The Star Citizen Thread v5

Status
Thread Closed: Not open for further replies.
Star Citizen: Around the Verse 3.15 - UK
TLDR
Intro & Other Information
  • The Intergalactic Aerospace Expo was an idea that came together in a short period of time. They used an old facial rig and polished it up for the Galactic Tour videos.
  • Star Citizen Alpha 2.6 has been handed to the Evocati. Once it’s deemed stable enough, it’ll go to a wider PTU and finally live.
Studio Update

  • Asteroids were previously hand-placed - this took time from artists and designers and put a practical limit on total numbers.
    • New system was requested to place hundreds or millions of asteroids and cope with any scale.
    • Each field has a few properties - density, colour, type, etc.
    • From each field’s properties, a field can be generated and every client can then decide what they need to render.
    • There are four main properties of an asteroid field.
  • For Saturn’s rings - they would have textures that define the height, a offset (flat in this case), variation for colours, and density.
  • Luke demonstrates the old asteroid system in comparison with the new system.
    • The new system has much greater density. The asteroids are rotating subtly.
    • Larger asteroids will rotate slower or not at all so bases can be put on them.
  • There are handcrafted locations in exclusion zones that stop dynamic asteroids being generated there.
    • There is no limit to scale, all asteroids are uniquely positioned.
  • Excited about the richer, more detailed environments and enhanced gameplay this will bring.
  • In 2.6, all ships/vehicles will have default first person cameras, a third person “chase” camera, a orbit camera and passenger orbit.
    • Current controls are based on previous controls - F4 is still the primary modifier.
    • F4 and +/- will change the lens size to presets. Changing the lens size affects depth of field.
    • F4 and * will reset the camera.
  • Target offset will allow the target of the camera - defaulting to the centre of the ship - to be adjusted.
    • F4 and the left and right arrow keys will adjust the x-axis.
    • F4 and the up and down arrow keys will affect the y-axis.
    • F4 and the PgUp and PgDown keys will affect the z-axis.
    • Z key now toggles a free-orbit camera that allows movement around the ship.
    • In this mode you retain the all the new controls as before.
  • After death in any game modes, you instantly start in free-orbit camera spectating another player.
    • In this mode, pressing Z will go to a freecam that can move around the entire level.
    • In addition to previous controls, holding F4 and 1/2/3/4/5/6/7/8/9 will save a camera viewpoint.
    • While pressing F4 and 1/2/3/4/5/6/7/8/9 will return you to that saved viewpoint.
    • These tools aren’t just designed for gameplay, but also for content creators.
Community Update w/Tyler Witkin

  • Galactic Tour is over and CIG enjoyed making it.
  • Noobifer wins the week’s MVP award for his video on CIG’s ship development pipeline.
  • Reverse the Verse live on cigcommunity on Twitch at 8 AM PST.
Behind the Scenes: The Sound Of Star Marine

  • Ross Tregenza and Sam Hall have spent a lot of time unifying the music across the game into one global system
  • The conditions and gameplay for Star Marine allowed them to be more cinematic flow of the music logic system (compared to the PU and S42 where anything can happen)
  • They use a lot of low-pass, high-pass filters, volume effects, etc. so the three stages of music edge in subtly
  • At 25% there is a gentle bubbling of music; at 50% you can start to feel the energy; and at 100% it's big, full spectrum music
    • To avoid it being too jarring the rate rises very slowly and they have a limit on the speed it can progress through the stages
    • Time is also a factor and controls the percussion which comes in when time is running out regardless of intensity
  • Nicola ensure the team gets the right information at the right time to work on the highest priorities first
  • They developed pressurised and depressurised states: when in a depressurised are everything sounds muffled and sounds don't carry as far (e.g. into a pressurised area)
  • They provided dialogue for the Announcer (a female announcer that explains and controls the game) and the team Leaders
  • For ambient sound they decided not to be too subtle and push more of the character of the space into the audio mix
  • The engineering area of Echo 11 is dark and industrial: lots of steam, rattles and metallic groaning
    • You can hear the water moving through the pipes; when steam erupts from the floor it's both visible and audible
    • They used tight reverb on the sounds to make the crawl spaces feel tiny and enclosed
    • The environment reacts to weaponry: gunfire will rattle and reverberate off some object (like junk) and resonate inside other objects (like pipes)
Behind the Scenes: Flight Balance

  • Flight balance changes the way you fly, not the fundamentals of flying
  • This balance change is in response to feedback from the community
  • SCM speeds have been halved and cruise eliminated to increase the closeness of combat
  • Afterburner is now used to fill the speed gap
  • Afterburner burns fuel quickly to reach the higher speeds, but less fuel is burned to maintain that higher speed
  • Afterburner decreases maneuverability as determined by throttle placement before entering the mode
  • Boost shortens the acceleration times in any direction by over-thrusting your secondary thrusters
  • Racing is not super slow, but more complex with afterburning and boosting choices
  • Maneuverability will be adversely affected while afterburning.
    • Ship maneuverability will now vary from ship to ship
  • All ship components have been rebalanced completely
  • More complexity for those who want to learn them
  • Added missile camera
  • Still a work in progress.
Source: https://www.reddit.com/r/starcitizen/comments/5fyt5n/around_the_verse_episode_315_relay_transcript/

btw
Star Citizen 2.6 - Offline mode (Star Marine FPS, GrimHex Bar)
https://www.youtube.com/watch?v=6UPa52ETgTs

May be it just me but all of the maps look almost identical, a complete lack of originality.
 
I just like the bar xD nothing more, and is kind of "news"

The bar does look fab - but I couldn't help but think for all that I'm sure it's doing it in a much more genuine and less cheated way it does look a lot like Bioshock somehow

Actually well impressed by the animation going from zero-g to gravity and back, that's very smooth now.
 
Right okay then. Discourse Time.

I see. Well, there's no backtracking being done by me. I take pride in consistency. So if there is anything that you feel I've backtracked on, please feel free to point it out; because you can't just throw that out there and not elaborate (which is precisely why we're still having this discussion btw). For your quick reference, the entire thread of our discussion is preserved here for posterity; complete with links.
Most of your consistency is a result of transparent motte-and-bailey arguing techniques. Let's take the "stitching" thing as an example.
The Motte: There's no way you'd have all the solar systems in one coordinate system, so you can always point at that and say "see? Derek Smart Was Right". In fact, I predicted this would happen at the start of the discussion, and you do it further down this post.
The Bailey: Parts of the same solar system are separate, and this is going to degrade the quality of the game. It's clear this is where you were going to begin with, firstly because your post was about the Stanton play area, secondly because you mocked the poor deluded fans who thought they'd be able to fly around the system unrestricted:
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.
Also, more simply, you explain in-system quantum travel as "a rubbish hack", and specifically calling out the boundary between atmosphere and space as the place it happens. If you want to go way, way back, you're calling for evidence of anything using 64-bit positioning precision at all.
Further down, you'll walk back the "hiding something" claim to simply be that it's hiding the travel not looking good enough without it. This does seem like a case of "technically correct is the best kind of correct" syndrome.


Oh c'mon! Seriously? How can I be "wrong"? I indicated that there is no way in hell that StarEngine (built on custom CE3.x) had been converted to handle 64-Bit size scenes, and the complimentary 64-Bit positioning within them. Sean Tracy went on the record and indicated that only some modules were in fact converted. So, what exactly is it that I'm wrong about? So yeah, it is that some systems (e.g. AI, Physics etc) weren't converted (because they didn't need to be).
How can you be wrong? Your "on-the-record" proof of rightness is a couple of summary sentences from a guy who doesn't touch code. It was a quick high-concept summary of what I've tried, repeatedly, to explain here: After converting a module, some calculations make more sense to be done in 32-bit. If anything, the game currently does too much at 64-bit, because the guys doing the conversion erred on the safe side, so I'm always keeping my eye open for stuff that could be moved back to 32. So yeah, I'm pretty dang certain that no module (that deals with positions in the first place) has been left non-64'd. Just to be sure I wasn't leading you up the garden path on this one, I checked the AI code. Sure enough, it does its positioning in 64-bit.

Yes, I gathered that. But even if it's a style thing, it's still hiding something: the transition through space. My guess is that you guys compress the transit so much that, even with motion blur, it would probably look rubbish. So it makes sense to hide it. It's even more suspicious that it's being done in intra-system travel, where it makes less sense, given the shorter travel distances. As seen in my games and others, any such long distance transit is done with such "styling", but still sped up so you see world space (and all the POIs) race past. If you haven't yet, watch the UCCE video again and you'll see what I mean.
Without an effect, everything just looks a little too static. People have some instinctive idea that fast movement means things whipping by, or some moderate parallax at least, but the stars are unfathomably far away. You chose to solve this by adding some Start Trek TNG style white zoom lines, CIG went for more of a JJ Abrams Tube type vibe.

2b, the concept of internal spaces is just a matter of visibility culling boxes, which are just another entity type. The ability to host objects within objects is also generic.
That's the point I was making; and the reason for that question in the first place. So basically, in keeping with "generic" convention; you guys have a box (Port Olisar) inside a box (Stanton) - just as I stated/asked.
No, you're still not getting it. Port Olisar isn't a box. It's just a bunch of brushes and entities grouped together, like a ship. The boxes I mentioned are an entity type that any asset can own several of, and are purely a way to hint to the renderer that it can avoid drawing renderables that are blocked by it. Portal culling, to speak generically.

(I'm skipping the physics thing here, I'll post about it later)

So zoned (stitched) then.
(this is the motte)

No problem, you're dead on. If you make up a term and immediately explain what you're trying to represent with it, you've got a good chance of being understood. Especially by programmers, since ~90% of programming (if you don't count bug hunts) consists of making up terms and then rigorously defining them.
Nice. You're doing it again. Thus far, in our discourse, you have displayed complete ignorance of some widely used technical terminology - which I didn't make up; and which one trip to Google confirms.
This was addressed to Tuub T Tute, it was intended in the same way that, when someone foreign ends a post with "sorry, English isn't my first language" and the rest of the post has perfect spelling and grammar, you dang well tell them that they have nothing to worry about. For the record, it's polite, especially if you're talking to someone from a different company, to try and pin down the exact meaning of any key technical terms before you set off. Arrogance is assuming you're fully comprehensible if someone reads you enough times, assuming your own use of a word is not only correct, but the only correct usage, and that your own comprehension skills are perfect.

I have tried to be polite and respectful in our banter, out of respect for our profession. But yet, you keep making these jabs for no apparent reason other than to display your own arrogance and insecurities. God forbid, the old guy dumping on your project knows more - or has more experience - than you do. We can't have that. Because after all, we have to keep up appearances. But that's your lot. The difference between you and me is that for over 30 years, I've called my own shots. So very little is of any consequence to my well-being; and I don't have to put up airs in order to impress anyone. I'm just me - faults and all. Meanwhile, at this point in your short career, you have the dubious distinction of being attached to and associated with what is turning out be the largest videogame project collapse in gaming history. You should be proud.
Wait.
As far as I can tell, this is the first time you ever addressed me, and it's an insult. Then you complain that my nerdy throwaway gag isn't over-engineered enough for you. I won't get into this again (promise, mods, it'll be technical from here on out) but you're the one invested in maintaining some sort of "old school internet warlord" persona. My online (and let's be honest, offline) persona is about telling people how things work, finding out what they didn't understand, and pretty much telling them again until one of us dies. But if you'll talk down to me, I'll talk down to you, especially if you take time to correct my word usage to something that's an actual synonym, then screw up on a word that isn't.
I don't worry about my association with this project.
 
Last edited:
I think that a little light relief is called for, check out this amazing "Ant City" :

[video=youtube;g7VhvoMFn34]https://www.youtube.com/watch?v=g7VhvoMFn34[/video]
 
I'm pretty excited by the flight model changes, which always been my main problem with the game. What they have shown makes me impatient to try it again.
 
I just don't get why Star Marine is so important anymore. IIRC, the point of modules like Arena Commander was to progress major deliverables before a combined play area could support them. CR himself has said that the functionality of SM that is requisite for FPS play in the PU is already in the PU. Why would FPS be iterated in this separate module when it could just be iterated in the PU?
It might have to do with legal liabilities. Like promising something, cashing in and then not delivering it.

PARKING
SENSOR
My sides!
 
Ohhh boy https://youtu.be/NOIzH6UcoW4

This is game which had most likely same amount of money and time as SC.
The character design and animation looks awful and amateurish. I've seen better fan art. I don't think EA lost even a tenth of SC's reported budget on this after the blunder that was Mass Effect 3. This is clearly not a AAA production (or a huge waste of money), it looks more like a mod made by hobbyists and I expect the writing not exceeding fan fiction quality either.

I'm not going to buy this, EA!
 
The character design and animation looks awful and amateurish.

If only CIG could take the spiky lizard-thing guy from ME, cross it with a bouncing pineapple from NMS, and get it to drive a Big Track to one of Star Marine's completely empty and desolate bars and get completely blootered on Lavian Brandy - they'd be onto a winner :D
 

Viajero

Volunteer Moderator
*Mod hat off

Just read thirty pages of posts here and was struck by one thing. If I engage a pro to do something, a plumber, mechanic, electrician, architect, etc. and ask them for an estimate on a specific job, they'll quote the time to complete, along with materials and costs. They can do that because it's their job. They look at something and through experience know what is involved. It's the same in game development. The guy/gal who runs the place has done it before and should know how long something takes to do. Even if they don't know specifics, he/she has managers working under them and those professionals certainly know how long it takes to build an engine, code a feature or create a specific in-game asset. It's what they do.

Back in the day when I was producing games, we had a twenty foot long Gantt chart on the wall of our common area detailing each phase of the project. That was generated from the Statement of Work that everyone signed off on before work began. On the chart, each departments contribution was broken down into specific tasks, who was the lead person responsible and a due date for each segment. I don't have a copy to hand, but as I recall there were over two hundred and seventy elements detailed for a rather simple game.

There were delays and some surprises, but losses of time in one area were often made up by progress in others. There were also a few all-nighters resulting in piles of pizza boxes the next day. In the end, only two deadlines were missed. Both due to a key programmer having a tragic death in their immediate family and it took an extra week to deliver that content. We still released on schedule because everyone else came together.

If I employed someone and they missed a deadline (that they agreed they could meet in the design document stage), they'd be on the carpet in front of my desk justifying why I should continue paying them. Professionals (at least the ones I've worked with) take great pride in their work. To be somewhat crude, they don't write checks with their mouth that their butts can't cash. They communicate issues with co-workers and solutions are found. If one can't be found, resources are lacking, or it's a problem that affects several departments, then senior management gets involved and sorts it out. That's team work.

When you see continuously slipping (or unstated) deadlines, promised content missed, failure to take responsibility, and / or a wall of silence, it typically means you are dealing with amateurs.

This is a great post. Relevant in all kinds of project management, not just software or games.
 
Last edited:
Can't say I care much for that bouncing radar, it looks really daft.
I don't know if it just me but the way CIG tries to indicate movement has always struck me as off, eg when he's looking down the sights and moving it looks like the gun is flexing in 3 different places, the map bounces up and down as if the helmet is 4 sizes too large.
If this is the future why not put some form of compensators so that your marines can focus on the damn radar while running instead of the thing behaving as though it's paintball pogo wars.

Yeah - the bouncing thing was very distracting.
 
*Mod hat off

This is a great post. Relevant in all kinds of project management, not just software or games.

+1.

However I'd say that many places don't put charts or project plans on walls, especially if they do work for multiple clients. There's too much chance of external visitors seeing stuff they shouldn't.

So, the current thinking is that Star Marine's in the build, but not currently switched on (i.e. enabled) without hacking files?
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom