the problem with that video is that it is not a bug, its a design choice.
the problem is that CryEngine is not suited for this game goal. And there is no solid foundation on which the game to be built.
So Cryengine has some map size limitation. Star Citizen hacked around that by making everything 1000 times smaller, so the game space grows to the 1'000'000 kilometers advertized. But from shrinking and working with very small numbers then comes the jittering and flickering problems, the main reason the game feels so junky. (and BTW check the early Mechwarrior Online problems, same thing. they managed to fix it also by hacking a solution that fits because the scope of Mechwarrior is much more limited)
there is no fix to that, the foundation of the game is all wrong.
Did you saw the water on the helmet animation that sometimes appears when flying around? that's because half of the world is underwater, a relic of Cryengine that they didn't disabled. Or they can't disable because the main senior programmers left and there is no one to work with the monster spaghetti code they have now.
P.S. Squadron 42 is not coming out in 2016.
and for alternative point of view:
http://www.dereksmart.org/2016/06/st...ty-of-failure/
ofcourse you must look for information between the stupid chest poundings of Derek Smart. it's a good read, would recommend A+.
Last edited by mmoc11f5768ffa; 2016-06-23 at 09:40 AM.
Sauce for this? I know EVE works on a similar framework of hyperminiturization without many issues, first I've heard of SC using this route and I'm curious for some documentation to support these claims.
Did some quick searching and didn't see any videos of this. Sauce for the water in helmet thing and the claim that they have nobody to pick up where the senior coders left off? I mean, is there proof they left no notes/documentation for their code or something?
Yeah, linking to Smart is going to undermine anything you post. He's so pants on head idiotic and so desperate for any attention that he's a valueless resource. I went to the page but there's no way I'm reading through that giant wall of text, I don't have enough painkillers for the headache and I'm concerned he may threaten to sue me for some reason.
CIG picked up a number of the engineers whom wrote cryengine in the first place with their frankfurt office years ago. To claim they have no one who knows the engine enough to fix issues will definitely need sourcing from someone not being Derek Smart.Did some quick searching and didn't see any videos of this. Sauce for the water in helmet thing and the claim that they have nobody to pick up where the senior coders left off? I mean, is there proof they left no notes/documentation for their code or something?
In what way is it not a bug or just incomplete as it is still...a fuckin' alpha?
Patently false. CryEngine's map limitations were based on it being a 32-bit engine. Expanding it to 64-bit with double precision (the bulk of their 2014/2015 work). Double Precision expands the mathematical limitations by an incredible size. Nothing is being "shrunk down." You're probably confusing vertex range with "shrinking." F64 does have drawbacks in that incredibly small values can occupy as much space as incredibly large values, which will have a noticeable impact on hardware requirements versus something like S64 without double precision. Difference there is that S64 vs F64 lacks a lot of hardware acceleration support from hardware vendors. F64 acceleration is well represented however in most current age hardware.
Regardless most of this can be debunked by just flying around Crusader for 20 minutes. The scale is there. Crusader is approximately 140,000km edge to edge. Shrinking that in your uneducated viewpoint while maintaining scale would result in a crushingly poor level of fidelity compared to what is there today.
I have literally never experienced this problem. So, how about a source?
lol Derek Smart as a "good read."
They used it to build the foundation of it, but thankfully CryEngine 4 was far more modular than previous engines, which is why they chose it in order to develop most of their systems, it was going to be easier to piece them all together rather than do spaghetti code like other CryEngine developers have done which have hindered their games. I mean, a game I play a lot that was made on CryEngine 3 is MechWarrior Online, and the developers of that game can't do things like ballistic shell type switching because whoever coded the entire system for those specific weapons did it so hodgepodge poorly that they would have to spend months undoing a bunch of code just to change it in order to add a mechanic to the game.
- - - Updated - - -
Of course it isn't coming out in 2016, we already fucking knew that months ago. It was made pretty clear by Chris Roberts that it was going to be Q1 2017 back in the spring. Thanks for that update Big Ben, you are months behind as well as being an obnoxious shitposter.
Here's some video from the Gamescom presentation from a bit less than an hour ago.
Offical:
https://www.youtube.com/watch?v=GucY...ature=youtu.be
And it seems like some of the questionable gaming journalism sites are giving NMS a bit of flak over this. They seem to not understand that competition is a good thing.
EDIT: Replaced the 2 parts with a single official version.
Last edited by masterhorus8; 2016-08-20 at 12:40 AM.
10
That presentation was pretty spectacular. All the gameplay elements and landing areas coming for 3.0 is going to be a huge step. Here's the full presentation.
Can't wait for CitizenCon to see what we'll be getting with Squadron 42.
better burn your money than putting in SC
after 120,000,000 $ backer money and 5 years :
Stretch Goals Not Delivered
Professional Mod Tools
100 Star Systems
RSI Class II space suit.
Hibernation Mode (Saving your game)
“Behind the Scenes of Star Citizen” documentary film
Escort Carrier, digital 42-page “overclock” Upgrade Handbook
Ship engine modifier upgrade package, Battlecruiser
Pre-launch backers get exclusive star system
Jane’s Fighting Ships style manual, Manage Space Stations, RSI Museum will air monthly. They tried RSI Museum but gave up on it.
Planetside FPS combat.
Enhanced Mission Design for Squadron 42
Tamsa System
Tanga System
Cano System
UDS-2943-01-22 System
Kabal System, Oretani System
Procedural Generation R&D Team. (With the December 2015 “Pupil to Planet” video, they claim procedural generation teams are doing stuff.)
Omni Role Combat Armor (ORC) mk9
Stellar Cartography (It’s defined as a map room that’s in the game directly, not to be confused with the $51 Million Map goal)
Hadesian Artifact
Updated Scanning Software
Engine Tuning Kit
Retaliator Commercial. Still in the plans. It’s not happening near term because all our cinematic folks are working on SQ42… but it’s a stretch goal and we will get to it.
Alien Languages. (“We will work with real-world linguists to create distinctive and realistic alien languages for Star Citizen’s three biggest alien races, the Vanduul, the Xi’An and the Banu.”)
Independent Arbitrator’s Guild
More Detailed AI Activities
Ballistic Gatling
Anvil Aerospace Crucible. Last seen as being in the “Concept Phase” as of Dec 2015/Jan 2016.
Espera Prowler
Genesis-class Starliner.
MISC Reliant. (It’s in the hanger, only marked Red because you can’t fly it yet. Video Proof)
Pets
Enhanced Ship Modularity
Features advertised but not delivered
Rentable ships
Some ships with artificial gravity (or not)
Multicrewing
Different HUDs for different ships
Hull Breaches
Shuttles for larger ships to land on planets
Banu ports and stations for trading
Parking smaller ships in the Idris
Inertia on objects not anchored on ships
Beam weapons for larger ships
Tractor beams and EVA for cargo
EVA ship repair
Wreck exploration
Benefits for ejecting from a ship about to explode
Wreckage as a navigational hazard
Using inertia for flight rather than burning fuel all the time
Dangerous and Dynamic Jump Points
Changeable gravity systems for ships
Booby traps and trackers for cargo
Detailed navigation system
Weapon slaving
Detailed ship destruction for large ships
Ship repair and cleanliness/degradation
Ship Trade-in and buying used ships, naming your ship
Manual and auto-docking
Customizable AI voices for different aspects of your ship
Organization Infiltration
Playing as another alien race
Relaying radar information to C&C Center
Run your own business
In depth non-FTL communication
Bounty hunting system
Player influenced politics
In-game VOIP and “Live Driver”
Track IR Support
Shareable star map locations
Group mining operations
In-fiction “Live Team” that will report player driven events as in-fiction news
Dynamic population count
Character damage and aging
Character histories and/or ancestral trees
Large scale dynamic events
Player Rating System
Taxes for Organizations
Dead (Wounded) body recovery
Player or organization ran medical facilities
User generated content
Shared organization hangars
Combined arms missions
Location for contributors’ names to be found in the PU
Organization reputation system
Damageable cyborg limbs and cybernetic repair facilities
Dynamic social interaction with NPCs
Galactapedia
Space creatures
Planet day/night cycle
Cargo damage (item damage)
Potential In-game “Voice Attack” system
NPC Generation
Docking and Undocking Tech
Realistic Audio Options
Personally Owned NPCs
Farming
Tri-Monitor Support
Your Name in the Game
Carriers
Getting Everyone into the Same Instance
More Economical or Versatile Corvettes
Planetary Ship Entry
Repair and Items System Capability
Manned Turrets
Character Customization
Ship connected to User Online/Offline Status
Picking Up Objects On Planets
Multi-Monitor HUD
Large Ship Damage Control Lockers
Dogfights Through Space Stations
Ship Persistence
Stealth Game Play
Ability for Privateers/Corsairs/Buccaneers
Landing on Planets
Procedurally-Generated Environments
Starfarer's Refueling Mechanic
Rigging
Anchoring to an Asteroid
Kill Boards
NPC ranks
Thruster Trails
Non-Lethal Combat Modules
Raid Supply Shipments
Owning an Alien Ship
Hidden Ship Compartments
Catapulting Through Space
Locking Ships
Jury Rig Repairing
Dynamic Weather
Automatic Battle Flight Pattern
Living Spaces
Insurance for Pilots
Mining
Escape Pods
Personal Armor (FPS)
Extreme Ship Maneuvers
Start up Sequence for Large Multi-Crew Ships
Voice Commands
Remotely Hacking Ships
Pacing NPC's
Incentives to keep your orginal Ship's Hull
Game Generated Missions
Communication Between Two Ships
Ship Armor
Controlled and Uncontrolled Space
NPC Crews
Guild Wars
Trading
Inflation and Deflation
Hiring NPC's for missions
Travelling in Fleets
Tactical Game modes in FPS
Trading weapons in the FPS
Bounty Hunting
Player Generated Content
Assigning Ships to Landing Zones
UI Customization
Radar features
Future Playable Maps
Ships Developed by the Community
Warning NPC's of Attack
NPC crew AI
Clothing Damage
Character Creator
Interior Damage System
Roaming Floating Structures
Vehicles for Planetside
NPC dialogue
Electronic Warfare in the PU
Player Owned Cargo Space
NPC population in the PU
Salvaging Mechanic
Ship Aging
Linux Client
In game Banking
VR
Medic and Surgeon Skill progression
Mining and resource gathering
Fabricate weapons/armor/ship parts
FPS Armor Types
Join in-progress free flight games
Hangar parties & instancing
Physical grappling beam
Multicrew keycards
Repairing Gold Horizon Space Stations
Taxation
Natural areas in the 'Verse
FPS environmental hazards
Store ore in your hangar
Organic ships
Ship spoofing
Non-combat ships
Search players for weapons
Flying a ship without a hud
Starting wars between the different races
Tractor Beams
NPCs react to weapons
Drop pods
Limb Damage
Bounty Hunting
Org recruiting NPCs
NPCs using different loadouts
Resource Spawning
NPC & Human scanning
p.s. fully expecting "it's alpha!" and "you don't understand game development"
did you even bother watching the gamescon presentation at all, by the end of the year we should have planet tech introduced and many other feature introduced in upcoming PTU builds.
why do you even waste your time posting nonsense when you don't even keep up with the current development of the game.
And the its alpha is a valid point due to them having to build all the tech from scratch for it to support everything the want to do, also the kick starter didn't finish until early 2013 so it basically started around that time, as they didn't have anywhere near the infrastructure and personnel as they have now.
Do you know any other game which continuously keeps the community informed of the progress and where everything is going, along with a working PTU so you can actually play many features of the game as they are ready to be implemented.
You need to ask yourself the question, what is your actual problem with the game?
Last edited by kenn9530; 2016-08-20 at 09:49 PM.
STAR-J4R9-YYK4 use this for 5000 credits in star citizen
STAR-J4R9-YYK4 use this for 5000 credits in star citizen
i posted facts
you guys tell me your *dreams*
this game will never come out as advertised, and what it will come out it will be a boring unplayable @ 20fps crisis mod.
look and no mans sky, how much flak (and death threats) they got for releasing what they released. now extrapolate to star citizen .... i don't want to think about that.
P.S. About the presentation
Remember Citizencon where they presented PU 2.0 ? Looked flawless, awesome, etc. After 10 months 2.5 P.U. is a disaster @ 15 fps , with 1000's of bugs, clipping, crashing, etc.
This Gamescon presentation is the same thing, most of it pre - rendered , and the rest scripted, on rails, with trained players.
everything to grab more money. SC marketing videos looked awesome everytime, their real "game" is the problem.
Last edited by mmoc11f5768ffa; 2016-08-20 at 11:12 PM.
Isn't real game is always the problem? I remember how they advertised SWTOR and what happened on release. They released an unfinished game with bugs after 6 years. The developer had experienced team and funds but obviously they needed another year to finish the game. How much they spent for marketing?
GTA 5 took 5 years too. They had their team, facilities and funds ready. How much they spent for marketing?
I am OK if SC needs another 3 years to release maybe 4.
I have had so much fun in 2.5, have you ever experienced a disaster?
Last edited by sabe; 2016-08-20 at 11:39 PM.