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roadtovostok
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Mini Dev Build - Magazine System

IMPORTANT (Read before downloading):
The following dev build was made by extracting multiple features from the commercial branch and combining it to some legacy demo branch elements.

This method is messy, might produce possible conflicting files and doesn't represent what the actual early access will look like since there's still demo elements in place related to this extraction method.

Extra warning: Development builds might override the demo save files.

What's new

New controls (Not yet available in input settings)

Known issues & limitations

How to test?

Info and rules

Download link:

https://drive.google.com/file/d/1eqBZZEwM2e5R708fowSAt9dJYHrGUqv9/view?usp=sharing

Feedback

-Antti (Developer)

Comments

encountered first bug, when inserting a magazine for your primary instead of switching to the primary to load the magazine character just reloads the equipped secondary

Brendon

Last from me) Some other bugs/breaks: - if I start animation of weapon inspection and after that immediately scroll by mouse wheel, animation goes weird. Same in opposite direction, but now start animation by scroll and immediately press X. Video: https://drive.google.com/drive/folders/1-AAmh3LeUNLPwW9m4kOR9Iklsxf-3-xM?usp=sharing - UPD!!! Bug repeats on any gun with possibility to install silencer and with any scopes. Bug repeat on all weapons, where PBS silencer attaches. If i install scope, change his position to front or rear limit and install/uninstall PBS, scope start moving by himself beyond the limits. Video: https://drive.google.com/drive/folders/1uV5KQtPblU2aC-dp8qh4wI_9OW4HE0lI?usp=sharing

iDrymar

Excellent Feedback Anssi, I agree with just about everything.

Soul

General thoughts / feedback about the magazine system? -It's generally intuitive and I like the feeling of manually chambering weapons (even though it is just partially implemented). Testing is generally difficult as this map has no objectives, so we have to think hard about all the use cases. Being able to play a map like with Apartments would lead to more discovery of functional issues and ergonomic complaints. Can you break the magazine system or animations? -MP5 (all variants) cocking lever jumps in position on first reload and doesn't lock back when empty. Inspecting a weapon and turning it quickly (scrolling up and down) lets you see the bullets inside the magazine. Can you break the audio sync related to weapon handling? Have not noticed audio issues. Can you break the dynamic weapon icons with attachments? Have not noticed issues with UI images. Manual chambering / charge feature opinions, should it be automatic? -In general I really like the feel of doing it manually. The animations are crisp so it feels satisfying and suits this hardcore genre. LMB to chamber the first round feels strange, but so long as keybinds are all customizable it's not a problem. As an example, for me personally I would like R for reload (normal) and to prepare to insert rounds for the Mosin/shotgun (usually Ctrl); and C to cycle Mosin/pump shotgun (usually R) and to chamber the first round (or release pistol slide) of magazine fed weapons (usually LMB). So long as key binds allow me to achieve this, it's good. Is it annoying that the ammo loading to magazines stops if you close the interface? Even though it's unrealistic that you can do other things at the same time, should it keep loading while closing the interface? -It's most annoying that it doesn't save your progress. I think you should be able to walk and load a magazine, that is realistic; maybe sprinting or drawing a weapon will stop it. I think you should also be able to move other items around in your inventory while loading a magazine; even though this is not the most realistic, I think it is a good quality of life compromise because just sitting and waiting is not immersive or fun. Other bugs: -I managed to get stuck in the inventory menu with no way to dismiss it, seems to be repeatable by hitting R then Tab in quick succession. Suggestions: -When a magazine is empty, maybe holding R could execute a slow reload, checking the new magazine for ammo capacity before inserting so you know how much ammo you have in your gun. -Standardize magazine prioritization. Right now if you have multiple magazines there doesn't seem to be logical reasoning for which magazine is selected for a reload. I think it's currently based on the order the mags were picked up. Should it be done by inventory position, or in order of most-ammo to least-ammo in the mag? Should there be a user selectable option for mag prioritization if there are different preferences?

Soul

1. General thoughts / feedback about the magazine system? Everything overall looks very good. Animations are smooth and pleasant to look at. Magazine system definitely fleshes out the game, and i’m very happy that we are getting closer to the magazine system. There are some bugs i found and there is some feedback i would like to give. 1.a. I think you should be able to: - Ammo check a gun without a magazine. - Insert an empty mag into your equipped gun with pressing R. - Chamber a round to a gun by dragging bullets on a gun while in inventory. - Empty a chamber of a gun that has no magazine attached while the gun is equipped in your hands. - Rack the slide with a button press (More about this in section 5.b.). 1.b. If i’m totally honest, i personally think that an ammo check shouldn’t show the exact number of bullets in the magazine. Being able to know this feels unrealistic and not immersive. I think the ammo check should show an estimate that would simulate how the weight of the magazine would feel in the character’s hand. The info could be for example: - Empty - Almost empty - About half full - Almost full - Full In my absolute dream scenario the ammo check would also check the chamber by pulling the slide just slightly back so you could see if there is a round in the chamber. Similarly how the shotgun performs the ammo check in the dev build (although there is no cartridge visible in the chamber even if the shotgun is loaded and chambered, but the animation is extremely cool and satisfying). 1.c. In my opinion, the less time you have to spend in your inventory to perform actions only via the context menu, the better. My preference is that the more actions you can perform outside the inventory and through pressing buttons, the better. I don’t mean that anything shouldn’t be done via context menu. I just hope that weapon handling and magazine manipulation could utilize pleasant and intuitive button pressing and combinations as much as possible. Maybe ideally there would be button pressing and also context menu options for the same actions. 1.d. Loading bullets into magazines. The new sound for inserting bullets into magazines is a lot better than what is currently in the demo. I really hope that you could equip a magazine in your hand and reload bullets one by one, maybe by constantly keeping a dedicated button pressed (e.g. R or LMB) while you have correct ammo in your inventory. In my opinion this would ultimately be the most immersive and satisfying way of reloading your magazines. Even if that is not going to be a feature, I suggest a small tweak to the current reloading: - Currently the pace of bullets being loaded into magazines is unrealistically high, which i can understand to not make this frequently occurring action feel tedious. - I suggest that the time it takes to reload bullets into magazines wouldn’t change, but the pace of the sound of individual bullets being inserted would be less frequent and closer to realism. I don’t think it’s necessary to hear the exact number of bullets being inserted into magazines. I can imagine how the slower pace of insert sounds would feel more satisfying. 2. Can you break the magazine system or animations? 2.a. With some guns the ammo check takes the magazine outside the screen. You can only see the green ammo count number briefly in the beginning and in the end of the animation. It looks a bit off and weird. Even though you can do ammo check while high ready and that helps you to see the magazine and ammo count completely, i still feel that all guns should function similarly and consistently with ammo check. The guns with this problem are: - MP5K - MP5 - MP5SD - KP-31 - KAR-21 (just slightly outside of the screen, but still looks weird) - Makarov 2.b. - If you holster your gun or change to another gun in the middle of an ammo check, the green numbers will stay visible and float in the air. This can be fixed by doing another ammo check on any gun. - If you do an ammo check while canted aiming, with some guns the magazine will be taken outside the screen and the ammo count cannot be seen. - I was able to load 9 rounds into Mosin (1+8). - I was able to break the Mosin in a way that is hard to describe. I was inspecting it, reloading it without animations and high-reading it when it shouldn’t be possible. 2.c. Somehow i was able to get the game stuck and softlock in inventory. - I equipped an empty RK95. - I loaded a mag and inserted it into the gun. - When i opened the inventory immediately after this, i was not able to get out of the inventory with tab or esc. - I had to ctrl+alt+del to close the mini dev build. - This was the very first thing that happened when i started testing. - I was not able to recreate that situation, so this happened only once. 3. Can you break the audio sync related to weapon handling? - Only when you glitch the Mosin in the way described in section 2.b. 4. Can you break the dynamic weapon icons with attachments? - When you have a gun with a rail in either weapon slot and swap scopes continuously, the scope will move itself with every swap among the rail. Eventually the scope can be really far from the gun and float in the air. 5. Manual chambering / charge feature opinions, should it be automatic? 5.a. I think it should not be automatic. I think racking the slide and chambering should only happen when the player willingly does that. I think that would be consistent, cool and a good way to avoid confusion. 5.b. I think racking the slide should be a separate action that has its own dedicated button that you could reconfigure. Benefits from this: - You would have more control over your weapon handling and gain huge satisfaction while learning it. - You could unchamber your gun easily and logically ( and in the future maybe clear certain malfunctions?) Example and an idea for racking the slide: - You rack the slide by pressing T. - This would leave the button R for only magazine manipulation purposes. 6. Is it annoying that the ammo loading to magazines stops if you close the interface? Even though it's unrealistic that you can do other things at the same time, should it keep loading while closing the interface? - Yes, it is annoying. I think you should be able to continue loading/emptying magazines even after closing the interface. Loading/emptying magazines should only stop if you do another action, for example equip a weapon by pressing 1-5 or if you jump or start to run. Crouching shouldn’t stop loading/emptying magazines. - Also it’s weird that the change in the amount of bullets in magazines is not saved after interrupting loading/emptying magazines. I think the amount of bullets in the magazine should be saved if you interrupt your emptying/reloading. 7. Bugs/Glitches: - This bug happened once: During ammo check, if you inspect your gun by pressing x, the placement of your gun gets weird and you softlock the game. You cannot enter inventory or demo settings by esc. You have to alt+f4 or ctrl+alt+del. I couldn’t recreate this. - I wasn’t able to combine some ammo types’ piles in the inventory. You cannot combine: 9x18, .45ACP 9x39 7,62R .223 .308 7,62x54R 12/70 You can combine: 9x19 4,7x30 5,45x39 7,62x39 8. Other notes Löysin salaisuuksia kartan alta.

Anssi


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