The Star Citizen Thread v 4

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https://www.youtube.com/watch?v=iVE8XW_R0lE
BoredGamer seems to be very happy about the 2.0 release too. Gosh had so much fun yesterday with my connie. I put her in orbit around the main station and just watched how other players starts and lands at the station. Thats looks so epic.

Directly from Sandi's Twitter wall:
http://www.mmogames.com/topmmos/best-crowdfunded-game-2015/

VOTE NOW 4 Star Citizen! :)

Must be easy to report all the bugs from up there in orbit?
 
Disco Lando was doing this only the other day, massivelyop.com had a poll for "MMO Studio Of 2015". They had already awarded their winner but wanted to see what their regulars thought. Of course the poll got steam-rolled. Wonder if they will be desparate enough to print it on the box "Community voted MMO Studio Of 2015"

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On other polls sure, it doesn't look like on this one.
Just to clarify I dislike brigading no matter who does it.

So you're ok with brigadind?
Then it all comes down to which game has more players and absolutely nothing to do with which game actually deserves to win.

That means you see nothing wrong in someone artificially voting a ruling party in your country, too ?

It is an open vote on the internet (What do you expect?). If they want to have 100% neutral people they should choose them by themself. It is open, everyone can do it.

Must be easy to report all the bugs from up there in orbit?

I saw some players crushing into the station, but that was more a user then a game problem.
 
100 million dollars reached!

It seems like Alpha 2.0 being rolled out to all Star Citizen backers yesterday was the final action needed to get fans to pledge extra funds than usual ($102,339 yesterday) and get the upcoming space simulation game across the $100 million crowdfunding mark.

Source:

https://robertsspaceindustries.com/funding-goals

http://www.otakustudy.com/video-gam...es-over-the-100-million-in-crowdfunding-mark/

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Useful video for all the new players who don't know Alpha 2.0

[video=youtube;iVE8XW_R0lE]https://www.youtube.com/watch?v=iVE8XW_R0lE[/video]

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Also in case anyone missed it the monthly report was released as well. This thing is worth reading through. It summarizes overall development in the Project for November.

[video=youtube;44_2Hpy4l6g]https://www.youtube.com/watch?v=44_2Hpy4l6g[/video]

Exterior.jpg

Reliant_Cargo_LightRoom_5.jpg

Casaba-2.png

CIG-UK-November-2015.jpg

TechArt.jpg

AI_collision_avoidance.jpg

AI_Shooting_From_Cover.jpg

Emp_gif.gif


Also this. This baby deserves a full image.

The Retribution class Dreadnought is a 2.5km capital ship of the UEE navy.

CIG-DE-November-2015.jpg

Cinematics_skydock_b.jpg

Source: https://robertsspaceindustries.com/comm-link/transmission/15105-Monthly-Studio-Report
 
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It is an open vote on the internet (What do you expect?). If they want to have 100% neutral people they should choose them by themself. It is open, everyone can do it.

They leave it open so that they get more traffic to their site.
It's why they do this, not because they're genuinely interested :p

I bet Sandi and Lando celebrate this as an amazing win for the community :D
 
Disco Lando was doing this only the other day, massivelyop.com had a poll for "MMO Studio Of 2015". They had already awarded their winner but wanted to see what their regulars thought. Of course the poll got steam-rolled. Wonder if they will be desparate enough to print it on the box "Community voted MMO Studio Of 2015"


Dear lord now I am sure that Kim Jong-un should hire some of the CIG PR employees.....:)
 
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Exactly I can't be sure how all that could works but I remember when CR was sort of explain this what 2 of us know theorising and it does make sense that could possibly work...And as I said not sure if that applies for all multi crew ships or just the Bigger one's...And yes when the players EVA outside they are visible as separate entities of course but don't forget that they are not sending the same amount of data as 1 crew ship they do not have that complex dmg&weapon&shield&signature&rockets data transfering and calculation +there will probably more boarding on other ship actions which again can move attackers crew on "other" defenders ship instance(sort of)....
That's entirely theory, because CIG doesn't have the tech for moving players between instances. That is also the reason why the Crusader techdemo is such a joke currently: This map has hundreds of thousands of kilometers and there are a maximum of 12 players in total on it. Not per ship, not per station and not per point of interest, 12 players in total per universe (server).
 
That's entirely theory, because CIG doesn't have the tech for moving players between instances. That is also the reason why the Crusader techdemo is such a joke currently: This map has hundreds of thousands of kilometers and there are a maximum of 12 players in total on it. Not per ship, not per station and not per point of interest, 12 players in total per universe (server).

But isn't that similar to the restrictions in ED with max 32 players per instance?
 
But couldn't CIG effectively do the same by assigning players to servers that are physically nearby (in game)? Or is it conceptually impossible to switch servers fast?
CryEngine can't switch servers without reloading the entire (Crusader universe) map.

And it takes a long time to load. It's so huge, that the server kicks you out with an timeout (error 9), if you installed Star Citizen on a slow HDD instead of fast SSD. That's no joke.
 
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2.0 is fun on what it is, its sandboxy approach that let's players to do what they want, either it is missions, exploring, parting with friends on multi-crew, FPS, as well other random stuff players just find themselves doing.

Ok i get the point now. Ive seen very bad cheap movies in the past, that where so bad and cheaply made, that they where already funny.
I guess sames goes for SC then, thats why ppl having fun.
 
Expect player counts to increase to 40 in Q1. The next Arccorp release will include 40 players in the same zone. The same tech will be pulled in to 2.0. The only problem there is the frames as a lot of optimization needs to happen. But SC is an iterative process that is open to all so we will observe that as we go and help test it where we can.

https://youtu.be/o0s3GMSfDko?t=26m35s

Check the link above.
 
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Ok i get the point now. Ive seen very bad cheap movies in the past, that where so bad and cheaply made, that they where already funny.
I guess sames goes for SC then, thats why ppl having fun.
Indeed, most people are playing Grand Theft Constellation and PvP in various ways (shooting, ramming, self-destructing next to another ship), because there is not much else to do. The "missions" are useless, there is no progress being saved. Once you leave the server or crash your client, you have to start over with the first mission again.

You can also read the numerous complaints on the RSI forums, how backers don't like their techdemo based on a multiplayer FPS engine, which was designed for a game mode called "deathmatch". Turns out, SC is exactly that now.
 
Not sure if Roberts will post today about 100M, something was said to happen, 1M Citizens was the drop of alpha and passes, i wonder if 100M is LTI for everyone like some said. :D

Ok i get the point now. Ive seen very bad cheap movies in the past, that where so bad and cheaply made, that they where already funny.
I guess sames goes for SC then, thats why ppl having fun.
No, I'm not, neither anyone else is playing a bad movie. We're playing one early alpha of the SC Universe, it's very first release.

Expect player counts to increase to 40 in Q1. The next Arccorp release will include 40 players in the same zone. The same tech will be pulled in to 2.0. The only problem there is the frames as a lot of optimization needs to happen. But SC is an iterative process that is open to all so we will observe that as we go and help test it where we can.

https://youtu.be/o0s3GMSfDko?t=26m35s

Check the link above.

Yeah i got it now, the PTU tested the HIGH numbers of concurrent players, and that worked until people got the comm-arrays and AI started to spawn. So they likely used the PTU to stress test their backend as much possible, not planning to release the Live with the same players PTU had per instance. It's getting there still.


Indeed, most people are playing Grand Theft Constellation and PvP in various ways (shooting, ramming, self-destructing next to another ship), because there is not much else to do. The "missions" are useless, there is no progress being saved. Once you leave the server or crash your client, you have to start over with the first mission again.

You can also read the numerous complaints on the RSI forums, how backers don't like their techdemo based on a multiplayer FPS engine, which was designed for a game mode called "deathmatch". Turns out, SC is exactly that now.

SC is not that, this is game development, the first iteration of the Universe is not Persistence yet, much less the security and PvP balance. Otherwise they would have call 2.0 Persistent Universe, what they never did, you just gotta live with it!
Where exactly are the numerous complains about people not liking 2.0? Stop spreading mis-information.
 
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CE have mplay feature. But all those CE mplay games are not the most sucsesfull online games. More so as they where not focused on Mplay. Like CoD or CS or BF etc are.
Any licenced game engine has more then the fearureset needed for a CoD clone.
Also better solution there are dedicated servers. MMO have that need.

So it client server side relation.
The CE is client side. So it exclusivly the synchronisation that needs to go trough the internet connection.
If you have a snub fighter in conny. Then the snubfighter resources could be prefetched in runtime game sesion so you can undock without a hickup. EVA is easy your char is already instanced in the game sesion client side. And for the other clients as you are visible from outside your cockpit or bridge.
Most game engine won't allocate memory in critical section of the game loop.
For eva you need to walk to a exit if you get near it coul trigger a prefetch of what is needed to eva.
If you go to docked fighter you need to go to that fighter so it need already be intanced within the zone of the FPS part of that big multicrew schip you are in.
My bet is that if you get in the dockbay walking to your fighter. Al clients get a trigger event for prefetch the fighter resources if it the first of it kind in there session . For the crew all clients would have the full internal mpulticrew and all it internal content preloaded. At least in sysmem.

At least it a optimisation effort that make sense to do or is allready done.
Prefetch performace depend on amount of surplus system and video ram. And harddrive speed.
There 4 states.
Currently needed for the frame 0
In videomem. 1
In system mem 2
On harddrive 3


The amount of player depend on what need to be synchronised.
As I was into PhysX PPU gaming, with realtime generated destruction where debri interact with player to. Then also the destruction and debri need to be synchronised. Then it bad choice to show this feature with a online game where a single player could handle 1000 fold of finegrain scaled destruction localy.
The cheat or optimisation is to use a more scripted fixed destruction. And non, or limited player interaction.
My guess is that if you go into the fighter bay all different types of fighter could be allready prefetched. If there are already same fighter in game sesion. Then it just a light weight second or more instance, using the same resource.
If you jump in i300 and there is simmilar one in flight. Then you undock very fast. And apare also fast for any other client in visable range.
When it uses a different set of textures. Then only those textures are fetch the mesh is already loaded for those other clients.
What need to synchronised are at least position orientation speed. And player input acting on that.

So it make sense that the destruction isn't that impressive. But for squadron 42 they have not that sync limitation.

So in essence it not the game engine that is the limit. The limit there is that it could take to much frame time so other engine part get lot less CPU cycle budged. But it is more what need to be synchronised server side to and from client side.

My impression is that you need a decent CPU not that it is computational heavy but if cpu can handle it with ease then render part and netcode get there time to do that heavy thing. And 8 GB isn't much
I would go for 16GB as recommended and high- end GPU.

As I am west central eoropean. It could be smart to wait for european servers.
or LAN mod servers where you could play up to 4 or 8 players more limited to coop.
 
You can also read the numerous complaints on the RSI forums, how backers don't like their techdemo based on a multiplayer FPS engine, which was designed for a game mode called "deathmatch". Turns out, SC is exactly that now.

Again you post to create resentment and a bad image for the project. Without knowledge of what an engine and dedicated coders can do. With the logic you are using how is it possible to create a space game out of a Zoo Tycoon 2013 engine? Check out Elite for that. Archage and Cabal is a another set example of how an engine can be repurposed showing that the Cryengine can become an MMO engine. I thought we were past these basic ''CRYENGINE sucks cannot be anything else than Crysis Game'' discussions.

List of Cryengine games: https://en.wikipedia.org/wiki/List_of_CryEngine_games

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A funny shot from 2.0

HandsomeFarDiscus.gif
 
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