Can't Reload Full Guns [message #454167] |
Sun, 11 September 2011 15:00 ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Jerad2142
Messages: 3806 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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I think it's rather lame you can't reload your weapon whenever you want anymore, so what if it's full, it's satisfying to have the realism of being able to exchange your clip whenever you want.
Visit Jerad's deer sweat shop
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Re: Can't Reload Full Guns [message #454195 is a reply to message #454167] |
Sun, 11 September 2011 17:57 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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+1
By force of habit I still go to reload my pistol when I buy a tech or Hotwire and when it won't let me I'm like "WTF??? something is wrong here"
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: Can't Reload Full Guns [message #454292 is a reply to message #454167] |
Mon, 12 September 2011 07:42 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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I don't know the reasons for the availability of reloading a full clip in Renegade.
If it is bug based then I can understand why it is fixed/changed.
Yet as most others I got used to it and kind of hate to see it go.
For a player it might seem useless though for testing purposes as Jerard described it is very useful.
Edit: I do
[Updated on: Mon, 12 September 2011 07:42] Report message to a moderator
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Re: Can't Reload Full Guns [message #454301 is a reply to message #454167] |
Mon, 12 September 2011 08:18 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Ghostshaw wrote the change to prevent reloading when full.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Can't Reload Full Guns [message #454310 is a reply to message #454293] |
Mon, 12 September 2011 08:59 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Jerad2142
Messages: 3806 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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EvilWhiteDragon wrote on Mon, 12 September 2011 08:37 | Are you serious? Or are you just trolling?
Because that's the most lame argument ever. How many people make reload animations for Renegade, please do tell me.
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I made 20 when I was still working on Renhalo and getting the hand models and the gun animations to line up can be quite a bitch, it'd be even more so on weapons (like explosive charges) that had a very small ammo count if you had to re-acquire a new power up every time you ran out of ammo.
Rp2's sword has a real nice reload (more of an idle animation) that plays when you hit the r key.
StealthEye wrote on Mon, 12 September 2011 08:44 | Realism is pretty much nonexistent in Renegade anyway...
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Yeah it is a game, but if I want to take a full mag and swap it out with another full mag because, bored, or maybe the clip jammed, or whatever, that's my call to deal with the consequences when an enemy soldier comes around the corner and kills me.
jonwil wrote on Mon, 12 September 2011 09:18 | Ghostshaw wrote the change to prevent reloading when full.
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That's a real shame, the engine was clearly designed to handle it, as if you loaded 5000 rounds (via script) into the clip and then reloaded it'd fill the clip and put the left over rounds into your backpack.
I say it's just additional complexity for something to go wrong, and as I said earlier, the server sends the client the ammo updates. So if you shoot a round, that count doesn't always drop instantly, but it usually comes across eventually, so if I'm using a weapon that has a limited number of rounds I usually like to reload it if I know the round I just shot is going to kill my enemy. However, if I have to wait for that server update to come across before I can start my reload that just makes me wait all the longer to reload.
EvilWhiteDragon wrote on Mon, 12 September 2011 08:51 | I think we should make it a client-side option.
You can set it to "realism" or default. With "realism" you can always reload, but you lose whatever there is left in the clip. With default you can't reload when the weapon is full, but when you can and do reload you don't lose what's in the clip.
Yes, I'm just trolling now, just like you guys
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Rp2 has weapons that don't use "clips" per say (IE: Double barrel shotgun), so forcing that on everyone would be kind of gay. In addition, technically you should be losing ammo if you reload part way through the clip anyways so meh.
Visit Jerad's deer sweat shop
[Updated on: Mon, 12 September 2011 09:05] Report message to a moderator
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Re: Can't Reload Full Guns [message #454322 is a reply to message #454309] |
Mon, 12 September 2011 10:23 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Dethdeath wrote on Mon, 12 September 2011 17:49 | If this would come down to being optional, default would be being able to reload a full clip without losing any ammo. It's part of the original game, players use it to make sure that they're going into every fight with a full clip. Not hearing that reload sound (even if you already have a full clip) can be distracting because it requires you to look at your ammo count.
These are things that do not need fixing and by including them in the TT patch you're doing the same thing that a mod does.
I think it's important to first establish something is an actual bug, instead of just trying to fix whatever you can, including things that aren't broken in the first place.
I don't know how many other Renegade players reload as often as I do, but I would personally run into this "fix" like 100 times per game, depending on how much time I spend as infantry.
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Couldn't agree any more with this. I myself spend the majority of a game as infantry and I'm getting annoyed by not hearing the reload sound. It gives me the impression that I'm out of ammo.
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Re: Can't Reload Full Guns [message #454329 is a reply to message #454324] |
Mon, 12 September 2011 10:33 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Jerad2142
Messages: 3806 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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EvilWhiteDragon wrote on Mon, 12 September 2011 11:24 |
Dethdeath wrote on Mon, 12 September 2011 17:49 | If this would come down to being optional, default would be being able to reload a full clip without losing any ammo. It's part of the original game, players use it to make sure that they're going into every fight with a full clip. Not hearing that reload sound (even if you already have a full clip) can be distracting because it requires you to look at your ammo count.
These are things that do not need fixing and by including them in the TT patch you're doing the same thing that a mod does.
I think it's important to first establish something is an actual bug, instead of just trying to fix whatever you can, including things that aren't broken in the first place.
I don't know how many other Renegade players reload as often as I do, but I would personally run into this "fix" like 100 times per game, depending on how much time I spend as infantry.
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So basically you're suggesting that it should just play the sounds and you're happy?
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No I said the sword had an animation that it played on reload.
Anyways, as I previously stated, when on a server this could cause some players a major issue, do to the ammo update delay between server and client.
IE:
1. You fire
2. Your client sends the data that you fired to the server.
3. The server updates your ammo count.
Now I think the issue that this causes should be obvious, if you're using a weapon with a single round clip you'll have a longer "reload" based on your ping. IE:
1. You fire
2. Your client sends the data that you fired to the server (message takes ping time to get there).
3. The server updates your ammo count (message takes ping time to get back to you).
4. You reload once your ammo isn't full anymore = Ping+Ping then allowed to reload.
So if you have a ping of 100ms and you just fired an RPG (don't know if stock Ren has any single clip weapons unless nod's ramjet is single shot), which has a reload time of 2 seconds, you end up potentially having a reload time of 6seconds. Now in stock Ren, you just hit r after you fire and usually the servers update won't fuck with you as you'll have finished the reload sequence after the time the "Hey, you are out of ammo" message makes it back to your client.
But just in case no one else has noticed, I'm not the only one complaining about it, sure most are that they just like it. But do you know what, if you had no reason to disable it, then you have no reason to be irritating anyone.
Visit Jerad's deer sweat shop
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