The Star Citizen Thread v5

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I don't know if it would actually be an issue here, but there could be a downside to using a raw directory tree - loading many files that way can end up hellishly slow because all the requests have to go through Windows directory management. I remember I-War invented a "slab" file format that was just all the files uncompressed in a big lump, as a way around that issue.

That's true, but until you're starting to worry about optimisation, and no longer update asset and data files several times a week, it also seems like a pretty small price to pay for being able to essentially just rsync the client on every update. The convenience and minimal amount of traffic needed could easily be worth more.

Hence why the helmet is a 3D model :)
It's a 2D overlay in Elite, which does have a Mac version to support.
How far back is that camera, really? It seems to be showing part of the helmet that should be blocked by your face if you actually wore it on your head.
 
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Yeah, been off all week.
Reason it's a Mac Problem: Depth precision, and more specifically near-clipping distance. Traditionally, there was a rule of thumb that your near clip distance needs to be as far out as possible, as it's the main thing that affects Z-precision. Because of the equation used, if your near clip is 10cm away, you use up 50% of your number range over the next 10cm, 25% over the next 20cm, and so on (this isn't exactly right but with a big draw distance it's close enough).
More recently, some clever person realised that if you use floating point depth, and use 1=near, 0=far instead of the traditional 0=near, 1=far, the increasing precision of floating point close to zero almost perfectly balances the other effect (the precision ends up kind of a wiggly line but it hovers around the ideal value). Depth precision issues solved, basically, with no downsides, and you can move the near clip distance to 1mm or whatever, set far clip to infinity, and no one cares. At that point you can put a helmet over the camera without worrying that a slightly wider monitor will cut holes in it.
Ok, so there's one downside: OpenGL traditionally uses -1=near, +1=far, which puts the extra precision in the middle even if you reverse it. To benefit from this new trick, an extension was added to make it clip at 0 and 1, but Macs are locked to a version of OpenGL that doesn't have that feature. IIRC it might also not have floating point depth buffers either. Pain in the backside really.

Stoopid macs. Neat trick!

And wise man - sure all your stuff is working fine anyway :D
 
That's true, but until you're starting to worry about optimisation, and no longer update asset and data files several times a week, it also seems like a pretty small price to pay for being able to essentially just rsync the client on every update. The convenience and minimal amount of traffic needed could easily be worth more.
I take your point, I don't know what the tradeoff was there.
How far back is that camera, really? It seems to be showing part of the helmet that should be blocked by your face if you actually wore it on your head.
I think it's in the middle of the head, so probably a little further back than the eyes would be in real life. When there's a bug and the head gets drawn, you see bits of the eyes about half way up, just inside the middle third of the screen.
 
Ahh ok, they could change the orange in...

There is a game whose client manages sequentially to check each bundled file and inject updates, can't remember it's name now.

It's pretty clear now that a significant portion of their expenditure has been paying 3-d modellers and renderers like yourself Ben. My self devasating point is that it's now not if but when, I hope you'll be ok though.

- - - Updated - - -

Self appointed what was I was grasping for, but yes I think so, bit sad but it's not the end of the world.
 
Ahh ok, they could change the orange in...

There is a game whose client manages sequentially to check each bundled file and inject updates, can't remember it's name now.

It's pretty clear now that a significant portion of their expenditure has been paying 3-d modellers and renderers like yourself Ben. My self devasating point is that it's now not if but when, I hope you'll be ok though.
Oh I'm not saying you couldn't do an auto-patcher, I'm just arguing that running everything from loose files could be pretty painful in its own right.
 
Oh I'm not saying you couldn't do an auto-patcher, I'm just arguing that running everything from loose files could be pretty painful in its own right.

Pretty much, and in the end, you'd probably want the regular hybrid: everything is stored in PAKs, but the patcher downloads individual files based on some kind of manifest and updates the PAKs locally. Having the files loose just means you don't even really need a patcher in the regular sense — any old file sync program would do.
 
It's got to be less painful than 30GB downloads every time, I dont know how large these files are? Assuming it's not a couple of them then it's a advantage, this is a management decision of course to pay for bandwidth rather than fix it.
 
Newest Patch seems really good for the 3 hours I got from it, they seem to have ironed out most of the disconnects and performance seems stable.
Should go live today imo. Star Marine is hella fun for it's first iteration, still missing leaning and some other stuff that I hope they add in the future.

With 2.6 release to live build comes a Free2Play for 48h which anyone can access by login in and using the code: WELCOME2SC

A fan-organized Star Marine Tournament will also kick off with the 2.6 release:

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

Oh and Happy $139Million all :D

XVirLeb.png
 
Warming up the point of implicit racism and western centeredness in Star Citizen. I just checked out the trailer for this new purchaseable virtual item that looks like a flying bone: https://imperium.news/star-citizen-community-frustration-boils-embarrassing-livestream/ The trailer ends with one of those iconographic images of a primitive standing on a rock holding a torch-like thing in his/her hand which made me think.

The confrontation between humans and vanduul-aliens is stylised through a visually clear distinction of technology and lifeworlds, and the backgroundstory (that mostly focuses on military and political organization a lot). Think about it:

humans
x white dudes
x technical, cool high-tech look, symmetrical
x civilized, calculated violence, socially and technologically advanced
x peaceful (strive for peace), war is legitimate when threatened, diplomacy favoured
x large scale political organization
x mostly attractive people

vanduul
x animal-like/non-human
x organically looking technologies, asymmetrical (asymmetry seems to suggest a more 'natural' and chaotic look)
x uncivilized, brutal, primitive, culture-less
x aggressive, brutal, diplomacy rejected
x clustered political organization (political negotations practically impossible): "There is little to no communication between the different roaming clans. Each fleet operates as its own society with its own independent set of rules, laws and customs as decreed by that clan’s chieftain. As such, it is probably impossible to make peace or establish diplomatic relations with the Vanduul as a whole since there is no cohesive civilization." (http://starcitizen.wikia.com/wiki/Vanduul)
x ugly, aggressive looking aliens


The depiction of the Vanduul consists of a best-of-primitive-alien-stereotypes. They have these traditional weapons resembling spears or other 'primitive weapons' (they represent their cultural backwardness), similar to the Klingons in Star Trek. Their techology does look very organic, definitely distinct from the high-tech look of the human technology. So it does transport a closer connection to nature on a visual level and also incorporates stylistic elements that remind of feathers, skin and bone-structures.

Their political system is unable to ngeotiate peace on a bigger scale, it is basically said to be not compatible with the implicitly advanced system of the humans. In other words, war against them is inevitable and justified, because you can't talk with these guys (even more so because they attacked first). You have to show them the hard way how to live peaceful together (white mans burden anyone?).

It doesn't require a lot of imagination to see cornerstones of colonial depictions of non-western cultures here. It is made very obvious were the 'inspiration' comes from when you look at this textpiece from their wiki that makes a direct reference to anthropological studies of the 20th century, often strongly connected to colonial rule: "From a purely anthropological perspective, the Vanduul behave like classic hunter-gatherers."

I know about all this pseudo-deep background of the story being an analogy to the fall of rome etc, but seriously, that is not only a completely unimaginative setting, but also an offensive one in my view that transports and transports colonial-racist stereotypes against so-called non-western cultures. If there should be a game one day it will probably be a horrible continuation of this stuff, clear traces could already be seen in the Wing Commander games and probably mirrors Chris Roberts mindset to favour arranging stereotypes to tell a story. And the most easily accessible and popular stereotypes are on the base of gender and race, so he just bakes a story out of that. Horrible.
 
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ultra_sabreman
Looks like the "Press tab to crash" is no longer a thing. Will confirm when I actually finish downloading and launch the game.
Edit: Pressing tab doesn't actually do anything, so I think they just removed it from the game. :/
I was hoping we'd get that cool pulse scan thing in with 2.6 but i guess it was just too much.

19928209-laughing-santa-holding-christmas-ball.jpg
 
Warming up the point of implicit racism and western centeredness in Star Citizen. I just checked out the trailer for this new purchaseable virtual item that looks like a flying bone: https://imperium.news/star-citizen-community-frustration-boils-embarrassing-livestream/ The trailer ends with one of those iconographic images of a primitive standing on a rock holding a torch-like thing in his/her hand which made me think.

The confrontation between humans and vanduul-aliens is stylised through a visually clear distinction of technology and lifeworlds, and the backgroundstory (that mostly focuses on military and political organization a lot). Think about it:

humans
x white dudes
x technical, cool high-tech look, symmetrical
x civilized, calculated violence, socially and technologically advanced
x peaceful (strive for peace), war is legitimate when threatened, diplomacy favoured
x large scale political organization
x mostly attractive people

vanduul
x animal-like/non-human
x organically looking technologies, asymmetrical (asymmetry seems to suggest a more 'natural' and chaotic look)
x uncivilized, brutal, primitive, culture-less
x aggressive, brutal, diplomacy rejected
x clustered political organization (political negotations practically impossible): "There is little to no communication between the different roaming clans. Each fleet operates as its own society with its own independent set of rules, laws and customs as decreed by that clan’s chieftain. As such, it is probably impossible to make peace or establish diplomatic relations with the Vanduul as a whole since there is no cohesive civilization." (http://starcitizen.wikia.com/wiki/Vanduul)
x ugly, aggressive looking aliens


The depiction of the Vanduul consists of a best-of-primitive-alien-stereotypes. They have these traditional weapons resembling spears or other 'primitive weapons' (they represent their cultural backwardness), similar to the Klingons in Star Trek. Their techology does look very organic, definitely distinct from the high-tech look of the human technology. So it does transport a closer connection to nature on a visual level and also incorporates stylistic elements that remind of feathers, skin and bone-structures.

Their political system is unable to ngeotiate peace on a bigger scale, it is basically said to be not compatible with the implicitly advanced system of the humans. In other words, war against them is inevitable and justified, because you can't talk with these guys (even more so because they attacked first). You have to show them the hard way how to live peaceful together (white mans burden anyone?).

It doesn't require a lot of imagination to see cornerstones of colonial depictions of non-western cultures here. It is made very obvious were the 'inspiration' comes from when you look at this textpiece from their wiki that makes a direct reference to anthropological studies of the 20th century, often strongly connected to colonial rule: "From a purely anthropological perspective, the Vanduul behave like classic hunter-gatherers."

I know about all this pseudo-deep background of the story being an analogy to the fall of rome etc, but seriously, that is not only a completely unimaginative setting, but also an offensive one in my view that transports and transports colonial-racist stereotypes against so-called non-western cultures. If there should be a game one day it will probably be a horrible continuation of this stuff, clear traces could already be seen in the Wing Commander games and probably mirrors Chris Roberts mindset to favour arranging stereotypes to tell a story. And the most easily accessible and popular stereotypes are on the base of gender and race, so he just bakes a story out of that. Horrible.

...wat?
You have too much free time on your hands- It's a ga... it WILL BE a game! Just-- just let it go.. -_-' why oh why must everylittle thing be scrutinized, dissected and decontextualized so much that it becomes just offensive?
Seriously?
What about Gears of War?
What about the americanization of WWII in every FPS?
What about the game Colonization?
What about [literally everygame ever made]... you see? Everything is offensive is you find it offensive!

I think I've read enough of this nonsense. THere- one free ticket to Ignoreland. Have fun.
 
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