Game Discussions Star Citizen Discussion Thread v12

dayrth

Volunteer Moderator
There were perfectly visibles ramps cut on the slopes and a tight turn...
Yes there were, but they were ALL OVER THE PLACE. Not just the highlighted one. So as Agony says 'Either there were roads everywhere or there were no roads '.

Even on your highlighted 'road' there were lumpy bits of terrain in the middle of it and just above the tight turn the 'road' sloped sideways at about 40 degrees, so if it was supposed to be a road the road making tool is clearly not working properly.

It looks to me more like there are wiggly stripes of a different colour randomly painted on the existing landscape and no actual roads at all.
 
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And after that tight turn a road on a nearly 90 degree slope thats almost driving along a cliff face. The better 'roads' are the dune buggy tracks on the right going straight up.

Its just one flat ground stretched up in 3 separate places to create height and the terrain joining in between so theres no gap.

I play Sim games and a lot of them have roads that can be placed and AI vehicles drive along them. Some of them are buses that will stop at certain points too. All the traffic drives on the left or the right and never crashes into each other.

I play GTA type and the same happens with a player on the roads at the same time as NPC vehicles. Often in high speed chases with different AI NPCs doing different things to the normal NPCs.

None of this new or never been done before.

And putting [REDACTED] in that [REDACTED] vision of what a future roadmap may or hopefully will look like but it isnt actually finalised as to what it will look like or what it will convey but at some point we will decide that and then we will ask everyone what they are actually doing so we can put that on an actual roadmap at some point in the future when the heat gets too much again but until then we will give you a JPEG to console you without actually giving one iota of information about where one single tiny piece of S42 is actually at right now or when we will actually tell you it has been delayed for another 3 year which will probably be after Q2 2021 coz we have now bought that time from you with this JPEG and future expectations rather than anything solid or factual at all, putting [REDACTED] in here is really the biggest FU to you all and you should be insulted, furious and demanding oversight.

And possibly....meanwhile we will get back to the Investor Roadmap which will explain why the Public Roadmap is more of a PR stunt and not to worry the money will keep coming in.
 
Another thing. 450+ devs working on SC. Can we get a breakdown by department? It's not a secret is it? My guess would be, they're predominantly art and marketting.
 
Tried jumping into the PTU last night...the hangar door bug where they start closing as soon as they open is back...as well as a myriad of bugs from previous versions halfway fixed, now returned. I ended up being trapped in a hangar with the cat until I rage quit out. Reintroducing old bugs into a supposedly newer build to test something that has been broken since 3.7 isn't testing, it's simply showing that devs are marking time rehashing old spaghetti code in an attempt to disguise current issues and merely hoping they accidentally fix something without breaking everything else.

They're playing the guessing game, namely... "I guess if we shove that bit of code over there it'll fix something...maybe." It's akin to finding land mines by sticking your fingers in your ears and stamping your feet.

The entire project is going backwards..and I simply don't believe they are actively working on progressing the game engine at all...merely rehashing and shoving bits of half working old code out as a delaying tactic to cover up how stalled this project is...that and providing busy-work for the 400 graphic artists and designers by way of vomiting pointless ship concepts out the door.

If anyone doubts the spaghetti code...how can adding 'new' content break something as basic as hangar doors? They weren't broken before, there have been no issues with them being reported as broken previous to 3.10 PTU... so how can not touching or farting about with the simple bit of code governing them break their operation?...Unless that same bit of code somehow also governs the buying of Pico plushies in some way :cautious:
 
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Another thing. 450+ devs working on SC. Can we get a breakdown by department? It's not a secret is it? My guess would be, they're predominantly art and marketting.
IIRC, there was a recent video where CIG bragged that there were about 90 programmers working in the project. So that would be about a 5:1 ratio of artists et al to core tech developers. This is the exact opposite of what should be happening at this stage of development. You do need some artists to make assets for engine testing, but until the core of the game is working fine, an ugly cludge of polygons would work just as well as for testing purposes as an asset with 1000 artist hours put into it.
 
IIRC, there was a recent video where CIG bragged that there were about 90 programmers working in the project. So that would be about a 5:1 ratio of artists et al to core tech developers. This is the exact opposite of what should be happening at this stage of development. You do need some artists to make assets for engine testing, but until the core of the game is working fine, an ugly cludge of polygons would work just as well as for testing purposes as an asset with 1000 artist hours put into it.

Harsh. You also can't sell many ugly cludges of polygons to fuel Ortwin's and Christopher's pension funds. The extra companies were setup just for that.
 
The entire project is going backwards..and I simply don't believe they are actively working on progressing the game engine at all...merely rehashing and shoving bits of half working old code out as a delaying tactic to cover up how stalled this project is...that and providing busy-work for the 400 graphic artists and designers by way of vomiting pointless ship concepts out the door.

Behold! CI-G's new paradigm of splattered development!
 
how can adding 'new' content break something as basic as hangar doors? They weren't broken before, there have been no issues with them being reported as broken previous to 3.10 PTU... so how can not touching or farting about with the simple bit of code governing them break their operation?...Unless that same bit of code somehow also governs the buying of Pico plushies in some way :cautious:

Well, let's be fair, we see the same stuff with patches in ED as well.

Spaghetti code for everyone!

Although i suspect things like this are due to bad build and configuration issues more than spaghetti code. Devs syncing old code back into the master from before the previous patch.
 
IIRC, there was a recent video where CIG bragged that there were about 90 programmers working in the project. So that would be about a 5:1 ratio of artists et al to core tech developers. This is the exact opposite of what should be happening at this stage of development. You do need some artists to make assets for engine testing, but until the core of the game is working fine, an ugly cludge of polygons would work just as well as for testing purposes as an asset with 1000 artist hours put into it.

Not long ago they also said they had 600 people, then they said they had 90 actual devs, and now 450... devs? Or people?

I'm going to speculate (wildly) that the 450 figure is actual CIG employees while the extra 150 are external, either contractors or Turbulent (and other companies, Firesprite?) people working on SC/SQ42.
 
Well, let's be fair, we see the same stuff with patches in ED as well.

Spaghetti code for everyone!

Although i suspect things like this are due to bad build and configuration issues more than spaghetti code. Devs syncing old code back into the master from before the previous patch.
Aren't they even slightly aware of what might be broken in the bit of code they're 'synching' back in? That's like me putting gearbox oil that's done 10,000 hours back into a rebuilt gearbox then feeling somewhat surprised that my tractor stops working when the gears fall out the bottom of it :rolleyes:
 
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Deleted member 257907

D
Aren't they even slightly aware of what might be broken in the bit of code they're 'synching' back in? That's like me putting gearbox oil that's done 10,000 hours back into a rebuilt gearbox and wondering why my tractor stops working when the gears fall out the bottom :rolleyes:

my job was testing software not everything is possible to test (or to expensive) so you try the best and make sure there is the option of rollback.
often workarounds quickfixes are forgotten have to be reapplied.
 
my job was testing software not everything is possible to test (or to expensive) so you try the best and make sure there is the option of rollback.
often workarounds quickfixes are forgotten have to be reapplied.
It's a given that I'm merely a simple peasant who relies on his hands, a few spanners and a certain depth of knowledge acquired over decades to make things work that were formerly broken...maybe I just don't understand game development after all ;)
 
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