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With this new feature, you can remove that limitation. Now, even if it is for example, P1 vs. COM game, or P2 vs. COM - you can freely select which team you control with each controller. So, you can both play on the same team, or you can let your friend control the opposition - to make things more interesting.

You can also now choose a "Spectator" mode for in tournaments. This is a relatively new kitserver module. Several people over the last few years had suggested similar solutions, but ultimately it was Str teG who kept talking about this idea of organizing BINs into folders, and eventually i decided to just go ahead and do it. So now this is realized in the this module - afs2fs.

From personal experience, i know that people are sometimes reluctant to install big patches that require an AFS-rebuild, not because it's particularly difficult or anything, but because it can be time-consuming and disk-space-hungry. With afs2fs, this is now very easy: you just put the BIN into correct folder and that's it. And, of course, there are no size constraints - the bins can be as large as needed!

That's where you're going to be putting the BIN-files. It's important to name the folders correctly: a folder must have exactly the same name as the corresponding AFS-file. Together with the afs2fs. That's one example of naming a file. Examples of incorrectly named files: unnamed However, starting from version 7. To specify the location of img folder, use "img.

Like this:. You need to specify the folder that contains "img", not the "img" folder itself. When replacing songs with AFS2FS, it is also possible to change the title of the song and the author name, by using a songs. Here's an example of such songs. Similarly with balls, it is often desirable to specify names which are longer than the original ones. One easy way to do that is to use a balls. Faceserver makes it possible to load as many faces and hair from the GDB as you want.

Faceserver makes use of unique ids, which are assigned to each player, and it creates "virtual" face and hair slots, that only exist during run-time. One difference from how faceserver worked in the past is this: new faceserver works ok in replays. If you have faceserver enabled which it is by default , just start the game, and then in the kitserver folder, there should appear a text file called playerlist.

It will contain the IDs for all the players that you have in your game, sorted alphabetically for easy searching. The only important thing is that you correctly specify the paths in the map. The double-quotes around filenames are optional.

Here are some examples of entries in map. Currently, faceserver doesn't work in Network mode, at least not in the "official" Konami online rooms. Perhaps, this will change in the future releases of faceserver. There is, however, a configuration setting, which allows the use of faceserver in the so-called "PES-Magazine"-type of network play. By default, that setting is disabled, but you can enable it if you want, in the config.

Bootserver makes it possible to assign each player a unique pair of boots. Like faceserver, the bootserver makes use of unique ids, which are assigned to each player, and it creates "virtual" boot slots, that only exist during run-time. If you have bootserver enabled which it is by default , just start the game, and then in the kitserver folder, there should appear a text file called playerlist. This feature is useful, when you have a large collection of boots, but you only care about a handful of important players to wear the "right" boots.

So you map those in the map. What you can do, is enable "random-boots" mode. Note, that the random assignment is only done once. So a player will wear the same boots, until your exit the game. When you start again, the same player will probably have different boots. It would be nice to have the players change boots each match, but as of now, this is NOT implemented, because of instability it brings to the game. Random boots feature is disabled by default.

To enable it, add random. It is now possible with the latest version of the bootserver. You can split you boots collection into 2 parts: one will be used for random distribution and the other will not. You will still be able to manually in map. To do that, place all your "special" boots into one folder. Let's say, for example, that you have a folder named Special , which is placed immediately inside boots.

Then edit your config. Currently, bootserver doesn't work in Network mode, at least not in the "official" Konami online rooms. Perhaps, this will change in the future releases of bootserver. There is, however, a configuration setting, which allows the use of bootserver in the so-called "PES-Magazine"-type of network play.

This module allows to organize a Konami Cup, which is more like the real UEFA Champions League : you play 6 matches in the group, then 2 in each of the knock-out rounds, except the final, where there's only 1 match. Once you select the teams, and are ready to begin the tournament - i. Press [ F2 ] to switch between the default mode 3 games in group, 1 in each knock-out round and the new mode 6 games in group, 2 in each knock-out round before final, 1 game in final.

Once you have played your first group match, the number of matches in the group becomes fixed, and you won't be able to change it anymore - the "G" will become grey. Similarly, once you played the first match of the knock-out stage, you won't be able to change the knock-out settings anymore as they become fixed. If you used earlier version, please read carefully about the changes in behaviour. This module was originally intended for patchmakers that use kitserver as their base, because then Edit Data, System data, replays, and all others can be included in the patch, and kitserver can make the game work with that folder, while keeping the original folder unmodified.

This can also be useful for easy switches between patches and simple uninstall operations. If you install somebody's patch that is using rwdata module, and suddenly it looks like all your cups, leagues, master league saves, and replays have dissappeared, don't get alarmed. Your files are probably safe in the game's original save folder, so when you uninstall the patch, you'll see them again. Or, if you want, you can simply copy them over to the new data folder, which is used by the patch.

With a separate standalone tool CameraTweak you can choose the camera angle from 1 to 9 - as in older PES versions - something that is not available in PES interface. Angles like 50, , give quite a different perspective of play. More fun :. This tiny module allows to stretch the length of the match to normal 90 minutes, if you want, or even beyond that: making the seconds flow slower than normal.

Also, another extreme is setting the match time to 1 minute. This is a whole new experience too: you have to really treasure the ball - keep posession, or you risk not getting it back at all, before the final whistle! Also, if you get a scoring chance, better put it away, because chances are it'll be the only one you get. Set the time for an Exhibition Match using exhibition. With stadium server, you can have a virtually unlimited number of stadiums, which you can choose before any game - Exhibition, Cup, League, or Master League match.

You need to organize them in the GDB: i kept the format of stadium servers for previous PES versions, since people are already familiar with it. But just a quick summary of how things are put together:. In your GDB, you create a new folder, called stadiums , alongside uni and faces. Then, inside stadiums you put each stadium into its own folder.

The name of the folder serves as unique key for the stadium. You can call the folders whichever way you want - as long as the operating system permits you. Keep in mind that in the game, the stadiums will be browsed through in alphabetical order, so it is useful to have some sort of system of how you name the stadiums. For instance, this is one way:. Stadium folders are all together in one directory - there is no hierarchy possible, but by having the stadiums named systematically, you can make it easy to quickly find the stadium you want.

Here's an example of De Kuip stadium files put into a stadium server folder. I don't have them in this example, but all of those are supported:. Initial release of Stadium server 7. This is because each stadium actually has a total of 42 files. In order for the original stadium to have proper shadows and other effects, all of those files must be included in the stadium folder. Stadium servers 7. The second way to name the stadium files relies on a set of predefined - "reserved" names.

I kept this feature for backwards compatibility - in case some stadium makers use those names. But, in my opinion, it's more practical to use the AFS2FS naming conventions - as in first way, described above. Of the 48 stadium BINs, only 18 have alternative "reserved" names. See the table below, which uses San Siro staidum as an example:. You select the stadium before the match, using the same screen as you would do the kit selection.

The trick is to switch to the stadium selection page first, by using [ PgUp ] or [ PgDn ] keys. Most of the time, there will only be 3 pages available: kit selection, stadium selection, and ball selection. The only exception is the Cup mode, when you had chosen "Group League" format - in that case there will be additional 4th page - to tweak the competition format.

The last two keys are useful for quick browsing through big collection of stadiums, if you had organized them well. One other file, which you can place in every stadium folder - is a text file, called info. There you can define one of these 3 properties: name , built , and capacity.

The "name" property is really optional. It is used, when the cut-scene at the beginning of the match shows the stadium name, or in the Exhibition mode, when the stadium selection screen comes up after you had already chosen your stadium from GDB, on the stadium selection page. If you don't define "name" property, then the stadium folder will be used as the name. It is not necessary to have it, to actually use the stadium server, but it can come handy, if you want to assign particular stadiums to certain teams.

If you do that, then whenever a team plays at home, the stadium server will automatically select a stadium, which is mapped to this team in the map. With ballserver, you can have a virtually unlimited number of balls, which you can choose before any game - Exhibition, Cup, League, or Master League match. You select the ball before the match, using the same screen as you would do the kit selection.

The trick is to switch to the ball selection page first, by using [ PgUp ] or [ PgDn ] keys. It is not necessary to have it, to actually use the ballserver, but it can come handy, if you want to assign particular balls to certain teams. If you do that, then whenever a team plays at home, the ballserver will automatically select a ball, which is mapped to this team in the map. Here is an example of a really small home-balls map: 6, FA Cup.

If you have a large collection of balls, and you don't want to manually select the ball before each match, you can enable the "auto-random" selection mode. It works like this: if a team has a home ball assigned to it, then that ball will be selected; but if not, then a random ball will be selected automatically - so you don't need to go to ball selection page and press [ 8 ] - it will be done by ballserver.

This feature is disabled by default. To enable, add random. Like this: [bserv] random. Kit artwork by: [Members] evo-web. Special thanks go to: administrators of PesWe. For IDs for all the teams - see uni. IMPORTANT: Folder name acts as a kind of ID for kitserver, which puts the additional restriction on all those folder names: they cannot contain spaces, and preferably they should be relatively short, and in English,French or other language withing Latin1 iso character set.

So the filename must have a ". Assign kits to all teams no re-linking needed , Extra 3rd,4th,etc. Manage AFS. Manage your "save"-data. Increase the camera viewing angle for Normal and Wide cameras, and enjoy new playing experience. Where on the front of the shirt the number should be placed. This only applies to national teams. Where on the shorts the number should be placed. Where on the shirt the name of the player should be placed. Unlike other games in the genre, Club Manager rewards your shrewdness as a manager as opposed to your reaction-time and ball control.

Just like in the real world of soccer management, results depend on how well you're able to predict the ebb and flow of each match to determine how each contest will unfold. Contract skilled trainers and customize each player's training regime according to your own personal preference. Each manager has their own philosophy when it comes to soccer, and Club Manager allows you complete freedom to shape your team in this image. Compete with rival managers around the world with a team forged in the image of your favorite soccer strategy.

The season league calendar revolves entirely around your schedule, which means progress only occurs when you have time to complete matches. Enjoy the season at your own pace without worrying about fixed dates or times! This application is a Free-To-Play online game. Please make sure that the device is connected to the internet before you play. Select from over licensed soccer players when creating your team.

Compatible OS: Android 5. Minimum requirements OS Windows 8.

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