Game Discussions Star Citizen Discussion Thread v12

The real pioneering work for FPS games having "seamless" transitions through doors, lifts and transport systems took place in the early 2000's with games like Half Life 2, if not earlier games like Quake 2.
I would add the old Prey game (from 2006, using ID tech 4) had portals opening in other maps, with real time double rendering... Portal (2007) expanded on that concept, you could see infinite portals chaining together. And in both cases seamless map transition. FWIW Doom 2 (1994) had working lifts, Ultima Underworld II too (1993) along with proper doors, Thief (1998) had a 3D sound system that accounted for doors properly (so you could eavesdrop conversations by opening the door slightly..) not to mention of course all these games lifts, door and ladders would not kill you lol.
 
I wonder if this is linked to the layoffs and declining funding/pledgiong/income this year?
Maybe its a way to reduce server cost?

I think it's more of Bathessssda making compromises with the tools they have rather than dream big and not know if it was possible or not. Can't really praise Chris Roberts for doing the opposite because he didn't have a game engine to work from and instead of writing one (being the coder that he is/was) he chose to buy an off the shelf engine that is not known for flying vehicles. Both has game engine limitation, one decided to work within in, the toehr bull-headed tries to do things the engine wasn't designed to do.
I wonder if CIG ever asked Frontier if they would license Cobra to them.
 

but that's like saying Euro Truck Simulator is going to hold me over till SQ42.

More content in a traffic light in ETS2 than in the whole of SC!

Wait, thread is getting downvoted? Amazing. Years ago this sort of post would be the post of the day with everyone drooling over OP's wisdom.
 
I would add the old Prey game (from 2006, using ID tech 4) had portals opening in other maps, with real time double rendering... Portal (2007) expanded on that concept, you could see infinite portals chaining together. And in both cases seamless map transition. FWIW Doom 2 (1994) had working lifts, Ultima Underworld II too (1993) along with proper doors, Thief (1998) had a 3D sound system that accounted for doors properly (so you could eavesdrop conversations by opening the door slightly..) not to mention of course all these games lifts, door and ladders would not kill you lol.
Thanks to your post, today I learned about Narbacular Drop...

 
I maintain that SC could have been made, at least its initial kickstarter promise (and without the fluff, lets drop bowel simulation and sataball shall we), by using a bespoke engine (like Infinity Battlescape or Hellion) and by shutting down CRoberts into a closet, and only bring him out for entertainment and wavy hands action. CiG management and CryEngine are the main factors of failure for this project IMHO, everything else results from this.
 
I maintain that SC could have been made, at least its initial kickstarter promise (and without the fluff, lets drop bowel simulation and sataball shall we), by using a bespoke engine (like Infinity Battlescape or Hellion) and by shutting down CRoberts into a closet, and only bring him out for entertainment and wavy hands action. CiG management and CryEngine are the main factors of failure for this project IMHO, everything else results from this.
Ah, the true spiritual successor to the Freelancer development process, then :)
 
Meanwhile, in the Squadron 42 sub, people are already sharing their ship designs inspired by SR-71 Blackbird, or the Battlecruiser from SC (no, not that SC). There is also a mod for adding DLSS and (at the moment somewhat broken) mod extending the planetary tile exploration.

And the game is going to be fully released only next week.

If it weren't for the games I am yet to finish, and for the upcoming expansion to CP2077, I would jump right in, bugs or not.
 

Viajero

Volunteer Moderator
Another seamless transition through the ship geometry. But it's not a bug here, it's a feature 😅

All games have their share of bugs, even Elden Ring, Witcher 3, BG3 have them. The problem is when they are so massive, broken and frequent that the game is basically crap, such as is the case with Star Citizen.

But I digress, as we have already discussed this already:
If you think that is representative I have some bad news for you:


screenshot-2023-09-02-125927-png.365987


Meanwhile SC released early access is so buggy, incomplete and crappy that does not even deserve the attention of score reviewers. This is as best as SC can get these days:

screenshot-2023-09-02-125713-png.365986

 
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All games have their share of bugs, even Elden Ring, Witcher 3, BG3 have them. The problem is when they are so massive, broken and frequent that the game is basically crap, such as is the case with Star Citizen.
One is in alpha, the other is released. Having more bugs in an alpha is not a surprise (except in this thread 😏 )
 
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