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Stara 23.7.2010, 22:24   #81
Devilish Soldier
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Određen forumom Re: NBA 2k11

Videcu da napravim patch za 2k11 Partizan iz te sezone
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Stara 23.7.2010, 22:52   #82
Uros12
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Određen forumom Re: NBA 2k11

To bi bilo dobro,nadam se da cu ovaj put moci da ti pomognem oko rostera
BTW Evo jedan Screenshot sa Jordanom moze se videti Utah Jazz iz 98.

Poslednja ispravka: Uros12 (23.7.2010 u 23:48)
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Stara 24.7.2010, 0:15   #83
Devilish Soldier
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Naravno za roster uvek,ja ispizdim dok pravim roster.
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Stara 24.7.2010, 1:28   #84
Uros12
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Ma dobro ionako pravimo samo jedan tim(mozda vise?)tako da nece biti tolikih frustracija.
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Stara 24.7.2010, 1:29   #85
Devilish Soldier
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Ne znam to ce biti trenutak inspiracije
Videcu da l' classic timove ili euroleague,mada su mi i dalje problem face.
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Stara 24.7.2010, 11:20   #86
Uros12
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Određen forumom Re: NBA 2k11

Jest da idemo u off...ali ako radis preko IFF-a i Roster Editora ne znam u cemu je problem,lako mozes da ih nadjes.Mozes i da pitas onog Acu da to odradi.
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Stara 24.7.2010, 11:48   #87
Devilish Soldier
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Obrisao sam euroleague patch.Aca ne zna headshape.Zna isto kao ja texturni deo.
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Stara 27.7.2010, 23:42   #88
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Određen forumom Re: NBA 2k11

Sa snimanja reklame za NBA 2K11. Džoš Smit (sedi u beloj majici), Rasel Vestbruk (sa čiroki frizom) i Andre Igudala opaljuju NBA 2K11. Zanimljivo je videti takozvani TNT SCOREBOARD u donjem desnom uglu, kao novitet u NBA 2K11.



Poslednja ispravka: NastyB (28.7.2010 u 12:24)
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Stara 28.7.2010, 10:49   #89
Uros12
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Gde si to video?Cuo sam i ja da su uzeli TNT licencu,sto je dobro.
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Stara 28.7.2010, 12:25   #90
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Određen forumom Re: NBA 2k11

Stalno brišu prokletu sliku...

Evo ovde možeš da vidiš da se rezultat vidi u donjem desnom uglu ekrana, kao u TNT prenosima.
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Stara 28.7.2010, 12:32   #91
Uros12
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Određen forumom Re: NBA 2k11

Da,vidi se,bice to dobro,svakako bolje od onog glupog scoreboarda sto je bio gore.
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Stara 31.7.2010, 16:48   #92
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Određen forumom Re: NBA 2k11

Stigao je prvi preview sa ign-a. Zvuci odlicno. A ima i par novih screenshotova...

LINK: http://ps3.ign.com/articles/110/1109517p1.html

Citat:
While I’m happy to report that this year’s NBA 2K still looks wonderfully polished even in the early build I just played, gone are all of those canned animations that constrained some of the action to looking more like a movie than a user-controlled basketball game.

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Stara 2.8.2010, 13:34   #93
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Citat:
Bratori kaže: Pregled poruke
Stigao je prvi preview sa ign-a. Zvuci odlicno. A ima i par novih screenshotova...

LINK: http://ps3.ign.com/articles/110/1109517p1.html




Nove animacije = veća zahtevnost.
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Stara 2.8.2010, 14:48   #94
Uros12
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Thumbs down Re: NBA 2k11

Citat:
Stefan 5 kaže: Pregled poruke
Nove animacije = veća zahtevnost.
Hmmm,glup zakljucak,pa i 2k10 je imao vise animacija i nije bio zahtevniji.Ma nece bre biti zahtevan,koristi isti engine kao proslo izdanje,tako da nema brige.
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Stara 2.8.2010, 15:45   #95
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Citat:
Uros12 kaže: Pregled poruke
Hmmm,glup zakljucak,pa i 2k10 je imao vise animacija i nije bio zahtevniji.Ma nece bre biti zahtevan,koristi isti engine kao proslo izdanje,tako da nema brige.
Meni jeste bio zahtevniji i to puno sve do peča.Samo mi ne ide u glavu kako ta tvoja graficka istera NBA 2K10.Da li si igrao na low ili medium?
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Stara 2.8.2010, 17:23   #96
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Stefan 5 kaže: Pregled poruke
Meni jeste bio zahtevniji i to puno sve do peča.Samo mi ne ide u glavu kako ta tvoja graficka istera NBA 2K10.Da li si igrao na low ili medium?
Ja sam na mojoj od 320mb terao na High tako da ne vidim kakvih bi on problema imao sa njegovom grafickom.
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Stara 2.8.2010, 17:34   #97
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Određen forumom Re: NBA 2k11

CPU je mnogo vazniji od GPU za NBA 2K.Sve preko 4670 ce da proizvodi preko 50 FPS uz quad core.
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Stara 2.8.2010, 17:59   #98
Uros12
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Citat:
WU TANG CLAN kaže: Pregled poruke
CPU je mnogo vazniji od GPU za NBA 2K.Sve preko 4670 ce da proizvodi preko 50 FPS uz quad core.
Mogu da potvrdim ovo,sa 4670 teram sve na high.
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Stara 3.8.2010, 11:47   #99
Lars03
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Soundtrack

Citat:
Following is a complete track list for NBA 2K11:

1. Snoop Dogg - NBA 2K Theme
2. Big Boi - Shutterbug
3. Drake - Over
4. Cassidy - Game Time
5. Ron Artest - Champion
6. Duck-Down All-Stars feat. Buckshot, Skyzoo, Promise, and Sean Price - Better Than You
7. The Alan Parsons Project - Sirius
8. Art vs. Science - Hollywood
9. Big Rock Candy Mountain - Rocketship
10. Brunettes - Red Rollerskates
11. Chicharones - Little By Little
12. Children Collide - Skeleton Dance
13. Constellations feat. Asher Roth- We're Here To Save The Day
14. Dan Black feat. Kid Cudi - Symphonies (Remix)
15. Delorean - Deli
16. Ev - Home Of The Brave (Instrumental)
17. Failsafe - Hope & Only If We Learn
18. HOGNI - Bow Down
19. Kidz In Space - Downtime
20. Middleman - It's Not Over Yet
21. Rakaa feat. Aloe Blaac - Crown Of Thorns
22. The Redland - So Far
23. The Russian Futurists - Paul Simon & Precious Metals
24. Sonny Bones - Rise
25. Two Door Cinema Club - I Can Talk
26. Yung Autmatik & Bayroot Productions - Go Hard or Go Home
27. Dux Jones - Pourin' It On
Novi screen



Spoiler za Kontrola igraca:
Hey Guys,
Rob Jones here. As you can tell from my interviews and the recent IGN Preview, I am very excited about the changes that NBA 2K11 has gone through. When we finished NBA 2K10, we felt that the game had some solid building pieces that we could carry forward into 2K11. You may remember my Insight last year that spoke about this among other subjects. However, we also felt that some of the systems in place had run their course.

Two areas of immediate concern were ballhandler movement and defensive movement. In regards to ball handling, what we realized was that control had to be the most important aspect to the dribbler. That meant more response to controller input, less auto dribbling, and more weight/momentum. From a visual aspect, we wanted a completely smooth, seamless experience where, as a user, we can’t recognize changes in animations. I can proudly say that we have achieved success in all the areas.

Many of you have been clamoring for foot-planting technology. What we realized was that we all wanted a feeling of being planted on the ground, especially when making changes of direction. The new dribbling animation system allows for that. From a control standpoint, we discussed sweeping changes to the dribbling mechanic, but in the end settled on two fundamental changes: immediate and accurate response to input as well as a command system that replicates the needed gestures to achieve a move, instead of randomly throwing sticks and/or mashing buttons. What that means is that holding multiple triggers to activate a special move is no longer necessary and that moves reflect the intention of the user. Mike Wang will go over these controls in more depth at a later stage. We wanted feathering controls, more control over when to protect the ball and when not to, and how to decide whether or not we wanted to stay faced up to the basket or not. All of these were achieved without sacrificing what you have come to expect from an NBA 2K game: Authenticity in AI and movement for every player in the league.

Our second area of concern was defensive movement, especially under user control. We had a new engineer take over the defense last year. He learned much from working within the existing system and at the end of the project, set out to write a more flexible movement system that would allow the AI to incorporate not only basic movement, but many of the nuances that make basketball players move the way they do. All of this translates in appropriate movement models like backpedals, less jittering when making small adjustments, shading appropriately when necessary, etc.

Additionally, we wanted to accurately replicate the feeling of getting a good block in the game. Due to the fact that blocking shots has been made popular again with the great chase down blocks that we’ve seen from Lebron, Wade, Kobe and others.

Our AI, smart as it has been has been beefed up on both sides of the ball. We were able to spend good time adjusting transition and fast break behaviors, on both ends of the floor. We added smarter decision making from the AI ballhandlers, incorporating more attacking moves.

We added over 1000 unique plays to have the most authentic playbooks that anyone has seen, while improving the AI’s ability to execute them.

All of this and it’s just the tip of the iceberg. Our Shotstick now gives you accurate control over the exact types of animations you want from special layups to rim relative shot directions. We have a new in air collision system that automatically adjusts and reacts to every situation, providing the game with a different experience every time you pick it up. This system provides accurate physical resolutions to in- air contact, as well as air to ground (say for example in a Take Charge) situations.

Passing was another area in need of a major upgrade. We wanted to differentiate good passers from bad ones both from a User standpoint and from a ratings standpoint. You’ll see in videos the variety and the outcome of our work.

We knew that we had to come stronger than we ever have and we’ve gone out of our way to improve any and everything. 2K Sports has always been about the authenticity of the sport, down to the most minute details, and NBA 2K11 continues that attention to detail. In the coming weeks, my buddy Mike Wang and the rest of the boys will expand further on many of these areas. Stay tuned!

- Rob Jones
Gameplay Producer
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Stara 3.8.2010, 11:49   #100
Uros12
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Određen forumom Re: NBA 2k11

Wow,nisam znao da Artest peva.Dobra je lista.
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