Game Discussions Star Citizen Discussion Thread v12

Still believing that SQ42 will never be released ? That it will be forever alpha ?
But I understand, it's really a bad news here to know that SQ42 is near the beta stage.
No, I'm sorry, but I don't think that you do understand, or perhaps, chose not to.

Most of us here, I believe, will be pleased and happily pay for and play both SC and SQ404. Should they ever be fully released*, and be decent, playable and fun.

Our cynicism stems from SQ404 being ten years overdue. Further cynicism stems from SC missing 108 systems, after 'the same' ten years. Ten+ years filled with promises and techno-babble, 'all meshed together', and used as chaff.

* and, for me at least, preferably through Steam, where refunds come without quibbling and the reviews can be blunt.
 
Our cynicism stems from SQ404 being ten years overdue. Further cynicism stems from SC missing 108 systems, after 'the same' ten years. Ten+ years filled with promises and techno-babble, 'all meshed together', and used as chaff.
Plus this being to my recollection the third time that it's been declared "Feature Complete" and almost ready for release. I'm sure there's some sort of fable about a boy and a wolf that's relevant to the hype cycles involved here and our general level of apathy towards any of the claims being made at Citizencon.
 
No, I'm sorry, but I don't think that you do understand, or perhaps, chose not to.

Most of us here, I believe, will be pleased and happily pay for and play both SC and SQ404. Should they ever be fully released*, and be decent, playable and fun.
3-4 years ago I would of paid for Sqn42. Now after all the lies and misrepresentations? Not a chance in hell would I give that company any cash.
 
Source: https://www.youtube.com/watch?v=6jIaH_0ylCw&t=22s

  • There's a 'green authority' pico in the purple server. This isn't supposed to happen. It's supposed to handover authority to the server it's within, as happened with the other items.
  • What's going on with the red server view [dgs-mesh-02, top right]? It seems that:
    • On the red server view a 'green' Pico gets shot into the streamed-out purple server (and falls down into the abyss).
    • On the green server view it doesn't move at all.
    • Another player then shoots the unmoved green Pico into the wall. On the green server this is fine.
    • On the red server it teleports out of the abyss back to its original location so it can get shot into the wall.
    • At minimum this suggests to me that shooting, and viewing, across server boundries may not be quite as reliable as the presentation implied ;). (And at worst the whole system is going to be chugging along doing a lot of redundant / errant calculations?) [Even if in this scenario I'd assume the Pico would still ultimately be tracked correctly by the RL, as the green server had the authority view.]
Thanks a lot for these videos and the analysis, which shows that "all that glitters is not gold".

By the way, in that 1 minute video of yours, at 40'' we can also observe that the player who goes to the red zone (on the red server) turns around and shoots against a Pico below... on his way he drags another Pico, but that displacement is not observed on the other 2 servers. On the other hand, that Pico bounces against the wall, but its subsequent displacement is completely different in the 3 servers (in the green one it has a very exaggerated bouncing movement and in the others it does not). In addition, shortly after, another player appears in that area, and we can also see that there is a disynchrony of Picos in the 3 servers...

All this in a closed and controlled demo, with 3 mini-servers in 3 mini-scenarios with a small group of entities. CIG wants me to believe that they already have the Server Meshing... please tell me how they intend this to work with hundreds of servers in a real MMO with thousands of users doing crazy things with millions of entities, and all this with different connections, with different pings, with the desync and lag inherent in a MMO, etc...

Well, as always; until I see it working correctly on my own computer, I don't believe much or anything about CIG.
 
By the way, in that 1 minute video of yours, at 40'' we can also observe that the player who goes to the red zone (on the red server) turns around and shoots against a Pico below... on his way he drags another Pico, but that displacement is not observed on the other 2 servers. On the other hand, that Pico bounces against the wall, but its subsequent displacement is completely different in the 3 servers (in the green one it has a very exaggerated bouncing movement and in the others it does not). In addition, shortly after, another player appears in that area, and we can also see that there is a disynchrony of Picos in the 3 servers...

Nice one :)

(Yeah I included the longer segment for context [the QA guys were just logging in etc], and because I figured there'd be other anomalies to find ;))
 

Viajero

Volunteer Moderator
I wouldn´t put too much effort into analyzing the items in that video. In addition to being plain broken as you show, for all we know it could just be a bunch of code put together to just show whatever they want to show with zero relation to practical server meshing in the game.

Still remember when in high school, a friend and I programmed a fake scripted plane simulator, that would take off, and then crash without the "player" being able to do anything about it. We would show a bunch of keys the player could configure to control the plane, flaps, landing gear and what not. But the plane would invariably crash every time.

Some "players" would try several times and then would go on praising it and telling us how realistic and difficult it was.
 
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They can already fit Stanton in one server (and Pyro on another) so I imagine that they'll be doing static meshing at the jump gate for now, so none of that stuff they showed will be relevant (yet). It's only when they switch to dynamic meshing based on where ppl are in the 'verse that handover starts to matter - and even then the demo of 3 servers in a corridor is extreme - you'd need an awful lot of players in that corridor (though I bet ppl will try it).

I guess it will be another source of 'what just happened?' to add to all the existing ones 🤷‍♀️
 
Plus this being to my recollection the third time that it's been declared "Feature Complete" and almost ready for release. I'm sure there's some sort of fable about a boy and a wolf that's relevant to the hype cycles involved here and our general level of apathy towards any of the claims being made at Citizencon.
"Wer einmal lügt dem glaubt man nicht und wenn er auch die Wahrheit spricht." - that's an idiom here of the kind "Fool me once", but then there is no fooling twice.
 
I wouldn´t put too much effort into analyzing the items in that video. In addition to being plain broken as you show, for all we know it could just be a bunch of code put together to just show whatever they want to show with zero relation to practical server meshing in the game.

Still remember when in high school, a friend and I programmed a fake scripted plane simulator, that would take off, and then crash without the "player" being able to do anything about it. We would show a bunch of keys the player could configure to control the plane, flaps, landing gear and what not. But the plane would invariably crash every time.

Some "players" would try several times and then would go on praising it and telling us how realistic and difficult it was.
Yep, it might all just be made up, but I don't think they would work in glitches, lag and desynch.
 
And I'm amazed how little you know about the game.

Source: https://m.youtube.com/watch?v=H6M1OF_E0IA&ab_channel=HarosofStyx


You just have to connect to SC during a freefly to see that it's really in-engine :sneaky:


Sidenote (because I guess you don't know it) : the first half of the video is about what's ingame, the other half for what CIG want to add next year.

Correction: The first half of the video was a load of bovine excrement whose only bearing to the reality in-game is that it is technically true. It was done in engine, and as many game studios have demonstrated over the decades, there are quite a few tricks they can use to make an “in engine” video look much better than what you’ll see on your typical PC or game console.

As for the second half, given CIG’s long history of lying to backers, I’ll believe it when I see it. Who can forget this little stinker from 2016?

Source: https://m.youtube.com/watch?v=LIiMqVdbHqo
 
Yes they work for years on it.
Graphic API are not my domain but for what I understand, there is three ways to add Vulkan to a game made with Direct X.

The easy way is just adding a Vulkan translation of the DX output. I guess there is softwares you can buy dedicated to this task. It's a mandatory step if you want your software to run on Linux. It add a layer to your software so I guess it also add bugs and a slight gain loss in performance.

The hard way is to ditch DX and rewrite all the existing calls of the graphic API.

The really hard way (when you have an old DX) is like the last but you also want to use all new specific calls and technicities of modern graphic API (like ray tracing) so you have to heavily rewrite your software. That's what CIG is doing.
The second and third options are the same. Keeping up with modern advancements is irrelevant because it applies to any API, and is only worse in StarCryLumberEngine's case because of how long it's been in development, how far the technology has moved in that time, and what a horrific mess it clearly is.
No one outside of some basic shovelware developer would do it the first way.
 
The second and third options are the same. Keeping up with modern advancements is irrelevant because it applies to any API, and is only worse in StarCryLumberEngine's case because of how long it's been in development, how far the technology has moved in that time, and what a horrific mess it clearly is.
No one outside of some basic shovelware developer would do it the first way.
Yeah, gfx API is not my domain but isn't that the hard way. And if I pull a bit more out of my rear there is even the hardest way, so I can make Scam Citizen look like deliberately working diligently while all they have produced is A WHOLE LOAD OF NOTHING.
There is no renderer rework. There is no Sq42. There is no diligent work.
There is only:
No plan
No clue
No progress
Dishonesty
Lies
 
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