the BIN-files. It's important to name the folders correctly: a folder must have exactly the same name as the corresponding AFS-file. For instance, if you call a folder cv_0, instead of cv_0.img, things will not work.) This is how my img folder looks: 6.2. How to name the files Together with the afs2fs.dll, there's an example with cv_1.img folder, and a file called stadium_40.bin, which contains black nets (Euro2008 style), made by poloplo. That's one example of naming a file. In general, you can name the files whichever way you want, but you must follow one rule: there must be a BIN number in the name, and it must be preceded by an underscore character ('_'). Also, the filenames CANNOT be longer than 63 characters. Examples of correctly named files: faces_1951.bin unnamed_40.bin balls_7.bin unknow_8 (.bin extension is optional) vne_zony_dostupa_113.adx (a file can have a different extension: .adx is typically used for music and sound files) Examples of incorrectly named files: unnamed10.bin - no underscore symbol before the BIN number. face.bin - no BIN number. 6.3. Names for balls and songs When replacing songs with AFS2FS, it is also possible to change the title of the song and the author name, by using a songs.txt map-file, which should be put into kitserver\names folder. Here's an example of such songs.txt file: # Song names map # Format: , "", "" # Note that double quotes are required. 111, "I'm mad about you", "Sting" 112, "Jamaica", "Marksheider Kunst" 113, "Vne zony dostupa", "Gorod 007" 114, "Gitara", "Piroogov" 115, "Takie devchenki", "Mummi Troll" 116, "Podmoskovnye vechera", "Mireille Mathieu" 117, "Pardonne moi", "Mireille Mathieu" Similarly with balls, it is often desirable to specify names which are longer than the original ones. One easy way to do that is to use a balls.txt map-file, which should be put into kitserver\names folder: # Ball names map # Format: , "" # Note that double quotes are required. # (Ball numbers go from 1 to 12) 6, "Nike Arrow II Yellow" 7, "Fevernova 2002" Top 7. Faceserver (fserv.dll) Faceserver makes it possible to load as many faces and hair from the GDB as you want. So, you can assign each player a unique face/hair combination, if you want to, including custom created players. Faceserver makes use of unique ids, which are assigned to each player, and it creates "virtual" face and hair slots, that only exist during run-time. One difference from how faceserver worked in the past is this: new faceserver works ok in replays. 7.1. How to find out ID for a player If you have faceserver enabled (which it is by default), just start the game, and then in the kitserver folder, there should appear a text file called playerlist.txt. It will contain the IDs for all the players that you have in your game, sorted alphabetically for easy searching. 7.2. How to configure Faceserver uses a map file (GDB/faces/map.txt), similar in format to Kserv: you specify player's unique ID, followed by a filename for his face, and optionally followed by a filename for his hair: {ID}, {face-file}, {hair-file} The filenames are relative to GDB/faces folder, but inside that you're free to organize them whichever way you want: either one flat directory, or a folder hierarchy. The only important thing is that you correctly specify the paths in the map.txt. The double-quotes around filenames are optional. Here are some examples of entries in map.txt: # Example 1: face and hair BINs: 5786, arshavin-face.bin, arshavin-hair.bin # Example 2: face only (fetched from a "Russia" folder inside "faces"): 5786, "Russia\arshavin-f.bin" # Example 3: hair only (notice 2 commas!) 5786, , somehair.bin 7.3. Network play Currently, faceserver doesn't work in Network mode, at least not in the "official" Konami online rooms. Perhaps, this will change in the future releases of faceserver. There is, however, a configuration setting, which allows the use of faceserver in the so-called "PES-Magazine"-type of network play. By default, that setting is disabled, but you can enable it if you want, in the config.txt file, by changing its value from 0 to 1: [fserv] online.enabled = 1 Top 8. Boot server (bootserv.dll) Bootserver makes it possible to assign each player a unique pair of boots. Like faceserver, the bootserver makes use of unique ids, which are assigned to each player, and it creates "virtual" boot slots, that only exist during run-time. 8.1. How to find out ID for a player If you have bootserver enabled (which it is by default), just start the game, and then in the kitserver folder, there should appear a text file called playerlist.txt. It will contain the IDs for all the players that you have in your game, sorted alphabetically for easy searching. 8.2. How to configure Bootserver uses a map file (GDB/boots/map.txt), similar in format to faceserver: you specify player's unique ID, followed by a filename for his boot: {ID}, {boot-file} The filenames are relative to GDB/boots folder, but inside that you're free to organize them whichever way you want: either one flat directory, or a folder hierarchy. The only important thing is that you correctly specify the paths in the map.txt. The double-quotes around filenames are optional. Here are some examples of entries in map.txt: 971, adidas-delpiero.bin 5786, adidas-green.bin 8.3. Network play Currently, bootserver doesn't work in Network mode, at least not in the "official" Konami online rooms. Perhaps, this will change in the future releases of bootserver. There is, however, a configuration setting, which allows the use of bootserver in the so-called "PES-Magazine"-type of network play. By default, that setting is disabled, but you can enable it if you want, in the config.txt file, by changing its value from 0 to 1: [bootserv] online.enabled = 1 Top 9. Scheduler (sched.dll) This module allows to organize a Konami Cup, which is more like the real UEFA Champions League: you play 6 matches in the group, then 2 in each of the knock-out rounds, except the final, where there's only 1 match. 9.1. How to use Create a new Konami Cup, choose 'Group League'. The Home/Away option will still be greyed out, but ignore that for now. Once you select the teams, and are ready to begin the tournament - i.e. you are at the "Next game" screen, press [PgUp] or [PgDn] keys to get to the "format tweaks" page: Press [F2] to switch between the default mode (3 games in group, 1 in each knock-out round) and the new mode (6 games in group, 2 in each knock-out round before final, 1 game in final). Once you have played your first group match, the number of matches in the group becomes fixed, and you won't be able to change it anymore - the "G" will become grey. Similarly, once you played the first match of the knock-out stage, you won't be able to change the knock-out settings anymore as they become fixed. Top 10. Read/Write data (rwdata.dll) IMPORTANT: THE PRINCIPLES AND FUNCTIONALITY OF THIS MODULE HAVE CHANGED. If you used earlier version, please read carefully about the changes in behaviour. This little module allows you to redirect the reading and writing operations for all types of data from the standard KONAMI folder (My Documents/KONAMI/Pro Evolution Soccer 2008/save) to another folder. This module was originally intended for patchmakers that use kitserver as their base, because then Edit Data, System data, replays, and all others can be included in the patch, and kitserver can make the game work with that folder, while keeping the original folder unmodified. This can also be useful for easy switches between patches and simple uninstall operations. You redirect the read/write operations by using data.dir option in the [rwdata] section of your kitserver's config.txt file: [rwdata] data.dir = "mytest-save" One important limitation: the data folder MUST be located in My Documents/KONAMI/Pro Evolution Soccer 2008 folder - in other words, alongside the original "save" folder. If you install somebody's patch that is using rwdata module, and suddenly it looks like all your cups, leagues, master league saves, and replays have dissappeared, don't get alarmed. Your files are probably safe in the game's original save folder, so when you uninstall the patch, you'll see them again. (Or, if you want, you can simply copy them over to the new data folder, which is used by the patch). Top 11. Camera module (camera.dll) With a separate (standalone) tool CameraTweak you can choose the camera angle from 1 to 9 - as in older PES versions - something that is not available in PES2008 interface. This module allows to take it one step further: make the angle even wider - choose any value from 0 to 2^32. Angles like 50, 100, 200 give quite a different perspective of play. More fun ![]() Put the angle into config.txt: [camera] angle = 100 Top 12. Time expander (time.dll) This tiny module allows to stretch the length of the match to normal 90 minutes, if you want, or even beyond that: making the seconds flow slower than normal. Also, another extreme is setting the match time to 1 minute. This is a whole new experience too: you have to really treasure the ball - keep posession, or you risk not getting it back at all, before the final whistle! Also, if you get a scoring chance, better put it away, because chances are it'll be the only one you get. Set the time for an Exhibition Match using exhibition.time setting. For any other matches (Cup/League/Master League), use cup.time: [time] exhibition.time = 90 cup.time = 1 Top 13. Stadium server (stadium.dll) With stadium server, you can have a virtually unlimited number of stadiums, which you can choose before any game - Exhibition, Cup, League, or Master League match. You need to organize them in the GDB: i kept the format of stadium servers for previous PES versions, since people are already familiar with it. But just a quick summary of how things are put together: In your GDB, you create a new folder, called stadiums, alongside uni and faces. Like this: Then, inside stadiums you put each stadium into its own folder. The name of the folder serves as unique key for the stadium. You can call the folders whichever way you want - as long as the operating system permits you. Keep in mind that in the game, the stadiums will be browsed through in alphabetical order, so it is useful to have some sort of system of how you name the stadiums. For instance, this is one way: Stadium folders are all together in one directory - there is no hierarchy possible, but by having the stadiums named systematically, you can make it easy to quickly find the stadium you want. 13.1. Stadium folder format There are two ways to name the stadium files: Using AFS2FS-style names Using stadium server "reserved" names The first way is probably simpler, and more convenient, because stadium makers can distribute their stadiums the same way as they been doing so far: just naming the files like unnamed_213.bin or dekuip_381.bin. Also, in this form, stadium can be used both with AFS2FS module (or inserted directly into the cv_1.img file, using traditional tools like AFS Explorer or DKZ Studio), and also with the stadium server, without any need to rename the files. Here's an example of De Kuip stadium files put into a stadium server folder. Notice the nets_40.bin - this allows your stadium to have unique goal nets. Also you can have a *_38* and *_39* files - those are adboards. I don't have them in this example, but they are supported: The second way to name the stadium files relies on a set of predefined - "reserved" names. There are 12 stadium files - 4 for each day time: day, evening, night, and they are named like in the screenshot below. The other 3 files that are supported are - 2 for the adboards, and one for goal nets. See how they must be named: 13.2. Stadium selection You select the stadium before the match, using the same screen as you would do the kit selection. The trick is to switch to the stadium selection page first, by using [PgUp] or [PgDn] keys. (Most of the time, there will only be 3 pages available: kit selection, stadium selection, and ball selection. The only exception is the Cup mode, when you had chosen "Group League" format - in that case there will be additional 4th page - to tweak the competition format. So, once you're on the stadium selection page, you can press the following keys: [7] - reset stadium back to "game choice" [8] - select random stadium [9] - go to previous stadium in the list [0] - go to next stadium in the list [-] - go to previous stadium, which first letter is different from currently selected one [=] - go to next stadium, which first letter is different from currently selected one The last two keys are useful for quick browsing through big collection of stadiums, if you had organized them well. For example, if you prefix all stadium folder names with the country name, then it's easy to quickly skip over all the stadiums from the same country, using either [-] or [=] keys. 13.3. Stadium information file: info.txt One other file, which you can place in every stadium folder - is a text file, called info.txt. There you can define one of these 3 properties: name, built, and capacity. Example: name = "De Kuip" built = 1994 capacity = 51100 The "name" property is really optional. It is used, when the cut-scene at the beginning of the match shows the stadium name, or in the Exhibition mode, when the stadium selection screen comes up (after you had already chosen your stadium from GDB, on the stadium selection page). If you don't define "name" property, then the stadium folder will be used as the name. 13.4. Home stadium map The GDB\stadiums folder may contain a map.txt file. It is not necessary to have it, to actually use the stadium server, but it can come handy, if you want to assign particular stadiums to certain teams. If you do that, then whenever a team plays at home, the stadium server will automatically select a stadium, which is mapped to this team in the map.txt: Here is an example of a really small home-stadiums map: 6, "ENGLAND - Wembley Stadium, Wembley, London" 15, "HOLLAND - De Kuip, Rotterdam" Top 14. Ball server (bserv.dll) With ballserver, you can have a virtually unlimited number of balls, which you can choose before any game - Exhibition, Cup, League, or Master League match. You need to organize them in the GDB: create a folder called balls, and put the ball BINs in there: 14.1. Ball selection You select the ball before the match, using the same screen as you would do the kit selection. The trick is to switch to the stadium selection page first, by using [PgUp] or [PgDn] keys. (Most of the time, there will only be 3 pages available: kit selection, stadium selection, and ball selection. The only exception is the Cup mode, when you had chosen "Group League" format - in that case there will be additional 4th page - to tweak the competition format. So, once you're on the ball selection page, you can press the following keys: [7] - reset ball back to "game choice" [8] - select random ball [9] - go to previous ball in the list [0] - go to next ball in the list [-] - go to previous ball, which first letter is different from currently selected one [=] - go to next ball, which first letter is different from currently selected one The last two keys are useful for quick browsing through big collection of balls: youo can quickly skip through all the balls starting with the same letter, using either [-] or [=] keys. 14.2. Home ball map The GDB\balls folder may contain a map.txt file. It is not necessary to have it, to actually use the ballserver, but it can come handy, if you want to assign particular balls to certain teams. If you do that, then whenever a team plays at home, the ballserver will automatically select a ball, which is mapped to this team in the map.txt: Here is an example of a really small home-balls map: 6, FA Cup.bin 21, Euro 2008 ball.bin Credits Programming: juce and Robbie Beta-testing: ntalex, ASD91, Str@teG, and many others on Evo-Web and PesWe.com forums. Ideas for rwdata and afs2fs modules: Str@teG uni.txt file: created with help of PES2008 Kit Info Manager program by Yogui sample GDB: kits taken from Evo-Web GDB Folder 3.4 collection, which was created by: devill_sfc, Roamer, FCH, silenthill, Ravenger, RKO, Tottimas, Cesc Fabregas, biker_jim_Uk and R9 Ronaldo. Kit artwork by: [Members] evo-web.co.uk / pesbrasil.org / gammingaccess.com Black nets (stadium_40.bin): poloplo Arshavin's face and hair: Pro De Kuip stadium: PES 2008 Editing Blog Special thanks go to: administrators of PesWe.com website and members of PesWe.com forums.
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CPU i7 950 @3.06ghz - GPU Gigabyte R9 270 2048MB - MB Asus P6X58D-E - PSU Corsair 650w - RAM Corsair XMS3 @1333mhz 3x2GB DDR5 - HDD WD Caviar Black 500GB - MONITOR Samsung BX2331 Ultima modifica di pazza_inter : 14-08-2008 alle 21:15. |
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#7788 |
Senior Member
Iscritto dal: Feb 2008
Città: Roma
Messaggi: 3170
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Cosa?
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#7789 |
Senior Member
Iscritto dal: Nov 2007
Città: Treviso
Messaggi: 4344
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si si ok
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vedosolonerazzurro |
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#7790 |
Senior Member
Iscritto dal: Mar 2008
Città: Milazzo (ME)
Messaggi: 1368
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__________________
CPU i7 950 @3.06ghz - GPU Gigabyte R9 270 2048MB - MB Asus P6X58D-E - PSU Corsair 650w - RAM Corsair XMS3 @1333mhz 3x2GB DDR5 - HDD WD Caviar Black 500GB - MONITOR Samsung BX2331 |
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#7791 |
Senior Member
Iscritto dal: Feb 2008
Città: Roma
Messaggi: 3170
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Non leggo nulla di quella lista infinita che hai postato, che significa?
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#7792 |
Senior Member
Iscritto dal: Mar 2008
Città: Milazzo (ME)
Messaggi: 1368
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quella "Lista" sono le istruzioni del kiterver per pes 2008. dato che qualcuno aveva difficoltà ad usare AFS explorer, gli consiglio di usare il kit server per applicare le patches: più rapido e se qualcosa non va, non ci vuole niente per cacciarla!
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CPU i7 950 @3.06ghz - GPU Gigabyte R9 270 2048MB - MB Asus P6X58D-E - PSU Corsair 650w - RAM Corsair XMS3 @1333mhz 3x2GB DDR5 - HDD WD Caviar Black 500GB - MONITOR Samsung BX2331 |
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#7793 |
Senior Member
Iscritto dal: May 2004
Messaggi: 3483
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letta da me senza capire moltissimo direi che afs exp e' piu' semplice
ma quando si alcia il programma sia per nike patch che per caressa bergomi patch bisogna aprire il file orig. e quello dove lavorarci ma nella finestra dove si vedono i file nella dstra nopn bisogna mai toccar nulla vero? in unsito vedovo che venivano anche selezionati uno a uno perche'?
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Intel Pentum 4 3.2 Fsb 800 asus P5ad2-e deluxe 2x 1 gb kingst.ddr 2 533 mhz asus 9600 gt 512 mb creative xfy platinum altoparlanti creative inspire 5.1 5700 digital hdk maxtor 80 gb e maxtor 160 gb ali corsair hx 520 w schermo samsung syncMaster p2370 HD |
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#7794 | |
Senior Member
Iscritto dal: May 2004
Messaggi: 3483
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Quote:
sta scritta e' normale che viene fuori quando inserisco la patch caressa... "afsexplorer can auto rebuildthe afs file, do you want rebuild faccio no, missing descriptors information use modify reserved space function fix description table missing try rebuilding afs to fix???? che vuol dire e' normale che venga fuori?
__________________
Intel Pentum 4 3.2 Fsb 800 asus P5ad2-e deluxe 2x 1 gb kingst.ddr 2 533 mhz asus 9600 gt 512 mb creative xfy platinum altoparlanti creative inspire 5.1 5700 digital hdk maxtor 80 gb e maxtor 160 gb ali corsair hx 520 w schermo samsung syncMaster p2370 HD |
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#7795 |
Senior Member
Iscritto dal: Apr 2008
Città: Roma
Messaggi: 2799
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Non capisco... ho sempre utilizzato queste istruzioni ...
http://pcinni.forumcommunity.net/?t=14110137 Sono ben dettagliate... ![]() ps= Buon Ferragosto a tutti ![]()
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{Le mie trattative, a buon fine con: ronaldinho87 - vortex99 - jimmy41 - subaugusta - Max_p - tecnologico - trvdario - Helper - bob.malone } |
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#7796 | |
Senior Member
Iscritto dal: Jul 2007
Città: N/A
Messaggi: 10197
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Quote:
Grazie ed altrettanto anche a te! ![]() CiAo
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Adepto dell'Ordine "GLI ADORATORI DEL SACRO UNTO" | Caccia al tesoro con Google Maps (320 SF) >>>NUOVA Caccia al tesoro con Google Maps<<< |
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#7797 |
Senior Member
Iscritto dal: Mar 2008
Città: Milazzo (ME)
Messaggi: 1368
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madonna ragazzi, sembrate tanti 'nchiappati! col Kitserver si fa così:
Esempio di applicazione patch Caressa: nella cartella "Kitserver" si crea una cartella chiamata "img" e all'interno un'altra cartella chiamata come il file da modificare (in questo caso rs_i.img). Copiate dentro la cartella tutti i file che volete applicare e il kitserver applicherà magicamente la patch senza bisogno di rebuild e cazzi vari! Più semplice di così!
__________________
CPU i7 950 @3.06ghz - GPU Gigabyte R9 270 2048MB - MB Asus P6X58D-E - PSU Corsair 650w - RAM Corsair XMS3 @1333mhz 3x2GB DDR5 - HDD WD Caviar Black 500GB - MONITOR Samsung BX2331 |
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#7798 |
Senior Member
Iscritto dal: Feb 2008
Città: Roma
Messaggi: 3170
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Ah! Sono le istruzioni, vabbè io non ho bisogno di capire come funge il kitserver è facilissimo, oramai i vari programmi come asfexploer sono obsoleti
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#7799 |
Senior Member
Iscritto dal: Nov 2007
Città: Treviso
Messaggi: 4344
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buon ferragosto a tutti
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vedosolonerazzurro |
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#7800 | |
Senior Member
Iscritto dal: Jul 2007
Città: N/A
Messaggi: 10197
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Quote:
CiAo
__________________
Adepto dell'Ordine "GLI ADORATORI DEL SACRO UNTO" | Caccia al tesoro con Google Maps (320 SF) >>>NUOVA Caccia al tesoro con Google Maps<<< |
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Tutti gli orari sono GMT +1. Ora sono le: 14:06.