The Star Citizen Thread v5

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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 agree (assuming that CIG have their servers in an Amazon/Google cloud service with a nice fat multi-Gb/s pipe) but their bandwidth costs will be amusingly hideous.
 
Star Citizen: November Subscriber's Town Hall with the legendary developer Tony Zurovec , Director of the Star Citizen Persistence Universe.

[video=youtube;qKH1B1p9TgM]https://www.youtube.com/watch?v=qKH1B1p9TgM[/video]

Summary by CanadianSyrup & StormyWinters.
TLDR(Too Long;Didn't Read)
Non mission NPCs interaction will be brief as they have their own lives to attend to, but they will have some dialogue. They will however interact with each other quite a bit and have varied conversations that won't always end up being the same, there's only so much you can do of course, but you shouldn't hear the same conversation between two NPCs every time. They'll also react to how you're behaving. If you're rowdy or causing trouble in a bar for example, they may distance themselves from you or talk about you under their breath.
Quest givers and important people will remember you based on you or your organisations interaction with them. If you decide you want to be that guy who tries to take up all the NPCs time, they may get annoyed, cut you off and stop talking to you entirely for a period of time.
NPC crew for hire won't be in 3.0, they're still working on how you interact with the crew as well certain core AI elements.

Interdiction devices will be capable of producing an area of affect that knocks ships out of quantum travel based off a curve that is dictated by how much power the device is given. The more power injected, the more likely you are to knock them out where you want them, but you're more likely to be detected by others in the area such as police, but less power means a smaller area where you can entrap people and a smaller signature. There are more factors to it, but this is general idea.
Quantum linking is used for escorts or friends along with you to also keep you relatively together if you get knocked out of quantum travel, but not all in the same place exactly.
Also quantum travel will be longer as the systems expand, and it depends on your ship, quantum drive, and distance.

The Medical System we know has been toted as "rescue" by Tony in the roadmap, this encompasses a variety of rescue scenarios from simple treatment to gameplay involving rescuing derelict pilots or people off a space station, or treating an infection that could kill someone if not done correctly.

Large sprawling cities won't be fully explorable apart from some exceptions due to Tony's quality over quantity philosophy. He wants the landing zones to be unique and filled with lots of things, instead of a vast city that repeats itself after a few blocks, not to mention the time that goes into those large cities.

Long Range Scanning will involve passive scanning that takes in radiation to give you an idea of what's out there and then using that data to plan where you want to focus in the sky and through three spectrums, Visible, Infrared, and X-ray to locate what you're after. It'll be skill based in fine tuning your systems to figure out what you're after and what you're looking at.
Those that want to remain hidden on planets or in space, will be able to do so through certain means as well.

Full Sumary:
Full Summary

Hello folks! The show is about to begin! Your transcribers today are myself CanadianSyrup, and Stormy Winters. Grab your snacks and enjoy the show!

We're live! Hosting today's Subscriber Town Hall is Community Manager, Tyler Witkin, with special guest Tony Zurovec.

Questions can be asked from Robertsspaceindustries.com and in the Subscriber chat.

[Tony, who are you and what do you do?] He's the Director of the Persistent Universe with his focus currently on the AI and the mission system along with the ingame economy.

[What do you envision interactions with non mission NPCs will be like? Varied conversations or repeating messages?] There will be NPCs all around, like landing zones for example, NPCs you'd encounter walking around will be brief and varied because they have their own lives on a 24 hour clock that they're living. They will acknowledge your presence if you walk by or if you go into a bar and make a ruckus, they will react accordingly and try to move away from you or mutter under their breath about you.
NPCs will interact with each other quite a bit and have conversations that vary based off what happened in that conversation. Eventually as anything you will see some repeats, but it won't happen often.

[Can you describe the preliminary on how the interdiction mechanic will work and how you can escape them?] Tony can't talk much about the escape because it's still being sorted, but can talk about how you take them out. So an interdiction device will be used to pull someone out of quantum travel which will be popular with pirates of course. One of the problems when creating the device was where does it eject the person in quantum? At first they had it do it right where they were, but then it made distress beacons useless because the pirates would have already killed the person. Then they thought they would increase the distance by 5-10 miles and so it takes time and allows them to get reinforcements, but then the person would just spool up their quantum drive after 30 seconds to a minute to get away.
So what they decided on an area of effect mechanic where the person who initiates the interdiction field will determine how much power to use and then that determines the range of the interdiction device is and also the shape of the curve, the shape of the curve will dictate the probability of where you'll end up. You won't always fall in the centre, you'll always want to fall in the fringe, but it depends on the shape of the curve. As you push that curve farther in, you're more likely to have people fall in that area, but that means they can re-engage their quantum engines at a much less significant distance so the person who initiates the drive will want to find the sweet spot. The downside to cranking up the power is it draws more attention to yourself such as security forces, so making the field smaller and more precise means less people get caught, but you're less likely to get detected.

[In Alpha 2.5, the quantum travel distance is quite short, will that be longer in 3.0?] It's compact right now, once 3.0 rolls out and they add more content, you'll see that distance increase. Also some ships will be faster in quantum than others, so the small ones may get away, but the big ones will get caught, they can tweak the values as well if needed.

[Will NPCs remember you? Say a Bartender serving you between one visit and the next] Yes, it's a fundamental plan to have that be a part of the Universe, Tony doesn't want to expand too much as to give it away, but some NPCs will know what org you're a part of and how to deal with you accordingly or NPCs you've helped or scammed. This also dictates the conversations you have available with them as well.

[Has CIG made incentives to keep people playing Star Citizen?] The obvious answer is you're always going to try and get the better ship and play against or cooperate with players, but to Tony the thing that is really going to differentiate is the ability to experience new things. This will involve reaching cities you've never seen to new AI behaviors and new challenges and overcoming them. The approach with modular technology as a tool rather than being the only entity will allow them to generate a lot of content, but putting their personal touches and creating a unique experience for players.
It's the little things that keep players coming back, it's what makes you want to keep playing. The way things are built, they've created a system that allows them to make the majority of everything, but then you can add extra touches to those creations in whatever way you would want to without the effort of creating brand new assets. They planned long term, not short term when making the tools and making the game and this allows them a lot of flexibility down the road. It can be frustrating because some things can take a little longer, but it pays off in dividends down the line.

[You previously mentioned a puzzle style mission system where each puzzle is hand crafted such as pirates needing to be killed, cargo transported, leading to the entire economy being affected. Will it be cut and dry, kill pirates, find the wine, loot it? If so how is it going? If not, what's planned?] There's your generic mission lines that while they're awesome, once you've done it, you've seen it all. Tony's logic is everything around you can be a mission in a way. If you're on a planet with a refinery and there's an asteroid belt nearby, you'll see freighters going to and from that belt, and you can help or you could destroy or board some of those freighters, loot them.
For some, that's amazing. Now imagine you're responding to a distress beacon and you disable the pirate ship. You then board the ship and look through the computer and find some small information about the pirate organisations base and now you go and find some more pirates to gather more information and then eventually it leads to the base where someone may need to be rescued there and you can trade a pirate hostage for them or etc.
There is a point where some things will become similar, but the "virtual thread" you can pull from scenarios like this can take you in an array of directions so you may think a mission will go one way, ends up going in a completely different direction or takes you down a path that's quite intense.

[I was wondering if you've been able to solve the problems with quests and quest givers where a large amount of players want to get a quest from an NPC or go to an area for the quest, how do you stop griefers from causing issues?] There's no one single solution, and when you have an MMO, there are some things you have to sacrifice. They have mission boards instead of NPCs in larger places to filter all the individual players, but in remote areas there may be a single person you have to talk to and if someone wants to talk to them as well, they have to wait their turn.
To prevent griefing, it may be a godfather scenario where if you annoy an NPC, they won't talk to you anymore or have their men "Take" you away. NPC's can pickup on situations such as someone talking to them too much or etc. There will be other ways of course, such as if someone is important, you have to book an appointment, but in the end with having the world setup the way it is, there will be a lot of places to go to that disperses the players.
In the end, they still have to put it out there and see what needs to be tweaked.

[Will cities mostly be fillers with views to fly past? Will players be able to freely explore or be restricted to certain areas? If they are restricted, will those restrictions be lifted in the future.] The original idea for Arc Corp, was having three areas and slowly expand over time, but to a limit. Having entire cities be accessible comes with a problem that things become repetitive. Once you've seen a gunstore and a clothing shop, you'll see another one down the road with a slight variation or name. So rather than having a huge repetitive city, you'll have a condensed, but very unique area for each system. Levski is wildly different than Arc Corp so that creates a unique experience from visual alone, then there's how NPCs interact, the clothing, missions, prices.
Instead of dedicating bandwidth to something that becomes simliar after walking a couple blocks, they want to make an area unique. There will be some planets with multiple landing zones of course and each of those will share some similiarities in architecture, but the shops may be different and what they offer, missions etc.
They want cities to have their own flavour and feel just like you would in real life. When you're in Levski, you know you're in Levski, or Area 18, etc.
There will be some exceptions of having sprawling cities, but not something that's common, they'd rather have more effort in quality of what you see and do at a landing zone, than quantity and having a size that makes it dull and boring after a short while.

[When will we be able to hire NPC as crew, will it be at first when they appear?] For 3.0 no, they're still working on some of the NPC elements of having them interact with you and have them be more than just a person filling the seat. They want them to have emotions, how do they cope with a crew member dying, are they getting paid enough. They also are working on the mechanics of them and having them do the jobs you want them to do. Their goal for V1.0 of that is to have a mostly complete experience where right now for that there's still some pieces missing.

[Will there be a hangar maximum a player can own or rent?] No. Right now hangars are given when you buy a ship, but in the universe you could buy some storage with X amount of space for this price. Right now they're getting deeper into that storage component where when you buy an item from Casaba Outlet, for example, and having the inventory, transaction, delivery take place on the backend and have it affect the virtual server. Post 3.0 you'll see variable prices, supply and demand and etc.

[I really like the whole theme from the anniversary stream with the Galactic Tour, will we see something like that in the 'Verse, possibly have it used to reveal new ships?] They want to have something like that in the 'Verse for filler value, something you hear on the TV in a bar, but also become a medium to disperse relevant and important information. Imagine a battle is on the news and you check your logs and you see they need mercenaries.

[When is the indepth medical system planned to come into fruition?] Tony classified the system as "rescue" in the roadmap. With rescue it can entail anywhere from rescuing a pod from space, or dispersing medicine to an infected crew or you have a space station that's falling out of orbit and it's on fire and you need to get incapacitated scientists out safely. You could do a transport mission involving a heart that's needed urgently in another location, or getting a drug that's not legal in order to treat someone and do it stealthily.
Tony wants more than just healing people in a medbay, you can do that, but there's a lot of people who want to do more than that. Later on they'll release a document about how the system breaks down and what they mean when they talk about certain aspects.

[What is quantum linking in the roadmap?] It's a term Tony coined when dealing with the backend and quantum jumping and what you do with the space in between. So assuming you're going from point A to B and you've been intercepted. What happens to your escort that was with you? What the system will do is roll to dice to where to spit you out, but all the guys with you still need to come with you in some way, but not all at once where everyone suddenly drops out in the exact same place.

That's all the time they have for now, just some housekeeping to close. Tonight will feature a new lore post, tomorrow will be Loremakers, Thursday ATV in the UK and Friday, RTV in the UK as well.

[System and planet sizes distances seem enormous, how likely would be able for a player to stay hidden on a planet or in space if they don't want to be found] It's likely, they don't want a button where you press it and boom you found them. Long range scanning will be more analog in nature. You'll have passive scanning where you're collecting radiation over time, then long range scanning you'll be able to view three different spectrums such as Infrared, where it can see through gas and clouds. There will be the visible spectrum of course, but that has its drawbacks. Then there's the X-ray spectrum that can pickup EM signatures which would be great for figuring out where a ship is, but unable to determine what it is.

So there will be a challenge in fine tuning your computer to your needs to search for what you're looking for or be able to determine what you're looking at.

Long range scanning will be a very skill based system, but fulfilling when you get it.

Known races of the Star Citizen Universe, hopefully after Humans others open up in future expansions!

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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.
When it comes to self-quotes, I'd suggest maybe editing down to the point you're drawing attention to - obviously you think it's clear what the point is, but writing well enough that you can see your own point isn't exactly hard mode. Aside, if you want to save words and don't want to seem dismissive, perhaps cut back on phrases like "bereft of reason".
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.
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.
That's not a first post, this is a first post. Again, style suggestion - if it's important that people don't understand what a thing is, throw in a brief gloss just to show your reference points. The "scene" thing is a prime example, totally common technical term, but I've never seen it used interchangeably with "map" or "level". The scene is the full set of active objects, which includes the loaded level(s), but minus anything that's been destroyed, and plus players, player-spawned objects, etc etc. It's a sidetrack to the discussion but I was cautious of it because of your previous tendency to jump on someone's word usage as proof that they're obfuscating, without being clear what usage you considered correct.
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.
I did my best to pick apart where you were going and respond directly. I thoroughly approve of this new format where you actually ask specific questions. Let's hope I'm up to the challenge.
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.
Right, no, I can't agree that's what happened there. You said there was a glitch to cover a transition. From the context, it seemed clear that you meant a transition between two maps, especially since you wrote about doing an external camera cut in a similar place in your own game. I said the glitch was probably just some feature turning on or off, and your "rebuttal" was to fall back on a dictionary definition without context. Anyway, I'm aware that too long a post of "I said, you said" wakes the moderators from their slumber, so I'll move on.
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.
Including this section only so you don't complain that I cut it. I'll reiterate that I really do my best to understand where a person's going, and suggest that you may be less comprehensible than your own self-evaluation. Also, suggest you look into the online rationalist community, they have a lot of good arguments about assigning better percentages to things - eg if you're actually 100% certain of something, you ought to be up for betting me $1m to $1 that it'll happen, since it's just a free dollar for you. This is why I was pushing you towards PredictionBook before, it'd give you an opportunity for grow

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.
Explaining things is something I love doing. When I'm on a long walk, I explain things to myself to pass the time. If I seem to be wording around, please understand it's not an attempt to obfuscate, it's because I don't trust you.

1) Has true global 64-Bit positioning been implemented in toto; and/or was any part of it hacked together as I opined here?
1a) I'm cautious right off the bat - "in toto" could be taken to mean converting every position to doubles in every calculation, if I say yes it's proof of incompetence, if I say no it's proof of fakery. However, it's safe to say that every game system that interacts with entites, is able to do so by asking for and/or setting their 64-bit world-space positions. Cast-iron-clarity edit: 64-bit 3D IEEE 754 floating point world-space positions
1b) My initial response of "everything in that post was wrong" may have slipped your notice. To be polite, here's a summary of what I think you're describing so we don't go round and round for another three pages, I'll respond inline.
i) You describe the placement of 4km zones, tiling the inside of an 8km map (nothing to contest)
ii) You describe filling the stated Alpha 2.0 world with 4km zones also, and state that without super-extensive modifications the maximum map size in CryEngine couldn't be exceeded. I take this to mean the tiling-with-zones is a way to cover the required space with maps, without extending the map size (this hasn't been done, and it's unclear to me why you see the maximum map size as such a unique obstacle)
iii) You say this isn't what you think has happened, and that instead CIG has "zoned it". (ii) seems like a kind of zoning to me, but you don't explain much further. At a guess, you're describing something where a planet would be at the middle of one map, say, and a station at the middle of another, and some clever system hops you from one to the other when you're not looking (If I guessed right, you guessed wrong)
iv) You say doubles would be problematic performance-wise, and singles would force the previously mentioned 32-bit cheat, and force the game to calculate everything relative to the camera. (It's doubles, but I imagine you already got that)
v) You talk of 8km zones being stitched together like a mat, and that they're streamed. (Streaming yes, zones stitched together like a mat, no)
vi) Jump tunnels as loading connectors between zones (I guess it should be obvious given previous answers, but I wanted to stress just how simple the quantum travel is - we put the tube and the blur in *after*, to make it look good. Without it, you literally just go really fast in a direction)
vii) World Origin Rebasing (As I've said before, a cool term like that and it'd already have been puffed up as a public feature)
viii) The weird boundary (I still don't know why that's there. It may be that there's a system that breaks down beyond that boundary and hasn't been fixed, or it may be that QA just didn't do much testing in the deepest dark, and so it was preferred to wall it off rather than finding problems there the hard way)
ix) Logarithmic depth being needed to prevent Z fighting (Nothing to contest, though if the bug in question was the gif a few posts earlier, that was a threading bug. Z-fighting would have been spatially inconsistent rather than just temporally)

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?
2a) Note first - even in standard CryEngine where everything ends up as a single continuous map, you have a system to edit subsections in separate levels, and export as prefabs to be included in the main level.
2b) You said upthread that we're not talking about demand-loading, but this is all about demand-loading. With the new object management stuff, there's not much difference between a ship, a room, or a planet. They're all demand-loaded collections of sub-pieces. Since we were talking about carpet-stitching before, I'll stress that this doesn't make Port Olisar a box/map with a space station in it, just a space station, in the same way that spawning a character wouldn't create a map with a character in it.
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?
Hopefully my answer to (2) covers this. Going right into the PU universe to edit one subsection would be an awful way to work. Since the planet's just another object, albeit a big one, they work on it a bit, export it to a container, and the PU contains a reference to it.
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?
Intra-system: Yes.
Inter-system: As far as I know, no, you travel to other systems via jump points. ~30AU isn't really large enough to fit multiple solar systems.
5) What is the distance (km) between Crusader and ArcCorp?
How or why would I know that? You think I travel around manually, like some kind of pleb? I'm a dev, if I need to get somewhere I use the console! :D
 
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Guys some little news

First this:
wleverett_cig said:
Hi everyone!
I thought I would drop everyone a quick update since we're starting to see questions on it, and yes, we’re very excited to let you all know that the Evocati Test Flight has begun testing 2.6.0 and the web-only version of Spectrum today!
If you would like to know more about the features or state of 2.6.0, please check out our Production Schedule at https://robertsspaceindustries.com/schedule-report.
Also, if you’d like to learn a bit more about Evocati and the PTU Invite process you can find more information here: https://robertsspaceindustries.com/faq/PTU-Invites.
We recently added new members to our NDA Evocati Test Flight volunteer group (which is pre-PTU testing) and we’ll be updating our PTU 1st Wave numbers for when we move to public 2.6.0 testing.
We’re also very excited to announce that the early web-only version of Spectrum is now being tested by Evocati as well. Please know that this does not include the Launcher integration just yet, but is an MVP of our intial communication features. You can expect a full update on this in our Monthly Report, and we’ll be adding Spectrum to our Production Schedule in December as well.
Thanks everyone! - WL
Source: https://www.reddit.com/r/starcitizen/comments/5flh6t/260_and_spectrum_closed_testing_update/


And the November Subscriber Town Hall - Summary
TLDR
  • Non mission NPCs interaction will be brief as they have their own lives to attend to, but they will have some dialogue. They will however interact with each other quite a bit and have varied conversations that won't always end up being the same, there's only so much you can do of course, but you shouldn't hear the same conversation between two NPCs every time. They'll also react to how you're behaving. If you're rowdy or causing trouble in a bar for example, they may distance themselves from you or talk about you under their breath.
  • Quest givers and important people will remember you based on you or your organisations interaction with them. If you decide you want to be that guy who tries to take up all the NPCs time, they may get annoyed, cut you off and stop talking to you entirely for a period of time.
  • NPC crew for hire won't be in 3.0, they're still working on how you interact with the crew as well certain core AI elements.
  • Interdiction devices will be capable of producing an area of affect that knocks ships out of quantum travel based off a curve that is dictated by how much power the device is given. The more power injected, the more likely you are to knock them out where you want them, but you're more likely to be detected by others in the area such as police, but less power means a smaller area where you can entrap people and a smaller signature. There are more factors to it, but this is general idea.
  • Quantum linking is used for escorts or friends along with you to also keep you relatively together if you get knocked out of quantum travel, but not all in the same place exactly.
  • Also quantum travel will be longer as the systems expand, and it depends on your ship, quantum drive, and distance.
  • The Medical System we know has been toted as "rescue" by Tony in the roadmap, this encompasses a variety of rescue scenarios from simple treatment to gameplay involving rescuing derelict pilots or people off a space station, or treating an infection that could kill someone if not done correctly.
  • Large sprawling cities won't be fully explorable apart from some exceptions due to Tony's quality over quantity philosophy. He wants the landing zones to be unique and filled with lots of things, instead of a vast city that repeats itself after a few blocks, not to mention the time that goes into those large cities.
  • Long Range Scanning will involve passive scanning that takes in radiation to give you an idea of what's out there and then using that data to plan where you want to focus in the sky and through three spectrums, Visible, Infrared, and X-ray to locate what you're after. It'll be skill based in fine tuning your systems to figure out what you're after and what you're looking at.
  • Those that want to remain hidden on planets or in space, will be able to do so through certain means as well.
Source:https://www.reddit.com/r/starcitizen/comments/5fk40h/november_subscriber_town_hall_summary/
 
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CIG have released 2.0 last year, even when it was evident it needed another month of development to be described as "not too unstable", what's stopping them from fast tracking it through avocados and PTU, just to release it this year?
 
CIG has confirmed that the 2.6 patch which was due out in June 2016, just went to Evocati testing. My thoughts.

And lol behold, 31 days to go in this year. No, I don't think 2.6 will make out of Evocati in this year either. And I think CIG also knows that.

- - - Updated - - -

CIG have released 2.0 last year, even when it was evident it needed another month of development to be described as "not too unstable", what's stopping them from fast tracking it through avocados and PTU, just to release it this year?

Situation has changed considerably. Even with fast track it's two weeks minimum. That means mid December. If something broken no one will be around to fix it and 2.6 will linger on in broken state and will leave trail of disappointment.
 
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Situation has changed considerably. Even with fast track it's two weeks minimum. That means mid December. If something broken no one will be around to fix it and 2.6 will linger on in broken state and will leave trail of disappointment.

What changed? Backer confidence took an impact during Citizencon, but judging by CIG's earning this month (even though they were supplemented by sales of supposedly unique ships, which to me is a symptom of CIG struggling) it's back to the old levels. Is there any reason why they can't release 2.6 on 8th of December, no matter what state it's in? Launch of 2.0 was terrible and it didn't hurt CIG that much, either.
 
What changed? Backer confidence took an impact during Citizencon, but judging by CIG's earning this month (even though they were supplemented by sales of supposedly unique ships, which to me is a symptom of CIG struggling) it's back to the old levels.

I'm pretty sure that CIG's funding chart is right up there with Moorcock, Tolkien and Eddings :D
 
Lots of interesting stuff

Derek - I've read a lot of what you've said an a lot of what Ben has said.

I'm gonna side with Ben here - He's the guy working on this game (SC) and I will admit I don't know as much about game development as either of you two.

But (for me) it gets a bit boring. I don't care about the mechanics of how a game works, I just care about how it looks and if it plays well. If it's an awesome game then all is good. If it's crap I'll complain.

If a game uses cheats to make the game look seamless, with no loading screens - then who cares? It plays the same however they do stuff.

And... I was going to end with something really funny and insightful, but I've forgot what I wanted to say... But trust me - It was great!
 
Derek - I've read a lot of what you've said an a lot of what Ben has said.

I'm gonna side with Ben here - He's the guy working on this game (SC) and I will admit I don't know as much about game development as either of you two.

But (for me) it gets a bit boring. I don't care about the mechanics of how a game works, I just care about how it looks and if it plays well. If it's an awesome game then all is good. If it's crap I'll complain.

If a game uses cheats to make the game look seamless, with no loading screens - then who cares? It plays the same however they do stuff.

And... I was going to end with something really funny and insightful, but I've forgot what I wanted to say... But trust me - It was great!

Got to agree with this. Discussing the technical aspects of game design can be interesting sometimes, but going over the same thing time and time again when we don't have access to the data (the source code) which would enable us to determine what was actually being done is rather pointless. Personally, I have my doubts that the exact implementation of where and when 64-bit data is used is really going to matter much in the end, since as Marak suggests, if you can't actually see the difference in game, it is irrelevant. And the bigger issue is whether they can produce a finished product worthy of the funds they have raised - they could come up with something that uses nothing but 64-bit data, and is still a turkey. Or, as I suspect is more likely, fall over on some other technical aspect entirely, making such issues irrelevant. We have yet to see any concrete evidence that all their efforts on so-called 'netcode' for example have actually got anywhere, and I have a strong suspicion that this is what is really going to make or break the game technically. And quite possibly financially, since a failure to show progress on this, after all the effort being put into it, seems to be the crunch point for some backers.
 
Got to agree with this. Discussing the technical aspects of game design can be interesting sometimes, but going over the same thing time and time again when we don't have access to the data (the source code) which would enable us to determine what was actually being done is rather pointless. Personally, I have my doubts that the exact implementation of where and when 64-bit data is used is really going to matter much in the end, since as Marak suggests, if you can't actually see the difference in game, it is irrelevant.
Right with you dude.
But I can't bear people being noisily wrong.
 

dsmart

Banned
*snip a bunch of pointless back and forth. so we just agree to disagree*

Explaining things is something I love doing. When I'm on a long walk, I explain things to myself to pass the time. If I seem to be wording around, please understand it's not an attempt to obfuscate, it's because I don't trust you.

Well, I'm not sure what you meant by that because I'm not sure why personal (trust) feelings should come into play when it's just two engineers talking about the making (and/or faking) of things. What about what I've written don't you trust? Or am I missing something? Further, I'm sure why the semblance of obfuscating anything bears any relevance to trust preventing you from outlining things with clarity. Again, I may be missing something here.

So, onto the core points. And seeing as you wrote this wall of text, it appears to me that you would have written this pages ago, sans all the obfuscating you've been doing. Consider what's written below, to what came before, and it's easy to see why we've come this far. But then, taking your words (above) at face value, if you didn't trust me enough before (as per previous pages) for you to bring clarity to the discussion, I have to wonder why you chose to do so now (as per below).

Anyway, let's go...

As per your commentary, some are in line with what I wrote in describing what I believe you guys have done. Some clarification (as per your notes).

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

1a) I'm cautious right off the bat - "in toto" could be taken to mean converting every position to doubles in every calculation, if I say yes it's proof of incompetence, if I say no it's proof of fakery. However, it's safe to say that every game system that interacts with entites, is able to do so by asking for and/or setting their 64-bit world-space positions. Cast-iron-clarity edit: 64-bit 3D IEEE 754 floating point world-space positions
1b) My initial response of "everything in that post was wrong" may have slipped your notice. To be polite, here's a summary of what I think you're describing so we don't go round and round for another three pages, I'll respond inline.
i) You describe the placement of 4km zones, tiling the inside of an 8km map (nothing to contest)
ii) You describe filling the stated Alpha 2.0 world with 4km zones also, and state that without super-extensive modifications the maximum map size in CryEngine couldn't be exceeded. I take this to mean the tiling-with-zones is a way to cover the required space with maps, without extending the map size (this hasn't been done, and it's unclear to me why you see the maximum map size as such a unique obstacle)
iii) You say this isn't what you think has happened, and that instead CIG has "zoned it". (ii) seems like a kind of zoning to me, but you don't explain much further. At a guess, you're describing something where a planet would be at the middle of one map, say, and a station at the middle of another, and some clever system hops you from one to the other when you're not looking (If I guessed right, you guessed wrong)
iv) You say doubles would be problematic performance-wise, and singles would force the previously mentioned 32-bit cheat, and force the game to calculate everything relative to the camera. (It's doubles, but I imagine you already got that)
v) You talk of 8km zones being stitched together like a mat, and that they're streamed. (Streaming yes, zones stitched together like a mat, no)
vi) Jump tunnels as loading connectors between zones (I guess it should be obvious given previous answers, but I wanted to stress just how simple the quantum travel is - we put the tube and the blur in *after*, to make it look good. Without it, you literally just go really fast in a direction)
vii) World Origin Rebasing (As I've said before, a cool term like that and it'd already have been puffed up as a public feature)
viii) The weird boundary (I still don't know why that's there. It may be that there's a system that breaks down beyond that boundary and hasn't been fixed, or it may be that QA just didn't do much testing in the deepest dark, and so it was preferred to wall it off rather than finding problems there the hard way)
ix) Logarithmic depth being needed to prevent Z fighting (Nothing to contest, though if the bug in question was the gif a few posts earlier, that was a threading bug. Z-fighting would have been spatially inconsistent rather than just temporally)

1a) Noted. That answers my question, and is in line with Sean's Sept 2016 interview in which he stated that only some modules had been converted

1b) If everything in the post was wrong, there would be no further need for clarity.

i) correct

ii) not quite. my example (used to illustrate the issue with SC requiring larger scenes) was based on the stock CryEngine limits; and which I used as example of the problem that needed resolving. Note that at the time I wrote that, I wasn't convinced that CIG had actually modified CE3.x to the extent that the engine's scene size limits were no longer an issue. As I described several pages ago, there are several ways around this. And no, I didn't infer that the 2.0 "world" would be filled with 4km zones to fill up the space. In fact, I said (quoted again for context) "Regardless of whether or not they use 32-Bit or 64-Bit world positioning, they can’t exceed the max map size of the engine without super-extensive modifications. And even if they did that, they still have one massive problem: the physics engine". And what you've now confirmed, is precisely as I wrote there: "increased the engine's map size with extensive modifications" (which Brian Chambers GamesCom 2016 claim that CE3.x had been modified by 50% attests to)

iii) you guessed wrong. My "zoning" refers to "stitching" (which we've visited in the past few pages) of various scenes to give an illusion of expanse. Something that even ED does.

iv) yes, I did get that

v) OK - noted

vi) OK - noted; that's what I do as well (as shown in this UCCE video) during hyperspace transit. Though in my case, I don't hide the transit with any fancy QD "tubes + blur" as I'm not "hiding" anything

vii) Heh, that's actually the more widely used term. In my legacy engines that use it, I call it a Dynamic World Origin

viii) A boundary is a boundary. Unless you guys have solved for infinity, that's all there is to it: a boundary

ix) OK - noted

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?

2a) Note first - even in standard CryEngine where everything ends up as a single continuous map, you have a system to edit subsections in separate levels, and export as prefabs to be included in the main level.

2b) You said upthread that we're not talking about demand-loading, but this is all about demand-loading. With the new object management stuff, there's not much difference between a ship, a room, or a planet. They're all demand-loaded collections of sub-pieces. Since we were talking about carpet-stitching before, I'll stress that this doesn't make Port Olisar a box/map with a space station in it, just a space station, in the same way that spawning a character wouldn't create a map with a character in it.

2a) Yes, I am aware of that. It's standard in most modern engine editors. We have the same in our engine. I just needed you to clarify that so I can have a better understanding of how the scenes are constructed within the world; hence the question.

2b) I wasn't talking about demand loading within the context of that aspect; as I was talking about "stitching" (which is when that came up) as in construction, not loading. The concept of demand loading would apply by default, seeing as it would be impossible to load the entire world into memory.

Though your description of Port Olisar is not quite accurate, unless I'm missing something.

The fact that it is an object, with internal areas, makes it a separate object entity (level/map/box) in the world. It's totally different from a character. e.g. In Line Of Defense, Arkangel station is a multi-level object treated as scene/level/map within the world. A scene (station) within a scene (Lyrius space). So a box within a box. And a character of vehicle, is just a different kind of object. It's fast. It's efficient. And you don't have mess around with any of that hacked in "physics grid" that's not only inefficient and more trouble than it's worth, but also a nightmare in terms of "network client culling", collision detect etc.

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?
Hopefully my answer to (2) covers this. Going right into the PU universe to edit one subsection would be an awful way to work. Since the planet's just another object, albeit a big one, they work on it a bit, export it to a container, and the PU contains a reference to it.

3) Noted

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?

Intra-system: Yes.
Inter-system: As far as I know, no, you travel to other systems via jump points. ~30AU isn't really large enough to fit multiple solar systems.

4) Intra-system: OK
Inter-system: And we're right back where we started. So all the systems (Stanton, Pyro) would need to be created separately and then linked via jump points (as seen in the map). So the entire world is zoned (not at the local system level, but at the universe level) and stitched to give the illusion of expanse. Am I correct?

5) What is the distance (km) between Crusader and ArcCorp?

How or why would I know that? You think I travel around manually, like some kind of pleb? I'm a dev, if I need to get somewhere I use the console! :D

5) LOL!! You got me there; since I too use various similar cheats. Though in my legacy games (as you can see from the UCCE video previous linked), I actually implemented a way to measure the distance between any point. And it happened quite by accident: I was researching a bug with NPC ships not using jump engines (they use it based on range, threat, state etc) when they should. Those crazy captains were trying to fly light years away on standard cruise speed, even though the target was far enough away for them to jump.

Anyway, I was only asking out of curiosity, because going from the SC starmap, I wanted to see why a QD jump sequence would be needed for what appears to be a such short hop.

Differences aside, I appreciate you taking the time to answer these questions and bring some much needed clarity.
 
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dsmart

Banned
Derek - I've read a lot of what you've said an a lot of what Ben has said.

I'm gonna side with Ben here - He's the guy working on this game (SC) and I will admit I don't know as much about game development as either of you two.

But (for me) it gets a bit boring. I don't care about the mechanics of how a game works, I just care about how it looks and if it plays well. If it's an awesome game then all is good. If it's crap I'll complain.

If a game uses cheats to make the game look seamless, with no loading screens - then who cares? It plays the same however they do stuff.

And... I was going to end with something really funny and insightful, but I've forgot what I wanted to say... But trust me - It was great!

That's on you. It's a technical discussion; and for my part, trying to bring clarity to a discussion that's rife with obfuscation from CIG. You don't have to read it. I'm sure that quite a number of people who have asked questions since Ben and I started this discussion, have learned something it. Obviously you haven't, since you don't care. Nothing wrong with that; it wasn't written for you. Ignorance is bliss. Go buy an Idris.
 
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dsmart

Banned
Got to agree with this. Discussing the technical aspects of game design can be interesting sometimes, but going over the same thing time and time again when we don't have access to the data (the source code) which would enable us to determine what was actually being done is rather pointless. Personally, I have my doubts that the exact implementation of where and when 64-bit data is used is really going to matter much in the end, since as Marak suggests, if you can't actually see the difference in game, it is irrelevant. And the bigger issue is whether they can produce a finished product worthy of the funds they have raised - they could come up with something that uses nothing but 64-bit data, and is still a turkey. Or, as I suspect is more likely, fall over on some other technical aspect entirely, making such issues irrelevant. We have yet to see any concrete evidence that all their efforts on so-called 'netcode' for example have actually got anywhere, and I have a strong suspicion that this is what is really going to make or break the game technically. And quite possibly financially, since a failure to show progress on this, after all the effort being put into it, seems to be the crunch point for some backers.

Well you see, that's the difference between those who care, and those who don't. Clearly, going by the number of theory-crafting that's rife in the SC community, those doing it are doing so because they don't have concrete official information. Why else would anyone care if the game engine is 64-Bit, the turn radius of an Aurora, the bullets from a weapon etc. There are those who want to know that information.

The other side is that they have spent quite a bit of time making some, dare I say, what appears to be rather impressive and extensive modifications the base CE3. An engine which no dev in their right mind would use for a large, let alone super ambitious project. That time cost backers a lot of money. They paid for it. And this discussion simply highlights some of the things they've done. Things which CE3 was never designed to do. So when Brian Chambers goes on record and says they've done about 50% modification to CE3 in order to build this game, this banter with Ben simply touches on a very small - albeit very crucial aspect of that modifications. And Ben now claims they didn't cheat to any large (if at all) extent. If you don't think the discussion of world size and 64-Bit positioning is relevant to this vision 2.0 of the game, then you are not one of those who is interested in whether or not they have (they still don't) the tech needed to build the game promised. I don't know about you, but my guess is that, backer or not, this sort of discussion is relevant, seeing as the entire game is crowd-funded.

Also, if Chris Roberts didn't think this (like other technical things they've revealed over the years) was relevant and not an important selling point or milestone, he would never have made it a point of discussion, let alone the focal point of his 2.0 presentation in Q4/15, which is when all this speculation started.

So yes, while I don't believe there will ever be a finished game as promised, this discussion is relevant, and there are those who are interested in it. If you're not one of them, that's fine. It's not about you. ;)

ps: You and Marak are both wrong. If you are interested in knowing whether or not they can deliver the game promised, then - first and foremost - you should want to know if they have the tech to build it. Without the tech, they can't build it. How hard is that to understand? Yet, graphics discussions aside, you went right along to talk about your misgivings about the netcode, as if somehow that's more important and relevant than the engine the netcode is supposed to be running on.

For the record, I don't personally believe that the netcode is going to be the project's undoing. At some point, when they figure out they can't build an MMO with the engine architecture they've built, they can very well switch to a client session based game - like other games - and ship a non-MMO game as an MVP. After all, the base engine runs on a LAN just fine; as they've been running it that way at these stream events. At at that point, my guess is that 16-24 peer to peer client session based (local LAN or internet) with a server browser, would be a fall back option.
 
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