small weapon issues

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Apr 2, 2001
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I recently ran into these issues

1. SAW:

When trying to fire very short bursts it is quite likely it doesn't shot.

It seems like if you hit fire when the weapon is still 'proceeding the last burst' you won't produce a single shot even if you keep 'fire' pressed. I have no clue about the RL situation but since none of the other weapons shows this behavior I asked myself wether its a feature or a bug....


2. Benelli:

Although stated in the German manual, I can't find any way to interupt the reoading procedure and shoot. Since I find myself reloading all the time when using the Shotgun it would be quite helpfull.

So when pulling the trigger while reloading the player should just drops the shells and fire instead of dying with a half loaded weapon in hands...

(although somebody picking it up lateron might appreciate his effort to put in as much bullets with his last breath ;))

And what about other weapons? Wouldn't you be able to shot the chambered bullet even when the Magazin is missing?


I don't know if it's a lot of effort to implement (or if somebody beside me even feels a demand) but I feel clumsy when a retarted bot joins me watching the reload anymation just to shot right before I'm done... ;)
 

geogob

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andi2 said:
Although stated in the German manual, I can't find any way to interupt the reoading procedure and shoot. Since I find myself reloading all the time when using the Shotgun it would be quite helpfull.


Are you using auto reload? Simply release the reload key if you wan't it to stop reloading... Anyway, try no to spam with the shotgun. It's a good one shot one kill weapon, but not a good fire support weapon. If you wan't to so suppressing fire, use the minimi... it's there for that!
 
Apr 2, 2001
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No I'm not on autoreload, I guess I failed to describe it precisely...

I can't interrupt a reloading sequence. Pushing the button once lets you reload one hand of shells. During that time nothing can be done to interrupt (as far as I know). Of course its not as long as a full reload but you are completely helpless still.

Maybe it's not as important in Online games, but poor me playing against a horde of bots (to get used to the new maps) was usually dying during reload :(
 

yurch

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May 21, 2001
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In order to interrupt sequences for the weapons there would have to be useable states coded for each stage. This is a tremendous amount of work, and since the weapons are animation driven, not always possible.
 

Beppo

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Jul 29, 1999
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Minimi - the weapon needs a split second to 'recover' within your hands. Sure, not 100% realistic but the minimal delay between each burst you fire was added on purpose to balance it out a bit more.

M1S90 - reloading always adds the full set of rounds you have in hands. The old M3 shotgun was interruptable in some way cause it needed even longer to be reloaded the way we implemented/animated it in version 2.86 and before. The new M1S90 does a pretty quick reload... it comes very close to the magazine reloading that other weapons do have and none can be interrupted.
 

Rico Heart

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Dec 26, 2003
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Well, for some reason I thought bugs aren't discussed, but If there's a thread with this title...

1) Empty sniper rifle trigger pulling problem
I'm not sure I agree with not shooting from the hip with the two sniper rifles, but if this is the case, I should definitely not pull the trigger if the gun is empty, and I'm not aiming with it. This is not a valid exception of the rule of not taking flying shots with the sniper rifles, because pulling the trigger means wanting to shoot the thing the barrel is pointing at (which thing in this case is not even visible for the player, as it is somewhere to the left, out of sight).

2) Non-auto Robar reloading problem
When the last bullet from the RC50 is fired, and the rifle is not set to auto mode (which is a game controlling feature), pushing the reload button should first do the same thing it did until getting empty (removing the empty cartridge), and it should change the ammo clip only after this. Right now, the empty shell casing is left in the gun, which is quite unhealthy for any firearm.

3) MINIME with clip animation problem
There is no 'readying' animation for this combination of weapon and clip. If you change to it, it appears without transition.

4) Faster M9 grabbing animation problem(?)
Maybe this is intentional, but changing to the M9 is a lot faster than changing to any other pistol. Even while the FN 5-7 is lighter.

5) 3rd person visible triggerpull
Soldiers don't keep their fingers on the trigger not even when shooting. While in first person view, the finger is always on the trigger. This doesn't flaw gameplay, so this is no bug or issue.


P.S.: 'Bugs should be sent to bugs@sentrystudios.net to be adressed.' (Done it.)
 

Meplat

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Dec 7, 2003
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Suggestions regarding the shottie? Count rounds. You've got a full tube, and shuffle three bots/players off their mortal coils. RELOAD NOW! Duck, dive, stroll behind some cover and stuff some shells up the tube while you have time. The only time I ever run dry with the shotgun is playing the occasional game of B.A.S..

Meplat-
 

AlmostAlive

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From what I can tell, none of the issues you described can be defined as "bugs". It's more in the "what features to implement"-department. I guess some things could have been changed, a lot of features could have been implemented and some small cosmetic issues could have been corrected, but I believe it was more important to get the game released.

Edited for spelling
 

cracwhore

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Oct 3, 2003
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Claymore "issue"

I hate to nitpick, but I noticed that the Minimi's sound cuts out every 3-5 seconds or so. Is this because of the sound sample's length and looping, or because of the UT engine? I do agree, the Minimi's limited burst lag does feel like a bug. But I guess if you put it there on purpose, it's not. Still, I'd rather not have limitations (on burst fire especially) even if it is for the sake of gameplay (since short bursts are best for suppressive fire). It takes you literally 100 rounds to hit (maybe) kill someone while standing with the weapon anyway (from what I've seen when people chase me). Ah well, on to my issue.

No disrespect, but I found a "bug" with the claymore system (at least to my knowledge). I used up my 5 claymore loadout on Arab Outpost and ran back to the cache to pick up 3 more. After grabbing 3 more clays (and knowing so because of my giant staminia drop), I quickly ran back to the location, hit the drop down menu and saw that my only option was "drop ammo" for my M9. The system did not acknowledge my 3 new claymores and I was stuck with the extra 30lbs. I remembered that you had to hit "reload" with the M67 after you picked one up without having any equiped. But then I noticed, there is no "reload" function for the equipment menu. So what's the deal? Is there a console command you could use to throw something or reload the claymores? Do you have to carry 1 claymore to pick up others and use them? I could've sworn I picked up claymores like that before and it worked. If it's my fault, which it could very well be, I apologize for suggesting a "bug", but that's what it looked like on my side. Despite the (few) shortcomings with the crappy engine, 2.9 is the best game I've ever played. F*CK Desert Combat. :D
 

Beppo

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Jul 29, 1999
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Minimi - that sounds are 'dropped' normally only happens online if 'too much' is happening at the same time and firing a dozen shots with the minimi online is too much most times for this engine. Offline it only happens if the number of sound slots is not enough as Crowze already described.

Claymores - well I never noticed this myself and haven't heard about it yet. Normally the other way around happens quite often... you stand above a crate and try to grab one clay but grab two or even more if they are all in view and overlapping.

And the stuff with the M67s was an old 'bug' from 2.86 or even before (don't remember it fully)... just for the case some interpret [LD]CrAcWhOrE's comments about it as a bug still existing :)
 

geogob

Koohii o nomimasu ka?
[LD]CrAcWhOrE said:
No disrespect, but I found a "bug" with the claymore system (at least to my knowledge). I used up my 5 claymore loadout on Arab Outpost and ran back to the cache to pick up 3 more. After grabbing 3 more clays (and knowing so because of my giant staminia drop), I quickly ran back to the location, hit the drop down menu and saw that my only option was "drop ammo" for my M9. The system did not acknowledge my 3 new claymores and I was stuck with the extra 30lbs. I remembered that you had to hit "reload" with the M67 after you picked one up without having any equiped. But then I noticed, there is no "reload" function for the equipment menu. So what's the deal? Is there a console command you could use to throw something or reload the claymores? Do you have to carry 1 claymore to pick up others and use them? I could've sworn I picked up claymores like that before and it worked. If it's my fault, which it could very well be, I apologize for suggesting a "bug", but that's what it looked like on my side. Despite the (few) shortcomings with the crappy engine, 2.9 is the best game I've ever played. F*CK Desert Combat. :D

Yes, I had the same problem in Iraq, with a claymore someone had dropped. Never showed up in the equipement nor did "claymore" appear in the Q/A selection. I doupt this on is a feature ;)

For the minimi, what you discribe looks more like a server induced lag. Same online and offline?


EDIT: thx for the anwser Beppo... you out posted me again ;)
But is there a console command to drop a specific item (like drop claymore, drop data cd?) or should i RTFM again? *wink*
 
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spm1138

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With regards to machinegun sound problems I have actually noticed the effect in a couple of games that I play.

Operation Flashpoint does much the same, among others.
 

w00p

Windows at its best
heh, the claymore riddle is simple.
I remember reading that theres a maximum number of clays that can be laid down.
laying down 5 clays is somewhat excessive, no?
It was probably the server limit reached, wich prevented you from being able to lay one.
Detonate one or two others first and you'll see you should be able to lay down clays again.
I had this bug again in the traininglevel trying to make a huge jump using the ramp loaded with clay's... :D
The damned stamina prevented me from jumping and I had to detonate the clays. :(
Quite ****ty, it took me aprox 3 minutes to lay them all down... :p
 

Rico Heart

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Almost said:
From what I can tell, none of the issues you described can be defined as "bugs". It's more in the "what features to implement"-department. [...] I believe it was more important to get the game released.

Almost, you're right, those aren't bugs. Sorry for that. My concept of bugs have just become clearer. (Though I'd love to read a nice definition.)
I found the game 'perfect enough' to have been released.
Is my understanding of your kind answer correct, when I think that the faster draw of the M9 is not intentional?

From what I wrote, one question remains, posed to everyone reading:
Do you miss the possibility of shooting from the hip with the sniper rifles?
 

spm1138

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No, not really.

If you use them for sniping they work perfectly.

Being able to hip shoot them just turns them into oversized shotguns.

NTKB got so good at it he never carried a secondary and he would come out on top in CQB at least half the time.
 

Rico Heart

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spm1138 said:
No, not really. [..] Being able to hip shoot them just turns them into oversized shotguns.

I left the computer for a minute :Poop:, and realized it is better this way :). Came back to edit out the silly question, but you already answered. It is a nice new feature, holding the weapons across, I like watching them.

This machine and what it transmits still amuses me so much, thoughts refuse to flow as they should (especially at 4AM).
 
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