Game Discussions Star Citizen Discussion Thread v12

I have a sneaking suspicion that they've re-engined Sqn 42 to UE4...or something that isn't Cryengine based. There's no real reason or evidence pointing to why I suspect that, but it would add up given the Crytek court case outcome, the delays and secrecy surrounding Sqn 42 since the end of 2016... considering it was supposed to be almost done back then. They have the 3D assets and MOCAP etc which are there regardless of what engine they're put into so it's not like they need to redo all of those. It would also make more sense should Ci¬G ever consider releasing Sqn 42 on console as a standalone.

It's just nagging at me that somewhere along the line during 2017, they've switched game engines for the idiot's magnum opus....just putting the thought out there :unsure:

One way to start answering this question is to work out if Squadron 42 requires 64 bit positioning. If so, they would need the UE game engine source code, which would be nigh impossible to get from Epic.

So a question to you, as I'm fairly ignorant of Sqn 42... is Sqn 42 able to be played within contained, 10 km square "levels", or will it need the full space-to-planet-to-ground experience that SC has? If the latter, I don't believe they could use UE, at least not without obvious transitions or loading screens.
 
With a mediocre scenario, laughable script, headless gamedesign, knees deep in feature creep, you can use the bestest never done before engine, the mess will suck and still be hard to finish its development. But maybe it'll be shinier :)
 
One way to start answering this question is to work out if Squadron 42 requires 64 bit positioning. If so, they would need the UE game engine source code, which would be nigh impossible to get from Epic.

So a question to you, as I'm fairly ignorant of Sqn 42... is Sqn 42 able to be played within contained, 10 km square "levels", or will it need the full space-to-planet-to-ground experience that SC has? If the latter, I don't believe they could use UE, at least not without obvious transitions or loading screens.
I've no idea about Sqn 42 either...nobody does. We all know it'll be bum clenchingly bad script wise, other than that...it's all inside the idiots head and a big secret 🤷‍♂️
 
I'd say that would have leaked out at some point.
Very little else has leaked about Sqn 42 as a whole...so much so, many think it's entirely vapourware. I mentioned the Crytek court case...but more pointed toward Crytek's backing off from the reveal or disclosure over Sqn 42 until some point in the undisclosed future...why? 🤷‍♂️
 

Viajero

Volunteer Moderator
One way to start answering this question is to work out if Squadron 42 requires 64 bit positioning. If so, they would need the UE game engine source code, which would be nigh impossible to get from Epic.

So a question to you, as I'm fairly ignorant of Sqn 42... is Sqn 42 able to be played within contained, 10 km square "levels", or will it need the full space-to-planet-to-ground experience that SC has? If the latter, I don't believe they could use UE, at least not without obvious transitions or loading screens.
I may need to find the source quotes but as far as I remember, and anyone please feel free to correct me, SQ42 evolved from the original concept into an open world set up in the whole Odin system, i.e. not just a constrained linear mission sequence but something offering the player a certain amount of control about what to undertake and free to roam across the whole system.

Edit: Found one:

Squadron 42 will take place in a small area of Star Citizen’s overall galaxy—but that’s ‘small’ in a galactic sense. It’s a massive chunk of space, and, the team promises, completely open. They say you’ll be able to fly freely between stations and star systems, pursuing both the main story and secondary, optional missions. As Barclay gives me a tour of the level I can see markers on the vast starfield behind it, indicating distant worlds. This is to make moving around such an enormous space a lot easier for the developers.
 
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I may need to find the source quotes but as far as I remember, and anyone please feel free to correct me, SQ42 evolved from the original concept into a free access set up within the whole Odin system, i.e. not just a linear mission sequence but something offering the player a certain amount of control about what to undertake and free to roam across the whole system.

Edit: Found one:
Define "roam" the whole system. You don't need seamless travel across a star system to roam it freely. You can do that with loading screens. Especially when in between the interesting spots is nothing.
 

Viajero

Volunteer Moderator
Define "roam" the whole system. You don't need seamless travel across a star system to roam it freely. You can do that with loading screens. Especially when in between the interesting spots is nothing.
True, the dev responses in the article seem to clearly suggest seamlessness though. This obviously does not preclude CIG to take it back and do loading screens if needed of course.
 
I may need to find the source quotes but as far as I remember, and anyone please feel free to correct me, SQ42 evolved from the original concept into an open world set up in the whole Odin system, i.e. not just a constrained linear mission sequence but something offering the player a certain amount of control about what to undertake and free to roam across the whole system.

Edit: Found one:

Its hard to say. If you go back to the initial pitch, it seemed like they were offering the space sim to end all space sims and that SQ42 would be a massive open world game with a series of missions to work your way through.
 

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One way to start answering this question is to work out if Squadron 42 requires 64 bit positioning. If so, they would need the UE game engine source code, which would be nigh impossible to get from Epic.
Or they could switch to Unigine 2 which already has 64bit positioning, volumetrics clouds, atmosphere bla bla bla… like Dual Universe is doing (AFAIK)

It will be a brilliant move ten years down the line: Look, Cryengine is not good enough we need the low level power that Unigine 2 gives us! we just need a bit more time to port assets and in-house tools to work with the new engine!!! oh an this time we will make sure to get a proper license that allows us to rebrand Unigine 2 to StarEngine BDESE v1.0
 

Viajero

Volunteer Moderator

Viajero

Volunteer Moderator
I have little doubts the con will be a success, especially in terms of funds. It is what CIG knows how to do best, hyping chats and videos. Given the show will be all pre recorded and under full control of CIG there will probably be little or no issues whatsoever.
 
I have little doubts the con will be a success, especially in terms of funds. It is what CIG knows how to do best, hyping chats and videos. Given the show will be all pre recorded and under full control of CIG there will probably be little or no issues whatsoever.

Heh, yes. At least no more live shows. Things always seem to go badly when they actually try and play the game.
 
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