Game Discussions Star Citizen Discussion Thread v12

Trains:


Skimmed through the stream.

Getting abducted by that train was the closest he got to achieving anything 😁

After meeting a buggy mission giver...


...and wrestling with various panels, he ended up here...


When he finally managed to spawn a ship the hangar thanked him. And then refused to open the doors.
 
AngryGamer guy has continued his bug quest.

Currently he (and everyone it seems) is just going randomly to hangars to see if they can steal other people's ships, having failed to spawn their own...


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1OuwNiT.png


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Currently he seems to be trying to get out of the city, so he can set up a beacon and hope a random with a ship can rescue him.

Only the train has now disappeared. And so have his clothes.

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He gave up. His aim of leaving the planet unachieved.

SC: 1, TAG: 0
 
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this is really going to get worse and worse; as they want to implement more complex things the game will break more and more until it gets to a point where nothing works. At that instant, at that point when they can't sell any more ships or develop caves or rivers to try to hide the real core development that they can't make work, they will have to resort to releasing SQ42 to try to keep the circus alive...

Increasingly feature-deficient patches seem to be taking longer and longer to roll out, and they've barely touched the surface of the to-do list. Meanwhile, I'm sure they have an absolute mountain of high fidelity art assets and environments stockpiled for SQ but unless they can de-jank crucial shared systems like AI and physics then that will also be a disaster. It has the advantage of not needing the networking gubbins, but it also won't have other players and their "emergent gameplay" to distract from amateur-hour mechanics.
 
Seems to be magic sauce.
PlanetSide 1 handled scale much better than PlanetSide 2, sadly far fewer people got to experience PlanetSide 1 in the brief period between it being awful and being awful. You could really get fights of 400+ going and just looking up from a trench at all the weapon spam and aircraft was intense, no culling.

It's not hard to make a FPS with a huge player count, it's just that the skills have been lost. Big FPSes used to run over dial-up back in the day and you have literally 20,000 times the bandwidth today, but it gets wasted by an aversion to writing networking layers, devs go with engine-provided networking and various high-level concepts like RPC and replicated variables. Rather than the careful design and quantization of the past, you'll find bloat squeezed through oodle today.

For an example of how things used to be, Dynamix's programmers wrote up some of the networking model for Starsiege: Tribes (and Tribes 2) here. This was a game that did 128 players over dial-up, had high-speed physics, long-range ballistic weapons, base building, a huge (for the time) map, multi-seat vehicles, etc.. It's a good read and it's still applicable today, the only thing missing back then was lag compensation but that doesn't change the fundamentals. A unique property of it, sadly not covered, is that the client-side prediction could predict acceleration, not just velocity. You could see this in action if you lost connection, vehicles that were turning would fly in circles until the game admitted the connection was gone for good. Was a really impressive pile of tech, the game was also the first I can remember that had IK feet.
 
Surely that's overstating it but; does anyone think this might be the beginning of reality?
Glad to see you are finally seeing the long awaited SC demise on the horizon ;)
I cross my fingers that CIG and Turbulent will be unable to solve the problems of PES on the PU. It would bring so much joy to this forum.
 
For an example of how things used to be, Dynamix's programmers wrote up some of the networking model for Starsiege: Tribes (and Tribes 2) here. This was a game that did 128 players over dial-up, had high-speed physics, long-range ballistic weapons, base building, a huge (for the time) map, multi-seat vehicles, etc..
Oh yeah I had almost forgotten that gem (Tribes 2) - they had everything CiG is still struggling to even comprehend. And yeah our understanding of lag compensation has progressed quite a bit since then. I dont think the amount of information of the state in SC is much more than Tribes TBH both are mostly FPS with vehicles. The problems with SC are multiple - physics engine is broken leading to incoherent state, the "moving maps" concept falls apart everytime you "jump" from one map to another (for instance, across a door, a ramp, a lift..) leading also to completely bonkers lag prediction (try to measure that acceleration with your coordinates make a sudden jump from -10000 to +10000) and they coded their state management the worst way possible, with overly bloated messages, slow marshalling (XML, lol), and absolutely zero idea of how to scale server side code. Worse even, they used the LAN-party era network code embedded in CryEngine.
I like that example of Tribes games as they show it was indeed possible (with some limitations), IIRC Face Of Mankind had a similar netcode too. Still for a true limitless MMO i'd have gone with a much slower, more realistic gameplay, where lag would not impact the gameplay or physics engine so much. Also I'd go with a bespoke coordinate system (probably COI based, the only jump in coordinates would then happen in deep space at L points) in order to avoid the problems arising from spherical planets, for instance. I clearly remember early SC builds when one would be standing at an angle on a planet depending on how you were situated relative to the euclidean coordinate system...
I have no idea how CiG can save that dumpster fire from crashing any further save from pulling the whole core engine out and going bespoke. GL with that given how incompetent and naive they are.
 
I watched a few minutes of some guy (who got on for a bit) on Twitch earlier. Unable to recall his ships, he tried to catch some trains but they weren't spawning. He managed to get one that glitched into view and there was odd scenery clipping through the side of every corridor. His Avatar was butt-naked and he had no idea why. There were the usual clusters of (not Cryengine stock tutorial) NPCs standing on seats. He had no mouse control in the menus. Eventually he fell off the train platform, at the suggestion of his chat, attempted to glitch through an invisible wall using a dance emote.

It was then that I realised, once and for all, the true spiritual successor to Wing Commander was everything Chris promised and so much more.
 
I watched a few minutes of some guy (who got on for a bit) on Twitch earlier. Unable to recall his ships, he tried to catch some trains but they weren't spawning. He managed to get one that glitched into view and there was odd scenery clipping through the side of every corridor. His Avatar was butt-naked and he had no idea why. There were the usual clusters of (not Cryengine stock tutorial) NPCs standing on seats. He had no mouse control in the menus. Eventually he fell off the train platform, at the suggestion of his chat, attempted to glitch through an invisible wall using a dance emote.

It was then that I realised, once and for all, the true spiritual successor to Wing Commander was everything Chris promised and so much more.

Luckily he found some trains earlier ;)

Trains:

 
The copium in General is just astounding.


Ass Kissing.jpg


Seldom have I witnessed that level of ass-kissing even among sycophants of career-level politicians. I award a Cringe Level 10 out of 10.
 
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