The Star Citizen Thread v5

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Yep, Gamescom is going to be a sure-fire hit for CIG. Star Citizen will sweep the attendees off their feet, bury their competitors six feet under, have the gaming press spilling forth with headlines waxing lyrical about this stupendously crafted and put together masterpiece...

https://www.youtube.com/watch?v=cYaNf7r19sw#t=40s
https://www.youtube.com/watch?v=mFnlr0a6uVk#t=13s

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I doubt there will be any problems, it will just run on a local server avoiding all networking problems in the process and there for making the game less prone to such bugs
 
I doubt there will be any problems, it will just run on a local server avoiding all networking problems in the process and there for making the game less prone to such bugs

Wasn't that what they blamed all their problems on a couple of years ago?

"Oh this venue's connection to our backend servers is just not good enough - that's why nothing works!"

Of course, why they didn't just bring along a server is beyond me. It's not all that expensive to ship a rack.
 
Star Citizen Gamescom 2016 Details for anyone interested in attending or just watching:
GAMEPLAY STREAMING FROM THE SHOWFLOOR

  • Beginning on Wednesday, August 17th we’ll be streaming five days of live Star Citizen game play directly from the our Show Booth in Hall 9 on the Gamescom floor. Hosted by CIG and members of the Star Citizen Twitch Community, tune in to see the latest Star Citizen game play, interviews with developers and fans alike, and have your chance to win digital goods like hangar flair, game packages, and spaceships.
  • Watch live at twitch.tv/starcitizen on the following days and times:
Streaming Times
Watch on Twitch
August 17th

  • 12pm to 6pm CEST
  • 3am to 9am PDT
  • 10am to 4pm UTC
August 18th

  • 10am to 6pm CEST
  • 1am to 9am PDT
  • 8am to 4pm UTC
August 19th

  • 10am to 5pm CEST
  • 1am to 8am PDT
  • 8am to 3pm UTC
August 20th

  • 10am to 6pm CEST
  • 1am to 9am PDT
  • 8am to 4pm UTC
August 21st

  • 10am to 6pm CEST
  • 1am to 9am PDT
  • 8am to 4pm UTC
Event & Location Details
WEDNESDAY AUGUST 17TH Location Link

  • Join us at the Brauhaus Ohne Namen from 8pm to 10pm for drinks and a chance to chat with CIG staff
THURSDAY AUGUST 18TH Location Link

  • The party continues as we move to the Deutzer Brauhaus from 8pm to 10pm CEST
Friday August 19th FOURTH ANNUAL GAMESCOM PRESENTATION AND PARTY

  • Join us on Friday, August 19th as we celebrate Star Citizen at Gamescom with you, our amazing community. Hosted by Chris Roberts, watch as we showcase what we’ve been working on since last year’s event, and take a look ahead at the Procedural Planets system slated to come online in Star Citizen Alpha 2.7. Of course, that’s not all you can expect from our Gamescom Presentation, but you’ll have to tune in on August 19th to find out more!
For those who have purchased tickets to the live event
SATURDAY AUGUST 20TH Location Link

  • After the Fourth-Annual Gamescom Presentation and Party, we’re going to the Hyatt Beer Garden at 1pm.
Trophies for Sales Buy Now Link

  • Event Trophies to decorate your hangar are a staple of our Gamescom event, and this year is no exception. The GAMESCOM 2946 TROPHY is available for all Citizens to purchase, showing the universe your support for Star Citizen. The GAMESCOM 2946 SUBSCRIBER TROPHY is a colored variant that will automatically be awarded to all Subscribers. Of course, as with all Subscriber Flair extras can be purchased and gifted to anyone you choose.
  • m4CINJO.png

A better comparison between Squadron42 hornet (new) and the Old one:
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NoManSky controversy fuelling some advertisement for both Elite and Star Citizen: http://www.polygon.com/2016/8/12/12458040/no-mans-sky-star-citizen-elite-dangerous

To top it off a nicely done video showcasing the new Reliant Ship (Manta) and GrimHex Pirate base:
[video=youtube;gVKql0Hffi0]https://www.youtube.com/watch?v=gVKql0Hffi0[/video]
 
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I doubt there will be any problems, it will just run on a local server avoiding all networking problems in the process and there for making the game less prone to such bugs

This will most probably be the case, even if their networking would actually be good i can't see them being able to have a good connection to the cloud servers from the GamesCom show floor.
 
NoManSky controversy fuelling some advertisement for both Elite and Star Citizen: http://www.polygon.com/2016/8/12/12458040/no-mans-sky-star-citizen-elite-dangerous
You do notice that the author is pretty critical on the star citizen. Some quotes from the article.

WHAT IS STAR CITIZEN?Well ... that’s a good question and it seems like it’s always changing. Last time I checked,Star Citizen writ large was a hope wrapped inside a dream buried inside a few layers of controversy. But looking past all that, I want to focus on what’s playable right now.

There’s also the "persistent universe" part of Star Citizen, a kind of massively multiplayer mode. It’s not done yet and, well, I’ve not had very good luck with it lately myself. It’s a bit of a work in progress, and that’s being kind I think.
But it has this nasty tendency not to work well or, at times, at all. Your mileage will vary inversely with your level of patience and technical skill.
For me and for my free time, I value stability more than anything else. While Arena Commander has been rock solid for some time now, I can’t seem to get the PU to run right half the time. There's clipping and lag and all manner of oddness that I have yet to properly troubleshoot with my rig. But those that get into it seem to really enjoy it.
Over all the author is pointing out that star citizen is lot of promises that hasnt been delivered.

And author does get the fact that no man sky just nailed the exploration aspect of space games.
(it was over hyped and i was fairly negative about No Man sky before its release, but now im getting it once its price hits 20$)
 
You do notice that the author is pretty critical on the star citizen. Some quotes from the article.





Over all the author is pointing out that star citizen is lot of promises that hasnt been delivered.

And author does get the fact that no man sky just nailed the exploration aspect of space games.
(it was over hyped and i was fairly negative about No Man sky before its release, but now im getting it once its price hits 20$)

To be honest after trying to play NMS for an 1h I find it a bit repetitive and boring then again I didn´t expect anything spectacular from that game.....
 
And author does get the fact that no man sky just nailed the exploration aspect of space games.
(it was over hyped and i was fairly negative about No Man sky before its release, but now im getting it once its price hits 20$)

I'm the same. My friend plays it and it hits the areas Elite misses. Oddly though, watching someone play NMS just makes me want to play Elite
 
I dunno, NMS is pretty good. I'm playing it on my PC and I'm enjoying it. The constant pop up that I have something to redeem, because I want to play through a bit before getting the pre-order ship, is a little annoying. I'm getting consistently above 50fps at 2560x1440 with everything high or above and 16x Anisotropic vsync off with a Gsync monitor. Yes, I do get some micro-pauses but in SC I get "Sweet Baby Jebus was that a pause or did I have an aneurysm?!" So in comparison NMS performs better than SC by about 18 gabillionzillion star systems. A little disappointed with the lack of joystick/HOTAS axis assign capability. I'm seeing why it technically doesn't work, because it was designed for a Playstation and Playstation hardware has always been excrement. I also see the pointlessness of joystick/HOTAS support when flying around on the planet's surface, it's very much arcade and limited - again back to the Playstation.

Whatever, they did a heck of a job with it and made something actually pretty cool. I'm enjoying it, but I love Elite way more so Elite will be getting most of my time.

NMS is repetitive in the same way Fallout, all of them, is repetitive. It's far less repetitive than Single Star Citizen and has much more variety. I still haven't left the planet I first spawned on 6 hours ago (play time not literally 6 hours ago) and I'm still finding new things.

Contrast to the millions of dollars of Sad Chitizen and my money, actually paid the same amount, has been far better spent with NMS than SC.

I do think they should have left NMS on the PS4, but it is still better than SC.
 
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I do think they should have left NMS on the PS4, but it is still better than SC.

Though I haven't played it myself, I agree with you about everything you wrote vicariously through my friend who has.

But my friend, what you said right here is probably the least significant thing in this entire thread. Of course it's better than SC! Can you imagine what it would've meant if it was worse ​than SC?!!

Imagining that is like trying to contemplate the Warp from WH40K. It just doesn't work.
 
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But my friend, what you said right here is probably the least significant thing in this entire thread. Of course it's better than SC! Can you imagine what it would've meant if it was worse ​than SC?!!

Imagining that is like trying to contemplate the Warp from WH40K. It just doesn't work.

I totally get what you are saying, I didn't mean it as "but at least it's better than SC" I meant it is better than SC to those who claim that SC is better than AAA titles and far more complete but NMS is way better than SC in every way while SC isn't better than anything other than... well not even excrement because at least that has a use as fertilizer.
 
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It's all good though. More and more Space Games, when we've been without them for decades. Hopefully we'll get even more!

Saying one is better or worse than another is pretty meaningless. The thing that matters is which ones actually get released in a playable state, and those which remain vapourware forever.
 
I dunno, NMS is pretty good. I'm playing it on my PC and I'm enjoying it. The constant pop up that I have something to redeem, because I want to play through a bit before getting the pre-order ship, is a little annoying. I'm getting consistently above 50fps at 2560x1440 with everything high or above and 16x Anisotropic vsync off with a Gsync monitor. Yes, I do get some micro-pauses but in SC I get "Sweet Baby Jebus was that a pause or did I have an aneurysm?!" So in comparison NMS performs better than SC by about 18 gabillionzillion star systems. A little disappointed with the lack of joystick/HOTAS axis assign capability. I'm seeing why it technically doesn't work, because it was designed for a Playstation and Playstation hardware has always been excrement. I also see the pointlessness of joystick/HOTAS support when flying around on the planet's surface, it's very much arcade and limited - again back to the Playstation.

Whatever, they did a heck of a job with it and made something actually pretty cool. I'm enjoying it, but I love Elite way more so Elite will be getting most of my time.

NMS is repetitive in the same way Fallout, all of them, is repetitive. It's far less repetitive than Single Star Citizen and has much more variety. I still haven't left the planet I first spawned on 6 hours ago (play time not literally 6 hours ago) and I'm still finding new things.

Contrast to the millions of dollars of Sad Chitizen and my money, actually paid the same amount, has been far better spent with NMS than SC.

I do think they should have left NMS on the PS4, but it is still better than SC.

Oh sure don´t get me wrong I am not saying that NMS it´s a bad game and certainly it´s way more interesting atm then what SC had to offer but I just could not get excited 2 much and as I said it was a bit boring&repetitive experience even after an h of gameplay...maybe If I dig deeper into the game I will change my mind....
 
Very little news!

http://www.pcgameshardware.de/Star-Citizen-Spiel-3481/Specials/Studio-Preview-1204131/

PCGamesHardware visited Foundry42


There is a translation on reddit:
Star Citizen - visit Foundry 42 : exclusive impressions of procedurally generated planets and interview with Chris Roberts

Together with the sister magazine PC Games we visited Foundry 42 , Studio of Cloud Imperium Games , the youngest of Star Citizen participated . We talked at length with Chris and his brother Erin Roberts , Studio manager Brian Chambers and a number of other employees . We could also marvel at the exclusive procedurally generated planets , these explore yourself and take a look at technology and design.
Hardly any other crowdfunding project provides similar vortex as the ambitious space adventure Star Citizen of the Wing-Commander-inventor Chris Roberts. While fans support the mammoth project financially, either through direct payments or purchases of often expensive and sometimes exclusive ships, also sharply criticized Star Citizen is heard. This criticism relates not only to the game itself, its financing and expensive (temporal) Exclusive content but also on constantly enhanced development goals, the more monstrous acting scope and apparently rather insidiously progressive development. Of course, a healthy dose of criticism is basically always justified and traceable in many cases; Content for a fee, for example, a subject that is often associated with a bad aftertaste - especially when it comes to balance-endangering contents and these also turn out very expensive. How about spaceships, which often cost several hundred euros and can afford therefore only well-heeled fans. On the other hand, the ongoing development of these additional revenues will be co-financed, solely on the financial resources obtained by Backer would not be sufficient. Where we once again arrive in the development, their current status and our visit to the new Studio Foundry 42nd If you are the English speakers: In this good half-hour interview Chris Roberts is very detailed question and answer.
The new and pleasantly light and airy furnished studio is located in the Foundry 42 also fledgling European quarter in Frankfurt. Currently there are around 40 employees, in particular engine speciallists, programmers and designers are well represented and not a few have been able to gain experience with the Cryengine, not infrequently in previous jobs at Crytek itself. For example, the studio manager Brain Chambers, formerly at Crytek for Ryse: Son of Rome served as Senior Producer. This takes us to receive leads us through the studio and presents us with an employee. Chris Roberts is also there, he sits at the Engine programmers, a cookie that suits him very loudly Brian. Apparently the space guru engaged also happy with deeper aspects of the graphics engine and uses now and then times when debugging a supportive. After our tour we meet Chris and his brother Erin Roberts, with Privateer also could have plenty collect space experience, the meeting room in front of a large display, is already running a current version of Star Citizen. And although we certainly can not calm all critical voices - and this does not even want to - one is us quickly certain: the development of Star Citizen goes ahead and will make in the near future for Backer clearly visible and noticeable jump. The first editors, we must live a marvel of procedurally generated planets and these also explore itself.


Star Citizen - The technology behind the planet procedurally generated


Unlike with No Man's Sky, which also relies on procedurally generated content, the planet in Star Citizen are not completely random, but are created by a predetermined algorithm. A planet is thus generated repeatedly in the same way and thus does not differ at each visit and from player to player. The procedural aspect of Star Citizen is therefore consistent and serves only as a tool for creating worlds, which can be handled by designers and influenced by man. The differences in the use of procedural techniques can be compared for example with Diablo and Skyrim: The former relies on randomly generated content, which differ from time to time, the designers took advantage in the latter synthetically generated content around the vast world at all in a realistic for development to be able to fill out time frames. Here Skyrim is not purely determined by chance, but finally, was provided with details and enlivened by the designers themselves, adapted by which the world according to their wishes - so similar to the procedural aspect will work in Star Citizen.
The fact that this part works at all, we get amply demonstrated during our visit. The presentation begins in space, we float with an Aegis Hunter in weightlessness. Some 1,000 kilometers from our ship pulls the rocky planet Delamar his tracks by weightlessness. The right side is shrouded in darkness, the left lets the sun shine the atmosphere bluish, small asteroids whizzing by gravity caught around. As the engines awaken and accelerate the Aegis Hunter, the first mountain peaks from the volumetric clouds begin to peel, overcast remain the valleys, the light from the star slowly faded behind the veil of atmosphere. During the approach the Cryengine shoveling resistant to the necessary for Landscapes polygons, we observe some pop-ups, but it is very impressive how smooth the descent towards vonstattengeht planet surface. Built in the presentation computer Nvidia GTX 980 delivers decent frame rates to 45 fps, while we admire the barren, but highly detailed surface of Delamar. There is no artificial limit visibility, only the already in this early version working fine level of detail system limited unobtrusive level of detail. While we slide deeper, we can still make out the slight curvature of the planet on the horizon, distant mountains are in the haze of volumetric atmospheres representation. After the ship has landed and the pilot left the cockpit, our eyes on the ground consisting of dozens of high-resolution textures, closer hill obtained by Tessellation their rounded curves, dimensional looking Parallax Occlusion Maps lend rubble credible three-dimensionality. The wow factor should not be underestimated despite the stony wasteland of the planet!

Star Citizen - Full developer control despite synthetic content


After we have even abated us after the presentation for a while with the mouse and keyboard on the surface and the atmosphere of Delamar, we get demonstrates how the planet once created can be adapted by the editor by a designer. The developer creates the highly customized editor so-called "eco-systems", which can contain all elements such as oceans, land mass, trees, rocks, lakes and even extraterrestrial animals. Of these, a large number per planet or satellite can be used and be like "painted" with a brush to the surfaces of celestial bodies. The Cryengine accepts the transition between the individual zones so that they can not stand each other unnatural by rough boundaries. In addition, the developer remains in control of every single element - it can adjust the scenery by hand and affect each and even the smallest element, add details or structures. This is demonstrated to us by way of fast erstelltem by brush palm grove, which weighs lauschig within a few minutes ago an alien ocean in the wind. By means of a few clicks new elements, other trees, bushes or stones can be added. This can be collected over a larger area happen every tree, shrub or rock can also be moved by hand developers, rotated, resized or removed individually or together. All this is very efficient and easy to use, although it would of course always very still take a long time to fill an entire planet's surface in this way - for the actual development of the designer should probably rather a larger scale and a higher procedural content to create select content for planetary surfaces and make manual adjustments only selectively. Even away from the planet, there is still much to do for the developer.


Star Citizen - subsumption AI for NPCs believable


In addition to the procedural planet representation we could also look at a number of other developments, consult designers and programmers and are guided by their enthusiasm to work on a project like Star Citizen, infected - because so much was all the critics assured: Virtually every employee, we could interview, insisted authentic and individually the pleasure to participate in Star Citizen and technically to go out all the stops. For example, Francesco Roccucci, senior AI developer who tried visibly impressed bring us closer to the development of Star Citizen subsumption AI.
Approximately 90 percent of the population in Star Citizen will make NPCs, not only showing a complex, credible behavior but also act independently and to react to external influences. They are also any activity that a player can perform, and can do themselves. Thanks subsumption-AI that comes in a similar form in reality and in the programming of robots for use, NPCs are also able to create missions for players. For example, if they are stranded on a planet and need rescue. NPCs also have a daily routine and even hobbies. They also have a reminder. Non-player characters are so responsive to individual players differently depending on how they have behaved in the past. Thus the Star Citizen universe is not paralyzed by AI calculation, this scale over distance - so the routines in the vicinity of the player are updated, for example, 60 Hz; is not a player in the area, this happens only about once per second.
PBR materials are also an important part in the creation of 3D models. Weapons designer Tobias Wanke is working on a made of incredible 65,000 polygons shoulder weapon for ship defense, while he demonstrated us how a physics-based rendering approach affects the development. Materials behave physically correct when exposed to light and therefore act on the human eye credible. Unlike the classic texturing, are "stuck" at the surface with a pixel wallpaper, a designer thanks PBR can for a particular object or a part of a model to assign a particular material (for example, iron, copper, wood or leather). This defined physical properties such as the coloring and determines whether is scattered, reflected or absorbed incident light. Plastic thus looks dull when exposed to light, matt varnish scatters the light diffusely. But even scratches in the latter can be implemented so believable, is located below the color metal shines at these sites therefore realistic.
In Star Citizen damage can be added continuously and appear at locations where they would occur in real life, typically, for example in the magazine holder or the safety lever of a machine gun, for example, when the weapons models. For more authenticity, the generally very high polygon density makes in Star Citizen. More complex models of weapons, such as a be located at the time of our visit to work shoulder weapon for ship defense, consisting of over 60,000 triangles. For Relation: One of the very detailed main characters in The Witcher 3 is composed of about 40,000 polygons. For the smallest details such as small screws or writing in which polygons were too inefficient a complex 3D model is not created, and then generates from this a parallax map. This is finally applied by designers at the appropriate place, thus ensuring visual depth with subtleties, without the number of polygons to drift to astronomical heights.
And the "new" images with the article:
http://www.pcgameshardware.de/Star-...dio-Preview-1204131/galerie/2619089/?fullsize
http://www.pcgameshardware.de/commoncfm/comparison/clickSwitch.cfm?id=134211 (You turn on/off Tessellation)

And the gallery with all the images:
http://www.pcgameshardware.de/Star-...cials/Studio-Preview-1204131/galerie/2620852/
 
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