Game Discussions Star Citizen Discussion Thread v12

SC is full of placeholder engines (flash engine, DX11, Cryastro, starmap, etc). It will take too much time to correct all bugs on those engines that will be replaced by new one. Correcting all bugs of temporary engines is a waste of time.

Go on then... follow that train of thought. What does it tell you about the future of SC?
 
Some of those techs works in a good state for an alpha. Others need more work. And some are still missing other techs to be implemented.
Again, you compare tech in an alpha to released games or alpha/beta with far less complexity. SC need time because of its complexity (yes I know, for you SC can be released by 3 guys in a garage in 1 year...)

This is ridiculous. :LOL:
 
Some of those techs works in a good state for an alpha.
Yes. The ones that came built into the engine and which even CI¬G's typists haven't been able to break much.

Oh, and SC is not complex. Chris might think it is because he's been out of the industry for a quarter of a century, but even back then, there were vastly more complex games than SC. At some point it may have a lot of different bits, but that is not the same thing as complexity. The reason SC takes time is because the developers are amateurs; because they have a lot of bits to confound them over and over again; and because Chris keeps changing his minds on the very few occasions where they manage to make something.

And yes, given how little has been achieved so far, three guys in a garage could make the same progress in a year. They'd probably need a little more to work through the entire list, but they'd also be intelligent enough to know to cut the list by 90% since so much of it is useless junk with no purpose.

Just that all those old techs are/will be replaced patch after patch.
So again, the reason it takes time is not because it's hard, it's because the entire company is incompetent. They have spent nine years to achieve nothing. If you don't understand that this is what you're saying, you really need to start thinking about what the talking points you choose to use actually mean in practice.
 
I don't know if they still need to change the core of game engine atm. If so, they are more to the end than to the start.

A list given by Clive Johnson about what have been done / is worked atm (some elements in this list are not about the game engine CE/LY). If you want details about some specifics point (like 64 bits, bind culling, removal of LUA or the refactor in C++) you can find specific posts about it.

I don't give this list to say 'never done before', all those techs are used in other games. I give it to show the huge mass of work done.
  • 64 bit precision coordinate system conversion
  • 64 bit entity id conversion
  • Physics grids
  • Zone culling system
  • Game rules and game mode refactor
  • Memory manager
  • Batch workers
  • Background workers
  • Fiber support
  • Build system
  • Crash handler
  • Entity components
  • Update scheduler
  • Entity hierarchy
  • Entity aggregates
  • Object containers
  • Spawn batches
  • Serialized variables
  • Remote methods
  • Serialized metadata
  • Serialized snapshots
  • Entity lifetime policies
  • Asynchronous entity spawning
  • Asynchronous entity removal
  • Bind culling
  • Client Object Container Streaming
  • Server Object Container Streaming
  • Persistence
  • Item system
  • Vehicle system
  • Actor system
  • Network message queue
  • Datacore
  • Language support
  • Weapon system
  • Transit system
  • IFCS
  • ATC
  • Mission system
  • AI
  • Subsumption
  • GPU particles
  • Motion blur
  • Deferred renderer
  • Lighting
  • Shadow rendering
  • Volumetric rendering
  • Planetary tech
  • Weather effects
  • Clock synchronisation
  • Telemetry
  • Audio engine
  • Render to texture
  • Fluid simulation
  • Cloth simulation
  • Water/ocean rendering
  • VOIP
  • FOIP
  • DNA character customizer
  • LUA removal
  • Megamaps
  • Client crash recovery
  • UI
  • UI building blocks
  • Signed distance fields
  • Camera system
  • Animation system
  • Unification of first and third person persperspectives
  • Encryption
  • File system
  • Delta patcher
  • Star map
  • Quantum travel
  • More shaders than you could shake a stick at
  • Debug server renderer
  • Attachment system
  • Parallel network processing
  • Headless clients
  • Network entity replication
  • Atmosphere rendering
  • Melee combat
  • Cover system
  • Interaction system
  • Room system
  • Actor status
  • Diffusion
  • Entitlement system
  • Matchmaking
  • Lag compensation

How many points on that list are currently "placeholders"? Game-related systems, that is, not unrelated list filler like the delta patcher. All of them, probably.
Bear in mind also that some of those points will be made obsolete by the switch to Vulkan that you keep mentioning, and will need to be replaced (not for the first time, in some cases). Everything else, you know the minor stuff like networking, physics, AI, animation, will be unaffected and therefore unimproved.

What current problem with SC do you think Vulkan is actually going to address? So that we can check to see if it's improved once they flip the switch. I'm guessing simply improved FPS, and I'm also guessing you'll be disappointed with the results.
 
Just that all those old techs are/will be replaced patch after patch. Because CIG work on it (since a long time for some of them).
So they spent a good part of their $300 million budget on implementing old techs, for the sake of replacing them. Funny thing as the work of an architect on software projects is to actually avoid this entirely (*). If you embark on a 10 year long adventure, you dont start with techs from yesterday. It seems really obvious, but it was not to CiG...

(*) It's actually part of my actual job, i would know.. if i made this kind of consistently wrong choice on my projects, i would have been fired long ago.

The next one is Vulkan.
Let's open bets shall we. Will it come before the next magical server performance patch ? Or after ? Will we have the sand worms before or after Vulkan ? How about salvage and reclamation ? Gas cloud tech for Crusader (for those not in the know about SC planets: this is the gas giant we see from time to time) ? Lets try and get a rough timeline. (edit) oh oh and working stealth module for the Hornet Ghost, for zeus sake , this ship dates back from 2012 ! Lets try and place it around Vulkan switch :)
 
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3.10 Live is out. The list of "known issues" is just getting longer... a selection of the best pearls:
"Both FPS and Ship Mining methods produce UI stalls resulting in the user overcharging their targeted deposit" -> RIP miners. MoleHD you'll have to wait that patch out..
"Private Arena Commander matches are temporarily disabled due to an issue with the updated group system" -> smells like spaghetti code to me.
"Hangar Doors can remain closed when the Hangar is assigned to a Landing Players Ship" -> That, makes this patch "free fly" only, as doing anything serious is automatically doomed by this one
"When firing at AI ships they will appear to Desync and have high packet loss" -> It's only getting worse
"Landing gear will take multiple presses of the keybind to activate" -> Hey landing services and pads were already buggered, that's adding to the pile then
"The Area18 nav marker will appear at the central plaza, not the spaceport" -> good luck to newbies who arent used to the looks of A18 spaceport and dont know where to look... (for those not in the know: that's the city planet, everything looks alike from a distance)
"Legally landed ships may be impounded" -> this was marked as fixed in the PTU, fun this is still sticking. We're in for a multi year ride on that one.
"Freelook does not always work properly in turrets" -> hey that's new too. Guess it goes with their claimed "turrets rework".

And i can bet money that the Freelancer side ladder is still a killer, ramps are still doing magical things to people and vehicles, repair and refuel is still not working as intended or at all most of the time, etc. etc. Means this list wont get any shorter in the next years to come.
 
3.10 Live is out. The list of "known issues" is just getting longer... a selection of the best pearls:
"Both FPS and Ship Mining methods produce UI stalls resulting in the user overcharging their targeted deposit" -> RIP miners. MoleHD you'll have to wait that patch out..
"Private Arena Commander matches are temporarily disabled due to an issue with the updated group system" -> smells like spaghetti code to me.
"Hangar Doors can remain closed when the Hangar is assigned to a Landing Players Ship" -> That, makes this patch "free fly" only, as doing anything serious is automatically doomed by this one
"When firing at AI ships they will appear to Desync and have high packet loss" -> It's only getting worse
"Landing gear will take multiple presses of the keybind to activate" -> Hey landing services and pads were already buggered, that's adding to the pile then
"The Area18 nav marker will appear at the central plaza, not the spaceport" -> good luck to newbies who arent used to the looks of A18 spaceport and dont know where to look... (for those not in the know: that's the city planet, everything looks alike from a distance)
"Legally landed ships may be impounded" -> this was marked as fixed in the PTU, fun this is still sticking. We're in for a multi year ride on that one.
"Freelook does not always work properly in turrets" -> hey that's new too. Guess it goes with their claimed "turrets rework".

And i can bet money that the Freelancer side ladder is still a killer, ramps are still doing magical things to people and vehicles, repair and refuel is still not working as intended or at all most of the time, etc. etc. Means this list wont get any shorter in the next years to come.
The landing gear bug was fixed in the last PTU patch...mentioned only because I noted it as well as others did when it was fixed. If they've reinstated the bug...it beggars belief. As for mining...I've given up on Ci¬G ever making it work again.
 
Production wrapped up on Pyro III and Pyro IV, and the whitebox assets for Pyro VI were further developed. Pyro V is currently on hold due to it requiring gas giant tech, which is in R&D alongside Crusader. The same goes for the touch-bending of vegetation assets.
 
Managed to get eaten by the floor on my first spawn.

Second spawn I managed to get stuck in the geometry of the train, completely unable to move or do anything. I guess I'll just commute until I starve to death.

URL]


sc2.png


Later I was actually managed to fall through the train and watch it speed off into the distance - leaving me stuck in a rail or something. I was able to jump up and out of the rail - where the environment immediately reached -95c and I had an estimated TTL of 15 minutes.

I died in 5.
 
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They’re fixing chair standing guys!

Bugs-wise, the team fixed several problems causing NPCs to stand on top of usables. The majority of these were a direct consequence of object container streaming preventing characters from reattaching to usables. For example, one was due to the usable code wrongly overriding the deferred attachment request by multiple characters, while another was a wrong navigation mesh validation when streaming back in where no validation was required.


Must be permanent tech ;)
 
Just that all those old techs are/will be replaced patch after patch. Because CIG work on it (since a long time for some of them). The next one is Vulkan.

Ok, assuming that, go on, what does that mean for the liklihood of a releasable product within the next 5-10 year?

What is the liklihood as CIG add more content after replacing those old techs, there will be need to replace the newer techs with even newer techs?

What will it mean for assets created years ago by that point?

Seems to me CIG are stuck in a never ending loop of refactoring, like a dog chasing its own tail.
 
Managed to get eaten by the floor on my first spawn.

Second spawn I managed to get stuck in the geometry of the train, completely unable to move or do anything. I guess I'll just commute until I starve to death.

URL]


sc2.png


Later I was actually managed to fall through the train and watch it speed off into the distance - leaving me stuck in a rail or something. I was able to jump up and out of the rail - where the environment immediately reached -95c and I had an estimated TTL of 15 minutes.

I died in 5.

Similar things happened to me, but i've been assured by faithful backers its only because my system spec is poor.

You need to upgrade your computer and put the game on an SSD, clearly.

/s
 
3.10 report by Val the Moofia Boss

Currently downloading Star Citizen 3.10.

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I logged in at New Babbage. Got out of bed... and then immediately fell through the floor to my death.


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Well it doesn't appear they've fixed the mobiglass problem (pressing F1 to open the mobiglass, only for it to immediately close).

Okay finally got it open. Looks like all of my stuff carried over.

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annnnd 30k server crash

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doesn't seem like buying a new mobiglass changes your hud color or anything special, just changes the color of the mobiglass on your wrist (which you can only see during the 1% of the time when you aren't wearing a suit).

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I've been hearing some horror stories from other players who are getting crimestat for trying to leave Area 18; apparently if you veer off from the autopilot landing tunnel, the autopilot takes control of your ship and you crash into a building and get crimestat.

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Welp, I got on board a tram to the spaceport, but when the tram arrived the doors didn't open, and the spaceport floor hadn't loaded in... then another tram arrived and clipped into the tram I was on.

Ship claiming is broken; I tried to claim a destroyed ship and then nothing happened. Tried again. Nothing.

Darn it the 300i entry bug is still here! (Try climbing up the ladder of your 300 series ship, and then when the animation ends, you pop out of the ship).

Okay so I just landed at Grim Hex, except I can't get out of my 325a! There is an invisible wall where the open door is

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Lol guards now walk in place like in Final Fantasy Tactics.

TRMZJaw.gif


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Server crashed

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My hands!

1nCsyAM.png


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server crashed again

Okay, I have to admit. The new electron weapons are pretty rad. I think the new electron sniper rifle has the furthest range of any ground weapon in the game (besides the railguns and rocket launchers meant for taking out ships from the ground), and the electron handgun has a really high fire rate AND it's AoE.

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What I really don't like is the new top speed. The top speed of your ship is around 600-700 meters per second, about half of the previous top speed (which was like 1350 mps). That means it takes twice as long to travel while in space! If I'm trying to fly to a bounty target who is in orbit around a moon, but the nearest OM point is 200 KM away, then that means it now takes me 7 minutes to manually fly to him (whereas previously it would have only taken 3). Or, if I'm trying to fly to a drug lab that I can't QT to, like the Orphanage... then yeah, my previously 10 minute long trip just became 20 minutes long.

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Another crash.

The new pip system is... okay maybe? Dunno. In the previous system, you could press R twice, and it'd lock your cursor to the center of the screen, and bring up a circle. As long as you aimed your ship so that the target was within that circle, your gimballed weapons would fire at the ship and generally the shots would land. If you didn't have gimablled weapons, then you aimed your ship at the lead pips.

Now, there is no targeting circle. Only lead pips. Meaning that there really isn't a reason to have gimballed weapons anymore as they no longer auto aim. If you have gimballed weapons, you still have to move your cursor to the lead pips. Mind as well just use fixed weapons now.

Also, screw the autopilot landing zones! I tried to approach Loreville for landing, and I was coming in slow towards the hangars... but nooooo the autopilot had to engage and fly me away. Okay then, so I tried flying into the landing zone tunnel, but nooooo the autopilot system had to engage and fly me away. So I had to fly ALL THE WAY OUT and then enter the landing zone tunnel from the very very back! Who thought that this was a good idea? Uggggh
 
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