Ah yes, cutscene gun animations
#26
Posté 29 mars 2012 - 07:11
When I saw the leaked endings before the game released, I knew minor stuff like this was going to happen.
0% polished game, the new future of videogames and videogame developers.
#27
Posté 29 mars 2012 - 07:45
Kogaion wrote...
the most annoying thing is that is that in some scenes you (and squad) use the right (equiped) weapons and in others you use the default (wrong) ones ...maybe it's a bug or something
Yeah, that's what I don't understand about it. Looks like BW tried to fix the issue, but lacked the time to add it to all cutscenes.
#28
Posté 29 mars 2012 - 07:52
Not that it afected anything in my game experience
#29
Posté 29 mars 2012 - 08:02
#30
Posté 29 mars 2012 - 08:29
#31
Posté 29 mars 2012 - 08:31
That happened when I gave James the Argus to play with on my first Mars playthrough. I jokingly referred to it as the "ArgVenger" for the rest of the mission...saracen16 wrote...
Yeah, I noticed for example that the Avenger Assault Rifle model would super-impose on some of the guns that some of my squadmates and I are already holding. Never mind that the animations are really off. I guess BioWare tried too hard to make it overly cinematic and smooth in transition that they stumbled at parts.
#32
Posté 31 mars 2012 - 10:43
#33
Posté 31 mars 2012 - 10:48
or grab it off his back as if it was a rifle and not a pistol...
#34
Posté 31 mars 2012 - 11:11
Generaly my squad and i only carry N7 weapons, a few acceptions being the AT-12 Raider and the M-55 Argus.
Is it realy that hard to code that in a cut scene all characters are weilding w/e weapon we actually have equiped?
-edit-
Also for the more observent people, who else noticed that during the "Geth fighter squadrons" mission in one of the little cut scenes? you get about the Geth and Quarians, One of the Quarians is weilding an Arc Pistol (designed and built by Admiral Daro'Xen) well considering the cut scenes in above mentioned mission are memorys from near on 3 century's ago how is an Arc Pistol there???
Come on Bioware attention to detail!
Modifié par stu_, 31 mars 2012 - 11:18 .
#35
Posté 31 mars 2012 - 11:19
Tilarta wrote...
This is the thing that annoys me most in cutscenes.
I can't believe they didn't fix it for the last game in the series!
Shepherd and the Squadmates are consistently using the wrong guns.
My Shepherd carries 4 guns into battle, but as regards cutscenes, only two of them matter
Assault Rifle: Prothean Particle Beam.
Heavy Pistol: M5 Phalanx.
Yet, when there's a cutscene, they always have a M8 assault rifle and an M3 pistol!
And it doesn't stop there!
Assault rifle squadmates always carry the M8, even though I've never given it to any of them!
Tali, who doesn't carry an assault rifle at all, she ends up holding it too!
And then there's EDI.
I gave her the N7 pistol.
Yet, she still gets out the M3 for cutscenes!
And Garrus, who doesn't have a pistol at all, he produces the M3 as well!
I would have thought, given that this was their last game ever, they would have put credible thought and effort into fixing this problem.
I thought wrong. <_<
This is silly, I am quite happy they did not waste one second of programming time programming all the possible weapon combinations in a cut scene.
#36
Posté 31 mars 2012 - 11:22
It's even worse when they show squadmates with the wrong gun. Like when they show Liara with an assault rifle. She can't even use them!
#37
Posté 01 avril 2012 - 02:59
JasmoVT wrote...
This is silly, I am quite happy they did not waste one second of programming time programming all the possible weapon combinations in a cut scene.
Actually, a simple checksum process would be all that is needed, you don't need to tailor each cutscene that specifically!
I'm not sure what the code looks like, but it would run something like this:
Main weapon animation:
If Assault Rifle equipped, check weapon <name>, load weapon
Else check Shotgun equipped, check weapon <name>, load weapon
If both Return False, Skip to function Hand weapon
Hand weapon animation:
If Pistol equipped, check weapon <name>, load weapon
Else check Submachine gun equipped, check weapon <name>, load weapon
If Main weapon and Hand weapon not True,
Then check Sniper rifle equipped, check weapon <name>, load weapon.
There you go, all the bases covered!
The inescapable fact however, is that this code actually does exist in some form, it just doesn't work 95% of the time!
There are a few cutscenes where is has worked. I can't remember most of them, but they were memorable because I recognized either Shepherd or the Squadmates were actually using their correct weapon.
Liara appears in scene carrying an N7 submachine gun.
EDI may have had a scene where she has her Locust in hand.
Shepherd pulls out the Prothean AR for a hero shot.
I think Ashley has used her Saber once and Vega had his Revenant out. Garrus may have used his Phaeston at some point.
The one I remember specifically is the scene where you arrive at the reactor base to meet Captain Riley.When Shepherd and Tali arrive, she's holding her Arc Pistol and Shepherd is carrying the Prothean AR in their hands.
And really, it is silly.
Shepherd can only carry 1 type of a weapon, they don't have two Assault Rifles or two pistols.
The same rule applies to Squadmates and they have the further restriction of only being allocated two weapons.
The one I find most annoying is Garrus producing a pistol when he never has one or a Support Specialist suddenly producing an Assault Rifle from nowhere.
In the real world, you don't make a gun magically appear from nowhere.And Mass Effect, even with all the fantastical elements, should respect that rule.
As an Aside, I wonder if this problem extends to Omniblades.Each class has a unique Omniblade.Soldier uses a long single blade, Engineers use an fork, there's also a double short dual blades version.
There's a specific scene where Shepherd impales Kai Leng with an Omniblade (Renegade Interrupt!).
Since I've only played that scene with Soldier, has anyone tried that Interrupt with another class?Does Shepherd use their "class specific" Omniblade or does the coding fall apart for that too?
Modifié par Tilarta, 01 avril 2012 - 03:01 .
#38
Posté 01 avril 2012 - 03:19
Tilarta wrote...
As an Aside, I wonder if this problem extends to Omniblades.Each class has a unique Omniblade.Soldier uses a long single blade, Engineers use an fork, there's also a double short dual blades version.
There's a specific scene where Shepherd impales Kai Leng with an Omniblade (Renegade Interrupt!).
Since I've only played that scene with Soldier, has anyone tried that Interrupt with another class?Does Shepherd use their "class specific" Omniblade or does the coding fall apart for that too?
My Adept used the Soldier's omniblade in that scene
Modifié par Fortack, 01 avril 2012 - 03:19 .
#39
Posté 01 avril 2012 - 03:35
#40
Posté 01 avril 2012 - 03:50
E-Type XR wrote...
Remember, some assault rifles don't fire single shots, or even bullets. In all the cutscenes, you fire single shot bullets. Same with pistols. They need to be sure, if your going to shoot it, that the gun your using can do the action they show.
That's half the reason why it is standardised.
This. So much this. If you remember in ME2 during Zaeed's loyality mission, at the end if you went Paragon, he started shooting at Vido's ship like crazy. I remember one time I had a Mattock equipped on him, it was pretty hilarious seeing him spam a semi-automatic rifle like that...
#41
Posté 01 avril 2012 - 03:56
#42
Posté 01 avril 2012 - 04:46
#43
Posté 01 avril 2012 - 04:57
#44
Posté 01 avril 2012 - 07:17
ME2 said something like "unique arsenal of weapons, customize your loadout, cool guns" or something to that affect.
ME3 says "unique arsenal with even more guns and you get visually distinctive mods that affect the appearance of the weapon".
Which is cool.
But how do they showcase all these cool features?
Sorry, cutscene coding doesn't allow you to show off your cool modded guns, take the Recruit Newbie Package instead, the guns that don't kill mildly aggressive fruit flies!
There's a contridiction in terms there!
They go on about how great the weapons are, but then don't allow us to truly appreciate them during the game.
There's something in that for all of us, I think.
And yes, I did notice the clipping issue once, when Garrus is "doing the one thing he always wanted to do", Shepherd's finger doesn't wrap around the trigger properly.
And while I'm thinking of that scene, why did he bring Recruit Newbie Sniper Rifles?
That scene would have had more impact (pardon the pun!) if Shepherd was carrying the Widow I gave them and Garrus had his Raptor.
Oh look, there's a Cerberus Nemesis trying to get their sniper rifle back from Mr Vakarian.
Let's point and laugh!
Modifié par Tilarta, 01 avril 2012 - 07:18 .
#45
Posté 01 avril 2012 - 07:24
if(carryingAR==true)
Character.equip(equippedAR);
else
Character.equip(Avenger);
if(carryingHP==true)
Character.equip(eqippedHP);
else
Character.equip(Predator);
*note that this uses java and is in no way related to the actual code.
#46
Posté 01 avril 2012 - 07:25
stu_ wrote...
Have to agree this is my biggest annoyance in ME3..
Generaly my squad and i only carry N7 weapons, a few acceptions being the AT-12 Raider and the M-55 Argus.
Is it realy that hard to code that in a cut scene all characters are weilding w/e weapon we actually have equiped?
-edit-
Also for the more observent people, who else noticed that during the "Geth fighter squadrons" mission in one of the little cut scenes? you get about the Geth and Quarians, One of the Quarians is weilding an Arc Pistol (designed and built by Admiral Daro'Xen) well considering the cut scenes in above mentioned mission are memorys from near on 3 century's ago how is an Arc Pistol there???
Come on Bioware attention to detail!
Same reason the quarians in those scenes are wearing enviro-suits: the visualisation of the geth memories is based off of Shepard's memory. Like how the quarians are shown as Shepard has known them, the same applies to their weaponry. Arc Pistol makes sense as it is the only quarian made pistol we (thus Shepard) know of, so it shows up.
I think the fact it was an Arc Pistol shows extra attention to detail given those rules.
Understand difficulties behind the weapons in cut scenes, but still a shame. Rather breaks immersion. Should still be implemented, though: just five sets of arm poses for each weapon, weapon model loaded from what's carried. Weapon and posture randomly selected from what you're carrying. Doesn't seem hard to me.
#47
Posté 07 avril 2012 - 06:00
#48
Posté 09 avril 2012 - 12:01
Kronner wrote...
mbr.to wrote...
yeah i noticed and forgot it the next second.
i dont think its a big deal.
It should be considered a big deal in a game that is built on story and cinematic experience. Now it is even worse that it was in ME2.
This.
It baffles me that Bioware could not or would not bother to resolve this issue for three games. It shouldn't be that complicated. The cutscenes always seem to know what armor pieces you're wearing.
#49
Guest_iVitriol_*
Posté 09 avril 2012 - 04:39
Guest_iVitriol_*
Maybe this is just me, but I don't care.
My friends and I joke about it. We don't get pissed over it.
#50
Posté 09 avril 2012 - 04:43
This one bug isn't worth time to fix bugs.





Retour en haut







