Perfect Golf Updates

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sliceapotomu
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Re: Perfect Golf Updates

Postby sliceapotomu » Fri Jun 17, 2016 12:38 pm

migs wrote:I don't know if this has been reported previously, or if it existed before the last update...
When playing a tournament, if the last hole of a round is birdied it isn't immediately reflected in the scorecard and only updates several seconds after the card is shown.
This has happened in the current European Tour US Open (Hacker - don't judge me) event at Shadowlands, if that's relevant.
More worryingly, a birdie on the final hole of round 4 hasn't recorded at all, and shows a par 5 recorded both in the in-game leaderboard (by way of showing a score one shot worse than should have been recorded) and my stats on here.
If this isn't the correct forum for bug reports, please accept my apologies and point me to where I should be.
migs


hey,
Sometimes If the Perfect golf server and ogt server get disconnected ,there may be a delay in the ogt score card ( this is the only score that matters for tournament rounds played on the api) please give it a min or two b4 exiting game at the end of a round. also check rour score card from in ogt and report any scoring issues to us through the scoring issues topics here http://onlinegolftour.net/forum/viewforum.php?f=117

I have you recorded as two 4's and 2 5's for hole 18-- rd 1 = 4, rd2 = 5, rd 3 = 4, rd4 = 5, are you saying these are incorrect?
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Re: Perfect Golf Updates

Postby migs » Fri Jun 17, 2016 2:12 pm

Thanks for the reply, I didn't notice a forum specifically for score issues.

In Rd 4, I scored a 4 at the 18th. It was significant, as it meant I was double figures under par for the tournament.

And then it was taken away :)
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Re: Perfect Golf Updates

Postby Zmax » Sat Jun 25, 2016 9:21 am

Dev Update:

http://www.perfectparallel.com/topic/6321-quick-development-update/?p=100925

Andrew wrote:First off we apologise for how quiet it has been around here, we have been extremely busy I assure you. Here is a quick update on some of the items we have seen folks discussing and wanted to additionally provide some progress updates.



Computer AI Players



We have almost completed a major overhaul of the AI players. They now play much more randomly based on their skill levels in a very realistic manner. We have fully integrated general difficulty into the way they play and also added another skill called accuracy which determines their range of snap misses.

We still have a few things to work on such as when having to play backwards out of the trees but we are getting close to a release with this upgrade. The time the AI players take has also been significantly reduced.



Course Forge



We have reached an agreement with SpeedTree to provide trees to Course Forge. We are very excited about this as it will expose the excellent speed tree plugin for everyone rather than just those who wanted to pay for some trees. Course Forge users will still need to subscribe to the speed tree modeller to be able to modify and create variants but this is a subscription you can turn on and off as you need it.



We are now just waiting on the initial set of coupons from Speed Tree before release. As soon as we receive those we will be moving forward with the release of course forge.



Course Development



We never stop building golf courses. We have been busy working on the new Olympics Course in Rio and the Royal Troon course, both of which we expect to release. Here is a screen shot (attached) of the postage stamp at Royal Troon so you can see the new Pot Bunker tool in Course Forge.


Bug Fixing


We are continuing to fix bugs although the list is now much smaller. In the next update some of the bugs we are fixing include

Tee Not Showing on Tee Shots
Other players markers or balls not showing or in wrong place
Ball not stopping due to error in user made course
Unable to move tee after aiming
unable to move tee after selecting driver
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Re: Perfect Golf Updates

Postby Zmax » Wed Aug 10, 2016 2:56 pm

The first patch to 1.4.1 will be released shortly. In this patch release are:

Updated Muirfield Course file with complete Clubhouse and revised course surrounds housing more in line with what is there for those that have purchased the course file


New Features
Additional Anti Cheat features for zero axis controllers and large dead zone controllers on X axis
A Drop Rehit option after you have selected continue on the post shot screen. Right now it is only the option to Rehit. For Mouse / Keyboard users you can use the new icon on the right hand side with a hand dropping a ball. This can be used anytime after the post shot screen has closed to go back to your last shot with a stroke and distance penalty. If you click it accidentially you can cancel. On the controller you will need to hold in the left trigger and press the left bumper.

Added Hide UI to controllers using Pressed Left Trigger and Right Bumper
Added State of Mind for AI player which toggles between Controlled and Aggressive. A controlled player will rarely overswing and will play to the aim points. He will almost always choke down on a longer club than try to force a shorter club. The aggressive player will try to drive as far as the hole allows and will usually try to force a shorter club.


Bug Fixes
Greensomes Scoring fixes
AI Short Putting Improvements <3ft
Fix for sudden ball stop
Possible Fix for keyboard aim jump when on green, this is the bug where the first time you press the left or right arrow it jumps a long way
Fixed XBOX One for Windows 10 Experience Update DPAD
Attempt to fix the sharp edges around the pin when planting difficult pins
Added Controller type to tournament API
Fixed a bug where very occasionally a green mesh would lose its collider
Fixed Scrolling issue in tournaments and multiplayer games
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Re: Perfect Golf Updates

Postby Zmax » Sat Aug 13, 2016 9:00 am

1.4.1.2 is out. Includes bug fixes and anti cheat 2.0.
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Re: Perfect Golf Updates

Postby Zmax » Fri Sep 23, 2016 9:36 am

From Andrew of PP

Today, 08:24 AM
I thought we would post a quick update on some of the things we have been up to over the last few weeks...

1.4.1.3 Update
We will be pushing a new update in the next day or so. This will include
The Rio Olympic Course
Plugged lies in the bunkers
Fixes to Green Grid
Improvements and Additions to Simulator App
Added Shot Clock for people who want to. You got 60 seconds and after 60 seconds a shot is added to your score
Added RTS Swings to those that have data displayed when in practice mode
Added More Information to the lobby game display window including Shot Timer and MOP Type
Improvements to the network code so that resumes work better
Fixes to achievements
Nicklaus Design Course Forge
Today we finally received the coupons from SpeedTree so we will be moving quickly to get this released. We are working up a series of tutorials and hope to make use of the WorkShop feature in Steam for this.
Sound Script Editor / MOP Editor Application
We have created a Windows application that will allow easy creation of MOP files as well as Sound Script files. Players will be able to create their own sound scripts that can be integrated into the game. Just add the generated files into the Sounds folder and then select which sound script you want to use for a particular round. This is all client based so each player in an online game can use their own separate sound file. There are hundreds of potentially unique events that can be configured using the sound script editor.
NVIDIA Turf Effects
For the last month we have been working on taking the Turf Effects module from NVIDIA and writing a custom integration with Unity which uses Unity's low level graphics plugin infrastructure. We have managed to get a working Turf Effects inside a sample unity application and now have to integrate it into CF and PG. Unfortunately Turf Effects is dx11 only so we will have to create a new version of PG that is DX11 and up only so it will be on a separate build, probably part of an XBOX / Universal Windows 10 app release of PG. This is scheduled for completion around middle of October.
Localisation
We have completely localized PG in several languages including French, German, Spaish, Russian.
Career Mode
We are still in the early stages of this basically wireframing out the workflow from lowly amateur to touring pro. We are very excited about this feature which will allow the player to assume the roll of managing their career, not just a basic season mode that we have seen so many times before. There is no specific timetable to this as we work on it around other projects, but it will be worth waiting for.
Console Release Development
We decided to focus on getting the Turf Effects work done first prior to the XBOX conversion. We have done some basic level work on this port. As the game is already Win 10 compatible we have already managed to make a build in the Xbox version of unity, but now need to integrate the XBOX live code and Windows / Xbox Store code / networking into the game to replace steam. This work is scheduled to begin in earnest by the middle of October.

Thats about it for this note. Happy Golfing!!
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Re: Perfect Golf Updates

Postby Zmax » Tue Sep 27, 2016 3:59 pm

Perfect Golf 1.4.1.3 Released
Community Announcements - Perfect Parallel
We are pleased to announce the release of 1.4.1.3 This release includes

New Courses Released

The Rio Olympic Course

New Features

Plugged lies in the bunkers

Bug Fixes

Fixes to Green Grid so it renders quicker

Improvements and Additions to Simulator App

Added Shot Clock for people who want to. You got 60 seconds and after 60 seconds a shot is added to your score

Added RTS Swings to those that have data displayed when in practice mode

Added More Information to the lobby game display window including Shot Timer and MOP Type

Improvements to the network code so that resumes work better

Some Fixes to achievements

Fixes to Skins To Par Scoring
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Re: Perfect Golf Updates

Postby MRose » Fri Sep 30, 2016 11:39 pm

Mike has been preparing new Course Forge tutorials. We're almost there.
Prelude · Sapphire Lake · Jersey Hills · Reservoir · Blackwolf Run · Old Scotch · Evergreen Park · Pebble Beach · Royal Melbourne
Mesquite Valley · Cherry Hills · Flatwater · Plainfield · Spyglass Hill · Alpine Crossing · Kingston Heath · Prairie Dunes

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Re: Perfect Golf Updates

Postby Zmax » Sat Oct 01, 2016 12:03 am

MRose wrote:Mike has been preparing new Course Forge tutorials. We're almost there.


That's great news. Can't stand all the daily, "are we there yet", BS.
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Re: Perfect Golf Updates

Postby MRose » Sun Oct 09, 2016 6:13 pm

Latest CF update - Mike says the download has been submitted to Steam.

Those of us in the beta have also been given access to our Speedtree coupons.
Prelude · Sapphire Lake · Jersey Hills · Reservoir · Blackwolf Run · Old Scotch · Evergreen Park · Pebble Beach · Royal Melbourne
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Re: Perfect Golf Updates

Postby Zmax » Wed Oct 19, 2016 4:09 pm

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Re: Perfect Golf Updates

Postby Davser » Wed Oct 19, 2016 4:28 pm

Looks good. Just hope they won't break anything this time, and fix what they broke in the last update :D
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Re: Perfect Golf Updates

Postby HoganWoods » Wed Oct 19, 2016 4:31 pm

Yes, big thanks to shanky, john and others on here who had a big hand in the new physics model. Great job by PG, it works very well.

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Re: Perfect Golf Updates

Postby Zmax » Wed Nov 23, 2016 3:57 pm

From PP Dev Andrew.

Well we have continued to be hard at work on the next 1.4.2.0 update. We have pushed the final version into beta with all the planned functionality and should be able to release as soon as we feel that any remaining critical bugs have been resolved.



Here is a list of the functionality and improvements that have made it into this release.


Recorded Rounds, Compete Against Friends and Save Shots


Under the solo game type you will now see 4 tabs: Local Recorded rounds, Friends Recorded Rounds, Saved Shots and Create New Game.

Recorded Rounds. Players can now select to record their round either locally to their hard drive or to both hard drive and the PG cloud making them available to their Steam friends. The friend rounds tab contains the 20 most recent rounds recorded by friends.

Saved Shots. Players can now save shots to their local hard drive for replaying later.

You can lock a recorded round which means that when playing against that round, you must play at the same level and from the same tees . If the round is not locked you can force the game to use the same tees as the recorded round by selecting ‘match tees’ in the pre round screen.

To save time on loading, Solo Play saved rounds and recorded rounds are only updated on game start.



Physics improvements


As Perfect Golf is now compatible with a much larger selection of Launch monitors this seemed like an ideal time to cross reference our numbers for ball flight and reaction on landing with direct comparisons to real shots in a much wider selection of scenarios. This meant that we could for the first time, gather and compare shot data from a myriad of short shots and bunker shots which had not been possible before. It also meant that using a large number of real golfers hitting real shots in full size simulators, we could really start to fine tune the ball flight and ball reaction on landing on a much wider range of shots.


After comparing the data we made some changes to the physics calculations which brought PerfectGolf even closer reality meaning that a player’s creativity could be rewarded while at the same time reducing the number of ‘go to’ shot’s that people had become reliant upon in almost all scenarios (such as the very high spinning pitch).


Further to this, another goal was to blur the lines between the different shot types in the ‘scoring zone’ ie a part ‘Full shot’ swing, the pitch, lob shot and chip. Rather than having one basic shot that would fit the bill for a certain distance and lie, now the player has the opportunity to create realistic bump and run shots from off the green due to our improved fairway physics or they can play a 3/4 Lob wedge and spin it out close to the hole. Another option is to pitch it and have the ball grab and release or lob the ball up high from short ranges without having the unrealistic ability to constantly stop the ball on a dime. We have Increased the amount of overswing power that can be accessed when chipping which helps when playing those bump and runs around the green.


Bunker shots have also received some physics love and now the ball behaves more realistically on shots where the ball is caught slightly fat or thin on levels above Amateur.

We have separated out Fairway firmness from Green Firmness allowing for a greater variety of game play settings and shot results so for example you can now play with normal fairways and soft greens if you choose to.


Green Surface Options


We have added two new settings to the putting options when creating a game. Previously in all golf games and even in PerfectGolf, the greens have always been, well...Perfect! This is quite obviously not the case IRL and even the greens on the PGA tour have small imperfections which can cause the ball to move slightly offline (or even back online as the case may be!) Using robot putting devices the ball can miss the hole between 1 and 2 times on even a perfectly hit straight 10 foot putt and so again in our search for golf sim perfection we have added this as an option to the game. You now have 3 green settings to choose from:


Perfect - defaults to this green type which is the same as before and is billiard table smooth
Realistic - behaves very similar to a PGA tour green
Bumpy - Slightly less manicured courses or courses where the weather often stops the green surfaces from being as smooth ie. Links courses.

Enhanced Cup Physics

The ball/cup physics has been improved so that the ‘vacuum’ cup bug of the past few builds which enabled players to ram the ball into the hole at high speeds when putting has been eliminated. You will now have be more accurate with your line and your pace too as many of the putts that would previously been ‘sucked’ into the hole will now lip out if offline or jump out if struck too firmly.

Three new Putting mode cameras have been added, designed to make it easier to play real time swing modes where putter movement is now more visible. These can be selected in the settings menu and you can also toggle through them using the camera toggle key or ‘Dpad left’ function on the controller when on the green.



Improved Wind


Improved Wind effects on the ball in lower wind speeds and added the ability to change the wind in the game set up screen. It will default to your preferred setting in Weather Settings but you can now change it on a round by round basis.

Restored the fluctuating wind meter on Pro and Tour Pro. We felt that it’s possible IRL to feel the wind changing as you plan your shot and it was unfair to hide this detailed information from the player at any level.


------------------------



All new AI player Implementation and skills settings


We have rewritten the AI code so that the golfers play much more like a human player, are faster and a reater variety of different skill levels can be achieved.

The computer player skill level for a listed shot type affects how likely he is to be able to pick a good shot from all the choices available to him.

The Accuracy affects his ability to hit the snap on a particular shot he has chosen

The State of Mind affects whether his is always trying to hit the longest shot with a club he can and whether he sticks to the aim points planted on the course by the designer. Aggressive players will overswing more.

The Skill level of the golfer (In Player Difficulty) will affect how much the missed snap affects the trajectory of the ball



New ‘in game’ Controller menu


We have an all new in game controller menu which can be accessed with the Blue X button. This brings up a menu of several items that were previously difficult to access due to combinations of buttons on the controller. Items such as the original settings menu, scorecard, leaderboard, spot pin, tend pin, move tee, drop and the practice options were all added to this menu


Bug Fixes

Bug fixes to several modes of play including matchplay bug where players still in hole could be ignored

Added 3 person points alt shot to list of mops for that time when you have 6 players

Fixed pin tending on Alt Shot

Fixed plugged lies on Alt Shot following the player instead of the shot resulting in people seeing plugged lies in the green or outside the bunker

Fixes to hazard golf.

Improvements to the Simulator Console App

Many more minor bug fixes


Release of 1.4.2.0

Soon.... :)
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Re: Perfect Golf Updates

Postby Zmax » Thu Dec 08, 2016 7:44 pm

Posted Today, 04:41 PM
Here is a list of the functionality and improvements that have made it into this release. 
 
New Real Course Release - Kissing Tree in Texas
 
We have released a new official FREE real course in Texas called Kissing Tree.  Built as a fun to play resort course it offers a number of risk and reward holes as is great fun to play.
 
http://kissingtree.c...ary-stephenson/
 
 
Recorded Rounds, Compete Against Friends and Save Shots
 
 
Under the solo game type you will now see 4 tabs: Local Recorded rounds, Friends Recorded Rounds, Saved Shots and Create New Game. 
 
Recorded Rounds.  Players can now select to record their round either locally to their hard drive or to both hard drive and the PG cloud making them available to their Steam friends. The friend rounds tab contains the 20 most recent rounds recorded by friends.
 
 
Saved Shots.  Players can now save shots to their local hard drive for replaying later
 
You can lock a recorded round which means that when playing against that round, you must play at the same level and from the same tees .  If the round is not locked you can force the game to use the same tees as the recorded round by selecting ‘match tees’ in the pre round screen.
 
To save time on loading, Solo Play saved rounds and recorded rounds are only updated on game start.
 
  
 
Physics improvements
 
 
As Perfect Golf is now compatible with a much larger selection of Launch monitors this seemed like an ideal time to cross reference our numbers for ball flight and reaction on landing with direct comparisons to real shots in a much wider selection of scenarios. This meant that we could for the first time, gather and compare shot data from a myriad of short shots and bunker shots which had not been possible before. It also meant that using a large number of real golfers hitting real shots in full size simulators, we could really start to fine tune the ball flight and ball reaction on landing on a much wider range of shots.
 
 
After comparing the data we made some changes to the physics calculations which brought PerfectGolf even closer reality meaning that a player’s creativity could be rewarded while at the same time reducing the number of ‘go to’ shot’s that people had become reliant upon in almost all scenarios (such as the very high spinning pitch).
 
 
Further to this, another goal was to blur the lines between the different shot types in the ‘scoring zone’ ie a part ‘Full shot’ swing, the pitch, lob shot and chip. Rather than having one basic shot that would fit the bill for a certain distance and lie, now the player has the opportunity to create realistic bump and run shots from off the green due to our improved fairway physics or they can play a 3/4 Lob wedge and spin it out close to the hole. Another option is to pitch it and have the ball grab and release or lob the ball up high from short ranges without having the unrealistic ability to constantly stop the ball on a dime. We have Increased the amount of overswing power that can be accessed when chipping which helps when playing those bump and runs around the green.
 
 
Bunker shots have also received some physics love and now the ball behaves more realistically on shots where the ball is caught slightly fat or thin on levels above Amateur.
 
We have separated out Fairway firmness from Green Firmness allowing for a greater variety of game play settings and shot results so for example you can now play with normal fairways and soft greens if you choose to. 
 
 
Green Surface Options
 
 
We have added two new settings to the putting options when creating a game. Previously in all golf games and even in PerfectGolf, the greens have always been, well...Perfect! This is quite obviously not the case IRL and even the greens on the PGA tour have small imperfections which can cause the ball to move slightly offline (or even back online as the case may be!) Using robot putting devices the ball can miss the hole between 1 and 2 times on even a perfectly hit straight 10 foot putt and so again in our search for golf sim perfection we have added this as an option to the game. You now have 3 green settings to choose from:
 
 
Perfect - defaults to this green type which is the same as before and is billiard table smooth
Realistic - behaves very similar to a PGA tour green
Bumpy - Slightly less manicured courses or courses where the weather often stops the green surfaces from being as smooth ie. Links courses.
 
Enhanced Cup Physics
 
The ball/cup physics has been improved so that the ‘vacuum’ cup bug of the past few builds which enabled players to ram the ball into the hole at high speeds when putting has been eliminated. You will now have be more accurate with your line and your pace too as many of the putts that would previously been ‘sucked’ into the hole will now lip out if offline or jump out if struck too firmly. 
 
At first this change will make putting seem more difficult but once you realign yourself to the new pace requirements, things will become much easier. Overhitting putts which used to work well will now likely result in a lot of lipouts or the ball jumping over the hole. A little bit of practice will help here until you get a feel for the new physics.
 
Three new Putting mode cameras have been added, designed to make it easier to play real time swing modes where putter movement is now more visible.  These can be selected in the settings menu and you can also toggle through them using the camera toggle key or ‘Dpad left’ function on the controller when on the green.
 
 
 
Swing Method Balancing
 
In conjunction with the enhanced cup physics which have made putting a little more difficult we have adjusted and balanced the skill / swing types:
 
3 Click: We have tweaked a few of the difficulty settings for various swing types. 3C has had the long game balanced by reducing the spin axis (sidespin) penalty for missed ‘snaps’. This will enable the pro and tour pro players to miss the ‘snap’ slightly on purpose to help control the curve of the ball. Larger missed ‘snaps’ will also have less of an effect.
 
 
Motion swing and RTS-M: The effect of offline swing paths on putts has been reduced and also the tempo factor has been removed from putting on tour pro difficulty levels. The timing of full and part shots has been altered so that time spent in the ‘overswing’ area is now counted when calculating the tempo of the swing which makes over swung shots less difficult to time correctly.
 
The amount of the overswing penalty has been halved making it a more practical risk and reward
 
All swing types: Fine tuning of fat and thin shots for flop shots and bunker shots. Motion swing and RTS - M tempo, controller swing path and 3C snap penalties have all been tweaked for fat and thin shots.
 
 
Improved Wind
 
 
Improved Wind effects on the ball in lower wind speeds and added the ability to change the wind in the game set up screen. It will default to your preferred setting in Weather Settings but you can now change it on a round by round basis.  
 
Restored the fluctuating wind meter on Pro and Tour Pro. We felt that it’s possible IRL to feel the wind changing as you plan your shot and it was unfair to hide this detailed information from the player at any level.
 
 We will be revisiting Wind again in a future release
 
 
 
All new AI player Implementation and skills settings
 
 
We have rewritten the AI code so that the golfers play much more like a human player, are faster and a greater variety of different skill levels can be achieved.
 
The computer player skill level for a listed shot type affects how likely he is to be able to pick a good shot from all the choices available to him.
 
The Accuracy affects his ability to hit the snap on a particular shot he has chosen
 
The State of Mind affects whether his is always trying to hit the longest shot with a club he can and whether he sticks to the aim points planted on the course by the designer.  Aggressive players will overswing more.
 
The Skill level of the golfer (In Player Difficulty) will affect how much the missed snap affects the trajectory of the ball
 
 
 
New ‘in game’ Controller menu X Key 
 
 
We have an all new in game controller menu which can be accessed with the Blue X button.  This brings up a menu of several items that were previously difficult to access due to combinations of buttons on the controller.  Items such as the original settings menu, scorecard, leaderboard, spot pin, tend pin, move tee, drop and the practice options were all added to this menu
 
 
 
Bug Fixes
 
Bug fixes to several modes of play including matchplay bug where players still in hole could be ignored
 
Added 3 person points alt shot to list of mops for that time when you have 6 players
 
Fixed pin tending on Alt Shot
 
Fixed plugged lies on Alt Shot following the player instead of the shot resulting in people seeing plugged lies in the green or outside the bunker
 
Fixes to hazard golf.
 
Improvements to the Simulator Console App
 
Improvements to the tournament API to allow for scoring events like hazard golf and stableford to be played using the api
 
Pressing the left Stick (RH) while in drop mode will allow you to position the drop within the defined drop area
 
Many more minor bug fixes
 
 
Known Issues with this Release
 
Sometimes the end game routing can take up to 45 seconds to complete expecially when using a controller.  This affects some poeple and not others.
 
Occasionally when playing against a recorded round some shots will be lost and you will see a post shot screen at which point they will be moved to their second shot without the first shot being played
 
Occasionally a computer player will encounter a situation he is unable to find a shot to play.  We have a timer that will reset him to have another attempt which runs after 60 seconds which cures 99% of these problems but there were a couple of occasions where beta testers had to resume in order to get him to hit out of hundreds of rounds played with the AI
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Re: Perfect Golf Updates

Postby Zmax » Thu Dec 15, 2016 2:42 pm

A very interesting post by Mike Jones of PP. :)


http://www.perfectparallel.com/topic/7697-3d-grass/?p=122533

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Re: Perfect Golf Updates

Postby Tretee » Thu Dec 15, 2016 2:49 pm

Looks amazing. Will be fun to update the course when this comes out.
Assuming that it will be applied automatically on all rough surfaces but I guess all the undefined surfaces and general blending will need some adjustment.
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JohnMeyer
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Re: Perfect Golf Updates

Postby JohnMeyer » Thu Dec 15, 2016 4:02 pm

Im guessing it will just mean going back through the splines and changing them to say "3d rough", "3d fairway" etc in the layers library.

Looks very cool though
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Zmax
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Re: Perfect Golf Updates

Postby Zmax » Tue Feb 21, 2017 8:55 am

Posted Today, 03:54 AM
A patch release to fix a few bugs
 
Fixed GIR being calculated incorrectly when taking a gimme also affecting distance to pin stat
 
Fixed AI players not being able to hit when 0in from hole
 
Fixed AI players getting stuck in the sand
 
Reduced Minimum grid size down to 0.5 for those with machines to handle it
 
A myriad of inprovements to the Simulator Version of the game especially around the short game and spin
 
Fix Bug where resuming after hitting in a hazard resumed the player in the hazard
 
Fix bug where drop could be selected 1000 meters away and out of bounds
 
Fix bug where AI players would hit backwards in sand and never get out.
 
Fixed short game bug related to spin when ball is on fairway
 
Added the ability to set the tracer and comet color via the console
 
Added some practice range data to the API tournament call
 
Fixed ShotTimer
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Re: Perfect Golf Updates

Postby Zmax » Thu Mar 23, 2017 5:47 pm

Perfect Golf 1.4.2.3 Patch
MARCH 23 - PERFECT PARALLEL
This is a minor patch release to fix a few things

Many improvements to simulator application and Launch Monitor connections including new SkyTrak Short Game Mode
Fix Recorded Rounds and Shots
Fixed GIR being calculated incorrectly when taking a gimme also affecting distance to pin stat
Fixed AI players not being able to hit when 0in from hole
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