Game Discussions Star Citizen Discussion Thread v12

Can't believe we've gone so long about doors without posting a pic of the $20K door.

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Just lol. Bugs increase exponentially with the number of mechanisms that can interfere with the doors and the number of doors's type you have.



Source: https://www.youtube.com/watch?v=-s44atD58KY
What's happening here is....

Door: = Open, door obstructed = close/ Door: = Open, door obstructed = close/ Door: = Open, door obstructed = close/ Door: = Open, door obstructed = close/ Door: = Open, door obstructed = close/ Door: = Open, door obstructed = close/ Door: = Open, door obstructed = close/ Door: = Open, door obstructed = close/....................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................... 01001111 01110000 01100101 01101110 00100000 00101111 00100000 01100011 01101100 01101111 01110011 01100101 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01100001 01100100 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001 00100001
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Ah, the door that CIG said wasn't expensive and was thrown together by someone in the office, or to quote CIG directly "its simply some wood and a garage door opener painted by the team, so you can rest assured that it was done in the most economical way possible"

Interesting that the CIG employee (team) referred to is wearing a Sherwin Williams t-shirt, who just happen to be a company that specializes in painting doors. Apparently that CIG employee also just happens to have paint covered ladders, you know, the sort that a professional painter might just have, for example, someone employed by Sherwin Williams being paid to paint the door for CIG.

One estimate for that door is in the region of 20k.

Remember, all money pledged goes towards the development of the game, most certainly not spent of frivolities like a giant space door. After all, it was simply some wood and a garage door opener painted by the team. /s

Just typical CR though. More concerned with the trappings of success rather than actually being successful.
 
Ah, the door that CIG said wasn't expensive and was thrown together by someone in the office, or to quote CIG directly "its simply some wood and a garage door opener painted by the team, so you can rest assured that it was done in the most economical way possible"

Interesting that the CIG employee (team) referred to is wearing a Sherwin Williams t-shirt, who just happen to be a company that specializes in painting doors.
Wait a minute! CIG did not said that it was CIG team that painted the door. And by the t-shirt one can clearly see that the man is part of Sherwin Williams team, not some loner! And he clearly is in CIG office, painting some doors. So CIG did not lie a word, you hater! "Painted by the [Sherwin Williams] team!"

Now, I agree, doors are difficult. But I have to say that wheels, for example, are difficult too. And when George Lucas found wheels difficult, he did not made a video about how difficult are they. He made Star Wars without a single wheel.
Why do Chris needs doors, anyway?
 
I think you can tell CR has been out of the gaming world for a little while, he tends to view everything they do as industry changing.
Floating a guy from one ship to another, in space. I remember watching the event with the video 'live' of course ;) (say no more) , and CR was over the moon with this 'thing' that Space Engineers had already in the game for a few years. Walking around on moving ships, another SE thing, but he thought they had invented it.

It just strikes players that perhaps CR is a little behind on some of the advances in game dev over the years.
Now doors.

He has, what is it now 700 staff, but no-one knows these things.

SC is really good in some respects and just plain lousy in others.
 
For what is planned, a "loading screen" with bad consequences if you get out of the warp tunnel and where you should be able to acess the inside of the ship and do stuff as usual...
And SC is constantly loading assets wherever you are in the system.
The "loading screens" you talk about are moments with zero impact on the normal gameplay of a game.
warp tunnels in SC will not be "loading screen" as used in the game industry. If you think so, just give us your arguments.

That plan could easily change though, because CIG are yet to tackle the problem of sustaining gameplay during a server handover.

Whether they opt to retain gameplay agency for the server transition (probably with a notable pause to the action during the handover, and/or reduced gameplay functionality), or remove player agency completely for that transition, remains to be seen.
 
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For what is planned, a "loading screen" with bad consequences if you get out of the warp tunnel and where you should be able to acess the inside of the ship and do stuff as usual...
And SC is constantly loading assets wherever you are in the system.
The "loading screens" you talk about are moments with zero impact on the normal gameplay of a game.

In the days of the ZX Spectrum there was a game where you could actually play a mini-game as the game itself loaded.

IIRC, in one of the Mass Effect games, the elevators were loading screens, but you could still move around inside the elevator.

Its not a loading screen per se, its a loading (and transfer) effect. But nothing wrong with calling it a loading screen and no need to get defensive about it.
 
In the days of the ZX Spectrum there was a game where you could actually play a mini-game as the game itself loaded.

IIRC, in one of the Mass Effect games, the elevators were loading screens, but you could still move around inside the elevator.

Its not a loading screen per se, its a loading (and transfer) effect. But nothing wrong with calling it a loading screen and no need to get defensive about it.
The elevators were scenes where longer party banter would occur in ME1. In ME3 the ship was multipart. The conference section with many cutscenes and the bridge just for command deck. Transition seemed seemless but they hid a loading screen in the animation going through a checkpoint.

Not sure if the increased use of SSD will make it obsolete one day. Simple interactive loadscreens feature minigames often. Like Warframes ships interacting. The clou there is that it's still MP.
The next step would be having the loading screen or whatever masks the loading and being able to keep playing (examine map, manage inventory, perks, progression). I hear AC does it?
 
The elevators were scenes where longer party banter would occur in ME1. In ME3 the ship was multipart. The conference section with many cutscenes and the bridge just for command deck. Transition seemed seemless but they hid a loading screen in the animation going through a checkpoint.

Not sure if the increased use of SSD will make it obsolete one day. Simple interactive loadscreens feature minigames often. Like Warframes ships interacting. The clou there is that it's still MP.
The next step would be having the loading screen or whatever masks the loading and being able to keep playing (examine map, manage inventory, perks, progression). I hear AC does it?
SSDs help thanks to their random access patterns. However, the fundamental problem still is that one cannot fit an entire game into CPU/GPU RAM and that even if we could, it would take far too long. SSDs helped with streaming approaches (continuous "loading screen" instead of an explicit one), but this will not change in general. In older games even level layouts had hidden loading screens, like a long corridor / canyon between two sections of a map.
 
In the days of the ZX Spectrum there was a game where you could actually play a mini-game as the game itself loaded.

IIRC, in one of the Mass Effect games, the elevators were loading screens, but you could still move around inside the elevator.

Its not a loading screen per se, its a loading (and transfer) effect. But nothing wrong with calling it a loading screen and no need to get defensive about it.
Even in lesser inferior already done before Unity games loading screens are basically that: you're still in the same main scene but elements are removed and other scenes are imported. The screen/elevator/whatever obstructing your view is there to hide the swap and/or the possible fframerate hiccups that can appear during the process.
 
Even in lesser inferior already done before Unity games loading screens are basically that: you're still in the same main scene but elements are removed and other scenes are imported. The screen/elevator/whatever obstructing your view is there to hide the swap and/or the possible fframerate hiccups that can appear during the process.
It's theater, circus, smoke and mirrors. As long as the illusion does the trick it doesn't need to be the real thing.
 
For what is planned, a "loading screen" with bad consequences if you get out of the warp tunnel and where you should be able to acess the inside of the ship and do stuff as usual...
And SC is constantly loading assets wherever you are in the system.
The "loading screens" you talk about are moments with zero impact on the normal gameplay of a game.
See, you don’t need a brochure!!!
 
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