The Star Citizen Thread v5

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So! Anything out of gamescom worth mentioning on the SC front so far? Haven't kept up with the streams since the very idea of watching Disco Lando do anything for hours is against my religion.

Don't know, haven't checked on SC @ gamscon. I've been too distracted by the guy dressed like a Mariachi guitarist show off the mind-blowing cargo passenger feature in 2.2.
 
At least we can look forward to watching CR doing hand signals and noises tomorrow.

Perhaps he'll regale us with further tales of the mocap - in the form of an interpretive mime.
 
So! Anything out of gamescom worth mentioning on the SC front so far? Haven't kept up with the streams since the very idea of watching Disco Lando do anything for hours is against my religion.

Nothing new shown so far. Streamers in the Hangar, Streamers in Vanduul Swarm, Streamers in ArcCorp. Streamers getting daring and going into the Test 'Verse until it crashes on them (or they get too trolled by players in their instances messing about for the camera).
 
Nothing new shown so far. Streamers in the Hangar, Streamers in Vanduul Swarm, Streamers in ArcCorp. Streamers getting daring and going into the Test 'Verse until it crashes on them (or they get too trolled by players in their instances messing about for the camera).

Captain Richard seemed to take the glitches in his stride with good humour pretty much - there were quite a few..
 
No you really do not. No it is almost never found, and people don't care. You think that dynamic air modeling is easier then a room check, and simple head up display? lol ok. There is ZERO reason to model the air/O2 in a room, and lots of reason not to. Namely its harder to program, and it takes CPU time with out any noticeable effect on the player. Do you think Metro is modeling the air? No they are not, and that is just one example.

That's really the point. You're both technically correct, depending on what the point of the simulation is. Both approaches can be done, but one is honestly more applicable to a game development, and the other more along the lines of a MatLab engineering simulation. If you want that level of detail in your game, that's your opinion and you're entitled to it. But like so many other things in SC, they keep going to the far extreme in replicating processes at the expense of actual enjoyable game play. And the computer resources required to maintain this kind of fidelity will drag the simulation into the weeds. You could probably even strike some sort of balance between the two paths, setting specific O2 loss levels dependent on pre-defined areas of wall missing. But much like trying to use actual metabolic data to replicate real O2 use, it serves no useful purpose in a game. Fidelity does not always equate to fun.
 

You mean the trailer that says "not actual gameplay? What about it?

The outrage of that trailer was funny, so many people seemingly unable to read. FD released a ton of in-game videos and people complain when FD produce their first CGI trailer, and has the audacity to say its a CGI trailer. What a horrible company, making a CGI trailer and telling people its one.
 
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And no doubt 'representation' is one of those convenient words that can mean whatever you choose it to. The video described specific technology - a network LOD system based on dynamically-resized volumes of gaming space, facilitating large numbers of players in a single shard. Technology which neither conforms to your earlier so-called 'explanation' which redefined 'instance' half way through, thereby not actually explaining anything, nor to CR's 2012 description of "temporary multiplayer 'battle' instance" (https://robertsspaceindustries.com/...s-On-Multiplayer-Single-Player-And-Instancing) which (if it were to work) would dynamically instance players not only according to proximity, but also to 'friend' groupings and NPC skill level. The latter is of course not the same as that described in the Dual Universe video, and whether it can be made workable (and indeed, whether CR still plans to try) is yet to be shown. Because regarding what can or cannot be done, the real issue isn't whether it is possible to do at all (which is almost certainly true, if you ignore time/bandwidth constraints), but whether it can be done in a manner that makes for enjoyable gameplay. And frankly, I see no reason to be optimistic about CIG being able to do it if they are still reworking the fundamental networking architecture at a stage when they are telling people that the game is "very nearly over the line to completion". It seems to be yet another instance of CIG prioritising the wrong things at the wrong time.


I learned long ago that regardless of what is written, people will misrepresent or infer the meaning behind what others post/write/say; which is why I endeavor to choose my words carefully so that I can refer back to what was said and bluntly state the intended meaning when it's misrepresented.

You're quoting a post that is almost 4 years old when the state of the game and it's development has changed drastically. You may not like that they are open to other avenues to accomplishing their goals while simultaneously developing their game within their planned road-map but I find that behavior commendable. The reason why I find that commendable is because I'm the type of person that likes to measure twice and cut once. So if I were to design and develop a game (which I am doing outside of my daily grind) I would want to know the best possible way of implementing what I want while also continuing to develop my game. Some don't like this approach because of the risk of being in development hell but lets not kid ourselves by proclaiming that this way of development is wrong or invalid.

Furthermore, while this kind of development does extend the time of releasing the product or makes it seem like they are waffling; however, this kind of development allows them to be malleable enough to change components if they reach their limits. Case and point, the use of the CryNetwork to facilitate multiplayer in AC. Like I described many pages ago, they had to use something to get multiplayer up and running. In the meantime this allows them to research and develop other ways to get the networking they desire. Because of CryNetwork's inherent limitations, they now have to implement something if they want to allow more users per instance (hence why they are switching to the new network code they've been slowly developing).

I cannot account for the given excuses for AC's delay (revamping a custom network code) a couple of years ago; however, it was apparent, to me at least, that they were developing their own networking code but decided to use the embedded CryNetwork just so they could get something out. This allowed them more time to design and research possible solutions to their networking woes.

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On the topic of describing then redefining what an instance is, I still don't see how I misrepresented then redefined what an instance was especially since I mentioned that the word itself doesn't have an exact definition even after you tie it to game networking. To me the most basic and simplest definition of an multiplayer game instance is: an indeterminate amount of users who are connected to a server that's running one or more game states and said users interact with each other. Tell me how I was wrong
 
Or you could do it the CiG way and model the hemoglobin in 20 to 30 trillion red blood cells per player/NPC.

On the bright side, they already have an engine that sends information about those 20-30 trillion cells to everyone in game, so that's one less thing to refactor

Like seriously though, Braben is now simulating tectonic plates and lava flows (of all kinds of matter, ice flows too), this has to be one upped
 
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I learned long ago that regardless of what is written, people will misrepresent or infer the meaning behind what others post/write/say; which is why I endeavor to choose my words carefully so that I can refer back to what was said and bluntly state the intended meaning when it's misrepresented.

You're quoting a post that is almost 4 years old when the state of the game and it's development has changed drastically. You may not like that they are open to other avenues to accomplishing their goals while simultaneously developing their game within their planned road-map but I find that behavior commendable. The reason why I find that commendable is because I'm the type of person that likes to measure twice and cut once. So if I were to design and develop a game (which I am doing outside of my daily grind) I would want to know the best possible way of implementing what I want while also continuing to develop my game. Some don't like this approach because of the risk of being in development hell but lets not kid ourselves by proclaiming that this way of development is wrong or invalid.

Furthermore, while this kind of development does extend the time of releasing the product or makes it seem like they are waffling; however, this kind of development allows them to be malleable enough to change components if they reach their limits. Case and point, the use of the CryNetwork to facilitate multiplayer in AC. Like I described many pages ago, they had to use something to get multiplayer up and running. In the meantime this allows them to research and develop other ways to get the networking they desire. Because of CryNetwork's inherent limitations, they now have to implement something if they want to allow more users per instance (hence why they are switching to the new network code they've been slowly developing).

I cannot account for the given excuses for AC's delay (revamping a custom network code) a couple of years ago; however, it was apparent, to me at least, that they were developing their own networking code but decided to use the embedded CryNetwork just so they could get something out. This allowed them more time to design and research possible solutions to their networking woes.

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On the topic of describing then redefining what an instance is, I still don't see how I misrepresented then redefined what an instance was especially since I mentioned that the word itself doesn't have an exact definition even after you tie it to game networking. To me the most basic and simplest definition of an multiplayer game instance is: an indeterminate amount of users who are connected to a server that's running one or more game states and said users interact with each other. Tell me how I was wrong

Or in plain English, you don't know how CIG are going to implement networking in SC, because they are still working on the architecture. At a time when they are trying to fob off requests for refunds with claims that the game is almost finished. So who is trying to kid who?
 
New PTU patch 2.5.0i
Alpha Patch 2.5.0i has been released to the PTU, and is now available for players to test! During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time as required.
Your launcher should show “2.5.0-391052” as the client version. It is strongly recommended that players delete theirUSER folder for the Test client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Test.
The full 2.5.0 Patch Notes are located here. Please take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.
Important Callouts:


  • We put in further fixes to help fix the desync issues in both Crusader and Arena Commander.
    • Please be aware that the desync issue might still be present.
  • We are aware of issues with the port mod options disappearing intermittently.
Contents:

  • Updates and Fixes
    • Star Systems
    • Game Systems
    • Ships
    • Technical
Updates and Fixes


Star Systems:

Crusader


  • Fixed an issue where destroyed and abandoned ships would sometimes not cleanup in Crusader.
  • Fixed an issue preventing the CryAstro large pads from restocking, refueling, or repairing ships.
GrimHex, Crusader


  • Fixed an issue where players could clip through geometry behind the KC Trending shopkeeper.
  • Updated some of the control panel screens in the EVA escape shaft at GrimHex.
  • Fixed several issues with the GrimHex elevators that would lead to player deaths.
  • Fixed an issue within KC Trending that prevented the shelving from properly appearing.
  • Fixed some GrimHex decals that were incorrectly placed.
  • Fixed some material collision issues within GrimHex.
  • Fixed an issue where the satellites in GrimHex had no collision.
  • Fixed various issues around GrimHex where lighting and structures were not appearing appropriately.
Hangars


  • Fixed an issue that prevented the landing gears from deploying properly for certain ships.
  • Fixed an issue with some materials popping in and out at certain angles in the Aeroview Hangar.
  • Fixed an issue with item placement in the SelfLand Hangar.
  • Fixed some material collision issues within SelfLand Hangar.
Game Systems:


Arena Commander


  • Fixed an issue where ballistic weapons would not restock in any Arena Commander game mode.
  • Fixed an issue that prevented players from appearing hostile if they had a Criminal rating,
Ships:


  • Fixed an issue where hitting high G-Force would cause the pilot’s head to twitch in unusual ways.
Argo MPVU


  • Fixed an issue where the ship computer dialog would not play.
Constellation Andromeda


  • Fixed a bug where the Constellation Andromeda’s power plant was floating in the cargo bay.
Freelancer


  • Fixed an issue where the Freelancer’s right door would not open properly.
Technical:


  • Fixed several client crashes.
  • Fixed several server crashes.
And Gamescom Show Floor Gallery
https://robertsspaceindustries.com/comm-link/transmission/15470-Gamescom-Show-Floor-Gallery
 
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On the topic of describing then redefining what an instance is, I still don't see how I misrepresented then redefined what an instance was especially since I mentioned that the word itself doesn't have an exact definition even after you tie it to game networking. To me the most basic and simplest definition of an multiplayer game instance is: an indeterminate amount of users who are connected to a server that's running one or more game states and said users interact with each other. Tell me how I was wrong

That definition you provide there isn't really the same as what you said before

more to the point, state how Dual Universe's technique for multiplayer is 'essentially what CIG is doing'
 
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But will the servers be able to handle real-time plate tectonics updates? ;)

Yes of course. Each plate will be composed of individual crystal lattices of various rocks and / or metals / ices. They will be chemically modelled, and the shear stresses measured to the finest detail. Magma will be modeled in ultra high fidelity in both high and low temperature / pressure environments - and it's spread, cooling, crystallization and viscosity models all based on real physics. We know this because CR will code it. At night. On a 360 gamepad :)
 
Yes of course. Each plate will be composed of individual crystal lattices of various rocks and / or metals / ices. They will be chemically modelled, and the shear stresses measured to the finest detail. Magma will be modeled in ultra high fidelity in both high and low temperature / pressure environments - and it's spread, cooling, crystallization and viscosity models all based on real physics. We know this because CR will code it. At night. On a 360 gamepad :)

Sounds crazy, but remember it will only have to simulate in real time within your immediate vicinity; as the molecules get further away they'll be updated less often. Here's a video of something completely unrelated to prove that it will work and that Roberts was right all along, somehow.

[video=youtube_share;5AvCxa9Y9NU]https://youtu.be/5AvCxa9Y9NU[/video]
 
Sounds crazy, but remember it will only have to simulate in real time within your immediate vicinity; as the molecules get further away they'll be updated less often. Here's a video of something completely unrelated to prove that it will work and that Roberts was right all along, somehow.

https://youtu.be/5AvCxa9Y9NU

To me, there's a huge difference between having an idea and actually bringing it to fruition. Clarke is always credited with being the father of modern satellites because he envisioned something flying around the planet to aid in communications etc. But the real creative genius is with the ones who actually made it happen.

Given CIGs track record, it's wayyyyyyy too early to give CR credit for anything besides dreams. They haven't even been able to solve the relatively simple and basic aspects of development like collisions/clipping, being able to knock ships flying simply by walking into them etc etc.
 
Sounds crazy, but remember it will only have to simulate in real time within your immediate vicinity; as the molecules get further away they'll be updated less often. Here's a video of something completely unrelated to prove that it will work and that Roberts was right all along, somehow.

https://youtu.be/5AvCxa9Y9NU

I'm gonna be honest with you, that guy led up to this whole condescending thing where he's like "WHAT IF I TOLD YOU THIS WAS EUCLIDEON'S GRAPHICS ALL ALONG" and it was kinda obvious the whole time
so I stopped watching :(
 
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