The Star Citizen Thread V2.0

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Mu77ley

Volunteer Moderator
Love me a bit of soundtrack music, and that's pretty good, but not particularly outstanding.

Personally I was disappointed that Martin Galway isn't composing for the game seeing as he's in charge of the audio.

Some of my favourite game soundtrack composers of recent years:

Adam Skorupa and Krzysztof Wierzynkiewicz's work on Witcher 2, for example this sublime piece:

https://www.youtube.com/watch?v=d_jizNCiInw

Jesper Kyd did some stunning work on the Assassin's Creed games. Here's a live version of "Ezio's Family" played by the MultiPlayer Ensemble from Poland:

https://www.youtube.com/watch?v=QW8nrxUUxdY

Gustavo Santaolalla's Last of Us soundtrack is beautifully haunting:

https://www.youtube.com/watch?v=Y97u-U0nvJM

I loved Jason Graves' Tomb Raider soundtrack as well:

https://www.youtube.com/watch?v=0iOaiY7WB80
 
That's the AC theme which is sick too but the main SC theme is what gave me major goosebumps. It was only shown on stream and bits of it were played. So happy that Pedro is aboard such a talent with him aboard we are also settled on the music side too. Very movie like quality music.
 
"Multi-elements" :p

Also it's not next generation if they're using CryEngine... it's not exactly Carmack's or Valve's new game engine now is it.
You certenly do not know much about engines. John carmack and valve have sticked to DX9 limit in opengl flavor for decades. While cryengine did support all the DX to 11. So the are great and popular engine. But not the tech driven once like crytech and many others who support DX 10 to 11 as early as posible.
To me idtech UE are console or mainstream engine lifhtweight.
Valves source more aimed at large mainstream PC target. Then cutting edge.
It's not exactly doing anything revolutionary is it? In fact they're not doing anything at all right now. Let's just wait and see what they can do with the talent they have because having money doesn't mean you can do what you want.
Nou it give you the time to work on what you can implement. More cash more workforce or time to do your thing.
Also having a racing game mode in AC doesn't qualify you as a member of the racing genre :p
SC aims to be a space sim/fps hybrid with a persistent universe, which is great in it's own if they manage to do it.
I do not see it stated as big feature. I don't like racing.
As a lifetime member of the PC Master Race no, SC is certainly not my banner.
I'm not impressed by piles of dollars or flashy pre-rendered videos.
I don't know what he exactly means but my take on it.
SC is a high profile semi triple A game and as PC exclusive a banner for the PC platform.
Gaming marvels like Dwarf Fortress, EvE Online, Half Life, etc are what makes PC gaming exceptional.
Well those game I do not like at all.
Also just because 100+ million dollar games turn out to be sub-par (they usually do), doesn't mean the PC gaming scene is struggling. There's more games being developed now than ever before and you have the indie scene to thank for that (and steam, and Unity, and UE, and others).. also monetary practises are changing.
I think it more the retail PC market is going the dinosaur. But it is digital distributen as steam from valve and all it competition that makes PC gaming very alive.

And exclusives pushes the platforms.
I think some do getting or upgrading to gamerig for ED but also SC
 
But not the tech driven once like crytech and many others who support DX 10 to 11 as early as posible.

CryEngine is a very eye-candy current generation gaming engine.
It's not next generation and doesn't look like it will be.
However I'm not in the mood for a debate.


You certenly do not know much about engines.

Maybe you can teach me based on your expert knowledge of DirectX.


I do not see it stated as big feature. I don't like racing.

Maybe read the post I was replying to.


Well those game I do not like at all.

You liking or not liking them doesn't really matter though does it.
They are all proven examples of excellence in PC gaming.
 
No keybindings in AC 0.9 until v1.0.

So they've gone back on what they've said already. How sad.

If this is true, then that's a serious disappointment. Then again, fanboys will no doubt find an excuse. "Keybinds are incredibly hard to implement" or "Keybinding is not really needed anyway", or somesuch.
 

Mu77ley

Volunteer Moderator
It will come right after the 0.9 release with patch 13.1.



0.9 is (13.0)

1.0 is (14.0) Estimated October (I say December).

If it does turn out to be December then that means the 1.0 alpha release of Arena Commander will be almost exactly a year late! That doesn't bode well for the game proper at all....
 
Hmmm - it seems every estimated delivery date (even recently estimated dates) are just thumb in the air guesses.

And it hasn't even got that complex yet..
 
Hmmm - it seems every estimated delivery date (even recently estimated dates) are just thumb in the air guesses.

And it hasn't even got that complex yet..

It's not that they are not accurate, it's just that every delivery date is "two weeks"
 
If it does turn out to be December then that means the 1.0 alpha release of Arena Commander will be almost exactly a year late! That doesn't bode well for the game proper at all....

That would be a slight issue if AC would be the only game section being developed. Which is not the case. Also as many many times said before go watch the DFM footage from 2013 and compare it to the one now the Level they have gotten to the amount of netcode work and build work they did was nothing like they planned last year. Initial release of AC was on cryengine mp code. They now have their own netcode running all across the globe and Hosting 450k People.
 

Mu77ley

Volunteer Moderator
That would be a slight issue if AC would be the only game section being developed. Which is not the case. Also as many many times said before go watch the DFM footage from 2013 and compare it to the one now the Level they have gotten to the amount of netcode work and build work they did was nothing like they planned last year. Initial release of AC was on cryengine mp code. They now have their own netcode running all across the globe and Hosting 450k People.

All of which us utterly meaningless when discussing the fact they've missed self-imposed deadline after self-imposed deadline. There's this thing called planning they should have done before they even started to work out what they needed to do and when to ensure they could a) calculate accurate timescales, b) ensure they hit those timescales.

The whole 64 bit thing is a prime example. This is something that should have been thought of and planned around before a choice of engine was even made. Before the kickstarter even...
 
I don't know if this is new-backer syndrome or what but let me tell you something. I have been around since the "golden ticket" if that does not help your time frame, I have backed from the start 2012.

I guess me being involved for a longer period of time with this project makes me more informed on this subject than yourself.

Oh your throwing "Elitism Card", how cute.

Just cause people didnt backed doesnt mean they didnt follow it for has long. Your "reason" is flawed and COD'ish to say the least.

But your right, i mixed my Dates/Figures, BUT, if you read this interview:

“We’re a little different to some of the crowd-funded [games] that go way over [their target] the game was never actually a $2 million game,” said Roberts.

“It was, at the smallest version, it was a 12 to 14 million dollar game.

So the deal I originally did was I had investors lined up for $10 million, and that money triggered if I raised between two and four million on crowd funding.” Chris went on to explain that they were expecting to “at least get to two [million] to prove there was a demand” for space sims on the PC to make a comeback.

The plan from that point was that [Star Citizen] would launch it a bit sooner and think of it like Minecraft where Notch had it, and you had the Alpha where he was using money from Alpha sales to finish the game.” Roberts went on to point out that doing it that way helped the folks at Mojang bring in around $40 million (and counting.) “So, ultimately the big game that I wanted to make was approximately $20 million on the minimum side.”

All of this about the $23 million being the true budget was said in Nov 2013 when the entire scope of the game was changed. It was changed from a lets do core game play, to lets do everything at once. Nothing has changed since November 2013, the scope and the quality is still the same. "


Also on the engine, i believe CryEngine used by them is heavly moddified by now, it has to be, it was not made primarily for space/open games , but even if i dont know the technicalities behind it i have faith in the games, we already saw good progress in terms of netcode in the DFM.

Back to music, Pedro´swork is amazing, no wonder why is working for SC and Witcher3.

My fav Pedro´s song from SC is still the old launcher theme -> https://www.youtube.com/watch?v=sxapjbdQEqQ
 
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That would be a slight issue if AC would be the only game section being developed. Which is not the case. Also as many many times said before go watch the DFM footage from 2013 and compare it to the one now the Level they have gotten to the amount of netcode work and build work they did was nothing like they planned last year. Initial release of AC was on cryengine mp code. They now have their own netcode running all across the globe and Hosting 450k People.

Ahhhh man do you know what are you talking about at all?
Just to clarify to you what is NETCODE means:
Acronym for Network Code. The part of a game or application that handles the communication between the clients, server and/or peers.
So It's the chunk of code that manages the data transfer between client/host players.
Netcode does nothing to do with Gfx/sounds/gamemechanics...etc in the certain game-engine.And to be honest with you if you really look videos of dfm from december and now except that gfx improved(pbr) game-mechanics AKA flight mechanics are almost the same.And yeah they do "awsome" job in improving the crytek netcode so far 6Vs6 in small sized maps whoaaaa I am astonished and even that is not stable at all...I mean "$%&!$·"
 
Oh your throwing "Elitism Card", how cute.


Also on the engine, i believe CryEngine used by them is heavly moddified by now, it has to be, it was not made primarily for space/open games , but even if i dont know the technicalities behind it i have faith in the games, we already saw good progress in terms of netcode in the DFM.

Back to music, Pedro´swork is amazing, no wonder why is working for SC and Witcher3.

My fav Pedro´s song from SC is still the old launcher theme -> https://www.youtube.com/watch?v=sxapjbdQEqQ

What Progress in the netcode you are been seeing so far?Pls. enlighten me?
6Vs6 is that a progress?If I remember right some games in Crytek-engine can handle up to 24 player(most of them only 12or16) where you can actually shoot&move&do things.All that CR fairy-tales how they will fix and make awsome new netcode in current CE so far are just rubbish and nothing more.When I see 24+ ppl. in the same instance shooting&moving and if that work steadily with no laags&issues than we can talk how Lord Roberts&Co did something better from past Crytek netcode,until that happens pls. do not spread CR false advertising in here...
 
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The netcode is perfectly fine for me in AC. Actually, I started hating AC less now.
I don't play it at all.
No lags, no bugs, no crap flight model issues, nothing.
Perfect.
 
To be fair they have actually improved the netcode.
However I think it's safe to say that they're pretty far away from 50v50 though.
 
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