The Star Citizen Thread v5

Status
Thread Closed: Not open for further replies.
Its an Fairly common Bug among Games using an Not Random Generated World.
Eh, no.

This has nothing to do with random generation and pretty much everything to do with collision detection. Well, assuming you're actually on the ground at all, which as mentioned is a questionable assumption in this particular clip. If the shadows bug out, then that's either because of an edge case where the distance between the objects is too small to be calculated properly or because, again, the model isn't actually positioned on the ground — but this, too, has nothing to do with random generation.

Definitely groundbreaking and never seen before!
Results from the solid technical foundations are slowly starting to show.

The HL2: Lost Coast thread is over there →
:D
 
Last edited:
Sure it looks cool, like all their other tech demos and commercials..

I just wonder, when they will start serious work on gameplay, if they continue as today, I may need to move my predicted full release year from 2023 to 2030...

I see you don't really understand gameplay.
The gameplay is already in!
Take a look at Orlando's videos, and see for yourself just how many people are having fun in SC right now!
 
I see you don't really understand gameplay.

Maybe, but I mean serious work on gameplay ;)

But I also know why they are focusing on commercials, those brings backer money in...
But gameplay demo video - creates controversy - I still remember "Golf swing" gate ;)
 
Last edited:
Maybe, but I mean serious work on gameplay ;)

But I also know why they are focusing on commercials, those brings backer money in...
But gameplay demo video - creates controversy - I still remember "Golf swing" gate ;)

/me watches Neo-ST positively trolling thread readers for some time and eats popcorn

Ohh dear, did I said that loud? :) BUY A TARDIS! Err...right!
 
Maybe, but I mean serious work on gameplay ;)

But I also know why they are focusing on commercials, those brings backer money in...
But gameplay demo video - creates controversy - I still remember "Golf swing" gate ;)

And it is huge irony because for me that golf swing video and discussion around it was way more interesting that all lolbucket shiny tech demos...
 
And it is huge irony because for me that golf swing video and discussion around it was way more interesting that all lolbucket shiny tech demos...

Same here, since everybody loves some good internet drama ;)
Thats why I am waiting for gameplay "demos" like trading (loading cargo manually..maybe... ;)), exploring etc.
 

dsmart

Banned
That's what you're talking about, but Viajero began talking about loading of areas etc, which I agree is a totally different subject, and as I said, starts being necessary to consider well before the issue of expanse, as you call it.
The game does glitch more than it ought to, and it's a shame it did it somewhere that made you think that it was there to hide a trick.
I'll say right now though, and any professional reputation on the line, that while the glitch might have been caused by crossing the atmosphere boundary or entering planetary physics mode or whatever other system needs ironing out, it wasn't there to mask a transition, because there isn't one. Even the starting bedroom in Port Olisar, as I've said upthread, is tens of thousands of km from the origin (maybe more, didn't count the zeroes). It just is. It's not some amazing deal that it is, it's not like no other company could ever have done this, it's just the tech solution they decided would be best in the long run for what we needed, so they made it be that way.

tran·si·tion
tranˈziSH(ə)n,tranˈsiSH(ə)n/
noun
1.
the process or a period of changing from one state or condition to another.
"students in transition from one program to another"
synonyms: change, passage, move, transformation, conversion, metamorphosis, alteration, handover, changeover; More
verbNORTH AMERICAN
1.
undergo or cause to undergo a process or period of transition.
"the network ought to be built by the federal government and then transitioned into private industry"

- - - Updated - - -


meh.

plus, that's in the editor.

- - - Updated - - -

*Mod hat off

A couple other aspects that I am still not sure I understand is, if the 64b mapping and positioning has been really implemented, why does quantum drive limit itself to straight line, point to point, navigation? Why not allow for full steer like Elite´s supercruise? Also, why limit itself to smaller celestial body scales and a max speed of 0.2c? Surely if 64b is there then all you need to get full fidelity while avoiding long travel over 1:1 scales is to allow for higher acceleration and speeds and full steer control, no? And why the miniPU map seems to have smaller Z height than width and length?

Because it's a rubbish "hack". I wrote about it already.

- - - Updated - - -

Another tech demo, we are 36 days from new year.

It is quite clear that they try to pepper their backers with shiny so they would spend more but this is borderline despair.

Yes, but of course. What makes you think the MO will change? It won't. They are cash strapped and desperate. This is just more of the same.
 
Last edited:
Because it is marketing piece, and having avatar jumping around there induces dream state for SC fans, so they can continue to dream and cash out for not released game.

Mount & Blade 2 preview videos are always in 3rd person as well. I hate it as games like that need to be played in 1st person IMO. Apparently the grat unwashed masses think 3rd person looks better, or something :(
 
tran·si·tion
tranˈziSH(ə)n,tranˈsiSH(ə)n/
noun
1.
the process or a period of changing from one state or condition to another.
"students in transition from one program to another"
synonyms: change, passage, move, transformation, conversion, metamorphosis, alteration, handover, changeover; More
verbNORTH AMERICAN
1.
undergo or cause to undergo a process or period of transition.
"the network ought to be built by the federal government and then transitioned into private industry"
Yes yes, very clever. My point is that something might have glitched when an underlying system turned on or off (yes, a transition between two states, well done) but that makes the glitch a bug, rather than a way to hide transition between maps/scenes/areas/whatever you want to call them. That's your original claim.
 
Derek, navigating this thread with an iPad is a pain. Can you (or another kind soul) link to your post discussing the hack please? I have an interest both professionally and as a backer.

Thank you.
 
Last edited:
Unfortunately this 128-bit thing is probably down to a misquote I opened myself up to.
Years ago I was explaining that Frontier has a very SSE-friendly engine, thanks to early forward planning and a fanatical devotion to the coding standard.
SSE is 128-bit, but it operates on four numbers at once. So, 32. It can also operate on pairs of 64, but obviously that slows you down if you want 3d.

Hi Ben

Please can you elaborate on what your mean by "fanatical devotion to the coding standard"? What does this refer to?

Thanks!
 
Hi Ben

Please can you elaborate on what your mean by "fanatical devotion to the coding standard"? What does this refer to?

Thanks!

Friendly advice to Ben

DON`T

It will surely be misinterpreted and used as a "weapon" in many silly following arguments by fans of Elite, by haters of SC, by fans of SC and by haters of elite...

I`m sure you know that, but we all have our bad forum habits, weaker moments etc, so think twice before you answer that :D

sorry Regel :)
 
Last edited:
Hi Ben

Please can you elaborate on what your mean by "fanatical devotion to the coding standard"? What does this refer to?

Thanks!
it's programming to a high standard quality, allowing for easy moves to other os / compilers and being worked on by multiple coders. There's various different coding standards to adhere to, some more popular than others. Pretty much all coding nowadays has to conform to some standard or it becomes a mess.
It takes time though, and personally, I feel it can squeeze all the creative goodness out of it, although that should go into r&d. Being fanatical about it tends to bore me senseless.
/hehe
 

dsmart

Banned
Yes yes, very clever. My point is that something might have glitched when an underlying system turned on or off (yes, a transition between two states, well done) but that makes the glitch a bug, rather than a way to hide transition between maps/scenes/areas/whatever you want to call them. That's your original claim.

Right. However, I still stand by my original claim because i) you - or any dev - has yet to disprove, let alone explain it ii) CIG hasn't built even 1% of the starmap and from which we can deduce the merits of how it was done

That's just the same nonsense that's going on whereby - for some reason - backers who are adept at theory-crafting dreams, can't tell the difference between 64-Bit sized scenes, 64-Bit programs, 64-Bit world positioning. And that is because CIG continues to obfuscate this - and several other issues - without any semblance of clarity. It's like you guys are afraid of saying something that's going to somehow go against some crap croberts has uttered in public, and which most of you (the guys working so very hard to build this game) know to be complete - and utter - rubbish. In fact, I just wrote about that here as part of this on-going discussion.

Yet somehow, backers are sitting around thinking that at some moment in time, they're going to be flying around a game scene in space - with no restrictions - and be able to manually fly to, enter a planet, and do it all in reverse. Because something, something aha! 64-Bit (!). This is all because, after watching Battlescape Infinity, Dual Universe etc, they are completely astonished - and refuse to accept the fact that - Star Citizen is never going to be able to do it that way. Not to mention that whole "procgen planets" hand-waving. In fact, there is a known backer (Monkeh), right now in the thread I linked above, having trouble understanding why it is that in QD, there is a set transition path from which you can't exit; and which requires a committed target end-point.

Anyway, so arguing about whether or not "stitching" is required, and "transitions" are used to hide said stitching in an attempt to convey expanse, is pointless.

Again, whether it's a state change or a scene/file/level change, a transition between two states and or scene/levels, by the very premise itself, still falls under "stitching" because there isn't a "cohesive" whole.

ps: To be clear to those still following this, we're not talking about how (streamed vs demand-loaded as a whole) the scenes are loaded. We're talking about how they are constructed in order to convey the illusion of expanse (as in "seamless" world)

- - - Updated - - -

Derek, navigating this thread with an iPad is a pain. Can you (or another kind soul) link to your post discussing the hack please? I have an interest both professionally and as a backer.

Thank you.

I think it's the 3rd link in this post on my forum.

- - - Updated - - -

Friendly advice to Ben

DON`T

It will surely be misinterpreted and used as a "weapon" in many silly following arguments by fans of Elite, by haters of SC, by fans of SC and by haters of elite...

I`m sure you know that, but we all have our bad forum habits, weaker moments etc, so think twice before you answer that :D

sorry Regel :)

Too late. The very statement "fanatical devotion to the coding standard" is already problematic because, by its very nature, SSE has absolutely nothing to do with "coding standards". So I'm guessing that Ben probably meant something else. We just have to wait and see, when he comes back.

ps: quick primer
 
Last edited:
Long ago, the plans for SC were far more credible for being done with Cryengine.

Small "planets" with landing zones that you explore. Static system maps, and a focus on Wing Commander style space combat and Privateer style trading and missions (updated for 2012, of course).

Since Elite and recently Battlescape, Chris started talking about doing what they did. True system scale, flying down to planets, exploring terrain.

Now, I'm a designer and general issue dogsbody developer for much smaller projects, and not a coder. I'm also a gaming journalist since the nineties. I can't for the life of me see how this could be done with an engine that started life as Cryengine 3.

Frontier started from an engine that could be made to handle system scale and space flight physics (tweak to desired flavour), amd even then Derek refused to believe for a year that they would pull it off. When they did, he was a grown up about it, admitted he had been wrong and gave kudos to the FD team.

I'd love to be wrong, but I honestly don't see how CIG (or is it RSI now?) could pull it off.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom