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# 101 WaitTilNextYear @ 02/09/15 09:47 PM
Quote:
Originally Posted by ShowTyme15
But how is the file going to recognize it's Tanaka though? Do we need to use the exact player file SCEA used when they added Tanaka? (The player model they added through the roster update)
They could program it to save over a given player's name but that would be really tricky for 2+ guys with the same name (Chris Young, ahem). I am sure that each SCEA player has a unique identifier so I am also not sure how the game would pick up CAP Tanaka and replace him with SCEA Tanaka. That I don't understand it doesn't mean it can't happen though.
 
# 102 ShowTyme15 @ 02/09/15 09:49 PM
Quote:
Originally Posted by WaitTilNextYear
They could program it to save over a given player's name but that would be really tricky for 2+ guys with the same name (Chris Young, ahem). I am sure that each SCEA player has a unique identifier so I am also not sure how the game would pick up CAP Tanaka and replace him with SCEA Tanaka. That I don't understand it doesn't mean it can't happen though.
Yeah I'm just confused. I'm curious how it's going to work. What if the Tanaka I'm using was created and the SCEA version wasn't the base for him? How would the file identify that it's Tanaka? What if I end up with 2 Tanaka's in my file because of it?
 
# 103 WaitTilNextYear @ 02/09/15 09:52 PM
Quote:
Originally Posted by ShowTyme15
Yeah I'm just confused. I'm curious how it's going to work. What if the Tanaka I'm using was created and the SCEA version wasn't the base for him?
 
# 104 ShowTyme15 @ 02/09/15 09:53 PM
Quote:
Originally Posted by WaitTilNextYear
I edited my post.
 
# 105 ShowTyme15 @ 02/09/15 09:55 PM
Quote:
Originally Posted by A_Quiet_Pro
I'm thinking each individual player has their own digital thumbprint in game, so the game knows it's them (even if they're traded or whatever)... I'd have to say that SCEA's engineers would code the game to have the game overwrite SCEA's face over the CG face for that particular digital thumbprint. (Once a player is created, it creates a digital thumbprint the game can read... it becomes part of the roster file and once the SCEA face is introduced, it becomes part of the created file). If that makes sense. (My programming skills are only VERY basic, and understanding of it only slightly better.)
That makes sense if it does work that way I guess.
 
# 106 WaitTilNextYear @ 02/09/15 09:57 PM
Quote:
Originally Posted by A_Quiet_Pro
I'm thinking each individual player has their own digital thumbprint in game, so the game knows it's them (even if they're traded or whatever)... I'd have to say that SCEA's engineers would code the game to have the game overwrite SCEA's face over the CG face for that particular digital thumbprint. (Once a player is created, it creates a digital thumbprint the game can read... it becomes part of the roster file and once the SCEA face is introduced, it becomes part of the created file). If that makes sense. (My programming skills are only VERY basic, and understanding of it only slightly better.)
Sounds simple enough, but the problem is the digital thumbprint. If you are bored one day and create 17 Masahiro Tanaka CAPs, then transfer your save to '15, how does the game know which one of the 17 Tanakas to replace? It might not recognize the thumbprint of a CAP for that reason.
 
# 107 WaitTilNextYear @ 02/09/15 10:00 PM
Quote:
Originally Posted by A_Quiet_Pro
I think what we need is to have Russell or a roster dev through Russell explain how that happens and lay down the law.
This sounds like a job for....

Spoiler
 
# 108 Russell_SCEA @ 02/10/15 12:27 AM
Quote:
Originally Posted by DKTF
Cool can you do crazy times that don't really happen like a midnight start lol.
Negative ghost rider
 
# 109 kehlis @ 02/10/15 12:36 AM
I hope one day Ramone just likes a post to mess with people.

April 1st might be too late.
 
# 110 Russell_SCEA @ 02/10/15 12:56 AM
Quote:
Originally Posted by A_Quiet_Pro
I think what we need is to have Russell or a roster dev through Russell explain how that happens and lay down the law.
Your save file has markers lets say these markers contain info. Some info we keep from the save file some we don't and it's replaced with new info. That's pretty much the extinct I can explain it without giving away the secret sauce.

Besides that I couldn't explain it if my life depended upon it, I don't speak programmer. I just nod my head and act like I have the slightest clue what they are talking about.
 
# 111 nomo17k @ 02/10/15 02:29 AM
Quote:
Originally Posted by WaitTilNextYear
They could program it to save over a given player's name but that would be really tricky for 2+ guys with the same name (Chris Young, ahem). I am sure that each SCEA player has a unique identifier so I am also not sure how the game would pick up CAP Tanaka and replace him with SCEA Tanaka. That I don't understand it doesn't mean it can't happen though.
This is not a CD-informed guy talking but more a random lurker talking (especially because I'm not sure if I can talk about year-to-year save feature at all yet), but my guess is that those MLB players are internally tagged as such, since you cannot edit them on MLB 14. Also, MLB players cannot be exported from roster, so the game must know they have real-life counterparts. Therefore when they carry over to MLB 15 such players should be identified easily by the game by the tags and some sort of player identifiers.

Now, I just checked on MLB 14 and I think Tanaka is one of those players added to rosters via the CAPS, in which case he may not be tagged as someone who has a real-life counterpart in the game... so you may be out of luck and the game might not replace him with real photo and such.

(However, given that Tanaka may be one of few bright spots for the 2015 Yankees, it's not impossible to imagine that the devs might go extra mile to make an exception for him... you never know. Since I am no Yankee fan, it is no big deal either way, so long as Bartolo Colon on the Mets remains fat in the game. )
 
# 112 LastActionHero @ 02/10/15 08:37 AM
Quote:
Originally Posted by DKTF
Cool can you do crazy times that don't really happen like a midnight start lol.

Quote:
Originally Posted by Russell_SCEA
Negative ghost rider

So could you elaborate on the times we can choose from or is nothing final yet?

I would say every hour ranging from 12 tot 7pm...
 
# 113 Sip_16 @ 02/10/15 09:38 AM
Quote:
Originally Posted by LastActionHero
So could you elaborate on the times we can choose from or is nothing final yet?

I would say every hour ranging from 12 tot 7pm...
I would assume its times that normal games would start at. You get the odd outlier but mostly it would be 1, 4, 7 pm. Maybe 8pm.
 
# 114 LastActionHero @ 02/10/15 09:50 AM
Quote:
Originally Posted by Sip_16
I would assume its times that normal games would start at. You get the odd outlier but mostly it would be 1, 4, 7 pm. Maybe 8pm.

Then choosing the month would be the most determing factor (shadows wise) because now we basically allready have 1 and 7pm (day and night) for exhibition games.

What really would be cool is if when you select a particular month and time you see the shadows in the stadium screenshot as a preview how far they would have creeped in at that time.

But considering this option was put in last minute see this as a request for next year
 
# 115 HypoLuxa13 @ 02/10/15 09:56 AM
Quote:
Originally Posted by Russell_SCEA
Besides that I couldn't explain it if my life depended upon it, I don't speak programmer. I just nod my head and act like I have the slightest clue what they are talking about.
If it makes you feel any better, I am a programmer (albeit in a completely different industry than gaming - banking), and in about half of my meetings I just nod my head and pretend also.
 
# 116 Joey @ 02/10/15 10:05 AM
The funny thing is the whole digital thumbprint conversation started with someone being concerned that the transfer process could cause a duplicate player, then they said what if they had already created 17 Tanakas in their file, how would it know which one to replace. Kind of ironic, no?
 
# 117 nemesis04 @ 02/10/15 10:12 AM
Quote:
Originally Posted by Joey
The funny thing is the whole digital thumbprint conversation started with someone being concerned that the transfer process could cause a duplicate player, then they said what if they had already created 17 Tanakas in their file, how would it know which one to replace. Kind of ironic, no?
We had over 30 Jeters last year during the roster updates we can handle a few Tanaka's!
 
# 118 goplen5 @ 02/10/15 10:33 AM
Quote:
Originally Posted by LastActionHero
So could you elaborate on the times we can choose from or is nothing final yet?

I would say every hour ranging from 12 tot 7pm...
Just a minor detail that would be simple and add a little more realism. It would be cool to see the times be :05, as in 7:05, 12:05, 1:05, etc. Most games start a little after the hour to allow for TV stations to lead into it.

Again, just a random, very minor detail I thought of just now.
 
# 119 nomo17k @ 02/10/15 12:32 PM
Quote:
Originally Posted by A_Quiet_Pro
Hence, my theory on the "digital thumbprint" the game reads to know who is who and who is created and not.
Typically, any entity that exists in a game (or software in general) is attached a unique identifier (like just a number) so that database can uniquely identify the entity. So it doesn't have to be something fancy like thumbprint. It just needs to be a unique identifier (number, string, etc.). So it's not just theory but the game is definitely doing a sort of thing like that... so the question is how.

I think some ambiguity remains with a case like Tanaka last year, because he was a CAPS player, but if the game somehow internally keeps track of his MLB identity (as in using a string "troutmi01" for Mike Trout that's a unique identifier used in database like Baseball References and Lahman), then it's possible that the game can still identify Tanaka as an MLB player for whom to use the real photo. But such an ID has not been exposed to us, so it's not clear it works that way.
 
# 120 seanjeezy @ 02/10/15 12:34 PM
Quote:
Originally Posted by goplen5
Just a minor detail that would be simple and add a little more realism. It would be cool to see the times be :05, as in 7:05, 12:05, 1:05, etc. Most games start a little after the hour to allow for TV stations to lead into it.

Again, just a random, very minor detail I thought of just now.
To add on to this, Mariners start times are 7:10, 1:10 (Sunday afternoons), 6:10 (Saturday nights), and 12:40 (Wednesday afternoons)

Don't think any other team has the same start times, the random scheduling in franchise made the unique times moot
 


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