好用的VISTA批次右鍵更改圖片大小軟體I(VSO Image resizer on VISTA)

IRmain_en.jpg

> > VSO Image Resizer 是一款不錯的數位相片或圖片檔案的協助工具,它允許我們變更相片或圖檔的解析度、壓縮率變更、圖片格式轉換、建立相片或圖檔副本等功能。它也提供了浮水印功能,讓我們可以為相片或圖檔加入浮水印,這特別適合個人攝影作品的保護。VSO Image Resizer 也整合至 Windows 滑鼠右鍵選單裡,可讓我們透過點選右鍵的方式呼叫出 VSO Image Resizer 為我們工作。 > > > > (圖片與敘述: [軟體王](http://www.softking.com.tw/soft/clickcount.asp?fid3=24495)) > >

以往在XP上如果要快速的在右鍵更改圖片的大小,我有用的是Image Resizer from Microsoft PowerToys for Windows XP。不僅僅所有的EXTIF 都可以保留下來,而且可以快速更改圖片大小。但是一到了VISTA 可就麻煩了~~~~

還好找到這套VSO Image Resizer(官方網站軟體王),也算是可以快速轉換用的軟體~~~詳細功能可以去看綠色工廠Easylife BLOG

帶著數位相機一出門,一回家後就有一堆照片等著處理。拍得時候快門不停按,令人有一種成就感,但是後續的處理可就令人頭大了,這個時候 VSO Image Resizer 就可以派得上用場了。
數位相機越來越普及,也讓幾乎有電腦的人就有一部數位相機,所以一旦有機會出門踏青,數位相機的快門總是會被按個不停。按快門時著實有一種快感,但是當回家後看著上千張的戰利品,想到要整理時,可是令人不寒而慄阿。此時,你其實可以透過 VSO Image Resizer 的協助來減輕你的工作量。
VSO Image Resizer 是一款集合了圖片轉換、更命、縮放等功能的免費圖片編修工具,使用者可以利用它所提供的批次修改功能,來對圖片進行一次性的調整,加速你對圖片的處理。且 VSO Image Resizer 還能夠讓使用者對大量的圖檔進行轉換,例如使用者拍的照片是 BMP 格式,使用者可以只透過一個按鍵就將它們一次轉成 JPEG 檔,方便儲存。也能夠對這些照片加入浮水印來確保圖片的原創性。
對於想要對圖片進行重新命名的使用者來說, VSO Image Resizer 還提供了批次更名的功能,讓你能夠將整個目錄裡的相片輕鬆更改成想要的檔案名稱格式喔。
How to resize images : The VSO free image resize software organizes your photos by changing their resolution or moving them within your hard drive. VSO Image resizer is the perfect tool for those who store their digital pictures and images on their PC and who want to resize, compress, convert, create copies, create thumbnails, import or organize photos.
With this free resize image software, you can create e-mail friendly versions of your images, load them faster, move them easily from folder to folder, change their format, edit large numbers of image files/batch image resize and thus save space on your hard drive. Using high resolution 1600x1200 for creating wallpaper or file-sharing you can save your memory. VSO Image Resizer can also change file names using a template and you can add your own watermark with transparency support.
VSO Image resizer is integrated into the Windows explorer shell, right click on your pictures and start working on your pictures !
Key Features

  • Convert between different graphic formats
  • Configurable compression/resolution ratio
  • Support file formats: Jpeg, gif, bmp, tiff etc
  • Support Digital Camera RAW formats: Canon .CR2, Nikon .NEF , .MRW Minolta
  • Handle single picture or batch mode
  • Customizable templates for renaming files
  • You can add your own watermark file
  • Reduce size photos perfect for web publishing/share photos by email
  • Integrate in windows explorer or works as a stand-alone application
  • Fast processing
  • Import directly from your memory cards
  • Save history of destination folder
  • Variable options and settings for advanced users
  • Multilingual support (available languages…)
  • Optimized for Windows 2000 / XP / Vista

(引用自: http://portable.easylife.idv.tw/712)

PS3-2K9 與王朝有關的一些資料轉貼

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以下是我最近打2K9 打JAZZ 打完 08~09 賽季的後續
可以參考一下

經過我不斷拼命的結果
好不容易打了總冠軍

MVP –> 蝶龍
得分最高 –> 小酒(會切~ 真的太好用了~~ 完全一整個是當KB用)
最佳替補中鋒 –> Kofus 大熱門~ 封蓋能力強

於是到了新球季

退役名單 –> 教皇 (三大運動最久教練~ 該休息了)
Boozer –> 簽不下來,這大家都知道~ 不過遊戲裡面他去了 Pison 跟Wallace
變成新雙塔
米爺 –> 不知道為何~~ 也簽不下來~ 好像是薪水漲太多(被湖人簽走)

那我後來去找誰當PF呢?

Nene –> 夠硬 單打夠

不過選JAZZ 玩第一季由於沒換人~ 整個chemistry就很高 70~80%
但是第二季BOOZER 走了之後~ 我不斷換PF 造成chemistry 降低到0
原來以為連勝可以挽回
但是輸一場又變成0~~~ 自己就覺得很奇怪~~~ 於是我去網路上找了一些資料~~~

等等去試試看了喔

《NBA 2K9》王朝全攻略: 交易 訓練 妖人 staff 秘笈 答疑

(來源: http://www.gamersky.com/handbook/200811/128570.shtml)

關於玩2K9 王朝模式的各種問題,全面簡單地介紹給大家:
問題1:交易不能選隊的選位置得 用”,。” 和”】、” 2組鍵。 注:選秀權在球員位置得最後一組。
問題2: 看不懂英文得,選擇把”overtrade” 強制交易選項關閉,開了就沒樂趣了。不然如果交易不被接受,會彈出是否強制交易選項。
問題3:王朝訓練模式,有堵磚牆擋住球場得,目前無解。曾經有一個存檔沒問題,可能要載入新的非默認得setting,roster,不和默認的重名。
問題4:vista找不到存檔檔的在 C:UsersXXXAppDataRoaming2K SportsNBA 2K9Saves 還有個cache檔夾存錄影得,C盤小了就是它的功勞。
問題5:王朝球員數值狂減。
a 有的球員要求更多得上場時間尤其總評80+得球員,滿足不了半個賽季就會-10,人就基本廢了,只能交易掉。
王朝開始的選項裏有 playrole 選項,關閉則不會發生此類現象,隨便給多少上場時間。
b 王朝選項裏有chemistry 化學反應 也會影響球員數值的增減,但影響不大+ - 3之內,建議開啟,一般只要有上場時間就會上漲1-3. 球隊大換血,頻繁交易主力球員會導致 chemistry 惡化,普遍下降1-3. 解決辦法把chemistry選項關了類比到第二天再打開。另外球員性格相互衝突也會導致chemistry下降,所以儘量找性格相似得球員組成球隊,或者都用年輕球員。
問題6: 不會看球員具體數值的,用roster 裏點球員選playeredit可看到所有資料。或者追求遊戲性的用scouting來探查,會有小小的不准,精確度取決於你NBA內部球探的level 事後會有report在 message裏,以後就可以在player card裏看到,但不是精確的,其實只有你的nba內部球探level到B以上,看A,B,C,D,F 更加直觀點,看不懂的往下注意了:in、 out 內、外線得分,PerD 、Postd 外線,低位防守,HNDL =ballhanding控球, Reb 籃板, IQ 智商就是進攻防守意識off、def awareness,ATH 運動性 綜合速度、力量、彈跳、敏捷、耐力、持久力,POT=potential 潛力

王朝介紹:

  1. 球員交易
    把球員添加到交易板上,可以最大限度換到更好的球員,而且可以要求交換的球員位置,總評以及選秀權。往往是一個不怎麼樣的球員都能換來像Nash,德隆這樣球員。 不過天下沒有免費得午餐,往往這種情況發生的時候是電腦再把薪金包袱丟給你,基本上大牌球員的合同年丟給你,比如說nash賽季結束要續約了,或者德隆新秀合同的最後一年,明年就是1700W的新合同了。
    一般正常交易的時候如果不掛牌的話,要提供對方缺的位置的球員,比如對方只有1個C 或者對方4個SF 但最高的一個也只有70overall。通常來說得提供對方感興趣的球員,不能差太多2個85+ 換 90+ 有可能,換95+的就不好換了。特別注意的是年輕球員的吸引力比較大,就像brooks。head 這種沒什麼潛力的都能換到很好的球員。電腦只看總評和年齡,不看potential

Buildbot still not fullfill for Perfornce

上一篇文章: http://www.evanlin.com/blog/archives/001100.html

就像我前一篇文章一樣,我已經把Buildbot裝好了,並且可以跟P4連線(不過僅僅在於periodic[定期])。但是無法正常的透過Scheudler(也就是無法偵測到有最新的CODE更改來trigger build)。

I found Buildbot could not using “Scheduler Scheduler” but work well on “Periodic scheduler”. As I check in Buildbot site it maybe three known issue as follows:

  1. #101 Set “revision” property when using computeSourceRevision

  2. #127 got_revision not tracked for perforce

  3. #229 Build properties “revision” and “got_revision” not populated for P4

Although I already change this by the patch but it sill could not fix the “scheduler”. I think I will check with Buildbot team as well.

說明文件–Buildbot在XP上安裝與Perforce 連線 (Install buildbot in xP connect with P4)

Buildbot.jpg

要轉錄請務必標示文章出處: BlogE www.evanlin.com/blog

甚麼是BuildBot?

Buildbot 是一套由Python撰寫的client-server 架構的專案source code追蹤用的伺服器。 主要可以拿來做以下的用途:

  • Code quality tracing: 可以定期或是只要有新的變動就主動下載source code並且build。 可以查出來哪個變動讓程式build不過。

  • Multiple platform compiler testing: 針對一份程式碼要對應到多個platform 或是多整module, Buildbot 提供了很好的方式可以幫助你確認這件事情。

  • Unit testing: 使用Buildbot 可以定期幫你的程式做unit testing。(當然~ unit testing program 得是你自己有準備好的)

需要的軟體:

在這裡先介紹所有你需要的軟體,可以事先去download 下來。

以上的版本已經確定在XP SP2 可以正確安裝並且執行無誤。希望各位也去下載適當版本。必須注意如果把Python換成新的版本(2.5 or 2.6)反而可能會造成安裝失敗。

或者你也可以去以下位置下載懶人包 。

懶人包: http://www.badongo.com/cn/file/12490044

**安裝流程: **

接下來你還必須要設定master.cfg 才能正常的啟動。

設定Buildbot:

  • Create MASTER

    1. “buildbot create-master " should be a path for Buildbot using. For my case using "buildbot create-master MASTER".

    2. Modify master.cfg on the . (you could refer as master.cfg as lastest of this article)

  • Create Slave

    1. buildbot create-slave bot1name bot1:8010 bot1 123(default Master port is the same with setting in Master.cfg)
    2. c[‘slavePortnum’] = 8010 #default is 9989
  • Start Master

    1. “buildbot start MASTER”
  • Start SLAVE

    1. “buildbot start bot1”

You could connect to http://localhost:10000 to see the server status.

Master.cfg

> > # 'master.cfg' in your buildmaster's base directory (although the filename > # can be changed with the --basedir option to 'mktap buildbot master'). > > p4env = { > 'port': '192.168.XX.XX:XXXX', #P4 connect port > 'user': 'user', > 'passwd': 'passwd', > } > > # This is the dictionary that the buildmaster pays attention to. We also use > # a shorter alias to save typing. > c = BuildmasterConfig = {} > > ####### BUILDSLAVES > > # the 'slaves' list defines the set of allowable buildslaves. Each element is > # a tuple of bot-name and bot-password. These correspond to values given to > # the buildslave's mktap invocation. > from buildbot.buildslave import BuildSlave > c['slaves'] = [BuildSlave("bot1", "123")] > > > # 'slavePortnum' defines the TCP port to listen on. This must match the value > # configured into the buildslaves (with their --master option) > > c['slavePortnum'] = 8010 > > ####### CHANGESOURCES > > # the 'change_source' setting tells the buildmaster how it should find out > # about source code changes. Any class which implements IChangeSource can be > # put here: there are several in buildbot/changes/*.py to choose from. > > from buildbot.changes.p4poller import P4Source > c['change_source'] = P4Source( > p4base='//depot/Shared/Util/P4ReleaseNote/', > p4port = p4env['port'], > p4user = p4env['user'], > p4passwd = p4env['passwd'], > pollinterval= 60, > p4bin = 'c:/p4.exe', > split_file=lambda branchfile: branchfile.split('/',1),) > > #from buildbot.changes.pb import PBChangeSource > #c['change_source'] = PBChangeSource() > > ####### SCHEDULERS > ## configure the Schedulers > > #Periodic scheduler
</br>from buildbot.scheduler import Scheduler, Periodic > periodic = Periodic("every_1_minutes", ["main"], 60) > c['schedulers'] = [periodic] > > ####### BUILDERS > from buildbot.process import factory > from buildbot.steps.source import P4 #Must include P4 library. > from buildbot.steps.shell import Configure,Compile,Test > from buildbot.steps.python_twisted import Trial > > ####### Builder for P4 ############# > f1 = factory.BuildFactory() > f1.addStep(P4, > p4port = p4env['port'], > p4user = p4env['user'], > p4passwd = p4env['passwd'], > p4client = 'BuildBot', > p4base = '//depot/Shared/Util/P4ReleaseNote/', > mode = "copy") > > b1 = { > 'name': "main", > 'slavename': "bot1", > 'builddir': "main", > 'factory': f1 > } > > c['builders'] = [b1] > > > ####### STATUS TARGETS > c['status'] = [] > > from buildbot.status import html > c['status'].append(html.WebStatus(http_port=10000)) > > from buildbot.status import mail > c['status'].append(mail.MailNotifier(fromaddr="[email protected]", > extraRecipients=["[email protected]"], > sendToInterestedUsers=False)) > ####### PROJECT IDENTITY > c['projectName'] = "Buildbot" > c['projectURL'] = "http://buildbot.sourceforge.net/" > c['buildbotURL'] = "http://localhost:10000/" > >

後記:

總算安裝跟設定好了吧~~~但是這樣僅僅只是讓你下載而已~~關於定期build的部分~ 我會研究出來後再分享給各位。 這裡有一些東西一定要注意到的是。 Perforce client spec must sync with your buildbot path。 如果沒有一樣的話,會發生下載下來檔案在原來client space 的地方,而不會在你預先設定的位置。

Reference link (參考資料)

  1. Patrick: Buildbot + p4 + windows http://www.scribd.com/doc/4808056/buildbot-p4-windows

  2. Buildbot manual http://buildbot.net/repos/release/docs/buildbot.html

  3. buildbot安装配置笔记 http://blog.chinaunix.net/u2/68938/showart_1076484.html

  4. buildbot系统维护知识 http://blog.chinaunix.net/u2/68938/showart_1111019.html

  5. buildbot setup trac! (Buildbot for WIKI) http://timchen119.blogspot.com/2007/02/buildbot-setup-trac.html

  6. How to build Mozilla with Buildbot http://zenit.senecac.on.ca/wiki/index.php/Building_Mozilla_with_Buildbot

  7. User:Bhearsum:Build/Buildserver ref image https://wiki.mozilla.org/User:Bhearsum:Build/Buildserver_ref_image

  8. Development: Buildbot http://wiki.wxwidgets.org/Development:_Buildbot (Wiki page with full doc for buildbot)

好用小工具–替換MCE/WMP 的 Video decoder (影像解碼器)

Vista MCE(Meida Center)是一個相當強大而好用的全螢幕播放程式(也跟XBOX360裡面一樣)。他雖然好用~ 但是MS的影像解碼器一樣只是夠用就好,如果想要讓你的MCE效率更好、畫面更漂亮。通常的選擇是去換一套撥放軟體(WINDVD或是POWERDVD)但是~~~ Vista MediaCenter Decoder Utility是一個相當好用的小軟體,可以讓你很快速的替換掉他的VIDEO Decoder(影像解碼器)。 這樣一來你就不需要換軟體就可以有更高的效能與支援。

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Download http://www.whittakermoore.com/VMCD.exe

Detail description: http://tdnj.pixnet.net/blog/post/13748926

WMP_Dec.jpg

**《說明》如何讓 Microsoft Media Player 使用不同的 MPEG Decoder
(資料來源) http://www.zhe-feng.com.tw/forum/archiver/?tid-601.html **

一般我們在使用 Media Player 時, 它會自動去抓取系統中可用的 MPEG Decoder, 雖然這樣很簡單又方便, 但是遇到這個 Decoder 表現不好, 例如去交錯做不好或者沒有做, 或者 CPU 使用率太高, 亦或畫質表現不佳等等. 我們可以讓它去選取另一個在系統中可用的 MPEG Decoder 嗎? 當然可以, 本文就是解說要如何讓它改用你指定的 Decoder. ( ** MPEG CODEC 請自行安裝 ** )
首先, 我們要先下載一個工具軟體
Windows XP Video Decoder Checkup Utility (在 VISTA 下也可以用來設定 Media Player)
[http://www.microsoft.com/downloads/details.aspx?FamilyID=de1491ac-0ab6-4990-943d-627e6ade9fcb&displaylang=en&Hash=zB70IgOupjB7du1zYHSvaIUsfUP4rxLtY4Kga%2fFcR%2fVtbbQyzHsjDX2dnP7AOtWyMRhEpPsT5mAo%2bHFS8gXi%2fA%3d%3d]http://www.microsoft.com/downloads/details.aspx?FamilyID=de1491ac-0ab6-4990-943d-627e6ade9fcb&displaylang=en&Hash=zB70IgOupjB7du1zYHSvaIUsfUP4rxLtY4Kga%2fFcR%2fVtbbQyzHsjDX2dnP7AOtWyMRhEpPsT5mAo%2bHFS8gXi%2fA%3d%3d](http://www.microsoft.com/downloads/details.aspx?FamilyID=de1491ac-0ab6-4990-943d-627e6ade9fcb&displaylang=en&Hash=zB70IgOupjB7du1zYHSvaIUsfUP4rxLtY4Kga%2fFcR%2fVtbbQyzHsjDX2dnP7AOtWyMRhEpPsT5mAo%2bHFS8gXi%2fA%3d%3d%5dhttp://www.microsoft.com/downloads/details.aspx?FamilyID=de1491ac-0ab6-4990-943d-627e6ade9fcb&displaylang=en&Hash=zB70IgOupjB7du1zYHSvaIUsfUP4rxLtY4Kga%2fFcR%2fVtbbQyzHsjDX2dnP7AOtWyMRhEpPsT5mAo%2bHFS8gXi%2fA%3d%3d)

我們將會下載到一個 DECCHECKSetup.EXE, 執行它後會開始安裝, 過程很簡單, 所以不再詳述.
安裝完畢後, 在安裝的路徑下會看到一個執行檔 DECCHECK.exe, 它就是本篇文章的主角. 在開始執行它之前, 請確定你的 XP 系統登入權限是 Administrator, 或這等級的 Group. 不然會出現下列訊號
[attach]961[/attach]
在 VISTA 系統下, 除了在 Administrator 權限, 仍要加入以下操作 :
請將滑鼠移到 DECCHECK.exe 執行檔位置, 按滑鼠右鍵會出現下圖.

PS3-NBA2k9 更新一出~~~~ 神作再臨!!

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NBA 2K9 在12月初總算有了第二次的更新,這些更新其實變動了很多地方。也讓這款本來BUG也不少的遊戲化身變成神作(也就是超級棒的遊戲) 至少各大論壇已經把這款遊戲變成新一代的NBA遊戲了。 或許有人會問~~ 那NBA LIVE呢? 你說甚麼????? 那個BUG多多的遊戲~~~~ 怎麼可以跟2K9比呢??? 自從2K9換了新的臉部繪製系統後~ 現在2K9的球員面孔變成跟真人真的沒兩樣~~ 由其是Kobe 跟 Kidd ,不過也是有中國大陸球迷反應~ 覺得姚明不像而要(努力分享?)霸買的事件。

在此我也來分享我自己的玩過更新的心得吧:

  1. 狂切搖擺球員去死吧!!! 守的住了
    對於LBJ或是Kobe 這種切入能力超級強的球員,在更新之前可以說這些人的天下。記得更新前曾經上線去找人對打~~~ 結果對方用Kobe 狂電我25分~~~ 在結束前還故意打開得分表秀秀他KOBE 的得分率。 更新後變得比較容易叮上,跳起來封蓋的比例也變高了。

  2. **跳起來封蓋~~ 不再變得沒有效用
    **更新前對於要投球的對手進行跳起來封蓋~~~ 通常只有兩種結局,一者是蓋到火鍋(當然更新前火鍋蓋到的判定也比較難) 另外就是被投進。 這不誇張~~我在玩的時候,我甚至懷疑這是一個顯而易見的重大BUG。 也就是當你要封蓋對手的投射的時候,按下叮人鍵的舉手防守比起跳起來防守有用的多了。 這樣喜歡防守的我變得相當不適應。 更新過後 除了火鍋更容易蓋到(我終於蓋到電腦火鍋啦!!!) 跳起來防守(除非晃過) 基本上會造成對手進球率的減少!!!

我更新到現在大概也只玩了20場左右~~希望多玩之後會有更多的感覺。

最後,以下就是PTT上面一些大大針對更新部分的翻譯:

作者: TsungHan (Steven我要坐M63) 看板: NBAGAME
標題: Re: [情報] NBA 2K9_360&PS3 重大官方更新即將到來
時間: Tue Dec 2 13:31:46 2008

General
一般性的更新

Inbound Bug - We have corrected an issue where teams would not inbound the ball
after a made basket, resulting in a non-authentic experience. This turned out
to be a timing-specific issue with regards to quitting out of another game mode.
修正發球入場無限回圈場的bug(我想很多人都遇過,但是我就是沒遇過)

Player DNA - We found an issue where face sliders were getting offset when
downloading the DNA of a player that another user has previously uploaded.
Downloaded players should now look identical to when the original user uploaded
the Player DNA.
球員DNA部分,有時候下載別人上傳的球員時候會發現臉部的設定有些許不同
這個已經被改正,下載的球員臉部設定應該跟原本上傳的時候完全一樣

0000223412.jpg

Created Player Scrolling Crash - When a player was created with the ‘Thick’
body type and was not placed on a team, on the Bobcats, or on the Thunder, the
game would crash when attempting to load the player model in the create player
screen or in-game. This issue has been addressed.
創造球員的當機現象,
當自創球員是”粗壯”的身材,但是此球員並沒有編入任何一支隊伍
此時如果進入修改球員資料當讀取球員體型的時候,當機就會發生

Exiting Game Mode Crash - A crash was identified when the user attempted to
leave a game mode (Association, Playoffs, etc.) when starting the game mode
after receiving an updated Living Roster. This issue has been addressed.
退出遊戲的時候當遊戲重新讀取球員檔案的時候的當機現象也修正了
(我之前也常常遇過)

Development Drill Crash - Related to the issue above, a few users were seeing
a crash when attempting to perform a development drill after loading an
Association file. The triggering issue has been identified and resolved.
王朝模式的球員培養,
有人指出在進入球員培養的小遊戲的時候會當機(在使用賽夫羅得大法讀取王朝紀錄之後)
此bug也已經被修正了

Substitution Issue - It was discovered that when the user would change their
‘Substitution Method’ to ‘By Rotation’, the CPU would remain in the ‘By
Fatigue’ method which would result in inconsistent subs or none at all. The
CPU will now replicate the ‘Substitution Method’ chosen by the user’s team.
修正了換人的方法,
當改成”By Rotation”的時候電腦不在會繼續以體力來調度上場球員

2K Cam Framerate - We have greatly improved the framerate gameplay in the 2K
camera. Additional cameras have also seen performance boosts with the changes
made.
修改了framerate

Injury Frequency - In-game injuries during The Association will now occur at
a lower frequency. This is particularly true with hard fouls, loose ball dives,
and general falls.
受傷頻率,球員比較不會那麼容易受傷了
尤其是一些犯規,飛撲爭搶地板球,還有落地的時候

Association League Leaders - Users playing through The Association with 5
minute quarters were finding that their players who should qualify for the
league leaders weren’t properly being listed. This issue has been corrected.
王朝模式如果玩五分鐘一節會發現你的球員都上不了攻守排行榜
這個bug也已經修正

Association Simulation - The simulator inside The Association has been tuned
to produce more realistic game results. We found the final scores for most
games to be too high pre-patch.
電腦模擬的比數都偏高,現在已經修正為比較接近真實的數據

Online
上網對戰

Player Match Crash - It was discovered on launch day that when a certain
number of users simultaneously select the ‘Player Match’ option, the game
will eventually crash when looping through the available players.
當有一定數量的玩家同時使用”Player Match”這個選項的時候
所出現的當機現在已經修正了

Team-Up Lag - An intense round of optimization has taken place for the Team-Up
experience. The changes made grant significant speed improvements for users on
slower broadband connections such as lower-end DSL connections. The end result
is a much smoother gameplay experience for everyone.
對於網路速度較慢的玩家玩”Team-Up”的時候會更加流暢
提供網路最佳化的效率

‘2K’ Cam - In order to increase user satisfaction with the title, we have
added the ‘2K’ camera angle as a playable camera angle when playing online
網路對戰新增”2K”的視角

First FT Lag / Difficulty - The first free throw of an online game had a
variable amount of lag depending on which camera was chosen for the shot. We
have corrected this issue by asserting a fixed camera for this shot that
eliminates any controller lag. In addition to this, the ‘make’ window for
free throws in online play has been increased to account for the timing
difference.
第一球罰球會lag的現象已經修正

Waiting For Opponent - Users with poor connections were causing the game to
loop too long on the “Waiting for Opponent” dialog before continuing on
into the game. We’ve cleaned up this behavior to place players into the game
in a much quicker fashion.
網路速度較慢的玩家所造成的等了很久才進入遊戲
只一直看到”Waiting for Opponent”的對話框
我們已經修正並且可以讓玩家可以更快的進入遊戲

Quick Match Connection Problems - An issue was identified where users were
being re-directed to the online FAQ instead of being taken into a game. This
message will now only appear in appropriate situations.
有些玩家選擇Quick Match卻跳到Online FAQ的現象已經修正

Online League Injuries - In online leagues, injured players that were taken
off the roster weren’t healing. The game now properly detects injured players
and heals them in the appropriate time frame regardless of where they are
placed on the roster.
線上聯盟的受傷,
線上聯盟的受傷球員都不會治癒,
現在遊戲會自動偵測球員受傷程度, 並且讓依照他們受傷程度在一定時間讓他們痊癒
除非….這名傷兵還擺在球員名單上

0000223411.jpg

PS3 Voice / Team-Up - An issue was uncovered where voice chat would drop or
become intermittent when more than two users were talking simultaneously. This
issue has been resolved.
針對PS3的玩家,
之前如果兩個以上玩家同時說話的時候,
語音會受干擾的情形已經改正

Team-Up Cameras - The Broadcast camera for Team-Up has been optimized to show
the user a better balance of their player, the ball, and they player they
should be guarding. Also, 2K Cam has been added to the list of cameras the user
can use during Team-Up play.
在Team-Up裡面的視角
Broadcast的視角已經最佳化讓玩家更能享受遊戲

Gameplay
遊戲度

Subbing Fouled Out Player - A bug was found where you could substitute in a
player who had previously fouled out, only when using the quick-sub method of
the On-The-Fly Coaching menu.
犯滿出場的球員不能再利用暫停時間的quick-sub偷偷回來了

Resetting Substitutions - When the user queued up substitutions via the On-The
-Fly Coaching feature, re-accessing the feature before the substitutions
actually took place would cause the subs to be reset such that the user would
have to manually perform them again. We have addressed this issue.
當使用快速換人的時候,每當你重新打開視窗就會發現之前換人的設定已經被重新設定了
這個情形也已經修正了,玩家不必再重新把人重新換過一遍

Points Off Turnovers - It was discovered that this statistic was not
calculating correctly when it is reported to the server for online league
games. We have isolated the issue in the AI and have addressed the problem such
that the stat is correctly reported.
因失誤所得到的分數,
當玩線上聯盟的時候,
統計數字並沒有被正確的計算
我們已經更改AI,現在數字已經被正確的統計了

Double Dribble Issue - By performing a sequence of moves that ended in a hop
step, the user was able to perform a double dribble. This issue has been
corrected.
當使用出一連串的動作最後是由大跨步(跳步?)結尾的時候
玩家都會被吹走步, 這個bug已經被改正

0000071567.jpg

Jab Step Fixes - The ‘Jab Step’ move has been reconstructed to be more
balanced in the post. Specifically, it should not be effective in user vs.
user games unless the ball-handler touches the defender. Also, performing the
‘Jab Step’ should no longer make the defense go back when the ball-handler
loses the dribble.
低位的假動作刺探步已經被修正,
仔細的說,它不再像之前那樣好用了,除非當持球者對上防守球員
當作試探步的球員掉球後,防守球員也不再往後退防守了

Points in the Paint - In an effort to increase user satisfaction, we have
tuned interior defense in combination with shooting percentages for shots taken
in the paint. The result is something we feel will be more in-line with what
our users are expecting.
禁區得分的改善

0000071559.jpg

Shooting Percentages - Continuing with the above description, we have tuned
down shot success of perimeter shots when the defender is amply covering the
offensive player taking the shot.
外線命中率的調低,當防守者貼上來的時候命中率會下降

PlayVision - PlayVision in Team-Up was showing everyone’s starting point with
no indication on which was yours. We have changed the behavior to only show the
floor art for the player you are controlling.
線上玩”Team-Up”的時候可以更清楚的知道你所操作角色的位置

General Fixes - A large number of other smaller issues have been addressed
with the aim of increasing user satisfaction. These changes, while minor, have
improved the quality of gameplay.
哩哩拉拉的小bug也已經修正了,讓玩家更能好好的享受遊戲