Game Discussions Star Citizen Discussion Thread v12

Went on the PU for a couple of hours this morning...there was another mini-patch for it this morning. Did all sorts when I was in there, mining, cargo hauling, couple of investigation missions down the big caves...no issues at all. Can't be bothered re-running Xeno in PTU for the umpteenth time, I'm bored with it already and it's not been released yet :D
Gamer: "I've been playing (insert name of game here) for 20,000 hours and I think it's boring as there is nothing to do"
 
Aye, Mikey is done methinks...when he starts trolling over ancient stuff just to pass snide comments at it, it's time to pack it up. Maybe he should watch some of his old Twerk17 videos from back then...he could get all snarky and self righteous about them too :)

Oh yes, he was in full rose tinted glasses mode back then.
 
Simple
The tools given by CIG to work with them are not native CY tools but CIG's tools (the one they work on since several years) so no need to know CE.
Firesprite have internal tools for some of their graphic workflows made with UE. For instance, they could create in UE before exporting to Maya and afterthat importing in CIG's tools.

Yeah, but then it wouldn't surprise me if they listed as the requirements: 5 years experience with StarEngine tools

(Not a dig at CIG, its a dig at recruiters who put stupid requirements on job postings. There was a guy who created a tech who wouldn't qualify for a job requiring it, because it demanded more experience than he had... the creator of the tech).

However, maybe it explains why no experience with CE, but why experience with Unreal?
 
Sybillin wording so one can keep a straight face and rewrite the story as they see fit whatever the outcome. Clever, but disingenuous nonetheless.
Because you think that, at the time CR said he would use all the power of LY, he was lying ?
For me, he really wanted to use this tool but all improvments of it were not useful for the core's engine modified by CIG.
 
However, maybe it explains why no experience with CE, but why experience with Unreal?
For instance, they could create in UE before exporting to Maya and afterthat importing in CIG's tools.
Firesprite work on a lot of games, they have processes in place that are already well established since several years. If they use UE somewhere in the graphic flow, UE is a requirement for them. UE is a standard in the gaming industry now.

EDIT : another example, you can whitebox a whole FPS map in whatever tool you want before creating the final version in the final tool.
 
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No, that they implied SC was switched from CE to LY in a matter of weeks (and still is running on it?) and you implying it was not.
There's nothing to do with using no/some/all of LY features.

What's ambiguous in this official statement for Chris' sake!? "Because we share a common technical vision, it has been a very smooth and easy transition to Lumberyard. In fact, we are excited to announce that our just released 2.6 Alpha update for Star Citizen is running on Lumberyard and AWS."
 
No, that they implied SC was switched from CE to LY in a matter of weeks (and still is running on it?) and you implying it was not.
There's nothing to do with using no/some/all of LY features.
I'm not implying it was not. If so it's a translation problem on my part.
CIG had switched from CE 3.7 to the same version labelled LY (the version before the fork) easily by 1 or 2 guys in a matter of days (for what have been said) because it was only a license switch not a switch of code.

The real work at the time was to switch to AWS from what they were using before. But the work done for AWS was not tied to LY. As they were not using the LY version released after the fork, they certainly created their own connectors and not used those in the new LY engine.
 
Simple
The tools given by CIG to work with them are not native CY tools but CIG's tools (the one they work on since several years) so no need to know CE.
Firesprite have internal tools for some of their graphic workflows made with UE. For instance, they could create in UE before exporting to Maya and afterthat importing in CIG's tools.

Yep for sure, given it's an art position etc, that's possible.

If Agent's leaks in this area are correct then UE4 is already in play for SQ42. If not in an entirely efficient manner:

  • hearing (again) that UE4 is being utilized for cutscenes
  • "We're doing [in-game cinematics] twice. We create a simple preview using [UE4 Blueprint/Sequencer] for approval, since it's faster. After sign-off, we create them [into Lumberyard using Track View, a CryEngine tool]."
  • supposedly this creates less work, as approval/rough cut cutscenes take "a very, very long time to sculpt" in LY/CE
  • post-approval cutscenes were constantly changed, even after sign-off
  • these highly-detailed, complex and polished final cuts went back to planning, sometimes being completely rewritten as other chapters of the game changed
  • "thousands and thousands of man-hours" continue to be lost to this, according to 3rd party animator


The temptation to remake the whole thing in a more forgiving multiplayer engine must be pretty huge for Firesprite's small team though ;)
 
Oh yeah... The very much useful translation problem... ;)
Quand on passe trois fois plus de temps à vérifier tout ce que l'on écrit, que l'on bute sur de faux-amis et qu'on a des lacunes de vocabulaire, oui, traduire sa pensée n'est pas évident.
Ce n'est pas "utile" c'est juste la réalité.
 
For instance, they could create in UE before exporting to Maya and afterthat importing in CIG's tools.
Firesprite work on a lot of games, they have processes in place that are already well established since several years. If they use UE somewhere in the graphic flow, UE is a requirement for them. UE is a standard in the gaming industry now.

EDIT : another example, you can whitebox a whole FPS map in whatever tool you want before creating the final version in the final tool.

So CryEngine/StarEngine isn't capable of doing everything CIG need, despite years of working on it. Interesting.

Nah, i'm totally sold on the theory FireSprite have thrown out CIG's work on ToW and are remaking it using Unreal. Its the most hilarious option.
 
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It would be hilarious if, as part of the settlement, CIG had to go back to CryEngine but CryTek demanded to have their name taken off those products.

"Nope, it's nothing to do with us."
That would be pretty hilarious and worrying at same time. If I remember correctly one of Crytek’s complains in that lawsuit was that CIG removed Crytek/Cryengine logo denying them the publicity and visibility… so it would be pretty telling that now Crytek wanted to distance from CIG as much as possible! did they found something fishy that could drag them to future trouble?

I don’t think that is the case but who knows
 
That would be pretty hilarious and worrying at same time. If I remember correctly one of Crytek’s complains in that lawsuit was that CIG removed Crytek/Cryengine logo denying them the publicity and visibility… so it would be pretty telling that now Crytek wanted to distance from CIG as much as possible! did they found something fishy that could drag them to future trouble?

I don’t think that is the case but who knows
I know, but it just amused me! Make them sign a new license agreement and add a troll clause.

Oh God, had a thought. All this talk about Unreal Engine, it would be absolutely hilarious if CIG wrote themselves in to another obligatory CryEngine contract. They can't be that stupid, though...
 
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