The Star Citizen Thread v5

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Serious question: can someone explain to me what the issues are with these animations? I mean that's hardly groundbreaking tech. They did 20h MoCap, so the material is there. Everyone is doing this nowadays. What's so special with SQ42?


Do you remember SM being right behind the next hill just a few jukes away? Exactly the same is happening now. No idea what SC def force spins this into, but recent kotaku article confirms CR was lying to backers with the same exact explanation "few animations are wrong, it's right behind the corner guise", open development
 
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I could be wrong, but surely none of it is intended to be dynamic/procedural?

Based on the demo, the intent is to:
- procedurally generate the basic terrain of a planet.
- then pick a 10x10 km area, and change it to a specific biome (textures/roughness/random rocks etc).
- within that biome add e.g. a landing pad, a crashed ship, 2 crabs, a sandworm and a sandstorm trigger.

AFAIR that is basically what was described originally - that the procedural generation was only to help them generate planets.

And thats fine if that is what the goal is supposed to be. It looks like they are well on their way to making a very cinematic experience.

My concern is, that the most staunch supports are expecting a lot more than what is possible based on hype alone.
 
Serious question: can someone explain to me what the issues are with these animations? I mean that's hardly groundbreaking tech. They did 20h MoCap, so the material is there. Everyone is doing this nowadays. What's so special with SQ42?


Not a damn thing... aside from the fact it's something that is filmed and directed by Chris "Wing Commander The Movie" Roberts.

Oh, also "starring" his wife who is *somehow* getting paid more for her work there than Gary Oldman (allegedly).
 
I'm no expert - but I expect it's something like their human Mocap was taken and measured in feet, their player characters are modelled in meters, the scenery is a mix, and none of their animators can use a slide rule :D
 

Mu77ley

Volunteer Moderator
Having watched the footage back a few times, I can say that it certainly is a visually appealling collection of scripted set pieces.

I do have some concerns over how truly dynamic the weather and giant sandworms will really be.

Given that the sandpeople rip-offs were only capable of standing/crouching in a single, stationary position whilst all firing at the same interval and waiting to be shot, I don't even have the most simplistic levels of AI working yet.
 
Given that the sandpeople rip-offs were only capable of standing/crouching in a single, stationary position whilst all firing at the same interval and waiting to be shot, I don't even have the most simplistic levels of AI working yet.


Nope, there was one going left and right that was sniped from a distance
 
Having watched the footage back a few times, I can say that it certainly is a visually appealling collection of scripted set pieces.

I do have some concerns over how truly dynamic the weather and giant sandworms will really be.

Did you go to the FD R & D basement to see some atmo planets laying around? You can tell us it will here in this sub. Right guys ?
 
I'm no expert - but I expect it's something like their human Mocap was taken and measured in feet, their player characters are modelled in meters, the scenery is a mix, and none of their animators can use a slide rule :D



Ah, so the gaming equivalent of when NASA infamously botched the Mars Polar Lander mission in 1999, when the scientists managed to mix up imperial and metric standards of measurements, which led to the space probe smashing into the planet rather than aero-braking in the atmosphere....
 
And thats fine if that is what the goal is supposed to be. It looks like they are well on their way to making a very cinematic experience.

My concern is, that the most staunch supports are expecting a lot more than what is possible based on hype alone.

The problem is that cinema <> game.

The best games are narrative through gameplay as opposed to oceans of cut-scenes.

To a degree what we've seen here is "pre-Half Life" in thinking, let alone anything more recent.
 
Given that the sandpeople rip-offs were only capable of standing/crouching in a single, stationary position whilst all firing at the same interval and waiting to be shot, I don't even have the most simplistic levels of AI working yet.

Don't forget that the stock Cryengine comes with its own AI, and CIG hired a 3rd party to make the AI. This was back in early 2014.

[video=youtube;2aokaaWeRjc]https://www.youtube.com/watch?v=2aokaaWeRjc[/video]

https://www.engadget.com/2014/03/12/this-is-the-advanced-ai-tech-powering-star-citizen/


http://kythera.ai/
 
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The problem is that cinema <> game.

The best games are narrative through gameplay as opposed to oceans of cut-scenes.

To a degree what we've seen here is "pre-Half Life" in thinking, let alone anything more recent.

Yeah, FMV craze of the '90 was shortlived. Noone was doing/even able to do movie-games during floppy era, WC3 was first(?) multi-CDROM game with better quality FMVs than 7th guest, but worse gameplay (never played wc2 and preferred Tie-Fighter over WC3, even with its not fully 3d models (EDIT: wait... they were fully 3d, even X-wing had a cam mode and model viewer, maybe just lower res), gameplay was just much better, missions more diverse... ehh). Half-life and COD incidentally were revolutionary by moving the narrative from screen of text ala doom to have you in the center of drama (be it alien portal coming to life, or you taking part in battle of stalingrad with just a few bullets as the unlucky pick, that was really amazing back then)
 
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