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Cutscene Consistency?


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#26
LPPrince

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I'll take that as a "Gonna work the same as it did in ME2"

#27
Gill Kaiser

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In Mass Effect 2 I noticed a number of cutscenes where the gun in the character's hands would change between camera cuts. They'd be holding an assault rifle one second, an SMG the next, then a pistol...

#28
Dannyboy9876

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Chris Priestly wrote...

The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.

That really what you want?

I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?





:devil:



You, sir, are evil.

ME2's system didn't bother me much anyway.

#29
Praetor Knight

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Chris Priestly wrote...

The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.


Well the murder knife of DA:O was brought up,

so if there's a limit to the coding, then I'm fine with the Predator winning a "Best Supporting Actor" in Cutscenes ^_^


edit: cleaning up what I mean, and I mean the pistol.

Modifié par Praetor Shepard, 15 juin 2011 - 09:35 .


#30
dreman9999

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"After Sheperd finish killing the last squads of the Shadow Brokers guards,He finally entered the last door between him and the legendary enigma. With Garrus and Liara at his side, they we're finally face to face with the being himself.
Sheperd , with a locust SMG in hand, strode in very purposly into the Shadow Brokers lair, fixing the gun on his targets very large shadowy figure. Sheperd took notice of the 8 eyes that reflected back in the darkness, and the sudden control nervousness Liara was trying to hold back. So Sheperd, with Carnifex heavy pistol in hand......."
:pinched:
Please Bioware, don't do that again.<_<

Modifié par dreman9999, 15 juin 2011 - 09:26 .


#31
Aimi

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Yeah, I honestly didn't get too bothered about the way ME2's cutscenes worked. It actually ended up changing my playstyle, because I consciously tried to use squadmates that had the appropriate weapons for certain cutscenes, just like I did myself. There were only two times when this was actually messed up in-game (once on Garrus' recruitment mission, in the scene where Garrus gets shot up, when you carry an Avenger regardless of what assault rifle you're toting, and on the Suicide Mission in a few cutscenes around the Human-Reaper fight - same thing).

#32
dreman9999

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Chris Priestly wrote...

The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.

That really what you want?

I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?





:devil:

Oh my god:blink:....Your EVIL!!:o
=]

#33
javierabegazo

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Chris Priestly wrote...

The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.

That really what you want?

I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?


:devil:

Why Can't the cutscenes track weapons like it does Appearances?

#34
dreman9999

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javierabegazo wrote...

Chris Priestly wrote...

The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.

That really what you want?

I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?


:devil:

Why Can't the cutscenes track weapons like it does Appearances?

Because Appearance don't have different animations. Armor can be put on a frame and tracked with ease. Gun types have their own animation.

#35
TSMDude

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Chris Priestly wrote...

So I was going to come here and post what is happeneing and what you can expect, but reading Bannor Bloodfisst post, and seeing how I am part of a terrible horrible company, I'm just going away now.

After all, that's what we do now, right?



Posted Image


Did you really just slam on the people of NWN with this? This cannot be the real Chris Priestly is it?

#36
Aimi

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dreman9999 wrote...

"After Sheperd finish killing the last squads of the Shadow Brokers guards,He finally entered the last door between him and the legendary enigma. With Garrus and Liara at his side, they we're finally face to face with the being himself.
Sheperd , with a locust SMG in hand, strode in very purposly into the Shadow Brokers lair, fixing the gun on his targets very large shadowy figure. Sheperd took notice of the 8 eyes that reflected back in the darkness, and the sudden control nervousness Liara was trying to hold back. So Sheperd, with Carnifex heavy pistol in hand......."
:pinched:
Please Bioware, don't do that again.<_<

Oh, yeah, that inexplicable weapon-switch.  That was weird, too.

Surely these sorts of things are relatively minor bugs, though, right?

#37
onelifecrisis

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Chris Priestly wrote...

10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc


This is garbage. Shotguns, ARs and SRs all use the same pose/anims in ME2. Pistols and SMGs also use the same poses/animations. That's 2 sets, not 10. All you need to do is switch out the gun model and the firing sound and you're done.

#38
Skirata129

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this wasn't a big deal for me, but the fact that my soldier used the shuriken in most cutscenes really ate at me simply because I wanted that gun, but wasn't allowed to train in it on the collector ship.

Modifié par Skirata129, 15 juin 2011 - 09:40 .


#39
Kandid001

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I remember reading that different classes will have different Paragon/Renegade interrupts based on their abilities, so it cannot be THAT complicated to prepare cutscenes with different weapons. Plus there are many weapons which share the animations as onelifecrisis said.

It's not too much to ask for consistency in cutscenes in a game developed by a studio which constantly brags about their attention to detail and cinematic expression.

#40
Aimi

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onelifecrisis wrote...

Chris Priestly wrote...

10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc


This is garbage. Shotguns, ARs and SRs all use the same pose/anims in ME2. Pistols and SMGs also use the same poses/animations. That's 2 sets, not 10. All you need to do is switch out the gun model and the firing sound and you're done.

That's overstating it.  You also have to adjust for certain weapons' mechanics.  For instance, lots of scenes with assault rifles being fired (Suicide Mission had a few of them, and Zaeed's loyalty mission did too) have them going in full auto, but the Vindicator and Mattock - you know, the two best assault rifles for your squad, and the ones that they're probably going to have equipped - can't do that.  So either you have something like the Suicide Mission stuff, where they fire exactly like an Avenger, or you do it like on Haratar and Zorya, where the gun's fired in full auto but with the sound that the regular gun uses (this is incredibly weird for the Mattock in particular).  That's more variation.  The same goes for SMGs (with the Shuriken's burst fire vs. the Tempest/Locust's rock-and-roll) and sniper rifles (with the Incisor's burst fire compared to the single-shot fire you get with the other three).  That's a few more variations right there, and accounting for all of them could change how the cutscenes in question work (thinking Zaeed's futile rage-induced bullet spam on Zorya in the Paragon ending in particular).

I don't know how much each of these variations would require in terms of dev time, but I assume it's not insignificant.  Would it be nice if cutscenes were more seamless like this?  Of course.  Is it cause for rage if they aren't?  No.

Modifié par daqs, 15 juin 2011 - 09:49 .


#41
onelifecrisis

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daqs wrote...

onelifecrisis wrote...

Chris Priestly wrote...

10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc


This is garbage. Shotguns, ARs and SRs all use the same pose/anims in ME2. Pistols and SMGs also use the same poses/animations. That's 2 sets, not 10. All you need to do is switch out the gun model and the firing sound and you're done.

That's overstating it.  You also have to adjust for certain weapons' mechanics.  For instance, lots of scenes with assault rifles being fired (Suicide Mission had a few of them, and Zaeed's loyalty mission did too) have them going in full auto, but the Vindicator and Mattock - you know, the two best assault rifles for your squad, and the ones that they're probably going to have equipped - can't do that.  So either you have something like the Suicide Mission stuff, where they fire exactly like an Avenger, or you do it like on Haratar and Zorya, where the gun's fired in full auto but with the sound that the regular gun uses (this is incredibly weird for the Mattock in particular).  That's more variation.  The same goes for SMGs (with the Shuriken's burst fire vs. the Tempest/Locust's rock-and-roll) and sniper rifles (with the Incisor's burst fire compared to the single-shot fire you get with the other three).  That's a few more variations right there, and accounting for all of them could change how the cutscenes in question work (thinking Zaeed's futile rage-induced bullet spam on Zorya in the Paragon ending in particular).

I don't know how much each of these variations would require in terms of dev time, but I assume it's not insignificant.  Would it be nice if cutscenes were more seamless like this?  Of course.  Is it cause for rage if they aren't?  No.


I'm not raging at the lack of weapon consistency in cutscenes (I already said earlier in the thread it's not important to me). I'm raging at the BS. I hate being BSed.

As for the weapon mechanics, it's a doddle. At certain points in each scene, Shepard (or whoever) fires. If he's using an auto weapon a burst is fired, if not then a single shot. It doesn't even need to be coded seperately - all of this info is in the weapons config file, which means the whole thing could be softcoded easily. All they need to do is put in the cutscene that Shepard fires here, here, and here.

I've been a software developer for 14 years. This is nowhere near as hard a CP makes it sound. They would need 2 mocap sets, that's all. Nothing else would need to be duplicated, and certainly nothing would need to be done 10 times.

Modifié par onelifecrisis, 15 juin 2011 - 10:01 .


#42
MajorStranger

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Chris is Trolling us again.

#43
CC-Tron

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I could understand Chris's point if the scene were pre-rendered movies but they're not. They're using the in game engine. The cut scenes show Shep glowing when he has his barrier up prior to the scene so weapons shouldn't be a problem.

#44
Khran1505

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It's all well and cool if cutscenes have us rely on one weapon we'll always lug around. It's NOT all well and cool that cutscenes suffer from the fact there are just some weapons our Shepards never take into combat that somehow just get pulled out of his ass.

I always play a Soldier or Biotic Shepard. In either case, he never uses those little 3-burst firing guns. He either has a simple hand cannon or a locust. And yet every now and then (for the most part of the game) I see him using that stupid little weapon I wouldn't pay a credit for.

Sure, whatever, keep cutscenes with Shepard to weilding just one weapon if you must. But make the weapons ones WE'RE carrying. It's a real eyesore to see him pulling out a weapon he never uses for me. Very distracting.

C'mon Chris, don't patronize. It's not cool beans.

#45
Father_Jerusalem

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The problem with the "10 different types of weapon animations" claim is that, for instance, seeing Jack, Thane, and Miranda in a SM cutscene wielding assault rifles is just *wrong*. None of them can use assault rifles, and yet they were programmed to be in that cut scene using them.

I'm not saying check to make sure Jack is using the GPS over the Eviscerator, but if you're going to dedicate the resources to putting her in a cutscene, can't you at least make her be using a shotgun?

I don't care if it's not the specific weapon they're using, but each squadmate should have a weapon type they pull out in cut scenes.

Ashley: Assault Rifle
Kaiden: Pistol
Wrex: Shotgun
Garrus: Assault Rifle
Liara: Pistol
Tali: Shotgun
Miranda: SMG
Jacob: Who cares, nobody ever uses him
Grunt: Shotgun
Jack: Shotgun
Mordin: Pistol
Samara: Assault Rifle
Thane: SMG
Zaeed: Assault Rifle
Kasumi: SMG
Legion: Assault Rifle

#46
habitat 67

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People who worry about the correct weapons in cutscenes are asking for the moon, IMO.
Very few other games have managed to get this working properly anyways.

#47
The Apostate

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Although I generally agree with Daiyus, I wouldn't mind that much if Bioware did not fix it since I think it's of small importance.
What really annoyed me was that in some scenes, like when I try to talk to Samara on the Normandy, instead of seeing her face when she responds to me, I see only the Observation Room door and hear her respond. And of course there are those occasional cut scene when the hands of a character (such as Wrex or Joker) pass through supposedly solid objects, like the character's face. I am nit picky.

#48
00_Gundam

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Chris Priestly wrote...

The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.

That really what you want?

I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?





:devil:


That is really evil Chris . Couldn't you just make a lot of cutscenes and have all the different weapon tech modded weapons kept during cutscenes?

#49
VoidCabbage

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Chris Priestly wrote...

The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.

That really what you want?

I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?





:devil:


what happened to adding extra features (kinect) wasn't going to cut into story and dialogue?

#50
Rivercurse

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Sigh same old stuff from Priestly in here. Never mind that your custcenes track shepard's sex, the squadmates you have chosen to be with you, your appearance, your hairstyle, your armor customisation, the status of your scarring, and your story choices. But damn, if we need to track weapons too all of a sudden were gonna have to cut storyline and dialogue.

Jesus. Look I understand, if you want to do cutscenes a certain way then thats your prerogative, and that's fine. But just say that if it's the case.

There's no need get so defensive with comments like that towards the community. We all love ME, we're all on the same side, and th OP raises a legitimate question.
Christ, he even said it's a minor issue but he was after people's feedback...