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Old 12-01-22, 15:23   #1021
kelvinsecolo
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more screenshots: https://twitter.com/JoachimKareI/sta...91739954601985
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Old 12-01-22, 16:19   #1022
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Originally Posted by kelvinsecolo View Post
Her torso is a real problem. The way it gets when jumping and shooting at the same time doesn't really bother me because I do know that it is how it was supposed to be according to all the beta content we have throughout youtube. So... whatever.

What really gets to my nerves is how the torso gets when we are shooting with the dual pistols and also hop back to gain distance from the enemies. The torso gets all twisted and it looks that her boobs gets teleported to her back. This is definitely how NOT it was supposed to be. According to the two long videos shared by the official Tomb Raider channel on Youtube during in the AOD month, she would never do it like that. In fact, she hops back and point the dual pistols perfectly in those videos.

Not only the torso is independent from the lower body, but her arms are also independent from the torso. If you use the dual pistols and keep moving from one side to another, eventually Lara will bug for one milisecond and point each gun to a different side (as we also saw that it was an existing feature in the beta version - shooting two targets at the same time)

I even got to take an screenshot and posted on my twitter.
https://twitter.com/JoachimKareI/sta...93435103580160

@reborninshadows I wonder if that aim system for the dual pistols is still present in the game code, but only messed up as everything else.
I wouldn't be surprised at all at this point if there were things left about that in the final game. I'll look into the parts of the code where it specifically checks if you have the duals or not and see if anything comes up.
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Old 12-01-22, 21:17   #1023
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I remember using Action Replay on the PS2 version back in the day to get the twin pistols and when there were two enemies on-screen, one of her arms would drift away as if hesitantly trying to aim at two targets at once, so yeah it's certain there's some remnant of twin targeting code remaining.
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Old 13-01-22, 16:37   #1024
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Features coming in next patcher release:

- Improved implementation of being able to sprint with guns in hand so that it doesn't have the limitation of not being able to draw your guns while sprinting.

- Disable stair animations

- Enable weapons while wading in water

- Enable weapons in stealth

- Reduce number of shotgun shells per pickup (you get 36 shots per pickup in retail which is crazy)

- Enable shooting in midair and while rolling (experimental)

- Enable consecutive jumps (experimental)

"Experimental" means that I am still looking into making that feature work better and it may have some issues so you can choose to enable it or not knowing this. None of the issues are game breaking.

Last edited by reborninshadow; 13-01-22 at 16:41.
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Old 13-01-22, 17:40   #1025
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Quote:
Originally Posted by reborninshadow View Post
Features coming in next patcher release:

- Improved implementation of being able to sprint with guns in hand so that it doesn't have the limitation of not being able to draw your guns while sprinting.

- Disable stair animations

- Enable weapons while wading in water

- Enable weapons in stealth

- Reduce number of shotgun shells per pickup (you get 36 shots per pickup in retail which is crazy)

- Enable shooting in midair and while rolling (experimental)

- Enable consecutive jumps (experimental)

"Experimental" means that I am still looking into making that feature work better and it may have some issues so you can choose to enable it or not knowing this. None of the issues are game breaking.
Glad to see all these cut mechanics are getting back in.

I have a theory Core wanted to add proper reloading for the shotgun, so putting in one shell at a time but they never implemented it properly so one "shell" of Ammo is a full reload.

It makes the most sense at least, I really doubt that high amount of Shotgun ammo was intentional.
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Old 13-01-22, 17:44   #1026
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Glad to see all these cut mechanics are getting back in.

I have a theory Core wanted to add proper reloading for the shotgun, so putting in one shell at a time but they never implemented it properly so one "shell" of Ammo is a full reload.

It makes the most sense at least, I really doubt that high amount of Shotgun ammo was intentional.
They also wanted to add different ammo types for the shotgun, like the classics, which ended up being cut as well. That explains the frequency of ammo pickups for it.
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Old 13-01-22, 17:52   #1027
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Originally Posted by Jathom95 View Post
They also wanted to add different ammo types for the shotgun, like the classics, which ended up being cut as well. That explains the frequency of ammo pickups for it.

That too.
You can even see the old model in the Storage-lift thing in Bouchard's Club, it's Wideshot ammo while in the lift but turns into Regular shells once you get access to it.
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Old 13-01-22, 21:34   #1028
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I'm glad they cut the wide shot ammo. Does anyone ever actually use it in TR4/5? It just makes the shotgun even less accurate.
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Old 13-01-22, 23:22   #1029
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I'm glad they cut the wide shot ammo. Does anyone ever actually use it in TR4/5? It just makes the shotgun even less accurate.
Not out of preference or anything like that, but I'll use it - though mostly only when I run out of regular shotgun ammo.

Explosive ammo's where it's at.
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Last edited by Jathom95; 13-01-22 at 23:36.
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Old 13-01-22, 23:47   #1030
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Originally Posted by _Seth View Post
I'm glad they cut the wide shot ammo. Does anyone ever actually use it in TR4/5? It just makes the shotgun even less accurate.
I think that's the point, so you can hit multiple enemies easier.
I do think it'd be better if it still shot out more pellets overall so it was a damage increase at point-blank or something.

Quote:
Originally Posted by Jathom95 View Post
Not out of preference or anything like that, but I'll use it - though mostly only when I run out of regular shotgun ammo.

Explosive ammo's where it's at.
Explosives Shells could work if appropriately scarce, maybe still have it fire pellets but each individual pellet explodes so it's an absurdly powerful overkill weapon for tough fights/bosses.
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