Game Discussions Star Citizen Discussion Thread v12

A texture rework is a tad different from making a hill a bit higher.
I thought this was an alteration to terrain gen, which would be a pretty far-reaching and significant change, moreso than Elite's planetary color pallette swaps (which I thought were pretty substantial in their own right). I didn't realize this was literally a single alteration to a single hill. If that's the case then yes I agree with your shoulder shrug.
 
I thought this was an alteration to terrain gen, which would be a pretty far-reaching and significant change, moreso than Elite's planetary color pallette swaps (which I thought were pretty substantial in their own right). I didn't realize this was literally a single alteration to a single hill. If that's the case then yes I agree with your shoulder shrug.

It was a change to how the procedural generation works.
 
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If you fly it at full speed, it does fly a lot over, though not tens of kms. To simplify, I took basic data (without boosting, since you usually don't permaboost in trader ship):

Maximum speed 209 m/s.
Acceleration 19 m/s^2.
Meaning 11 seconds to accelerate to maximum.

If you start at 209 m/s, then turn around at 0 and start flying in the opposite direction, before you get to 0, you will fly v0*t + 1/2*a*t^2 = 209 * 11 + 1/2 * (-19) * 11^2 = 1150 m.

I'll push Space Engineers a little here regarding weight/mass and so on.
I use a ship in S/engineers that is 277mtrs long, 60mtrs high and 74mtrs wide. Its a medium size ship for the game.

Because the game has very good ship physics, there is a very useful script I can use that returns data for the ship, for example; readouts supplied to lcd screens show, time it takes to stop, how far it will travel before a full stop based on what the ships total weight/mass, speed travelling & acceleration speed. If I'm carrying a load that will also be taken into account in the ships handling and figures. The info is calculated around what thrusters I have fitted and how many there are fitted, size of thruster and fuel type, plus amount of thrusters in service. Also takes into account power available in batteries (if no reactors fitted), lower batteries will take longer to stop and be calculated for. If I'm carrying a load it calculates this into the figures to. Turning rates are also dependent on gyros fitted and position.

The ships handle the way they should or as players feel they should. If a ship looks slow and heavy, it usually is.
I like that very much in a space game.
 
I'll push Space Engineers a little here regarding weight/mass and so on.
I use a ship in S/engineers that is 277mtrs long, 60mtrs high and 74mtrs wide. Its a medium size ship for the game.

Because the game has very good ship physics, there is a very useful script I can use that returns data for the ship, for example; readouts supplied to lcd screens show, time it takes to stop, how far it will travel before a full stop based on what the ships total weight/mass, speed travelling & acceleration speed. If I'm carrying a load that will also be taken into account in the ships handling and figures. The info is calculated around what thrusters I have fitted and how many there are fitted, size of thruster and fuel type, plus amount of thrusters in service. Also takes into account power available in batteries (if no reactors fitted), lower batteries will take longer to stop and be calculated for. If I'm carrying a load it calculates this into the figures to. Turning rates are also dependent on gyros fitted and position.

The ships handle the way they should or as players feel they should. If a ship looks slow and heavy, it usually is.
I like that very much in a space game.

That ship dwarfs the size of a caterpillar in sc.

111m long
13m high
39m wide (and this is at one small point on the ship, most of it is probably 20m wide at most)

wiwcf18iuq6x.jpg
 
I thought this was an alteration to terrain gen, which would be a pretty far-reaching and significant change, moreso than Elite's planetary color pallette swaps (which I thought were pretty substantial in their own right). I didn't realize this was literally a single alteration to a single hill. If that's the case then yes I agree with your shoulder shrug.

From what LittleAnt posted, i didn't see any far reaching changes. However, i could be mistaken.
 
I agree. That being said, at this stage of development, making it "look way better" shouldn't even be on their to do list. Getting their core tech and gameplay loops up, running, tested by the testing player-base, and then fixed should be at the top of their to do list.
Come on, the game is 9 years old now, it definitely needs a face-lift!

If they were really efficient recycling backer's money they wouldn't need that loan or sell shares to investors :D
Those were used to lay out the pipelines cover the operating costs. Paying those from backers' money would reduce the fidelity efficiency of recycling, that's Genuine Roberts Company Management 101.
 
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Come on, the game is 9 years old now, it definitely needs a face-lift!
It doesn't need a face-lift at this time. First it needs a decent skeleton. Then what it needs is a working heart, lungs, liver, intestines, colon, spleen, and other internal organs. It'll also need a brain, eyes, nose, mouth, ears, skin, and other sensory organs. Once all that's in place, the remaining skeleton will need to be fleshed out with muscles, tendons, ligaments, and of course cartilage.

Then, and only then, should it receive a face-lift.... because after another fifteen years of getting all that into place, it'll definitely need one. :D
 
Design documents prolly would've been a good idea. Then again, can you imagine CR actually trying to write some and what those would look like?

Not the website blather. Actual design documents. The mind reels!

I love how he simultaneously wants to play faux-"perfectionist" control freak that gets to decide which green pixels live and which blue pixels die, but ALSO be extremely vague with no focus or coherent vision to execute on. Man, those poor employees over the years. You can just watch them alternately get drained, bloated, or both on their streams over the decade.

"I'll know it when I see it" is just a crap way to go about a project like this that would've needed some much tighter management to be remotely doable.

A programmer who doesn't program, a designer who doesn't design, a manager who can't manage... and the one thing we know he CAN do, badly direct actors for cut scenes - he refuses to show us any of. I wonder if any of the mocap data from those Serkis Sessions was remotely useable or if they just hand-animated some bits and kicked the can down the road, expecting a solution to translate the files to something useable in CryEngine to come up that never did.
 
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Design documents prolly would've been a good idea. Then again, can you imagine CR actually trying to write some and what those would look like?
That's not how it's done. First you lay out the pipeline, and then fidelity just fills the documents with subsumption. Et voila!

It doesn't need a face-lift at this time. First it needs a decent skeleton. Then what it needs is a working heart, lungs, liver, intestines, colon, spleen, and other internal organs. It'll also need a brain, eyes, nose, mouth, ears, skin, and other sensory organs. Once all that's in place, the remaining skeleton will need to be fleshed out with muscles, tendons, ligaments, and of course cartilage.

Then, and only then, should it receive a face-lift.... because after another fifteen years of getting all that into place, it'll definitely need one. :D
That's been done a hundred times already, and look where it got us and the industry?
Now behold the work of true genius, who once invented FPS, as it will re-define the art of pretending to make a game while raking in tens of millions, for years.

While big-ass publishers went from making games to making services and nudge the developers to sprinkle in pay-for-visuals and pay-to-win mechanics into their actually released games, Genuine Roberts just obliterated the competition by moving from making a game to making a pipeline, profiting immensely from pay-to-imagine model.

And release? What is a release anyway?
 
I thought this was an alteration to terrain gen, which would be a pretty far-reaching and significant change, moreso than Elite's planetary color pallette swaps (which I thought were pretty substantial in their own right). I didn't realize this was literally a single alteration to a single hill. If that's the case then yes I agree with your shoulder shrug.
In fact this new heightmap is a bigger change than I thought.
From space, it completly change the planets aspect with far more details than before.
 
How insignificantly tiny is that ball of rock if the change in heightmap resolution matters even in the slightest from “orbit”?!
 
Looking carefully you may notice some clipping.I guess the streamer doesn't have enough RAM...

Yeah - you do have to pay a lot of attention to quite notice it properly.

Mind you - I've seen the exact same thing happen with machines with 128Gb RAM and 12Gb VRAM running the client from dedicated NVME drives on symmetric Gigabit fiber connections.

Maybe buying an Idris is the only true resolution?
 
Yeah - you do have to pay a lot of attention to quite notice it properly.

Mind you - I've seen the exact same thing happen with machines with 128Gb RAM and 12Gb VRAM running the client from dedicated NVME drives on symmetric Gigabit fiber connections.

Maybe buying an Idris is the only true resolution?
Even more lulzworthy - it's using 57% of a 32Gb RAM machine to do so
Is there any other game on the market that does this kind of things?
 
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In fact this new heightmap is a bigger change than I thought.
From space, it completly change the planets aspect with far more details than before.

Now that's better! Before it was just a screenshot showing a slightly higher hill. That's nothing interesting. Ok, you didn't show a comparison this time, but at least this time we see a bigger effect.

If CIG keep it up, they might get those barren worlds looking as good as those in ED one day! :D
 
Design documents prolly would've been a good idea. Then again, can you imagine CR actually trying to write some and what those would look like?

They had design documents. Did you never read them? They were the sort of things that sounded really cool on paper until you actually considered a) the development effort and b) the actual gameplay.

Go read the design documents for "Death of a spaceman", mixing drinks for passengers, and multicrew mining.

When done, think about how those will actually play out as part of gameplay and weep.
 
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