Game Discussions Star Citizen Discussion Thread v12

It was a perfect demonstration of how CI-G didn't even grasp the concept of procedural generation - much less have even a prototype of a working implementation.
So you think every mountain, rock and tree is placed manually in all planets/moons of Stanton ? I have bad news for you...
 
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dayrth

Volunteer Moderator
So you think every mountain, rock and tree is placed manually in all planets/moons of Stanton ? I have bad news for you...
Not sure you understand what procedural generation is. There are many ways to populate an area with rocks and trees and stuff. That's not rally what PG is for. The question is, does that terrain get loaded in to your memory as you travel through it or does it get created out of nothing from a simple seed on the fly.

This seems to be a difference GIG fail to understand as well.
 
And having a good UI tool is also important.

Yes.

But what is silly is you assuming that:

A) It definitely is good.

When it turns out the devs find it "extremely time-consuming" to use in various cases.

Which has been affirmed by its painfully slow rollout, still taking place years later. (After the initial comedy of the elevator panels taking a year or whatever ;). And still yet to reach the glorious realms of the star map... :/)

B) CIG's claims of its 'massive' impact on mission design were accurate too

IE the thing you thought would 'industriaize' mission production, and so content generation for new solar systems.

I can understand how you may have interpreted it as an impressive thing. The mission team themselves did describe it as 'massive' for the mission system. But what they meant by that, it turns out, was that: It lets players interact with mission info on a screen. Rather than via the inner thoughts system.

'Massive.'

What this seems to boil down to is that BB includes an internal tool for designers to run up their own panel interfaces. Not anything that lets them 'create missions' per se (you still have to like, code / design the missions and such for novel functionality there ;)). Handy, sure, and more flexible than the inner thoughts system. But really pretty standard game dev stuff.

They also mentioned some possible gameplay outcomes. Like they've dreamcrafted about being able to alter the info a player hands in for a bounty mission etc. But that all just seems to be theoretical UX/UI for, more importantly, theoretical mission aspects. Not some pipeline that's about to start pumping out the missions itself. It just sounds like... a nice idea. Nothing more at that point.

I also love just how perplexed / worried the Senior Live Designer on the left looks throughout some of these sections 😄

3LTsTkC.png


I wonder if it's a coincidence that he's since left the company ;))


This just seems like a classic case of CIG enthusing about some very basic internal processes, and some hypotheticals, with some PR spin added by dear Lando, and it being interpreted as some kind of novel innovation. Which presages some kind of impressive future pipeline output...


I was wrong (like everytime someone try to give a date with CIG). This does not change my thinking about industrialization and the fact that it's on its way with CIG and Turbulent.

Would it not make sense to consider why you might have been wrong?

Such as the fact that all of this stuff, all of the generated stuff, all of the slower bespoke stuff that also goes with it for each solar system, is still gated behind the networking change.

And that perhaps you should assess the validity of that fundamental 'industrialization' before getting excited about the UI? ;)

And maybe not consider the whole process a fact. Until it's a fact? ¯\(ツ)/¯

The last video of Turbulent is just a proof of it. Don't you think the tool presented by Turbulent will save a lot of time while creating a system ?

Yeah, the tool seems good. Nice workflow by the looks, should help them fill in space nicely for their use case.

It's also just a third party tool, which recently made itself more accessible to many other platforms. And seeing you dance around like this about it is very reminiscent of... well... previous premature-excitements ;)
 
Not sure you understand what procedural generation is.
Yeah. Like using Perlin's noise to generate a heightmap and other stuff ? Or playing with the map generator algorithm in Minecraft? It's enough experience for you for someone to understand what procedural generation is ?
I'm not sure you have seen all CIG's videos about planet's generation.


Yeah, the tool seems good. Nice workflow by the looks, should help them fill in space nicely for their use case.
It's also just a third party tool, which recently made itself more accessible to many other platforms. And seeing you dance around like this about it is very reminiscent of... well... previous premature-excitements ;)
Good news. FDEV will be able to use this third party tool to give some diversity to all its million identical concourses in stations so ! ;)
 
....



Yeah, the tool seems good. Nice workflow by the looks, should help them fill in space nicely for their use case.

It's also just a third party tool, which recently made itself more accessible to many other platforms. And seeing you dance around like this about it is very reminiscent of... well... previous premature-excitements ;)
So they haven't been building tools, but figured finally out which one of the available ones on the market to license. 10 years. Shameful display.
 
My Dear LittleAnt - do you recall the "base building" video, the one they turned into a Space Lobster resort?

That was their showcase for Procedural Generation, and how they could really ramp up content production so that areas would take "hours, not weeks" to deliver. It was a perfect demonstration of how CI-G didn't even grasp the concept of procedural generation - much less have even a prototype of a working implementation.

I don't know if you meant this vid, but the YT search site served this up 😁

Source: https://www.youtube.com/watch?v=gu0zrEacfuI&t=1755s

If you've been following the project, as closely as a many of us have, just, you know, it's, it's like when you put a lobster in water, and you're slowly turning the temperature up, the lobster doesn't notice, you know, that the temperature is getting, is getting hotter. We turn the speed and frequency up. And we get better and more efficient at making these with each, asset.
 
It takes time to buy the right tools alright?
You're the VR honcho - when was it the stuff began being hyped? 2012? So roughly around the time of Star Citisnt? Now, I was sceptical with that stuff but in the end - like 3 years? the first headsets were rolled out. Still I was sceptical, price and that. It still is somewhat niche, but in that time frame rolling out a new paradigm of controlling a computer device / interface is not too shabby. And Star Citisn't managed jack chute. Can't even develop tools themselves. Have to license from 3rd parties and rename it to star engine or some crap. Not that it's bad using 3rd party stuff. Most do. It is enigma how Robbers' team can't figure it out. (It actually isn't, because they are just grifters).
 
Q1/3: Status on getting an improved in-game map?

1. We are working on the star map in S42 first and that includes fps radar and local map associated with it, once its done with S42 we will transition it into the PU.
The old "say it's being worked on in the part of the project we're not showing anyone" trick
Q2/3: Are they working on building procedural algorithms for building out the interiors of city buildings and street level exploration areas so they don't have to keep putting them together by hand?

2. We are working on procedural tools that dont necessarily build it out completely but what we do is call out certain things that are important to us whether those be shops or certain moments or certain rooms that we feel would make an area, from there we do a layout generation, test it, play it and see how it feels and from there that will become basically our object container that we move into the PU. Now with the team we are working on that for space stations already then we are in pre production for under ground facilities and we havent even started production yet for building interiors which would consist of apartments, office space, and manufacturing, so that would be done in the future and that will be done in Montreal.
That's a long way of saying it's not really procedural at all
 
Yes, but CIG/Turbulent discovered also Houdini behind the sofa and thought is was a better choice for the industrialization of 100+ systems :sneaky:
What a strange choice for a bunch of incompetent developers!
I don't know if you meant this vid, but the YT search site served this up 😁

Source: https://www.youtube.com/watch?v=gu0zrEacfuI&t=1755s
Also from the YT search site, CIG have been using Houdini for five years now:
Source: https://youtu.be/hFuiIhtWs3w?t=1071
 
when was it the stuff began being hyped? 2012? So roughly around the time of Star Citisnt?

Yeah VR was building up steam then, if not launched precisely. You can see Chris messing around in the Rift dev kits (which is what all the enthusiasts had at the time). CIG said Rift support was planned at Kickstarter, then in a stretch goal etc.

To be fair the VR world has ended up having the cash & influence of Facebook, Sony and Valve behind them. So it’s a mad idea that had a good chance of putting down roots…

The funniest thing to come out of that whole timeline has got to be Half Life VR coming out before SC though ;)
 
Yeah VR was building up steam then, if not launched precisely. You can see Chris messing around in the Rift dev kits (which is what all the enthusiasts had at the time). CIG said Rift support was planned at Kickstarter, then in a stretch goal etc.
I "pledged" my cash to CiG back then because of that promise. Of course we know now that it will never happen, and even revising my expectations to set the bar much, much lower (just parity with Jumpgate would make it decent) they still didnt deliver.

And yeah VR is awesome, and HL:Alyx is amazing, I know people who cannot play it due to the jump scares (they really get spooked by the headcrabs haha).
 
I "pledged" my cash to CiG back then because of that promise. Of course we know now that it will never happen, and even revising my expectations to set the bar much, much lower (just parity with Jumpgate would make it decent) they still didnt deliver.

Yeah my prognosis would be: Never.

(Or at least, never in any form that's performant or accommodated well by the game design. I could see them throwing 'Tier 0' support in as a Hail Mary at some point though ;))

--

That reminds me… I still haven’t mastered reloading in Half-Life Alyx under stressful conditions. There’s a world of difference between be8ng immersed IN a world via VR, and hitting ”R” while looking at a monitor.

That panic only amps up in multiplayer games. There's dealing with a pack of human enemies... then there's dealing with a pack of human enemies who've managed to swipe the damn magazine from your gun when you weren't looking ;)


And yeah VR is awesome, and HL:Alyx is amazing, I know people who cannot play it due to the jump scares (they really get spooked by the headcrabs haha).
You and me both...as for those headcrabs :eek:

Funny thing is, they're as threatening as kitty cats by the end. Once you realise you can catch 'em in buckets and stuff ;)

(I swear the less of a threat they became, compared to all the other monstrosities, the more they started looking like rubber chickens to me...)
 
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