Game Discussions Star Citizen Discussion Thread v12

Does this mean planets are cubes? :)
Probably not in the same way that Elite’s planets are cubes (there’s a video with the excellent Dr Ross describing how ED’s inflated cubes work) - seeing as they are a separate space from…er, space, then I’d guess they are flat planets working like a massive Pac Man map (assuming you could travel completely “around” one).
 
Probably not in the same way that Elite’s planets are cubes (there’s a video with the excellent Dr Ross describing how ED’s inflated cubes work) - seeing as they are a separate space from…er, space, then I’d guess they are flat planets working like a massive Pac Man map (assuming you could travel completely “around” one).
Some tests from a player removing actual boundaries.

Source: https://www.youtube.com/watch?v=WyfWOBbxuL4


Source: https://www.youtube.com/watch?v=1M6y41-zdO0
 
Yes, I was wrong on the data 1kmx1km, doesn't change the fact that you are in a limited map.


You are true, for 1000 planets you will land for each piece of map on the biome assigned to the zone (1 to 5-6 biomes by planet). This biome will be one of the 10 biomes existing in game. So once you have seen each one of them (only 10 different biomes), every planet will look the same appart the skybox.
And for the number of POI, if it's not 4, it is 5 ? or 6 ?
Just a funny observation, for someone who doesn't play Starfield you sure can explain how it works. Dare I say with the same confidence as when you explain stuff in Star Citizen.
 
My guess is that some of those are under the wrong impression SC is still a crowdfund project when in reality SC revenues are for the most part regular sales of a product sold as is since it went early access around 2016, if not earlier. And a few of them also probably honestly think SC is in such a sorry state that it does not even warrant a review and do not want to dignify it with one.
Quite possible, though it could only be known for sure if they were asked why they haven't reviewed Star Citizen yet.
 
Yes, I linked to the Reddit thread by the creator of those videos in an earlier post - an important bit is at the end of the video description:

“Regarding performance: Yes, I get low fps and loading screens. I am forcing the game to run on Ultra on a below-specs card, and am further stressing the game by moving quickly and forcing it to quickly load and unload an enormous quantity of data. This is not regular gameplay, so concentrate on the important aspects of the video.”

This is like a proof-of-concept of what might be possible when the Creation Kit comes along early next year - a buggy pre-Alpha or something along those lines 😁

I think we’ll be seeing interplanetary travel and ground vehicles in 2024.
 
Did you really criticize the NPC AI of a finished, working game ? Do you really want us to post examples of that absolutely incredible AI in Star Citizen ? Or maybe T-posing place holder assets is the end game in AI we obviously cannot understand ?
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You can see people's minds turning into rubix cubes in that thread...

'CIG are of course a little bad because I did not get my 600i skin, but they are also very good because nobody has done footprints that prove the game is not a scam before. Although I do think they are also a bit scammy because I bought the Polaris, but I do love the Polaris so I must conclude that they are good.'

'H1'
 
Oh my 😁

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@LeakNews Extra! Extra! Read all about it! The biggest leak in a long time, featuring... let's see here... almost entirely bad news!

1. Earlier reports that meshing was in testing are highly contested. Testing for meshing appears to be either non-existent or kept within an extremely small group. In digging more into this kind of information/expectation we have determined the following:

• CIG's staff are kept in the dark and are teased progress similarly to us. Like us, they were also told a vague "EOY" for 4.0 until, like us, it slowly slipped away from the mouths of management until it's all but moved back.

This is to say that 4.0 was in fact planned for the end of the year for a good portion of this year, this of course getting pushed back. The current release is unknown as meshing remains a CIG enigma, but things are not looking good as previously believed.

(Information above comes from several ex-devs and several active devs)

2. The tools are apparently in an abysmal state-RASTAR in particular. Some have reported multiple weeks of downtime, mainly down to a mixture of stability problems, Ul problems, and workflow problems. They have reportedly even considered cutting RASTAR entirely due to its state for a number of months (though obviously this didn't happen).

(Information above comes from several active devs,+ an ex-dev)

3. Squadron 42 is in over time mode. Developers are working hard, overtime in some instances, to shift towards an eventual release in the near (1-year) future." Development has been described as steady, but confidence in the final project is mixed. It's described as a very pretty game lacking in gameplay (when compared to Starfield). It will likely still release next year as we've previously mentioned.

(Information above comes from several active devs, + an ex-dev)

4. Management is what almost every single developer has agreed is the biggest problem with CIG. Management is a problem for a large number of reasons which can be mostly tied down to unrealistic goals/expectations, pee poor communication skills, and generally just not being good at allocating resources. Some particular instances we can corroborate include wanting to flood locations with "1000s of NPCs" despite the game not being able to handle it, lying about failures in documentation, failure of keeping certain projects organized causing months of work to go in the trash, and much much more. It's gotten so bad on some projects that developer infighting between studios over project ownership has occurred in multiple instances. This can all be traced to individuals in management who are arrogant, reject feedback, and cannot organize worth a damn.

(Information above comes from several ex-devs and several active devs)
 
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Yes, I linked to the Reddit thread by the creator of those videos in an earlier post - an important bit is at the end of the video description:

“Regarding performance: Yes, I get low fps and loading screens. I am forcing the game to run on Ultra on a below-specs card, and am further stressing the game by moving quickly and forcing it to quickly load and unload an enormous quantity of data. This is not regular gameplay, so concentrate on the important aspects of the video.”

This is like a proof-of-concept of what might be possible when the Creation Kit comes along early next year - a buggy pre-Alpha or something along those lines 😁

I think we’ll be seeing interplanetary travel and ground vehicles in 2024.
Look, unless he's offering to sell you jpegs for hundreds or thousands of dollars, and building up a studio and spending 11 years on a pre-alpha of his work, he's not revolutionizing gaming. Where's the cash grab?! Where's the long posts of technical word salad saying nothing about actual progress? What an amateur!
 
The reality is that Bethesda have released a half baked game ...

Apparently then, I'm living in an alternate reality...

starfield-reviews-v0-hj0eyojz2pmb1.jpg


Also on a personal note, I'm really enjoying Starfield. I'm only about 8 hours in, with 2 mods so far (the StarUI Inventory mod is excellent).

I think the more relevant comparison should be with Squadron 42, so we'll just have to wait and see how they compare. (Hmmm, did I just create a third alternate reality, one in which SQ42 gets released?)
 
but it's still limited to a certain amount of tiles (I can't find the exact measure) and is just a tiny portion of the planet.

And...wrong again, you can have locations for a certain number of tiles stored and those tiles remain generated while you have that stored data, but over that limit, I believe the default is 5, each time you explore a new tile the oldest tile is removed, the tiles will cover the entire surface area of the planet if you want to explore methodically but the game won't keep all that data stored since that would mean storing the location data in excess of 100 million tiles, so you can see where it's impractical to store all that data. Of course storing it is one thing, it could be done I suppose given the storage space and computer power, but then the player actually looking at a list of 100m+ locations and picking out the one they want?
 
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