Star Citizen Thread v6

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Its a new video format covering the 3.0 schedule and development and also replacing the regular ATV and the Bugsmasher episodes for the time being until 3.0 is released.

Pure example of CIG fidelity evolution.
1. Take an old tech, rebrand it with a fancy name and call it your brand new never done before tech,
2. Badly half-implement it,
3. Many months later, given dev results,
a. Tell it'll become better when tech v2.0 will be deployed in two weeks
b. Or rebrand and refactor it again because it blends in another new fancy tech (goto 1)
4. If you still struggle, wipe it under a carpet crossing fingers no one will notice
4bis. Always keep a contractor nearby so you can blame them if some less fanatic fans start to raise concerns
5. Goto 1
 
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At the moment in the current baby PU...you can send a Constellation type ship into endless mega spins by bumping into an airlock trying to E.V.A into the ship. The ship mass thing has been an issue for quite a while, seems like they still haven't got a handle on it.

Like I mentioned earlier, the game's development seems to be going in reverse lately, things that are working in the current PU are now severely broken by adding item 2.0. By adding the new burndown section into ATV, it merely shows how currently broken 3.0 is and still realistically months away from release.

Pure and utter 'Clusterfarce' (Phrase first coined by Sleut)

Thankfully such trifling matters as ship mass and physics and satisfying flight mechanics are not an important component in the making of the BDSSE so this really isn't relevant. They'll fix it later I'm sure.
 
Someone on Reddit is claiming doors openingand closing are really hard stuff. I tried to explain that this really wasn't the case. That it's been happening for 25 years or more in 3D games. He then replied,

"There you go you ignorant schmuck" :) LOL

[video=youtube;KN7HOzS2W2Y]https://www.youtube.com/watch?v=KN7HOzS2W2Y&feature=youtu.be&t=7m50s[/video]
 
Ahhh....bug fixing in SC, what an awesome job it must be.

636032922017757414-1693363043_cDoCHR.gif
 
Like I mentioned earlier, the game's development seems to be going in reverse lately, things that are working in the current PU are now severely broken by adding item 2.0. By adding the new burndown section into ATV, it merely shows how currently broken 3.0 is and still realistically months away from release.

Which is exactly what you expect to see when each big chunk of a new feature (eg planetary landings, surface gameplay) is developed as standalone r&d tech, shown to press, used in videos - and then an attempt is made to fold it into a live build which isn't anywhere capable of housing it.

IF they pull off the superhuman feat of merging the planetary stuff into the PU the next big task is to retrofit the entire thing with new networking (which according to Erin Roberts was due to be started in 2016).

Square peg, round hole - except there are 16,000 square pegs being rearranged dynamically according to what the new hot thing in gaming is this month, the people who drilled the hole vanished long ago, and each peg has already been promised, advertised and sold.

Ilfonic's slick and promising looking set of square pegs had to be canned, but not before they were used to market the project.

There is no indication that anything shown over the last 12 months will be any different, and EVERY indication that it's going the same way.

Edit - Item 2.0 has been in monthly dev reports going back to 2015, indicative of another standalone task not yet pulled into the PU.

So the question becomes 'why can CIG not pull these items into the PU', after all we've seen them in a dev environment, we've seen that teams are working on them (monthly reports)

The answer to that is the reason for the delays.
 
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"This is the first major attempt at a well-developed space game in a very long time. People are ravenous for great titles to fill the space-themed game void, and SC hits all the right buttons for them."

It's important to acknowledge this - Chris Roberts absolutely envisions the ultimate game, the one we've all played in our heads.

But you have to line that up alongside what they've produced, what they've been telling everyone, and what employees/ex-employees are saying.
 

Very fun read, but people that compare SC to gTA miss something important every time. Rockstar didn't spring up from nowhere overnight. These are some of the brightest stars behind the most successful games published by Psygnosis. They were DMA when I was a kid and they're Rockstar now and at no point in between were they NOT making complex, thoughtful games. Trying to compare that studio to CIG as though the only difference is amounts of money is a fallacy.
 
Sorry for the delay but there was no TLDR until a few minutes ago!

Star Citizen: Bugsmashers - Flight Controller Failure

<strong>[video=youtube;DWqoZIMLCbg]https://www.youtube.com/watch?v=DWqoZIMLCbg[/video]

Star Citizen: Around the Verse - Outposts and Environmental Storytelling

[video=youtube;KN7HOzS2W2Y]https://www.youtube.com/watch?v=KN7HOzS2W2Y[/video]
TLDR
Burndown

  • 80 issues remain outstanding as of Thursday (this was shown on screen as most up-to-date number). There were 88 issues on Tuesday when AtV was recorded.
  • 3.0 will be the first time ‘real’ persistence will be in the game - leveraging a lot of technology development done over the past couple of years.
  • Difficulty getting some performance capture in as different actors perform the same action slightly differently - in this case interacting with a countertop.
  • Subsumption will allow NPCs to pay attention to you and interact. Working to get facial animations synchronized with Subsumption.
  • Difficulties with using the same feather blending technique for Eckhart that they use for all other AI as the experience with Eckhart is meant to be more cinematic.
  • Working to get item highlighting in shops to actually highlight the whole item - not omitting things like magazines, scopes, or other attachments.
  • Issues with doors fleeing the ships they belong to.
  • Work being done to fix longstanding issues they weren’t sure how to fix until now.
  • CopyBuild 3, the basis for the Delta Patcher, has been launched internally. Degree of success of that launch is unknown.
  • Work on Quantum Drive as frequently ships were colliding due to exiting QD in the same place. Also, ships were randomly exiting Quantum Drive inside the system’s star.
  • 3.0 branch has been split off of the main development branch.
Surface Outpost - Part Two

  • Environment team talk about branding, integration and detailing of planetary outposts
  • It’s process of layering the dressing and then building up an authentic atmosphere
  • With their tools finding a location is more natural/organic than in a traditional game: just have a little scout around
  • A believable outpost should indicate how long it's been there, the type of climate and the type of people that live there
  • Several levels of integration:
    • The outpost has a blend map that picks up texture information from the planet's surface
    • The walls have blend maps that show the sand, ice, etc. build up over time
    • Projected decals can show streaks running down walls or dirt buildup on roofs
  • There are differences between the different corporations, or brands, that own the outposts
    • The interior and props will reflect the corporate values
    • The colours, logos and graphics are part of a procedural system driven by DataForge
  • Outposts are not static: they will be constantly evolving on a spinning planet orbiting a sun
  • Using prefabs to build outposts means fixing an issue on the prefab fixes the issue on all instances in game
  • Currently the process is very complex but tools programmers/tect artists are working to automate most of the process

Outro

  • There will be no episode of Around the 'Verse next week (August 24) due to Gamescom.
Source:https://relay.sc/transcript/around-the-verse-outposts-and-environmental-storytelling

SC 3.0 - Daymar Outpost (ATV)

https://gfycat.com/OccasionalConstantHoatzin

SC 3.0 - Drug Farm (ATV)
https://gfycat.com/TastyTartJenny

SC 3.0 - Cellin Outpost (ATV)
https://gfycat.com/MatureDapperEarthworm
 
Very fun read, but people that compare SC to gTA miss something important every time. Rockstar didn't spring up from nowhere overnight. These are some of the brightest stars behind the most successful games published by Psygnosis. They were DMA when I was a kid and they're Rockstar now and at no point in between were they NOT making complex, thoughtful games. Trying to compare that studio to CIG as though the only difference is amounts of money is a fallacy.

Indeed. Rockstar have built a long and solid reputation as winners. And on the other side you have Chris Roberts with a rather up and down history. His main success was the wing commander series. After that, things haven't gone so well in the game development arena.
 
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