Game Discussions Star Citizen Discussion Thread v12

ofc 3.24 is also on the 4.0 codebase, and a more recent version as well. But having a playtest advertised as 'come play a slightly older version of the game, but with Pyro!' probably wouldn't work as well :)
 
They'd need to get the 4.0 codebase working nice first...

tempevo.PNG


It seems fairly shaky in the 3.24 PTU as it is...

we have tried several times in the last few days to test the new event in the PTU but we still can't say anything about it because the performance of the PTU is currently so bad,
that testing the event is not even possible.
The servers have such bad FPS.
Calling a ship to be able to fly in the first place is difficult, alone landing on a mission without ramming the ship into the ground due to dsync or hitting an enemy because they are jumping around doesn't help at all.
In theory, the event and its missions seem to be well-intentioned but not playable in the current PTUs


Alongside the novel bugs...

MFDs are still NOT persistant. They are back to default, after I stored and re-called my ship.

Severe FPS Drops with MFDs: Whenever I look at the generic MFDs (Multi-Function Displays) inside the 600i, my FPS plummets. The new MFDs seem to be causing significant performance issues, making piloting the ship a frustrating experience.

When loading something on the Zeus with the ship tractor beam, as soon as you set it down, it teleports back out of the ship.


And like, all the old bugs. (Hull C is borked again, mineables not spawning etc)

Nevermind. I'm sure the Zeus bugs will get fixed in time ;)
 

Viajero

Volunteer Moderator
They'd need to get the 4.0 codebase working nice first...

View attachment 404761

It seems fairly shaky in the 3.24 PTU as it is...



Alongside the novel bugs...








And like, all the old bugs. (Hull C is borked again, mineables not spawning etc)

Nevermind. I'm sure the Zeus bugs will get fixed in time ;)
Is it possible that CIG genius modus operandi of releasing extremely crappy, buggy, broken stuff on top of already extremely crappy, buggy and broken stuff is catching up with them slowly but surely?

I mean, I guess you can only ignore how broken your product is for so long. At some point the sheer crappiness and brokenness of it all is going to make quite difficult even to try to release stuff.
 
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Is it possible that CIG genius modus operandi of releasing extremely crappy, buggy, broken stuff on top of already extremely crappy, buggy and broken stuff is catching up with them slowly but surely?

I mean, I guess you can only ignore how broken your product is for so long. At some point the sheer crappiness and brokenness of it all is going to make quite difficult even to try to release stuff.

How many times have we heard from the faithful, when someone complains about bugs, they say "you don't fix bugs until later in development, no point fixing things when they are still subject to change"

Which flies in the face of Agile and just about any other development practice.

I can imagine though, at CIG, with SC being a massive and woefully managed project, devs simply work around bugs when they develop some new code. So, they need to do something that calls upon a routine that is buggy, they either:

a) Develop their own routine to avoid calling the buggy one
b) Patch in workarounds to their code to handle the buggy results from the routine they are calling
c) Just do it and blame their routine not working on the buggy routine, meaning the new code doesn't work as expected either
d) Fix the broken routine themselves... but devs are under pressure, and fixing someone else's buggy code unless instructed isn't likely to happen.

Let's give a simple example, imagine a sideways platformer game, like the old Mario games. The routine for jump should take a parameter jump_height, which is passed depending on current jump height of the character. They may have a standard jump height, maybe its modified by type of jump, or potions of increased jumping, whatever. Problem is, the jump routine is bugged, it only makes the character jump half the height it should. So what is the developer supposed to do who is coding the part that calls the jump routine?

Let's apply these to the variants above.

a) So, they develop their own jump routine, they call it jump2. Now they have a working jump routine. This is fine, except: now there are 2 routines for doing the same thing. Another coder might not know the difference (poor documentation, lack of code comments) and some might call the old buggy routine and some the new, producing inconsistent results. QA won't understand why sometimes the character jumps the right height and sometimes it doesn't.

b) They use the old routine, but double the size of the returned value so it jumps the correct height. Again, with similar results to A.

c) Consistently buggy

d) Great! Now we have a working routine we all call. Except, maybe some other dev already encountered this issue, and instead of doing D, they did either A or B, meaning again, inconsistent results.

Most scenarios lead to further issues down the road.

Fixing issues as you develop provides a stable and predictable base for what is added later.
 
I know sign ups are slow, but not sure killing backers with hoverquads will help...

Everyone that brings a new pilot into the ‘verse by October 31 at 20:00 UTC will get a Consolidated Outland HoverQuad with Copperhead paint for free along with the usual referral rewards. Just make sure your friend uses your referral code when they create their account.

 
Carrack variant in the Citcon goodie bag by the looks...

image.png
Is that a typical link and did it previously redirect properly under the same URL? Could be a forgotten redirect if that was never used.

The -Old delivers a 404. The pledge store links to here:

Edit: could be a generic redirect for variants. So yes, a Carrack variant is probably up.
https://robertsspaceindustries.com/pledge/ships/aegis-avenger/ redirects to https://robertsspaceindustries.com/pledge/ships/aegis-avenger/Avenger-OLD (404)
 
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Most staff saw it as a bandaid over a bullet wound, saying that the company needs a complete overhaul to survive. Some workers think that CIG has already passed the point of no return, with its future heading in an unavoidable crash course due to its mismanagement and overspending. Over the past couple of weeks, I’ve spoken to over a dozen past and current employees on CIG’s current situation, which gives a brief insight into the company’s internal workings and possible future.

 

Lol

Earlier this year, Microsoft was given a brief presentation for Squadron 42,

it’s understood that the game has only just made it to its “feature complete” stage, despite the claims last year.

...with fans planned to see a demo of Squadron 42’s Chapter 1, which was internally said to “get our community on board with the fact they are getting very close to Squadron’s full release.”

one potential oddball is a third game in development themed around a medieval fantasy.

“I’ve genuinely been sat in meetings that got derailed for 30 minutes so that the placement of objects that players are likely never to interact with could be discussed in detail,” said one former employee, “there’s just no actual focus on getting the game done,” they continued.

Never change CIG...
 
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