Newsgroup: it.comp.giochi.sportivi
Titolo: fifa2002

possibile che non c'e' una persona che ha voglia di farci una preview da
giocatore su questo nuovo capitolo??

 giocatore su questo nuovo capitolo??
Hanno tutti capito la cosa giusta, finalmente ;-)!
Ciao Wiz!

 ha scritto nel messaggio
news:9rchl8$tivl7$1...@ID-46077.news.dfncis.de...


 intanto ho finito col prenotarlo....
Una domanda: ma il demo dov'č?


prova qui 
http://downloads.soccergaming.com/download.php3?id=00005623
. Il
mio parere è che comunque siamo ancora distanti dalla giocabilità di iss
pro2 ma mi sembra meglio del solito. L'unica cosa che non mi convince sono i
cross, spesso tento di crossare al centro e la palla mi finisce quasi a
centrocampo...
E.L.

devo dire che mi ha fatto sempre vomitare (dalla versione euroin poi) però mi
sembra sconvolgente che in un ng SPORTIVI l'unica cosa di cui si parla è di un
gioco che è uscito 4 anni fa e si rinnova cambiando i giocatori ogni anno... e
non del nuovo capitolo di fifa... almeno per sapere come è andata
quest'anno...


Io ho sempre disprezzato Fifa...o quasi!
La definizione + giusta è Flipperone.
Passaggi automatici tiri a 200 Km/h da fuori area, Giocatori che pattinano
sull'erba. Giocatori trasparenti. Goals a decine ecc. ecc. ecc.
Ma ho scaricato la demo e NON mi è dispiaciuta! Ovviamente ho TOLTO dallle
OPZIONI qualsiasi aiuto del PC (Cross e Pass automatici, TUTTI segnalatori
di corsa, indicatori del passaggio ecc ecc)
Ragazzi, fidatevi, così il gioco e 10 volte meglio e + godibile!
Devo essere sincero è un gioco di calcio carino e PENSO il migliore
fifa...dopo il primo!!
ISS Pro e sempre 3 spanne sopra ma....QUESTO Fifa (con tutti gli aiuti e
indicatori OFF) non è per niente male!!
CIAO!!

 ha scritto nel messaggio
news:9rcqo3$t2ta0$1...@ID-46077.news.dfncis.de...


di corsa, indicatori del passaggio ecc ecc)
Come hai fatto ad abilitare le ozpioni ?

 wrote in message
3bdae9cb...@news.inwind.it...


 giocatore su questo nuovo capitolo??
Wiz, mi son messo a giocare a Fifa2002, spinto dalla curiosità; mi è
sembrato finalmente diverso, la velocità di gioco è molto più realistica, i
passaggi ed i tiri non sono più "telecomandati" (hanno una barra di forza)
anche se nel demo qualche volta la palla pareva essere calamitata verso un
xxx giocatore (sensazione, giocando potrebbe passare, ma non credo :-) ).
Per adesso il mio è un giudizio positivo, e son contento di vedere un gioco
di calcio girare sul mio pc...
P.S.: si riescono a fare dribbling solo con il gioco di gambe :-), molto
carina come possibilità (usando solo i tasti direzione).

oooooo GRAZIE :-)))


 oooooo GRAZIE :-)))
Aggiungo: c'e' un file, ini.big, che può essere editato, ove si possono
aumentare dimensioni del campo, velocità, controlli, eccetera.
Ti posto il file, così ti fai una idea delle opportunità.

 ha scritto nel messaggio
news:9rh24d$tobt9$1...@ID-46077.news.dfncis.de...
// AI Prototyping configuration
//
// These are variables to play with to tune the gameplay or try alternative
designs.
//
// The length of the field.  The units are 16ths of a foot.
FIELD_LENGTH = 5760
// The width of the field the units are 16th of a foot.
FIELD_WIDTH = 3840
// 0 is the original pass model (auto targeting to players).
// 1 is the new prototype pass model (powered and directed passing).
// 2 is the new passing model with wall passes on L3...
// 3 is the new assisted pass model with wall passes on L3...
PASS_MODEL = 2
DIGITAL_SNAPTOANGLE = 46
// 0 is the original sprint model (rapid press to sprint, frequency
dependent).
// 1 is the new prototype pass model (hold to sprint)
HOLD_SPRINT = 1
// 0 is the original functionality of the L2 and R2 buttons (dekes)
// 1 is the new prototype functionality of the L2 and R2 buttons (curving
passes)
L2R2 = 1
// 60 is the original default value.  Values from 40 to 80 are "reasonable".
GAME_SPEED = 50
// 19 is the original default value.  Values from 10 to 25 are "reasonable".
POWERUP_RATE = 19
// Setting this to 1 will mean that powerup does not take into account the
intensity of the button press (ie. Dualshock2 buttons will be treated as
non-analog)
FLAT_POWERUP = 0
// Defensive tactics on L2&R2 (attacking press and offside trap), 0=disabled
1=enabled
DEFENSIVE_TACTICS = 0
// If this is turned off then you will have more control over your player
when the ball is loose instead of being automatically drawn to it.
AUTOSEEK = 1
// Button remapping.  WARNING: use this at your own risk.  If you fail to
assign a button, or assign something twice, then the controls won't work
properly.
// Remapping a button switches ALL functionality for that button, so for
example, changing LOB and SHOOT will also reverse SLIDE TACKLE and TACKLE.
// SPELLING COUNTS!  If you need help remapping buttons ask Jason.
// pretty much just sprint (and icon passing)
BUTTON_SPRINT = TRIANGLE
// shooting and tackling
BUTTON_SHOOT = CIRCLE
// pass and switch player, also powerup on free kicks.
BUTTON_PASS = CROSS
// lob and slide tackle
BUTTON_LOB = SQUARE
// through pass (triggered run with new pass model), goalie charge and
goalie drop ball.
BUTTON_PASS2 = L1
// shielding and professional foul
BUTTON_SHIELD = R1
// dekes (or curve) and defensive tactics
BUTTON_AUX1 = L2
// dekes (or curve) and defensive tactics
BUTTON_AUX2 = R2
// Each time you sprint your stamina drops this much and is recovery per
frame (stamina is 0-100)
STAMINA_DROP_MULTIPLIER = 0.03
//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
REFEREE_STRICTNESS = 0
// 0 = no one timer passes and lobs.
ONETIMERPASSES = 1
// 0 = none
// 1 = R1
// 2 = idle (no dpad movement)
SHIELDING = 2
// 0 = old
// 1 = new
SHOTMODEL = 1
// 0 = off  1 = movement direction is locked while powering up (and aiming)
kick.
POWERUPHEADINGLOCK = 1
//render the player heading
RENDERPLAYERHEADING = 0
// 0 = no crazy CPU through passes  1 = crazy CPU through passes
CPUTHROUGHPASSES = 1
// 0 = normal     1 = cpu tries to keep the ball away
// new cpu dribble and keep away mode enabled
CPUKEEPAWAY=1
// 0 = turn off new cpu shots   1 = turn on new cpu shots
CPUSHOTS = 1
// 0 = turn off cpu dribble   1 = turn on cpu dribble
CPUDRIBBLE = 1
CPUWALLPASS = 1
CPUCLEARANCE = 1
CPUMINDRIBBLETIME = 50
//how much the worst shooter can miss his target by
CPUSHOT_MAXVARIANCE = 15.0
CPUSHOT_ACCURACY= interpolation=CSpline numpoints=5 scalars=[0.0 1.0 0.0
1.0] data=[0.000000 1.000000 0.330000 0.855000 0.655000 0.495000 0.830000
0.170000 1.000000 0.065000]
CPUTARGET = 0
CPURUNOFFSIDE = 0
//How far away the nearest defender must be in yards
BREAKAWAYCAM_NEARESTDIST = 2
//how far away the goal has to be.  Penalty Spot=576
BREAKAWAYCAM_GOALDIST = 576
//minimum angle to goalie for camera to kick in
BREAKAWAYCAM_ANGLETOGOALIE = 25
//how far the goalie must be in yards
BREAKAWAYCAM_GOALIEDIST = 8
//enable wall passes
WALLPASS_ENABLE = 1
// maximum distance players can be apart for a wall pass to occur
WALLPASS_MAX_YARDS = 15.0
// minimum distance players can be apart for a wall pass to occur
WALLPASS_MIN_YARDS = 2.0
// how long the player waits at the offside line after a run (in ticks i.e.
60th of a second)
AFTER_RUN_WAIT_TIME = 180
// 0 = allow CPU dekes
// 1 = no CPU dekes
NOCPUDEKES = 0
BODY_COLLISION_SCALING = 0.3
// 2.5 is original value, larger makes it easier.  0.0 would give NO
assistance ever.  Keep in mind that player attribute also factors in.
SHOT_ASSISTANCE = 6.0
USE_CROSS_ASSISTANCE = 1
CROSS_ASSISTANCE = 7.5
CROSS_ASSISTANCE_WIDTH = 4
// How much assistance you get on an overpowered shot.  Also affected by
attributes.
SHOT_ASSISTANCE_OVERPOWERED = 1.0
// Controls how much height CPU lobs will get.
PRETTY_LOB_MAX_Y_VELOCITY = 20.0
// Initial speed of a dropkick
DROPKICK_POWER = 50.0
// Initial angle of a dropkick (in degrees).
DROPKICK_ANGLE = 23
// If we want hitting the player first to be called.
HIT_PLAYER_FIRST = 1
COVER_DIST = 8
NEW_GROUND_TRAPS = 1
PB_COLLISION_MODE = 0
USE_CROSS_RUNS = 1
//0=off, 1=record, 2=playback
SEEKBALL_TEST_MODE = 0
//AGGRESSIVE_TACKLE_BALL_SIZE = 30
AGGRESSIVE_TACKLE_BLIP_DIST = 1
AGGRESSIVE_TACKLE_BLIP_TIME = 40
AGGRESSIVE_TACKLE_CHEAT = 0
AGGRESSIVE_TACKLE_TACKLEE_FOOT_SIZE=24
AGGRESSIVE_TACKLE_FOOT_HEIGHT=8
RENDER_TACKLE_CIRCLES = 0
//Defensive Tuning
MIN_APPROACHDIST = 4
MARKPOS_BLOCKOPP_ANGLERANGE = 30
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60
MARKPOS_DANGER_DIST = 10
MIN_MARKWING_EXTRASPACE = 4
MARKBALL_DIST = 8
// For debugging attibutes, we can set all the members of a team to the same
values by entering it here.
// To use set either HOME or AWAY_TEAM_ATTRIB to 1, and then set the
attribute values that you would like to use
// for the team.  Any time you want to use a players default values, you can
set the attibute to -1.
// example to test shooting we could do this.
//
//Atribute Max is 6 min is 0
//           HOME_TEAM_ATTRIB = 1
//            HOME_TEAM_AWARENESS  = -1
//            HOME_TEAM_BALL_CONTROL = -1
//            HOME_TEAM_FITNESS  = -1
//            HOME_TEAM_HEADING  = -1
//            HOME_TEAM_SPEED   = -1
//            HOME_TEAM_TACKLING  = -1
//            HOME_TEAM_PASSING  = -1
//            HOME_TEAM_SHOOTING  =  6
//            HOME_TEAM_STRENGTH  = -1
//            HOME_TEAM_AGGRESSION = -1
//            HOME_TEAM_POSITIONING = -1
//            HOME_TEAM_SKILLS  = -1
HOME_TEAM_ATTRIB = 0
 HOME_TEAM_AWARENESS  = 3
 HOME_TEAM_BALL_CONTROL = 3
 HOME_TEAM_FITNESS  = 3
 HOME_TEAM_HEADING  = 3
 HOME_TEAM_SPEED   = 3
 HOME_TEAM_TACKLING  = 3
 HOME_TEAM_PASSING  = 6
 HOME_TEAM_SHOOTING  = 3
 HOME_TEAM_STRENGTH  = 3
 HOME_TEAM_AGGRESSION = 3
 HOME_TEAM_POSITIONING = 3
 HOME_TEAM_SKILLS  = 3
AWAY_TEAM_ATTRIB = 0
 AWAY_TEAM_AWARENESS  = 3
 AWAY_TEAM_BALL_CONTROL = 3
 AWAY_TEAM_FITNESS  = 3
 AWAY_TEAM_HEADING  = 3
 AWAY_TEAM_SPEED   = 3
 AWAY_TEAM_TACKLING  = 3
 AWAY_TEAM_PASSING  = 3
 AWAY_TEAM_SHOOTING  = 3
 AWAY_TEAM_STRENGTH  = 3
 AWAY_TEAM_AGGRESSION = 3
 AWAY_TEAM_POSITIONING = 3
 AWAY_TEAM_SKILLS  = 3
// Chance of getting injured/winded in a collision
INJURY_PERCENTAGE = 10
// chance of getting winded vs getting injured  (100 means always winded 0
means always injured).
INJURY_CHANCE_OF_WINDING = 60
// 0 is the original penalty kick model (point and shoot).
// 1 is the new penalty kick model (charging up of directions).
PK_MODEL = 1
// Possible shot height for a penalty kick in terms of netheight. 1.0 ==
height of net.
// NOTE: if you actually use 1.0, using full power won't score, it will hit
crossbar.
PK_HEIGHT_SCALAR = 1.4
// Possible shot width for a penalty kick in terms of netheight. 1.0 ==
width of net.
PK_WIDTH_SCALAR = 1.6
// Rate at which penalty kicks power up (and you have time to direct your
shot). Reasonable values = 5..20
PK_POWERUP_RATE = 16
// "extra help" given to goalie when saving a penalty shot. Reasonable
values are 0-5.
PK_BLIP_MULTIPLIER = 3
PK_CPU_SPANX = 1.01
PK_CPU_SPANY = 1.01
PK_CPU_SPANX = 1.01
PK_CPU_SPANY = 1.01
// The following is all adboard collision stuff.
//ADBOARD_HEIGHT_SIDE = 80
//ADBOARD_HEIGHT_END = 48
//ADBOARD_OFFSETX = 96
//ADBOARD_OFFSETZ = 130
//ADBOARD_INSETX = 20
//ADBOARD_INSETZ = 362
//ADBOARD_INSETGAPZ = 426
//ADBOARD_INSETGAPX = 428
//ADBOARD_NORMAL = 115
GAMELINK_PROP_FILE = aitmp.prop
//STAMINA_DROP = 1.50
TACKLE_ANGLE_1 = 114
TACKLE_ANGLE_2 = 90
TACKLE_ANGLE_3 = 45
TACKLE_LENGTH_1 = 4
TACKLE_LENGTH_2 = 7
TACKLE_LENGTH_3 = 7
TACKLE_LENGTH_4 = 4
SHOT_POWER = interpolation=Linear numpoints=6 scalars=[0.0 1.0 0.0 55.0]
data=[0 0.415 0.8625 0.76 0.9125 0.8175 0.9525 0.8975 0.975 0.9925 1 1]
SHOT_ATTRIB_POWER = interpolation=Linear numpoints=2 scalars=[0.0 6.0 0.0
1.2] data=[0 0.6975 1 0.875]
SHOT_ELEVATION = interpolation=Linear numpoints=4 scalars=[0.0 1.0 0.0 64.0]
data=[0 0.6425 0.1625 0.5 0.955 0.34 1 0.255]
CHIP_POWER_THRESHOLD = 0.1
CHIP_SHOT_POWER = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0
55.0] data=[0 0.2375 0.255 0.3475 1 0.3475]
CHIP_SHOT_ELEVATION = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0
200.0] data=[0 0.61 0.7375 0.4075 1 0.4075]
LOB_POWER = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0 55.0]
data=[0 0.21 0.11 0.3125 1 0.89]
LOB_ELEVATION = interpolation=Linear numpoints=4 scalars=[0.0 1.0 0.0 160.0]
data=[0 0.4375 0.25 0.4375 0.8275 0.235 1 0.235]
LOB_POW_ELEV_INTERACT = interpolation=Linear numpoints=4 scalars=[0.0 1.0
0.0 2.0] data=[0 0.6775 0.5 0.6275 0.835 0.5 1 0.5]
PASS_POWER = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0 1.0]
data=[0 0 0.8125 1 1 1]
FATIGUE_CURVE:FATFUNC = interpolation=Linear numpoints=7 scalars=[0.0 1.0
0.0 1.0] data=[0 1 0.1425 1 0.1875 0.6875 0.365 0.4125 0.5775 0.2225 0.83
0.125 1 0.125]
FATIGUE_ATTRIBUTE_EFFECT:FATFUNC = interpolation=Linear numpoints=2
scalars=[0.0 6.0 0.0 1.0] data=[0 0.94 1 0.6325]
STAMINA_RECHARGE = interpolation=Linear numpoints=5 scalars=[0.0 1.0 0.0
2.0] data=[0 0.06 0.1775 0.08 0.4975 0.145 0.7825 0.2375 1 0.355]
STAMINA_DROP_MULTIPLIER:FATFUNC = 0.11
STAMINA_DROP:FATFUNC = 2.9
POWERUP_RATE = 24
  AM_SHOT_ASSIST = 7.5
AM_CPU_LOOSEBALL_AGGR = 0.6
AM_CPU_MARKING_AGGR = 0.6
AM_CPU_TACKLING_AGGR = 0.6
AM_AGGRESSIVE_TACKLE_BALL_SIZE = 50
AM_AGGRESSIVE_TACKLER_FOOT_SIZE = 10
AM_AGGRESSIVE_TACKLEE_FOOT_SIZE = 14
AM_CPUSHOT_MAXVARIANCE = 25.0
AM_CPUMINDRIBBLETIME = 75
AM_MARKDIST_HURRY_THRESHOLD = 50
AM_CPU_MIN_POSSESS_TIME = 10
AM_CPU_IGNORE_BALL_TIME = 60
AM_CPU_SEEKBALL_MIN_ADVANTAGE_TIME = 0
AM_COVER_DIST = 8
AM_TACKLE_RUSH_TIME = 180
PR_SHOT_ASSIST = 6.0
PR_CPU_LOOSEBALL_AGGR = 0.6
PR_CPU_MARKING_AGGR = 0.6
PR_CPU_TACKLING_AGGR = 0.6
PR_AGGRESSIVE_TACKLE_BALL_SIZE = 40
PR_AGGRESSIVE_TACKLER_FOOT_SIZE = 12
PR_AGGRESSIVE_TACKLEE_FOOT_SIZE = 12
PR_CPUSHOT_MAXVARIANCE = 15.0
PR_CPUMINDRIBBLETIME = 25
PR_MARKDIST_HURRY_THRESHOLD = 50
PR_CPU_MIN_POSSESS_TIME = 2
PR_CPU_IGNORE_BALL_TIME = 0
PR_CPU_SEEKBALL_MIN_ADVANTAGE_TIME = 0
PR_COVER_DIST = 6
PR_TACKLE_RUSH_TIME = 120
WC_SHOT_ASSIST = 4.0
WC_CPU_LOOSEBALL_AGGR = 0.6
WC_CPU_MARKING_AGGR = 0.6
WC_CPU_TACKLING_AGGR = 0.6
WC_AGGRESSIVE_TACKLE_BALL_SIZE = 20
WC_AGGRESSIVE_TACKLER_FOOT_SIZE = 14
WC_AGGRESSIVE_TACKLEE_FOOT_SIZE = 8
WC_CPUSHOT_MAXVARIANCE = 5.0
WC_CPUMINDRIBBLETIME = 8
WC_MARKDIST_HURRY_THRESHOLD = 0
WC_CPU_MIN_POSSESS_TIME = 0
WC_CPU_IGNORE_BALL_TIME = 0
WC_CPU_SEEKBALL_MIN_ADVANTAGE_TIME = -600
WC_COVER_DIST = 4
WC_TACKLE_RUSH_TIME = 30
 // Warning this file was generated automatically
// Any manual changes may be lost.
MAX_BALL_VELOCITY_XZ = 40.000000
MAX_BALL_VELOCITY_Y = 25.000000
BALL_AIR_RESISTANCE_XZ = 0.012500
BALL_AIR_RESISTANCE_Y = 0.012500
BALL_GRAVITY = -0.179688
BALL_BOUNCE_COEFF_XZ = 0.984375
BALL_BOUNCE_COEFF_Y = 0.925781
BALL_ROLLING_COEFF = 0.985156
SMOOTH_BLIP_MULTIPLIER = 2
OFFSIDE_TRAP_CANCEL_DIST = 240
OFFSIDE_TRAP_CANCEL_TIME = 360
OFFSIDE_TRAP_MARGIN = 240
RAINBOW_HEIGHT = 144
RAINBOW_DISTANCE = 580
LOB_PEAK_RATIO = 12
TACKLE_BLIP_MULTIPLIER = 1
CROSS_PEAK_RATIO = 12
 //
// Match Audio settings.
//
// Common to all SKUs.
// NOTE:  This may change, and each SKU may require its own version of this
file.
// Number of crowd streams to choose from
CROWD_STREAM_FILES_NUM=6
// Fade times for crowd in OOP in 1/100ths of a sec
AUDIO_CROWDEVENT_FADE_TIME = 500
AUDIO_CROWDLOOP_FADE_TIME = 500
// Crowd loop OOP volume (0 - 100)
AUDIO_CROWDLOOP_OOP_VOLUME = 80
AUDIO_CROWDLOOP_STARTGAME_OOP_VOLUME = 100
// Rain OOP volume and fade (0 - 100)
AUDIO_RAIN_OOP_VOLUME = 55
AUDIO_RAIN_FADE_TIME = 300
// Chant OOP fade time 1/100ths
AUDIO_CHANT_FADE_TIME = 200
// Ingame music fade time on OOP.  1/1000ths
AUDIO_INGAMEMUSIC_OOP_FADE_TIME = 250
// Number of load loops to choose from
AUDIO_LOADLOOP_FILES_NUM = 5
// Load loop fade in and out time 1/100ths of a sec
AUDIO_LOADLOOP_FADEIN_TIME = 600
AUDIO_LOADLOOP_FADEOUT_TIME = 200
// Load loop maximum volume 0-100
AUDIO_LOADLOOP_VOLUME = 50
////////
// Connect league IDs to specific adboard sets.
// League IDs from fcdb_def.h
//////////
// Austria1, Austria2, Austria Nat
ADBOARD_TEXTURES_FOR_LEAGUE_80 = 3
ADBOARD_TEXTURES_FOR_LEAGUE_81 = 3
ADBOARD_TEXTURES_FOR_TEAM_1322 = 3
// Belgium1, Belgium2, Belgium Nat
ADBOARD_TEXTURES_FOR_LEAGUE_4 = 4
ADBOARD_TEXTURES_FOR_LEAGUE_5 = 4
ADBOARD_TEXTURES_FOR_TEAM_1325 = 4
// Brazil1, Brazil2, Brazil Nat
ADBOARD_TEXTURES_FOR_LEAGUE_7 = 5
ADBOARD_TEXTURES_FOR_LEAGUE_8 = 5
ADBOARD_TEXTURES_FOR_TEAM_1370 = 5
// Denmark1, Denmark2, Denmark Nat
ADBOARD_TEXTURES_FOR_LEAGUE_10 = 6
ADBOARD_TEXTURES_FOR_LEAGUE_11 = 6
ADBOARD_TEXTURES_FOR_TEAM_1331 = 6
// England1 England2 England Nat Scotland1 Scotland2 Scotland Nat
ADBOARD_TEXTURES_FOR_LEAGUE_13 = 7
ADBOARD_TEXTURES_FOR_LEAGUE_14 = 7
ADBOARD_TEXTURES_FOR_TEAM_1318 = 7
ADBOARD_TEXTURES_FOR_LEAGUE_50 = 7
ADBOARD_TEXTURES_FOR_LEAGUE_51 = 7
ADBOARD_TEXTURES_FOR_TEAM_1359 = 7
// France1 France2 France Nat
ADBOARD_TEXTURES_FOR_LEAGUE_16 = 8
ADBOARD_TEXTURES_FOR_LEAGUE_17 = 8
ADBOARD_TEXTURES_FOR_TEAM_1335 = 8
// Germany1 Germany2 Germany Nat
ADBOARD_TEXTURES_FOR_LEAGUE_19 = 9
ADBOARD_TEXTURES_FOR_LEAGUE_20 = 9
ADBOARD_TEXTURES_FOR_TEAM_1337 = 9
// Israel1 Israel2 Israel Nat
ADBOARD_TEXTURES_FOR_LEAGUE_28 = 10
ADBOARD_TEXTURES_FOR_LEAGUE_29 = 10
ADBOARD_TEXTURES_FOR_TEAM_1342 = 10
// Italy1 Italy2 Italy Nat
ADBOARD_TEXTURES_FOR_LEAGUE_31 = 11
ADBOARD_TEXTURES_FOR_LEAGUE_32 = 11
ADBOARD_TEXTURES_FOR_TEAM_1343 = 11
// K-League (korea) Korea Nat Japan Nat
ADBOARD_TEXTURES_FOR_LEAGUE_83 = 12
ADBOARD_TEXTURES_FOR_TEAM_974 = 12
ADBOARD_TEXTURES_FOR_TEAM_1411 = 12
// Norway1 Norway2 Norway Nat
ADBOARD_TEXTURES_FOR_LEAGUE_41 = 13
ADBOARD_TEXTURES_FOR_LEAGUE_42 = 13
ADBOARD_TEXTURES_FOR_TEAM_1352 = 13
// ROW, Other
ADBOARD_TEXTURES_FOR_LEAGUE_76 = 14
ADBOARD_TEXTURES_FOR_LEAGUE_80 = 14
// Spain1 Spain2 Spain Nat
ADBOARD_TEXTURES_FOR_LEAGUE_53 = 15
ADBOARD_TEXTURES_FOR_LEAGUE_54 = 15
ADBOARD_TEXTURES_FOR_TEAM_1362 = 15
// Sweden1 Sweden2 Sweden Nat
ADBOARD_TEXTURES_FOR_LEAGUE_56 = 16
ADBOARD_TEXTURES_FOR_LEAGUE_57 = 16
ADBOARD_TEXTURES_FOR_TEAM_1362 = 16
// Switzerland?, Switzerland Nat
ADBOARD_TEXTURES_FOR_TEAM_1364 = 17
// MLS
ADBOARD_TEXTURES_FOR_LEAGUE_39 = 18
// Finland Nat
ADBOARD_TEXTURES_FOR_TEAM_1334 = 19
// USA Nat
ADBOARD_TEXTURES_FOR_TEAM_1387 = 20
   [CAMERAS]
// Master activation switch
ACTIVATECAMERAS = 1
// What controller are we using?
StartController = Tele
// How long do we stick with our kickoff cameras?
KickoffLength = 50
// Default OOP Cameras
CornerNear = Corner
CornerFar = Corner
ThrowinNear = Throwin Near
ThrowinFar = Throwin Far
GoalkickPos = Goalkick
GoalkickNeg = Goalkick
FreekickPos = Freekick Pos
FreekickNeg = Freekick Neg
Penalty  = Penalty
Offside  = Sideline Replay
Foul  = Sideline Zoom
///////////////////////////////////////
//                                   //
// In-play camera controller systems //
//                                   //
///////////////////////////////////////
NumControllers  = 8
[CAMERAS/CONTROLLER1]
NAME  = Tele
DEFAULT  = Tele Neg
POSTEAM  = Tele Pos
NEGTEAM  = Tele Neg
BLENDFRAMES = 60
[CAMERAS/CONTROLLER2]
NAME  = Tower
DEFAULT  = Tower Neg
POSTEAM  = Tower Pos
NEGTEAM  = Tower Neg
BLENDFRAMES = 120
[CAMERAS/CONTROLLER3]
NAME  = End to End
DEFAULT  = End to End Neg
POSTEAM  = End to End Pos
NEGTEAM  = End to End Neg
THROWINNEAR = End to End Throwin
THROWINFAR = End to End Throwin
BLENDFRAMES = 100
[CAMERAS/CONTROLLER4]
NAME   = Sideline
DEFAULT  = Sideline Neg
POSTEAM  = Sideline Pos
NEGTEAM  = Sideline Neg
BLENDFRAMES = 60
[CAMERAS/CONTROLLER5]
NAME  = Panoramic
DEFAULT  = Panoramic Neg
POSTEAM  = Panoramic Pos
NEGTEAM  = Panoramic Neg
BLENDFRAMES = 140
[CAMERAS/CONTROLLER6]
NAME  = Action
DEFAULT  = Action Neg
POSTEAM  = Action Pos
NEGTEAM  = Action Neg
BLENDFRAMES = 60
[CAMERAS/CONTROLLER7]
NAME   = End Dynamic
DEFAULT  = End Dynamic Neg
POSTEAM  = End Dynamic Pos
NEGTEAM  = End Dynamic Neg
THROWINNEAR = End to End Throwin
THROWINFAR = End to End Throwin
BLENDFRAMES = 60
[CAMERAS/CONTROLLER8]
NAME  = Swing
DEFAULT  = Swing Neg
POSTEAM  = Swing Pos
NEGTEAM  = Swing Neg
THROWINNEAR = End to End Throwin
THROWINFAR = End to End Throwin
BLENDFRAMES = 100
////////////////////////////////////////////////////////////////////////////
//////////////////////
// Sample controller.  Not used in-game, this demonstrates all the features
of the controllers. //
////////////////////////////////////////////////////////////////////////////
//////////////////////
// Controller number
// Must be less than or equal to NumControllers (and greater than zero) or
the controller is ignored.
[CAMERAS/CONTROLLERXXX]
// Controller name
NAME   = GeoffJCam
// Number of frames for smooth blend between cameras
BLENDFRAMES = 100
// Default camera
DEFAULT  = GeoffJCam1
// Camera to use during kickoff
KICKOFF  = GeoffJCam2
// Special cameras for positive and negative team possession
POSTEAM  = GeoffJCam3
NEGTEAM  = GeoffJCam4
// Overridden OOP cameras
CORNERNEAR = GeoffJCam5
CORNERFAR = GeoffJCam6
THROWINNEAR = GeoffJCam7
THROWINFAR = GeoffJCam8
GOALKICKPOS = GeoffJCam9
GOALKICKNEG = GeoffJCam10
FREEKICKPOS = GeoffJCam11
FREEKICKNEG = GeoffJCam12
PENALTY  = GeoffJCam13
FOUL  = GeoffJCam14
// Breakaway cameras, mode
POSBREAKAWAY = GeoffJCam15
NEGBREAKAWAY = GeoffJCam16
BREAKAWAYMODE = 1
  // Defines all light settings.
// Primary light Day (ingame)
LIGHT00G_RED = 3.0
LIGHT00G_GREEN = 2.7
LIGHT00G_BLUE = 1.81
LIGHT00G_AMBIENT_RED = 89
LIGHT00G_AMBIENT_GREEN = 115
LIGHT00G_AMBIENT_BLUE = 115
LIGHT00G_ROT_X = -0.80
LIGHT00G_ROT_Y = 1.00
LIGHT00G_ROT_Z = -0.30
LIGHT00G_COV_RED = 0.3
LIGHT00G_COV_GREEN = 0.3
LIGHT00G_COV_BLUE = 0.3
LIGHT00G_COV_AMBIENT_RED = 110
LIGHT00G_COV_AMBIENT_GREEN = 110
LIGHT00G_COV_AMBIENT_BLUE = 110
// Primary OOP Script light day
LIGHT00S_RED = 3.0
LIGHT00S_GREEN = 2.7
LIGHT00S_BLUE = 2.31
LIGHT00S_AMBIENT_RED = 125
LIGHT00S_AMBIENT_GREEN = 131
LIGHT00S_AMBIENT_BLUE = 129
LIGHT00S_ROT_X = -0.80
LIGHT00S_ROT_Y = 1.0
LIGHT00S_ROT_Z = -0.30
LIGHT00S_COV_RED = 0.7
LIGHT00S_COV_GREEN = 0.7
LIGHT00S_COV_BLUE = 0.7
LIGHT00S_COV_AMBIENT_RED = 130
LIGHT00S_COV_AMBIENT_GREEN = 130
LIGHT00S_COV_AMBIENT_BLUE = 130
// Secondary light Day (ingame)
LIGHT10G_RED = 0.4
LIGHT10G_GREEN = 0.4
LIGHT10G_BLUE = 0.5
LIGHT10G_AMBIENT_RED = 0
LIGHT10G_AMBIENT_GREEN = 0
LIGHT10G_AMBIENT_BLUE = 0
LIGHT10G_ROT_X = -0.9
LIGHT10G_ROT_Y = -2.44
LIGHT10G_ROT_Z = 0.0
LIGHT10G_COV_RED = 0.20
LIGHT10G_COV_GREEN = 0.20
LIGHT10G_COV_BLUE = 0.20
LIGHT10G_COV_AMBIENT_RED = 0
LIGHT10G_COV_AMBIENT_GREEN = 0
LIGHT10G_COV_AMBIENT_BLUE = 0
// Secondary Script light Day
LIGHT10S_RED = 0.4
LIGHT10S_GREEN = 0.4
LIGHT10S_BLUE = 0.5
LIGHT10S_AMBIENT_RED = 0
LIGHT10S_AMBIENT_GREEN = 0
LIGHT10S_AMBIENT_BLUE = 0
LIGHT10S_ROT_X = -0.9
LIGHT10S_ROT_Y = -2.44
LIGHT10S_ROT_Z = 0.0
LIGHT10S_COV_RED = 0.20
LIGHT10S_COV_GREEN = 0.20
LIGHT10S_COV_BLUE = 0.20
LIGHT10S_COV_AMBIENT_RED = 0
LIGHT10S_COV_AMBIENT_GREEN = 0
LIGHT10S_COV_AMBIENT_BLUE = 0
// Primary Light Night (ingame)
LIGHT01G_RED = 2.00
LIGHT01G_GREEN = 2.10
LIGHT01G_BLUE = 2.20
LIGHT01G_AMBIENT_RED = 80
LIGHT01G_AMBIENT_GREEN = 90
LIGHT01G_AMBIENT_BLUE = 100
LIGHT01G_ROT_X = -12.8
LIGHT01G_ROT_Y = 1.3
LIGHT01G_ROT_Z = -0.30
LIGHT01G_COV_RED = 0.3
LIGHT01G_COV_GREEN = 0.3
LIGHT01G_COV_BLUE = 0.3
LIGHT01G_COV_AMBIENT_RED = 110
LIGHT01G_COV_AMBIENT_GREEN = 110
LIGHT01G_COV_AMBIENT_BLUE = 110
// Primary Script light Night
LIGHT01S_RED = 2.00
LIGHT01S_GREEN = 2.10
LIGHT01S_BLUE = 2.20
LIGHT01S_AMBIENT_RED = 130
LIGHT01S_AMBIENT_GREEN = 130
LIGHT01S_AMBIENT_BLUE = 130
LIGHT01S_ROT_X = -12.8
LIGHT01S_ROT_Y = 1.3
LIGHT01S_ROT_Z = -0.30
LIGHT01S_COV_RED = 0.4
LIGHT01S_COV_GREEN = 0.4
LIGHT01S_COV_BLUE = 0.4
LIGHT01S_COV_AMBIENT_RED = 90
LIGHT01S_COV_AMBIENT_GREEN = 110
LIGHT01S_COV_AMBIENT_BLUE = 120
// Secondary light Night (ingame)
LIGHT11G_RED = 1.00
LIGHT11G_GREEN = 1.00
LIGHT11G_BLUE = 1.00
LIGHT11G_AMBIENT_RED = 0
LIGHT11G_AMBIENT_GREEN = 0
LIGHT11G_AMBIENT_BLUE = 0
LIGHT11G_ROT_X = -6.71
LIGHT11G_ROT_Y = -2.04
LIGHT11G_ROT_Z = 0.0
LIGHT11G_COV_RED = 0.20
LIGHT11G_COV_GREEN = 0.20
LIGHT11G_COV_BLUE = 0.20
LIGHT11G_COV_AMBIENT_RED = 0
LIGHT11G_COV_AMBIENT_GREEN = 0
LIGHT11G_COV_AMBIENT_BLUE = 0
// Secondary Script light Night
LIGHT11S_RED =  0.5
LIGHT11S_GREEN = 0.8
LIGHT11S_BLUE = 1.0
LIGHT11S_AMBIENT_RED = 0
LIGHT11S_AMBIENT_GREEN = 0
LIGHT11S_AMBIENT_BLUE = 0
LIGHT11S_ROT_X = -6.71
LIGHT11S_ROT_Y = -2.04
LIGHT11S_ROT_Z = 0.0
LIGHT11S_COV_RED = 0.20
LIGHT11S_COV_GREEN = 0.20
LIGHT11S_COV_BLUE = 0.20
LIGHT11S_COV_AMBIENT_RED = 0
LIGHT11S_COV_AMBIENT_GREEN = 0
LIGHT11S_COV_AMBIENT_BLUE = 0
LIGHTSTATIC_RED = 1.00
LIGHTSTATIC_GREEN = 1.00
LIGHTSTATIC_BLUE = 1.00
LIGHTSTATIC_AMBIENT_RED = 47
LIGHTSTATIC_AMBIENT_GREEN = 60
LIGHTSTATIC_AMBIENT_BLUE = 83
LIGHTSTATIC_POSITION_X = 0.0
LIGHTSTATIC_POSITION_Y = 1.0
LIGHTSTATIC_POSITION_Z = 0.67
  //
// FIFA configuration file for PC
//
DEMO_MODE=1
LANGUAGE_ID=0
HOME_TEAM=11
AWAY_TEAM=1
START_WITH_SIDE_SELECT=1
DISABLE_POPUPS=0
DISABLE_PAUSE_MENU=0
DISABLE_OPTIONS_MENU=1
ADBOARD_TEXTURES=1
RANDOM_SEED=1234
WINDOWED=0
[OPTIONS]
STADIUM=1
TIME=0
WEATHER=0
SFXMIX=1
HALF_MINUTES=4
DIFFICULTY=0
GAME_SPEED=1
BOOKINGS=0
INJURIES=0
OFFSIDES=0
CAMERA=0
TIME_DISPLAY=1
SCORE_DISPLAY=1
INDICATORS=1

Ho scaricato la Demo di Fifa e mi è sembrata carina. Almeno adesso si
possono dosare passaggi e lanci;
cmq ho trovato subito dei difetti, come quando ci sono lanci lunghi degli
avversari e ci si trova dif. contro att.e se perdi il contrasto aereo (come
spesso accade)
l' att. va in porta e segna. Oppure ho visto robe da fifa 97 quando le palle
passavano sotto le gambe dei portieri.

Scusate, ma per aumentare la risoluzione di gioco nulla????
Tnks
Gig

Nel sito ufficiale si dice che la demo ha solo quella risoluzione, devi
aspettare il gioco completo.
Ciao ciao,
Peppe
