The Star Citizen Thread v5

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Those mountain edges look super jaggy.

Low-resolution height maps will do that to you. Time to (re)invent the voxels!


…this suggestion may or may not have been influenced by noticing that the Delta Force games were on sale, and deciding against it for too many reasons to enumerate. But at least the terrain was neat.
 
Those mountain edges look super jaggy.

I expect the moon was terraformed by an ancient civilisation which used a process resulting in a crystalline structure which may, to the layman unfamiliar with the deep and scientifically robust lore, appear similar to low-poly geometry. And since there's no weather at all, there's no erosion to smooth it.

Or, they're having a tough time keeping frame rates above "slideshow" even without things like bases or vehicles or NPCs or other players on screen. But don't worry, once they've finished building the company and start proper development they'll be able to replace this placeholder tech with the proper, high-fidelity release version.
 
Some grainy crappy footage of a planet, taken from Sandi's twitter feed.

https://twitter.com/SandiGardiner/status/867473571777589248
You'd think they could afford some better capture gear than a mobile phone but it gives you that candid feel, as she wanders the offices taking snaps of stuff. I hope that someone is vetting those pictures before they are published, as in sensitive IP etc.

I don't use Twitter so took the time to scroll down the list to see what else has been going on. I see there was some handgun training too. Presumably to defend themselves against people storming their offices to get their money back. ;)
 
So, as a gun nut the barrel rise from the recoil would be impacting all of the projectiles fired from a shotgun. With that said, they probably used an original script for a sub-machine gun or full auto weapon.

Anywho, the real reason I posted is to ask if anyone else is questioning the reloading mechanics of that shotgun? Pump handle goes forward not backwards?!

Artemus,

In fact the pump handle goes both forwards and backwards in any pump action, otherwise the action would not return to the same place and after 3 or 4 rounds would exit through your upper arm, chest or shoulder, Or be out of reach forwards.
You can get shotguns that pump forwards first and some that pump rearwards first.
Personally I prefer semi auto shotguns.
Some shooters say that they pump the gun with the trigger hand whilst keeping the most forward supporting hand still as it improves there ability to keep the muzzle on target.

I'm interested by your post as most pumps I have used do pump backwards first, maybe it is our age or location.

I watched the video and can not see the cartridge ejected, I presume that it is ejecting downwards. I hope they explain the mechanism as I only ever used one like that. It was a Dutch or German combat shotgun, it pumped forward first as I recall, It was very short and was for building clearance rather than game shooting.
 
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Star Citizen: Around the Verse - Eclipsing the Competition
<strong>[video=youtube;oZIzExVmZMo]https://www.youtube.com/watch?v=oZIzExVmZMo&feature=push-u-sub&attr_tag=BrGgs5y7W7gjjSRh-6[/video]
TLDR
Studio Update
The Frankfurt office has grown to 74 employees with the annual summit taking place in Frankfurt for several days to get everyone synchronized.

AI:

  • A sprint has been started on human combat with the goal of improving combat work done in previous months to bring it to a representation of the final quality.
  • These improvements include shooting functionality with accuracy and friendly fire and behaviour to non friendly opponents both visual and hearing.
  • Ship AI has been updated to now use Item system 2.0.
  • Work on AI modules to allow players to dictate what they want controlled via AI on the ship.
System Design:

  • Worked on the air traffic control system by adding conversations and a smart system for pilots wishing to land or take off.
  • Doors have been updated to item 2.0 which is needed for other tech such as breaching, hacking, and atmosphere.
  • Prototypes on dynamic advertising in game which will display relevant information to the player in the form of broadcasts or warnings to screens nearby to them in stations.
Lighting:

  • Continued work on surface outposts, specifically the habitation sets.
  • Team has been trying to solve the issues of the dark side of planets being too dark and adding another layer to the atmosphere that will brighten the dark side just enough to where a player can make out silhouettes and the horizon.
  • Supporting Squadron 42 in providing benchmarks for the environment lighting team to achieve for visuals in the levels.
Engine Team:

  • Implemented the initial version of the new IO scheduler which will improve streaming performance for textures, meshes, sounds and whatever else is being streamed in and out of the game to keep it within the memory budget.
  • Eventually it will enable the job manager to better utilize CPU cores in cases where jobs are waiting for IO.
  • This also lays groundwork for a version of the scheduler to exploit the advantage of SSDs and their superior random disk properties to allow for multiple concurrent data streams with high throughput.
  • Incremental patcher has moved to an internal phase of QA testing which allows for devs and gamers to download only what has changed or been added.
  • Revived a tool called Memory Play to help seek out memory leaks and fix them when they crop up to allow for better server stability.
  • Improvements to atmospheric lighting detail in darker areas.
  • Further work on the object container streaming, SolED, PlanED and a rewrite of the living entity code.
Environment Art:

  • Exterior of Levski has been getting some attention and the surrounding area around Levski is being populated with slightly larger mining structures than what was in place before.
  • Optimizations to Levski has been ongoing as well.
  • Delmar is getting polish and the assets and rocks are being finalized.
  • Setting up specific asset scattering presets for the different ecosytems to populate the asteroids with defined objects.
  • Planet tech improvements now allow for significantly more textures on terrain which allows for more diverse surfaces.
TechArt:

  • Work on animations for useables and for the cinematics steam.
  • Prototyping a Vanduul weapon and physical simulation R&D for weapons.
VFX:

  • Animated decals have been implemented which allows them to project certain animated textures on objects so that it'll follow the contours of the objects instead of them being flat plane.
  • VFX team grey by one memory who has been responsible for the large amount of cinematic work left for Squadron 42 which includes soft and rigid body simulations, destruction, particle effects, and scene setups.
QA:

  • John Land has joined the team and has become a valuable asset with regards to GameDev client issues.
  • Testing of the new stamina system is ongoing to provide data for game programmers to use for fixes and improvements to the system itself.
  • Testing the patcher, the editor, server connections, and the SC Client using the new PAK system to catch crashes and differences between builds pulled with the old patcher versus the new patcher.
Weapons:

  • R&D on weapon skins which include camouflage, decals, and material variations.
  • Ship weapon team is working on the Preacher Armaments Distortion Scattergun S1 to S3 and the Apocalypse Arms Ballistic Scattergun S1 to S3
Cinematics:


  • Focus on Previs pipeline to bring almost all cinematics into the game regardless of their current state for designers and directors to get a better idea of flow and pacing for the full playthrough.
  • Set up an area within the studio for Mocap that can be set up within an hour for animations needed for R&D, background characters in scenes, and linking animations that aren't aligning properly.
Game programming:

  • Did a pass on improving door and airlock functionality. Both of which are being hooked up to the Item 2.0 system.
  • Added the feature of having different muzzle flashes based on a weapons current rate of fire.
  • Planning has started on the improved weapon system which will be based on the Item 2.0 system to allow for designers to create wider variety of weapons more easily and address certain technical issues such as clientside prediction and server authority. They hop to have implementation beginning in the new few weeks.
Ship Shape: Eclipse


  • Aegis is one of the older companies; their ships generally have long sweeping lines and clean bodies
  • Design brief was for a stealth bomber with echoes of other ships like the B2 bomber (often with Star Citizen you start with something familiar and advance it)
  • Original design started with the Avenger but moved more towards the Sabre as it developed
  • Started with two intakes, then four (two top and two bottom) but settled on four on top
  • It has a clean profile and minimal cross-section which help it to be stealthy (and menacing)
  • It has two size two guns and holds three size nine torpedoes within a new rotating firing mechanism
  • It has multiple wing configurations: in atmosphere the winds fully extend and winglets deploy on the nose and towards the back
  • It has folding wings for landing and the landing gear is part of the folded wings
  • It will have a niche: it's no dogfighter, it's not agile but you find a big target you can kill it!
Source:https://relay.sc/transcript/around-the-verse-eclipsing-the-competition

BTW
Vanduul Fleet Attacking Olisar - ATV Clip

https://gfycat.com/IllustriousFlatDoctorfish

ATV - New in-game advertisement/information panels
https://gfycat.com/TatteredGiddyAsianpiedstarling

ATV - Cellin planet tech advancements before/after
https://gfycat.com/PettyUnfoldedArthropods

Daymar canyon shot
https://gfycat.com/RespectfulUglyHousefly
 
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I also backed the game solely because of Squadron 42, I really couldn't care less about the MMO side of it. Kind of dreading what it might have turned into now though.

I didn't back the game, despite S42 being the thing that would otherwise have made me back it, because although an updated Wing Commander sounded wonderful I saw Chris Roberts and this happened:

[video=youtube;OWwOJlOI1nU]https://www.youtube.com/watch?v=OWwOJlOI1nU[/video]

because I have a memory and the concept of Roberts without someone on his back saying 'so yeah Chris, about that game...' every week wasn't one that I found appealing or believable.

And lo, it came to pass. Honestly, the first time I saw him ballooning about how great it was to be free of any time constraints because he didn't have 'the man' on his case any more, in an open letter to the people whose money he was busily spending, I just thought 'mhmm' My plan is the one that every consumer (see note below) should adopt. Watch development. Await release. Read reviews. Watch gameplay videos. Make purchase decision.

Note - I said consumers, by which I mean people who think their transaction with CiG is buying a game. It isn't of course, if you're backing a game rather than making a straight pre-order of a defined release product you're not strictly a consumer. Not that I mean you don't have rights or anything, you have whatever rights are in the contract that you agreed to when you backed, just that I do accept some people will back kickstarters and other crowdfunding projects with the hope of receiving the final product as advertised rather than with a definite expectation of it. They back projects that they feel are worth backing and accept that some may end up as write-offs.

CiG's problem of course is that with the number of people who have allegedly stuck cash into SC, I'd imagine those altrusitic backers are a small minority and they become smaller each time another person buys in. I'd imagine that most backers by now are actually expecting to play the game that the scripted, CGI showreels that have done the rounds at the trade shows present and I'd also imagine that they won't be happy bunnies without it.
 
Low-resolution height maps will do that to you. Time to (re)invent the voxels!


…this suggestion may or may not have been influenced by noticing that the Delta Force games were on sale, and deciding against it for too many reasons to enumerate. But at least the terrain was neat.

I could genuinely produce a better looking terrain flyby than that in Terragen 10 years ago. Granted it would have taken three weeks to render the frames... :D
 
I was never sure why some designers seem to insist that a laser turret has to have its barrels moving recoiling like that. Recoil from what exactly? I was happy with everything else though. :p
 
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I was never sure why some designers seem to insist that a laser turret has to have its barrels moving recoiling like that. Recoil from what exactly? I was happy with everything else though. :p

From the momentum imparted by the photons, as dictated by their wavelength: p = h/λ.
It may be light, but conservation of momentum still has to apply, and indeed the whole concept of light sails and (in hard-ish sci-fi, laser-pumped space ships) relies on that momentum to work.

Now, whether they should recoil that much is a different matter. You need some pretty silly wattage to make things budge, and CIG hasn't exactly been stellar in the computational physics department so far… :D
 
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Hehe, that "Danger, Vanduul Fleet Incoming" information board somehow strikes me as being very "Airplane" comedy :)

god I saw the title from Rolans post and was thinking "WHOA, okay maybe they do have something at least previous promo demos were well made and suggested theres more to it then just a ponzi scheme"

2 people standing around in what looks to be a regular PU capture with a red flashing warning message. Everything looks pretty bland and boring, then theres a flash outside and before you can even see....I dont know.....shapes or anything the footage ends. Is this supposed to be a hype event? Am I lined to the wrong video maybe? WHERE IS THE COOL STUFF? Anything that could convince me that CiG is actually trying to tackle the problems and making progress? This video looks like its from 10 years ago and doesnt show anything that would make my giggly in anticipation. Am I too hard? Whats your impression of this snippet of the Vanduul attack?
 
I've thought about it around five times now and I still can't even be bothered clicking on that. The Vanduul, generic alien race #137 with their distinctive and original stupefyingly typical asymmetric ships, straight from central casting. I know I'm an unbearable cynic but it's really going to end up as the game of the Wing Commander movie.
 
Star Citizen: Around the Verse - Eclipsing the Competition
TLDR
Studio Update
The Frankfurt office has grown to 74 employees with the annual summit taking place in Frankfurt for several days to get everyone synchronized.

AI:

  • A sprint has been started on human combat with the goal of improving combat work done in previous months to bring it to a representation of the final quality.
  • These improvements include shooting functionality with accuracy and friendly fire and behaviour to non friendly opponents both visual and hearing.
  • Ship AI has been updated to now use Item system 2.0.
  • Work on AI modules to allow players to dictate what they want controlled via AI on the ship.
System Design:

  • Worked on the air traffic control system by adding conversations and a smart system for pilots wishing to land or take off.
  • Doors have been updated to item 2.0 which is needed for other tech such as breaching, hacking, and atmosphere.
  • Prototypes on dynamic advertising in game which will display relevant information to the player in the form of broadcasts or warnings to screens nearby to them in stations.
Lighting:

  • Continued work on surface outposts, specifically the habitation sets.
  • Team has been trying to solve the issues of the dark side of planets being too dark and adding another layer to the atmosphere that will brighten the dark side just enough to where a player can make out silhouettes and the horizon.
  • Supporting Squadron 42 in providing benchmarks for the environment lighting team to achieve for visuals in the levels.
Engine Team:

  • Implemented the initial version of the new IO scheduler which will improve streaming performance for textures, meshes, sounds and whatever else is being streamed in and out of the game to keep it within the memory budget.
  • Eventually it will enable the job manager to better utilize CPU cores in cases where jobs are waiting for IO.
  • This also lays groundwork for a version of the scheduler to exploit the advantage of SSDs and their superior random disk properties to allow for multiple concurrent data streams with high throughput.
  • Incremental patcher has moved to an internal phase of QA testing which allows for devs and gamers to download only what has changed or been added.
  • Revived a tool called Memory Play to help seek out memory leaks and fix them when they crop up to allow for better server stability.
  • Improvements to atmospheric lighting detail in darker areas.
  • Further work on the object container streaming, SolED, PlanED and a rewrite of the living entity code.
Environment Art:

  • Exterior of Levski has been getting some attention and the surrounding area around Levski is being populated with slightly larger mining structures than what was in place before.
  • Optimizations to Levski has been ongoing as well.
  • Delmar is getting polish and the assets and rocks are being finalized.
  • Setting up specific asset scattering presets for the different ecosytems to populate the asteroids with defined objects.
  • Planet tech improvements now allow for significantly more textures on terrain which allows for more diverse surfaces.
TechArt:

  • Work on animations for useables and for the cinematics steam.
  • Prototyping a Vanduul weapon and physical simulation R&D for weapons.
VFX:

  • Animated decals have been implemented which allows them to project certain animated textures on objects so that it'll follow the contours of the objects instead of them being flat plane.
  • VFX team grey by one memory who has been responsible for the large amount of cinematic work left for Squadron 42 which includes soft and rigid body simulations, destruction, particle effects, and scene setups.
QA:

  • John Land has joined the team and has become a valuable asset with regards to GameDev client issues.
  • Testing of the new stamina system is ongoing to provide data for game programmers to use for fixes and improvements to the system itself.
  • Testing the patcher, the editor, server connections, and the SC Client using the new PAK system to catch crashes and differences between builds pulled with the old patcher versus the new patcher.
Weapons:

  • R&D on weapon skins which include camouflage, decals, and material variations.
  • Ship weapon team is working on the Preacher Armaments Distortion Scattergun S1 to S3 and the Apocalypse Arms Ballistic Scattergun S1 to S3
Cinematics:


  • Focus on Previs pipeline to bring almost all cinematics into the game regardless of their current state for designers and directors to get a better idea of flow and pacing for the full playthrough.
  • Set up an area within the studio for Mocap that can be set up within an hour for animations needed for R&D, background characters in scenes, and linking animations that aren't aligning properly.
Game programming:

  • Did a pass on improving door and airlock functionality. Both of which are being hooked up to the Item 2.0 system.
  • Added the feature of having different muzzle flashes based on a weapons current rate of fire.
  • Planning has started on the improved weapon system which will be based on the Item 2.0 system to allow for designers to create wider variety of weapons more easily and address certain technical issues such as clientside prediction and server authority. They hop to have implementation beginning in the new few weeks.
Ship Shape: Eclipse


  • Aegis is one of the older companies; their ships generally have long sweeping lines and clean bodies
  • Design brief was for a stealth bomber with echoes of other ships like the B2 bomber (often with Star Citizen you start with something familiar and advance it)
  • Original design started with the Avenger but moved more towards the Sabre as it developed
  • Started with two intakes, then four (two top and two bottom) but settled on four on top
  • It has a clean profile and minimal cross-section which help it to be stealthy (and menacing)
  • It has two size two guns and holds three size nine torpedoes within a new rotating firing mechanism
  • It has multiple wing configurations: in atmosphere the winds fully extend and winglets deploy on the nose and towards the back
  • It has folding wings for landing and the landing gear is part of the folded wings
  • It will have a niche: it's no dogfighter, it's not agile but you find a big target you can kill it!
Source:https://relay.sc/transcript/around-the-verse-eclipsing-the-competition

BTW
Vanduul Fleet Attacking Olisar - ATV Clip

https://gfycat.com/IllustriousFlatDoctorfish

ATV - New in-game advertisement/information panels
https://gfycat.com/TatteredGiddyAsianpiedstarling

ATV - Cellin planet tech advancements before/after
https://gfycat.com/PettyUnfoldedArthropods

Daymar canyon shot
https://gfycat.com/RespectfulUglyHousefly

Post updated with the TLDR guys!

Good night!
 
I hope I am not stepping in it here but I was considering (but not without a LOT of thought) buying SC in addition to E D. No I do not have money flowing out of my thrusters and I still (at lest I haven't been playing E D long enough to dislike anything yet) love playing E D.

So go back over your notes and let me know (with facts please) why I should or should not buy it. I will say off the bat that I am o Lyn interested in the space flight portion and not the arcade marines section.

Chief
 
I hope I am not stepping in it here but I was considering (but not without a LOT of thought) buying SC in addition to E D. No I do not have money flowing out of my thrusters and I still (at lest I haven't been playing E D long enough to dislike anything yet) love playing E D.

So go back over your notes and let me know (with facts please) why I should or should not buy it. I will say off the bat that I am o Lyn interested in the space flight portion and not the arcade marines section.

Chief

Wait for the upcoming 3.0. If CIG have shown one thing that they do okay it's missions. The existing ones in 2.x are not bad. If they can get a few more together and hit 30fps (big if) then 3.0 might be worth £30 or so.
 
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