The Star Citizen Thread v5

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http://www.kotaku.com.au/2016/08/star-citizen-got-me-blacklisted-from-our-office-internet/

The lack of a proper change (Delta) patcher has to be costing them hundreds of thousands of dollars in bandwidth per update at this point.

If it's like a torrent(P2P) they are passing the savings onto the customer. However, I'd want to see if it's still sharing while the launcher is open or if the game is being played...or in the background...

Anyone feel like sniffing around?
 
It must be awful trying to update Star Citizen on Australian internet.
I feel sorry for those poor Kotaku Australia folks.

CMDR CTCParadox

I have a 100MB connection in Australia. The bloody client won't let me connect at more than 1MB(if it connects at all)... Steam is happy for 10-11MB/s...
 
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I have a 100MB connection in Australia. The bloody client won't let me connect at more than 1MB(if it connects at all)... Steam is happy for 10-11MB/s...

I guess I never had good internet experience in BrisVegas. Not awful, just not particularly fast.

CMDR CTCParadox
 
http://www.kotaku.com.au/2016/08/star-citizen-got-me-blacklisted-from-our-office-internet/

The lack of a proper change (Delta) patcher has to be costing them hundreds of thousands of dollars in bandwidth per update at this point.

I can't believe they still haven't put saner defaults in place. Why don't they amend the number of ports/seeds/leechers to something far less likely to choke the majority of routers. People have been moaning about this for years now.

I suppose they could make the claim that they're trying to educate people what a DDoS attack would be like.

Perhaps the people in charge of Star Citizen's networking are also in charge of this as well, it would explain a lot :D
 
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Textbook triggering - outstanding performance Orlando - you will be mentioned in dispatches!

Can you confirm if V2 awesomeness is already in, waiting to be switched on, or is it due with 2.6 or 3.0?

Have they decided on the name for the next miracle patch to reassure the commandos that when 3.0 doesn't work flawlessly a fix is already inbound - in due course - natch?

Just over the next hill guys - honest!

Looking forward to citizen con.

Procedural Generated Planets V2 is being released for Alpha 3.0
 
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Procedural Generated Planets V2 is being released for Alpha 3.0


It'll be very interesting to see what V2 is like.
Their first try looked like it was just a random noise map with an atmosphere shader and a nice landing zone. Has nothing on the geological structure you see in ED planets (especially ones like Farseer Inc).

CMDR CTCParadox
 
It's a damage decal system with transparency. Well… transparency with little regard as to what you should actually see on the other side. Also with little regard for actual illumination, which makes the the indentations point the wrong way. :p

Yeah, no-one ever used alpha channels with the same Half Life 2 decal tech. Like- wow.
 
Can you explain what's so special about that video?
It looked like pretty standard damage effects, maybe I don't know what to look for.

CMDR CTCParadox

From a developers perspective anything that works as envisioned/planned/designed and isn't something off the shelf is an accomplishement and thus can be seen as special depending on the point of view you're looking at it.
 
Can you explain what's so special about that video?
It looked like pretty standard damage effects, maybe I don't know what to look for.

CMDR CTCParadox

It doesn't look like more than a alpha blended, normal mapped decal with a interpolated color texture (when the sniper thingy fired). Maybe the normal map vectors are calculated based on the surface normal hit .. dunno. And it's definitely receiving lighting, it's got specular term on it obviously ... it just can't be self illuminated.

I don't think it's ground-braking. But it is always welcome to see detail like that. Just shows you they went to some lengths at least in once place, I suppose.
 
It doesn't look like more than a alpha blended, normal mapped decal with a interpolated color texture (when the sniper thingy fired). Maybe the normal map vectors are calculated based on the surface normal hit .. dunno. And it's definitely receiving lighting, it's got specular term on it obviously ... it just can't be self illuminated.

I don't think it's ground-braking. But it is always welcome to see detail like that. Just shows you they went to some lengths at least in once place, I suppose.

Until the bloom pixel doesn't bloom the right way to meet CR's expectations and then they have to refactor everything to make it bloom....
 
Until the bloom pixel doesn't bloom the right way to meet CR's expectations and then they have to refactor everything to make it bloom....
It certainly looks like they don't bloom the right way already — that leaves the question of whether they meet the expectation. :D
 
Can you explain what's so special about that video?
It looked like pretty standard damage effects, maybe I don't know what to look for.

CMDR CTCParadox
Oh, sure, it's a pretty simple problem - you can't paint a decal over a surface in such a way that you'd then see what's behind the original object. Same as only bugs bunny can paint a tunnel onto a wall.
 
Oh, sure, it's a pretty simple problem - you can't paint a decal over a surface in such a way that you'd then see what's behind the original object. Same as only bugs bunny can paint a tunnel onto a wall.

You just don't understand decals!

Everyone here is a professional gamer developer and do games for a living, except you!

/sarcasm
 
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