The Star Citizen Thread v 3.0

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I've never seen people so obsessed in arguing with people so obsessed by a game that they supposedly hate and have no intention of playing.

The funny part is that most of the posters in this thread, have SC packages and are backers.
 
Oh and I should note that if you don't claim to be 100% accurate, you can just get away with set yaw/roll/pitch forces instead of trying to simulate individual thrusters, and just animate the thrusters to roughly correspond with what the ship is doing. You know, what Elite is doing. It's cheating, but so is Star Citizen's 90-starsystem galaxy.
If you want realistic physics you won't beat Kerbal or Orbiter anyway.

Exactly, but no...he had to go "uber realistic" route and then, ironically, fail to deliver the desired results :D
I mean, who cares about that anyway if the ship handling sucks ?
 
Exactly, but no...he had to go "uber realistic" route and then, ironically, fail to deliver the desired results :D
I mean, who cares about that anyway if the ship handling sucks ?

It's an overcomplicated route given the result and the overall gamedesign choices. Also, there's some kind of dissonnance between ships designs, flight model, and how they're presented in cutscenes/ads. Same for the FPS side with their will to stick 1:1 with character anims. Counterproductive and I bet it could end being a hassle to balance.
 
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The more features have influence on FM the more complex balancing get. But also more depth. When all modules merge and these features are in the main code base the can iterate to final FM that get refined.
As for the huge detail. Well that is where bigboy stand above the small boys. More detail more realistic asset. Hand modeld need big art team thus large budged en lot of time.

If they just got 2 mil he would made something much smaller with in that budged. More abstract.

I backed this game when it was already 62 mil so I specificly pledge for a much bigger production.
As Privateer , Freelancer and Wingcommander gamer. I would expect more sonething like those games.

There are lot of small production most relying depending on PCG without SC
ED is more of the big ones. But SC is league higher.
But most argument against SC are based what common in small productions.
 
There are lot of small production most relying depending on PCG without SC
ED is more of the big ones. But SC is league higher.
But most argument against SC are based what common in small productions.

A league higher in what degree?
What's the name of the league?
 
Yeah that's gonna be the cinematic stuff which is of course nothing like the actual game. Then again, Elite Dangerous made the same mistake.

But, I have a complaint to make about that presentation:

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The ship interiors looked okay (not super amazing, but okay), but everything else?

And read those youtube comments:

"I love the animation quality, everyone seems so alive."

"It is also cool to remember this is a ship, not a level."


Am I somehow getting a different video than those people?
 
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Yeah that's gonna be the cinematic stuff which is of course nothing like the actual game. Then again, Elite Dangerous made the same mistake.

But, I have a complaint to make about that presentation:


The ship interiors looked okay (not super amazing, but okay), but everything else?

And read those youtube comments:

"I love the animation quality, everyone seems so alive."

"It is also cool to remember this is a ship, not a level."


Am I somehow getting a different video than those people?

Is that Mr Bean?

Anyway, I thought they apologised before the vid about the quality (can't remember details) so those comments seem a little odd.
 
Well disregard the video quality, but the animations and models were pretty terrible. When the little ship comes in to land in the beginnig there's zero realtime shadows. Character hair keeps popping in and out. It's quite a mess. I know this is a work in progress but I just hope this is not indicative of the final product.

One thing I don't get: People are somehow amazed by this. Criticism is met with "well it's pre-alpha/alpha/not done yet" and other such explanations. So which is it? You can't have both!
 
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If you watch the presentation itself I think Chris mentions couple of times that animations, models, etc. are still unfinished. I don't see any problems with that.Star Citizen is being developed very openly and unfortunately it seems to backfire in a sense people are able to bash unfished project.What comes to flight model next ATV should include an interview with Calix who talks about and shows a demo of _first_ upcoming flight model update.
 
Well disregard the video quality, but the animations and models were pretty terrible. When the little ship comes in to land in the beginnig there's zero realtime shadows. Character hair keeps popping in and out. It's quite a mess. I know this is a work in progress but I just hope this is not indicative of the final product.

One thing I don't get: People are somehow amazed by this. Criticism is met with "well it's pre-alpha/alpha/not done yet" and other such explanations. So which is it? You can't have both!

Well the truth is the truth. Check this video from 1:39:04 on

[video=youtube_share;IehITxsK4Fs]https://youtu.be/IehITxsK4Fs?t=1h39m4s[/video]

and read this comment from CIG's Sean Tracy

Hey guys,

Just wanted to chirp in here as I've been pushing our pipeline forward.
So you guys are aware we produced 15 MORE characters than Ryse shipped with, in about 4 months (faces). Having worked at Crytek and on Ryse stuff I have a very good idea of the time each of these characters usually gets and comparing up against Ryse won't bring us out on top quite yet as we are far from completed (and thus why you don't have SQ42 in your hands!)
The main thing is that most faces takes about a year to complete perfect. You are seeing Bishop who got only a few weeks compared to a year of work.


The other very obvious (but overlooked fact) that the comparisons to Ryse are a bit skewed because most of the cutscenes are pre-rendered (not real time) and in fact we used a different technology (called Cinebox) to render the cutscene videos for Ryse back at Crytek.
So keep in mind SC will run in REAL TIME with the cutscene rendering on your PC not before hand so that there is zero texture shock between cutscene and gameplay.

The best indication you'll have right now of the quality we are reaching for is Bishop who still as of now is about 3/4 complete with very little time for subtle polish quite yet. This is why we are releasing those guys in 2016 ;) I'd be happy to have you guys compare to other released games once we are released :) until then its a bit early! Even at this stage though it's not far off and the tech is identical, if not further, than Ryse was already.

I'd like to note to for Morrow tour the lighting can really hurt the scenes, you are seeing many cutscenes in Ryse that we poured over the lighting and rendering of for hours and hours on end, where as in Morrow tour this is all in game real time moving around with very little pre canned cinematics, much harder to get right and just takes time. We like to show you guys where we are at as of now though, but expect much more polish and even more gorgeous things to come.

The pipeline is awesome and we've made this so fast to cut the time to produce these down to weeks instead of years so you're seeing alot of quantity over quality at this exact moment.

Source: https://forums.robertsspaceindustries.com/discussion/comment/5749176/#Comment_5749176

Bishop was indeed an achievement point as it is "feature complete" meaning it's got all the tech and used the full pipeline that was developed and is the highest tier of character we will have to contend with. It's a huge achievement just as most might know feature complete doesn't at all mean finished :) We call it look dev that comes next. Essentially tuning each piece so that it sings and includes ships and lighting especially.

We big battle we have is keeping consitency between environments, ships and now characters. Its important though different pipelines get used that they all react to shading the same and exist in the same "pbr scheme" as the rest of the assets. Inconsistency of assets is what you guys are seeing mostly (meaning asset does different things under different lighting conditions etc..) The only fix for that, is the fun part of our jobs which is polish :)

Source: https://forums.robertsspaceindustries.com/discussion/comment/5749986/#Comment_5749986
 
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If you watch the presentation itself I think Chris mentions couple of times that animations, models, etc. are still unfinished. I don't see any problems with that.Star Citizen is being developed very openly and unfortunately it seems to backfire in a sense people are able to bash unfished project.What comes to flight model next ATV should include an interview with Calix who talks about and shows a demo of _first_ upcoming flight model update.
It goes both ways. The developer is able to use it as a crutch until release by shouting "it's unfinished!" at every criticism. Don't like the flight model? "It's unfinished!" Don't like the Sq42 Bishop speech? "It's unfinished!" Don't like the social module? "It's unfinished!"

In some cases it's true: what we're seeing *isn't* the intended final product. However, some of it *must* be pretty much final by now, surely? I've always preferred the way that Frontier have communicated feature completion -- for example, when questioned about the flight model, Mike Evans would always point out that it's the result of internal playtesting, they're happy with how it plays and while open to tweaking it around the edges it was pretty much final. Not everyone liked it, but you're never going to please everyone all the time and that's something CIG could learn from.
 
Nowak, that doesn't make a lot of sense to me, and I didn't get what the message was. Was it that they're having problems with PBR? Or what was that about? Or is it because it's in-engine? Which is fine, but not at all new or special...
 
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It goes both ways. The developer is able to use it as a crutch until release by shouting "it's unfinished!" at every criticism. Don't like the flight model? "It's unfinished!" Don't like the Sq42 Bishop speech? "It's unfinished!" Don't like the social module? "It's unfinished!"

In some cases it's true: what we're seeing *isn't* the intended final product. However, some of it *must* be pretty much final by now, surely? I've always preferred the way that Frontier have communicated feature completion -- for example, when questioned about the flight model, Mike Evans would always point out that it's the result of internal playtesting, they're happy with how it plays and while open to tweaking it around the edges it was pretty much final. Not everyone liked it, but you're never going to please everyone all the time and that's something CIG could learn from.

The only thing I can think of being final in SC is the Murray Cup race track and even that get's changed. So many things get changed that it's hard to say anything is final. Everything keeps on iterating.

dutvWOe.jpg

There is even a better version of the 2014 one.

--

Today the PTU 1.3.0 has been released here are a few images and videos from the new patch.

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[video=youtube;a1mi-ZPxxpk]https://www.youtube.com/watch?v=a1mi-ZPxxpk[/video]
 
PTU 1.3.0 Changelog:

Hangar Module

Additions:

Environment


  • The Greycat Buggy has received an appearance, animation and handling overhaul.
  • The fish tank in all current Hangars has received appearance updates.
  • The elevator to Area 18 will now show all available instances of ArcCorp, how many people are present in each one, and how many people from your contact list are present.
  • There is now a “Loadout Selector” located in all player hangar’s that will allow players to select what load out they will move around the Hangar and ArcCorp with.
  • This replaces the random loadout functionality that could be cycled through on “F6”.
  • Aeroview – Loadout Selector is in the main hangar, against the wall behind you and to the right side as you spawn.
  • Selfland – Loadout Selector is to the platform to the right of your character when you spawn, next to the Electronic Access pod.
  • VFG Industrial – Loadout Selector is to the left of your character’s when they spawn, across from the elevator to the overlook.
  • Revel & York – Loadout Selector is to the left of your character’s when they spawn, next to the Holotable.

Balance/Tweaks:

Environment


  • The Selfland Hangar is in the process of receiving a full relighting pass to improve the overall look and atmosphere.
  • User Interface
  • The old default function of “F11” (maximize HUD) no longer has a function in game and has been removed.
  • “F6” key no longer provides in-game characters with a random loadout in the Hangar.
  • Camera free look can now be activated by “Shift+G”.
  • “Ctrl+F” is now the hotkey to disembark a ship.
  • This applies to all game-modes.

Fixes:

Ships


  • Fixed an issue where characters would not be properly aligned in the Retaliator when attempting to sit in the Retaliator pilot chair.
  • Fixed an issue where characters would appear outside of the Gladiator when attempting to sit down in the Gladiator pilot chair.
  • Fixed an issue where the pilot of a Vanduul Scythe would experience unusual camera shaking when looking around in-game.

Environment

  • Fixed an issue where the Revel & York hangar doors would sometimes snap back open without animation if repeatedly triggered.
  • Fixed several texture conflict issues in the Selfland Hangar.
  • Fixed an issue where character hands would appear to be broken when driving the Greycat buggy.


User Interface

  • Fixed an issue where client framerate would drop when the cursor hovered over scrolling text.
  • Fixed an issue where rapidly switching between different sections in the game menu would sometimes lock out access to device cycling.

Arena Commander Module:

Additions:

Gameplay


  • The groundwork for Interior physics grids has gone live!
  • The Avenger, 300 series, Auroras (all Variants) and Non-Racer Mustangs will allow you to exit your seat while in flight as a result.
  • However because the full mechanics are not yet in place, your character may clip out of your ship or be in zero-G while on the ship.

Components

  • The Behring C-788 Ballistic Cannon has been added to the game.
  • This gun uses a S4 mount and fires at 2.2 shots per second.
  • Size 4 fixed mounts for the Hornet and Cutlass Turrets have been added to accommodate the Ballistic Cannon.
  • Apocalypse Arms WarSeries SZ4 Mass Driver has been added to the game.
  • This gun uses a S2 mount and fires at 0.7 shots per second.

Balance/Tweaks:

Gameplay


  • Missile explosions and impact have received minor adjustments to improve both look and feel.
  • Increased the health of all ships.
  • Increased overall shield strength of all ships to reduce alpha damage and bring up survival.
  • Missile damage has been increased slightly to keep pace with health and improve effectiveness.
  • Missile lock time has been adjusted.
  • Energy weapon velocities have been increased across the board to be faster then ballistics.
  • Damage of energy weapons has been reduced slightly to compensate.
  • Our philosophy here is that as energy weapons do no damage until shields are down, it takes more hits by energy weapons to do real damage and accuracy is thus more important.
  • Ballistic weapons have received a corresponding buff to their potential range so that they can potentially hit targets that are farther away.

Components

  • Plasma bolt range decreased by 30% for the Vanduul “Wrath” Plasma Cannon.
  • Neutron bolt speed increased by 20% for the Vanduul “War” Neutron Cannon.

Ships

  • The Cutlass has received a minor tweak to its thruster gimbals to improve maneuverability.
  • The following ships and all variants have received an update to their shield meshes and animations to better align with their ship models.
  • Avenger, Gladius, Mustang, Cutlass, 300 Series, M50, Gladiator, Glaive.
  • Increased the power draw of the M50’s engine.
  • Decreased the strength of the M50’s power plant.
  • These two changes are to ensure that the choice of mounting a weapon with high power drain vs one with low power drain on the m50 will have a meaningful impact on performance and speed.
  • Interacting character animations have been updated for all flight-ready ships.
  • Environment The following ships and all variants have received tweaks to their thruster audio:
  • Avenger, Gladius, Hornet, 300 series, M50, Glaive, Scythe

User Interface

  • “Look Ahead” mode is now turned on by default. It can be toggled on and off by “Right-ALT+M”.
  • The Weapon Gimbal Lock is now on “Left-CTRL+G”.

Fixes:

Gameplay


  • Fixed an issue where players would not be removed Arena Commander for being idle unless all players in the match were idle.
  • Fixed an issue during the Tutorial – Chapter 3, where the missiles would sometimes not track the target correctly, particularly when firing all missiles simultaneously.
  • Fixed an issue where weapons fire could appear offset from the weapon muzzle, when the ship was firing while moving.
  • Fixed an issue where a ships target could be lost when increasing distance from target, despite target still being in sensor range.

Components

  • Fixed an issue where projectiles fired from ship weapons would sometimes remain protruding out of the weapon they had been shot from or otherwise collide with the firing weapon, causing damage or display issues.
  • Fixed an issue where gimbaled thrusters were not always rotating visually.
  • The “War” Plasma Cannon for the Vanduul Scythe is now correctly designated by the in-game Hangar HUD as the “Wrath” Plasma Cannon.

Ships

  • Fixed an issue with one of the third-person camera views for the Aurora (all variations) where it would sometimes be clipped inside the hull of the ship.
  • There should no longer be a visible gap between the bottom of the rear door and the floor of the Cutlass (all variants).
  • Fixed an animation problem where character hands would sometimes clip through the turret controls for the Gladiator when sitting down.
  • Fixed an issue where the Vanduul Glaive would occasionally land with the front of the ship pointed upward.
  • Fixed an issue with the Vanduul Glaive, where the boost would not work due to it having no fuel.
  • The pilot seat for the Avenger is no longer missing textures.
  • Fixed an issue where the 300 series, Avenger and Hornet (all variations) would sometimes tilt backwards when landing.#
  • Fixed an issue where the Aurora LN was missing green paint on the side and upper intakes.
  • Fixed an issue where the Hornet engine audio, for both acceleration and boost, was sub-audible at most volumes.
  • The Vanduul Glaive name no longer appears as “@vehicle_NameVNCL_Scythe_Glaive” in Arena Commander, and instead shows the proper label.

Technical

  • Fixed a black screen that would occur when joining a Lobby while GIM services were down.
  • Added the ability for the Lobby to return an error if a client attempts to join while GIM is down.
  • Fixed an issue where clients would sometimes get stuck on a loading screen, if they are connecting to a instance that no longer exists.
  • Fixed an issue where pressing X to respawn in Arena Commander would sometimes cause the client to crash if the character died by colliding with an asteroid.
  • Fixed an issue where the client could black screen if the lobby service was not able to communicate with the instance manager.
  • Fixed one lobby issue where the player Host would see a different map and rule for a match in the UI then the players would.#
  • This would happen when a host created a game, left, and entered or created a new lobby.
  • Fixed an issue where players would complete a match, return to lobby, and be unable to ready-up for a new match.#
  • This was due to the players in the group remaining in a “in match” state in GIM.

User Interface

  • Fixed an issue where players would be unable to trigger respawn if they died while interacting with the HUD.
  • Missiles no longer have a graphical glitch where they retain a small portion of the firing ships interface.

Social Module:

Additions:

Gameplay


  • ArcCorp, Area 18 is expanding.
  • The new Galleria area is currently under construction, but available for exploration.
  • New emotes have been added to the game.
  • /agree, /angry(1-3), /attention, /blah(1-2), /bored (2), /bow(1-6), /burp, /cheer(1-8), /chicken, /clap (5-7 are new), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3), /salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2)
  • Some new and existing emotes now include (temporary) audio dialog.
  • The maximum character capacity for Area 18 has been increased to 36.
  • The limit will expand up to 40, if you are attempting to join an instance with players from your contact list.
  • Fully functional Greycat Buggies have been added around ArcCorp.
  • The Greycat Buddy passenger seat is now functional.
  • The Greycat Buggies in ArcCorp can explode and be destroyed when they impact at high speed.
  • Both drivers and passengers of Greycat Buggies in ArcCorp can be killed if the buggy is destroyed due to high speed impact.
  • Killed characters will be revived by our highly-trained staff at the Area 18 Medical Unit.
  • Players will now be removed from Area 18 due to inactivity after 15 minutes.
  • An inactivity warning will be displayed 1 minute prior to removal.
  • Falling out of the terrain will now kill players, and revive them in the Area 18 Medical Unit.

Character

  • Character rigs and animations have all been updated.

User Interface

  • There is a new loading screen when taking the elevator from the Hangar to ArcCorp’s Area 18.
  • The chat UIchat UI has received a graphical overhaul.
  • New features for the chat interface include multiple tabs for conversation management, private conversations, and a contacts list that can be extended or retracted into the UI.
  • Owners of a private conversation can kick players from their conversations.
  • Chat setting buttons have been added to the chat interface, but are not currently active.
  • Players can now both copy chat from the chat roll, and copy/paste into the chat UI.
  • Using the “Up” arrow key while the chat entry field is in focus will now display your previous message.
  • The new default hotkey for the contact list is now “F11”.
  • When using Augmented Reality, shop items will now have a blue highlight when targeted.
  • “Left-ALT+Space” key now enables use of the Mouse and locks the character in place, allowing use of buttons, tabs and other in-game functionality.

Balance/Tweaks:

Gameplay


  • /stand has been changed to /atease.

Environment

  • The G~Loc liquor cabinets have been updated to have bottles from in-universe brands.
  • There are new commercials scattered through the billboards and screens in ArcCorp.
  • The following shops in Area 18 have received updates to their facades and external appearance: Casaba Outlet, TDD Jobwell, Cubby Blast, AstroArmada.
  • Characters can no longer climb over the bar at G~Loc.

User Interface

  • Augmented Reality has received some minor adjustments to its animations and appearance.
  • Augmented Reality has been moved to the “F10” hotkey.
  • The “L” key no longer opens the contact list. The new default hotkey is “F11”.
  • Character names in Augmented Reality will now transition in and out of view based on range at a smoother, more gradual rate.

Fixes:

Environment


  • Several spelling errors on the “Shooting Range” sign in Cubby Blast have been fixed.
  • Fixed a number of texture conflicts and lighting bugs in ArcCorp.
  • The “Exit” sign in Cubby Blast has been fixed so it overall more visible and no longer disappears on low graphic settings.
  • A number of collision problems around ArcCorp have been fixed, around AstroArmada, G~Loc, Dumper’s Depot and the Medical Unit.
  • Fixed an issue with the incinerator fan behind Casaba having detail and graphical errors on low graphics settings.
  • Fixed an issue with some of the posters in G~Loc clipping through the wall.
  • Fixed several issues with the collision of the railings in the Area 18 Jobwell.
  • Characters should no longer pop through the railings by running against them.
  • The arms of characters should no longer clip through the railing.
  • Fixed an issue with one of the Medical Unit desks lacking collision.

User Interface

  • Entering an invalid command in chat will now display an error – “Command Invalid, type /help for list of valid commands.”
  • Using the up arrow while the chat entry field is in-focus will no longer take away focus.
  • Updated the advanced keybinding options and keyboard keymap image in the game menu to now show the Social Module features.
 
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