The Star Citizen Thread v5

Status
Thread Closed: Not open for further replies.
To be honest star citizen is on cryengine 3 which wont look outdated for a long time. Have you seen the textures upclose in elite dangerous stations? I really doubt in elite we could ever have space legs without the developers having to redo most of the game assets. In fact, I'll be very surprised if elite makes it past season 3.

Elite is built on a custom made engine that works. LoD means some textures dont need to be shown close up as most of the time you've not close to them and have no real need to be. Why do you think (apart from maybe wishfully) that ED wont make it past season 3? David Braben only said a couple of months ago they are working on things for season 4.
 
Elite is built on a custom made engine that works. LoD means some textures dont need to be shown close up as most of the time you've not close to them and have no real need to be. Why do you think (apart from maybe wishfully) that ED wont make it past season 3? David Braben only said a couple of months ago they are working on things for season 4.

You have to remember that DBOBE is a giant fibbing fibbster who stole all of SC best ideas for his shallow hack job game just to rush it out first.
In contrast everything CR says is truer than true, even if later it is contradicted or superseded by a new even truer truth...
 
So I watched the stream last night, and initially I found it quite good.
I have a few concerns however.
The missions look pretty with the voice over, however you then have to go through a couple of steps to get a wall of text, the only relevant point is "travel to x".
Honestly this kind of mission is going to make the game feel soooooooooo static. It is an initial wow! but it's the kind of thing that hurts the longevity of the game, it's the kind of thing you expect in say, mass effect, which you might play through a couple of times.

The UI definitely changed since I last played, looked very similar to elites, except they swapped target and power panels.
when they exit quantum travel you can see the space dust as objects in space.
They are also travelling at 170 m/s past that station, and yet it goes past really fast. At a guess Id say it was about 1.7km long.

The station docking? A video is kinda cool but not very original.
I'm also pretty sure id find that particular implementation annoying quite fast.

Unfortunately my daughter just woke up, so I can't continue as much as i'd like except to point out this -
They have slated Trading, cargo transport, piracy, mercenary and bounty hunting as professions. I'd say none of these were show cased in this presentation.
We pretty much saw things from last year, and the current PTU, with some long drawn out quest missions that have been done that way in a lot of other video games, that can be great for a single player experience, but kinda annoying in an mmo setting.

I'll see if I have time to make a new post later, or go over this one, for now it'll have to do :)
 
Last edited:
You have to remember that DBOBE is a giant fibbing fibbster who stole all of SC best ideas for his shallow hack job game just to rush it out first.
In contrast everything CR says is truer than true, even if later it is contradicted or superseded by a new even truer truth...

we just don't understand truth
 
You have to remember that DBOBE is a giant fibbing fibbster who stole all of SC best ideas for his shallow hack job game just to rush it out first.
In contrast everything CR says is truer than true, even if later it is contradicted or superseded by a new even truer truth...

+1.

Meanwhile over on Reddit

Chris doesn't do much small but given how long that 3.0 demo ran for, how many new features it showed off, and that it wasn't in the most controlled environment took balls of steel to do it in real-time live on stage. At any time it could have crashed and starting over would have been painful. Could have weird glitches. But it didn't - was darn solid. No people flung out of turrets. No clipping through the base. There were glitches to be sure but all relatively minor.

Either he chose to roll the dice and won big or that internal build is more solid than it has any right to be at this stage. As a software engineer myself who had to run a alpha build demo when the presenter went off script before, I can only imagine how dozens of software dudes were probably sweating behind the scenes for close to 55 minutes straight

The best part was that RIGHT after that happened, Chris explained that this was a known problem they are working on. Seeing a glitch or two just shows that it really was live, and not on rails. It was the best!
 
Last edited:
the last 2 videos were videos were i couldnt find any logical explanation.

2nd last video the movement seen on screen and the movement of right thumbstick just didnt match at all. And sensitivity would be quite different from earlier schenes were lesser movements of thumbstick generated some drastic movements in camera.
also remember that the screen is transitioning with turret going downward quite fast, yet the stick position stays in quite neutral zone.

In fact if you check again the video you will see 2 things, the turret barely moves, more or less like the thumbstick, most of the movement you see comes from the camera angle and the movement of the freelancer, maybe changing direction to point to the next jump.


last video guy doesn't held controller yet dragonfly goes forward. Then theres camera movements with guys right hand at groin region. The guy is clearly surprised the camera is at him and acts like he is using trackir (currently doesnt work with star citizen and earlier on demo he was controlling the camera with stick) afterwards the guy turns his head to right and the camera doesnt follow that dispelling trackir option completely. (along with the fact that theres no webcam in front of him) certainly it could be that im wrong, but that was the thing i saw
In this case the guy is using the KB (you can see the left hand in the "wasd" region of the kb)/Mouse but the shoulder of the other guy doesn't let you see the mouse. Just that.

Even you can see that they had the "emotes"(43:30 guy in the right, right hand) in the numberpad of the keyboard.


As always just my point of view.

The missions look pretty with the voice over, however you then have to go through a couple of steps to get a wall of text, the only relevant point is "travel to x".

Honestly this kind of mission is going to make the game feel soooooooooo static. It is an initial wow! but it's the kind of thing that hurts the longevity of the game, it's the kind of thing you expect in say, mass effect, which you might play through a couple of times.
Just my opinion but this kind of missions will probably not be the most common type . Most of them will probably be just text and once and a while, maybe more with more time, this kind of missions will appear, some chains even.


But I would not expect this example to be the most common type of missions in the verse.
 
Last edited:
Is speed in SC measured in m/s? I just ask cause the ship entered the atmosphere at 600-700 and there's reentry effects everywhere.

No scientist but I don't think you get those effects at Mach 2.

CMDR CTCParadox
 

In fact if you check again the video you will see 2 things, the turret barely moves, more or less like the thumbstick, most of the movement you see comes from the camera angle and the movement of the freelancer, maybe changing direction to point to the next jump.



In this case the guy is using the KB (you can see the left hand in the "wasd" region of the kb)/Mouse but the shoulder of the other guy doesn't let you see the mouse. Just that.

Even you can see that they had the "emotes"(43:30 guy in the right, right hand) in the numberpad of the keyboard.


As always just my point of view.
i accept that ship moving explanation, makes sense.the delay seems weird however, but maybe they are just using really bad monitors or the game is lagging a bit so they are predetermining their input by muscle memory.

the shoulder explanation i choose to disagree, but i do find your explanation possible. To me it looks like his hand is down and not moving during camera movement moments, you should see even slightest movement in shoulder elbow bone.
 
Is speed in SC measured in m/s? I just ask cause the ship entered the atmosphere at 600-700 and there's reentry effects everywhere.

No scientist but I don't think you get those effects at Mach 2.
This isn't KSP; Star Citizen isn't a space sim. They're there because it looks cool, that's all.
 
But I would not expect this example to be the most common type of missions in the verse.

I know showing text based missions don't make good advertising or demos, but really if I was backing this game it's the sort of thing I'd want to be told 'We've created a whole bunch these for you to do, with some variations.' Instead it's a one off mission that has apparently zero replay value as the mission giver double crosses you at the end.

It's something that sounds like it should be in S42, not the PPU.
 
Just my opinion but this kind of missions will probably not be the most common type . Most of them will probably be just text and once and a while, maybe more with more time, this kind of missions will appear, some chains even.

But I would not expect this example to be the most common type of missions in the verse.

I hope you're right, the time and money investment required for a large enough range of missions would be staggering otherwise, it would also make adding similar new missions a far lengthier process.

I know people crow about voiceovers and their "requirement" in modern games but I feel they have their place, building out characters central to a story or characters you're more likely to revisit. Less voiceovers but quality voice acting is far more important than every word being voiced in my opinion.

I think one game that handled this extremely well was The Secret World https://www.youtube.com/watch?v=k77HbWOvSvM&t=3m28s
 
Last edited:
To me it looks like his hand is down and not moving during camera movement moments, you should see even slightest movement in shoulder elbow bone.
I get your point but here we are totally blind, I believe that he is just not moving the hand enough so that we can see something remarkable in his elbow.

I know showing text based missions don't make good advertising or demos, but really if I was backing this game it's the sort of thing I'd want to be told 'We've created a whole bunch these for you to do, with some variations.' Instead it's a one off mission that has apparently zero replay value as the mission giver double crosses you at the end.

It's something that sounds like it should be in S42, not the PPU.

Until the mission system is in the game or the PTU we can't really know how it's gonna work :S





P.D.-My kb hates me today
 
Last edited:
CE3 already looks outdated, because it's basically a 360/PS3 console engine. Croberts' excessive polygon counts won't change that.

Crysis 3 on pc is still regarded as one of the best if not the best looking game available so you can imagine how good star citizen can look after some modifications to the engine. Elite on the other hand was nothing spectacular graphics wise back in 2014 let alone in the coming years.
 
Crysis 3 on pc is still regarded as one of the best if not the best looking game available so you can imagine how good star citizen can look after some modifications to the engine. Elite on the other hand was nothing spectacular graphics wise back in 2014 let alone in the coming years.

You're a giggle.
 
Crysis 3 on pc is still regarded as one of the best if not the best looking game available so you can imagine how good star citizen can look after some modifications to the engine. Elite on the other hand was nothing spectacular graphics wise back in 2014 let alone in the coming years.
It's still a last-gen engine, fit for one particular purpose and reliant on very controlled environments — none of which apply to SC. Games like Uncharted 4 are doing what it did, better, and on consoles, and things will only improve from there. That's what makes an older engine outdated. And while it might be argued that you could make CE3 look even better, CIG hasn't exactly shown any proficiency in making the kinds of improvements needed to make that happen. What they've shown off character-wise, in particular, is stuff that would have looked outdated 10 years ago. This is not a good sign for the future; doubly so when you hear of Chris talking about how they're supposed to achieve this high level of detail — pretty consistently by doing it the most inefficient and least scaleable way possible.

What you can imagine and what is likely to happen are two vastly separate things. They should not be confused with each other.
 
Having finally had a chance to watch the demo, my favourite part was when he walks past some people standing around in their civvies chatting, immediately outside an airlock. They must have forgotten to press <use>.
My least favourite part was all the absolutely dire voice acting and mo-cap. Especially that idiot ATC guy near the beginning. That's some pure Hollywood Roberts quality right there. I hope to hell most of the missions are text based.
Some really nice looking parts, and a lot of padding, and as usual many more unanswered questions especially in terms of how any of that will possibly work with multiple groups of people trying to do the same things at the same time without instancing the crap out of it. And if it had been anything more than a very careful curated tech demo then it wouldn't have been limited to an obviously cut-and-shut stage demo, and some tame journalists who could be babysat through it, when their own streamers were stuck with the pos live build.
 
Some really nice looking parts, and a lot of padding, and as usual many more unanswered questions especially in terms of how any of that will possibly work with multiple groups of people trying to do the same things at the same time without instancing the crap out of it. And if it had been anything more than a very careful curated tech demo then it wouldn't have been limited to an obviously cut-and-shut stage demo, and some tame journalists who could be babysat through it, when their own streamers were stuck with the pos live build.

Definitely this. I find it boggling that publications put this stuff up and drool over it without asking even the most basic questions. No-one even has to be critical, they can just ask these simple questions and show that there are so many unknowns about this game so that their readers are also bearing it in mind instead of rushing out like foolish lemmings and pre-ordering yet again.
 
Last edited:
Having finally had a chance to watch the demo, my favourite part was when he walks past some people standing around in their civvies chatting, immediately outside an airlock. They must have forgotten to press <use>.

I thought I noticed that too. Compounded by the player then cycling the airlock. I was sat here thinking... "hold on... werent those guys just...."
 
Last edited:
Some remarks. As I said, I liked the vertical slice very much. It shows potential.

Some things like the scale of the planet or the QD travel speed were a little off, but this is expected in a gameplay presentation I think. For example, Delamar was said to be a 2000km planetoid, but the Freelancer went down to the surface while cruising at 700-1000m/s very, very fast. It reminded me of the NMS time needed to go down to a planet. At the same time, QD transitions were very fast between different planets in the system. Both of these attributes might have been tweaked to make the presentation mind you (it wouldn't make sense to have the viewers wait multiple minutes for the QD sequences or going down to a planet).

PG was pretty basic when compared to something like Elite or Space Engine. Basically a perlin noise height-map (or two) with light scattering to simulate an atmosphere (on the first planet). It is only the first iteration though, as CR said we will get much better surfaces when 3.0 hits.

Regarding the airlock, It is the airlock that was out of place, since the planet did have an atmosphere. Maybe the airlock is used to mask loading some parts of the interior inside (like what you can interact with, not the actual graphics). They may also NOT be masking anything (since streaming seems to function pretty well as we show in the demo) and just derped putting the airlock in (or the NPCs in, if the atmosphere is not considered breathable).
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom