The one that is blocked from being released by the estate of Frank Herbert.
Like that ever stopped CI~G.
Star Kitten was a fantastic addition to Star Citizen and did not, in no way, look anything akin to a certain global cat owned by Sanrio.
The one that is blocked from being released by the estate of Frank Herbert.
CIG never actually switched to Lumberyard?
Well...sure I agree CIG did switched to the Lamberyard at some point but Lamberyard is essentially Cryengine anyway.....the point is when did they switch exactly and did they use some tools that are only under the Cryengine licence after they switched?Crytek said so, so it must be true.
Like that ever stopped CI~G.
Star Kitten was a fantastic addition to Star Citizen and did not, in no way, look anything akin to a certain global cat owned by Sanrio.
It's nonsense, I'm pretty sure by default cryengine, Unreal, unity and the likes have ways to allow that, so what's exactly happening here? And why couldn't they find another way of doing that? What do all those ex crytek engineers do?It's quite clear...whatever side of the fence you sit regarding Star Citizen...that Ci¬G are struggling to make their object container system work. Salvaging gameplay cannot be implemented because it requires object containers to interact with other object containers...much the way that shoving a vehicle inside another is still broken. The same with refuelling, repair, medical gameplay...in fact any gameplay loop at all that involves Ai or player controlled object containers interacting with eachother or anything at all.
The same applies to ship to ship docking required for the larger ships, ship to shore docking also with larger ships, not to mention having any hope of the very basic Ai interact with any object container be it ships, doors, trams, or elevators...even the planets are object containers and once again why AI or NPC characters are never seen outside on planet surfaces be it in ships or interacting with their environment in any way whatsoever, they are to all intents and purposes merely moving scenery with no Ai routines in place to allow them to interact or react to the environment or player actions at all, they follow a plotted route just like the trams in Lorville or area 18, moving from A-B and back again....now tell me that involves any Ai routines at all.
What's nonsense? If you mean my simple reporting on what myself and many others have noted in game whilst playing it for many hundreds of hours and also taking note of the persistent and reccurring omissions and removals in the PU roadmap over a period of a few years...I can assure you, it's not nonsense, not even vaguely.It's nonsense, I'm pretty sure by default cryengine, Unreal, unity and the likes have ways to allow that, so what's exactly happening here? And why couldn't they find another way of doing that? What do all those ex crytek engineers do?
Even John Crewe, the ship design director admitted as much during a recent video where he pointed out that the modular items supposed to be in the ships can't be implemented since they aren't currently able to get the separate object containers to 'talk' to each other...a basic requirement in adding ship components like damageable coolers, QT drives, shield generators, ship docking collars and the like.
He also mentioned in the same video that certain ships like the Hull D are causing issues as the central hub of the ship requires a separate object container to interact with the other 2 object containers the whole ship consists of and that ship to shore and ship to ship docking was proving problematic to resolve due to the same issues...I didn't have to make this up, just take in what was being said.
It took me a few minutes to reply since I had to wipe the tears of hilarity from eyes in order to see the keyboard...the same as I did when I first heard it on that video...I doubt Chris Roberts can even change the time on his kitchen clock, far less chuck a few lines of code together outside of the Visual Basic he once read in a magazineHadn't GI-G previously stated that they had introduced ship modularity as part of their "revised environmental physics system" that modelled atmospheric composition, pressure and temperature, equalisation gradients and resulting turbulence, and that Genuine Roberts himself had handcoded a ship-ship docking codepath that "worked beautifully" but need just a little tweakage to match up to some new systems they were bringing online "soon"?
Think what you might about CRoberts and his actual skills, but here we are, this guy invented the first ever virtual quantum software release, kinda like virtual particles, but applied to a software product then. It exists and doesnt, at the same time, a bit like Shrödinger's cat. Pure genius, and you guys are all blind to that.So the actual state of SQ42 is that it might or might not exist?
It's buried under the heap with other "interesting" features like sataball, pets, land claims, player made surface bases, that totally-not-from-Dune-worm, etc...You know, I am still scratching my head trying to work out exactly why CI-G did that and what Stellar Kitty was supposed to do, and perhaps more importantly, who it was supposedly for? What did it achieve? Where did it go? Who got drunk enough to think it up and who was even drunker to approve it?
I meant nonsense as in, how such basic level of video game engine capability is still missing, and why couldn't they find other ways to do that. So my nonsense comment is directed at them.What's nonsense? If you mean my simple reporting on what myself and many others have noted in game whilst playing it for many hundreds of hours and also taking note of the persistent and reccurring omissions and removals in the PU roadmap over a period of a few years...I can assure you, it's not nonsense, not even vaguely.
Even John Crewe, the ship design director admitted as much during a recent video where he pointed out that the modular items supposed to be in the ships can't be implemented since they aren't currently able to get the separate object containers to 'talk' to each other...a basic requirement in adding ship components like damageable coolers, QT drives, shield generators, ship docking collars and the like.
He also mentioned in the same video that certain ships like the Hull D are causing issues as the central hub of the ship requires a separate object container to interact with the other 2 object containers the whole ship consists of and that ship to shore and ship to ship docking was proving problematic to resolve due to the same issues...I didn't have to make this up, just take in what was being said.
The Ai...if you could even remotely describe NPC behaviour in Star Citizen as such, is a complete clusterfarce. It's about as artificially intelligent as a microwave oven attached to a roller skate....there are a myriad of videos from both fans and detractors available that show exactly that.
The entire object container system currently in use in Star Citizen was designed by Ci¬G, not Crytek...I'm sure it seemed a great idea at the time.
Many apologies...I totally misread it. It makes a lot more sense nowI meant nonsense as in, how such basic level of video game engine capability is still missing, and why couldn't they find other ways to do that. So my nonsense comment is directed at them.
Maybe some insight for having been in totally unrelated, but still doomed, big multi $million projects. At this level of involvement the managers who take the decisions are totally disconnected from the actual process itself. But, they need to keep their position. So whatever the decision is (good or bad) they do not care, the bottom level of hierarchy will have to suffer the consequences and try and execute whatever was decided, if they cant because the said decision was a pile of rank excrement they'll be the ones who will be fired, while the manager who actually made the decision will still camp on it and never change directions, otherwise it would be admitting his own mistake.how such basic level of video game engine capability is still missing,
My wife...who is a proper 'ampshire 'og and also my social nemesis has a few choice comments... A couple from a recent shindig we went to..Think what you might about CRoberts and his actual skills, but here we are, this guy invented the first ever virtual quantum software release, kinda like virtual particles, but applied to a software product then. It exists and doesnt, at the same time, a bit like Shrödinger's cat. Pure genius, and you guys are all blind to that.
It's buried under the heap with other "interesting" features like sataball, pets, land claims, player made surface bases, that totally-not-from-Dune-worm, etc...
@Mole: i could get everything from that interview:Source: https://www.youtube.com/watch?v=c42dvgPIfSk
also played MWO for a few years with a gang of drunken scots and similarly imbibed irish... i'll happily learn new slang from you, in the name of Auld Alliance of course
Don't get me started...I've only now just calmed down from the last rantGuys you all forgetting something about Star citizen there isn't a game out there now or in early access that has the advance tech that SC will have! That is why it so popular and so different. There are using tech not seen in any game before cause they had to create it for the game and the Ai will be spectacular when it comes out too! it would be so immersive you won't want to play another game! I can't wait till the economy is finally ready!
Wait. Hold. Breathe. Is that post sarcastic ? What did i just read ?you need an insider like bored to explain things that has been missed