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Is it still possible to holster weapons?


712 réponses à ce sujet

#76
ploppy54

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string3r wrote...

I just want to see if Shepard still walks with a limp.


I noticed that I thought it might be because he/she had been rebuilt and it would wear off during the course of the game. It didn't. 

#77
ShadowSplicer

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Brenon Holmes wrote...

In combat areas, you have your gun out... in more hub-like areas you don't.

It's unfortunate, but sadly it was needed to claw back a significant chunk of memory. :?

Now that's what I call a Dev answer! Completely honest about the reasons and a real confirmation. Thanks Holmes!

#78
Guest_Catch This Fade_*

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string3r wrote...

I just want to see if Shepard still walks with a limp.

I hope not, it was horrible.

#79
Bendok

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Guys, when he says memory he means RAM, not space on the disc. Remember the consoles have a paltry 512MB. This wouldn't be an issue on PC obviously but I doubt they went out of their way to support anything unique on PC.

Can't wait for the new consoles mainly so PC games aren't limited by 7 year old tech.

Modifié par Bendok, 12 février 2012 - 06:26 .


#80
MasterSamson88

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jreezy wrote...

string3r wrote...

I just want to see if Shepard still walks with a limp.

I hope not, it was horrible.


Oh man, I hope that limp is gone. That was the most tedius walking animation I think I ever witnessed.

#81
N00blet666

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Brenon was reffering to the finished game right? Not the demo?

#82
Arppis

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N00blet666 wrote...

Brenon was reffering to the finished game right? Not the demo?


Propably both.

#83
Guest_Catch This Fade_*

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N00blet666 wrote...

Brenon was reffering to the finished game right? Not the demo?

I was hoping for just the demo but I think he was referring to the finished game as well.

#84
Wulfram

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I don't think I used holstering much in ME2. If only because it resulted in people shouting for no reason whenever you did it.

#85
ODST 3

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ShadowSplicer wrote...

Brenon Holmes wrote...

In combat areas, you have your gun out... in more hub-like areas you don't.

It's unfortunate, but sadly it was needed to claw back a significant chunk of memory. :?

Now that's what I call a Dev answer! Completely honest about the reasons and a real confirmation. Thanks Holmes!

Agreed, I greatly appreciate the honest answer, despite it not being ideal. :)

#86
DaJe

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Brenon Holmes wrote...

In combat areas, you have your gun out... in more hub-like areas you don't.

It's unfortunate, but sadly it was needed to claw back a significant chunk of memory. :?


A clear and reasonable answer. That's how we like it!

#87
Brenon Holmes

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RyuGuitarFreak wrote...

Brenon, could you bring more details into that? It's a RAM memory issue or disc-space file size issue? It's a problem exclusive to the demo or the full game too?


It's a runtime memory cost, not a disk space issue. You need those anims for the non-combat areas... so they're going to be on disk regardless.

In order to support exploration in the combat areas, you'd need to have all the anims loaded in memory... so that would be things like the 8-way walks, runs, incline anims, idles, idle twitches, male/female variant overrides, eye noise... etc.

All in all (iirc) it came out to around 2-4MB, which is relatively significant. Also, as you've guessed, yes - I'm referring to the main game (as well as the demo).

#88
Jaron Oberyn

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Ah well, it's not a game breaker. Good to have clarification on this though.

-Polite

#89
Arppis

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Not a deal breaker (ofcourse that would be stupid), BUT THANK YOU for sharing this with us.

#90
AlphaJarmel

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Brenon Holmes wrote...

RyuGuitarFreak wrote...

Brenon, could you bring more details into that? It's a RAM memory issue or disc-space file size issue? It's a problem exclusive to the demo or the full game too?


It's a runtime memory cost, not a disk space issue. You need those anims for the non-combat areas... so they're going to be on disk regardless.

In order to support exploration in the combat areas, you'd need to have all the anims loaded in memory... so that would be things like the 8-way walks, runs, incline anims, idles, idle twitches, male/female variant overrides, eye noise... etc.

All in all (iirc) it came out to around 2-4MB, which is relatively significant. Also, as you've guessed, yes - I'm referring to the main game (as well as the demo).


Amazing response.  Not happy about the outcome but I understand and can accept that.  Thank you.

#91
King Minos

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Brenon Holmes wrote...

RyuGuitarFreak wrote...

Brenon, could you bring more details into that? It's a RAM memory issue or disc-space file size issue? It's a problem exclusive to the demo or the full game too?


It's a runtime memory cost, not a disk space issue. You need those anims for the non-combat areas... so they're going to be on disk regardless.

In order to support exploration in the combat areas, you'd need to have all the anims loaded in memory... so that would be things like the 8-way walks, runs, incline anims, idles, idle twitches, male/female variant overrides, eye noise... etc.

All in all (iirc) it came out to around 2-4MB, which is relatively significant. Also, as you've guessed, yes - I'm referring to the main game (as well as the demo).


Lame.

#92
Fiery Phoenix

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Thanks for sharing indeed, Brenon. At least it's possible in hub areas.

#93
N00blet666

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Brenon Holmes wrote...

RyuGuitarFreak wrote...

Brenon, could you bring more details into that? It's a RAM memory issue or disc-space file size issue? It's a problem exclusive to the demo or the full game too?


It's a runtime memory cost, not a disk space issue. You need those anims for the non-combat areas... so they're going to be on disk regardless.

In order to support exploration in the combat areas, you'd need to have all the anims loaded in memory... so that would be things like the 8-way walks, runs, incline anims, idles, idle twitches, male/female variant overrides, eye noise... etc.

All in all (iirc) it came out to around 2-4MB, which is relatively significant. Also, as you've guessed, yes - I'm referring to the main game (as well as the demo).

Thanks for the response bro, much appreciated.

#94
Scorpion1O1

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Brenon Holmes wrote...

RyuGuitarFreak wrote...

Brenon, could you bring more details into that? It's a RAM memory issue or disc-space file size issue? It's a problem exclusive to the demo or the full game too?


It's a runtime memory cost, not a disk space issue. You need those anims for the non-combat areas... so they're going to be on disk regardless.

In order to support exploration in the combat areas, you'd need to have all the anims loaded in memory... so that would be things like the 8-way walks, runs, incline anims, idles, idle twitches, male/female variant overrides, eye noise... etc.

All in all (iirc) it came out to around 2-4MB, which is relatively significant. Also, as you've guessed, yes - I'm referring to the main game (as well as the demo).


Thanks for the response. I'm sure it was the best decision.

#95
Sailears

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MasterSamson88 wrote...

JeffZero wrote...
<snip>
Somehow this doesn't bother me as much as I thought it was and I booted up the demo again earlier to figure out why, since I realized I couldn't holster my gun last night and got to thinking about it.

I think the reason I'm not as concerned this time around is that the animation angles for holding my gun out don't seem as jarringly in-my-face as with ME2, if that makes any sense. Especially concerning pistols. I can see someone holding a gun out for a while like Shepard does with the pistol in ME3, but not quite so much with the way it's done in ME2.


I'm inclined to agree with you. Another interesting animation I noticed was when you pivot in place Shepard will turn his torso around before he starts moving his legs, so he effectively sorta aims is gun around without moving his entire body like a turret or something, I liked that.

There's also the nice fact that your squaddies no longer sit there with their guns super extended. When they're not fighting something they nicely lower them so they look a bit more natural.

Well if it's like that, then it's not too bad.

#96
Finis Valorum

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It should still be on the PC though, don't see why we for once shouldn't be able to get something the consoles don't have.

#97
CARL_DF90

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Meh. No big deal. Just goes to show just how much they are bleeding out of these consoles.

#98
Finis Valorum

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CARL_DF90 wrote...

Meh. No big deal. Just goes to show just how much they are bleeding out of these consoles.


That all depends on how annoying the animations for walking with your gun out, even when there's no enemies around will prove to be.

Sigh, I don't suppose Bioware could at least support modding these sorts of things on PC.

#99
charmingcharlie

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Finis Valorum wrote...

It should still be on the PC though, don't see why we for once shouldn't be able to get something the consoles don't have.


It should be but we all know it won't be.  But you never know, I mean Bioware keep claiming the PC version is NOT a port so if that is the case then holster weapons in combat areas should still be available in the PC version.

#100
BeardedNinja

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Very disappointing news. At least We got the real news on why, but I wish this could have been kept in, it's a feature that has been in that last 2 games, that I use frequently. This news does not make me happy.