@OP & interested readers:
Well, now that pl0x and caveman made me actually think about it, I realize that this
is a bad idea (for Tremulous). Here's why. The server only tells the client the absolute minimum it must about changes in the game world. With your idea of having the server have to tell me that I just ran thru eight reload animations, it doesn't matter if you make the individual shell reload very short. You've added to the complexity of what the virtual machine has to tell the client to render. :-?
(It's just like when you get "stuck" to a wall you are just rubbing up against: it take valuable milliseconds for the server to gather up all of the updates and parcel them back out again, and meanwhile you're dead. Tremulous plays fast and smooth just like it is now.)

While I agree that it is an interesting idea from a tactical standpoint, I don't think it's necessary, and I don't think anyone with a slow framerate is going to really get that caught up in using it. Which is pretty much what the people you think are flaming you said, I just turned down the heat to a low simmer.

Yelling "idiot" at people is a well-respected TremForum tradition, endorsed by Timbo himself. Get used to it or hie thee to the curb. :wink:
Check out a few of the Good Ideas I've had.... :roll:
You sound like a cool person with thoughtful suggestions who is even willing to make them happen. Don't worry about n00b pl0x flaming you. He's got a low tolerance for other people's shortsightedness sometimes, but after giving me lots of crap early on, he's now my forum pal. Sometimes the people who challenge you the most are the people worth interacting with...

I could be wrong, but read this and see what you think:
NetworkingQuake 3 uses a "snapshot" system to relay information about game "frames" to the client over UDP. The server updates object interaction at a fixed rate independent of the rate clients update the server with their actions, and then attempts to send the state of all objects at that point in time (the current frame) to each client.
The server attempts to omit as much information as possible about each frame, relaying only differences from the last frame the client confirmed as received. Almost all data packets are compressed using Huffman coding using static pre-calculated frequency data, to reduce bandwidth even further.
Italics mine.
I admit I don't know that much about it, but if you look up Huffman coding and virtual machine you'll see that adding multiple repeated animations is not going to make Tremulous play any smoother. Just my wiki-informed opinion. Feel free to enlighten me.

why are you people so stupid?
...what's wrong with realism in futuristic games?
Plus, we've got a rifle, too. And it's undeniable that both the rifle and the shotgun are modelled after today's standards, thus meaning that an idea to make the shotgun more 'realistic and fun to use' are validified...
But I guess you were just trying to talk sense to the thick-headed, as usual, plox.
[flame]
Idiot! :evil: pl0x is absolutely right about realism. The machine gun and shotgun are holdovers from Trem's Q3a genesis. They are in no way "modelled after today's standards". They are inherited from Quake, and before Quake, from Doom. They don't even look like "real" guns! How much more obvious could their provenance be? Think before you type! The Tremulous shotgun is so
NOT the Remington 870 Wingmaster that your dad shoots geese with.
The machine gun is the default Quake3 weapon, and the shotty is a valuable tool that's well-respected in the shooter world as the alternative to the assault rifle. Trem has very little
backstory, but it
is about alien bugs and space marines who all look alike. Realistic? I hate to be flamey, but would you people stfu about the friggin' realism already?!? Worthless argument. Completely invalid. Grade: PHAIL!
"Yes, Quake should be more like life (or more life-like)." Go play a game about washing the dishes. When I hear people say that scifi shooter games should be more realistic it makes me think you don't get Doom/Quake/Tremulous at all. Umm... space marines? Blasters? Invading aliens? Hello? There are plenty of SWAT/Infiltration/WWII/Combat/youpickthescenario games to play for realism. Might I recommend Enemy Territory? By the way, the word you're searching for is "validated". Your argument, however, is not. Jackass... :roll:
[/flame]
If anyone wants an informed opinion about the shotgun, ask
_Equilibrium_. He can
slay with that sucker. Without any nerfed/buffed/reanimated single-shot reload modification.