The Star Citizen Thread v5

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3.0 is still coming for the end of the year though, right?

I mean, it's not on the schedule but that just means they want to surprise us!

Maybe I need to write a letter to Santa Claus...

Don't bother, here even Santa can not help ;)

This year looks like 2.6 is possible with lot of bugs and limited features..nothing more...
 
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dsmart

Banned
This is... a little disingenuous of you, I have to say.
Firstly, because the examples you linked were mostly fans getting the right answer via the wrong means, or getting it wrong and being immediately corrected several fans who were right.
Secondly, we started out, not with your Three Meanings, but with a link to your forum, and you ridiculing a guy for thinking 64-bit would give him the ability to travel around a big seamless world. Then you insisted that the QD tunnels were a necessary way to transition between "scenes", and linked to that big post about drawing Xs in boxes and large ships not fitting into 8km maps.
Now I'll concede that you didn't, recently, say the game isn't using double precision, but you did keep talking about the same imaginary limitations you were talking about when you thought it didn't. Mea culpa.

Ben, I tend to debate and engage in meaningful discourse in good faith. I am not about "winning", nor do I strive to be "right", because there is no growth in that. So if you think that I was being disingenuous, then that's unfortunate.

Regardless, everything I've stated in three (1, 2, 3) posts are pretty clear, on point, and are specific to what's being discussed. Which is why I tend to cite sources (including my own posts) in order to keep the discussion flow on track. Yes, I tend to write a lot of words; but that's because I'm neither dismissive, nor arrogant to the point of glossing over things in order to hand wave opposing commentary. That sort of thing is for Redditors.

The problem you seem to be having is that you completely refuse to accept the simple fact that it all started with that 1st post (gist quoted); even though you just referred to it again above.

Right. However, I still stand by my original claim because i) you - or any dev - has yet to disprove, let alone explain it ii) CIG hasn't built even 1% of the starmap and from which we can deduce the merits of how it was done

That's just the same nonsense that's going on whereby - for some reason - backers who are adept at theory-crafting dreams, can't tell the difference between 64-Bit sized scenes, 64-Bit programs, 64-Bit world positioning. And that is because CIG continues to obfuscate this - and several other issues - without any semblance of clarity. It's like you guys are afraid of saying something that's going to somehow go against some crap croberts has uttered in public, and which most of you (the guys working so very hard to build this game) know to be complete - and utter - rubbish. In fact, I just wrote about that here as part of this on-going discussion.

The 2nd and 3rd posts merely served to bring clarity to your continued obfuscation of simple things which to any junior programmer should be easy to understand and explain.

And before that, you were trying to change the meaning of the word "transition" and its implication, which was met with with a rebuttal you later conceded in your usual off-hand manner. Even as you try to also act astonished (while accusing me of using non-technical terms) that the word "scene" (a standard widely used terminology) was somehow foreign.

And through all this, the crux of the discourse remains largely unresolved; even as you continue to pick on choice (and mostly irrelevant and inconsequential items), while ignoring the more important ones which are being discussed. It's as if you just gloss over what's written, pick something to distract from the gist of the discussion, then run with it. Hence obfuscation. Forgetting that you're not addressing some backer nitwit who doesn't know better, who is used to the obfuscation of facts that you CIG guys keep spewing even as you continue to (knowingly|unknowingly) aid croberts and co to mislead backers under the pretext of tech (which has all been done before) and progress (which is patently non-existent for a 4yr, $134 million project).

While I realize that you and I have different experiences and qualifications, and without making light of your efforts, in truth, I have to say that the things being discussed aren't that hard to reconcile. They would only be thus if you (or a CIG programmer/engineer) is unwilling to clarify and/or explain, for fear of running afoul of the studio. That I can understand; and while I am 100% certain that pretty soon ALL of you are going to be off this project and on to the next adventure, I wouldn't want for you (or anyone) to say anything which would not only breach your NDA, but also put you in line for ramifications from the studio heads.

Anyway, since we've gone completely off-track, let us circle back around to the nitty-gritty of this discussion. I would like for you to answer (in whatever way you feel you can without running afoul of your studio) the following if you don't mind. It would not only bring clarity to a lot of things, while also being informative to the backers who are following our banter out of morbid curiosity.

1) Has true global 64-Bit positioning been implemented in toto; and/or was any part of it hacked together as I opined here?

2) Are the scenes/maps/levels (e.g. Port Olisar, Grim Hex et al) all separate assets placed in the world map (e.g. small box in larger box) or were they all created as one contiguous asset within the world?

3) CitizenCon presentation, showed a planetary surface in the editor (precisely why I am asking #2 above), and the camera transitioned from planet to space. So was that planetary scene/map/level standalone, or was the entire current game world (as is now in the PU), loaded in the editor, while the artist was working on that planetary section alone?

4) Seeing as Stanton (see Stanton local map) isn't even completed yet, in relation to the above, is the intent to build Stanton as one contiguous system which would permit seamless (no cutscenes, no QD fakery etc) intra-system (e.g. Crusader to Mirotech) as well as inter-system (e.g. anywhere in Stanton to Pyro) as per the global map?

5) What is the distance (km) between Crusader and ArcCorp?
 
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3.0 is still coming for the end of the year though, right?

I mean, it's not on the schedule but that just means they want to surprise us!

Maybe I need to write a letter to Santa Claus...

I thought I remember seeing something that showed it was moved to Q1 2017. Not sure if official, though.
 

dsmart

Banned
I thought I remember seeing something that showed it was moved to Q1 2017. Not sure if official, though.

You didn't; because that never happened. Since they announced and hyped it at GamesCom, then CitizenCon, then got millions based on those promises alone, they haven't addressed it since. Not even during the anniversary stream from earlier this month.

And thus far, it's in the schedule as a bullet point, with no status (like 2.6) whatsoever - pretty much how it appeared in the event slides.

So basically, they're pretending it never happened because, well, as I said weeks ago, 3.0 simply doesn't exist. It was just another milestone bullet point, like all the others before it.
 
You didn't; because that never happened. Since they announced and hyped it at GamesCom, then CitizenCon, then got millions based on those promises alone, they haven't addressed it since. Not even during the anniversary stream from earlier this month.

And thus far, it's in the schedule as a bullet point, with no status (like 2.6) whatsoever - pretty much how it appeared in the event slides.

So basically, they're pretending it never happened because, well, as I said weeks ago, 3.0 simply doesn't exist. It was just another milestone bullet point, like all the others before it.

Aye...I spent too much time on the subreddit. Can be hard to sift the theory from fact. Thanks! +1 Virtual rep since I seem to be agreeing with you recently :p
 

dsmart

Banned
Aye...I spent too much time on the subreddit. Can be hard to sift the theory from fact. Thanks! +1 Virtual rep since I seem to be agreeing with you recently :p

Thanks. There is SO much info out there, and a lot of it is just gets missed or is confused with other things. That's why I'm the StarWhisperer :D

In other news, more backer theory-crafting (with a bit of borderline doxxing mixed in). This time about Star Network.

Choice comment:

Yeah, seems CIG's hasn't learned anything from Illfonic debacle: they outsource, they find at the end it's incompatible.
 
So according to the schedule Evocati got star marine yesterday and will be done with it tomorrow, then it's going to the PTU on the 1st.

How's it going? Is it "more lethal than Call of Duty"?

:)
 
So according to the schedule Evocati got star marine yesterday and will be done with it tomorrow, then it's going to the PTU on the 1st.

How's it going? Is it "more lethal than Call of Duty"?

:)

Seeing as it is just a new map with an added layer of leader boards and match modes don't expect anything fundamentally better than what is in the PU, currently.

The SM I remember from a year ago looks nothing like what they showed, not just in visuals but also in shooter mechanics and assets.
 
Seeing as it is just a new map with an added layer of leader boards and match modes don't expect anything fundamentally better than what is in the PU, currently.

The SM I remember from a year ago looks nothing like what they showed, not just in visuals but also in shooter mechanics and assets.

No. Chris Roberts told us Star Marine would be an incredible FPS experience with vaulting and cover and it would be both fast paced and tactical like Arma.
 
All that reddit seems to demonstrate that more people than I previously imagined are even more clueless about networking than I originally anticipated.
 
All that reddit seems to demonstrate that more people than I previously imagined are even more clueless about networking than I originally anticipated.

Once upon a time - CCNA certified

The number of friend's routers I've fixed plus the network closets I've seen at several small businesses confirms that most people are just like "gettin mah nudez down tha tubez has stopped. Must be clogged, yeah? You got any of that networking Drano?"

Game forums are notorious for armchair experts (which I'm guilty of too)
 
Thanks. There is SO much info out there, and a lot of it is just gets missed or is confused with other things. That's why I'm the StarWhisperer :D

In other news, more backer theory-crafting (with a bit of borderline doxxing mixed in). This time about Star Network.

Choice comment:

Actually, I think that the 'choice' comment on the thread is this one: https://www.reddit.com/r/starcitize...e_scenes_of_starnetwork10_found_some/dakahs0/

Anyways, as far as I can tell his code allows for technically infinite scaling of connected clients. He's set a bunch of constants, similar to what OP mentioned in his edit, for testing purposes but those constants can really be edited to any value and his code should run.

The actual limitation is going to come from the server hardware. He's done a lot of cool things to help with performance, and it seems like he's going to add more, but the biggest help towards maximizing player limit caps isn't going to come from him really.

The biggest help will come from CIG reducing the amount of data that is actually being sent through this system at any given time. The code can scale with packet size and how frequently those packets are being received by the server, but the larger the size, and the higher the frequency, the longer it's going to take the server to process that packet and send it back out.

This is going to be the real issue that CIG will hit. The universe's most efficient network protocol will hit a practical limit very quickly, moreso if there's a lot of unwanted data getting amplified exponentially.
 
I think they'all hit the transport limit of most players potato routers before the backend is seriously impacted. If they are going to have 128 clients many will find their router chokes on 32 and throws up the last 8 :(
 
I think they'all hit the transport limit of most players potato routers before the backend is seriously impacted. If they are going to have 128 clients many will find their router chokes on 32 and throws up the last 8 :(

Never underestimate the value of a good router.

My tenant keeps bugging me about their wi-fi not being reliable. I ask him what router he bought....oh, that 15 dollar netgear hockey puck? Not my problem, buddy.
 
If it did go avocado yesterday, they'll be crowing about it on AtV later this week...
If it's glossed over or omitted from AtV, then that will be enough of a public admission.

You can always tell when somethings gone avocado as there's an inevitable reddit thread with the cult telling people off for breaking their NDA's.
 
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