Game Discussions Star Citizen Discussion Thread v12

Amazes me what SC players... sorry, testers, put themselves through.

Still, his next video is going to be what he loves about SC, so the faithful can nod wisely and agree with all his points :D
 
This right here is why Spectrum is spectacular...

"You don't understand! The new trip-mine tech is revolutionary, and something no other game company has even tried to do! Once we get the new character movement tech for precise movement and tight-beam tech into the game, you'll see the trip-mines in their full glory. Just be patient. No-one has ever done this before!"

One can honestly not tell if this is satire or serious!
 
This right here is why Spectrum is spectacular...

"You don't understand! The new trip-mine tech is revolutionary, and something no other game company has even tried to do! Once we get the new character movement tech for precise movement and tight-beam tech into the game, you'll see the trip-mines in their full glory. Just be patient. No-one has ever done this before!"

One can honestly not tell if this is satire or serious!
It's satire; and a great reply to a great post 😂

tavern_upload_large.jpeg
 
Parody or not? Scarily enough it looks like they are serious

Yep, this is why people backed this company. Most new games are built on a foundation of code that was written 30 years ago. This isn't about one game. If the result of their ground up approach yields any feature better than what is already a part of Lumberyard you can bet they will license that out to anyone willing to pay for it.

This is a very inefficient way to make one game but it is of great benefit to the industry as a whole.
 
You worked on Falcon 4? That was one of my favorite "games". "Game" in quatation marks as it was more like career than game.
Thanks and yes on Allied Force - whilst I can code in several languages, the guys that worked with me on that title made me look like a dribbling idiot in that respect (although I did do some work on some PG terrain algorithms), so I put my talent to use forming the company (again with others) and project managing what was a modding team of twenty guys into producing something the IP holders (Atari) and publishers would put out to market (amongst other tasks).
You wear many hats when COO of a small company, which is why I think I have my name in four places on the credits :) and learned to trust the guys/girls with the right skills in the right places and everyone had demonstrated talents before they joined/were selected.
The real geniuses in terms of the engine, were the guys who designed and created VU2 (Virtual Universe 2) at Spectrum Holobyte/Microprose, which had its roots back in 1992, some of whom I have met over the years since the 2005 release. They also suffered from scope creep and/or too wide a vision (amongst many other pitfalls), plus as Surefoot points out with CryEngine/SC the technology landscape was moving under them all the time. We also had an aged DX7 renderer, when DX9 was the "thing" and whilst we had that mostly converted it, it wasn't market ready, so we had to hold it back and take the flak for somewhat outdated graphics in 2005, but that was the right decision imho.
The Dec 1998 release was forced onto them, which was a double edged sword. It prevented a Star Citizen situation (to get back on topic), but also left a bug ridden mess on the market.
To illustrate how bad (and what condition SC might be forced out to market in, if the money taps get turned off), we fixed over 10,000 out of tolerance data errors alone in models, entity attributes etc. which were causing crashes (wrote bespoke tools to find these) as well as thousands of code errors e.g. where the original team had confused -z with down in the coord system and other howlers like pitching up at 90degs would force a divide by zero error....some chunks like the networking had to be re-written from scratch because it was so bloated and sat in the middle of everything else - think the code equivalent of Cthulu.
For grins, here is what a game should look like in alpha ;) - you'll notice there's not a 3D model or texture in sight and I think myself and the head coder were trying to work out why some static ground entities weren't spawning around the Aviano Airbase area in northern Italy (the campaign was running on another machine and this tool was hooked into it). The hand numbered symbols were out of the database and visible to the "player" in the area. The rest were packed into the database, but still being operated on by the engine, but at a much slower frequency (you could set this as an entity variable to get under budget):

Objective Deag Map.jpg
I see nothing like this being demonstrated by CIG
 
Last edited:
Aren't they having bars and casinos? Surely they will have card games at some point. They did put in chess!

They need to be careful with casinos though. Rockstar had to block access to the casino games in GTA in the US due to US laws.

If they get blackjack and hookers into the game I might buy an Idris.......................................nah, I won't.
 
Oh talking of Salvage, they’ve started work… kinda. Yay 😁

In late November, the team moved on to salvaging. The initial focus was on the technical aspect of visually removing material from an object and ensuring its state can be reliably stored and recreated, both across the network and when the object streams back in again. This is currently being prototyped using the damage map system.
Source: https://old.reddit.com/r/starcitizen/comments/s7zl1x/star_citizen_monthly_report_november_december_2021/htdf14f/

Finally, R&D for salvage commenced.
 
Back
Top Bottom