Game Discussions Star Citizen Discussion Thread v12

From that reddit gaming thread

"Man star citizen is so funny to me. Ohh it’s 2011, the Kickstarter craze of video games is out of control, people are backing everything and lawsuits a plenty. But here’s star citizen who side skirted culpability. Ok they must be doing something right, but I’m not the type of person to spend money on an unfinished product I’ll wait. They say it should be done in a few years.

2014 rolls around and it’s back in the news. Ok let’s see where it’s at. Ohh new roadmaps but the general consensus is it’s still a few years out from really being a full game. Alright well that’s not big deal. I’ll check it out when it’s done.

2017 comes around and I forget why it was in the news but it was. Maybe because no mans sky popped up around then a lot of comparisons were being made. Who knows. Look into it and there is new stuff, but seemingly everyone I talk to who plays the game still has a ton of caveats and say it’s a few years from being a real thing people should spend money on. Ok. That’s cool. Check it out then I guess

It’s now 2022. My friend got a new pc for Christmas. Went over to check it out and he was like hey I just bought star citizen. It’s supposed to be amazing looking and I want to test out the new computer. Boots it up. I proceed to watch him walk around some cool looking environments and then it crashes. We reboot it go through the walking, get a package to deliver for a quest. Cool space flight looks great. The game truly does look amazing. Reach planet destination for package and the game crashed.

We put it down and played some ultimate chicken horse and it was amazing. I don’t think anything I’ve seen from star citizen wowed me. But maybe it’ll be ready in a few more years.

Also the video is funny because mr bean"
The Kickstarter was actually in 2012… 2011 was when development started. Since they conflated the two, we can safely disregard the entire post, and everything is fine in Star Citizen land. Checkmate, FUDsters!

Buy an Idris!

:D ;) :p
 

Thought this Refunds/SA musing on the salvage tool was interesting:

A hobbyist recreation of the salvage beam said:
Making salvage hull stripping and repair

Seven years ago CIG showcased their 'new damage model' where weapons chewed up and broke through the hull. My impression at the time was "Wow this is cool, industry-leading tech"!

Seven years is a long time, in it I began a new hobby of 3D art and developed that skill constantly. Now, CIG again shows the same thing but called as T0 salvage, and my reaction is different. This time I think.. "I see how it works and it's very simple". So simple I made it for practice in a few hours.

It features a black and white texture, or "damage map". The salvage and repair beams play the role of a paint brush. Add black for damage, white for repair. This texture then drives things in the shader like transparency, and a height effect to the edges to make it appear 3D.

flsuc7leajq81.gif


I also made this functional, driving a number up and down to represent accurately material gained or spent. I barely know any code but a bit of Python, fortunately it barely required much code.

Hull stripping gives a lot of visual feedback, you can point your beam at a bit that's "already done", so not good to use a simple depleting value. Instead I refer to the damage map, calculating how much the values in the texture change. This can return a number going up or down accurate to the visual. For script and network use it's good to make a small dupe like 96x96 px and handle with that.

I also decided to add a second black and white texture "Structure Map", to try improving the effect. Solving floating bits of hull not touch the structure, and the hull being left clean rather than a wreck.

The structure map is used as a basis to compare the damage map against: Cull non-black value islands that fail to overlap the structure map. Secondly if clamped then multiplied together the damage only reaches transparency with the structure map's help, which I used to add under-layer grunge.

bvrxfqzfajq81.jpg


Generously assuming the bits I missed increase the complexity literally 1000 times, that is still only 12 weeks work for one person (3.18 longer away than that)! They delayed salvage 6 years, now they will give this, and these devs will make the dream true? I'm not saying it isn't fun tech, but if this is one of their big achievements of the year that is actually ridiculous. Same with buy/sell. They may be getting people hyped on gameplay now but they are still picking low hanging fruit, 100%.

ttier0fgajq81.jpg

A dev counter-point on possible complexity said:
Partially agree, but I could actually see it being significantly more 'complex' to actually make a full-fledged salvage mechanic vs. just the actual visual effect of stuff being salvaged. But of course I've got no idea what's supposed to be included in a Tier 0 of salvage.

You've got to apply this to everything that can be salvaged. Work out what salvage materials you receive in your inventory and how much as related to what you're 'painting' for salvage. Track what has been salvaged off of X thing and presumably despawn it at some point. Create the audio effects for it. Create the UI for it. I assume they're including building a set of salvage missions as part of this so there's the design and scripting etc. for those. I'm probably forgetting other stuff also.

I'm not making excuses for them, 62 weeks for a T0 salvage is almost certainly ridiculous but you can't really compare "I made the visual effect in a few hours" to a true implementation in a game. But they are going to bungle this thing for sure anyway.

On the grounds that the Coffee Vendor was the work of a new Junior hire, and that made it in, I'll place money on Salvage making it ;)

Hell, throw in the "The River" feeling like the passion project of a 'first job out of college' Engineer, and a lot of the stuff fleshing out these slender patches seems to be C Team stuff at best. Which would makes sense, if all the experienced heads are busy trying to headbutt SQ42 into shape ;)
 
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Oh talking of shoddy Tier 0 implementations, this guy thinks Trip Mines may have been quietly removed ¯\(ツ)/¯

Laser trip mines removed? said:
For the last two weeks I’ve been doing a lot of searching wrecks, investigations etc basically grinding gear collection for resale and I can’t remember the last time I came across any trip mines.
Is it just a coincidence or have they been pulled?
 
Thought this Refunds/SA musing on the salvage tool was interesting:





On the grounds that the Coffee Vendor was the work of a new Junior hire, and that made it in, I'll place money on Salvage making it ;)

Hell, throw in the "The River" feeling like the passion project of a 'first job out of college' Engineer, and a lot of the stuff fleshing out these slender patches seems to be C Team stuff at best. Which would makes sense, if all the experienced heads are busy trying to headbutt SQ42 into shape ;)

Hmm... Star Citizen is the best damn place to go and look at the stuff developers usually throw out ever made.
 
Hmm... Star Citizen is the best damn place to go and look at the stuff developers usually throw out ever made.

Yeah the current PU output is so far from 'BDSSE' content it’s pretty absurd. Proper MVP stuff half the time. (The inventory system is comically meh…)

If it turns out they really have just switched off collision to make the Hull A vaguely function, to get some long-promised shiny out the door, then that’s just another hack job on the pile…
 
Thought this Refunds/SA musing on the salvage tool was interesting:





On the grounds that the Coffee Vendor was the work of a new Junior hire, and that made it in, I'll place money on Salvage making it ;)

Hell, throw in the "The River" feeling like the passion project of a 'first job out of college' Engineer, and a lot of the stuff fleshing out these slender patches seems to be C Team stuff at best. Which would makes sense, if all the experienced heads are busy trying to headbutt SQ42 into shape ;)
This kind of implementation process is as absurd and naive as the "look how stunning this [insert old IP glory] remade in Unreal Engine is !"

I mean yeah it looks great, people that made it seem quite talented, but there's a world between a roughly stitched proof of concept and a fully fledged game.

SC is a monetized inextricably entangled mess of a patchwork of tier-0 proofs of concept raised as business model.
 
Thought this Refunds/SA musing on the salvage tool was interesting:





On the grounds that the Coffee Vendor was the work of a new Junior hire, and that made it in, I'll place money on Salvage making it ;)

Hell, throw in the "The River" feeling like the passion project of a 'first job out of college' Engineer, and a lot of the stuff fleshing out these slender patches seems to be C Team stuff at best. Which would makes sense, if all the experienced heads are busy trying to headbutt SQ42 into shape ;)
CIG should offer that person a job!!
 
Oh talking of shoddy Tier 0 implementations, this guy thinks Trip Mines may have been quietly removed ¯\(ツ)/¯



Oh, nope. Here they are, bringing that 90s gaming vibe to the prison escape ;)

Source: https://old.reddit.com/r/starcitizen/comments/u00j79/ptu_317_the_prison_escape_route_now_features/
 
Proof of wife video…

Source: https://www.twitter.com/SandiRoberts42/status/1512857185490911234


(I swear she’s still going out of her way to make him seem as dopey as possible…)

Well, all she needs to do is put him in the front of the camera and he will make himself look dopey.

But whatever happened to the Chris of old who would expand the scope of the game every time he appeared on video? Makes one wonder if he really has been gagged.
 
Spectrum today.


Topic alone gives you an idea of what the comments will be like


And this one has the comment of the day:

Never thought I'd see an argument that defends the idea of having pooping and showering mechanics as:

"Go play an FDEV game"

and

There hasn't been an unplanned added feature since the end of 2015.

I don't recall CIG ever talking about virtual air flowing through virtual pipes prior to the end of 2015. First i heard of that was from CR around 2020.


So much copium. So many people dodging the actual point. So many people seem to be saying its fine they may never see a released game in their lifetimes.
 
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I don't recall CIG ever talking about virtual air flowing through virtual pipes prior to the end of 2015. First i heard of that was from CR around 2020.

Hmmm - wasn't there talk and diagrams and flowcharts and videos and all other sorts of bumpf about differential and partial pressures and argon percentages and having to "Go to Engineering to seal off a bulkhead"?

The dates escape me and I'm absolutely not going to trawl for it - but it was certainly prior to 2020.
 
Hmmm - wasn't there talk and diagrams and flowcharts and videos and all other sorts of bumpf about differential and partial pressures and argon percentages and having to "Go to Engineering to seal off a bulkhead"?

The dates escape me and I'm absolutely not going to trawl for it - but it was certainly prior to 2020.

Prior to 2015 though?
 
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