<!--quoteo(post=1751493:date=Feb 6 2010, 11:55 PM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Feb 6 2010, 11:55 PM) <a href="index.php?act=findpost&pid=1751493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Congratulations on making up some bull######, but everyone with two braincells to rub together knows the devs goofed on that one. It's not really a big deal, but don't pretend it shouldn't be fixed just because the devs did it and "the devs are always right."
My bigger beef is with the Rifle's viewmodel though. Did you see the way that thing was swinging during the sprint animation? Your elbow would literally be above your head if you were waving your arms around like that. Has anyone at UWE ever, like, touched a real gun before? Or just run while carrying something?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1751494:date=Feb 6 2010, 10:59 PM:name=Atone)--><div class='quotetop'>QUOTE (Atone @ Feb 6 2010, 10:59 PM) <a href="index.php?act=findpost&pid=1751494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Placeholder animation, I would assume.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really hope so. I know it was unfinished footage, but it was far worse than anything else they've shown us. Kinda pushing me from "I'm really excited about this game" to "I'm really glad I didn't preorder".
I remember what they said during this MoCap post, it has to feel right and it doesn't necessarly has to be right. But it's funny though how this community takes so much part in everything UWE does (not meant to be a negative comment).
Eh...gun cocking, bullets ejecting to the left, etc. Contrary to some of the opinions, we aren't quite as uninformed as some people would like to believe.
The "gun cocking" on the pistol deploy is not an animation oversite, it's not due to the fact that we don't know anything about guns. It was a visual decision, and a gameplay decision. This is actually the only weapon that does not have a deploy unfolding animation, so the cocking helps to add some visual interest, shows the pistol mechanism, and takes up the time that the other weapons have when they deploy.
This action is actually not seen on reload. The typical slide mechanism that you see on most contemporary pistols to chamber a round, has in this design, been replaced with a Luger style toggle. When the last round is fired the toggle flips up, ejecting the empty shell, and stays in the up position, to show that you are out of ammo. When the new clip is loaded, the toggle release button is depressed, the toggle snaps back into position, chambering the next round.
We do not want weapons to be switched instantly, and Charlie is keeping track of the deploy times, to make sure the animations aren't running too long or too short.
I appreciate your guys eyes for picking up on these details, and we try to balance realism, gameplay, fun and visual "wow factor" around here. But, I'm sorry, realism is usually going to wind up 3rd in that line up of priorities.
<!--quoteo(post=1751518:date=Feb 6 2010, 06:49 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 6 2010, 06:49 PM) <a href="index.php?act=findpost&pid=1751518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I appreciate your guys eyes for picking up on these details, and we try to balance realism, gameplay, fun and visual "wow factor" around here. But, I'm sorry, realism is usually going to wind up 3rd in that line up of priorities.<!--QuoteEnd--></div><!--QuoteEEnd--> <img src="http://img12.imageshack.us/img12/1939/boratthumbs.jpg" border="0" class="linked-image" />
I guess that's acceptable. Please please <i>please</i> fix the LMG viewmodels though. The gun points way too far to the side and the sprint animation waves it around like he's having a stroke. If it's just a placeholder then that's cool, but oh god please don't let that ship in the final game.
<!--quoteo(post=1751494:date=Feb 6 2010, 05:59 PM:name=Atone)--><div class='quotetop'>QUOTE (Atone @ Feb 6 2010, 05:59 PM) <a href="index.php?act=findpost&pid=1751494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Placeholder animation, I would assume.<!--QuoteEnd--></div><!--QuoteEEnd-->
No... i think they wanted to the bare minimum animations possible... having a separate animation for a gun that has a round chambered would be that every gun would need one... that's like a whole 10 minutes for the modeler to make (considering they already have that current animation)... can't expect miracles people. xD
<!--quoteo(post=1751518:date=Feb 6 2010, 09:49 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 6 2010, 09:49 PM) <a href="index.php?act=findpost&pid=1751518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eh...gun cocking, bullets ejecting to the left, etc. Contrary to some of the opinions, we aren't quite as uninformed as some people would like to believe.
The "gun cocking" on the pistol deploy is not an animation oversite, it's not due to the fact that we don't know anything about guns. It was a visual decision, and a gameplay decision. This is actually the only weapon that does not have a deploy unfolding animation, so the cocking helps to add some visual interest, shows the pistol mechanism, and takes up the time that the other weapons have when they deploy.
This action is actually not seen on reload. The typical slide mechanism that you see on most contemporary pistols to chamber a round, has in this design, been replaced with a Luger style toggle. When the last round is fired the toggle flips up, ejecting the empty shell, and stays in the up position, to show that you are out of ammo. When the new clip is loaded, the toggle release button is depressed, the toggle snaps back into position, chambering the next round.
We do not want weapons to be switched instantly, and Charlie is keeping track of the deploy times, to make sure the animations aren't running too long or too short.
I appreciate your guys eyes for picking up on these details, and we try to balance realism, gameplay, fun and visual "wow factor" around here. But, I'm sorry, realism is usually going to wind up 3rd in that line up of priorities.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I can go with that. It's a legit reasoning behind why it is how it is and confirming that it was indeed not an animation/design oversight. I appreciate your time to reply to my nit-pick thread, Cory. :D
<!--quoteo(post=1751518:date=Feb 6 2010, 08:49 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 6 2010, 08:49 PM) <a href="index.php?act=findpost&pid=1751518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I appreciate your guys eyes for picking up on these details, and we try to balance realism, gameplay, fun and visual "wow factor" around here. But, I'm sorry, realism is usually going to wind up 3rd in that line up of priorities.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
good. too often than not realism sucks. im glad someone is making games with this in mind. *cough* not infinity ward *cough*
Comments
My bigger beef is with the Rifle's viewmodel though. Did you see the way that thing was swinging during the sprint animation? Your elbow would literally be above your head if you were waving your arms around like that. Has anyone at UWE ever, like, touched a real gun before? Or just run while carrying something?<!--QuoteEnd--></div><!--QuoteEEnd-->
Placeholder animation, I would assume.
I really hope so. I know it was unfinished footage, but it was far worse than anything else they've shown us. Kinda pushing me from "I'm really excited about this game" to "I'm really glad I didn't preorder".
But it's funny though how this community takes so much part in everything UWE does (not meant to be a negative comment).
The "gun cocking" on the pistol deploy is not an animation oversite, it's not due to the fact that we don't know anything about guns. It was a visual decision, and a gameplay decision. This is actually the only weapon that does not have a deploy unfolding animation, so the cocking helps to add some visual interest, shows the pistol mechanism, and takes up the time that the other weapons have when they deploy.
This action is actually not seen on reload. The typical slide mechanism that you see on most contemporary pistols to chamber a round, has in this design, been replaced with a Luger style toggle. When the last round is fired the toggle flips up, ejecting the empty shell, and stays in the up position, to show that you are out of ammo. When the new clip is loaded, the toggle release button is depressed, the toggle snaps back into position, chambering the next round.
We do not want weapons to be switched instantly, and Charlie is keeping track of the deploy times, to make sure the animations aren't running too long or too short.
I appreciate your guys eyes for picking up on these details, and we try to balance realism, gameplay, fun and visual "wow factor" around here. But, I'm sorry, realism is usually going to wind up 3rd in that line up of priorities.
--Cory
<img src="http://img12.imageshack.us/img12/1939/boratthumbs.jpg" border="0" class="linked-image" />
No... i think they wanted to the bare minimum animations possible... having a separate animation for a gun that has a round chambered would be that every gun would need one... that's like a whole 10 minutes for the modeler to make (considering they already have that current animation)... can't expect miracles people. xD
The "gun cocking" on the pistol deploy is not an animation oversite, it's not due to the fact that we don't know anything about guns. It was a visual decision, and a gameplay decision. This is actually the only weapon that does not have a deploy unfolding animation, so the cocking helps to add some visual interest, shows the pistol mechanism, and takes up the time that the other weapons have when they deploy.
This action is actually not seen on reload. The typical slide mechanism that you see on most contemporary pistols to chamber a round, has in this design, been replaced with a Luger style toggle. When the last round is fired the toggle flips up, ejecting the empty shell, and stays in the up position, to show that you are out of ammo. When the new clip is loaded, the toggle release button is depressed, the toggle snaps back into position, chambering the next round.
We do not want weapons to be switched instantly, and Charlie is keeping track of the deploy times, to make sure the animations aren't running too long or too short.
I appreciate your guys eyes for picking up on these details, and we try to balance realism, gameplay, fun and visual "wow factor" around here. But, I'm sorry, realism is usually going to wind up 3rd in that line up of priorities.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I can go with that. It's a legit reasoning behind why it is how it is and confirming that it was indeed not an animation/design oversight.
I appreciate your time to reply to my nit-pick thread, Cory. :D
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
good. too often than not realism sucks. im glad someone is making games with this in mind. *cough* not infinity ward *cough*