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Games => Star Citizen => Topic started by: dsmart on March 08, 2018, 03:28:11 PM

Title: Star Citizen Dev Progress Watch
Post by: dsmart on March 08, 2018, 03:28:11 PM
It has been released to Evocati for testing.

Patch notes (https://pastebin.com/vXmzmWs0) contains some hilarious gems.

- A target ship despawning will cause the player to crash
- Implemented service beacons (Currently disabled, but below is how it should work)
- 40014 will cause a client crash. W/A: If this occurs, wait 10 minutes and relaunch
- ESP is currently not behaving as intended and IFCS fixes are still pending

LOL! The stuff they have yet to implement, is about half the notes  :emot-laffo:

This is what they said is coming out end of Q1/18 (https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen)

Yeah, that doesn't look quite right

(https://images-ext-1.discordapp.net/external/4xlIquLVLXd_bNtS6rwJpvAmqumOPdIonUXAnW_nvZo/https/i.imgur.com/3Oo4f4e.png?width=1016&height=572)



Title: Re: 3.1 Progress Watch
Post by: dsmart on March 08, 2018, 03:45:38 PM
So Star Citizen, that $180m scam that's always touting "open development", released 3.1 patch to internal testing. And they watermarked it to prevent screen shot leaks.

We leak all the things (https://www.reddit.com/r/starcitizen/comments/8317g9/if_you_are_an_evocati_member_do_not_share_images/). Come at me bro.

That Reclaimer. They think they have performance issues now?  :emot-laffo:
Title: Re: 3.1 Progress Watch
Post by: dsmart on March 10, 2018, 07:04:24 AM
:emot-laffo:

(http://massivelyop.com/wp-content/uploads/2018/03/trashception_531320_1.png)

"At Citizen Con we announced that we are moving to a quarterly release schedule that is less feature bound and more focused on regular updates. The release of 3.0 is the first step in that strategy. We could have spent a few more weeks dialing in performance and bugs before going "Live" after we returned from the Holiday break but as most of the company won't return until the second week of January (as we worked a week deeper into 2017 than we did in 2016) we would then not be going Live until the beginning of February. Considering that for us to hit the Q1 release date we need to be going to Evocati in the middle of February, it would put us in the same situation as this year where we ran late as we were focusing on features versus dates. Going live with 3.0 allows us to merge back into our main development branch, continue the performance and optimization work (which will be a big part of future releases) and deliver it with solid testing for Q1 2018. So while it may be frustrating that there are some performance issues and bugs, 3.0 is a step along the way in the Star Citizen journey that will get better and more polished as we go."

 - Chris Roberts, Dec 24, 2017 (https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/star-citizen-alpha-3-0-performance-tidbits/824021)
Title: Re: 3.1 Progress Watch
Post by: dsmart on March 10, 2018, 07:06:28 AM
Here we thought 3.1 was going to be huge boost in performance.

https://www.dualshockers.com/star-citizens-alpha-3-1-performance/

Star Citizen: Reverse the Verse LIVE - Alpha 3.0 Q&A
Published on Jan 12, 2018

https://www.youtube.com/watch?time_continue=1722&v=t2o1bJQQIXE

Erin @28:46: So 3.1 is uh, we're very much focusing on.. <brief mini stroke word salad> this is a lot to do with uh think we got the 3.0 out want to get out there get the feed back. So 3.1 is all about a big drive to solidify all that stuff [the 3.0 release], as well as one or two new features we're going to push for. Uhm, but mostly its about... biggest one, and we're focusing it on already, which is a big thing, is performance. so you know getting all of the 3.0 stuff, all the different base checks(?) all the current stuff just getting the features working is a massive deal. And now we're taking.. and what we're doing is now we've got some of our more senior guys really taking the time out to basically now go in and do these huge optimization passes.

So we basically know.... we we we...... we know where we need to optimize. theres a lot of stuff which is stuff, we just, you know, when your doing the feature (crush inside?) you, you know, then thats focu, neeeyy neey knoww its supposed to foptimization. so thats a big one. so the plan for 3.1 is that uhm, it should be much faster than 3.0 is. and so it should be <garbled> experience, much better experience for the community.
" - Erin Roberts, Jan 12, 2018
Title: Re: 3.1 Progress Watch
Post by: dsmart on March 14, 2018, 07:57:39 PM
Evocati 3.1

This is from an $180M train wreck.

(https://imgur.com/Z1ruyoH.jpg)

(https://imgur.com/THm1106.jpg)

(https://imgur.com/7AQ0FVy.jpg)
Title: Re: 3.1 Progress Watch
Post by: dsmart on March 31, 2018, 08:49:25 AM
Well, they did it. Another badly broken build. Now the lols begin.

3.1 is LIVE

https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/star-citizen-alpha-3-1-0-publish-to-live
Title: Re: 3.1 Progress Watch
Post by: Motto on April 02, 2018, 02:42:20 AM
We are aware of performance degradation on the servers over time and will be looking at the concurrency of the Live servers to gather useful data to help us track down the culprit. We hope to have a fix later this week after the Community has a chance to play Alpha 3.1.0 over the next several days. These issues do not affect Arena Commander or Star Marine and are in much better shape than 3.0.1, so we encourage all citizens to check them out!

 :negativeman-55f:
Title: Re: 3.1 Progress Watch
Post by: dsmart on April 02, 2018, 05:46:52 AM
We are aware of performance degradation on the servers over time and will be looking at the concurrency of the Live servers to gather useful data to help us track down the culprit. We hope to have a fix later this week after the Community has a chance to play Alpha 3.1.0 over the next several days. These issues do not affect Arena Commander or Star Marine and are in much better shape than 3.0.1, so we encourage all citizens to check them out!

 :negativeman-55f:

Anyone who takes one look at this list of bugs, and with only 2 core features (https://robertsspaceindustries.com/comm-link//16485-Star-Citizen-Alpha-310), yet the overall  experience is still shit as if it was just a 3.0 derivative patch - then thinks "yeah, they're totally making a game", is an idiot who deserves to be scammed.


Title: Re: 3.1 Progress Watch
Post by: dsmart on April 02, 2018, 07:16:48 AM
:emot-lol:

https://clips.twitch.tv/DignifiedAgilePepperCorgiDerp
Title: Re: 3.x Progress Watch
Post by: dsmart on April 12, 2018, 08:05:06 AM
:emot-lol:

In the latest patch, they disabled both Arena Commander and Star Marine

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-1-2c-ptu-743249-patch-notes
Title: Re: 3.x Progress Watch
Post by: Aya Reiko on April 12, 2018, 11:38:09 AM
:emot-lol:

In the latest patch, they disabled both Arena Commander and Star Marine

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-1-2c-ptu-743249-patch-notes
Translation:  We don't want anyone to notice the empty servers now that we removed the only thing (REC) that made them worth playing.
Title: Re: 3.x Progress Watch
Post by: N0mad on April 12, 2018, 12:07:41 PM
In the latest patch, they disabled both Arena Commander and Star Marine

Translation:  We don't want anyone to notice the empty servers now that we removed the only thing (REC) that made them worth playing.

Hang on, weren't they the only bits of the game which actually worked and that people enjoyed playing?
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on April 12, 2018, 01:15:59 PM
In regards to turning off AC/SM I might be reading this wrong but to me it says they are way down on players.

"Arena Commander and Star Marine will be off for the first part of this patch. We would like everyone to focus heavily on PU gameplay to stress the servers as much as possible."
Title: Re: 3.x Progress Watch
Post by: dsmart on April 12, 2018, 01:59:14 PM
Translation:  We don't want anyone to notice the empty servers now that we removed the only thing (REC) that made them worth playing.

Yeah, pretty much. Wasn't it just this past Mon I wrote an article (http://dereksmart.com/forums/reply/6268/) saying that nobody was playing them?

(https://pbs.twimg.com/media/DanGPwFWsAEr-Bw.png)
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 12, 2018, 02:08:20 PM
In regards to turning off AC/SM I might be reading this wrong but to me it says they are way down on players.

I mention this in the part of my article where I was talking about REC being removed from the PU. Here's the Twitter thread (https://threadreaderapp.com/thread/981565344178417665.html) in which I also included the metrics (from our other sub-forum here)
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on April 12, 2018, 05:21:04 PM
I guess they are still thinking they can run all over the backers, good write up concerning the changes. It's still hard to believe they would do this and not think about a little backlash or negative press.

I mention this in the part of my article where I was talking about REC being removed from the PU. Here's the Twitter thread (https://threadreaderapp.com/thread/981565344178417665.html) in which I also included the metrics (from our other sub-forum here)
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 14, 2018, 05:16:25 PM
They went ahead with the free fly weekend (https://robertsspaceindustries.com/promotions/April-Free-Fly-Event). As expected, it's an amazing shit-show, and Reddit is ablaze with posts like this.

https://www.reddit.com/r/starcitizen/comments/8c5jxs/my_312_experience_so_far/

Title: Re: Star Citizen 3.x Progress Watch
Post by: Backer42 on April 17, 2018, 04:50:37 PM
I tried it too and it was hilarious as it wasn't able to saturate my GPU.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 19, 2018, 08:12:30 PM
LOL!!

Mining @ 2:56


Title: Re: Star Citizen 3.x Progress Watch
Post by: DemonInvestor on April 19, 2018, 10:30:56 PM
LOL!!

Mining @ 2:56


So the game having problems with to many objects in-stream for players is creating a mining system in which single objects get destroyed to spawn multiple objects... am i getting that right?
Title: Re: Star Citizen 3.x Progress Watch
Post by: N0mad on April 19, 2018, 11:35:25 PM
So much for high fidelity gameplay if all you're doing with your HUGE mining ship is breaking up (explosive?) pebbles on a planet surface.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 21, 2018, 05:03:26 AM
So the game having problems with to many objects in-stream for players is creating a mining system in which single objects get destroyed to spawn multiple objects... am i getting that right?

Yes. But this is good for Star Citizen, you see.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 21, 2018, 05:04:01 AM
So much for high fidelity gameplay if all you're doing with your HUGE mining ship is breaking up (explosive?) pebbles on a planet surface.

Don't forget, we're racing toward the MVP now. So this makes sense.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 21, 2018, 05:25:53 AM
Hey, new schedule is out. We're in 2019 territory now. And we'd still be stuck in Stanton (which still won't be finished) system. Which is 1 of 100 they promised.

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen/info

Remember back when I said this "game" was never going to see the light of day, and that the 2016 schedule was bullshit?
Title: Re: Star Citizen 3.x Progress Watch
Post by: Motto on April 21, 2018, 05:47:17 AM
No, I don't. Maybe you could refresh my memory?  :cool:

So, how 'bout that really big thing. Got something to reveal yet? The waiting is killing me...
Title: Re: Star Citizen 3.x Progress Watch
Post by: DemonInvestor on April 21, 2018, 11:34:18 AM
Yes. But this is good for Star Citizen, you see.

Heh.. for the meta game star citizen most likely. I mean i can't wait to see videos of how the collision calculations of those shattering rocks play out, given their track record so far.  :emot-woop:
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 21, 2018, 02:59:46 PM
No, I don't. Maybe you could refresh my memory?  :cool:

See: The July Blog  :emot-allears:
Title: Re: Star Citizen 3.x Progress Watch
Post by: Motto on April 21, 2018, 03:17:58 PM
You should have answered the other question   :police:
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 21, 2018, 03:27:12 PM
You should have answered the other question   :police:

I didn't because I don't have anything new to add to that. If you knew how much hassle Goons (on my private Discord channel) gave me over the Crytek lawsuit - for almost 6 months - then you would know that when I can't talk about something, I just can't. That's why I was only able to say anything once it was actually filed.

But as I've said, it's more detrimental than Crytek's lawsuit. And it changes everything. Just wait, you'll see.
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on April 21, 2018, 03:39:02 PM
I didn't because I don't have anything new to add to that. If you knew how much hassle Goons (on my private Discord channel) gave me over the Crytek lawsuit - for almost 6 months - then you would know that when I can't talk about something, I just can't. That's why I was only able to say anything once it was actually filed.

But as I've said, it's more detrimental than Crytek's lawsuit. And it changes everything. Just wait, you'll see.

I've been patiently waiting but would prefer all good things to come in the right time and not be rushed.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 21, 2018, 04:06:08 PM
I've been patiently waiting but would prefer all good things to come in the right time and not be rushed.

Right. Well I kept hinting at the Crytek lawsuit for over 8 months. Vven when I thought CIG was smart enough to settle it, I was secretly hoping they'd be dumb enough not to. Then they exceeded my expectations. :emot-lol:
Title: Re: Star Citizen 3.x Progress Watch
Post by: Motto on April 21, 2018, 05:04:48 PM
Just wait, you'll see.

That's just it, I don't want to wait. I want it dead, right now. And then see what'll happen. On Reddit, someone asked if this was a good time to buy the game. I only said NO. Got me a 30 day ban.

I'm done waiting. The big guns is what I want  :angry:
Title: Re: Star Citizen 3.x Progress Watch
Post by: StanTheMan on April 21, 2018, 07:12:06 PM
That's just it, I don't want to wait. I want it dead, right now. And then see what'll happen. On Reddit, someone asked if this was a good time to buy the game. I only said NO. Got me a 30 day ban.

I'm done waiting. The big guns is what I want  :angry:
Jees.

I got a perm ban for saying Bored Gamer has depression...
Title: Re: Star Citizen 3.x Progress Watch
Post by: N0mad on April 22, 2018, 01:15:07 AM
But as I've said, it's more detrimental than Crytek's lawsuit. And it changes everything. Just wait, you'll see.

Is this the internal problem at CIG you've alluded to?

Any idea of the timescale before it gets made public? (I'm only asking for a best guess here - I know these things can be unpredictable)
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on April 22, 2018, 07:03:31 AM
Jees.

I got a perm ban for saying Bored Gamer has depression...

I'm on my third account in two months, my triple comments to lando got me banned lol.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Penny579 on April 23, 2018, 12:22:59 AM
Hey, new schedule is out. We're in 2019 territory now. And we'd still be stuck in Stanton (which still won't be finished) system. Which is 1 of 100 they promised.

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen/info

Remember back when I said this "game" was never going to see the light of day, and that the 2016 schedule was bullshit?

LOL

3.2 2018 - Task - FPS AI
3.5 2019 - Task - FPS AI....styles

it will be done by Q2 2018 but we are still planning to be working on in 2019... mislead much ?

id like to be ... clear something up... because I think a lot of people don't understand... uhhh and what i'm trying to say is at CIG when we SAY  something is complete we mean ..  ermmm word salad... and you know JUST because it needs a bunch more work, or missing a bunch of critical features to, doesn't mean it is not ready to be marketed as YOU KNOW finished ... word salad with helmet polish ... and welll errr  you can see we ... ahhh  i mean i think we have been very clear with our TRANSPARENT development ... word salad ... we have a "promotion'  you can play these new finished mechanics now !!

Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 23, 2018, 10:22:48 AM
That's just it, I don't want to wait. I want it dead, right now. And then see what'll happen. On Reddit, someone asked if this was a good time to buy the game. I only said NO. Got me a 30 day ban.

I'm done waiting. The big guns is what I want  :angry:

:emot-lol:

Well, tbh, I am more concerned about the people who are just trying to do their jobs, take care of their families etc, and who play no part in this active scam. I know that it can be hard to distinguish those innocent people from the execs and enablers who are part of perpetrating a scam.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 23, 2018, 10:23:57 AM
id like to be ... clear something up... because I think a lot of people don't understand... uhhh and what i'm trying to say is at CIG when we SAY  something is complete we mean ..  ermmm word salad... and you know JUST because it needs a bunch more work, or missing a bunch of critical features to, doesn't mean it is not ready to be marketed as YOU KNOW finished ... word salad with helmet polish ... and welll errr  you can see we ... ahhh  i mean i think we have been very clear with our TRANSPARENT development ... word salad ... we have a "promotion'  you can play these new finished mechanics now !!

I don't know what the issue is tbh. All of that makes perfect sense. To the morons who keep giving them money.  :emot-allears:
Title: Re: Star Citizen 3.x Progress Watch
Post by: Aya Reiko on April 23, 2018, 11:48:33 AM
When I see a SC Progression Chart, all I can think of are goal posts.  Specifically, moving them.

Then a new chart shows up and they are moved again.

Rinse.  Repeat.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Motto on April 23, 2018, 01:14:30 PM
(https://i.imgur.com/bduwalV.png)
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 23, 2018, 02:15:57 PM
(https://i.imgur.com/bduwalV.png)

Shocking. Didn't I say that they were just doing check boxes now, and that the state of any item doesn't even need to be finished or in working condition? That's their race to the MVP.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Motto on April 23, 2018, 02:40:23 PM
They don't seriously think that whatever they call MVP will absolve them from anything they own the backers? They can't be that stupid  :lipsrsealed:
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 23, 2018, 03:22:39 PM
They don't seriously think that whatever they call MVP will absolve them from anything they own the backers? They can't be that stupid  :lipsrsealed:

Seriously, that's what they're going for. The reason is simple. In software development, there is no "guarantee of performance". And it's also in their TOS as well (https://robertsspaceindustries.com/tos), as it is in all similar agreements (e.g. your Windows, Apple, Google etc agreements). So all they have to do is implement something, regardless of how shitty or incomplete it is, and they're in the clear. e.g. take the flight model. It's shit, but it's there - and they never have to touch it again. Latest example was their mining logic.

So if you go down the list of promises in the campaign (https://robertsspaceindustries.com/funding-goals), then compare to what they have implemented thus far, it is clear to see what they're doing. As long as they hit all those check boxes in some fashion or another, legally, they are 100% in the clear because NONE of it has to actually work.

I don't think backers realize what's going on yet. But wait, what comes next, is going to bring them all out of their collectively induced coma of denial. They thought the Crytek lawsuit was shocking.
Title: Re: Star Citizen 3.x Progress Watch
Post by: StanTheMan on April 23, 2018, 06:21:55 PM
Seriously, that's what they're going for. The reason is simple. In software development, there is no "guarantee of performance". And it's also in their TOS as well (https://robertsspaceindustries.com/tos), as it is in all similar agreements (e.g. your Windows, Apple, Google etc agreements). So all they have to do is implement something, regardless of how shitty or incomplete it is, and they're in the clear. e.g. take the flight model. It's shit, but it's there - and they never have to touch it again. Latest example was their mining logic.

So if you go down the list of promises in the campaign (https://robertsspaceindustries.com/funding-goals), then compare to what they have implemented thus far, it is clear to see what they're doing. As long as they hit all those check boxes in some fashion or another, legally, they are 100% in the clear because NONE of it has to actually work.

I don't think backers realize what's going on yet. But wait, what comes next, is going to bring them all out of their collectively induced coma of denial. They thought the Crytek lawsuit was shocking.

How do they get over things like the number of star systems ?  He has promised a lot so even allowing for the bar to be very very low on what is technically in the game CIG are still a very long way off "minimum safe distance" from a legal standpoint arn't they ?


 
I'm on my third account in two months, my triple comments to lando got me banned lol.

Remind us what you are alleged to have said ... :police:
Title: Re: Star Citizen 3.x Progress Watch
Post by: the_wolfmann on April 24, 2018, 04:45:01 AM
How do they get over things like the number of star systems ?  He has promised a lot so even allowing for the bar to be very very low on what is technically in the game CIG are still a very long way off "minimum safe distance" from a legal standpoint arn't they ?

Couldn't they just introduce a jump gate with 100 dropdown options that potentially send you to another zone like Wank Ollisar/Crudsader? With a recolored star and recolored moons and break it after 1-2 minor patches that "improve" jump-gate performance/loading times. After that they can say they have the 100 systems but need to refactor the pipelines and never touch it again.

The problem comes when it's time to prove whether or not it's deliberately hosed or caused due to ineptitude. With CIG I think we have a precedent in which both will be true at the same time.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 24, 2018, 04:56:20 AM
How do they get over things like the number of star systems ?  He has promised a lot so even allowing for the bar to be very very low on what is technically in the game CIG are still a very long way off "minimum safe distance" from a legal standpoint arn't they ?

Yup. And therein lies the rub. I have no idea how they're going to get around that. I think they are of the belief that if they can get the features and ships promised, even in the incomplete Stanton system, that it will buy them enough leeway with the tribe.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Penny579 on April 24, 2018, 07:40:36 AM
(https://i.imgur.com/bduwalV.png)

CR's patch of trust,  we have a task summary that goes up regardless of facts, and we just rubber stamp anything we put on the list as done. We think players wont be able notice that we have done no work on so long as they are looking at new reclaimers.  CR and with his (Inc)creditability restored on solid progress, can now put all those all those goons back in there place!   

CR might even be able to get blind culling and another batch of optimizations in the next patch ! long as we at least they don't bungle updating the false JIRA. I would not be surprised if the got another slew of under the hood hard back end work in that the player cant understand or measure in too.

I'm not sure if its possible to write any more comedy into this tragedy.


Title: Re: Star Citizen 3.x Progress Watch
Post by: Backer42 on April 24, 2018, 08:57:17 AM
So if you go down the list of promises in the campaign (https://robertsspaceindustries.com/funding-goals), then compare to what they have implemented thus far, it is clear to see what they're doing. As long as they hit all those check boxes in some fashion or another, legally, they are 100% in the clear because NONE of it has to actually work.
Interesting? Is this kind of carte blanche for software companies U.S.-specific?

Our judges usually ask an expert witness, if some a custom software is fit for the purpose specified in the contract and deal with it accordingly. It's no different from a client suing his construction company, that built some ruin nobody can live in: Some expert is going to inspect the building and then tell the judge what he thinks of it. Software is not "special" here.

I know US companies regularly use these shrink-wrap EULAs with "NO WARRANTIES ANYTHING", but these are simply ineffective here in Europe.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 24, 2018, 11:33:25 AM
Interesting? Is this kind of carte blanche for software companies U.S.-specific?

Not really, it's the law and also stated in the TOS for any/all software. It's pretty standard.

They are legally liable for features and assets they were paid for, but which aren't in the game. But they can't be sued for things like bugs, incomplete features etc. If this were possible, we'd all be suing Microsoft over Windows, or Apple over iOS etc.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Backer42 on April 24, 2018, 01:05:23 PM
Not really, it's the law and also stated in the TOS for any/all software. It's pretty standard.
I guess you mean that is the U.S. law.

Let's take an example from the country, where CryTek is based: The German law doesn't say anywhere "You can't sue for defective software", while in fact you can.

https://www.thomashelbing.com/de/haftung-gewaehrleistung-fuer-software-diesen-tipps-reduzieren-risiko-it-anbieter

Here is a quick translation of the list made by IT lawyer for what software faults a customer can seek remedy for in German court:

Quote
The liability can be triggered by a variety of defects:

The software is not suitable for the specific purposes of the customer
The software is incompatible, too slow or not sustainable
The user documentation is missing, is sketchy, obsolete or incomprehensible
Interfaces do not work properly
Data from legacy systems was not completely or correctly adopted
The performance is insufficient under load
The software violates the rights of third parties
Certain features of the software are missing or not working properly
The software is contaminated with viruses or malware
Agreed completion dates are not adhered to
The software contains non-agreed DRM

In addition to the above-mentioned claims for supplementary performance, reduction and cancellation, the customer can assert claims for damages.

Also important:

Quote
A cumulative restriction or an exclusion of "indirect" or "indirect" damages is not known by the German law on damages. Even if the damage is a multiple of the contract value, the full damage must be refunded to the customer.

You see, CIG/RSI/Foundry42/whatever are in for a lot of fun, once any of their European customers decides to sue them at home (like consumers are allowed to do). No half-assed dysfunctional checkbox "MVP" is going to save them from German courts.
Title: Re: Star Citizen 3.x Progress Watch
Post by: StanTheMan on April 25, 2018, 03:27:00 AM

You see, CIG/RSI/Foundry42/whatever are in for a lot of fun, once any of their European customers decides to sue them at home (like consumers are allowed to do). No half-assed dysfunctional checkbox "MVP" is going to save them from German courts.

Many people here may be familiar with the Glider v Blizzard case that went on for a couple of years over the sale of a bot for World of Warcraft.

What is interesting there is that IIRC German law allowed for a bot (like Glider) to be sold from Germany without it being likely it could shut down by similar legal action from a company like Blizzard.

I cant remember what the exact reasons for that were/are but I think they were to do with the fact that the seller of the bot software couldn't be held responsible for what Blizzard customers did with their product (at least in respect of copyright infringement) which wasn't the case with Glider in the USA.

As Derek is doing with this Crytek v CIG case, various organisations filed Amicus Briefs in the Glider case - some of which eventually appear to have had a bearing on the result. 

The Glider case was interesting because the ruling of the first court appeared to be similar to holding a photocopier manufacturer responsible for one of their customers copying a protected book.   Something German Law wasn't going to give any chance of being held up in a German court.



Title: Re: Star Citizen 3.x Progress Watch
Post by: Star Chip on April 25, 2018, 07:49:28 AM
I get a feeling that no matter how good or bad Crobert is doing currently, no one is going to care anymore, Maybe Star citizen is not a popular game as they made you believe, this is apparent as all the SC channels went obscure. People are having fun with Elite and other cheap space games, even the dead NMS is still a much more popular subject than SC. Mean while what SC claimed to accomplish such as FPS + sim, is slowly being realized in many other games. Even if SC is real, even if they finally released their minimal viable product, chances are people are not interested, the game is not meant to be enjoyable, the art style the lore does not appeal to young gamers, the big investment in time and money is completely out of touch. Those few potential customers are currently putting their time and money in Elite or other games, very few can afford both, very few can play hardcore while taking care of kids and wife. Those heated debate, those woo for new ship, those haters and white knight, they are gone, people had give up and moved on. Star citizen is an off the road project, its technology is not there while its concept is already outdated.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 25, 2018, 08:18:51 AM
I guess you mean that is the U.S. law.

Well, seeing as I'm in the US, I would think that's implicit.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 25, 2018, 08:20:54 AM
I get a feeling that no matter how good or bad Crobert is doing currently, no one is going to care anymore, Maybe Star citizen is not a popular game as they made you believe, this is apparent as all the SC channels went obscure. People are having fun with Elite and other cheap space games, even the dead NMS is still a much more popular subject than SC. Mean while what SC claimed to accomplish such as FPS + sim, is slowly being realized in many other games. Even if SC is real, even if they finally released their minimal viable product, chances are people are not interested, the game is not meant to be enjoyable, the art style the lore does not appeal to young gamers, the big investment in time and money is completely out of touch. Those few potential customers are currently putting their time and money in Elite or other games, very few can afford both, very few can play hardcore while taking care of kids and wife. Those heated debate, those woo for new ship, those haters and white knight, they are gone, people had give up and moved on. Star citizen is an off the road project, its technology is not there while its concept is already outdated.

I agree. I wrote about this in my most recent article (http://dereksmart.com/forums/reply/6268/), about how engagement is way down, and only the shitty cult members give a shit anymore.
Title: Re: Star Citizen 3.x Progress Watch
Post by: StanTheMan on April 25, 2018, 11:38:12 AM
I agree. I wrote about this in my most recent article (http://dereksmart.com/forums/reply/6268/), about how engagement is way down, and only the shitty cult members give a shit anymore.

Which also = a massive devaluation of game assets so ... thoseb JPEGS are worth less and less even IF a game was released.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Star Chip on April 25, 2018, 08:11:39 PM
Which also = a massive devaluation of game assets so ... thoseb JPEGS are worth less and less even IF a game was released.
LOL consider how CIG spend the most effort on asset redone, at least 2/3 of SC asset is down the toilet. If one day CIG go under, and assets liquidated, the other studio will be very impressed: "who designed this crap".
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 28, 2018, 08:14:19 AM
(https://i.imgur.com/jQWQjYI.jpg)
Title: Re: Star Citizen 3.x Progress Watch
Post by: StanTheMan on April 29, 2018, 02:30:11 AM
On the Roadmap, do we know what the Progression From Last WeeK state icons of Red Arrow, Green Arrow, Amber Horizontal lines stand for ?
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on April 29, 2018, 08:58:35 AM
Green Up is increase, Red Down is decrease
Title: Re: Star Citizen 3.x Progress Watch
Post by: StanTheMan on April 30, 2018, 05:56:46 PM
Green Up is increase, Red Down is decrease

What does Amber mean , or no Icon ?
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on May 01, 2018, 05:21:33 AM
What does Amber mean , or no Icon ?

No change.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on June 19, 2018, 04:36:21 AM
Does anyone even bother to read this bs anymore?

(https://i.imgur.com/wNJahtG.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
Title: Re: Star Citizen 3.x Progress Watch
Post by: the_wolfmann on June 19, 2018, 05:03:59 AM
Does anyone even bother to read this bs anymore?

Do you?

Sarcasm aside. It should be pretty obvious to everyone and their grandmothers that each update just includes more shiny stuff into an increasingly unstable model viewer application with shoddy 3rd grade networking so you can see other people viewing models (and possibly wanking while pretending to carry boxes). Anything that could result in upgrading the model viewer into an actual game gets pushed to the next Jesus™ patch and shitizen will praise this to high heavens. How could they not see... HOW? :angry:
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on June 19, 2018, 10:17:17 AM
Does anyone even bother to read this bs anymore?


My guess would be the great performance increase due the polishing. I suspect they will just keep pushing anything helping actual gameplay to the next release. It's likes sc backers have come out in mass past week on reddit defending releases or dev speed.  I really do not understand  the dramatic up tick in my messages over the last week.
Title: Re: Star Citizen 3.x Progress Watch
Post by: N0mad on June 19, 2018, 10:23:13 AM
My guess would be the great performance increase due the polishing. I suspect they will just keep pushing anything helping actual gameplay to the next release. It's likes sc backers have come out in mass past week on reddit defending releases or dev speed.  I really do not understand  the dramatic up tick in my messages over the last week.

This has always been the case with SC. They're very good a getting art assets done (and redone, and polished), but when it comes to anything which requires some programming skill (networking, game mechanics, AI - ie. things which are required for gameplay) they seem completely unable to produce anything.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on June 19, 2018, 12:40:58 PM
Do you?

Yes - I do. Because I'm an autistic bastard who revels in the thought that I was right. :emot-lol:

Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on June 19, 2018, 12:42:35 PM
I really do not understand  the dramatic up tick in my messages over the last week.

Well, right through May-June, it's been one fuck-up controversy after another. And the Star Citizen Defense Force know they have to mobilize because the narrative is already lost, and the project is the laughing stock of all gaming.
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on June 19, 2018, 12:44:05 PM
Well, right through May-June, it's been on fuck-up controversy after another. And the Star Citizen Defense Force know they have to mobilize because the narrative is already lost, and the project is the laughing stock of all gaming.

You must be right the onslaught of messages and down votes seems just as high as this time last year.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on June 20, 2018, 05:52:52 AM
3.2 is out of Evocati and is available to PTU (subscribers, concierge, 1st wave of backer invites). When you see the list of obvious bugs, you have to - again - ask, what is the purpose of Evocati?

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-2-0-ptu-785795-patch-notes-fu

As expected, mining is an absolute blast!!


LOL!! That looks NOTHING like the mechanics they sold back in 2015. DESIGN NOTES - MINING (https://robertsspaceindustries.com/comm-link/engineering/14522-Design-Notes-Mining). Also, the Orion mining ship isn't in the game.

Meanwhile, over there :emot-lol:

https://www.reddit.com/r/starcitizen/comments/8sgxe8/aight_so_the_first_implementation_of_mining_is/
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on June 21, 2018, 11:44:18 AM
3.2 is great! Stop the FUD press!


Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on June 21, 2018, 07:17:05 PM
3.2 is great! Stop the FUD press!


I will try and find a the one where during mining the ships fills with dust that stays.

The other I saw was the 600i teleport bed was funny.


Fly through canopy.
https://www.reddit.com/r/starcitizen/comments/8suip2/the_prospectors_bubble_canopy/

https://www.reddit.com/r/starcitizen/comments/8stp4e/cig_you_claim_to_listen_to_us_butthe_ui_is_still/

https://www.reddit.com/r/starcitizen/comments/8svsp4/temporary_performance_hit_incoming/

https://www.reddit.com/r/starcitizen/comments/8steky/want_a_600i_just_mine_one_in_32/


https://www.reddit.com/r/starcitizen/comments/8ss4s6/mining_laser_vs_600i/
Title: Re: Star Citizen 3.x Progress Watch
Post by: the_wolfmann on June 22, 2018, 01:07:54 AM
The heck? Did that guy lazor at a rock for 8 minutes without anything happening? Is there something of this tier 0 mining mechanic that I'm missing?
Title: Re: Star Citizen 3.x Progress Watch
Post by: Motto on June 22, 2018, 08:29:54 AM
Clearly you don't understand game developing
Title: Re: Star Citizen 3.x Progress Watch
Post by: David-2 on June 22, 2018, 08:42:47 AM
The heck? Did that guy lazor at a rock for 8 minutes without anything happening?

What's your point?  What do you do for fun, huh?    :grin:
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on June 30, 2018, 02:02:27 PM
3.2 is live (https://robertsspaceindustries.com/comm-link/transmission/16639-Star-Citizen-Alpha-32-Available)
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on July 01, 2018, 09:31:18 AM
Well, finally we know why it's taking CIG so long to produce anything. They're using the natural approach

(https://i.redd.it/9e3p0l7u8c711.jpg)
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 03, 2018, 03:25:40 PM
Well, it's official (I didn't even believe it at first).

The minor performance boost in the Star Citizen 3.2 patch is not some miracle juice. It's better!

CIG disabled most of the NPC units in the game.

Not even joking.

ps: They're totally making in MMO though
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on July 03, 2018, 06:07:37 PM
Well, it's official (I didn't even believe it at first).

The minor performance boost in the Star Citizen 3.2 patch is not some miracle juice. It's better!

CIG disabled most of the NPC units in the game.

Not even joking.

ps: They're totally making in MMO though

Many sc backers are arguing over this and seems to be almost split in half. I have read over and over they npcs's are gone but others say I just logged in and I see tons. So I do not know what to make of it.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 04, 2018, 07:14:38 AM
Many sc backers are arguing over this and seems to be almost split in half. I have read over and over they npcs's are gone but others say I just logged in and I see tons. So I do not know what to make of it.

I checked it out before I wrote about it. AFAICT, that's what they did. They didn't remove them completely though.
Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on July 04, 2018, 07:55:02 AM
Lol funny so many backers on reddit are contesting or trying to hide this.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 04, 2018, 08:22:15 AM
Lol funny so many backers on reddit are contesting or trying to hide this.

Yeah, it's pathetic - and sad.
Title: Re: Star Citizen 3.x Progress Watch
Post by: GaryII on July 05, 2018, 12:23:09 AM
 No surprise that after disabling some NPCs in 3.2 performance is increased, because CPU load on those 2 cores that SC uses 100 % all the time now are bit less..   
 
Here WTFSAURUS discovers that SC does not utilize multicore CPU like at all:

https://www.twitch.tv/videos/280724151?t=02h21m39s

Basically Lumberyard or whatever engine they are using have only two main threads that do all the hard work like Cryengine does...     
With such outdated engine they can't build even single player "high fidelity" SQ4s game..

Big ships will tank FPS due CPU load not even network if they fly in PU...


in the same stream - other news...

he is talking to leave steaming due lack of support/interest in his SC streams...

https://www.twitch.tv/videos/280724151?t=33m45s

So v3.2 is all good :D
 

Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 05, 2018, 04:22:28 AM
Yeah, it's all gone to shit.

You can improve performance in ANY game, but just taking stuff out. What's hilarious is that they will have to restore what they took out. Plus, the game still has a LOT of content that's NYI. I can't wait to see how they get around that.

When you take out content to improve performance, it's different from taking out features. It's like you enter the game one day, and Miles is standing instead of sitting, because they took out his chair and table for performance reasons. God, I can't even stop laughing.

Oh, and... https://gfycat.com/DisfiguredRewardingCurassow

Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 05, 2018, 04:27:29 AM
Well NPCs weren't the only things they reduced...

https://www.reddit.com/r/starcitizen/comments/8w22k9/daymar_downgraded_in_32/

Title: Re: Star Citizen 3.x Progress Watch
Post by: jwh1701 on July 05, 2018, 07:12:34 AM
Well NPCs weren't the only things they reduced...

https://www.reddit.com/r/starcitizen/comments/8w22k9/daymar_downgraded_in_32/

CIG is really helping my trolling with these new performance enhancing changes.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Greggy_D on July 05, 2018, 08:19:57 AM
No surprise that after disabling some NPCs in 3.2 performance is increased, because CPU load on those 2 cores that SC uses 100 % all the time now are bit less..   
 
Here WTFSAURUS discovers that SC does not utilize multicore CPU like at all:



Damn, and I just bought a 32 core Threadripper to run SC in all of its fidelity.
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 09, 2018, 05:46:31 AM
As a gamer, usually even with performance settings, devs usually do their optimizations, then leave in settings for those with high end machines to mess with.

What seems to have happened in 3.2 is that instead of exposing those settings and making them the default, CIG has made them at engine level as the default. This means that no matter what you change in the config file, it can't override what they did at engine level.

I saw a post on another forum where someone was comparing the default config settings in 3.1 to those in 3.2; and there were no meaningful changes there. If CIG had made the changes to the engine settings, they would be in the config file and used as defaults. Typically things like LOD stages aren't easily exposed in config files. So that, as well as the removal of some NPC units, can't be controlled in config files.

Even though it's in alpha, 7 yrs into development, that they are taking these steps now - when they don't even have 1/100th of the game's world built - is a huge Red flag that they've already hit a bottleneck they can't squeeze through with meaningful results. I am going to say it again, those who think that network bind culling and object containing streaming are going to make that much of a difference, don't have a clue.

For all intent and purposes, at this stage, Star Citizen is barely a proof of concept; and is nowhere near being a vertical slice of the game they promised. This is why, aside from their ability to build the game promised, I have seen no reason to believe that they will ever get an MMO out of this shit-show.

UPDATE: https://old.reddit.com/r/starcitizen/comments/8x1f7n/usercfg_modifications_to_restore_314s_graphical/
Title: Re: Star Citizen 3.x Progress Watch
Post by: BigM on July 09, 2018, 07:40:02 AM
Over on MMORPG, they will say this was never meant to be an MMO. Doesn't matter that Roberts has repeatedly said it was going to be an MMO. I hope once this comes crashing down we find out exactly who the posters are at MMORPG.

Oh, they are again comparing SC to games that were developed by gaming companies. They can't have it both ways, under the control of gaming companies or free to develop with crowdfunding.

ROFL
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 09, 2018, 09:42:18 AM
Over on MMORPG, they will say this was never meant to be an MMO. Doesn't matter that Roberts has repeatedly said it was going to be an MMO. I hope once this comes crashing down we find out exactly who the posters are at MMORPG.

Oh, they are again comparing SC to games that were developed by gaming companies. They can't have it both ways, under the control of gaming companies or free to develop with crowdfunding.

ROFL

He said it was going to be better than an MMO (https://www.kickstarter.com/projects/cig/star-citizen/faqs).

Quote
Is Star Citizen an MMO?

No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.
Title: Re: Star Citizen 3.x Progress Watch
Post by: Backer42 on July 09, 2018, 09:43:30 AM
No surprise that after disabling some NPCs in 3.2 performance is increased, because CPU load on those 2 cores that SC uses 100 % all the time now are bit less..   
The Xbox 360 has three fast CPU cores with an underpowered GPU. CryEngine 3 was made and optimized for this console. Using a dozen threads would make it slower on its primary target platform.

Modern games scale to up to 8 threads and offload everything to the powerful GPU, because guess what: That's what the successor of the 360 needs, which has been on the market since 2013.

Chris Roberts is stuck with an outdated engine for an ancient game console to save PC gaming. LOL
Title: Re: Star Citizen 3.x Progress Watch
Post by: dsmart on July 09, 2018, 11:14:08 AM
As a gamer, usually even with performance settings, devs usually do their optimizations, then leave in settings for those with high end machines to mess with.

What seems to have happened in 3.2 is that instead of exposing those settings and making them the default, CIG has made them at engine level as the default. This means that no matter what you change in the config file, it can't override what they did at engine level.

I saw a post on another forum where someone was comparing the default config settings in 3.1 to those in 3.2; and there were no meaningful changes there. If CIG had made the changes to the engine settings, they would be in the config file and used as defaults. Typically things like LOD stages aren't easily exposed in config files. So that, as well as the removal of some NPC units, can't be controlled in config files.

Even though it's in alpha, 7 yrs into development, that they are taking these steps now - when they don't even have 1/100th of the game's world built - is a huge Red flag that they've already hit a bottleneck they can't squeeze through with meaningful results. I am going to say it again, those who think that network bind culling and object containing streaming are going to make that much of a difference, don't have a clue.

For all intent and purposes, at this stage, Star Citizen is barely a proof of concept; and is nowhere near being a vertical slice of the game they promised. This is why, aside from their ability to build the game promised, I have seen no reason to believe that they will ever get an MMO out of this shit-show.

I forgot to add a link to this Reddit thread (https://old.reddit.com/r/starcitizen/comments/8x1f7n/usercfg_modifications_to_restore_314s_graphical/) where somebody claims to have found a way to restore some of the settings back to 3.1.4 state.

That's not going to solve the issue of the reduced LOD or removed NPC units though.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 21, 2018, 10:20:14 AM
June 20th dev roadmap

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

(https://i.imgur.com/VD86TnP.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 21, 2018, 10:25:26 AM
I guess they're doing the "if it isn't ready for the quarterly release then we'll postpone it till next time" excuse for 3.3 release. There's no way Hurston or any of the Gameplay features (other than an Escort beacon) gets into the 3.3 patch.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 21, 2018, 11:00:32 AM
I guess they're doing the "if it isn't ready for the quarterly release then we'll postpone it till next time" excuse for 3.3 release. There's no way Hurston or any of the Gameplay features (other than an Escort beacon) gets into the 3.3 patch.

It will all get pushed into 3.4. :emot-lol:
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 21, 2018, 11:30:20 AM
LOL

Just noticed 3.5 Liquid/Gas Exploration. Does that mean we can expect an oil & gas drilling ship concept sale next?
Title: Re: Star Citizen Dev Progress Watch
Post by: Darklegend1 on July 24, 2018, 01:14:05 AM
LOL

Just noticed 3.5 Liquid/Gas Exploration. Does that mean we can expect an oil & gas drilling ship concept sale next?

LOL!! Liquid and gas extraction in no pressure/gravity scenario will be fun to watch...U have to catch bubbles of oil floating around with your mechanized extruding straw onboard a new yet to be sold limited quantity ship!!! :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: Darklegend1 on July 24, 2018, 01:21:45 AM
June 20th dev roadmap

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

(https://i.imgur.com/VD86TnP.jpg)

Hmm...Why is there no percentage in most of the features and content...I wonder.... :azn: :azn:
Title: Re: Star Citizen Dev Progress Watch
Post by: kaylani.larelli on July 24, 2018, 06:28:18 AM
Hmm, with the current "progression from last week" numbers, it would seem that if development continues at a similar rate then there will be practically zero new content ready for the 3.3 update. There are only 13-14 weeks in a quarter so they need to be making 5-10% progress every week on a majority of the bullet points. A handful of a percent on a few items is nowhere near enough.

Maybe this will be like a bad Windows progress bar and there will be sudden unexpected huge jumps. Maybe  :grin:
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 24, 2018, 07:07:33 AM
Maybe this will be like a bad Windows progress bar and there will be sudden unexpected huge jumps. Maybe  :grin:

Yes, lots of features will jump from 3.3 to 3.4
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 24, 2018, 03:27:40 PM
State of the chariots

(https://i.imgur.com/7R98dk8.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 25, 2018, 09:10:19 AM
LOL!!

(https://i.imgur.com/5crU9yT.gif)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 26, 2018, 06:22:10 AM
The most hilarious thing you will read today. They've basically screwed up the flight dynamics and weapons systems - again.

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/future-ship-weapon-changes-aka-semi-auto-cannon-de

RED ALERT!!

Quote
In addition the longer we spend patching up 3.2.x is more time spent not fixing other things in our main branch for 3.3 and the developers doing this have many tasks to do across all areas of the games balance so we'd rather spend the time there getting them all ready to go out in one patch alongside other complementary changes.

Which means they're not going to change/fix it.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on July 26, 2018, 06:38:53 AM
Well, since Next Patch +1 will fix it all, I eagerly await the next patch  :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on July 26, 2018, 10:29:33 AM
The most hilarious thing you will read today. They've basically screwed up the flight dynamics and weapons systems - again.

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/future-ship-weapon-changes-aka-semi-auto-cannon-de

RED ALERT!!

Which means they're not going to change/fix it.


LOL least they are holding on to the seat and sticking to their guns on this.

Things are looking up though.

https://twitter.com/AlexDoubleUill/status/1021911555619872768/video/1
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on July 26, 2018, 09:35:39 PM
DOn't they realize that when they complain about the loadout changes they invite another round of rework. This provides another bulliten point to the roadmap that is just fluff work. Didnt need to be done and the rework is very simple since none of it has to really work properly towards balance. It just creates justification for Devs time and more delays.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 28, 2018, 07:51:52 AM
So the latest schedule is out. 3.3. is looking good and should be complete in time for an end of Sept release :emot-lol:

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

https://www.reddit.com/r/starcitizen/comments/92l30i/330_to_360_progress_watch_update_20180727/

(https://i.imgur.com/laUcvCJ.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on July 28, 2018, 11:43:22 AM
So the latest schedule is out. 3.3. is looking good and should be complete in time for an end of Sept release :emot-lol:

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

https://www.reddit.com/r/starcitizen/comments/92l30i/330_to_360_progress_watch_update_20180727/


No surprise this thread has you don't understand game development in it.
(https://s26.postimg.cc/uosi7zo91/screenshot_8.png) (https://postimg.cc/image/uosi7zo91/)

Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 28, 2018, 01:30:02 PM
LOL So we've gone from 3.3 Gameplay:

To:



So the only actual new gameplay we can expect from 3.3 will be some asteroid mining and FPS combat missions.

So once again CIG has moved the goal posts and kicked the promised gameplay features into 2019.

Even the zealots are noticing.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 28, 2018, 03:54:05 PM
LOL!! Lordy there's a spreadsheet now

https://www.reddit.com/r/starcitizen/comments/92l30i/330_to_360_progress_watch_update_20180727/e37cn2p/?context=3
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 29, 2018, 02:57:10 AM
I'm now waiting for them to realise that they can't add Hurston and kick that into next year aswell.

I suspect the zealots won't be happy about that.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 29, 2018, 04:36:14 AM
I'm now waiting for them to realise that they can't add Hurston and kick that into next year aswell.

I suspect the zealots won't be happy about that.

It depends on how far they put it from everything else. Remember, these are just levels which they stream in on-demand with trigger points (beacons).

What's going to be really interesting is if it's ANYTHING like the procedural city from CitizenCon 2017

Title: Re: Star Citizen Dev Progress Watch
Post by: Penny579 on July 29, 2018, 07:01:28 PM
LOL So we've gone from 3.3 Gameplay:
  • Mission modularity and racing
  • Service Beacon Improvements
  • Repair Bot
  • Repair Ships
  • [Refuel] Collection
  • [Service Beacon] Escort
  • [Service Beacon] Refuel
  • [Service Beacon] Repair
  • [Salvage] Scanning
  • [Salvage]Extraction
  • [Salvage]Processing
  • [Salvage]Selling
  • Manual repair
  • Buy/Sell Fuel
  • Fuel Transfer

To:

  • Ship system degradation
  • Scramble Race Missions
  • Improvements to Retrieval and Delivery Missions
  • FPS Combat Missions
  • Asteroid Mining
  • Improvements to Mining on Planetary Bodies
  • Ping and Scanning
  • Transit system
  • Arena Commander and Star Marine REC rentals
  • Groups System Improvements
  • Improvements to Manned and Remote Turrets on Vehicles
  • No Fly Zones
  • Item Kiosk Shopping improvements


So the only actual new gameplay we can expect from 3.3 will be some asteroid mining and FPS combat missions.

So once again CIG has moved the goal posts and kicked the promised gameplay features into 2019.

Even the zealots are noticing.

You're too kind

Complete Features already claimed to be implemented


Fix currently broken features


Add New features


Becuase a game where you can't go more than 40 mins without crashing, part degradation is a priority.
Transit system? where we travelling too with 1 system.
FPS Combat, good luck with 15fps shooter
Racing missions in the PU - this is better than existing racing module how?
Title: Re: Star Citizen Dev Progress Watch
Post by: Penny579 on July 29, 2018, 07:05:00 PM
This is part of the plan.

All the 'cool' features will be saved so they can be touted in the last quarter and be shown off in the Con man festival and help to maximise the speed of the hype train for the end of year ship sale where they make like 80% of there income.




Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 30, 2018, 04:45:16 AM
This is part of the plan.

All the 'cool' features will be saved so they can be touted in the last quarter and be shown off in the Con man festival and help to maximise the speed of the hype train for the end of year ship sale where they make like 80% of there income.

I believe it's a combination of that, and the fact that they can't complete everything promised in any schedule. I personally can't wait to fly through a procedural city @ 5 fps
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 30, 2018, 01:08:13 PM
Gorf brought this to my attention. It's regarding the problem with missiles @ 5:19


I just don't understand this nonsense. He is describing a number of bugs and/or tech issues - right there. Let me explain.

1) Collision Detect

If a missile doesn't "reach" it's target or the collision isn't triggered, detonation will fail, as will #3

2) Prediction

If a missile travel path goes out of sync due to network problems (e.g. packets dropped), it will fly blindly, never reach or hit its target etc

3) Energy Transfer

If a missile does reach it's target, but collision fails, even if it explodes, there won't be any energy (damage) transfer; thus no damage taken by the target

4) Flight Dynamics

See #2



Here is how I do it in Battlecruiser/Universal Combat, based on an engine that's decades old now. Truly, this isn't rocket science if you know what you're doing.

If you have the GBS for UCCE 3.0 via the Steam forum (https://steamcommunity.com/app/345580/discussions/2/), then you already know these stats.

MISSILE DEFINITION

Vagrant (Space-To-Space)

Code: [Select]
{
STS_VAGRANT.3D,STS VAGRANT,STR,~60000,A0.1526,L100,C1000,H5000,P105,R120,Y45,g3,(MTPRYAVE),E200,{1000,}15000,Q3500,[0,]5000
}

Cluster (Air-To-Air)

Code: [Select]
{
ATA_CLUSTER.3D,ATA CLUSTER,AT,~30000,A0.2289,L100,C1000,H5000,P100,R180,Y45,g2,(MTPRYAVE),E100,<100,>25000,{1000,}35000,Q2500,[0,]5000
}

SHIP DEFINITION

Super Carrier:

Code: [Select]
{
STORMCARRIER.3D,STORMCARRIER,SARc,
 ?24,*1000,!28500,%250,A0.1100,L125,C250,H300,&1800000,j90000,J120000,P9,R8,Y10,[2500,]5000,^60000,<100,>25000,{1000,}250000,(_PRYATVNEW)
}

Fighter:

Code: [Select]
{
STARDRONE.3D,STARDRONE,SARc,
 ?22,*1000,!10000,%100,A0.1068,L125,C300,H650,&600000,j20000,J15000,P20,R25,Y22,[250,]200,^35000,<100,>15000,{50000,}75000,(PRYATVNEW)
}

In my games, AIR/LAND/SEA/SPACE entities all have unique baseline dynamics and physics. Then each item has it's own unique (which augment and/or overload the baseline values) properties which determine how they perform.

Here is what each parameter means:

Code: [Select]
# [RADAR FLAGS]
#
# S  appears only in TASCAN space radar / missile can lock in SPC mode
# A  appears only in TASCAN air radar / missile can lock in AIR mode
# G  appears only in TASCAN ground radar / missile can lock in GND mode
# R  is a radar source or is missile with video feed capability
# T  threat (missile, mine etc)
# N  appears only in NID radar
# c  craft object type
# p  personnel object type
# r  strategic object type
# t  tactical object type
# i  interstellar object type
# m  misc object type
# L  cannot be destroyed by laser fire
# l  cannot be destroyed in multiplayer game
# I  cannot be destroyed at all
# F  cannot be destroyed by first person weapons
#
# [DYNAMIC FLAGS]
#
# P  can pitch                 
# R  can roll                   
# Y  can yaw                   
# A  can fly                   
# T  can translate in XYZ       // disabling this prevents object from moving
# E  has propulsion system     
# G  affected by gravity       
# U  can maneuver while on seabed (otherwise will not be able to move)
# F  can float at water level without sinking
# V  velocity diffs from orientation
# O  orientation independent of velocity
# M  missile               
# N  radar source
# X  explosion effect           
# B  laser blast               
# Q  uses quick render laser shot because model has no geometry
# L  uses elongated type laser shot
# Z  uses beam type laser shot
# _  support structure (another object can land on it)
# I  object is invisible while being rebuilt (must also have 'T' AI flag)
# H  object does NOT generate a shield animation when it collides with another object
# W  object can be towed
#
# [AI FLAGS]
#
# m = meter, ms = milisecond, min = minute, ft = feet, d/s = degrees per sec, m/s = meters per sec
#
# $  resource points              // resource points (NYI)
# @  defense points               // defense points (NYI)
# s  kill point                   // EPs awarded for destroying this target
# &  ship turnaround time   (ms)  // time for unit to re-launch after docking
# !  gun range              (m)   // range before unit fires the gun / range of projectile (fp weapons only)
# %  gun recharge time      (ms)  // gun recharge time
# ~  lifetime               (ms)  // missile self destruct time / laser shot (gun range/laser Hspeed) expiration time
# {  min acquisition range  (m)   // min missile lock range / min radar range for unit / max radar range for ground unit
# }  max acquisition range  (m)   // max missile lock range / max radar range for unit
# <  min altitude           (ft)  // min craft operational altitude / min missile launch altitude / min visibility altitude for ground unit
# >  max altitude           (ft)  // max craft operational altitude / max missile launch altitude / max visibility altitude for ground unit
# ^  missile reload time    (ms)  // time before unit reloads it's missile tubes
# Q  missile lock time      (ms)  // time before missile acquires a valid lock
# *  waypoint range         (m)   // range from waypoint before unit determines it has reached it
# ]  armor                        // unit's armor protection value
# [  shield                       // unit's shield protection value
# E  blast energy                 // missile/laser damage value
# P  pitch rate             (d/s) // rate of pitch
# R  roll rate              (d/s) // rate of roll
# Y  yaw rate               (d/s) // rate of yaw
# p  pitch spin rate        (d/s) // rate of spin along pitch axis
# r  roll spin rate         (d/s) // rate of spin along roll axis
# y  yaw spin rate          (d/s) // rate of spin along yaw axis
# L  low speed limit        (m/s) // low speed threshold
# C  cruise speed           (m/s) // cruise speed threshold
# H  high speed limit       (m/s) // high speed threshold
# A  best acceleration            // best acceleration
# D  best deceleration            // best deceleration. Presently == acceleration
# T  rebuild time           (min) // unit rebuild time
# J  jump transit time      (ms)  // hyperjump transit duration
# j  jump recharge time     (ms)  // hyperjump engine recharge time
# B  bounce elasticity            // 0 (no bounce, default) - 1.0 (rubber ball) 
# g  guidance type :              // type of guidance system for fire control systems
#
#       0 = none (default)                         
#       1 = CTL                         
#       2 = ATL                         
#       3 = ATL/V                         
#       4 = RITL/V                         
#       5 = VITL                         
#       6 = ASL                         
#       7 = VSL                         
#       8 = LTA (lasers only)                         
#       9 = ODSM                         
#      10 = RANDOM                         
#      11 = RKT (rockets)
#
# ?  object class                // object class/spec type
#
# [CLASS TYPES]
#
#       0  None 
#       1  Turret
#       2  Civilian structure       
#       3  Military structure   
#       4  Cargo pod
#       5  Personnel           
#       6  Asteroid
#       7  Space Force marine
#       8  Mobile Infantry marine
#       9  Elite Force marine
#      10  Mine               
#      11  Launch pad           
#      12  Probe           
#      13  Radar site
#      14  Enemy Air Defense           
#      15  Orbital Defense System
#      16  Supply Platform     
#      17  Naval craft           
#      18  Ground vehicle       
#      19  Close air support craft 
#      20  Shuttle
#      21  Transport
#      22  Fighter
#      23  Cruiser
#      24  Carrier             
#      25  Starbase             
#      26  Starstation
#      27  Surface To Orbit unit
#      28  Mobile Forward Base
#      29  Smoke grenade
#      30  Frag grenade
#      31  First person item
#      32  Naval sub
#      33  Naval LCAC
#      34  Assault Force marine
#      35  Recon Force marine
#      36  Engineering Corps marine
#      37  Medical Corps marine
#      38  Proximity grenade
#      39  Flash bang grenade
#      40  Anti-personnel mine
#      41  Wildlife1 (animals, reptiles)
#      42  Wildlife2 (birds, fish, insects)

Using the examples above, the Vagrant's fastest speed (amount = 5000 m/s) missile is much higher than the Stormcarrier speed (amount = 300 m/s), so once it's launched and locked, that ship has zero chance of escape. It can only jam, or if that fails, hope that the shield and armor withstand the impact. Also, the ship stands zero chance of out-maneuvering the missile because the latter has a faster PRY rate.

If a missile is fired in "dumb" mode without a lock, it just flies ahead until it either hits (see below) a target or it runs out of fuel and self-destructs.

If a missile is fired with target "lock", it will follow the target until it either hits (see below) a target or it runs out of fuel and self-destructs.

If the missile hits (energy transfer = E200) the ship, if the shield (amount = 2500) is down or less than 200 units, the energy transfer will breach the shield, thus transferring damage to the armor (amount = 5000). If no shield, then the armor takes damage directly. So it will take several missiles to breach the shields (which recharge over time), then the armor (no recharge, only repair), then the ship's hull. And even so, even with a shield-->armor-->hull breach, unless the damage to the hull hits the reactor core, the ship won't explode right away; it will just be disabled.

If the missile gets near the target, it doesn't actually have to touch it. There is a built-in proximity (base on size of target) fuse which immediately detonates the missile when it's close enough. The damage shockwave from the proximity blast (spherical), as well as missile shrapnel (individual bits with own energy/damage transfer), are what cause the actual damage to the target.

If somehow a ship manages to evade a missile until it's timer runs out, the missile will self-destruct (causing damage to anything within range).

As you can see, there are lot of other parameters which take other factors into account. It's why missiles in my games tend not to spell immediate doom when one (with or without lock) is fired at you.

Here watch this epic space combat battle in one of my games which shares that same engine with BC/UC




I have no idea why, after over 6 years they are still having problems like this, and which they should have solved since year one when they put in flight dynamics and missiles. It makes NO sense to me. And he says they don't have "time" for when it will be fixed. Wow.

I mean, look at this:

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on July 30, 2018, 07:08:45 PM
That is a lot of interesting information on how you implemented missiles. I really wonder at times the real total of programmers working on SC. They claim they are at 500 employees and I just counted they have 96 job openings waiting to be filled if that is also true. To see the calling all devs and videos of semi believable people discussing the work it boggles the mind looking at the current state after 7 years. I wonder the missile issue stems from most likely ongoing issues of poorly implementing significant changes to the engine. Could the engine changes become one big tangled mess that has become to unwieldy? Years ago company I worked for ran into limitations on winpe and had to start over completely. 
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 30, 2018, 07:11:12 PM
I'd suggest that the problem might be to do with the silly numbers they're trying to throw at their physics engine. In a normal game you'd be in a ship moving relatively slowly relative to the grid origin, thus a missile tracking you would only be moving slightly faster ie. hundreds of m/s, therefore tends  of meters with each physics update - all easily handled.

In Star Citizen firstly they're all in orbit, thus already moving at thousands of m/s, then they probably also have an added velocity of thousands of m/s. Then throw in network issues and the physics engine just can't do accurate hit detection for either the missile strike or explosion.

That doesn't explain how missiles are just bouncing off things, unless the missile, having clipped through the hull thinks it's entered the the local physics grid of the given ship?

At least that's my guess.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 31, 2018, 05:30:44 AM
That is a lot of interesting information on how you implemented missiles. I really wonder at times the real total of programmers working on SC. They claim they are at 500 employees and I just counted they have 96 job openings waiting to be filled if that is also true. To see the calling all devs and videos of semi believable people discussing the work it boggles the mind looking at the current state after 7 years. I wonder the missile issue stems from most likely ongoing issues of poorly implementing significant changes to the engine. Could the engine changes become one big tangled mess that has become to unwieldy? Years ago company I worked for ran into limitations on winpe and had to start over completely.

Seeing as this missile issue is one of the more prevalent bugs, I don't think it has anything to do with engine changes. Physics and flight dynamics aside, their 64-Bit kludge is the main cause of issues like this. I wrote about it (http://www.dereksmart.org/forums/reply/1812) back in 2015 and again (watch that video) last month in a Twitter thread (https://twitter.com/dsmart/status/1003627388473872385).
Title: Re: Star Citizen Dev Progress Watch
Post by: satoru on July 31, 2018, 09:03:44 AM
I'd suggest that the problem might be to do with the silly numbers they're trying to throw at their physics engine. In a normal game you'd be in a ship moving relatively slowly relative to the grid origin, thus a missile tracking you would only be moving slightly faster ie. hundreds of m/s, therefore tends  of meters with each physics update - all easily handled.

In Star Citizen firstly they're all in orbit, thus already moving at thousands of m/s, then they probably also have an added velocity of thousands of m/s. Then throw in network issues and the physics engine just can't do accurate hit detection for either the missile strike or explosion.

That doesn't explain how missiles are just bouncing off things, unless the missile, having clipped through the hull thinks it's entered the the local physics grid of the given ship?

At least that's my guess.

Its not that there arent people working on it

The problem is that the work they do is often thrown out, rendered redundant, etc

Imagine you are told "we're making a bike" so you design a bunch of things

then you hear " well now its gonna be an electric bike". Ok well don't have to throw out everything we can retrofit a few things maybe a few off the shelf components

then you hear "I want a foldable electric bike". Ok well the frame has to redesigned, where are we gonna put the battery now?

then you hear "I want a foldable hybrid gas electric bike for range". Really? ok ok our gear system isn't designed for gas motors plus we'd have to redesign the chain system

Then you hear "acutally we should just design a hybrid moped". what in the actual ... like now we gotta redo everything. we'll need revamp our manufacturing to handle larger pressed metal. maybe we can get a 50cc engine from...

Then you hear "well actually we need an all electric RV".......... what................

Their issue isnt people. its that they keep having to reinvent the entire architecture, structure, etc every year because Chris wants 'something'. Its 7 years now but 6 of it was thrown away because they don't have a project manager that says "STOP"
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on July 31, 2018, 12:40:30 PM
Seeing as this missile issue is one of the more prevalent bugs, I don't think it has anything to do with engine changes. Physics and flight dynamics aside, their 64-Bit kludge is the main cause of issues like this. I wrote about it (http://www.dereksmart.org/forums/reply/1812) back in 2015 and again (watch that video) last month in a Twitter thread (https://twitter.com/dsmart/status/1003627388473872385).

I remember reading that along time ago, great write up concerning what they say vs reality. I also remember them not knowing the ships were not underwater depending on location from an early SC video. From hindsight I wonder how they did not know if they poached engineers from crytek?
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on July 31, 2018, 05:33:38 PM
It's partially due to the frequent changes from a "Project Manager" who acts like a chipmunk on crack who also has ADD. Additional problems arise from an ever expanding scope, an engine that in no way was meant to support this game , and that the level of detail, scope, numbers of players simply cannot be supported by the (for lack of a better more correct terminology) proper infastructure. The Internet and these servers cannot handle this many details on this scale, with a grid size this large, with the promised number of players, missions, NPCs, items flying through space, particles blown off ships. missiles flying through the air, orbits to maintain. It's not feasable and will never be as long as they keep trying to make do with the current architechture and dont scale down their ambitions.

The fact that they have an out of date unemployable buffoon from several decades ago running a project that he is grossly unprepared for lacking both the skillset for managing people, or current game creation, nor the self contol to say"enough is enough, we are going with this" is a recipie for disaster.

I'm sure that the SC backers will keep tossing money into the dumpster fire for years to come and will wind up with some half baked piece of crap, that is if CR doesnt toss in the towel first from a lack of funds while employing 1000 people to keep up with all his whims and scope changes. Certainly it will be a crapfest no matter what.

We will need a deadpool to bet on how many whales jump off buildings. I hear you can bet on almost anything in Vegas.
Title: Re: Star Citizen Dev Progress Watch
Post by: eidolon on August 02, 2018, 01:56:10 PM
I'm new, so apologize if this has been addressed many times.

I'm a coder. What I see with SC is a "depth-first" approach, which seems horribly counterproductive. That is, going into extreme detail on a small number of features, rather than a "breadth-first" approach where you get the basics working with basic textures, little detail, basic animations, etc. and then once you have a functional overall structure you go down a level and polish and add cool features, then go down another level and so on.

So many of the small number of things that are actually implemented are so precise and detailed, but every time you make any kind of structural change, you're going to break half of that stuff. You're going to spend so much time on these things, getting them just right, and then that will all be rendered moot every time some kind of architecture piece has to be replaced or an approach is changed.

It would be crazy to try to develop like that. It's like the architecture is just a support system for some specific features, rather than a proper architecture that allows for various features to be implemented. It must be incredibly frustrating and stressful to work on SC. I feel like every other month your last month's entire work would get thrown out the airlock because someone decided to switch to Lumberyard or replace the networking layer or whatever the latest thing is.

I definitely see why you don't think it's ever coming out. I don't think anyone could deliver any software that way. It's like spending all your time in the "slapping together a prototype" phase.

Thanks for sharing your missile model approach, that was very interesting. Straightforward, understandable systems that have predictable outputs -- what a concept!
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on August 02, 2018, 02:55:50 PM
Yeah, what he said.

But CIG have taken it one step further - they're still altering the core game engine after 6+ yaars of development.

Chris's fundamental problem is that he doesn't see a computer game as smoke and mirrors trickery. He wants everything to be rendered in the game world diagetically with no draw distance limit. Their new problem is that 64 bit positioning might not be big enough for an ENTIRE solar system - hence the issue about where to put Hurston. This can be done fairly simply using a loading screen for the travel time but this would be an admission that their fancy (and pointless) 64 bit vector engine was worthless.

Popcorn at the ready - can't wait to see what they do !
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 03, 2018, 05:54:50 AM
I definitely see why you don't think it's ever coming out. I don't think anyone could deliver any software that way. It's like spending all your time in the "slapping together a prototype" phase.

Incompetence and inexperience are a primary factor. It doesn't matter what engine or tools you have on hand, either one of those two are enough to doom any project. Star Citizen has not only incompetence and inexperience, but they took it one step further and decided to create a game for which they they neither had the tools nor the tech. What is happening now, as an experienced gamedev, I saw coming a mile away when they changed direction with the project.

There is never - ever - going to be a final product. It will continue to plod on and just slowly wither away until the end rolls around. Pretty much what has been happening since Dec 2017 when the 3.0 Jesus Patch failed to meet expectations.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on August 18, 2018, 03:08:43 AM
LOL !

(https://i.imgur.com/7cjAL8W.jpg)

Once again CIG have moved (or re-moved) the goalposts. All the new gameplay promised for this year has been replaced with improvements to current systems. The salvage mechanic has survived but been moved into a single feature for next year. Repair and refuel has been reduced in scope to just "manual repair" and "ship to ship refuel" for next year. All other gameplay (and to be honest there wasn't much to get excited about) has been CULLED.

Just to remind you of the original gameplay promises for 3.2:

(https://i.imgur.com/vxwCnr3.png)

I'm fully expecting all the core tech improvements to be kicked into the long grass as well.

I can't wait to see where they put Hurston in the PU - my guess will be that it's effectively behind a loading screen and on a different server.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 18, 2018, 05:10:09 AM
LOL !

Once again CIG have moved (or re-moved) the goalposts. All the new gameplay promised for this year has been replaced with improvements to current systems. The salvage mechanic has survived but been moved into a single feature for next year. Repair and refuel has been reduced in scope to just "manual repair" and "ship to ship refuel" for next year. All other gameplay (and to be honest there wasn't much to get excited about) has been CULLED.

Just to remind you of the original gameplay promises for 3.2:

I'm fully expecting all the core tech improvements to be kicked into the long grass as well.

I can't wait to see where they put Hurston in the PU - my guess will be that it's effectively behind a loading screen and on a different server.

I am so shocked, that I need to go buy more JPEGs to calm my nerves. :emot-lol:
Title: Re: Star Citizen Dev Progress Watch
Post by: Darklegend1 on August 18, 2018, 05:23:52 AM
LOL !

Once again CIG have moved (or re-moved) the goalposts. All the new gameplay promised for this year has been replaced with improvements to current systems. The salvage mechanic has survived but been moved into a single feature for next year. Repair and refuel has been reduced in scope to just "manual repair" and "ship to ship refuel" for next year. All other gameplay (and to be honest there wasn't much to get excited about) has been CULLED.



And the carrot moved further again...well lets see if the donkey(zealots) notices!!

Though this is how game development works... :laugh: :laugh:

3.7.0??? :laugh: :laugh:

when responding to posts with images and/or videos, please don't quote them - dsmart
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on August 18, 2018, 06:38:56 AM
There is never - ever - going to be a final product. It will continue to plod on and just slowly wither away until the end rolls around. Pretty much what has been happening since Dec 2017 when the 3.0 Jesus Patch failed to meet expectations.

Therefore,  as a "experienced industry professionals",  Chris Roberts and his mates know this.


They are carrying on regardless.
Title: Re: Star Citizen Dev Progress Watch
Post by: Greggy_D on August 18, 2018, 07:02:43 AM
Looks like they are making fantastic progress on Network Bind Culling and Object Container Streaming.  Once those are fully implemented the rest of the game just falls into place.









 :emot-smuggo:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 18, 2018, 07:03:20 AM
Therefore,  as a "experienced industry professionals",  Chris Roberts and his mates know this.


They are carrying on regardless.

They have a bunch of fools giving them money to keep making payroll. So.  :emot-colbert:
Title: Re: Star Citizen Dev Progress Watch
Post by: krylite on August 19, 2018, 05:06:21 PM
What is happening now, as an experienced gamedev, I saw coming a mile away when they changed direction with the project.

There is never - ever - going to be a final product. It will continue to plod on and just slowly wither away until the end rolls around. Pretty much what has been happening since Dec 2017 when the 3.0 Jesus Patch failed to meet expectations.

Personally I'm glad you called them out then. I had been waiting for either ED or SC to release first and was not into the pre-ordering fad. I was initially fooled by the first trailers by CR and thought they had something. So the initial media exposure from the July blog and the excessive .jpg selling rot helped me stay away from SC and its potential sunk cost fallacy trap.

Besides the whaling fools continuing to fund their payroll and yearly expenses, I really want to see how much of the millions went siphoned into CR and gang's "unjust self-enrichment" and schemes when it collapses and hopefully laid all bare.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 20, 2018, 04:26:34 AM
Well after 3 weeks, if the last dev schedule was any indication, my sources continue to be correct when they told me back in 2016 that the internal dev schedule went all the way to 2021. Not it's looking like it's going to be past that - assuming they survive (they won't).
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 01, 2018, 03:13:16 PM
(https://i.imgur.com/nRBH2vW.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Greggy_D on September 01, 2018, 06:17:22 PM
No movement on OCS and Bind Culling.  Yeah, they're totally going to be in 3.3.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 02, 2018, 05:11:00 AM
No movement on OCS and Bind Culling.  Yeah, they're totally going to be in 3.3.

Yeah but you see, they have a supa sekret build that we don't yet know about.
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on September 02, 2018, 10:23:21 AM
You need the magic decoder ring to get the patch.

And it says...








 BUY MORE STAR CITIZEN CRAP!
Title: Re: Star Citizen Dev Progress Watch
Post by: Penny579 on September 02, 2018, 08:56:35 PM
Yeah but you see, they have a supa sekret build that we don't yet know about.

Good job I paid 20 dollars for the live stream soo I can see it in the big reveal at citizen con ..... oh wait never mind
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 03, 2018, 09:06:37 AM
• 1 month left of Q3; 73% left of the only thing that matters for Q3… which has hardly moved for the last year or so.
• 9 months after 2017; not even a mention of the interstellar travel that was supposed to be done by then, even though the list goes as far out as 2019.
• 21 months after 2016; multiple basic mechanics that were supposed to be part of the 3.low series of releases are now slated for mid-2019.
Title: Re: Star Citizen Dev Progress Watch
Post by: Meowz on September 03, 2018, 09:48:04 AM
• 1 month left of Q3; 73% left of the only thing that matters for Q3… which has hardly moved for the last year or so.
• 9 months after 2017; not even a mention of the interstellar travel that was supposed to be done by then, even though the list goes as far out as 2019.
• 21 months after 2016; multiple basic mechanics that were supposed to be part of the 3.low series of releases are now slated for mid-2019.

Stop being so impatient and entitled! You clearly don't understand development, you can't rush greatness let the visionary work his magic! If you pledged more it would go faster and be even better!
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on September 03, 2018, 12:34:29 PM
Just putting this here for some 2016 nostalgia:

(https://i.imgur.com/lOOdC5g.png)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 04, 2018, 06:11:55 AM
Just putting this here for some 2016 nostalgia:

Ah yeah, good times :emot-lol:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 08, 2018, 06:21:45 AM
(https://i.imgur.com/cIHF7sQ.jpg)

Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on September 08, 2018, 07:00:38 AM
Correct me if I'm wrong, but he implies that when you wake up in Port Olisar, it loads ALL the assets needed for the ENTIRE system into memory. Isn't that the very first thing you do when you're designing an open world game is to have a system which loads in surrounding parts of the map as you move around rather than treating it as a single level?

If that's the case then they're in real trouble if they can't get OCS to work before they add in Hurston. Unless they treat the Quantum travel to Hurston as a loading screen to take the player to a different level and server, if that's the case then it will make a mockery of their 64bit positioning system.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 09, 2018, 07:35:37 AM
Correct me if I'm wrong, but he implies that when you wake up in Port Olisar, it loads ALL the assets needed for the ENTIRE system into memory. Isn't that the very first thing you do when you're designing an open world game is to have a system which loads in surrounding parts of the map as you move around rather than treating it as a single level?

If that's the case then they're in real trouble if they can't get OCS to work before they add in Hurston. Unless they treat the Quantum travel to Hurston as a loading screen to take the player to a different level and server, if that's the case then it will make a mockery of their 64bit positioning system.

I don't believe it's loading all the game assets into memory. That would require a LOT of both physical, virtual RAM; as well as a massive amount of VRAM when those assets need to be rendered.

Right now, assets are "demand loaded". So e.g. if you are in Port Olisar, apparently everything nearby is loaded. Basic asset streaming would prevent that because then it should only load assets that are visible or needed. Then it has to do "garbage collection" based on that. And that aspect has problems of its own because there is a possibility that the GC can dump (from memory) assets that are actually needed. Then they have to be re-loaded again. That's where hiccups and pauses come from.

It's all a mess; so discussing it is patently pointless.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 09, 2018, 07:36:42 AM
I can't even stop laughing. Now, OCS and NBC are being touted as "tier 0" (aka tech demo) implementation. On the client side. And the server side - the most critical - is in the "future".

Watch @ 10:15


ps: I love it when I'm right (02/20/18 (http://dereksmart.com/forums/reply/6239/), 12/11/2017 (http://dereksmart.com/forums/reply/6078/), 10/18/2017 (http://dereksmart.com/forums/reply/5949/), 05/24/2017 (http://dereksmart.com/forums/reply/5263/))

Key points in video:

Quote
t=281 what OCS is
t=467 whats the difference between other game implementations and SC implementation
t=550 adapting the wheel to scale unheard off, continues to lando talking about bind culling like its thing that is coming far away future
t=869 what is bind culling
t=1166 what is serializable variable
t=1413 full client streaming, All of OCS wont be done for 3.3
t=1535 "its very much kind of traditional level streaming that you see in many games" talks about making things async
t=1685 what is the time sink. Talks about async
t=2047 talking about how new additions might kill the performance gains of OCS
t=2157 all the components had to be made thread safe.
t=2253 removing Lua
t=2456 they cant predict performance gains.
t=2574 server load is going to be heavier
t=2879 what has been biggest challenge with OCS, Lando starts talking about how bad their scheduling is.
t=3111 its going to improve Ram,Cpu. Clive talks about being more careful than chris about promising things.
t=3421 its been 3 years since they started working on OCS.

Because it's always good to get other informed perspectives, this post by another dev was posted on Discord, FDev and on SA. It pertains to the video above, as well as my recent article (http://dereksmart.com/forums/reply/6615/) about this latest revelation.


Right off the bat - 2015 is when OCS was originally started development. This will be important later.

9:00 - "we're not reinventing the wheel, we're adapting the wheel to a scale previously unheard of"

So after miss characterizing most multiplayer games as not requiring streaming we hear this gem. But in modern engines, it's pretty much mandatory simply because there is so much detail now that is constantly loaded and unloaded - his statement was true for Goldeneye 64, not so much for the latest FPS. We can argue semantics all day as to what exactly counts as an "object" and "streaming" so let's address the crux of the matter, characterizing what SC is doing as "previously unheard of". I suppose they've never heard of a little game called Elite: Dangerous. Or No Man's Sky. Or the original Elite, even. That's the beauty of streaming systems - something like Skyrim doesn't actually care how big the entire playable area of the game is, because it only cares about the chunks that are currently loaded. It's only relevant in the context of coordinates - if that was properly designed (which we've established is not), then the streaming system simply would not care what the maximal bounds of the total playable game area are, in any way.

10:00 - And they're not even working on it yet? WHAT? And the mention of "server-side object container streaming". As discussed, this is stupid: It doesn't make sense in the context of their description because it was all "we're streaming content FROM our SERVERS to YOUR PC", which makes sense. Then they just casually drop "oh ya and we're doing it on the servers too lol", so where the is that data coming from? Other servers? If so, what's their intra-server architecture look like? Are they just streaming it from disk? Where will the data be processed, is this the magical server meshing that will enable 100k players??
11:00 - We can't make any promises about performance because there's so many variations of CPUs and motherboards

Massive cop out. Technically correct, but imagine how unsure of yourself that you'd have to be to be pre-emptively blaming players' motherboards for performance variations rather than stating "yeah, performance will be way better, though obviously people on i9s will probably perform better than on i3s".

11:30 - Currently, everything is loaded into memory from yella to port olisar

We knew this. And it's just as surreal hearing them fully admit it for the first (?) time as it should be. I cannot overstate how backwards this design is. It's been repeated ad nauseum but it encapsulates CIG's design process as a whole: they want to develop a motorcycle, so they start out with a car, then they try hacking apart the frame, engine, and suspension while it's running into something vaguely motorcycle-shaped.

14:00 - Different classes of ship will be streamed in at different distances

Contemplate, for a moment, the enormous level of griefing that this will enable. Just think about it. I'll wait. I'll help: start by imagining the shenanigans made possible by E's P2P architecture.
14:30 - Wait, now they ARE working on OCS? Which is it??

16:00 - What are C++ pointers? This is literally basic entry-level C++ programming practices he's describing - when you null an object, all pointers to that object are no longer valid. Obviously, you have to handle that. The fact that they're struggling with this concept is 1) baffling and 2) indicative that they're continuing to bolt one ugly hack job onto another instead of having a coherent, well-designed engine architecture from the beginning.

17:30 - "going to be a big one for server FPS" - in the context of marker streaming on player's clients. How on earth would that improve server performance? Unless servers are exclusively bottlenecked by upload bandwidth (which should never, ever happen in the context of a true client/server architecture run on a not-completely-incompetent datacenter). They also contradict this later on.

18:00 - Wait, but they're also undoing all of those performance optimization gains for radar lol

20:00 - Serialized variables are indeed what I had described ages ago. Search the channel for them. I had to implement something similiar a year or so ago, it took me an afternoon. This was not for a tiny project. There is no reason that this should be a multi-year endeavour for them.

21:00 - "like save games"

What?? No, that's not how this works, that's not how any of this works. Are they trying to describe converting to a binary format? If so, that sort-of makes sense, if we disregard the fact that a true save game will require a ton more data about the overall context of objects and state, and can safely disregard a ton of data about the current game session (e.g. it would be super important to sync the current cooldown timer for reloading the player's handgun in a network session, but there is no need to clutter up a save game with weird state data like that - it will just add even more edge cases to test for later).
21:50 - "converts from the game's format to a normal format"

I have no idea what they're talking about unless this is the most painful way ever of describing "we take objects in memory and convert them to a binary format that's easier to read and write with file I/O". Boom, I just saved you three of the most painful minutes of my life with this one weird sentence, interviewers hate me.

22:58 - Serialized variables track which have changed and don't need to be re-sent.

DEAR GOD
WHY HAVE YOU FORSAKEN ME

This means that currently, every single frame, every single flag and counter and variable and absolutely any field whatsoever having to do with players is sent over the wire. Instead of doing the not-completely-bat-insane thing and only sending them when they change, like pretty much every other game has done forever.

They're just now fixing this though, woo. I can't wrap my poor little brain around this one.

26:20 - "When you want to spawn an entity, it happens on the main thread"

Ah yes, multithreading. Search the channel for my meltdown on the last time multithreading entity spawning came up and why it's ridiculous that they're having this discussion in year eight of development.

27:10 - "bind culling comes in by replicating those server side decisions"... "and controlling OCS on the player's client".

This almost makes sense if you forget, for a moment, that the player client does not have access to all of the information that the server does. Or at least, shouldn't in any sane design - otherwise, what's the point of having a server if you have access to all data all the time on every client? Ignoring the security implications for a moment (or not, and recall Star Marine getting hacked to pieces within days of release), this means that naively 'replicating' server decisions is impossible.

Unless, once again, they're just trying to describe "the server sends the data the client needs", but that would just be too pedestrian for the BDSSEWTFBBQ.

28:00 - "Q: What's the time sink if we have bind culling?" "A: We have them working, but now we have to fit them together"

So they're not actually working, gotcha.

All of those things are useless because they are bespoke solutions to problems specific to SC. Unless and until they are functioning in SC, they have zero value and effectively do not exist. "Fitting them together" is almost always the biggest challenge in any nontrivial project, because it's very easy to make things work fine and dandy in isolated silos, and significantly less easy to make things work fine and dandy in the lumbering monolith of an existing codebase.

30:00 -

I lost the plot of what they were talking about, this sounds like a list of dreams because you can't do any of that ingame right now AFAIK?
32:50 - Claim to be using headless clients for stress testing

33:21 - Player limit is 50, good times for the 100k player single shard persistent MMO

35:00 - Everything has to be converted for OCS?

36:00 - Oh, that's because the entirety of their codebase was apparently not designed with multithreading in mind. WELP

38:30 - More dreams about what the gameplay experience will be like, "amazing!"

40:30 "OCS is not the answer to everything, it's the foundation" what

41:40 - "If you go to Lorville your framerate will still be really low" okay lol

42:50 - "Hedge bets" - OCS won't increase player counts, server load is actually going to be heavier?

43:40 - "The load on our server side is going to increase pretty dramatically when this comes online"

46:20 - "Some of us can't even load the maps because the format is too big" What lol
Okay so zooming back out to look at all of this -

They're 100% (removed). They just admitted what we all called to varying degrees (mostly Derek ) years ago. They originally designed the game for small session and small maps. Around 2015 they decided "yeah throw that all out and buckle yourselves in, we're making an MMO now baby". Except instead of doing the only sane thing and re-architecting everything to support an MMO, they started bolting one shoddy hack on top of another. OCS is a fancy name for map streaming, which ANY open-world game needs. Bind culling is a fancy word for "only send stuff that clients need", which every single online internet multiplayer video game has done in some form. And by crobberts' wavy hands, why on earth did anyone architect their game for single-threaded, non-asynchronus content loading and object spawning in this decade? They should never have done that, even for Freelancer 2 or whatever the initial pitch was for, it was bad then, it's terrible now.

And now they've been trying to fix all of these systemic design flaws and antipatterns over the last 3 years as the scope has continued to increase and no apparent progress has been made. Three YEARS, by their own admission, and they are still at what is effectively negative progress for MMO networking, in their MMO.
Also, who were these people they that were being interviewed? Why did they sound like they were struggling with simple concepts (lol @ nullptrs in their content unloading system designed to null out pointers being a surprising thing)? Are there really only like 5 interns trying to write networking code? Because I can't come up with any plausible reason as to why some of the things are taking so long, like serialized variables, which almost anyone, not even a great programmer should have been able to bang out in a week, tops.
And yeah, most programmers are bad at talking to people and being interviewed, but usually the problem is getting them to shut up about inane trivialties that no one else will understand, not having them stumble around from a cheat sheet.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on September 09, 2018, 08:11:52 PM
I can't even stop laughing. Now, OCS and NBC are being touted as "tier 0" (aka tech demo) implementation. On the client side. And the server side - the most critical - is in the "future".


Funny to hear them backtrack on the issue, I went to read over the thread ans saw this posted.

Very long replies including lots of code.

https://www.reddit.com/user/-Pixelate-
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on September 12, 2018, 06:33:03 PM
Funny to hear them backtrack on the issue, I went to read over the thread ans saw this posted.

Very long replies including lots of code.

https://www.reddit.com/user/-Pixelate-

What some of these responses reiterate is that were the game to be released as a persistent universe that the assets would be almost worthless in $ terms in a relatively short space of time because of the amount of hacking that could be done.  A Real Money Trade business would operate and it would be lucrative for a while to hack for things to sell.

This is before we consider the other reasons the value of in game assets would plummet.

All these Backers referring to their "investment" in JPEGS are clueless.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 14, 2018, 03:28:14 PM
09/14/18 roadmap is up.

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

Latest speculation (yeah, 3.3 is totally going to be ready for ShitizenCon)

(https://i.imgur.com/Sx9sFuH.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on September 15, 2018, 05:28:38 AM
And still those complete morons on Reddit (https://www.reddit.com/r/starcitizen/comments/9fvmo3/star_citizen_roadmap_update_20180914/). How is it even possible that someone still believes this crap?

I wonder, when 3.3. doesn't bring what everybody expects, will that be the final nail in the CIG coffin? How long can those people be fooled? OCS is almost here and idiotic stuff like that.
Title: Re: Star Citizen Dev Progress Watch
Post by: Greggy_D on September 15, 2018, 02:00:46 PM
NBC is complete?  And it works?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 16, 2018, 05:38:46 AM
And still those complete morons on Reddit (https://www.reddit.com/r/starcitizen/comments/9fvmo3/star_citizen_roadmap_update_20180914/). How is it even possible that someone still believes this crap?

I wonder, when 3.3. doesn't bring what everybody expects, will that be the final nail in the CIG coffin? How long can those people be fooled? OCS is almost here and idiotic stuff like that.

Look at it this way, in less than 3 weeks, we'll have enough lols to last us through the year. Of course depending on what shit-show comes with the Dec holiday stream.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on September 16, 2018, 06:55:43 AM
I see Hurston and its moons are still expected in 3.3 - can't wait to see how they pull that off.

It'll have to be a load screen disguised as a lengthy quantum jump, I can't see anything else working.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 20, 2018, 08:09:36 AM
Remember when I said that planetary access was just going to be just another "scene", and those guys didn't even bat an eyelid? Funny how none of the crap from GC2017 or the holiday livestream, showed any of them being able to be standing on the platform of a ship and looking at the landing zone below.

So I have no reason to believe that whatever new locations they unveil, will be any different from what they already have now.

Plus, hey what happened to procedural cities? :emot-lol:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 20, 2018, 05:47:13 PM
:emot-lol:

Totally called it. FF to 10:32


Alpha 3.3 = Oct 10th
Alpha 3.3.5 (OCS, Hurston, Loreville etc) = whenever

Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on September 21, 2018, 01:51:15 AM
Very interesting. If they need OCS for Hurston then that implies that they want everything in the same "level" rather than using a load screen to get to Hurston. In that case they're going to have to use some floating origin trickery to get that to work.

But none of this is going to work on the server which still had to handle clients in Olisar and Hurston at the same time and have to have all those assets loaded into memory at the same time.

My prediction is that OCS will never make it to PTU, then as a result, Hurston will be kicked far into next year.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 21, 2018, 04:54:21 AM
If they need OCS for Hurston then that implies that they want everything in the same "level" rather than using a load screen to get to Hurston.

No, that's not what it means.

Read the second section of my latest article (http://dereksmart.com/forums/reply/6615/).

They have been claiming that both NBC and OCS would make significant performance improvements. Then starting in the Sept 7 broadcast, about one month ahead of CitizenCon, they slowly started tempering expectations. They know that bringing Hurston, Loreville etc online, is going to add to the performance and networking woes. So they've now said that it's going to be kicked down the road to 3.3.5, and tested as a separate build.

That they need NBC and OCS for Hurston, Loreville etc, is testament to the fact that, just as I said in the article, their performance woes are going to increase exponentially because they will be adding even more shit to the game world, without being about to do anything about performance. It's the ONLY reason why they wouldn't release Hurston and Loreville in 3.3, regardless of the state of NBC and OCS.

Quote
But none of this is going to work on the server which still had to handle clients in Olisar and Hurston at the same time and have to have all those assets loaded into memory at the same time.

My prediction is that OCS will never make it to PTU, then as a result, Hurston will be kicked far into next year.

I think that's a foregone conclusion at this point. If they release 3.3 on Oct 10th, I don't know why anyone thinks that 3.3.5 will make it out this year.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 21, 2018, 02:58:45 PM
:emot-lol:

Latest roadmap is out. Yup, 3.3.5 is nestled between 3.3 and 3.4

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

(https://i.imgur.com/EHwsQ3m.jpg)

Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on September 21, 2018, 07:08:44 PM
It's the ONLY reason why they wouldn't release Hurston and Loreville in 3.3, regardless of the state of NBC and OCS.

Really, DS, you should know better.  That's not the only possible reason.  It could also be that Hurston and Loreville are simply not done.
Title: Re: Star Citizen Dev Progress Watch
Post by: McDrake on September 21, 2018, 11:28:50 PM
Really, DS, you should know better.  That's not the only possible reason.  It could also be that Hurston and Loreville are simply not done.
Not ready to show. Everything is done! Just needs some polish.
You know nothing about development!
Title: Re: Star Citizen Dev Progress Watch
Post by: Bubba on September 22, 2018, 01:03:34 AM
Whatever they're doing, they still have a large staff, and the dismal progress numbers they get can't all be due to a micromanaging chairman demanding pixel tweaks. That they can only get ship models (and half-assed ship mechanics) in game means that they have a massive technical bottleneck. So, sure, they can build a world.  Hell, they've probably built that world 10 times already. They build it to spec, then, because they've got no way to implement that spec, the spec changes. But rather than having a development model that runs: 1. Here's what we can do with our tools. 2. Here's how to match our vision t to our capabilities. 3. Here's the result. They have one that runs: 1. Here's what sounds plausible and people will pay us for, sight unseen. 2.Hey, adding this will bring in more revenue. 3. Profit!
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 22, 2018, 05:11:12 AM
Really, DS, you should know better.  That's not the only possible reason.  It could also be that Hurston and Loreville are simply not done.

True. But I was giving them the benefit of the doubt there, and simply because NBC + OCS are the critical components without with they can't possibly add any new scene related content to the game.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on September 22, 2018, 05:34:26 AM
Sure they can. You just wait. It's simply because they are doing things that nobody has done before that it isn't there yet. But once their groundbreaking technology kicks in, everybody wants to p(l)ay Star Citizen. Stop spreading FUD, you failed hack of a game developer. You know nothing.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 23, 2018, 04:31:27 AM
Sure they can. You just wait. It's simply because they are doing things that nobody has done before that it isn't there yet. But once their groundbreaking technology kicks in, everybody wants to p(l)ay Star Citizen. Stop spreading FUD, you failed hack of a game developer. You know nothing.

Indeed. My bad.

Anyway, I am currently editing a new article about this latest fiasco.
Title: Re: Star Citizen Dev Progress Watch
Post by: krylite on September 23, 2018, 03:07:00 PM
I had thought CIG would miss 3.3 before ED's 3.3 this time. But no, they're pulling the same crap with whatever they're calling 3.3.3 pretending they're still on the same racetrack-lap with ED and turning the corner on Oct. 10th. And their new distracting gimmick this year is "FPV AI" i.e. stick some quake ii routines for npc's for their outdated shooter module. Bet it'll be all bugged out but still touted as "something".

https://forums.frontier.co.uk/showthread.php/397639-Elite-Dangerous-2018-Roadmap-Regularly-Updated/page16
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 23, 2018, 04:40:35 PM
Evocati 3.3 has begun! Patch notes (https://pastebin.com/Tb7i7Dwm)



Star Citizen Patch 3.3.0
Alpha Patch 3.3.0 has been released to the PTU, and is now available to test! Patch should now show: PTU-933064.

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizenPTU\LIVE.

Please monitor Evocati spectrum for updates and testing instructions.

USER.cfg settings:
r_displayinfo = 3

Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing. When those features reach a playable state they will be detailed on the notes and added to the "Testing Focus".

Testing Focus

New default ship loadouts.
Changes to ship cannons.
Power management, overpower, and overclocking ship systems and components.

Major Known Issues:

The group system is undergoing an update and is currently not functioning correctly.
The Starmap is being updated with new functionality that is not yet completed.
Arena Commander's loadout and ship selector is undergoing a rework to include ship rental functionality and may not be fully function as is.
The Rest Stop is currently missing many interior elements and landing pad functionality.
Automatically opening interior doors on ships are currently not working.
Patrol missions do not start.
Text can not be seen on the visor chat window.
All mission givers are not functioning currently.
Airlocks lack lighting.
Navigation markers for some locations are permanently affixed to the HUD.
One of the weapon racks at Live Fire weapons isn't selectable.

New Features
General

Added sliders for general mouse and mouse ADS sensitivity.

Universe

Added: Rest stop location - CRU L2
Added the repair/refuel/rearm functionality previously associated with CryAstro to all station landing pads (Port Olisar, Levski, Grimhex) and at Rest Stops. Note: Repair mG function no longer automatically pops up and will need to be manually selected via the service app.
Added: Quantum route planning.

The Starmap now has route planning functionality that allows it to automatically plot multiple quantum travel point routes around obstacles. Note: Though functional, this feature is still waiting on various UI elements.

Coolers now use power, perform according to power, and can be overclocked.
The Quantum Drive now performs according to its power state including faster spooling/calibration based on power and the ability to be overclocked.
Turret gyrostabilization can now be toggled via an interaction node.
Power target level can now be set independently for each item on the ship MFDs, allowing them to be manually over or under-powered.
Added Hurston Dynamics Dominance and Attrition series ship weapons. Available in sizes 1 - 3, the Dominance series are high quality scatterguns that fire more pellets as they build up heat. The Attrition series, available in sizes 1 - 6, are laser repeaters that deal higher damage, via increased fire rate, the hotter the weapon gets. Both weapons can be purchased at GrimHex Dumper's Depot but may lack some functionality in their current state.

FPS

Added motion warping to allow sliding during vaulting depending on the object/destination.
Added: Kastak Arms Karna assault rifle (available at Live Fire and Skutters).

UI

Shop kiosks, the PMA, and the VMA all now have functioning item previews.
Bug Fixes

Exiting a ship while scanning should no longer cause the effects to remain until the player returns to the ship.
Fixed missing interaction highlights for the side airlocks of the Reclaimer.
Player footprints should no longer appear facing the wrong direction near the poles of planetary bodies.
NPCs should no longer get stuck trying to use an object.
Players landing on occupied pads should now properly be cited for obstructing.
Getting into the Prospector should no longer cause the player's head to jerk violently.
The Vanguard series should now have a usable gun racks.
The Reclaimer's bed exit prompts should now function properly.
Fixed an issue where the Gemini F55 would play a change fire mode animation even though it doesn't have separate fire modes.
The player's camera should no longer move faster than the players weapon in ADS while in zero-g..
Players should now be able to go to the escape menu while in the starmap.
Players should now be able to hear the quantum travel arrival "boom" of other players.
Mineable rock deposits should no longer remain highlighted after entering 3rd person camera.
Fixed missing icons for self and target status on the MFDs.
The Hurricane turret seat animations should now have audio.
FPS weapons should no longer be missing their visor UI icons.
The headlights on the 600i should now work properly.
Fixed collision issue on the Starfarer's catwalk.
The player should no longer leap into the air when running down stairs.
Fix for desync between client and server when respawning after suicide.
Exiting the bed of the 600i should no longer occasionally leave the player stuck in the ship's interior.
Watermelons have returned to Echo 11, minus their crash causing behavior.
Players should now be able to sit at the desk in the Captain's quarters of the 600i.
The 600i should no longer struggle to lift back off after landing.
Zooming in and out on the Starmap should now be centered on the cursor rather than the center of the view.
Ammo pickups in Arena Commander should now function properly.
Added g-force reactions to the pilot of the Terrapin.
The Khartu-Al's cockpit control animations should now work for left/right strafe.
The 85x should no longer have a wobbly take off.
Engineering station MFDs should now be able to adjust the power triangle.
Child rocks should no longer spawn at different locations than their parents while fracturing.
Players should no longer be able to be bumped off of terminal hacks in Star Marine.
Outpost terminals should now display the correct message when spawning a second vehicle.
ECN missions should no longer instantly fail upon arrival out of quantum travel.
The interior cargo space of the Avenger Titan should no appear properly when looking into an open cargo hatch.
Mineable rocks should no longer appear at much shorter distances than non-mineable rocks.
Removed icons and added a faint silhouette highlighting for nearby rocks within 150m.
There should no longer be two purchasable "Midnight" Arclight pistols at the Live Fire Weapons kiosk.
The bottom shelf shield components at Dumper's Depot should no longer be floating.
The wing ends of the Eclipse should now properly have collision.
The 600i should no longer appear to be floating when spawned into the hangar.
Opening the mobiGlas when placing cargo should no longer cause the cargo to become unusable.
AI spawning into swarm modes should no longer occasionally be motionless.
The turret view should no longer snap jarringly.
The ejection interaction node on the Sabre should now be reachable.
When holstering the pistol the players off-hand should no longer bend at an unnatural angle.
The enter ship from EVA animation for the Blade should no longer be misaligned.
The decal texture on the Star Kitten Dragonfly and Pirate Edition Caterpillar skins should no longer appear blurry.
Players should no longer fall through the floor at the Ursa's side door.
Ship debris should now inherent the parent ship's velocity.
Fix for player spinning in the seat when using the mobiGlas from the Freelancer's turret seat.
Animations for entering the Blade should now be aligned correctly.
The Blade should now have internal atmosphere.
The pilot's hands should now animate with flight in the 600i.
Fix for missing whizby and ricochet audio related to ship weaponry.
Players should now start with their weapon unholstered on respawn in Star Marine.
Lowered the drone platform inside the Reclaimer so players won't get stuck as easily.
Corrected some issues with the LODs on the landing gear feet of the Reclaimer.
Couches in the upper lobby of GrimHex should now have available interaction points.
The Pyroburst ship weapon should now animate properly when fired.
Pressing the back button on the XBOX 360 gamepad should now properly open the mobiGlas.
The Vanguard bed bunks should now have proper interaction points.
Support screens should now work and stay properly on the Caterpillar.
The gun racks inside the Retaliator should now be usable.
Opening the mobiGlas in the Freelancer's co-pilot seat should no longer cause the player to T-pose.
Player FPS weapons should no longer remain firing if they are being fired at time of death.
Player should no longer be able to trick AI to flying out of their defensive area.
AI no longer goes unresponsive if a player moves outside of their defensive zone.
AI pilots should no longer go inactive if there are already 3 other AI ships attacking an intended target.
Grenade explosion VFX should no longer occasionally be out of sync with the actual grenade location.
Players should no longer occasionally shoot off into the distance when using vault or mantle near a corner.
Players should no longer be able to stand close to the glass at Kareah and fire through it.
Missiles should no longer be able to be locked onto a target inside an armistice zone.
EMP charging should now be interrupted by entering an armistice zone.
Pistols can now be fired faster to coincide with trigger pulls.
Added a number of missing interaction highlights on various 600i components.
All Arena Commander modes should now reward team revenge kill points.
Ship weapon fire should no longer be arrested if the trigger is pulled before the next cycle.
Comm array turrets should now fire at players with higher wanted levels.
The Ursa Rover and Cyclone can now be powered off properly on the MFD.
The player ship target should now clear after it has been removed.

Technical

Fixed 4 client crashes.
Various performance tweaks.
Added asynchronous background spawning.

Current Ship List
Gladius, Gladius Valiant, Retaliator, Sabre, Sabre Comet, Hornet F7C, Hornet F7C Wildfire, Hornet F7CS, Hurricane, Terrapin, Mustang Alpha, Buccaneer, Cutlass, Dragonfly, Herald, Merlin, Prospector, Reliant, Starfarer, Starfarer Gemini, 300i, 315p, 325a, 350r, 600i, 85x, Aurora CL, Aurora LN, Aurora LX, Aurora MR, Constellation Andromeda, Constellation Aquila, Nox, and Khartu-Al.

Feature Updates
General

Polished and smoothed one handed and two handed place/pickup animations.

Universe

Slightly updated the positions in space of planetary bodies and points of interest.
Changed mining power graph to reflect power transfer per time.
Added a visual shaking effect to mining to help indicate the optimal range.
The mining overcharge/danger bar now fills faster the greater danger you are in.
Extraction throughput while mining is now based on how long the beam hits the same location.
Instability while mining can now be lowered by holding the laser steady on the same point.
Reworked the way instability and resistance is calculated for mineable rocks.
When mineable rocks fracture their constitute ore will be unevenly divided.
The broken up chunks of mineable rocks should now have a radar icon when outside of the range of outlining.
Updated the mining resource quantities to create a thinner spread of higher yields.
Faded central elements of the mining UI slightly to allow for better visibility.
Slowed down and polished AI stair locomotion.
When starting a linked quantum jump the party list will now only show who started the jump with you.
Replaced Levski elevators with a revamped system.
Update and polish to pickup and dropoff deliveries at outposts.
Updated Security Post Kareah with new props and geometry.
CryAstro station has been removed as all services can now take place at rest stops and stations

Missions

Updated delivery missions to include a new delivery locker system.

FPS

Updated pistol, stock, and shouldered inspect poses for more movement and control.
Added a blue light to spin animations for the F55.
Players can now enter interaction mode while inspecting a weapon.
Refinements and improvements to FPS weapon recoil.
Sped up the animation speeds of the lean mechanic.
Tweaks to the level of protection provided by personal armor.
Recoil and sway pass on the Gallant energy rifle.
Updated numerous basic locomotion animations.
Smoothed FPS movement and sway in and out of ADS.

UI

Updated notification system with a new overall icon and new event specific icons, including the ability to dismiss the alert.
Removed F11 and RALT menus/function.

Ships and Vehicles

Complete rework of the Mustang series.
Changed and reallocated support screen distribution on the Constellation series.
Suppressed collision warnings for vehicles in hover mode to avoid excessive audio spam.
Removed aim assist from turrets.
Default loadouts have been redone on the following ships: Gladius, Gladius Valiant, Retaliator, Sabre, Sabre Comet, Hornet F7C, Hornet F7C Wildfire, Hornet F7CS, Hurricane, Terrapin, Mustang Alpha, Buccaneer, Cutlass, Dragonfly, Herald, Merlin, Prospector, Reliant, Starfarer, Starfarer Gemini, 300i, 315p, 325a, 350r, 600i, 85x, Aurora CL, Aurora LN, Aurora LX, Aurora MR, Constellation Andromeda, Constellation Aquila, Nox, and Khartu-Al.
Increased the damage of all ship cannons, lowered their fire rate, increased their heat generation, and swapped many to "autocannons" that fire automatically. Mass drivers and scatterguns have remained semi-automatic.
Updated heat and power MFDs.
Removed some of the scratches on the cockpit canopy interior of the Terrapin.
Refactored item overheat behavior and overheat warning system.
Added landing gear compression to the 85x.
Added a scroll bar to MFDs.
Increased the afterburner velocity of the Hurricane.
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on September 23, 2018, 06:06:36 PM
Under "Known Issues": Doesn't it seem like there's been some regressions here? Like: "All mission givers are not functioning currently."

And doesn't most of this extensive list seem like ... small beans?  Like updating a configuration parameter in some data array?

And how does this track with the accomplishments in the "road map".  E.g., road map claims "[Flight] Improved AI Behavior" is done.  Of course, "improved" is undefined, but did you expect it to be more or less or the same as these items:

Quote
AI spawning into swarm modes should no longer occasionally be motionless.
Player should no longer be able to trick AI to flying out of their defensive area.
AI no longer goes unresponsive if a player moves outside of their defensive zone.
AI pilots should no longer go inactive if there are already 3 other AI ships attacking an intended target.

Still, some of these items are nice and I'm sure will be much appreciated.  Terrapin owners will be glad to have a better view out of their cockpit canopy now that some scratches have been removed.  And citizens who demand verisimilitude are breathing a sigh of relief now that player footprints will no longer appear facing the wrong direction near the poles of planetary bodies.

(I say that they won't appear in that wrong direction, but that's actually a claim that CIG isn't making.  They're only saying the footprints should no longer appear in that wrong direction.)

All in all, a job well done for 400+ hard working devs+testers over the last 3 months.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 24, 2018, 04:25:10 AM
All in all, a job well done for 400+ hard working devs+testers over the last 3 months.

:emot-lol:

Evocati 3.3 truck stop video leak. I just can't believe that stuttering and the low fps - without only one player in the level. wow.

https://www.dailymotion.com/video/x6u4rhn

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 24, 2018, 05:08:12 AM
wow, that's some thrilling FPS AI gameplay! I'm going to go increase my pledge

https://www.dailymotion.com/video/x6u4h79
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on September 24, 2018, 12:51:32 PM
Oh, if only I could turn back time and pledge my first born...
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on September 24, 2018, 03:41:10 PM
wow, that's some thrilling FPS AI gameplay! I'm going to go increase my pledge

https://www.dailymotion.com/video/x6u4h79

I'm sure this was all just all tier 0 implementation plus I only noticed minor shuddering, popping, shader issues. Plus its sad that cryengine which was developed for fps walking and jumping is so bugging that its still causing issues for 500 plus team working on it.
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on September 24, 2018, 08:23:40 PM
What I really like about those two videos is the way all the NPCs just stand there without moving.  The cargo guy behind his counter, and the guy ordering a ship (who is still standing motionless in the exact same position and pose when the 'camera' returns to him).  Just mannequins.  It's less distracting for the viewer/player, let's you focus on the cool (and unprecedented) high fidelity rendering of the scene.

On the other hand, I don't get what the little 'jump' motion is each time the guy starts moving.  Is he being goosed off camera?  Or is he just a spazz?

(And what's with all the flickering lights in these habitats?  30th century and they don't have 100% reliable long-life lighting?)
Title: Re: Star Citizen Dev Progress Watch
Post by: kaylani.larelli on September 25, 2018, 07:19:58 AM
Maybe Chris thinks the flickering lights allow the "fidelity" of the unprecedent next-generation lighting model to "shine" through better than boring steady lighting would...

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 29, 2018, 05:21:26 AM
(https://i.imgur.com/cXTLlcH.jpg)

OK, I'm convinced that these chucklefucks don't have a clue. That OCS image explanation is pure and utter nonsense. Aside from it being standard culling, it will never - ever - work for this game in the manner they have described. Period. This is just them coming up with bs - 7 years later - to help kick the can down the road.

As it's client side, it will have minimal impact on overall performance on a loaded server with clients all at different locations.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 29, 2018, 05:25:56 AM
No progress this week on OCS. But I'm sure it's coming along great!

(https://i.imgur.com/zF4v0bA.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on September 29, 2018, 08:30:17 AM

OK, I'm convinced that these chucklefucks don't have a clue. That OCS image explanation is pure and utter nonsense. Aside from it being standard culling, it will never - ever - work for this game in the manner they have described. Period. This is just them coming up with bs - 7 years later - to help kick the can down the road.

As it's client side, it will have minimal impact on overall performance on a loaded server with clients all at different locations.

I'm irritated by that visualization.
Is there a good reason to make the quadrants non quadratic? Is there a good reason as too why they only coloured some regions as being anyhow pre-loaded, while some completly uncoloured? Why a pseudo-3D based representation, when a 2D one would have been much simpler to do and be good enough to explain the concept? Why not a freaking ship in the centre instead of the char-model?

Not even talking about line of sight 'calculations' of objects not currently loaded for the player  :emot-psypop:
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on September 29, 2018, 09:55:22 AM
Now I'm confused.  I thought we saw OCS already being tested in Evocati in that video earlier this week where the guy was walking around on the moon and the rocks kept popping into place as he got near them.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on September 30, 2018, 03:20:24 AM
IIRC I don't think there is anything new here apart from the graphic.   

CRoberts was rattling on about this at least 3 years ago.

The 3D esque graphic doesn't seem to show all the area that the players character could end up in relatively quickly if for example it fell through the floor, was blown out of a hole in the ship during a fight etc...

I am no developer but how is what is being described (OCS) here much different from the popping you see in most games when a scene in the distance suddenly pops into view as the graphics card catches up ?

Is each area not coloured white meant to be the equivalent of a whole area accessed via loading screens in an older game  ?  It is all bullshit because older games dont load and process, draw everything in a zone the moment you enter it do they ?

I like thew way the verse is described as being at full capacity in 3.2 necessitating this new technology to enable them to get more in the game.

It is being presented here as a  reasonable excuse for not having developed any more planets, star systems etc and it will subtly influence some people to explain away a lack of progress by CIG and expect a waterfall of new content once OCS is up and running.



Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 01, 2018, 01:19:42 AM
Now I'm confused.  I thought we saw OCS already being tested in Evocati in that video earlier this week where the guy was walking around on the moon and the rocks kept popping into place as he got near them.

Rocks and trees popping into place are just because you don't want to draw all the rocks on the planet at the same time - the rock was likely to be in memory already. It's the same as grass surrounding the player but not drawn at a distance in most open world games. Thing is, you're not really meant to notice the effect.

OCS is all about memory, at the moment if you start at Port Olisar you're loading all the assets needed for every NPC / object in Levski aswell even though you won't draw them on the screen until you get up close to Levski. With OCS, only Port Olisar gets loaded, then once you start your QT to Levski, Olisar is removed from memory and Levski is loaded in the background.

Thing is, OCS isn't anything new. This is what every other open word game does. Normally they get it working at the start of the project, nor do they make a big deal about it. For example: https://docs.unrealengine.com/en-us/Programming/Assets/AsyncLoading (I don't know Unreal) this is all about finding and loading assets in a background thread, this is the core bit of technology and a game would build some custom code on top of this to suit their specific situation. Although I can't find anything similar for CryEngine with a quick Google - which may explain why they have taken so long to implement it: they have to rewrite the core engine to make it work.

OCS is just the latest in a long list of technologies where CIG have invented a new term for something that already exists in other games, it's just that other studios don't bother talking about this stuff except to other devs at GDC. By calling it something unique it means that the idiot whales will only find the term associated with SC on Google and think that CIG are inventing new technologies. They aren't, they've just invented a new word for it and barely been able to implement it. We laugh at it, but it's a serious issue because it's just another part of the scammy marketing tactics used by CIG.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on October 01, 2018, 09:02:58 PM
Rocks and trees popping into place are just because you don't want to draw all the rocks on the planet at the same time - the rock was likely to be in memory already. It's the same as grass surrounding the player but not drawn at a distance in most open world games. Thing is, you're not really meant to notice the effect.

OCS is all about memory, at the moment if you start at Port Olisar you're loading all the assets needed for every NPC / object in Levski aswell even though you won't draw them on the screen until you get up close to Levski. With OCS, only Port Olisar gets loaded, then once you start your QT to Levski, Olisar is removed from memory and Levski is loaded in the background.

Thing is, OCS isn't anything new. This is what every other open word game does. Normally they get it working at the start of the project, nor do they make a big deal about it. For example: https://docs.unrealengine.com/en-us/Programming/Assets/AsyncLoading (I don't know Unreal) this is all about finding and loading assets in a background thread, this is the core bit of technology and a game would build some custom code on top of this to suit their specific situation. Although I can't find anything similar for CryEngine with a quick Google - which may explain why they have taken so long to implement it: they have to rewrite the core engine to make it work.

OCS is just the latest in a long list of technologies where CIG have invented a new term for something that already exists in other games, it's just that other studios don't bother talking about this stuff except to other devs at GDC. By calling it something unique it means that the idiot whales will only find the term associated with SC on Google and think that CIG are inventing new technologies. They aren't, they've just invented a new word for it and barely been able to implement it. We laugh at it, but it's a serious issue because it's just another part of the scammy marketing tactics used by CIG.

Thinking through this as a non programmer...

If CIG are running a demo of the latest release .. it is running on some ridiculous specced machine with 18 cores and shit loads of memory..(2 to 5 TB) .why isnt it running smoothly in their demos before they did OCS if it is about the cpu and memory v graphics cards processing bit (where there is much more of a limit on what cards can draw even on a crazy specced rig because  you can only add so many graphics cards and their spec is much narrower than the processing and memory gap between a reasonable consumer gaming rig and some beast you made in the studio when money is no option)?

Also I dont understand why if you can load the code that draws the scenes  in memory and only execute that when you need to why cant you do that with large chunks of the rest of the code that calculates/executes etc what is going on and if you can ... then just how badly written has the rest of the code got to be for that to be what is stopping the game running at a reasonable FPS...on the best rig you can get your hands on to make it look good to the Shitizens ?

An 18 core processor can do a lot of calculations ..... or is it simply that  a game designed for typical higher end gaming consumers can't/ doesnt have the capacity to use those extra cores (and memory) so it comes down to writing efficient enough code to run on say 4 cores and 16GB of RAM ?

CIG are so screwed the code has been written in such a way that they are left trying to work out how to chop it up and process it as needed but it is so badly written or there is so much of it it cant be processed in time to work in real time ?



 
Title: Re: Star Citizen Dev Progress Watch
Post by: GaryII on October 01, 2018, 11:58:42 PM
An 18 core processor can do a lot of calculations ..... or is it simply that  a game designed for typical higher end gaming consumers can't/ doesnt have the capacity to use those extra cores (and memory) so it comes down to writing efficient enough code to run on say 4 cores and 16GB of RAM ?

 Current version of SC can fully utilize 2 cores ;) and I guess  something extra on others..

 I remember on WTFwourus stream he started to investigate why his FPS was low compared to "plebs" PCs with 6-Core CPUs like 8700k - he has 10-core Intel Extreme CPU...
 And he discovered that his CPU was running only at 3Ghz or even less compared to plebs PCs whitch run at 4Ghz...           
 And only 2 cores were at 95-100 % load...

 Cyrengine older versions are known for bad multicore support I remember there was some guy on old SC forumus who tested different CPUs, but I can't find it anymore... 
 He basically started his post with "Cryengine hates multicore CPUs and so does SC..."
Title: Re: Star Citizen Dev Progress Watch
Post by: Backer42 on October 02, 2018, 12:36:41 AM
Cyrengine older versions are known for bad multicore support I remember there was some guy on old SC forumus who tested different CPUs, but I can't find it anymore... 
 He basically started his post with "Cryengine hates multicore CPUs and so does SC..."
CE3 was made for the 2005 Xbox 360, which features a triple-core PowerPC CPU. There is no point in excessive multi threading for such a platform target.

Star Citizen is simply a LastGen game featuring an outdated LastGen engine.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 02, 2018, 04:07:09 AM
I seem to remember reading somewhere that the original CryEngine was written back at a time where it was assumed that processors would stick at 2-4 cores but just get faster and faster. That didn't quite happen and CryEngine hasn't been able to take advantage of the extra cores as well as other game engines might.

Writing Threaded code is hard at the best of times. Whilst you can offload complex custom code to a thread (eg well written AI) if you need lots of calls to the engine functions then they will often only allow you to do so from the "main" thread. To try and rewrite the engine at this late stage to take advantage of other threads (eg for physics or networking) could end up breaking everything. Even if you could rewrite the client code to be be more efficient, this may not help on the server side anyway.

If they really wanted to to make an MMO then they should have started with a custom engine and sorted out all the complex boilerplate functionality first: but then they wouldn't be able to produce high fidelity tech demos to show off at every gaming event.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 02, 2018, 08:50:56 AM
Evocati 3.3 NPC guards.

https://www.dailymotion.com/video/x6ul6cb

ps: It's horrid
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on October 05, 2018, 11:44:08 PM
Apparently the latest roadmap (https://i.imgur.com/rimNYLy.jpg) shows OCS & Network Bind Culling moved forward from 3.3.5 back into 3.3.0 and many of its tasks are either completed or nearing completion.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 06, 2018, 12:55:01 AM
Apparently the latest roadmap (https://i.imgur.com/rimNYLy.jpg) shows OCS & Network Bind Culling moved forward from 3.3.5 back into 3.3.0 and many of its tasks are either completed or nearing completion.

I don't buy it. I expect this is to give the Whales some hope before CitizenCon, after which they will kick OCS into the middle of next year.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 06, 2018, 04:57:08 AM
https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

(https://i.imgur.com/rimNYLy.jpg)

They're doing some shifty things atm. Even though BOTH 3.3 and 3.3.5 are train-wrecks, word is that they are planning on merging the two and releasing 3.3.5 instead of 3.3.

The current build is completely and utterly unstable, and completely unplayable. And that's what they're planning on releasing week of Oct 10th during CitizenCon. I doubt that they will do this because it will be worse than the 3.0 fiasco. So they will probably defer it to Dec like they did with 3.0.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on October 06, 2018, 08:38:04 AM
https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

They're doing some shifty things atm. Even though BOTH 3.3 and 3.3.5 are train-wrecks, word is that they are planning on merging the two and releasing 3.3.5 instead of 3.3.

The current build is completely and utterly unstable, and completely unplayable. And that's what they're planning on releasing week of Oct 10th during CitizenCon. I doubt that they will do this because it will be worse than the 3.0 fiasco. So they will probably defer it to Dec like they did with 3.0.


Over at reddit they are going crazy over the roadmap, they all believe that everything will soon drop into place.
Title: Re: Star Citizen Dev Progress Watch
Post by: Backer42 on October 06, 2018, 03:33:35 PM
I seem to remember reading somewhere that the original CryEngine was written back at a time where it was assumed that processors would stick at 2-4 cores but just get faster and faster. That didn't quite happen and CryEngine hasn't been able to take advantage of the extra cores as well as other game engines might.
It was written for a specific console platform, there is nothing more to it. Nobody expected CE3 being used in 2018 on PC.

Quote
Writing Threaded code is hard at the best of times.
It's entirely pointless if your aiming at a triple-core CPU, it simply makes everything slower with scheduling overhead.

Quote
If they really wanted to to make an MMO then they should have started with a custom engine
They are not able to do "custom engine"! Why am I reading this again and again?

When CIG's customized bicycle breaks down, "should have constructed mars rocket" isn't the answer.

Quote
but then they wouldn't be able to produce high fidelity tech demos to show off at every gaming event
You realize that mediocre Crysis mods is all they can actually do?
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 07, 2018, 05:04:09 AM
The current build is completely and utterly unstable, and completely unplayable. And that's what they're planning on releasing week of Oct 10th during CitizenCon.

So is that the Evocati build? The build that CR has bigged up on ATV as being the miracle technology to fix the performance problems?
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 07, 2018, 12:40:19 PM
Just been thinking:

The 3.3.5 patch will be very interesting. They've now effectively promised Hurston before the end of the year. Sure, they could kick it into next year but they've now made such a big deal out of it that doing so would only anger the whales.

I'm not sure they can do it. Firstly they'd need OCS to work perfectly. Secondly: I'm not sure the game world is big enough, even with 64 bit positioning. Putting Hurston at any significant distance away could break everything as floating point errors start to creep in affecting everything from the physics to the graphics.

Still, I might be wrong and CIG have everything under control.
Title: Re: Star Citizen Dev Progress Watch
Post by: Bubba on October 07, 2018, 01:38:04 PM
The funny part is that, at the start of the year, they switched to a model where, regardless of progress made, they would have a version release every quarter. Now they can't even keep pace with a model that is pace-agnostic.


Honest, they're doing great.
Title: Re: Star Citizen Dev Progress Watch
Post by: Penny579 on October 07, 2018, 08:28:45 PM
OCS in and 130fps confirmed!

https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/ (https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/)

I'll have to buy a new monitor with a refresh rate high to handle the performance I don't miss single pixel as I clip through the floor.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 08, 2018, 05:26:32 AM
OCS in and 130fps confirmed!

https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/ (https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/)

I'll have to buy a new monitor with a refresh rate high to handle the performance I don't miss single pixel as I clip through the floor.

Yeah, on a barren moon with only a single point light in the scene. My phone could handle that.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on October 08, 2018, 07:12:29 AM
OCS in and 130fps confirmed!

https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/ (https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/)

I'll have to buy a new monitor with a refresh rate high to handle the performance I don't miss single pixel as I clip through the floor.

Lol all the videos of guys and ships clipping through the planets are great.
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on October 08, 2018, 08:30:03 AM
Yeah, on a barren moon with only a single point light in the scene. My phone could handle that.

Interesting that you say that.  Because the stats panel at the left shows this 130fps video is consistently (i.e., always) using >= 45% of all 16 cores!!. (Or maybe only 8 cores, if Hyperthreaded.  But still: >=45% of 8 cores.)

So the good news is CIG broke the parallelism barrier on the CPU.  Well done!

The bad news is: 45% of a 16 (or 8) core system and 90% of the GPU to handle the movement of a single avatar on a simple landscape.

(And a remaining question: Although a 19second clips seems sufficient to send r/starcitizen into an orgasm of specifying new hardware they'll buy to run this game ... why not a 130fps 19second clip of some sort of space battle - I mean, given that this is the BDSSE?)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 08, 2018, 10:24:16 AM
OCS in and 130fps confirmed!

https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/ (https://www.reddit.com/r/starcitizen/comments/9m8094/133_stable_fps_boyys_the_new_age_is_comming/)

I'll have to buy a new monitor with a refresh rate high to handle the performance I don't miss single pixel as I clip through the floor.

new user/low karma - best to just lol and move on

- Ryzen 7 1700X with a 1070Ti and 32GB RAM
- 1 client on server instance
- running around a barren surface with procgen rocks

Yeah, OCS + NBC is totally working

Thing is that, so far, NONE of the new planet stuff has leaked because 3.3.5 NEVER went to Evocati. They just used that 3.3 <-> 3.3.5 split to generate hype ahead of ShitizenCon.

And now they claim to have moved some 3.3.5 tasks back into 3.3, which they will release live this week. Which means that the planets remain in 3.3.5 for a later date.

I can guess precisely what they're going to do next. If they release 3.3 - which is already a disaster even with OCS+NBC - that's going to be their excuse for holding off on 3.3.5 until next year. Right now, 3.3 is an absolute disaster (performance, crashes, new hilarious bugs etc) that's even worse than 3.0 (Dec 2017) and that's going to be their benchmark and excuse "We have to fix OCS + NBC + stability + performance before we can add planets" to delay 3.3.5. Then again, if they're dumb enough, they will release it for the Dec holiday stream.

I can say one thing with certainty - and this comes from multiple credible sources - 3.3 is an absolute disaster and there is no way they can fix it before year end. They may end up rolling back OCS+NBC even.

We also noticed that while they have filed financials for the RSI (https://beta.companieshouse.gov.uk/company/08882924/filing-history) shell company, they are now late on filing financials for CIG (https://beta.companieshouse.gov.uk/company/08815227). They probably won't file either until after ShitizenCon, or after the holiday stream because I believe it's bad enough that they don't want me writing about it as I normally would, and freaking out the tribe.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on October 08, 2018, 11:14:07 AM
So, ShitizenCon will be an absolute nightmare. But what will happen then? Will CIG collapse or does it take even more?
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 08, 2018, 11:23:08 AM
Are there any rumours about what new shiny thing Chris will be showing off - if any.

I'm still confused about why Chris is doing the keynote first - unless he's showing off the shiny stuff at the end.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on October 08, 2018, 12:48:05 PM
Are there any rumours about what new shiny thing Chris will be showing off - if any.

I'm still confused about why Chris is doing the keynote first - unless he's showing off the shiny stuff at the end.

Hopefully the human torpedo which would probably get me back to funding the game.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 08, 2018, 04:49:54 PM
Are there any rumours about what new shiny thing Chris will be showing off - if any.

I'm still confused about why Chris is doing the keynote first - unless he's showing off the shiny stuff at the end.

The shiny stuff always goes with the keynote. I think they did it this way because of the other presentations (distractions) they have going on a different stage.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 09, 2018, 01:49:28 PM
Oh yeah, this is what they're releasing this week. For real.



Star Citizen Patch 3.3.0l

Alpha Patch 3.3.0l has been released to the PTU, and is now available to test! Patch should now show: PTU-957618.
 
It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizenPTU\LIVE.
 
Please monitor Evocati spectrum for updates and testing instructions.
 
USER.cfg settings:
r_displayinfo = 3
 
Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing. When those features reach a playable state they will be detailed on the notes and added to the "Testing Focus".
 
Testing Focus

Hammerhead
Constellation Phoenix
Reworked Mustangs
Cyclone variants.
Manned turrets.
New default ship loadouts.
Changes to ship cannons.
Power management, overpower, and overclocking ship systems and components.
 
Major Known Issues

Levski landing pads are covered and hidden collision can trap players in customs. W/A: Avoid Levski.
Players may appear to spawn in space upon respawn. W/A: Wait, the game will load you into the bed (clipping) and you can suicide to reset.
Group services are currently not functioning.
In-game chat services may not be working.
The group system is undergoing an update and is currently not functioning correctly.
Arena Commander's loadout and ship selector is undergoing a rework to include ship rental functionality and may not be fully function as is.
Airlocks lack lighting.
 
Feature Updates
 
Universe
Extended comm array monitored zone to encompass Port Olisar.
Ships and Vehicles
Smoothed Cyclone TR turret in/out animations.
 
Bug Fixes

The Constellation Phoenix Emerald should no longer have replaceme textures all over it.
Fixed an issue where players would be unable to launch/take off after spawning a ship.
NPCs should no longer walk around with pistols drawn.
The player should no longer t-pose when interacting with the mess hall table.
The cockpit display on the Mustang series should no longer be too far pushed forward.
Smoothed Cyclone TR turret in/out animations.
Fixed "Text field 40" UI errors.
 
Technical

Fixed 4 server crashes.
Fixed 2 client crashes.
 
Current Ship List

Hammerhead, Constellation Phoenxi, Gladius, Gladius Valiant, Retaliator, Sabre, Sabre Comet, Hornet F7C, Hornet F7C Wildfire, Hornet F7CS, Hurricane, Terrapin, Mustang Variants, Buccaneer, Cutlass, Dragonfly, Herald, Merlin, Prospector, Reliant, Starfarer, Starfarer Gemini, 300i, 315p, 325a, 350r, 600i, 85x, Aurora CL, Aurora LN, Aurora LX, Aurora MR, Constellation Andromeda, Constellation Aquila, Nox, Cyclone variants, and Khartu-Al.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 09, 2018, 01:54:53 PM
Latest Evocati break-through

https://www.dailymotion.com/video/x6v5b4t
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on October 09, 2018, 04:13:26 PM
Oh yeah, this is what they're releasing this week. For real.



Star Citizen Patch 3.3.0l

Reddit users are so excited of the hammerhead and how it helps fill out the universe, lols never stop on how crazy they are.


Latest Evocati break-through

https://www.dailymotion.com/video/x6v5b4t

I cannot fathom why the have so collision and character malfunction at this point. Certainly not seeing the bug smashers as they have dropped off the radar as well. I wonder if the poached employees or anyone with crytech skills is still there?
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 09, 2018, 11:59:48 PM
Latest Evocati break-through

https://www.dailymotion.com/video/x6v5b4t

That was hilarious. I thought he was just going to die, instead he gets boneitis.

I wonder if that's the new inverse kinematics system malfunctioning in hilarious ways.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 10, 2018, 06:14:59 AM
No clue what's going there; but from the looks of it, they haven't yet sorted out the portals for the doorway. So he can't enter it without triggering a collision. The subsequent character boneitis is just an after effect.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 10, 2018, 07:10:19 AM
No clue what's going there; but from the looks of it, they haven't yet sorted out the portals for the doorway. So he can't enter it without triggering a collision. The subsequent character boneitis is just an after effect.

Just on a technical point of interest: you refer to a portal for the doorway - what do you mean by that?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 10, 2018, 08:08:01 AM
Just on a technical point of interest: you refer to a portal for the doorway - what do you mean by that?

"portal" (assuming that's how they're doing it) is a dev term.  Check Google as I don't have time to write a book on it.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on October 10, 2018, 02:22:19 PM
Now don't brush him of like that. You can always do a blog.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on October 10, 2018, 07:15:49 PM
Now don't brush him of like that. You can always do a blog.

+1 and I want to hear about zone culling for clothing, after seeing that I'm ready to break out the cc.
Plus all the other exciting tech like the online rigs, houdini volumetric clouds.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 11, 2018, 07:06:34 AM
Now don't brush him of like that. You can always do a blog.

heh, I wasn't brushing him off. The info is on Google and there is no short explanation for it. So why waste my time when someone else has already done the work?  :emot-science:
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on October 11, 2018, 07:57:25 AM
'Cause you can do it better? Just ask Chris  :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 11, 2018, 09:19:30 AM
3.3 is on PTU. And yes, it's a complete disaster

On 09/24 I said:

"Looking at the Sept 21st schedule, along with this first changelog, I have absolutely no idea how on this God’s Earth they are going to complete what’s left for 3.3, and get into a reasonable state for release on Oct 10th."

http://dereksmart.com/forums/reply/6639/
Title: Re: Star Citizen Dev Progress Watch
Post by: kaylani.larelli on October 11, 2018, 11:16:32 AM
Does anyone else share my suspicions that the entire keynote mission was a prerecorded video rather than live gameplay? It all seemed heavily scripted, even the reactions to the "crashes". Chris' dismay at the original crash seemed pretty forced, like bad acting. I got the impression that some trickery was at work right away and when I started looking at it from that perspective, everything seemed to align perfectly with the idea that they recorded this ahead of time. Should anyone really believe the game ran that long through that "complex" (in SC terms) a mission, with only 1 crash at the very beginning and only minor, laughable glitches rather than the game-destroying ones testers see far too often? Even their reactions to the glitches seemed like they were expecting them and had canned responses ready. And they seemed far too eager to insist over and over that it was live gameplay when it just didn't look like it.

Maybe I am just paranoid but I wouldn't put it past them.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on October 11, 2018, 12:47:21 PM
Maybe I am just paranoid but I wouldn't put it past them.

When it's a choice between conspiracy or cock-up, usually it's a cock-up. Especially when CIG do something.

I'm sure it was all actually in-game, but it will be a game with just that planet and the city loaded into a really powerful client and on-site server connected via LAN.

It all looks great, but so did previous CitizenCon keynotes and how many of those are playable now? It's just another art heavy tech demo with minimal actual gameplay, just like the rest of them.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 11, 2018, 01:30:05 PM
Does anyone else share my suspicions that the entire keynote mission was a prerecorded video rather than live gameplay? It all seemed heavily scripted, even the reactions to the "crashes". Chris' dismay at the original crash seemed pretty forced, like bad acting. I got the impression that some trickery was at work right away and when I started looking at it from that perspective, everything seemed to align perfectly with the idea that they recorded this ahead of time. Should anyone really believe the game ran that long through that "complex" (in SC terms) a mission, with only 1 crash at the very beginning and only minor, laughable glitches rather than the game-destroying ones testers see far too often? Even their reactions to the glitches seemed like they were expecting them and had canned responses ready. And they seemed far too eager to insist over and over that it was live gameplay when it just didn't look like it.

Maybe I am just paranoid but I wouldn't put it past them.

Nah, it was all live. No way none of those chuckleheads are such good actors.

I was actually chatting with someone on Twitter DM who was wondering how/why he was able to cheat to go back to the crash site so quickly after breaking his legs and dying. I had to explain that neither the server nor the client crashed, so there was nothing to load. The player client died, and when he woke up, they just used a dev cheat (most of us have that in our games) to warp back to that location in the already loaded level/map.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on October 12, 2018, 08:27:33 AM
The critical thinkers out there must love the new $400 drop ship.

The train has been done in the posted video.

The quality of the FPS shooter game has been done.

The smuggler routes in and out of areas ... hmmm how long before they are not secret any more ?

At least the ramp worked this year.

There is no game, no gameplay and no MMOG.

It should be as clear as day that this is the product and it is in perpetual development until the money runs out.



Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 12, 2018, 11:03:47 AM
Well, seeing that ShitizenCon funding is down 50% year on year, that should be a clue that most whales don't give a shit anymore.
Title: Re: Star Citizen Dev Progress Watch
Post by: GaryII on October 12, 2018, 01:49:03 PM
 I think reason for that is that Kraken is not on sale yet, so whales are saving money for that chariot...
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 13, 2018, 05:13:01 AM
(https://i.imgur.com/pd79gut.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 13, 2018, 05:21:00 AM
A Citizen got to test the new 3.4 flight model

https://www.reddit.com/r/starcitizen/comments/9ngn72/i_tried_the_new_flight_model_coming_in_34_while_i/
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on October 13, 2018, 07:13:13 AM
That's a lot of words. It's going to crash and burn would be a much easier statement. For all models.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 26, 2018, 04:25:04 AM
Oh yeah, this is going to be FANTASTIC!

(https://i.redd.it/io9aq5wdd7u11.png)

https://old.reddit.com/r/starcitizen/comments/9r40ao/updated_in_game_ship_prices_vs_pledge_cost_ptu_33t/

Yes. It’s hilarious. And of course if we needed any stronger evidence that the game is catering to whales - who already paid lots of cash money for their chariots - this would be it. No way on this God’s Earth would even those crazy [email protected] like us who grind in ED without noticing it, would grind in this game for crap like this. It’s not as if the tech demo (which is never going to be a “game”) is fun or anything.

But it’s totally not P2W though.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 26, 2018, 04:25:23 AM
*moved*

(https://lh6.ggpht.com/_ym22WvZ_vuI/Sv_hL4ZvcjI/AAAAAAAABII/tlZ7fJDVEGQ/s800/Dilbert_Next_Week.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 26, 2018, 04:25:35 AM
:emot-lol:

https://giant.gfycat.com/WillingBriefFantail.webm

https://giant.gfycat.com/ActiveLazyGraysquirrel.webm

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 26, 2018, 04:27:18 AM
The latest from the much-hyped upcoming Star Citizen 3.3 for which those guys have been touting (well, lying really) non-existent performance gains (it's all in their heads).

(https://pbs.twimg.com/media/DqYgIBhWsAEcZqD.jpg)

(https://pbs.twimg.com/media/DqYkKthXgAIDNQh.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 27, 2018, 06:27:26 AM
(https://i.imgur.com/S6TAsdp.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on October 28, 2018, 04:51:45 PM
Derek is there any new insight into the flight model now that the guy who was developing it has been gone for some months ?
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on October 28, 2018, 05:26:23 PM
I have the feeling that regardless of how buggy, how jumpy the game is, how many projected goals they fail to meet, how many outlandish promises and proclamations Robbers makes these fool backers will continue to support this abortion at least with words, if not financially. They are in denial. Even if they know the cause is lost they will refuse to admit it right p to the very moment that they appear on the SC Refunds reddit.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 29, 2018, 04:54:41 AM
Derek is there any new insight into the flight model now that the guy who was developing it has been gone for some months ?

There was a CitizenCon panel about it. As expected, it was just the usual nonsense. And they had another broadcast about it a few days ago.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 29, 2018, 05:02:00 AM
I have the feeling that regardless of how buggy, how jumpy the game is, how many projected goals they fail to meet, how many outlandish promises and proclamations Robbers makes these fool backers will continue to support this abortion at least with words, if not financially. They are in denial. Even if they know the cause is lost they will refuse to admit it right p to the very moment that they appear on the SC Refunds reddit.

I know we've seen this cycle before, but my gut feeling is that the 3.3->3.3.5 build are going to be the breaking point for backer faith because they have a lot riding on that content.

They're never - ever - going to get around the performance issues, let alone the buggy crash-fest that OCS + NCB among other things have now introduced.
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on October 29, 2018, 09:16:45 AM
Prediction, Robbers rolls back the current and proposed changes but he releases a few more rereleased ships and sells a few more pricey models, a second release of this pocket carrier. These rubes will simply keep opening their wallets. Only if they slow contributions significantly will you see any change to the current buisness model. It wont even be a change to the buisness model, ikt might be suprise release of some crap to mollify the unwashed.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 29, 2018, 01:18:05 PM
Prediction, Robbers rolls back the current and proposed changes but he releases a few more rereleased ships and sells a few more pricey models, a second release of this pocket carrier. These rubes will simply keep opening their wallets. Only if they slow contributions significantly will you see any change to the current buisness model. It wont even be a change to the buisness model, ikt might be suprise release of some crap to mollify the unwashed.

Yeah, that was my prediction in my latest article as well. As to the rubes, never underestimate the faith. I mean though guys gave them almost $4M this past CitizenCon because they saw new flashy things - none of which even signaled that a game of any kind was forthcoming.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 29, 2018, 05:05:37 PM
FYI, the Star Citizen bug report db (aka Issue Council) has hit a new milestone for the on-going 3.3 patch.

It's now got 23 (twenty-three) THOUSAND bug reports.

Don't panic though; I'm sure they're working on them.

https://robertsspaceindustries.com/community/issue-council
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on October 29, 2018, 06:30:34 PM
There was a CitizenCon panel about it. As expected, it was just the usual nonsense. And they had another broadcast about it a few days ago.


The fact they have these two clowns theory crafting the flight model after all these years is absurd...it sounds years off and still in design.

You don't have a Star Citizen game without a flight model do you ?

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on October 29, 2018, 07:16:39 PM
The fact they have these two clowns theory crafting the flight model after all these years is absurd...it sounds years off and still in design.

You don't have a Star Citizen game without a flight model do you ?



I'm still wondering about Pritchett's departure and what happened to his many years of work, including Chris talking about bringing it in house. What could it all mean and the many conspiracies that can be theorized on the topic.

Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on October 30, 2018, 05:46:46 AM
The fact they have these two clowns theory crafting the flight model after all these years is absurd...it sounds years off and still in design.

You don't have a Star Citizen game without a flight model do you ?

Wasn't Star Citizen billed as a Space Sim? Are there any other simulation games that were only just working out what to do with their core model after seven years of development?

Did DCS World implement coffee drinking before the flight model? Oh no, they didn't at all because they realised it is a shit idea  :laugh:
Title: Re: Star Citizen Dev Progress Watch
Post by: Slapmeandcallmegurl on October 31, 2018, 07:16:42 AM
I had an email saying I'd had a reply but...dum dum duurrrrrmmmmm, it's all gone now.

Was it not relevant? SC is proposing to have thousand(s) of players together using cloud tech and now EA is trying the same thing. Mayhap it isn't impossible after all.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 31, 2018, 07:27:20 AM
I had an email saying I'd had a reply but...dum dum duurrrrrmmmmm, it's all gone now.

Was it not relevant? SC is proposing to have thousand(s) of players together using cloud tech and now EA is trying the same thing. Mayhap it isn't impossible after all.

It was off-topic and I moved it to another forum. Look there. That's why we have a "show unread posts since last visit" at the top of the forum
Title: Re: Star Citizen Dev Progress Watch
Post by: Slapmeandcallmegurl on October 31, 2018, 07:29:25 AM
Ok, cheers.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 31, 2018, 11:28:17 AM
:emot-lol:

Yesterday on my Discord channel, I posted this tit-bit from a source of mine:

Quote
I will fucking die if this is true, seeing as I just said this in my article from a few days ago :

"So word going around here in UK is they are considering disabling OCS and some other things before releasing 3.3 to live because of very bad issues and stability. It may not even make it into any release this year. Also, they pretty sure that 3.3 will be the last version for the year"

Today this appears on Reddit

https://www.reddit.com/r/starcitizen/comments/9szaeh/330_ptu_period_extended_to_the_20th_of_november/

This is the same build they hyped for release end of Q3, then prematurely released week of CitizenCon for the whale milking.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 03, 2018, 05:51:57 AM
(https://i.imgur.com/2fqnxCW.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

:emot-lol: I like how they've started removing things now. Also, that performance optimization is going to automagically go from 15% to 100% between now and Nov 20th.

https://www.reddit.com/r/starcitizen/comments/9tnijj/330_to_360_progress_watch_update_20181102/

Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 03, 2018, 06:39:46 AM
Oh, Chris is sooooo fucked  :grin:

3.3.5 with OCS that doesn't live up to expectations will kill him. Removing OCS because it doesn't work and releasing 3.4 will do the same. Whatever CIG releases next, it will be a not-performing bug-ridden feast of crashes. The only thing CIG is polishing are JPGs.

I wonder how long it will take before even the dumbest of whales realise that there never ever will be a game. Even Sunk Cost Fallacy has to have a breaking point, right?
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on November 03, 2018, 06:46:24 AM
If they do release Hurston and Lorville before Christmas then fair play to them and they deserve to have another year's chance to keep development going.

That said: no way they'll manage to release it - and they're going to have to come up with a pretty good excuse to prevent a full blown Whale /Reddit revolt over their broken promises.

I suspect that all the dev time at the moment is being spent on the next flashy vertical slice of SQ42 for the holiday stream.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 03, 2018, 07:11:35 AM
It's looking a lot like they are intending on releasing 3.3 to live; regardless of the crapfest that it is right now because of OCS.

Unless they can fix ALL the things they have now broken, releasing 3.3.5 - in any form - is the final nail in the coffin. We can forget about 3.4 for now because it's a foregone conclusion that it's not happening.

Depending on how far gone it is, they may not have a choice but to either release 3.3 /w OCS, or just keep kicking that can down the road until 2019. It's not something they can turn off and on without major ramifications.

They have now delayed 3.3. live to Nov 20. That's two weeks away.

Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 03, 2018, 09:25:22 AM
If they do release Hurston and Lorville before Christmas then fair play to them and they deserve to have another year's chance to keep development going.

That said: no way they'll manage to release it - and they're going to have to come up with a pretty good excuse to prevent a full blown Whale /Reddit revolt over their broken promises.

I suspect that all the dev time at the moment is being spent on the next flashy vertical slice of SQ42 for the holiday stream.

Christ, when is 3.4 supposed to drop?
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 03, 2018, 09:28:00 AM
Q4 2018 :-)

The end of CIG / Star Citizen is upon us  :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 03, 2018, 09:38:41 AM
Q4 2018 :-)

The end of CIG / Star Citizen is upon us  :cool:

I think you are not considering

A) the ability of the backers to rationalize delays.

B) the ability of a charlatan like croberts to keep the show on the road.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on November 03, 2018, 11:38:38 AM
A) the ability of the backers to rationalize delays.
B) the ability of a charlatan like croberts to keep the show on the road.

Sure, but for either of those to work they HAVE to release 3.3.5 at least. Hurston & Lorville are the big content drops that backers have been waiting for and CIG have been teasing it for so long that any delay will cause a riot.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 03, 2018, 11:50:30 AM
There are other things cooking then just that  :wink:
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 03, 2018, 12:14:04 PM
Sure, but for either of those to work they HAVE to release 3.3.5 at least. Hurston & Lorville are the big content drops that backers have been waiting for and CIG have been teasing it for so long that any delay will cause a riot.

(https://img.jehovahs-witness.com/image/91b912c98dbd17b2d1abb4ffee1a26f1?s=504)
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on November 03, 2018, 02:03:52 PM
(https://i.imgur.com/XgeSNB3.png)
Title: Re: Star Citizen Dev Progress Watch
Post by: Bubba on November 03, 2018, 02:45:36 PM
I would just point out that the 3.x release schedule is not determined by features, but by time. So 3.1 dropped before March 31, 2018, 3.2 before June 30, and 3.3 by Sept. 30 #- Okay, mid Oct., just to give CitCon something to tickle. But better promise 3.3.5 by mid November.
Whatever happens, 3.4 releases at the end of the year.

If these guys are so behind that they can't even make release dates that are not dependent on any content being released, then they are truly screwed.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 04, 2018, 06:51:30 AM
Christ, when is 3.4 supposed to drop?

Really? Don't you see the dates in the image above?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 04, 2018, 07:02:16 AM
I would just point out that the 3.x release schedule is not determined by features, but by time. So 3.1 dropped before March 31, 2018, 3.2 before June 30, and 3.3 by Sept. 30 #- Okay, mid Oct., just to give CitCon something to tickle. But better promise 3.3.5 by mid November.
Whatever happens, 3.4 releases at the end of the year.

If these guys are so behind that they can't even make release dates that are not dependent on any content being released, then they are truly screwed.

I mean, who seriously thought that the quarterly major release schedules would last? And that's not even how a managed software dev works. You release as you go along and things are ready. They put themselves in this boat when they kept going for long stretches without major updates, and so whales were concerned, weren't spending etc. Next thing you know, they change the schedule THREE times within a span of 14 months. I remember back when there wasn't even a schedule until after I engaged in legal action over it back in Oct 2015.

Like 3.0 which wasn't ready but they released it on Dec 23, 2017, it's obvious that 3.3 wasn't ready either. They prematurely released it to Evocati (useless gang of idiots who don't test or report anything), then to PTU in order to get whales spending. Plus just like 3.0, it too had a new ship with new shiny things for the compulsive whales in Sunk Cost Fallacy, to buy. If you look at the change log (https://robertsspaceindustries.com/spectrum/community/SC/forum/4?page=1&sort=hot) for the over a dozen releases since the first one during CitizenCon, it's clear to see.

The thing is that with 3.3 now in the PTU, the interested parties already have access to all the shiny broken things; and that novelty has worn off. So between now and the holiday break, they have to come up with something else. I just don't see how they are going to release 3.3 to live on Nov 20, then 3.3.5 for Dec.
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on November 04, 2018, 10:36:12 AM
So between now and the holiday break, they have to come up with something else. I just don't see how they are going to release 3.3 to live on Nov 20, then 3.3.5 for Dec.
[/quote] 
Oh I can easily picture that for the 100th time Robbers is running around shouting and screaming at his staff pissing them off all the while taking drugs to make him sleep. Like Hitler in his bunker. It would be fitting that someone redoes another cut of that film with Robbers franticly barking out orders.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 05, 2018, 01:32:27 AM
I mean, who seriously thought that the quarterly major release schedules would last? And that's not even how a managed software dev works. You release as you go along and things are ready. They put themselves in this boat when they kept going for long stretches without major updates, and so whales were concerned, weren't spending etc. Next thing you know, they change the schedule THREE times within a span of 14 months.

That sort of fixed release date is not uncommon in corporate development, the difference being that if stuff is not ready, as OCS clearly wasn't it would get cut from the release. That would leave them with a pretty barren release though, and they needed to sell the Kraken

Their decision to include OCS in the release has now made the entire release late, with late November being the earliest it will actually get off PTU and into PU.

And they still want to add a big patch and 3.4 in the remaining time of the last quarter... Yeah, right. I'd say they should roll 3.3.5 into 3.4 and have done with it, but realistically even that is not achievable, and I can't see them sticking to these releases as they will have embarrassingly little to put in them.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 05, 2018, 10:05:40 AM
That sort of fixed release date is not uncommon in corporate development, the difference being that if stuff is not ready, as OCS clearly wasn't it would get cut from the release. That would leave them with a pretty barren release though, and they needed to sell the Kraken

Their decision to include OCS in the release has now made the entire release late, with late November being the earliest it will actually get off PTU and into PU.

The 3.3. build was already full of new content. They didn't need OCS to make it a major release. Also remember OCS & NBC were in 3.3.5 - which was part of the reason it was split into two parts. Until they decided to merge them back into 3.3. Heck, even the 3.3.5 that was shown at ShitizenCon, wasn't running with OCS.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 07, 2018, 05:16:39 AM
The 3.3. build was already full of new content. They didn't need OCS to make it a major release. Also remember OCS & NBC were in 3.3.5 - which was part of the reason it was split into two parts. Until they decided to merge them back into 3.3. Heck, even the 3.3.5 that was shown at ShitizenCon, wasn't running with OCS.

Is the average Backer going to know if OCS is actually working even if they were willing to look at its implementation objectively ?

How would someone not knowing what they were looking for tell ?

 
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 07, 2018, 06:35:31 AM
Is the average Backer going to know if OCS is actually working even if they were willing to look at its implementation objectively ?

How would someone not knowing what they were looking for tell ?

They can already tell, not just because CIG claims it's enabled, but because of quicker load times in some instances, assets which are prematurely unloaded (so they're not visible in the level) etc.

Even those guys claiming faster fps, don't even have a freaking clue how OCS works, and that the only performance gain is due to it not loading assets which are beyond a certain distance from the player location. That's why you still see massive dips in fps even with OCS. I already wrote many times that this would be the issue. Here we are.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 07, 2018, 08:25:24 AM
So when OCS is implemented..at some point it will dawn on Backers that it isn't fixing the FPS and other performance issues.

Which of Chris and Erin's lies do they hang their hopes on then.    Network bind Culling ?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 07, 2018, 11:54:18 AM
So when OCS is implemented..at some point it will dawn on Backers that it isn't fixing the FPS and other performance issues.

Which of Chris and Erin's lies do they hang their hopes on then.    Network bind Culling ?

They are both implemented in the current PTU 3.3 build.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 09, 2018, 12:30:21 PM
Well, don't say I didn't call this one - because I did.

So basically 3.3 - which is still shit - is going live today. Aside from the fact that they just released another PTU patch which crashes right on start-up (https://www.reddit.com/r/starcitizen/comments/9vmlts/star_citizen_alpha_330ae_ptu985953_patch_notes/).

As I had predicted, 3.3 is going to be the final year release. Say goodbye to 3.3.5 and 3.4 :emot-lol:




@ 2m10s

Sandi:
Today We'll Dig Into Some Ongoing Progress With CORE TECH, But First We're Going To Take a Look At The STATE OF ALPHA 2.3... And Some Upcoming Changes To The ROADMAP

Chris:
...yes... ah... so we got some good news... aaand some BAD NEWS...

Sandi:
Ok. Give Me The Good News First.


Chris:
Ah... OK... that's always much BETTER!

(shouting) AH, SO ALPHA 2.3 IS GOING LIVE TOMORROW! Ah, which is really cool and uh, 3.3.5 with HURSTON and LOREVILLE... ah... part of it... ahm... is coming to the PTU in SHORT ORDER as soon as we go live on 3.3... we had to... GET... 3.3 out live to people before we could... move the next sort of, uh... RELEASE into the PTU phase... so that's a real important specs... ah... STEP... and people will be able to play... ah... ah... you know... well... a nice STABLE 3.3 but also... have fu...

... you know, uhm... EXPLORE even... ahm... HURSTON even... if they're willing to... put up with a few CRASHES in the PTU... and that all gets us closer... to... next thing up... the list...

Sandi:
WeLL tHAt DoESn'T SuCK

Chris:
HAHA! No, no it doesn't, ehhh... I mean it's a little later that where we wanted to be but it's a LOTTA CONTENT and the MOST important thing is the OBJECT CONTAINING STREAMING... technology... is now stable enough for us to go LIVE and that's a big big thing 'cos we've been working on that for well over a year... uh, and it's the... it's the... sort of... TECH PILLOW that's gonna allow us to... SCALE... the rest of the world, uhm... on the CLIENT SIDE and then on the TECHNOLOGY SIDE... we're really happy 'cos that's sort of passing a really big GOALPOST that we needed to get past.

It, ah... you know... it's taken us obviously longer than we thought and it's been a bit more complicated and difficult than we thought but that is the sort of CASE with that sort of... R&D that you have to do and there's so many, you know... ISSUES that go into it that we've already DISCUSSED... ah, but ah... YEAH... but it's... it's ehm... it's good to be DONE. Good to get that working.

Sandi:
Very. Cool. So. What's. The. Bad. News. Then.

Chris:
Haha! OK, well... the BAD NEWS is, ah... some, ah... THINGS are gonna move OUT of 3.4 and into 3.5, I mean I think people understand our... are AWARE of the fact that, uh... that 3.3's been running LATE so it's, ah... been putting a lot of PRESSURE on 3.4 and the biggest knock on, and this is probably not, ah... particularly APPARENT to people... uh... is that fact that each one of our releases, ah... when we make a 3.3 or a 3.2, um... comes from GAMEDEV which is our main ELEMENT STREAM, so it tends to be... a combination of slightly stable and also full of a whole bunch of CONTENT that you're not ready, or you don't want to put in the current RELEASE...

Instead of excluding THINGS 'cos we got so many THINGS we include THINGS and say, 'OK, we want these THINGS in this release', and so it takes a LOTTA TIME you know, anywhere from... uhm... ah... I think we've never done a SHORTER THAN TWO WEEKS but it's usually more like... FOUR WEEKS... 'cos like, we have HUNDREDS AND HUNDREDS OF THOUSANDS OF FILES, ah, it's... ah... you know... GAMEDEV itself is almost TWO TERABYTES of just the dataset of GAMEDEV itself...

Ah, and that's not just the ARCHIVE stuff, that is like the actual working set... ah, so, most people only have a small portion of it depending on what area they're working on... ahm... so we have to make sure that we're make... the right ones are going ACROSS... and there's only the stuff you need for 3.3 which also takes time to STABILISE, so if... we... ah... go BACK, after we get 3.3 back from GAMEDEV, and then try to stabilise it, and then also test it and get it out, ah... everybody on the development side... um... and this was something that came up, ah... you know... just this week, ah... ah... essentially I've said... ah... we... wuh... it's gonna put us in risk of releasing, ah... 3.4... um... by the end of this year...

So we still wanna be date driven when we can, when we're not waiting for some... TECH PILLAR... and so... we made the HARD DECISION to... ah... basically STAY in the 3.3 branch which will be... come... 3.4 when 3.3.5 is out... and then move the bits of CONTENT, ah... and functionality across that we can't easily from GAMEDEV... that means that we can't move everything that we were planning to have in 3.4... and, uh... some STUFF, ah... is a bit of a BRIDGE TOO FAR, so... ah, we're going to lose some... uh...

Sandi:
So what are some... what are these THINGS... that are being PUSHED OUT

Chris:
Ha! OK... ah, well, I was just saying that, so... some of the THINGS we can move from GAMEDEV and some of the THINGS we can't. Now we're gonna have the HURSTON BUSINESS DISTRICT in 3.4, ah... so we're making sure that's gonna be in and polished, we're gonna do a lot more, ah... work and improvements on the FOIP... and the VOIP stuff... ah, the other SHIPS... ah, that we had scheduled for coming in for, uhm... 3.4 will be in 3.4 as well 'cos it's much easier to bring a SHIP or a WEAPON or an ITEM or a GUN across... uhm, but you'll know in the ah, the ROADMAP that's gonna be updated tomorrow, ahm... what... ah... what has moved and what hasn't moved, so...

The biggest ones are FEMALE, ahm, ah... player character... 'cos... that touches a MASSIVE AMOUNT OF STUFF...

Sandi:
But WHY. Is it so hard. For me to get my. Female Character.

Chris:
It's not just the fact that... ah... there's... you know... THOUSANDS OF ANIMATIONS HAVE TO BE DONE... I mean, we have the same issues that you do in the real world, where, like, a new CAR SEAT, you can adjust your seat, if you got different leg... you've got different length arms and different length legs...

Female skeleton is 5'8" and the male skeleton is 6'.

So we have to have SOLUTIONS for the female getting into cockpit, and... you know... not having their hands hyper-extended or the legs hyper-extended... ah... so there's some TECH that comes in there, there's some STUFF that happens in the character customizer... CLOTHES are another issue, uhm... so there's a HUGE amount that touches a massive amount of DEPARTMENTS and it's a lot of work... and PEOPLE have been working on it for quite a while so it's not something that we just started, it's just... it's in GAMEDEV and we're not in a position to bring it into... um... the 3.3 stream...



@ 11m35s

Sandi:
But I thought you guys were working on some, like, making the game dev more efficient?

Chris:
Well... our goal is... with, ahm... GAMEDEV is that we're going to QUARANTINE it, and we're gonna have some downsce... downstream, ah... development streams... that people do their feature development in, ah, and so what will happen once that's the case is they'll develop a feature in FEATURE_STREAM and then once it's done it will get reviewed and then once we say, 'OK this looks good', it will go through what's called a QATR which is a QA Test Request and it will get fully tested and then we decide, 'OK does it... is it STABLE, does it WORK WELL, does it HURT PERFORMANCE', and if it doesn't, eh, if it... IS stable and DOESN'T hurt performance and it all works well it gets put into GAME_DEV.

So we're only gonna put things into GAME_DEV that are working and have been tested and have been polished, which will mean that GAME_DEV itself will be a lot more stable, ah... and therefore it will have several benefits... one, ah... people like ARTISTS who are always, like, at the mercy of someone putting something stable in GAME_DEV and crashing the editor... uh... the... you know, the next they get... there, they... get the editor tool and they wanna like, do their... build an environment, it CRASHES, 'cos someone's got some other feature that's broken now...

To be able to test these STREAMS, and have all these multiple... whether it's a RELEASE STREAM and a GAME DEVELOPMENT STREAM and a FEATURE STREAM and... there's MULTIPLE FEATURE STREAMS... uh, the BUILD SYSTEM has to be able to handle all those streams, and deal with it, and the... and the... and the... what we call it... COPY_BUILDS, our internal tool that you download, whatever build you wanna be able to do has to be able to take that... so...

Some other things that are in GAME_DEV like CLOUD_TECH which we are extremely excited by... and we're actually doing some really cool STUFF with it, so I think we actually have a little piece to show about that.

Jake Matthes
(Junior VFX, Wilmslow, joined Jul 2018):
So this volumetric cloud tool that I've been working on for, for uh... not too long now is still in very early development.
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on November 09, 2018, 04:40:42 PM
My brain hurts after reading that.

It's as if an alien race picked up a terrestrial broadcast, didnt speak English but tried to use the words to make a message to communicate with earth. The greatest minds would be confused by that broken incoprehensable stream of jibberish

Backers are breaking out their checkbooks though...
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 09, 2018, 07:41:45 PM
My brain hurts after reading that.

It's as if an alien race picked up a terrestrial broadcast, didnt speak English but tried to use the words to make a message to communicate with earth. The greatest minds would be confused by that broken incoprehensable stream of jibberish

Backers are breaking out their checkbooks though...

What you mean you have learnt nothing about game development  from this  ?


And Sandis new interrogate Chris approach... it is just another Bait and Switch.   
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 10, 2018, 02:15:46 AM
What you mean you have learnt nothing about game development  from this  ?


And Sandis new interrogate Chris approach... it is just another Bait and Switch.

The way the backers were talking about it on Reddit, you would think it was Frost/Nixon. His wife gently prodded him about delays, not exactly the sort of grilling that is really needed. The citizens took it as some sort of watershed moment in the projects time, a new chapter of honesty and integrity.

They knew exactly what's they wanted to say and Sandy was just trying to keep him on track, CR will talk bollocks quite happily and not deal with the issues at hand, telling whales what they want to hear. Until they actually come out and start being realistic about what sort of game they can build, then I have zero respect for them.

It's pretty fundamental, but like everything it is ignored, e.g. flight model, actual gameplay, in favour of shiny ships and FIDELITY.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 10, 2018, 05:34:16 AM
(https://i.imgur.com/4NfrvoH.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

Also :

- 3.3 is live

https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/star-citizen-alpha-3-3-available

3.3.5 is on PTU

https://pastebin.com/fCviZ7cK
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 10, 2018, 06:59:42 AM
What a dumb, empty, shallow and utterly stupid person you have to be, living a dumb, shallow and utterly stupid life, to still believe that CIG is capable of eventually building and releasing a game.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 10, 2018, 12:47:06 PM
The way the backers were talking about it on Reddit, you would think it was Frost/Nixon. His wife gently prodded him about delays, not exactly the sort of grilling that is really needed. The citizens took it as some sort of watershed moment in the projects time, a new chapter of honesty and integrity.

They knew exactly what's they wanted to say and Sandy was just trying to keep him on track, CR will talk bollocks quite happily and not deal with the issues at hand, telling whales what they want to hear. Until they actually come out and start being realistic about what sort of game they can build, then I have zero respect for them.

It's pretty fundamental, but like everything it is ignored, e.g. flight model, actual gameplay, in favour of shiny ships and FIDELITY.

yep.

CNN have probably already approached Sandi to understudy Jim Acosta.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 12, 2018, 04:47:22 AM
The way the backers were talking about it on Reddit, you would think it was Frost/Nixon. His wife gently prodded him about delays, not exactly the sort of grilling that is really needed. The citizens took it as some sort of watershed moment in the projects time, a new chapter of honesty and integrity.

They knew exactly what's they wanted to say and Sandy was just trying to keep him on track, CR will talk bollocks quite happily and not deal with the issues at hand, telling whales what they want to hear. Until they actually come out and start being realistic about what sort of game they can build, then I have zero respect for them.

It's pretty fundamental, but like everything it is ignored, e.g. flight model, actual gameplay, in favour of shiny ships and FIDELITY.

That's not even the funny part. No, that would be the part where these shows are planned, recorded, edited, then aired.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 12, 2018, 05:06:37 AM
Hurston 3.3.5. Pledge moar!!

https://imgur.com/a/XGsIZ9i#Zx7dkHK
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 12, 2018, 05:46:09 AM
In case you missed it...

https://www.reddit.com/r/starcitizen/comments/9vs112/evocati_335_initial_patchnotes/

New Features
Universe
Added new planet: Hurston.
Hurston is the first true planet and as such is considerably larger than moons. Numerous biomes exist on its surface in addition to several HMC (Hurston Mining Center) outposts.
Added new moons: Aberdeen, Magda, Arial, and Ita and populated them with a handful of outposts.
Added new major station: Lorville
Lorville is a large city area on Hurston and only has one legal area for landing and port entry, with space above residential and commercial areas are protected by a no-fly zone. Players will be warned when they are entering that zone via HUD warnings, visual indicators, and increasing audio alerts. Continuing into the zone will result in ship destruction. To move around the city, there is a train style transit system and signs to help guide your way. Lorville contains numerous shops including the New Deal ship shop.

UPDATE: They pushed it directly to PTU now. No Evocati

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-3-5-ptu-987405-patch-notes
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 12, 2018, 06:51:28 AM
In case you missed it...

New Features
Universe
Added new planet: Hurston.
Hurston is the first true planet and as such is considerably larger than moons. Numerous biomes exist on its surface in addition to several HMC (Hurston Mining Center) outposts.
Added new moons: Aberdeen, Magda, Arial, and Ita and populated them with a handful of outposts.
Added new major station: Lorville
Lorville is a large city area on Hurston and only has one legal area for landing and port entry, with space above residential and commercial areas are protected by a no-fly zone. Players will be warned when they are entering that zone via HUD warnings, visual indicators, and increasing audio alerts. Continuing into the zone will result in ship destruction. To move around the city, there is a train style transit system and signs to help guide your way. Lorville contains numerous shops including the New Deal ship shop.

I'm actually a bit surprised they are even in the position to move it to PTU. It will be interesting to see what this does to the performance of the servers. I guess they will still be getting the kind of performance they get it Lagski and worse at some of these new locations. I wonder if the servers will be able to handle it when there are a decent amount of players on or whether it will exacerbate the lag and crash issues.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on November 12, 2018, 08:54:57 AM
In case you missed it...

https://www.reddit.com/r/starcitizen/comments/9vs112/evocati_335_initial_patchnotes/

New Features
Universe
Added new planet: Hurston.
Hurston is the first true planet and as such is considerably larger than moons. Numerous biomes exist on its surface in addition to several HMC (Hurston Mining Center) outposts.
Added new moons: Aberdeen, Magda, Arial, and Ita and populated them with a handful of outposts.
Added new major station: Lorville
Lorville is a large city area on Hurston and only has one legal area for landing and port entry, with space above residential and commercial areas are protected by a no-fly zone. Players will be warned when they are entering that zone via HUD warnings, visual indicators, and increasing audio alerts. Continuing into the zone will result in ship destruction. To move around the city, there is a train style transit system and signs to help guide your way. Lorville contains numerous shops including the New Deal ship shop.

So much for the city tech video where they flew in and around the city.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 12, 2018, 09:07:36 AM
So much for the city tech video where they flew in and around the city.

maybe they could sell passes for $100 dollars for 5 mins flying over the city :D
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 12, 2018, 12:13:29 PM
maybe they could sell passes for $100 dollars for 5 mins flying over the city :D

$200 if you can piss or crap on the Backers below you.

Hurston will be a shopping centre - deluded fools will be able to buy more jpegs to while away the time whilst some gameplay is thought up in a decade or so.

Umbrella anyone ?

(https://justwilliam1959.files.wordpress.com/2012/05/bird_poop.jpg?w=395&h=300)
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on November 12, 2018, 02:58:17 PM
So much for the city tech video where they flew in and around the city.

Well you gotta admire their brass.  Having been unable to fix a bug where anyone flying over most of the city destroyed the ship and crashed the server - they declared it a feature and documented it in the release notes!  Job done and dev resources saved!
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 13, 2018, 05:25:42 AM
Well you gotta admire their brass.  Having been unable to fix a bug where anyone flying over most of the city destroyed the ship and crashed the server - they declared it a feature and documented it in the release notes!  Job done and dev resources saved!

I don't believe that's why they disabled flying over the city. The performance must be completely horrid (worse than Levski), that's probably why they put No Fly Zones around the whole city.

I can't even stop laughing.
Title: Re: Star Citizen Dev Progress Watch
Post by: Slapmeandcallmegurl on November 13, 2018, 09:12:00 AM
What a dumb, empty, shallow and utterly stupid person you have to be, living a dumb, shallow and utterly stupid life, to still believe that CIG is capable of eventually building and releasing a game.

Hi there! (I'm waving.)

So despite some here saying goodbye to 3.3.5 for this year, (see previous page), it seems it's on PTU already. Some great screenshots on Reddit. I wonder what the frames are like.

It looks to me like they're still raking in the cash, still making progress, still making the game. Exciting huh?

I'm not sure how my belief that I'll get a couple of cool video games out of CIG at some point makes my life dumb, shallow and stupid. My wife, daughter and thousands of returning clients, would be very surprised to hear it.

Maybe, just maybe, it's those who spend their precious time writing diatribes online that very few care about and those who whoop and hollar encouragement with lies, conjecture and guesswork galore, who are the dumb, shallow and sad ones. I don't know. I do know it's just a video game in development though. So there's that.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 13, 2018, 12:00:27 PM
Some great screenshots on Reddit. I wonder what the frames are like.

Wow, screenshots! Can't wait. Soon everyone will be able to fly around with a terrible flight model and post the screenshots to Reddit to fool others into thinking SC is a game.

CR be praised.
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on November 13, 2018, 12:46:44 PM
I think I had better flight controls on my Mattle Vertibird than this 200 million dollar game has. At least it reacted in more realistic manner because it actually was lifting itself in an atmosphere against gravity and dealt with inertia and a bit of momentum. Things that are lacking in Star Citizen. But you can land on a buggy planet, Oh they are all buggy planets and moons you say.... Well if you cant get good NPCs or AI to play against at least if the planet kills you there is a certain challenge to surviving a mission, there is always that to look forward to   :smiley:
Title: Re: Star Citizen Dev Progress Watch
Post by: Slapmeandcallmegurl on November 13, 2018, 12:57:00 PM
So are you sad that they'll probably be getting enough money, and therefore time, to make this exciting, ($200m in sales), bare bones alpha into a proper game, or do y'all 'know' that they're definitely going to run out of money, lawsuit or otherwise, before they can?

Also, are you more sure now or 3 years ago when some of you first made the claim?
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 13, 2018, 03:06:07 PM
Oh dear God, there's Stupendipity again. There is no game, there will be no game and this whole Star Citizen has turned into a scam of epic proportions. If they indeed have received 200 million dollars and this current 3.4 alpha build is all they have to show for after seven years in development with a team of about 400 people for the last couple of years, you have to be a complete and utter moron to still believe that CIG is capable of delivering anything remotely resembling the game(s) as promised, or to believe that there is (enough) money left for the next couple of years.

What is the deal with you? Are you just trolling, are you really that dumb, or are you living such a meaningless shallow life that the dream of Star Citizen is the only thing that is keeping you from killing yourself? I'm at a loss for words. Really. That goes for all those idiots still thinking this will end well. Are you a flat-earther too? Wouldn't surprise me.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on November 13, 2018, 04:09:23 PM
So are you sad that they'll probably be getting enough money, and therefore time, to make this exciting, ($200m in sales), bare bones alpha into a proper game, or do y'all 'know' that they're definitely going to run out of money, lawsuit or otherwise, before they can?

Also, are you more sure now or 3 years ago when some of you first made the claim?


The progress is still very slow on the ks goals that I still do not believe they can deliver what is promised to the backers. On the flip side I would absolutely be ecstatic if they finished the ks and extended goals and delivered what was originally promised. Chris also made major missteps with Crytek I believe it has and will continue to cost the backers substantial money. When he started extremely expensive mo-capping before the foundation was done I was greatly disappointed. I believe they have and are continuing to leech the project considering the heinous accounting errors. They have yet do anything that is substantial enough to warrant any change on that belief. It would take an immense change in the development and operation for me to believe anything else looking back over all the red flags.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 13, 2018, 04:13:29 PM
So are you sad that they'll probably be getting enough money, and therefore time, to make this exciting, ($200m in sales), bare bones alpha into a proper game, or do y'all 'know' that they're definitely going to run out of money, lawsuit or otherwise, before they can?

Also, are you more sure now or 3 years ago when some of you first made the claim?

Some of you were claiming this would be finished by now three years ago, and yet here we are, still in early alpha.

I honestly hope they manage to keep going, seeing all the whales money being poured down the drain for very little is good fun.

If they get to 400mil they may get squadron 42 out
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 13, 2018, 04:32:49 PM
Hi there! (I'm waving.)

So despite some here saying goodbye to 3.3.5 for this year, (see previous page), it seems it's on PTU already. Some great screenshots on Reddit. I wonder what the frames are like.

It looks to me like they're still raking in the cash, still making progress, still making the game. Exciting huh?

I'm not sure how my belief that I'll get a couple of cool video games out of CIG at some point makes my life dumb, shallow and stupid. My wife, daughter and thousands of returning clients, would be very surprised to hear it.

Maybe, just maybe, it's those who spend their precious time writing diatribes online that very few care about and those who whoop and hollar encouragement with lies, conjecture and guesswork galore, who are the dumb, shallow and sad ones. I don't know. I do know it's just a video game in development though. So there's that.

:emot-lol:

I guess you haven't "played" 3.3.5 then? Because every single stream (e.g. FTR played for two hours today, and I posted the link) shows that the whole this is a mess running at 17 fps
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on November 13, 2018, 04:36:49 PM
I really don't think these idiots have figured this thing out completely. How is this enormous beaurocracy supposed to continue on assumin that they manage to cobble together just a few planets and call it released. More to come. It will still cost the same 30 million a year to keep going to fund the glacial progress. Just how will CIG get this money? Supposedly ships can be earned in game (yeah right) so where will the money come from? I doubt very many new players will come when they see the cost to get a decent ship or the cost to maintain, insure, refuel, buy new armament and missiles.

Robbers has this economy locked up tight so that only he profits. Did they really think that they would be able to simply play without feeding cash into the game on a regular basis or lose their pretty and costly ships?

Regardless of what happens Roberts sloth, ineptitude, and greed will drive this project into the ground even if he manages a limited release. While some enthusiastic fools proclaim that CIGs volumetric clouds or other fidelity based bandwith killers will earn CIG loads of cash in royalties they dont realizze that most games are made to operate for the lowest common denominator, the console gamer. Console gamers cant use these fidelity first above bandwith or processing power technologies. Only fools like Robbers push ideas like this. Regardless, companies like EA or Ubisoft would not want to deal with shady characters like Robbers to use his "products" which probably only work with amazons lumberyard (or cryengine).

I still dont see Star Citizen as a viable project, CIG as a solvent corporation or C Robbers as anything but a shady character who dangles precariously above the fire.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 13, 2018, 05:24:37 PM
hey, who remembers back when I wrote that they simply couldn't release 3.3.5 without OCS + NBC; and even so, the performance would still be shit?

Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 13, 2018, 06:07:21 PM
So are you sad that they'll probably be getting enough money, and therefore time, to make this exciting, ($200m in sales), bare bones alpha into a proper game, or do y'all 'know' that they're definitely going to run out of money, lawsuit or otherwise, before they can?

Also, are you more sure now or 3 years ago when some of you first made the claim?

Croberts has made plenty of claims

Why don't you apply the same standard to him ?

Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on November 13, 2018, 09:22:32 PM
In the end its contingent upon Robbers to put out the game he sold the backers ar 65 million dollars of pledges. Nobody here has to prove anything. Robbers has fallen way short of the mark and is years too late.

We are still waiting....

He keeps comiong up with new ships and crap like facial expressions over voip but not even one system, he cant even make any single job fleshed out, mining, bounty hunting Piracy, none of it works well, not even a single star system letalone 100. Sorry nobody needs to prove anything here. To date he has failed on a level yet to be equalled.
Title: Re: Star Citizen Dev Progress Watch
Post by: Slapmeandcallmegurl on November 14, 2018, 05:14:21 AM
Oh dear God, there's Stupendipity again. There is no game, there will be no game and this whole Star Citizen has turned into a scam of epic proportions. If they indeed have received 200 million dollars and this current 3.4 alpha build is all they have to show for after seven years in development with a team of about 400 people for the last couple of years, you have to be a complete and utter moron to still believe that CIG is capable of delivering anything remotely resembling the game(s) as promised, or to believe that there is (enough) money left for the next couple of years.

What is the deal with you? Are you just trolling, are you really that dumb, or are you living such a meaningless shallow life that the dream of Star Citizen is the only thing that is keeping you from killing yourself? I'm at a loss for words. Really. That goes for all those idiots still thinking this will end well. Are you a flat-earther too? Wouldn't surprise me.

Careful now, you might hurt my feelings or even get a warning for being a nasty meanie! I understand English isn't your first language so it may have slipped by you. I'm nowhere near as emotionally invested in the project as you. Not even close. I can feel your anger and resentment radiating off the screen here. You really should calm down my Dutch friend. I haven't even downloaded 3.2, never mind 3.3 or 3.3.5. So i'll say it again, just for you.

It's just a video game that I'm interested in. I'm not emotional about it, unlike you. I spend a few hours a week playing video games, if I'm lucky, as I work full time and have a family. I normally play Dota 2 when I get the chance. Badly.

As for the flat earth theory, I'd like them to explain how observable gravity works on a disc and also why the aurora at the poles happen too.

As for your assumption that future progress is impossible because of the work achieved up to now, I find it daft. I remember y'all laughing because 2.0 will never be stable to play, and 3.0. You were wrong then and I believe you are wrong now. It's a whole load of fun waiting to see who will be right.


The progress is still very slow on the ks goals that I still do not believe they can deliver what is promised to the backers. On the flip side I would absolutely be ecstatic if they finished the ks and extended goals and delivered what was originally promised. Chris also made major missteps with Crytek I believe it has and will continue to cost the backers substantial money. When he started extremely expensive mo-capping before the foundation was done I was greatly disappointed. I believe they have and are continuing to leech the project considering the heinous accounting errors. They have yet do anything that is substantial enough to warrant any change on that belief. It would take an immense change in the development and operation for me to believe anything else looking back over all the red flags.

Thanks for that calm response without insults and name calling. Appreciated. If only the Dutch had social skills like you.

I can totally understand your point of view. They've certainly made mistakes, (I feel that's pretty normal in game development), but I've accepted some of their reasons for it all. I'm seeing definite progress myself, hopefully it'll get there.

:emot-lol:

I guess you haven't "played" 3.3.5 then? Because every single stream (e.g. FTR played for two hours today, and I posted the link) shows that the whole this is a mess running at 17 fps

Haven't even played 3.2, never mind more recent versions. I'm no fanatic, obsessed with a dream, whatever is written about me. 2.0 suffered the same. You said it could never be any better. 3.0, same again. Again, you said it couldn't be any better. Wrong both times. I think you'll be wrong again and future iterations of this unoptimised alpha will improve. Call me crazy!

I really don't think these idiots have figured this thing out completely. How is this enormous beaurocracy supposed to continue on assumin that they manage to cobble together just a few planets and call it released. More to come. It will still cost the same 30 million a year to keep going to fund the glacial progress. Just how will CIG get this money? Supposedly ships can be earned in game (yeah right) so where will the money come from? I doubt very many new players will come when they see the cost to get a decent ship or the cost to maintain, insure, refuel, buy new armament and missiles.

Robbers has this economy locked up tight so that only he profits. Did they really think that they would be able to simply play without feeding cash into the game on a regular basis or lose their pretty and costly ships?

Regardless of what happens Roberts sloth, ineptitude, and greed will drive this project into the ground even if he manages a limited release. While some enthusiastic fools proclaim that CIGs volumetric clouds or other fidelity based bandwith killers will earn CIG loads of cash in royalties they dont realizze that most games are made to operate for the lowest common denominator, the console gamer. Console gamers cant use these fidelity first above bandwith or processing power technologies. Only fools like Robbers push ideas like this. Regardless, companies like EA or Ubisoft would not want to deal with shady characters like Robbers to use his "products" which probably only work with amazons lumberyard (or cryengine).

I still dont see Star Citizen as a viable project, CIG as a solvent corporation or C Robbers as anything but a shady character who dangles precariously above the fire.

If it were me, concept sales would continue. The development team would be stripped right back. Squadron will generate some income, your guess is as good as mine as to how much, plus sequels will add to it and selling currency. Add in the optional subscriptions and they might well be ok. The Reddit is a very positive place right now. Folk seem to be seeing it come together at its glacial pace and like what they see.

Croberts has made plenty of claims

Why don't you apply the same standard to him ?



I do. They've missed plenty of targets, some due to incompetence, (Star Marine), lots due to agressive targets, but I'm not invested enough to care about delays. They accomplished things some said were impossible and got to this current stage that looks like significant progress to me and an embryonic game. I'm excited to play what they've pitched and I'm pretty confident I'll get something pretty close. I'm in no rush.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 14, 2018, 05:40:39 AM
You said it could never be any better. 3.0, same again. Again, you said it couldn't be any better. Wrong both times. I think you'll be wrong again and future iterations of this unoptimised alpha will improve. Call me crazy!

OK now you're just flat-out making stuff up.

First of all, there is no "game". And I don't quite understand what you mean by "it could never be any better". Aside from the fact that I've never said that - at all. I have always stated - with zero ambiguity - that they could never build the game promised. And they haven't because they can't. Raising money is immaterial and meaningless because it's not a money problem. It's a talent, tech, and leadership problem. Expensive games and projects with high quality production values, fail all the time - it's not a secret.

And it's four years this month since both games were promised back in Oct 2012 to be released in Nov 2014.

All the major builds (2.0, 2.4, 2.6, 3.0, 3.3) have been utter shit in terms of performance. For over 18 months I have written several articles saying that nothing they do is going to solve their performance problem, and that they were never - ever - going to build an MMO (the game will remain a minimal, session based game like it is now). Even as most of you guys were flat-out lying about performance gains in 3.3, I was still writing that it's all nonsense. Now 3.3. is out, and I'm proven right once again.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 14, 2018, 06:02:19 AM
Oh, why bother responding? If he is trolling, he's not worth it. If he is serious, he's not worth it. Either way, the guy is an idiot. And Serenstupidity, don't start about being civil or whatever. Your kind of stupidity doesn't deserve that. The fact that a couple of stupid whales are keeping this trainwreck afloat doesn't mean you were right. It only means it is taking a little longer to prove you wrong.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 14, 2018, 06:47:41 AM
Oh, why bother responding? If he is trolling, he's not worth it. If he is serious, he's not worth it. Either way, the guy is an idiot. And Serenstupidity, don't start about being civil or whatever. Your kind of stupidity doesn't deserve that. The fact that a couple of stupid whales are keeping this trainwreck afloat doesn't mean you were right. It only means it is taking a little longer to prove you wrong.

 :stoke:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 14, 2018, 06:48:39 AM
Fidelity

(https://i.imgur.com/KvOaPX9.png)

(https://i.imgur.com/HBpFpsf.png)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 14, 2018, 06:50:29 AM
If it were me, concept sales would continue.
I'm with you on this one, the longer the whales are fleeced for increasingly overpowered ships the more fun it will be when they all realise they will never get the game they have been promised, or as seems likely, the non-jpeg versions of a lot of the ships they have bought.
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on November 14, 2018, 09:17:50 AM
One thing about those travel times:  Seems that CIG is taking a responsible stand against the major problem of game addiction due to the click-to-dopamine-hit cycle.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 14, 2018, 12:48:39 PM
Why are the speeds in m/s? To impress with high numbers? Even if m/s is the standard for velocity in space, why don't give them in km/s? What the F tell the numbers they display now tell me? You want to dazzle me, Chris?
Title: Re: Star Citizen Dev Progress Watch
Post by: mtn355 on November 14, 2018, 02:22:19 PM
hey, who remembers back when I wrote that they simply couldn't release 3.3.5 without OCS + NBC; and even so, the performance would still be shit?
Yeah, the un-performance was to be expected...
What wil happen if there are even players running around there?
Even more hilarious is the fact that this guy is running around for 25 minutes, and I haven't seen any gameplay anywhere...
The city kind of reminds me of the game messiah - which still has tons more of gameplay than this oversized tech demo.
And going around in a train? Even waiting for a train? So hilarious.


But did you notice the subliminal messaging all over town?!  :evil:


In case you didn't: (small print in brackets)

- "Stop (.) Think (.)"
- "creating a better World"
- "Do your duty ( - Report suspicious behavior)"
- "Silence is complicity"
- "(There is) no time to waste"
- "(air quality) satisfactory"
- "we can't do it without you"
- "(we got you) covered"
- "Education (leads to) Innovation"
 :emot-wtf:

... and ...:
- "gutter Wash - united empire of trash"
 :emot-thumbsup:



No more words for this.

 :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 14, 2018, 03:06:00 PM
Why are the speeds in m/s? To impress with high numbers? Even if m/s is the standard for velocity in space, why don't give them in km/s? What the F tell the numbers they display now tell me? You want to dazzle me, Chris?

m/s = meters per sec, and is a standard unit of measure. It's what I use in all my games as well. km/s isn't granular enough for low amounts.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 14, 2018, 03:31:35 PM
I know what m/s means :-)

It's just a stupid table with such large numbers. There is no quick reference to what kind of speed it actually is. Why not 50.511,32 km/s?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 14, 2018, 04:20:29 PM
I know what m/s means :-)

It's just a stupid table with such large numbers. There is no quick reference to what kind of speed it actually is. Why not 50.511,32 km/s?

Right. I guess he wanted to stick with what the game actually uses, since backers would already be familiar with it.
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on November 14, 2018, 04:50:05 PM
Those long travel times are deadly for streamers. If I streamed games I would hate trying to keep my audience interested for 10 minutes while nothing is happening.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 14, 2018, 04:53:38 PM
Those long travel times are deadly for streamers. If I streamed games I would hate trying to keep my audience interested for 10 minutes while nothing is happening.
.

Yeah whatever, ten minutes is nothing when you're got serious ice cube physics in your virtual space whisky... Did you know this virtual whisky was 200 years old!!! Amazing.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 14, 2018, 05:12:05 PM
You are going to be able to access the shops "online" from your ships so you can buy more outfits etc on long journeys.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 16, 2018, 05:38:08 AM

@ 8:16

:emot-lol:

Hey, who remembers back when I said these guys still hadn't figured this out yet?

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on November 16, 2018, 08:17:39 AM
@ 8:16

:emot-lol:

Hey, who remembers back when I said these guys still hadn't figured this out yet?


LOL to hear say we are building this huge planet so you can see very far off lod then say you won't be able to go to most places on the planet.
 :emot-ughh:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 17, 2018, 04:44:58 AM
(https://i.imgur.com/KCERb0v.jpg)

Latest roadmap (https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen) is out. Yeah, we're well into 2019 now.

And with ArcCorp that will be 2 planets. Remember back when the stretch goals had 106 systems? By the end of 2019, they wouldn't have even built a SINGLE system.

(https://imgur.com/wGiDGTr.jpg)

As I wrote (http://dereksmart.com/forums/reply/6639/) back in Sept, let’s wind back a bit. Back in 2012, via stretch goals (https://robertsspaceindustries.com/funding-goals), they promised  106 starsystems  with literally hundreds  of planets and moons.

1. $6M: 100 starsystems
2. $36M: Tamsa
3. $37M: Tanga
4. $38M: Cano
5. $39M: UDS-2943-01-22
6. $40M: Kabal & Oretani

Tech constraints aside, they have yet to build and release a  single  starsystem to completion. Here is the full proposed interactive starmap (https://robertsspaceindustries.com/starmap) that went live a couple of years back. That’s what they claim they would build.

Meanwhile, over there, this is how they continue to milk the whales. You have to buy a monthly sub (https://robertsspaceindustries.com/pledge/subscriptions) for $10 or $20 in order to gain access to the latest 3.3.5 PTU (which has Lorville)

"No. I believe you need to be a subscriber. My PTU was greyed out, then I bought a sub for a month and I was then able to copy my account to PTU (https://www.reddit.com/r/starcitizen/comments/9xrsr5/star_citizen_alpha_335e_ptu993091_patch_notes/e9ve4sn)"
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 17, 2018, 05:24:46 AM
Those long travel times are deadly for streamers. If I streamed games I would hate trying to keep my audience interested for 10 minutes while nothing is happening.

And if people wanted to stream exploration.....a month of doing nothing much.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 17, 2018, 05:26:28 AM
Progress  :grin:  (https://www.reddit.com/r/starcitizen/comments/9xuyor/the_hell_that_is_335e/)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 17, 2018, 05:35:21 AM
Meanwhile, someone glitched onto the train tracks. No collision detect.

https://gfycat.com/AggravatingUnknownIchneumonfly
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on November 17, 2018, 06:26:24 AM
It's amazing that 3.4.0 is 28% done yet is still marked for release in Q4 2018.


They might as well put "This is all lies" at the top of the roadmap.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 17, 2018, 06:30:37 AM
Well, since they tend to move stuff out of one build into the next, my guess is that they're probably going to do that at some point later this month. It's early days yet.
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on November 17, 2018, 05:51:14 PM
Looks like all our joy at there being missing gameplay in SC is off target.  There is gameplay!  Just not what you expect.  But at the same time more than what you expect.

I don't want to give it away before you read this fine post but basically the gameplay in 3.3.5 consists of learning/exercising patience.  If you look at SC as a whole - everything from the nano-level (standing around 40s in elevators each time you go for a ship) to the micro-level (running frantically from place to place for minutes a time to ultimately achieve nothing, and then to repeat that indefinitely) to the mid-level (watching ATV to find out what the 400+ devs are going to deliver next year maybe) to the macro-level (waiting 6+ years for a game you paid for) - you can see that the whole thing is a reaction to the daily grind, the rat race, the endless brutal cutthroat competition to climb the ladder, to reaching whatever level you manage to reach only to stomp on the people below you in order to keep your place.  And you call that security?  You call that happiness?  You call that life?

https://www.reddit.com/r/starcitizen/comments/9xuyor/the_hell_that_is_335e/e9w3xae/

Slow down, smell the roses. Breath in.  Breath out.  Accept.

In Star Citizen the "player" (i.e., human being) is immersed in a context wherein he can learn the Four Noble Truths:


Now, having been introduced the the truth you may proceed along the Eightfold Way, the proper way to live your life.

Goal: enlightenment.

Namaste.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 18, 2018, 05:42:04 AM
Namaste.

Fidelity :emot-lol:
Title: Re: Star Citizen Dev Progress Watch
Post by: dexatron on November 18, 2018, 07:35:02 AM
In other words... they've built an Airport simulator  :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 21, 2018, 09:45:28 AM
3.3.5 is live (I'm not even joking)

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-3-5-live-996871-patch-notes

(https://imgur.com/s7dPq6j.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 21, 2018, 10:07:05 AM
gee, wot happened to OCS + NBC?

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-3-5-live-996871-patch-notes/1681440

Quote
My experience after 1 Hour Gameplay - much is worse than in the PTU phase. I hope for fixes for the Free Flight Event

- Extreme High GPU and CPU usage (GTX1080, I7 6700K, 32 GB RAM)
- very low framerates all Times (QT from Olisar to Hurston all times at 18 - 20FPS, Lorville 18-29FPS)
- Massive Framedrops
- Mobiglas on- off Bug
- "Ship Spawn without Engines, doors and Seats" Bug
- many NPC Fails (Jumping, stand on Seats etc.)
- Quest NPC`s not responding
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 21, 2018, 10:31:05 AM
$200m

Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on November 21, 2018, 11:04:51 AM
3.3.5 is live (I'm not even joking)

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-3-5-live-996871-patch-notes


That guy Braunwyne is just trolling right?  Because otherwise I don't know which is sadder: 
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on November 21, 2018, 11:12:25 AM
P.S. Star Citizen or otherwise … game development can be fun!  Here's a fix commit line you don't see too often in your typical LOB app bug tracking database:

Quote
Players should no longer suffocate when reloading into a new instance of Arena Commander.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 21, 2018, 04:44:20 PM
3.3.5 is live (I'm not even joking)

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-3-5-live-996871-patch-notes

(https://imgur.com/s7dPq6j.jpg)


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o2 Oxygen!!

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 :police:
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on November 21, 2018, 04:55:38 PM
Just on SA, 277 replies, 63 NOT deleted   :grin:
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on November 22, 2018, 10:14:06 AM
$200m


I do not understand all the clipping issues, tons of videos of falling through moons etc at this point.  Sometimes I think the poor devs are staring at such a mess of code they literately froze up or just doing the most basic stuff to appear busy which is not helping the project move forward.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 22, 2018, 11:58:24 AM
When you have a broken engine, that's the result.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on November 22, 2018, 04:54:55 PM
This was a help for me to understand why this is happening

https://www.quora.com/Why-are-clipping-bugs-still-so-common-in-video-games (https://www.quora.com/Why-are-clipping-bugs-still-so-common-in-video-games)

If the answer one person gave applies to SC .. fixing the collision detection bugs will often be another drain on frame rates.

"The reason why you don’t see hair correctly colliding with armor in every game, is because configuring it to behave correctly and still maintaining high framerate is trouble.!"

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on November 22, 2018, 05:26:59 PM
This was a help for me to understand why this is happening

https://www.quora.com/Why-are-clipping-bugs-still-so-common-in-video-games (https://www.quora.com/Why-are-clipping-bugs-still-so-common-in-video-games)

If the answer one person gave applies to SC .. fixing the collision detection bugs will often be another drain on frame rates.

"The reason why you don’t see hair correctly colliding with armor in every game, is because configuring it to behave correctly and still maintaining high framerate is trouble.!"

That was very interesting as I have watched many speed runs over the year, with guys spending 1000's hours find these holes in the levels. From my point of view they really have to fix the clipping as falling though ships and planets is as this is really big issue. I have never had my srv clip in ED or loose a wheel and I still believe they have hit a wall on the programming side.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 23, 2018, 07:26:05 AM
LOL!! It's almost as if when I used external camera transitions to solve this problem in Battlecruiser/Universal Combat, I knew what I was doing.

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-transit-around-stanton

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 23, 2018, 03:58:36 PM
(https://cdn.discordapp.com/attachments/504141127348256798/511796798810226708/Lorville_Landmarks.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 25, 2018, 05:02:12 AM
Latest dev schedule is out

(https://i.imgur.com/VgQlNKM.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 25, 2018, 03:24:48 PM
Latest dev schedule is out

Well 3.4 isn't looking too healthy at this point.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on November 25, 2018, 04:39:42 PM
Well 3.4 isn't looking too healthy at this point.

Definitely is not, but I love to spread rumors about waiting for certain patches as being the next great one.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 26, 2018, 04:27:48 AM
Well 3.4 isn't looking too healthy at this point.

I'm sure they'll get the 96% completed by Dec 23rd
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on November 26, 2018, 04:43:18 AM
I'm sure they'll get the 96% completed by Dec 23rd

Easy to get it to 96% completed if you move it all out to the next release.

tapsforehead.jpg
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 29, 2018, 03:08:32 PM
"So hey I figured out how to get through the No-Fly zone at Lorevill if anyone wants to grief the poo poo out of people.

Turns out the barrier is server-side. Disconnect your internet, fly through real quick to the little deck for the habitation area or the ship dealership, reconnect your internet. Do it fast enough and you won't get booted, and you'll legit be able to fly around the "City" part shooting people. Good times.
"

https://forums.somethingawful.com/showthread.php?threadid=3800238&pagenumber=5489&perpage=40#post490223219


The barrier isn't server-side. It's just an invisible wall with a shader.

Simply put, once the client disconnects, the server stops receiving input. Once that happens, the server knows nothing about the client. At the time the client breaches the no-fly-zone (which is just a transparent wall) via collision, the server (off-line) would have missed it. It's not different from glitching through any other level geometry, falling through the planet surface etc.

The no-fly-zones are part of the level. They are not server side because both the client and server ARE running the SAME level. That's how positioning works.

In some cases you don't even need to be disconnected from the server in order to breach the barrier, since it relies on collision detect - which can fail. If the collision response isn't fast enough before the server gets the input and responds, you can breach the world. CryEngine (and also Lumberyard) have had this problem since forever because the networking layer sux balls.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on November 29, 2018, 03:13:17 PM
"So hey I figured out how to get through the No-Fly zone at Lorevill if anyone wants to grief the poo poo out of people.

Thx for the details on how its working, I always enjoy learning about how things work.
Not sure how ED works but there is a delay between anything you try or do vs what is detected and registered by the server by using the same method.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 29, 2018, 03:19:40 PM
Not sure how ED works but there is a delay between anything you try or do vs what is detected and resisted by the server by using the same method.

That's because the server is fully authoritative. Meaning the client can't do anything without the server knowing about and approving it.
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on November 29, 2018, 03:41:30 PM
I thought disconnecting from the internet (and other IP manipulation) was such a well-known and widely available cheat method that games were architected/designed with that in mind from the beginning.  "Never trust the client," right?

And as far as collision detect goes why would CIG think that collision detect against their invisible wall would work any better than collision detection anywhere else in SC?
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on November 29, 2018, 03:53:46 PM
Although I haven't watched him do it, the Twitch streamer TheFew says he can get through the barrier by being some distance above it and then cutting engines to quickly fall through it. He has streams of him flying under the barrier.


He also "landed" on the train tracks to have fun with the train going through his ship.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 29, 2018, 04:06:54 PM
hey, who remembers when I said the same thing weeks ago?

"They're likely culling things based upon the view frustrum of the camera"

Well, read this developer FUD (https://forums.frontier.co.uk/showthread.php/435505-The-Star-Citizen-Thread-v9?p=7210717&viewfull=1#post7210717)



A game developer and programmer of considerable experience and years in the industry has offered a commentary on the current state of the SC engine. He has given permission for it to be posted here. No it isn't Derek Smart - this is a European dev of some calibre.

Background - it was a surprise to a few folks in the industry that CIG took the decision to promote a free fly given the poor state of the builds on the PTU. A conversation took place around many of the deep technical issues that CIG's team have been unable to address, and a layman's commentary was requested around some specific 'glitches' that are present in the current build. So here it is in full.


Star Citizen Free Fly build, a developer's commentary:

DISCLAIMER
Most of these are going to be pure, wild, stabs in the dark - what I would start with if I had to debug them. But keep in mind that I have no idea what their codebase is like (besides clearly not ideal), so plenty of them are probably far off the mark.

Glitch type: random teleportation
 


I don't know what the is going on here. This is so amazingly broken, it could very well be caused by quite literally anything. So, this is going to be wild speculation: Animations often have movement associated with them. A good example of this is a walk animation cycle - animators can put in the forward momentum, so it's perfectly synced to the animation, and can be easily sped up or slowed down while still looking right. It's possible that there's a tiny bit of movement during the "fidelitiously drink from glass" animation. Or perhaps the glass is a physical entity with collision detection. And either way, it added movement to the commando, which caused the commando to clip inside some other collision object (such as the nearby bar), which then caused it to freak out and deposit them elsewhere. The second jump? Who knows. That's pure magic. It's probably a separate, but related, issue to the first jump, where rapidly changing environments in a way that was never supposed to happen caused another system to explode. It seems to have teleported the commando far away, perhaps to another side of the moon, since they're rotated horizontally.

Gitch type: clipping into stuff erases ships

https://clips.twitch.tv/BovineUglyBurritoBigBrother 

Another physics oddity. Since this is going to come up a lot, we need to go over the basics of physics in game development. Physics is a bunch of really complex math, and one of its primary tasks is resolving and providing response to collisions. When two objects overlap, the collision must be resolved by calculating how much each object is penetrating (har har) each other and in what direction. A response can then be provided in the form of deciding how to move those objects apart so that they are no longer colliding, and then applying force to them. This prevents objects from clipping through each other, and gives them that nice, warm and fuzzy physical-y feeling that you get when you throw a heavy ball at a tower of boxes and the boxes realistically tumble and fall in response to the ball's weight.

That's how it's supposed to work. In the 'verse, it is clearly not working as it is supposed to. What happens here is that the physics are failing at that resolve and response step. The objects are penetrating each other, but the physics engine can't figure out how to correctly resolve it. What usually happens in such a case is that one or both of the objects goes flying away at an extremely high velocity - we've all seen this happen in games like Skyrim. A cheap way of 'fixing' that problem (without actually fixing what is causing the underlying problem) is to simply detect when an object is suddenly given a super huge velocity, and deleting it. Poof, problem solved. Sort of. In this case, the chariot blinks out of existence, leaving the hapless commando trapped in limbo, because it was never designed to know what to do when the chariot he was piloting no longer exists and he did not have time to perform a fidelity immersion animation to return to a not-piloting-chariot state. This looks like what is happening here.

Glitch type: bind culling on objects that are visible for player

https://thumbs.gfycat.com/SomeSilkyBaiji-max-14mb.gif

Haha. Bad math. They're likely culling things based upon the view frustrum of the camera, but forgetting to keep it in sync when switching between camera views and environments. Lots of things can affect the camera's state like that, especially cramped environments - and I'm sure that they're forgetting to keep the version of the camera's position/rotation/view matrix updated properly before culling with it.

Glitch type: animation glitches

https://media.giphy.com/media/uiKYLa...xmhn/giphy.gif

Holy stimperor that's disturbing. And what happens when animation states go bad. The commando was presumably supposed to use a immersion mocap to exit the chariot, but instead, somehow got into the "nah, let's just walk forwards lol" state due to extremely good programming. But, his legs were all ready to be part of that fidelity animation... But then were told to do a bog-standard walk animation instead, so they did the best they could and split the difference. Basically, the code that handles animation was trying to go in two directions at once, like the creepy guy with each eye pointing in a different direction. The result was Fidelity™ to make the stimperor proud.

Glitch type: weapon fire curves when strafing



So they're adding the chariot's velocity to the projectile's velocity as it's fired. Makes it easier to lead shots when you're aiming, in the worst, brokenest possible way that immediately falls over when anyone who has touched a flight sim tries to play it. Revisit trig, this is stuff that is both simple enough that it should have been covered in a college course and stuff that has been solved so many times over that you could have found a complete solution in ten seconds of searching. I award you no points.

Glitch type: going too fast into planet breaks collision detection

https://giant.gfycat.com/JitteryImpe...gurbuzzard.mp4

He's clipping through the planet's ground before the collision detection has a chance to stop him. Their coordinate system was obviously not intended to function underground (sorry, anyone looking forward to hot subterrainian mining action), and promptly had a panic attack, breaking everything simultaniously. Only God knows what happened in the final few moments of that commando's short, painful life.

Glitch type: Tposing multiple characters in 1 spot

https://clips.twitch.tv/EmpathicAver...tmullinsLitFam

A t-pose happens when the animation data for the commando becomes corrupted, and it reverts to its default state. Some of the fidelity immersion animations that were supposed to happen likely get corrupted when they try to resolve collision with another commando occupying the same space, as described previously. Apparently they just turn off collision detection with the offending object in that case, since you can't very well delete a commando like you can a ship.

Glitch type: rubber banding on NPC



Rubber banding can happen in most any multiplayer game that uses network prediction - that is, predicting that if a commando is running to the left, he'll probably continue running to the left until the network tells him otherwise - and the networking starts slowing down so those new packets saying "hey wait, I'm actually going right now" don't come through until several seconds later, leading to the commando rubber banding back to its correct, not-based-off-of-old-predictions position. This is usually caused by a bad connection that's suddenly dropping a lot of packets or getting a far higher ping than usual. It can also be caused by terribly written netcode.

Glitch type: latency issues/manipulation



A combination of all of the above, plus the wonderful fact that their clients are fully trusted and you can freely hack the poor thing to smithereens, as has been discussed many times before. Zany hijinks ensue in the more lethal than COD e-sports sensation!

BONUS COMMENTARY:

As much as they like to claim that they're the Best Damn Space Simulator Ever, they're not. Like, at all. Nothing about the game is a simulation, it's a bunch of parlor tricks hacked together to create the illusion of a coherent world, which, as we've seen, is not doing a great job of hiding the fundamental, structural cracks behind the cheap curtains. It's not inherently a bad thing because almost every game is made just like this - cheap as much as humanly possible in order to give the best possible experience to the players, most of which will never be the wiser anyway.

AI is a great example of this because it's blatantly obvious that they have not designed the game to be an NPC simulation first, game second - which they need to in order for it to work as they claim for the reasons described above. Whatever AI they put in immediately gets released-state Radiant AI-esque handcrafted stuff pasted on top of it. Just look at how many iterations a single mission giver has been through. No amount of jackets is going to magically tip the switch and turn glorified handcrafted pathfinding waypoint lists into something that shatters the Turing test and ushers us into a brave new world of I, Robot existential crisis.
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on November 29, 2018, 05:26:12 PM
Great analysis from that dev. However the 2nd item (Glitch type: clipping into stuff erases ships), might have happened because the player took too long to leave and the base stored his ship.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 30, 2018, 04:17:35 PM
Ben Parry is back!

https://forums.frontier.co.uk/showthread.php/435505-The-Star-Citizen-Thread-v9/?page=605

So he has now walked back everything he said about their use of "maps" during our arguments which prompted my writing these posts:

http://www.dereksmart.org/forums/reply/1812

http://www.dereksmart.com/forum/index.php?topic=9.msg289#msg289

I  am completely shocked.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 01, 2018, 04:55:18 AM
(https://i.imgur.com/5yfSvg8.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

:emot-lol: yeah, 3.4 is totally coming out this month
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 01, 2018, 03:42:53 PM
https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

:emot-lol: yeah, 3.4 is totally coming out this month

Definitely not but I trust boredgamer and his unbiased SC intuition for December release.

"Welcome to some more Star Citizen looking at the new Roadmap and Focusing on Star Citizen Alpha 3.4 which will be release around the end of December, while it’s testing phase is expected to start by the end of November."

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 01, 2018, 03:47:40 PM
That's on fidelitiously networked train

https://gfycat.com/FearlessHealthyGalapagossealion
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on December 01, 2018, 08:04:35 PM
That's on fidelitiously networked train

CIG: So incompetent that even when they are putting the player on rails in an animation that is literally rails they can't even stay on the rails.

(BTW: Sure is a good thing they spent all that time and money getting to a "64-bit coordinate system".  That necessary ability to position an object to within an atom's width anywhere in their universe is definitely paying off...)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on December 02, 2018, 03:28:33 AM
Definitely not but I trust boredgamer and his unbiased SC intuition for December release.

"Welcome to some more Star Citizen looking at the new Roadmap and Focusing on Star Citizen Alpha 3.4 which will be release around the end of December, while it’s testing phase is expected to start by the end of November."



It's quite clear now that 3.5 is going to be THE patch
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 02, 2018, 08:06:27 PM
It's quite clear now that 3.5 is going to be THE patch

For fun I have been telling anyone that 3.6 is the patch to wait for on reddit.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 03, 2018, 05:06:30 AM
CIG: So incompetent that even when they are putting the player on rails in an animation that is literally rails they can't even stay on the rails.

They can't even get vertical elevators to work, and you think they can get a lateral one to work? :emot-lol:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 03, 2018, 05:07:37 AM
I do not understand how bored gets up everyday and keeps making SC videos with so much belief. If he's trying to make money on yt SC is not doing it for him.

Never stop shilling is the motto.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on December 03, 2018, 06:27:57 AM
Never stop shilling is the motto.

I have nothing to do with shilling :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 04, 2018, 07:45:30 AM
In the latest FTR video, I made this post about Star Citizen instancing. I am posting it here for bookmarking.


Chris Roberts verbal diarrhea (https://www.robertsspaceindustries.com/comm-link/transmission/12770-Chris-Roberts-On-Multiplayer-Single-Player-And-Instancing), circa Nov 2012.

It's already instanced. Each 50 player server is an instance of the game world that runs a copy of it spooled up via AWS. The "server meshing" which they keep talking about, is the connection of several instances to give the illusion of a large cohesive universe. In order to do that, they have two options:

1) Connect instances together so that players in Instance1, can move to Instance2 and vice-versa. This is trivial but not feasible because there is no point in having intra-system travel if it's the same world. How much sense would it make for a player to move from STANTON in Instance1 to STANTON in Instance2?

2) Break up the entire game world so that each star system is an instance. In this manner, STANTON and KAYFA would be their own instances. Doing it this way, players in STANTON instance would move to KAYFA instance and vice-versa. This would be their inter-system travel. That would work - except for the part where they are still stuck at 50 players per server instance where the server literally DIES during periods where more than 12 clients are doing "gameplay" things (e.g. space combat, fps combat, fast travel, mining, EVA etc). So if they do this - which is precisely what I believe they would do IF the project gets that far - they would still be stuck with 50 client instances because their networking layer, engine, and world structure, aren't conducive to an MMO. If you build 20 star systems with 50 players each, and they are all logged in at the same time, well that's your 1000 player world right there. The hilarious part is that they haven't even finished building a SINGLE star system (Stanton) yet. They promised 106 of them back when they raised $65M in Nov 2014.

In the CitizenCon clip which you played, I believe #2 is precisely what croberts is describing. Note how he carefully worded the "1000 players" statement, which is a complete walkback of previous statements by him, Erin, and others in the dev team about server meshing supporting thousands of players in the same area. That's just never - ever going to happen. Not even the venerable Planetside2 could do it. Even if they lose their minds and implemented something like SpatialOS (which would be a major undertaking given that it doesn't have native support for CryEngine or Lumberyard, and requires MASSIVE changes to the pre-existing custom game engine and world space), they would barely be able to retain 100 clients per instance at the current fidelity, networking kernel etc.

For now until eternity, unless they do a major overhaul (note that the OSC + NBC overhaul is now 18+ months and still not finished, nor yielded the expected results) of the game's underlying architecture - a massive undertaking seeing that it's already 6 yrs in dev - it's going to remain a 50 client instanced game. Even if they pulled off server meshing as I described above.

FYI Elite Dangerous does this with dynamically allocated instances (they call them islands) in a 32 client P2P environment; and it can grow to about 100 - with disastrous results (read (https://www.polygon.com/features/2017/5/2/15501212/elite-dangerous-harry-potter-salome) up on what happened in Summer 2017 when about 3000 players engaged in a massive battle). But they never claimed to be making an MMO. So.

croberts talking about server meshing, CitizenCon 2018 @ 14:44

Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on December 04, 2018, 01:49:34 PM
I bet Chris is kicking himself for not using Unreal. If he had then they would now have access to Spatial OS (https://improbable.io/games). But they can't use it with Lumberyard because they're contractually locked in to Amazon's server systems, which don't currently support it - LOL.

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 04, 2018, 02:14:44 PM
I bet Chris is kicking himself for not using Unreal. If he had then they would now have access to Spatial OS (https://improbable.io/games). But they can't use it with Lumberyard because they're contractually locked in to Amazon's server systems, which don't currently support it - LOL.

The spatial videos from unity and unreal are really interesting, but I wonder was this very difficult to develop SP OS? I wonder why unity or unreal would not have done something similar but directly encoded into the engine for easier development?
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on December 04, 2018, 03:01:03 PM
The spatial videos from unity and unreal are really interesting, but I wonder was this very difficult to develop SP OS? I wonder why unity or unreal would not have done something similar but directly encoded into the engine for easier development?

It is hard. That's not to say it hasn't been done before with varying success: EVE online, Planetside 2, and more recently Dual Universe. The difference with Spatial OS is that it's a service for any game - and (although I haven't seen the details) they effectively have integrated with Unity and Unreal. All the complexities of netcode and server meshing are hidden away behind the API.

Basically, it's exactly what Chris wants, but CIG are stuck trying develop their own custom version by themselves. They just can't. And since the deal with Amazon Lumberyard locks them into using Amazon's server infrastructure there's no way to use Spatial OS (because you have to use the Spatial OS servers - which are likely part of Google's infrastructure). Amazon could develop a server meshing system of their own, but that'll be years away, if ever.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 04, 2018, 03:46:07 PM
I have nothing to do with shilling :cool:

LOL I have always suspected you were shilling and subtle hint was I all I needed.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on December 05, 2018, 05:49:48 AM
Even if I was, I absolve myself of that  :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on December 05, 2018, 06:36:30 AM
The spatial videos from unity and unreal are really interesting, but I wonder was this very difficult to develop SP OS? I wonder why unity or unreal would not have done something similar but directly encoded into the engine for easier development?

I wonder how long it took to develop this tech, how many years away would CIG be from being able to implement something this, if they managed to get the necessary expertise and funds to do it?

Given that they are starting with a game engine that is unsuitable and already creaking under the strain, and need to keep current backers funneling money in so have to show signs of progress in the general game, then they must be looking at about five years at absolute best case scenario? If indeed it is possible at all on AWS.

I'm guessing that what they are actually going to try and implement won't be anything like SpatialOS level stuff.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 05, 2018, 07:45:35 AM
I wonder how long it took to develop this tech, how many years away would CIG be from being able to implement something this, if they managed to get the necessary expertise and funds to do it?

Given that they are starting with a game engine that is unsuitable and already creaking under the strain, and need to keep current backers funneling money in so have to show signs of progress in the general game, then they must be looking at about five years at absolute best case scenario? If indeed it is possible at all on AWS.

I'm guessing that what they are actually going to try and implement won't be anything like SpatialOS level stuff.

Aside from the fact that they have their own underlying world builder and multiplayer backend built with CryEngine/Lumberyard, moving to SpatialOS won't yield any benefits for Star Citizen.

Also, it would be a LOT more difficult for them to migrate to SpatialOS because it only has integrated support (via plugins) for UE4 and Unity. Which means that they would have to do a lot more work to port it to their CryEngine/Lumberyard/StarEngine soup.

And it doesn't solve their networking problems because that's not what SpatialOS does. It's just a server backend. You still have to bring your engine, networking layer etc.

As I wrote in another post (http://www.dereksmart.com/forum/index.php?topic=134.msg10748#msg10748), their only option to increase the size of their world and implement inter-system travel, is by making each star system it's own instance. What's going to be funny is with their shitty networking, there's a good chance that jumping from one system to another is probably going to break, disconnect etc. God it's going to be so hilarious. Assuming they ever get that far. Seeing as the current Q2/19 dev schedule doesn't even have anything outside of Stanton, it's highly unlikely that they're going to do any of that in 2019.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on December 05, 2018, 08:39:45 AM
Aside from the fact that they have their own underlying world builder and multiplayer backend built with CryEngine/Lumberyard, moving to SpatialOS won't yield any benefits for Star Citizen.

Also, it would be a LOT more difficult for them to migrate to SpatialOS because it only has integrated support (via plugins) for UE4 and Unity. Which means that they would have to do a lot more work to port it to their CryEngine/Lumberyard/StarEngine soup.

And it doesn't solve their networking problems because that's not what SpatialOS does. It's just a server backend. You still have to bring your engine, networking layer etc.

As I wrote in another post (http://www.dereksmart.com/forum/index.php?topic=134.msg10748#msg10748), their only option to increase the size of their world and implement inter-system travel, is by making each star system it's own instance. What's going to be funny is with their shitty networking, there's a good chance that jumping from one system to another is probably going to break, disconnect etc. God it's going to be so hilarious. Assuming they ever get that far. Seeing as the current Q2/19 dev schedule doesn't even have anything outside of Stanton, it's highly unlikely that they're going to do any of that in 2019.

I was wondering about them doing their own implementation of something like this, to enable those 1000 player space battles they were talking about. Though I think I saw something about them walking back from that statement recently to be honest.

Would having one server per system actually improve anything anyway? They are basically doing that now (without even a full system).
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 05, 2018, 05:11:24 PM
engine, networking layer etc

Interesting they way the showed off the tech and talked about I though it was an all in one solution to ease the burden
on anyone wanting to make a massive MMO. Since they cannot even get the basics down I do not see them getting the engine
or networking to a respectable level.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on December 05, 2018, 05:33:19 PM
I was wondering about them doing their own implementation of something like this, to enable those 1000 player space battles they were talking about. Though I think I saw something about them walking back from that statement recently to be honest.

Would having one server per system actually improve anything anyway? They are basically doing that now (without even a full system).

We were told we could have NPC crew .. to add into that mix.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on December 06, 2018, 05:13:55 AM
We were told we could have NPC crew .. to add into that mix.

A thousand whales, each in a capital ship, crewed by NPCs, WE SHALL BLOT OUT THE SUN.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on December 06, 2018, 06:20:11 AM
SC is a fantasy Bell Enders game.

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 06, 2018, 07:45:47 AM
We were told we could have NPC crew .. to add into that mix.

Right now most of the npc's have joined the suicide cult at lorville as the keep gathering in the
train tracks. I wonder what method of quick death the npc crewmates will come up with on the ship.


https://www.reddit.com/r/starcitizen/comments/a3c2io/came_across_a_suicide_cult_on_my_way_to_gate_04/
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on December 06, 2018, 08:24:33 AM
Right now most of the npc's have joined the suicide cult at lorville as the keep gathering in the
train tracks. I wonder what method of quick death the npc cremates will come up with on the ship.


https://www.reddit.com/r/starcitizen/comments/a3c2io/came_across_a_suicide_cult_on_my_way_to_gate_04/

That's funny!  This is what I'm looking for when I check this forum daily before going to work: A quick pick-me-up to make me happy on the drive to the office!

Video links from the thread for your convenience:




[How many different fails does this represent? It can't just be a confluence of serendipitous bad design/code.  At this late stage I'm beginning to suspect that some CIG developers are actually in on the joke and deliberately putting these Easter eggs in for the lulz!]
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 06, 2018, 10:20:06 AM
That's funny!  This is what I'm looking for when I check this forum daily before going to work: A quick pick-me-up to make me happy on the drive to the office!


Lol missed the last vid, looks like something out of ghost busters.
Title: Re: Star Citizen Dev Progress Watch
Post by: krylite on December 07, 2018, 05:17:42 AM
That's funny!  This is what I'm looking for when I check this forum daily before going to work: A quick pick-me-up to make me happy on the drive to the office!

[How many different fails does this represent? It can't just be a confluence of serendipitous bad design/code.  At this late stage I'm beginning to suspect that some CIG developers are actually in on the joke and deliberately putting these Easter eggs in for the lulz!]

The "Matrix" subway station scene came to mind. Except Neo & AgentSmith didn't make it off the tracks due to the buggy world, and got stuck on the train floor..
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 08, 2018, 09:39:42 AM
(https://i.imgur.com/jh8ROUg.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

Hold on a goddam minute! How is 3.4 in Evocati and it's not even 60% completed?
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on December 08, 2018, 06:14:40 PM
https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

Hold on a goddam minute! How is 3.4 in Evocati and it's not even 60% completed?

Because: 12/8/2018.  Time's a-wastin'.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on December 08, 2018, 06:20:13 PM
(https://i.imgur.com/jh8ROUg.jpg)

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen

Hold on a goddam minute! How is 3.4 in Evocati and it's not even 60% completed?

Well, at least they are being realistic about what they can deliver.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 09, 2018, 10:26:17 AM
Yeah, OCS + NBC are very successful

(https://i.postimg.cc/C5Qtkv21/fpslulz.png)

Meanwhile, back at the ranch in a $210M "game"

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 09, 2018, 03:17:03 PM
Yeah, OCS + NBC are very successful


I find the elevator scene so funny, could give simple rundown and why that is happening?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 09, 2018, 03:20:42 PM
I find the elevator scene so funny, could give simple rundown and why that is happening?

It's just problematic networking. The server is trying to sync all those players at that location while they are IN the elevator that is MOVING.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 09, 2018, 03:26:55 PM
Farking :emot-lol::emot-lol::emot-lol:

It's totally not P2W though :negativeman-55f:

(https://i.imgur.com/7Wy1ybI.png)

https://www.reddit.com/r/starcitizen/comments/a4pdjr/heres_a_spreadsheet_of_ingame_ship_prices_vs_usd/
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on December 09, 2018, 04:02:37 PM
Farking :emot-lol::emot-lol::emot-lol:

It's totally not P2W though :negativeman-55f:


That is totally crazy, I no idea if they will even get there but I cannot wait to see what the average CR per hour will be.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on December 09, 2018, 05:35:32 PM
Is it standard/accepted industry practice to list "improvements" on a roadmap without being a lot more specific about what those "improvements" are ?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 10, 2018, 06:53:00 AM
Is it standard/accepted industry practice to list "improvements" on a roadmap without being a lot more specific about what those "improvements" are ?

Yes. And it depends on whether or not the improvement is something the player would understand. e.g. "improvements to weapons firing" is something a gamer would understand. But "improvements to database schema" isn't. As devs, we always only list things that are pertinent to the game and which are informative to the gamer who really don't care about things under the hood. e.g. take a look at the changelog for two of the games I am working on,  to see how I list things like that

http://3000ad.com/ucce30-changelog/
http://lodgame.com/changelog
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 11, 2018, 11:58:09 AM
btw if you want an illustrated explanation of the Star Citizen technical debt we've been talking about for years, watch this video and FF to @2:24 (https://youtu.be/TUXChw_6plE?t=145)

Title: Re: Star Citizen Dev Progress Watch
Post by: Backer42 on December 11, 2018, 01:45:51 PM
That is totally crazy, I no idea if they will even get there but I cannot wait to see what the average CR per hour will be.
I usually only spare a maximum 30 to 50 hours of playtime for a finished game. Less, when it's not really good, few more hours only when it's really exceptional.

That's the main issue with these P2W skinner boxes: What can you actually achieve within that time limit? I'm not the type, who sinks a whole decade of his youth into one MMO timesink. For once, because my youth is already over and my remaining lifetime is somewhat precious. So I guess Chris Roberts expects me to pay through the nose for "shortcuts"? Well, just because I'm older doesn't mean I want to make them rich, it means I simply move on to my backlog.

I'm so glad I refunded this, because otherwise I would already have wasted the whole time budget on the broken Alpha.  :grin:
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on December 14, 2018, 05:12:14 AM
Interesting ATV. This seems to sum up the gameplay expectations "in the verse" and it's all about "emergent gameplay", ie. players finding things to do with other players because all the NPCs and missions are either broken or just plain dull. Chris even goes as far as admitting that this "emergent gameplay" involves griefing other players. Sounds like such fun, fly somewhere, get blown up by a player in a bigger ship (because they spent more real money than you so you don't stand a chance), then wait 24hrs for your insurance, repeat. Great gameplay loop Chris !

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 15, 2018, 06:36:14 AM
(https://i.imgur.com/MEUrPKE.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on December 15, 2018, 06:38:39 AM
Lookin' good! Just 500 million more and 10 years extra and we have ourselves a game!
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on December 15, 2018, 07:27:40 AM
Yes. And it depends on whether or not the improvement is something the player would understand. e.g. "improvements to weapons firing" is something a gamer would understand. But "improvements to database schema" isn't. As devs, we always only list things that are pertinent to the game and which are informative to the gamer who really don't care about things under the hood. e.g. take a look at the changelog for two of the games I am working on,  to see how I list things like that

http://3000ad.com/ucce30-changelog/
http://lodgame.com/changelog

OK so that would mean that there is an internal Roadmap/Programme plan.     

If he is supposed to have opened the doors so they can see how the game is made, CRoberts should be sharing the proper plan with Backers.   No ?

Otherwise Backers are just being shown promotional material with very limited insight into the actual workload and progress.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 21, 2018, 07:00:20 AM
3.4 is out

https://robertsspaceindustries.com/comm-link/transmission/16915-Star-Citizen-Alpha-34-Available
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 23, 2018, 05:48:05 AM
Merry Christmas!

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/broken-3-4-1-patch-trolololololo
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on December 23, 2018, 06:35:37 AM
(https://i.imgur.com/cMtI9Hr.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on December 23, 2018, 02:22:32 PM
Broken 3.4.1 Patch - trolololololo,
Ah quit yer bitchin.
These are the new features. You are like Hans Solo with the Millenium Falcon, his ship stops working at inopportune times.
Merry Chrismas  from your Uncle Chris and his new master.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on January 13, 2019, 10:08:54 AM
Weird how development is regressing

(https://i.imgur.com/T6gM0HH.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on January 19, 2019, 05:38:01 PM
(https://i.imgur.com/58AV5nM.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on January 19, 2019, 05:39:27 PM
:emot-lol: Look at all the stuff that's removed and not even deferred.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on January 19, 2019, 05:51:06 PM
(https://i.imgur.com/kW35kW2.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on January 19, 2019, 07:12:09 PM
:emot-lol: Look at all the stuff that's removed and not even deferred.

I don't get why so many things in 3.6 are marked as not having started development and Backers don't think this is a problem.     
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on January 26, 2019, 07:36:12 AM
(https://i.imgur.com/Uab6Peq.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on January 26, 2019, 08:23:35 AM
So critical core components like "DNA Face Customization" and "VOIP & FOIP Improvements" are up 7% from last week! So cool!


But no progress on those trifling things like the flight model or OCS improvements.

 :laugh: :laugh:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on February 09, 2019, 07:45:03 AM
I will just leave this here - with no further comment because it's just so hilarious to me.

(https://i.imgur.com/UaSfjHY.jpg)

ps.

- No 4.0 in 2019
- By the end of 2019, they still wouldn't have built a SINGLE starsystem in game's universe (I called it (http://dereksmart.com/forums/reply/6639/))
- No server meshing in 2019 (I called it (http://dereksmart.com/forums/reply/6239/))

(https://imgur.com/wGiDGTr.jpg)

(https://i.giphy.com/media/ZqlvCTNHpqrio/giphy.webp)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on February 18, 2019, 05:39:19 AM
(https://i.imgur.com/NoumCt4.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on February 20, 2019, 09:53:04 AM
A very nice claimed 1% further development progress on Female character....
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on February 21, 2019, 02:23:03 AM
A very nice claimed 1% further development progress on Female character....
[sarchasm]
Ooh, ooh I hope it is boob physics!
[/sarchasm]
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on February 22, 2019, 09:57:11 PM
[sarchasm]
Ooh, ooh I hope it is boob physics!
[/sarchasm]

They can be a bit tricky... :emot-wink_1:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on February 25, 2019, 11:47:16 AM
No need to panic.

(https://i.imgur.com/JlylbIi.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 02, 2019, 02:28:37 PM
(https://i.imgur.com/b9k7UU2.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 02, 2019, 02:54:25 PM
3.5 has also gone to Evocati, even though it's nowhere near complete. changelog https://pastebin.com/hDYpMCYV

Latest flight model presentation starts @ 24:52

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 09, 2019, 05:48:38 AM
Everything is on track I see

(https://i.imgur.com/skdFZrf.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 10, 2019, 12:26:55 AM
Everything is on track I see

(https://i.imgur.com/skdFZrf.jpg)

Agreed. At 62% complete, what FUD is there to spread.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on March 10, 2019, 04:09:34 AM
If they pick up the pace a bit, we might see a full game release before year end 2019
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on March 11, 2019, 06:53:16 AM
Everything is on track I see

Looks like CIG will be buying lunches and dinners for the team for the next two weeks, and then 3.5 will ship just fine at the end of the quarter, you'll see!  Yep, nothing a few extra hours of work won't cure and with a team of dedicated developers like CIG has, this kind of pressure is what they live for.  It's the way seasoned software developers prefer to work and you guys just don't understand game development!
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 11, 2019, 06:05:07 PM
Looks like CIG will be buying lunches and dinners for the team for the next two weeks, and then 3.5 will ship just fine at the end of the quarter, you'll see!  Yep, nothing a few extra hours of work won't cure and with a team of dedicated developers like CIG has, this kind of pressure is what they live for.  It's the way seasoned software developers prefer to work and you guys just don't understand game development!

Hooray! Let's see if they can also shovel the delayed salvage mechanic in too with 3.5.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 17, 2019, 06:06:28 AM
(https://i.imgur.com/CwQ0XdW.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 17, 2019, 06:11:49 AM
So they made another on-rails transit system with a shuttle

https://old.reddit.com/r/starcitizen/comments/b20ibm/evocati_35_shuttle_flying_through_area_18/
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 17, 2019, 06:21:50 PM
Anyone notice that the words "Improvements, "Rework and "Update" make up the majority of 3.5?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 18, 2019, 05:00:46 AM
Anyone notice that the words "Improvements, "Rework and "Update" make up the majority of 3.5?

Yeah. But we've known for some time now that those are the main focus for 2019.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 18, 2019, 05:14:46 AM
More Evocati 3.5 movies. Star Citizen is great again!

https://www.dailymotion.com/video/x74etf9
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on March 18, 2019, 07:55:25 AM
More Evocati 3.5 movies. Star Citizen is great again!

https://www.dailymotion.com/video/x74etf9

All these years of building city tech, proc-gen tech etc, they really are not showing me anything that could not have been done for a lot less money with a better engine.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 18, 2019, 01:11:50 PM
All these years of building city tech, proc-gen tech etc, they really are not showing me anything that could not have been done for a lot less money with a better engine.

Yes. Remember my analogy about paying for a Golden box, and getting a cardboard box without a lid? That would be it.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 18, 2019, 06:11:49 PM
More Evocati 3.5 movies. Star Citizen is great again!

https://www.dailymotion.com/video/x74etf9

The page won't load. CIG has struck them down with copyright strikes methinks.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on March 18, 2019, 07:41:44 PM
Yes. Remember my analogy about paying for a Golden box, and getting a cardboard box without a lid? That would be it.

That is definitely a great analogy.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 19, 2019, 05:31:08 AM
The page won't load. CIG has struck them down with copyright strikes methinks.

Yup, it's gone. It has a page full of hilarious 3.5 videos.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 19, 2019, 06:10:03 PM
Yup, it's gone. It has a page full of hilarious 3.5 videos.

Managed to see a few of them. A Glandius successfully landing only to spin was a good one. Another good glitch of bug is when a tester couldn't get the main engines to work when in decoupled mode while using a Hotas at full throttle. Clipping through the floor at Area 18, man backers are gonna love that one.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 20, 2019, 05:26:55 PM
Leak of women in 3.5. $246M, and those look awful

https://www.dailymotion.com/video/x74jb35
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 20, 2019, 06:29:10 PM
With the female avatars coming is anyone anticipating trolls committing lewd acts of sex at Port Olisar or Lorville?
Title: Re: Star Citizen Dev Progress Watch
Post by: krylite on March 21, 2019, 01:00:34 PM
All these years of building city tech, proc-gen tech etc, they really are not showing me anything that could not have been done for a lot less money with a better engine.

Completely agree. I wonder for those poor devs who'd been trying to push all that into the engine knowing it wouldn't work just because CR wouldn't admit his mistake like $180 million and 5 years ago, then doubled down on the ponzi shenanigans & trailer illusions to keep the siphoning going on (now far too late to course correct without admitting to bin burning $200m). As mentioned, some of them look "held hostage" in the round-the-verses' bits.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 22, 2019, 07:10:56 AM
The biggest factor here for those people is that it's not easy to find work in the industry - especially in the UK. Regardless of what you're doing, good, bad or ugly, it's always a paycheck.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on March 22, 2019, 07:15:39 PM
Yes. Remember my analogy about paying for a Golden box, and getting a cardboard box without a lid? That would be it.

With a turd in it.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 26, 2019, 05:25:33 AM
(https://i.imgur.com/8GxtRHB.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 26, 2019, 06:20:24 PM
(https://i.imgur.com/8GxtRHB.jpg)

Odd. On the roadmap, yhe 3.6 branch shows no work done to 'Ship AI: 3D Pathfinding V2'. However on the Squadron 42 roadmap the exact same A.I workload shows it at 50%. I thought these two projects share the same tech more or less.
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on March 26, 2019, 06:49:42 PM
Similarly, the new flight model is on both roadmaps. It is marked as done for SC but has been unchanged at 122/144 in SQ42 for the last two weeks or so.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 27, 2019, 05:16:30 AM
Similarly, the new flight model is on both roadmaps. It is marked as done for SC but has been unchanged at 122/144 in SQ42 for the last two weeks or so.

That's because they haven't merged it into SQ42 yet because they're probably not done with it.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 28, 2019, 12:24:24 PM
(https://i.imgur.com/wRVyMjf.png)

Star Citizen Announces Alpha 3.5 (https://robertsspaceindustries.com/comm-link/press/17022-Star-Citizen-Announces-Alpha-35) coming this weekend!

As I wrote (http://dereksmart.com/forums/reply/6639/) back in Sept 2018, of the 106 starsystems promised, not a SINGLE one is completed.

(https://imgur.com/wGiDGTr.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 28, 2019, 12:37:05 PM
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-5-0-ptu-1308388-patch-notes

From Sarsapariller over at SA:



So what'd they actually release for the big quarter-of-the-year patch? Let's take a look:

Art Assets

Something about face customization
female character models
New planet + moons (art assets)
New paint scheme for super hornet
NEWS VAN variant ship
Two new guns

Gameplay:

2 new missions + some variants
1 new quest giver for the new planet
Tweaked all the flight thrust numbers and added "Atmospheric Lift" where "Lift" is defined as "Some kind of upward thrust when you're going forward, but not really necessary, because all the ships can still hover perfectly"
Added item wear/repair (oh loving boy)

**********************

What did they cut?

Still Mentioned In Roadmap But Not In Patch Notes:

Heat system
AI Bounty Hunting in Environmental Missions
Vehicle Scanning Hud Improvements
AI Distress Beacons
Vehicle Radar v2
Quantum Travel Improvements
Vehicle Scanning Improvements
Vehicle Tech Updates v1
Groups System Improvements
VOIP & FOIP Improvements
Distortion Damage Improvements
Ship AI Flight Model Update
Ship AI Combat Behavior Improvements
Basic Gunship Behavior
FPS: Collision Avoidance V2
Ursa Rover "Fortuna"
Banu Singe Tachyon Cannon
Performance Optimization
Asynchronous Disconnection Refactor
Network OCS Stall Fixes
Projectile Manager
Hard Surface Shader Improvements

Removed:

Fuel Refining
Commarray revision
Liquid/Gas Exploration
Expanded Cargo
Data Running
Long Range Scanning
Salvage: Scanning
Salvage: Extraction
Salvage: Processing
Salvage: Selling
Buy/Sell Fuel
Fuel Transfer
Manual Repair
Ship Repair In General
Repuatation/Law System
Escort Service Beacons
FPS Combat AI Styles
FPS: Stealth v2
Flight: Quantum & Strafing
Origin 890 Jump
Banu Defender
Origin M50 Improvements
Kruger P52 Merlin Improvements
RSI Constellation Taurus
Origion 300 series variants
Some stupid gun
Some other stupid gun
Parallel Network Jobs
Lobby Refactor
Gas Cloud Tech
Object Container Streaming: Improvements

----

All in all, another one knocked out of the park! Good work CIG!
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on March 28, 2019, 02:51:24 PM
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-5-0-ptu-1308388-patch-notes

From Sarsapariller over at SA:

All in all, another one knocked out of the park! Good work CIG!

I had not payed to much attention what was being cut but that is crazy. But no worries they are already making thank you threads on the female models. I posted this whole list in the official thread thanking them as well.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 28, 2019, 03:40:59 PM
Also don't forget what CIG qre fixing in April. No more $0 CCU upgrades. So basically if you buy a ship and CIG develop a superior version of it and you want to CCU, pay up. Fund the dream whilst getting screwed over. Suck it veteran backers!
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 29, 2019, 09:31:17 AM
Also don't forget what CIG qre fixing in April. No more $0 CCU upgrades. So basically if you buy a ship and CIG develop a superior version of it and you want to CCU, pay up. Fund the dream whilst getting screwed over. Suck it veteran backers!

Yeah, that's the latest controversy now.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on March 29, 2019, 12:58:20 PM
Also don't forget what CIG qre fixing in April. No more $0 CCU upgrades. So basically if you buy a ship and CIG develop a superior version of it and you want to CCU, pay up. Fund the dream whilst getting screwed over. Suck it veteran backers!

There will be an awful lot of people that think this is reasonable.

To newer Backers the "game" is already released. 

CCU is new DLC.

Older Backers have already consumed and need to pay up like the rest of them.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on March 29, 2019, 04:55:55 PM
ArcCorp - Expectation VS Reality (https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/arccorp-expectation-vs-reality)

(https://dto9r5vaiz7bu.cloudfront.net/czxrg4a7a064a/tavern_upload_medium.png)

vs

(https://dto9r5vaiz7bu.cloudfront.net/0xq2d3rul3rhl/tavern_upload_medium.jpg)

ps: Remember when I wrote a blog saying it was all bollocks?  :emot-colbert:
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on March 29, 2019, 05:34:18 PM
ArcCorp - Expectation VS Reality (https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/arccorp-expectation-vs-reality)

ps: Remember when I wrote a blog saying it was all bollocks?  :emot-colbert:


Its hard to remember since the the lack of fidelity in the after pic is so hard to believe /jk. You called it and its so easy to see now how the manipulated so much over the years. No surprise some dreamer is in there saying this is just the first past. I tell people on reddit to wait till they hit tier 20 to 100 all the time.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 29, 2019, 07:39:49 PM
Wasn't that 2017 ArcCorp demo using both Hurston and ArcCorp art assets? And BTW who cares how good ArcCorp looks when you restricted from flying close to it due to the "Kill net" aka the no fly zone.
You can of course see Area 18. I haven't forgotten!
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on March 31, 2019, 10:52:52 AM
Quote from Reddit: The game run really good since 3.3 thank to OCS and Bind culling. I have a 8700k, 32 go ram, 2080 rtx, installed on an ssd and i play in 2K. The game run between 70 and 120 fps almost everywhere, i only drop between 45 and 60 in Lorville, Levski and the Savanna biomes when they are close to the city. Edit: Area 18 on the city planet Arccorp in 3.5 run between 45-65 with the last ptu patch and Lorville run even better now :)

Please note, these are the absolute minimum specs for SC, I guess :-)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 01, 2019, 01:53:33 PM
Quote from Reddit: The game run really good since 3.3 thank to OCS and Bind culling. I have a 8700k, 32 go ram, 2080 rtx, installed on an ssd and i play in 2K. The game run between 70 and 120 fps almost everywhere, i only drop between 45 and 60 in Lorville, Levski and the Savanna biomes when they are close to the city. Edit: Area 18 on the city planet Arccorp in 3.5 run between 45-65 with the last ptu patch and Lorville run even better now :)

Please note, these are the absolute minimum specs for SC, I guess :-)

...and probably playing by himself :emot-lol:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 02, 2019, 03:49:04 PM
Meanwhile, over at that $250M train wreck, they totally forgot about the fact that the much touted women (new in upcoming 3.5) character skeletons are different from the men.

The result is a tophat of lols.

(https://i.imgur.com/q3AYbqK.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on April 02, 2019, 05:11:36 PM
Meanwhile, over at that $250M train wreck, they totally forgot about the fact that the much touted women (new in upcoming 3.5) character skeletons are different from the men.

The result is a tophat of lols.


LOL, Chris loves reworks so this good thing for micro-mangers.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 14, 2019, 04:19:30 AM
3.5.0 is two weeks overdue

(https://i.imgur.com/PdRVQmy.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 14, 2019, 09:11:48 AM
:emot-lol:

(https://i.redd.it/fouahwrou8s21.jpg)

Read the mental gymnastics around this one...

https://www.reddit.com/r/starcitizen/comments/bd3k9t/ptu_testing_phase_extended_till_may_5th/
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on April 14, 2019, 04:36:47 PM
Anyone getting the notion that maybe the engine (Lumberyard) has reached it's peak of what CIG can throw at it? Derek did write in a blog back in October that Lumberyard had approached it's peak in what you can accomplish in terms of performance effeciency when looking at the Lorville demo.
Title: Re: Star Citizen Dev Progress Watch
Post by: Scruffpuff on April 15, 2019, 09:24:54 PM
Anyone getting the notion that maybe the engine (Lumberyard) has reached it's peak of what CIG can throw at it? Derek did write in a blog back in October that Lumberyard had approached it's peak in what you can accomplish in terms of performance effeciency when looking at the Lorville demo.

I think you're right, but I also think it goes beyond that.  CIG isn't even really "throwing things at" the engine per se; they're not even developing the game properly to begin with.  It's acting as a model-viewer with the camera viewpoint hacked into the ship movements to roughly simulate what controlling a traditional game would feel like.  Roughly.  I'm not convinced the engine choice in particular was the make or break here.

When Derek wrote the blogs I think he was operating under the logic that:  assuming CIG was making the game exactly as they described, using that engine, it was doomed to fail.  And that's true.  But a real game development company would be able to leverage tricks, illusions, and optimizations to make what CIG was describing, and have it feel right and be fun, even on that engine.  A better engine would make that job easier, and of course some time has passed and technology marches on.

If CIG disappeared tomorrow and a real game development studio decided to make something similar to Star Citizen, they could find a way to make it work.  There might be a loading screen when docking.  There might be some scene transitions.  There might be some tricks and illusions for ship boarding (like what Warframe has done) but in the end, if it's fun and immersive, people will play it.  Chris Roberts has a pathological focus on whether or not something is "real" (as if anything in a game is real) and that bizarre idiosyncrasy sank this project before it even left port.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on April 16, 2019, 01:39:11 PM
Derek did state in his last Youtubr video that in order to complete Star Citizen as currently pitched, CIG would need to start from scratch with a brand new, custom built engine.

Considering how bad the latest milestone PTU is especially in regards to A.I and physics and piss weak server stabilty I think Derek is dead on accurate.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 17, 2019, 08:16:28 AM
Anyone getting the notion that maybe the engine (Lumberyard) has reached it's peak of what CIG can throw at it? Derek did write in a blog back in October that Lumberyard had approached it's peak in what you can accomplish in terms of performance effeciency when looking at the Lorville demo.

Nah, it's perfectly fine. For taking screen shots.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 17, 2019, 08:20:11 AM
Derek did state in his last Youtubr video that in order to complete Star Citizen as currently pitched, CIG would need to start from scratch with a brand new, custom built engine.

Considering how bad the latest milestone PTU is especially in regards to A.I and physics and piss weak server stabilty I think Derek is dead on accurate.

Right. Well, back in 2015 I did say that when they increased the scope, the project was basically dead due to the chosen engine.

Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on April 17, 2019, 11:51:33 AM
Right. Well, back in 2015 I did say that when they increased the scope, the project was basically dead due to the chosen engine.

Wouldn't it be fairer to say that given the massive scope they described it was dead due to current hardware limitations? I mean it's not as if CRoberts and his descriptions would have allowed for any compromises. At least if we take the marketing talk scope at face value.
Title: Re: Star Citizen Dev Progress Watch
Post by: Scruffpuff on April 17, 2019, 02:45:36 PM
I'd get even more to the root by saying when they increased the scope, it died because Chris Roberts doesn't know how to make a game of that scope.  When you're insisting each atom in the game be represented by a voxel (not literally but it's basically his approach) then there's no engine in the world, nor hardware, that will make that work.

The irony is that even if engines and hardware caught up and made it possible, it would still be more intelligent to do it another way, and free up those resources for other uses.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on April 17, 2019, 11:32:35 PM
Despite 14 major issues, PTU still being a buggy mess, and the overheating mechanic suckling any possible fun out of the game so it is drier than a whale's teet.... They have released it to live.

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-5-0-live-1460999-patch-notes

Almost a month late, only 2 months till 3.6 is due. So that will no doubt be cut back and fester on the PTU for at least a month before Chris sais just push it and adds to the growing mountain of bugs on live.

I commend CIG on still selling an extraordinary amount of ships for this mess.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on April 18, 2019, 03:46:41 AM
Not to mention their next silver bullet buzzword, server side OCS, is still not implemented. According to the backers, this buzzword will fix a majority of the A.I jittering, non resposive behaviour and rubber banding.
Apparently releasing ArcCorp without Server side OCS also contributed or was the main contributor to the A.I issues thats been happening in the PTU.

At least there is a new mission giver. Just go visit her, accept the mission, run back to the shuttle, order your ship, fly to another pad with a cutlass, fly to the bunker, destroy the turrets, kill the drug dealers, find the box of drugs, return to your ship, hope the box doesn't fall through the ship, fly back to Area 18 and deliver.

Oh yeah. Pray that the server doesn't crash mid mission too.
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on April 18, 2019, 03:50:56 AM
I figured they would release 3.5 just in time for the holiday, regardless of its condition.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 18, 2019, 11:46:38 AM
3.5 went live last night

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-5-0-live-1460999-patch-notes
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on April 18, 2019, 11:59:18 AM
And a huge success (https://www.reddit.com/r/starcitizen/comments/bep97e/despite_roughly_10_hours_trying_it_out_this_game/) it is  :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on April 18, 2019, 07:45:43 PM

At least there is a new mission giver. Just go visit her, accept the mission, run back to the shuttle, order your ship, fly to another pad with a cutlass, fly to the bunker, destroy the turrets, kill the drug dealers, find the box of drugs, return to your ship, hope the box doesn't fall through the ship, fly back to Area 18 and deliver.

Oh yeah. Pray that the server doesn't crash mid mission too.

BDSSE  - and it's only pre Alpha !   

Just imagine how much fun can be had re running this bleeding edge mission over and over again

It is almost as much fun as levelling alts in Aion.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on April 18, 2019, 07:54:45 PM
And a huge success (https://www.reddit.com/r/starcitizen/comments/bep97e/despite_roughly_10_hours_trying_it_out_this_game/) it is  :cool:

He says

Quote
I don't understand the mentality of knowingly purchasing a game labeled as alpha then getting upset when encountering alpha stage bugs.

It's like buying a frozen pizza then getting mad when you take a bite and... it's still frozen.

No.... because you actually have a pizza

If you opened the box and had a cup of flour, a scraping of cheese and a teaspoon of tomato sauce plus a note saying the rest of the ingredients and a chef to combine them is coming at some indetermined point in the future - that would be a closer analogy to Star Citizen.

Someone also needs to remind them of the original Star citizen Pizza analogy
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 19, 2019, 08:14:17 AM
And a huge success (https://www.reddit.com/r/starcitizen/comments/bep97e/despite_roughly_10_hours_trying_it_out_this_game/) it is  :cool:

:emot-lol:

[deleted]
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on April 27, 2019, 11:37:57 PM
Looks like those pesky backers have been questioning whether server meshing is actually achievable. In rides a dev to the rescue.

https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/how-is-server-meshing-possible/2110241

First they aim to split areas between servers so that you only quantum travel through them. Then later to dynamically assign servers based on where players are and not have fixed boundaries. Yeah whatever, heard it before.

He of course is not sure where all this fits in in the roadmap. Probably because it didn't fit on the roadmap. It still relies on persistence and "SSOCS" it whatever they are calling it, and is that even on the public roadmap anymore?

I'm not going to say it is impossible to do some of this as given time money and expertise a lot can be done. It would take YEARS however, especially given CIGs apparent difficulty at hiring network engineers, it's having to retrofit all this to a janky engine that it is not designed for, and it's obvious change in direction from SC to prioritize S42 as the business is running on fumes.

Keeps the believers going for a bit longer buying the ship packages though.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on April 28, 2019, 02:32:38 AM
Clearly you know nothing about game development! Once they have laid in the OCS and Bind Culling, they will have secured the foundation to flush out anything from every pipleline in no time. And then it will be clear that CIG still needed less time than all the big AAA companies to release tne BDSSE with even more features and fidelity than everybody originally plegded/donated for. So stop with the FUD!
Title: Re: Star Citizen Dev Progress Watch
Post by: Spunky Munkee on April 28, 2019, 03:38:16 AM
Ge Mister, It sounds too good to be true! Sign me up right now. I got me a new credit card just burnin a hole in my pocket so gimme a completionist package. I'll be the Mayor of virtual outer space and become a flesh peddler in the only pirate base! Since it is pretty much empty Chris says he will rent me a storefront real cheap, like $100 a month. Chris says I'll be able to bend these sexy green alien women to my every whim! Star Citizen and a can o Crisco. I can only imagine....
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on April 28, 2019, 10:21:27 AM
Looks like those pesky backers have been questioning whether server meshing is actually achievable. In rides a dev to the rescue.

Have you ever interviewed a software engineer and his resume says he did all kinds of impressive things on this very impressive project so you ask him about it and its somewhat iffy and you dig in and you get a lot of handwaving about how "we did this" and especially "it will work this way" and "we plan this other thing" and after a few rounds of this you just get frustrated and move on to the next thing knowing that your expectations were confirmed and your candidate did nothing of note at all and nothing really works and its thumbs down and you just want to get out of there so you can get back to work?

Yeah.  I have. Lots of times.  And it sounds just like this guy.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on May 01, 2019, 05:24:59 AM
Have you ever interviewed a software engineer and his resume says he did all kinds of impressive things on this very impressive project so you ask him about it and its somewhat iffy and you dig in and you get a lot of hand waving about how "we did this" and especially "it will work this way" and "we plan this other thing" and after a few rounds of this you just get frustrated and move on to the next thing knowing that your expectations were confirmed and your candidate did nothing of note at all and nothing really works and its thumbs down and you just want to get out of there so you can get back to work?

Yeah.  I have. Lots of times.  And it sounds just like this guy.

I used to be an IT recruitment consultant...happens a lot ....but it is the same in any industry.. at least in some software jobs they test people on their coding skills rather than just have inexperienced people interview candidates.

There are very few people going for jobs who say they failed to deliver a project on time and to budget but that is as much a defence to other peoples failings to accept reality as it is about them simply being liars...

In the Uk we have over 50% of people going to University now and something like 70% get the top degree grade.   Apparently people are a lot brighter these days. :emot-science:

Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on May 01, 2019, 05:32:40 AM
Looks like those pesky backers have been questioning whether server meshing is actually achievable. In rides a dev to the rescue.

https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/how-is-server-meshing-possible/2110241


Yes I like this Ahole

Quote

Clive, my biggest concern is about really big battles and if they will ever gonna to be possible... Like 10k players with a battle to take lets say an entire moon... how its gonna work?

Ten thousand players in one battle .......in Star Citizen ...lol      :emot-bahgawd:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 01, 2019, 03:56:17 PM
Looks like those pesky backers have been questioning whether server meshing is actually achievable. In rides a dev to the rescue.

https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/how-is-server-meshing-possible/2110241

First they aim to split areas between servers so that you only quantum travel through them. Then later to dynamically assign servers based on where players are and not have fixed boundaries. Yeah whatever, heard it before.

He of course is not sure where all this fits in in the roadmap. Probably because it didn't fit on the roadmap. It still relies on persistence and "SSOCS" it whatever they are calling it, and is that even on the public roadmap anymore?

I'm not going to say it is impossible to do some of this as given time money and expertise a lot can be done. It would take YEARS however, especially given CIGs apparent difficulty at hiring network engineers, it's having to retrofit all this to a janky engine that it is not designed for, and it's obvious change in direction from SC to prioritize S42 as the business is running on fumes.

Keeps the believers going for a bit longer buying the ship packages though.

It's all pure nonsense.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 04, 2019, 07:07:57 AM
(https://i.imgur.com/31MMIp1.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on May 04, 2019, 11:57:14 PM
(https://i.imgur.com/31MMIp1.jpg)

Stop spreading FUD by posting the behind schedule roadmap. Once the base tech is in place we have made a big fucking mess of the codebase, production speed will ramp up exponentially.

I personally can't wait till jumping V2 is in the game then it will basically be perfect with more content than many AAA games already, if any of the other stuff is pushed out, I can wait.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on June 13, 2019, 09:43:13 AM
(https://i.imgur.com/NraF8bp.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on June 13, 2019, 04:41:35 PM
The roadmap shows 'ship rentals' at 0%. Wow. I wonder why that hasn't been worked on yet?
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on June 13, 2019, 08:37:33 PM
The roadmap shows 'ship rentals' at 0%. Wow. I wonder why that hasn't been worked on yet?

Yeah, will get pushed for sure. It's a big risk for CIG, if they make it easy to rent ships then they lose their income, too hard and the p2w grind will become apparent and a backlash will happen.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on June 15, 2019, 10:45:28 AM
(https://i.imgur.com/D3flWmD.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on June 15, 2019, 02:51:23 PM
(https://i.imgur.com/D3flWmD.jpg)

So they are aiming for a patch for rentals, this is going to be lols.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on June 17, 2019, 01:32:29 PM
Derek just tweeted a story about Amazon laying off dozens of staff at their game develpment studios. Derek is predicting that support for Lumberyard by way of updates and fixes will be stopped and eventually shuttered.

He also expects CIG to use this potential outcome to delay Star Citizen by 10 years. Jokingly of course.
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on June 17, 2019, 01:52:07 PM
Of course, since Crytek is already Cryreckt, and CInotG is loaded with tens of tens of billions, Chris can easily pay Crytek whatever they want and then have his team switch easily back from Lumberyard  to CryEngine. However, since it has been forked, it will be a little more than 2 days. This time, it'll be more like 2 weeks. 90 days tops! As anybody who understands game development will testify to.
Title: Re: Star Citizen Dev Progress Watch
Post by: GaryII on June 18, 2019, 04:22:27 AM
Derek just tweeted a story about Amazon laying off dozens of staff at their game develpment studios. Derek is predicting that support for Lumberyard by way of updates and fixes will be stopped and eventually shuttered.

He also expects CIG to use this potential outcome to delay Star Citizen by 10 years. Jokingly of course.

 Oh boy, they also figured out just now, that using single player engine for MMO is not a great idea...

 If Amazon shuts down Game dev, I guess then CI needs to switch engine again...maybe back to Cryengine ;D

 

Title: Re: Star Citizen Dev Progress Watch
Post by: GaryII on June 18, 2019, 05:39:04 AM
 That just shows in what deep trouble CI is with PU...Evo 3.6 notes are out and yeah, another lightweight patch...
https://pastebin.com/kW8GiiFJ

 
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on June 18, 2019, 04:28:18 PM
Derek just tweeted a story about Amazon laying off dozens of staff at their game develpment studios. Derek is predicting that support for Lumberyard by way of updates and fixes will be stopped and eventually shuttered.

He also expects CIG to use this potential outcome to delay Star Citizen by 10 years. Jokingly of course.

I just created a separate thread for that.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on June 18, 2019, 04:34:07 PM
That just shows in what deep trouble CI is with PU...Evo 3.6 notes are out and yeah, another lightweight patch...
https://pastebin.com/kW8GiiFJ

That's nuthin'. This is the real damage to 3.6. Most of it has been gutted

https://onedrive.live.com/view.aspx?resid=9CBA26B9B59370EB!861&ithint=file%2cxlsx&authkey=!AKEeC3TMFWi0sxU
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on June 18, 2019, 05:20:12 PM
That's nuthin'. This is the real damage to 3.6. Most of it has been gutted

https://onedrive.live.com/view.aspx?resid=9CBA26B9B59370EB!861&ithint=file%2cxlsx&authkey=!AKEeC3TMFWi0sxU

Wow they must of moved a lot of devs and resources to the new elevator tech.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on June 18, 2019, 07:07:47 PM
Wow they must of moved a lot of devs and resources to the new elevator tech.

You mean teleporter tech?
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on June 18, 2019, 07:19:22 PM
You mean teleporter tech?
Apparently the new elevators (in 3.6) don't teleport anymore.
No word yet if people still fall through the elevator floors.  :grin:
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on June 18, 2019, 11:36:01 PM
They don't teleport anymore? Hooray! Only took CIG how long to figure it out? Also no teleportation means elevator cars move . . . Like the transit system, more waiting to get from point A to point B. Immersive.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on June 24, 2019, 04:28:27 PM
(https://i.imgur.com/FMFAdDK.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on July 02, 2019, 01:33:26 PM
Ship A.I seems to be a little off as of late.

https://www.reddit.com/r/starcitizen/comments/c8bb0q/current_state_of_ship_ai_s/
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on July 02, 2019, 04:41:19 PM
(https://i.imgur.com/FMFAdDK.jpg)

Server meshing in not listed in this roadmap update. I take it they can't make it work? Also where is the next silver bullet Server side Object container streaming? Are they listed on this roadmap or the one on RSI's website?

Credit 'The Yamiks' in his latest experience with 'DigThat32 for this info.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 03, 2019, 05:45:40 AM
Server meshing in not listed in this roadmap update. I take it they can't make it work? Also where is the next silver bullet Server side Object container streaming? Are they listed on this roadmap or the one on RSI's website?

This was already discussed in the previous page. They gutted 3.6.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 18, 2019, 06:12:36 AM
One man saw it....then called it. Repeatedly

https://twitter.com/Synn_Trey/status/1151617625803448322

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 18, 2019, 06:14:51 AM
For those of you who still give a sh*t

(https://i.imgur.com/rHp44eT.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 10, 2019, 07:25:37 AM
(https://i.imgur.com/DsAw3tr.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 11, 2019, 10:44:03 AM
The reddit thread here is going into full meltdown https://www.reddit.com/r/starcitizen/comments/co9dtw/star_citizen_roadmap_update_20190809/?utm_source=share&utm_medium=web2x

500 comments and it seems that most of them are negative. People aren't happy that development resources are being expended on Squander 42, a game that most of the fans don't seem to care about. Meanwhile a mixture of that and Robert's stinky SSOCS is being explained as the reason for the delays by the loyalists, plus summer holidays etc. With SSOCS not even being on the roadmap, and that apparently taking all the focus, what actually is the point of the roadmap?

Ship rentals are totally coming soon though guys.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on August 14, 2019, 02:35:55 PM
The reddit thread here is going into full meltdown https://www.reddit.com/r/starcitizen/comments/co9dtw/star_citizen_roadmap_update_20190809/?utm_source=share&utm_medium=web2x

500 comments and it seems that most of them are negative. People aren't happy that development resources are being expended on Squander 42, a game that most of the fans don't seem to care about. Meanwhile a mixture of that and Robert's stinky SSOCS is being explained as the reason for the delays by the loyalists, plus summer holidays etc. With SSOCS not even being on the roadmap, and that apparently taking all the focus, what actually is the point of the roadmap?

Ship rentals are totally coming soon though guys.

Ha ha - it is a good read...at least some of them see the elephant in the room.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 19, 2019, 02:38:52 PM
The reddit thread here is going into full meltdown https://www.reddit.com/r/starcitizen/comments/co9dtw/star_citizen_roadmap_update_20190809/?utm_source=share&utm_medium=web2x

500 comments and it seems that most of them are negative. People aren't happy that development resources are being expended on Squander 42, a game that most of the fans don't seem to care about. Meanwhile a mixture of that and Robert's stinky SSOCS is being explained as the reason for the delays by the loyalists, plus summer holidays etc. With SSOCS not even being on the roadmap, and that apparently taking all the focus, what actually is the point of the roadmap?

Ship rentals are totally coming soon though guys.

It's all bollocks. SSOCS is no longer in dev or it would be in the roadmap. They took that out awhile back - and backers are basically pretending as if it still exists in a supa sekret build.
Title: Re: Star Citizen Dev Progress Watch
Post by: helimoth on August 20, 2019, 01:52:55 PM
Yeah I don't see SSOCS happening. It would be a huge use of resources for no immediate income and they need lots of immediate income. I think the exit plan here is to keep the project chugging along and keep the 6-figure pay packets coming in and then when it all grinds to a halt, sell the project on for fire-sale prices. It would probably be quite an attractive buy simply for the player-base alone if the price was right. There are some whales in them waters. A new publisher would be keen to release whatever trimmed-down, minimum viable product version of the game they could then fill it to the brim with P2W and other cash-only features and rinse whatever they could out of them.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 20, 2019, 02:57:19 PM
As I've said all along, SC will never - ever - be an MMO
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 20, 2019, 03:12:39 PM
List of gameplay features that have been completely removed from the roadmap (https://www.reddit.com/r/starcitizen/comments/cswvet/list_of_gameplay_features_that_have_been/)

Don't worry though; everything's fine. Promise!
Title: Re: Star Citizen Dev Progress Watch
Post by: Motto on August 20, 2019, 03:18:44 PM
Of course it is. It's just a sign that CIG is bad at making roadmaps, nothing more to it  :cool:
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 21, 2019, 06:39:32 AM
It's all bollocks. SSOCS is no longer in dev or it would be in the roadmap. They took that out awhile back - and backers are basically pretending as if it still exists in a supa sekret build.

Well it is either that or they are building a load of scripted shit to show off at citicon, after they promised not to do that anymore... They couldn't be doing that could they? Lol
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 21, 2019, 07:03:17 AM
Regression

(https://i.imgur.com/xSajzkf.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on August 22, 2019, 02:56:27 AM
Gotta love people explaining why fuck-ups shouldn't be seen negatively, as they always happen  :shrug:
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on August 22, 2019, 01:48:09 PM
Of course it is. It's just a sign that CIG is bad at making roadmaps, nothing more to it  :cool:

At last.. someone that actually knows a bit about developing computer games. 


In that thread they all seem to be forgetting that there is no money left.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 23, 2019, 01:25:53 PM
I have literally run out of lols. 3.7 progress went down - again

(https://i.imgur.com/CBNFuCW.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 24, 2019, 05:11:34 AM
Ok, in true Star Citizen style I'm going to do some theory-crafting based on my dreams as a lotus-eater.

We know that the focus of development at CIG is basically Squander 42, and SC is dead in the water, only existing as a whale milk repository.

There has been a big dearth of progress on the roadmaps for both games over the last few weeks, many of the backers are blaming this on SSOCS or Server Side Object Container Streaming, CIG's name for loading only what is needed into memory at a given time on the server.

Others are sceptical but hold on to your hat but here is why I think the backers may be right:

1. There was a video recently (IIRC) where a dev blamed SSOCS for breaking everything such as the missions (in an already extremely broken game)

2. I can't find the source, but I think that Squander 42 is still running as a client/server setup, but the server is running locally on your machine. Therefore the benefits of OCS are inconsequential when the entire world is loaded into memory anyway in the "server".

- Given the timelines of when Squander 42 was actually started, this will be when a lot of custom work had been done to the engine and it was probably deemed easier to just run it in this client/server setup as it would reduce the amount of rewriting earlier on in development of the single player game. This is inevitably kicking the tech-debt can down the road, but that is basically CIG's textbook move.

3. Coming out with a working SSOCS will give renewed faith to the backers as it will seem that SC has not been completely forgotten, even though its main purpose will be to make the single player game possible.

4. They want to get this running on consoles, and no way they can do that with their current setup.

So my questions are:
1. Is it possible that CIG can get this working in their buggy mess of a game, how many more weeks/months years will it take.
2. What the hell have I been smoking.
3. Am I completely incorrect about the single player game having this architecture, any links to prove/disprove would be appreciated.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 24, 2019, 11:06:49 AM
SSOCS no longer appears in the roadmap. Which means it's not in dev. The End.
Title: Re: Star Citizen Dev Progress Watch
Post by: Chapes on August 24, 2019, 11:10:44 AM
I don't know enough about server architecture to guess at whether object loading is holding up S42 progress.  That said, the progress is such a hot mess that it could be any number of 'blockers,' as CIG likes to put it.  'Blocker' itself is an interesting term, as it implies some kind of discovered barrier that they had nothing to do with - as if basic issues concerning the physics engine, AI, and multiplayer couldn't have been foreseen and prepared for / designed around by a more competent developer.

Speaking about game development, it looks like the Aegis VIP event ($275 entry fee, lol) was to announce the sale of a new 'minelayer' ship ($675 pledge, lol).  If anyone thought the feature creep would be scaled back at this point, they thought wrong.  Add 'minelaying' to the list of gameplay activities that concept ships have been sold for, but haven't been implemented.

https://www.reddit.com/r/starcitizen/comments/cuwaw7/aegis_nautilus_675/
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 24, 2019, 11:58:53 AM
SSOCS no longer appears in the roadmap. Which means it's not in dev. The End.

Get out of here with your voice of reason! I'm theory crafting!
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 24, 2019, 12:01:10 PM
I don't know enough about server architecture to guess at whether object loading is holding up S42 progress.  That said, the progress is such a hot mess that it could be any number of 'blockers,' as CIG likes to put it.  'Blocker' itself is an interesting term, as it implies some kind of discovered barrier that they had nothing to do with - as if basic issues concerning the physics engine, AI, and multiplayer couldn't have been foreseen and prepared for / designed around by a more competent developer.

Speaking about game development, it looks like the Aegis VIP event ($275 entry fee, lol) was to announce the sale of a new 'minelayer' ship ($675 pledge, lol).  If anyone thought the feature creep would be scaled back at this point, they thought wrong.  Add 'minelaying' to the list of gameplay activities that concept ships have been sold for, but haven't been implemented.

https://www.reddit.com/r/starcitizen/comments/cuwaw7/aegis_nautilus_675/
Well it leaves the door open for a minesweeper ship at the next event.

Incoming boring mine laying level in S42.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 25, 2019, 09:54:09 AM
 From someone at the event...
https://www.reddit.com/r/starcitizen/comments/cuxz18/photo_from_275_concierge_events_evening_meal/ey254da

Looks like I need to smoke more of what I've been smoking.
Title: Re: Star Citizen Dev Progress Watch
Post by: helimoth on August 25, 2019, 10:55:16 AM
This is a horrible time for them to announce the release of a ship. Not only time-frame wise (this would sell so much better as a Christmas released ship) but also because this is bang smack in the middle of one of CIG's little "content droughts". CIG would *have* to know this is just a horrible time to release a ship. Why would they release such an expensive ship at such a horrible time? Can only be one reason; cash! If I had to guess I'd say there is a $200,000 funding hole this month that needs plugging.
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on August 25, 2019, 11:04:24 AM
From someone at the event...
https://www.reddit.com/r/starcitizen/comments/cuxz18/photo_from_275_concierge_events_evening_meal/ey254da

Looks like I need to smoke more of what I've been smoking.

Look at the event photo linked to by that post and ask yourself: Why was there so much desire/anticipation/fuss about the long-delayed availability of female avatars in SC?

The answer that comes to my mind is ... icky.

(Not that we've heard anything about it recently ...)
Title: Re: Star Citizen Dev Progress Watch
Post by: David-2 on August 25, 2019, 11:18:10 AM
From someone at the event...
https://www.reddit.com/r/starcitizen/comments/cuxz18/photo_from_275_concierge_events_evening_meal/ey254da

Looks like I need to smoke more of what I've been smoking.

BTW, consider this  first hand report (https://www.reddit.com/r/starcitizen/comments/cuxz18/photo_from_275_concierge_events_evening_meal/ey2n816/):

Quote
Also Chris is hard at work coding the physics refactor of the game, and SSOCS which will be coming will come in tandem with Item Cache 2.0 which will allow much better persistence then we currently have in the game. He gave an example where you leave a ship somewhere out in the open, walk away (a long distance), logout out at an outpost for example, and come back into the game, your ship would still be there.

In red: Does anyone really believe that CR is "hard at work coding the physics refactor of the game"? As in, personally?  As in, doing anything other than micromanaging in an extremely annoying and detrimental manner?

In green: I don't play the game, but I was under the distinct impression that whenever you logged in to the game you ended up in a wank pod somewhere.  How then do you get back to your ship?  BTW, wasn't this persistence kind of thing supposed to have been implemented years ago with Item 2.0?  Is Item Cache 2.0 an improvement to that, or a replacement, or something else?  (I mean, suspending disbelief and supposing for the sake of argument that Item Cache 2.0 isn't just another piece of substanceless jargon to wave in front of whales...)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 26, 2019, 12:15:05 AM
This is a horrible time for them to announce the release of a ship. Not only time-frame wise (this would sell so much better as a Christmas released ship) but also because this is bang smack in the middle of one of CIG's little "content droughts". CIG would *have* to know this is just a horrible time to release a ship. Why would they release such an expensive ship at such a horrible time? Can only be one reason; cash! If I had to guess I'd say there is a $200,000 funding hole this month that needs plugging.

You could certainly be right but then again CIG has a knack for doing daft shit at any time they please.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on August 26, 2019, 12:17:08 AM
BTW, consider this  first hand report (https://www.reddit.com/r/starcitizen/comments/cuxz18/photo_from_275_concierge_events_evening_meal/ey2n816/):

In red: Does anyone really believe that CR is "hard at work coding the physics refactor of the game"? As in, personally?  As in, doing anything other than micromanaging in an extremely annoying and detrimental manner?

In green: I don't play the game, but I was under the distinct impression that whenever you logged in to the game you ended up in a wank pod somewhere.  How then do you get back to your ship?  BTW, wasn't this persistence kind of thing supposed to have been implemented years ago with Item 2.0?  Is Item Cache 2.0 an improvement to that, or a replacement, or something else?  (I mean, suspending disbelief and supposing for the sake of argument that Item Cache 2.0 isn't just another piece of substanceless jargon to wave in front of whales...)

If the boss of a 500 person company is still writing code, that is fucked up.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 26, 2019, 08:33:41 AM
In red: Does anyone really believe that CR is "hard at work coding the physics refactor of the game"? As in, personally?  As in, doing anything other than micromanaging in an extremely annoying and detrimental manner?

Idiots won't believe it because well, that's why we're not idiots. So there's that.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 26, 2019, 09:33:34 AM
:emot-lol:

https://www.reddit.com/r/starcitizen/comments/cuawxi/current_state_of_this_subredditerr_star_citizen/?utm_source=share&utm_medium=web2x
Title: Re: Star Citizen Dev Progress Watch
Post by: McDrake on September 02, 2019, 11:54:52 PM
Meanwhile over there
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 14, 2019, 11:29:51 AM
Literally zero progress

(https://i.imgur.com/mFtV64K.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on September 15, 2019, 11:54:13 PM
And the ship AI pathfinding has barely moved too. Also couldn't help but notice that "Flight AI : Ace pilot" has no progress at all. Ace pilot? With abysmal AI currently in the game? Why add this when basic AI hardly works? Oh that's right, CRoberts.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on September 16, 2019, 08:03:51 AM
Literally zero progress

(https://i.imgur.com/mFtV64K.jpg)

They MUST be working on made up demo stuff for ShitizenCon, surely? They can't be this useless, right?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on September 24, 2019, 01:21:58 PM
(https://i.imgur.com/u4UDBNP.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on September 27, 2019, 03:32:32 AM
(https://i.imgur.com/u4UDBNP.jpg)

Damn, looks like ship rentals are going to get pushed again.
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on September 30, 2019, 03:29:23 PM
It is coming along nicely..

$1,300 SC luxury dinner anyone ?

(https://media-cdn.tripadvisor.com/media/photo-s/03/c2/b5/bc/alsager-chippy.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on October 01, 2019, 04:49:42 AM
It is coming along nicely..

$1,300 SC luxury dinner anyone ?

(https://media-cdn.tripadvisor.com/media/photo-s/03/c2/b5/bc/alsager-chippy.jpg)

Seems like a good deal, unfortunately spoiled by having to listen to Chris :D
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on October 12, 2019, 11:57:15 AM
Well the disaster that is 3.7 is out on release. At least we'll have 3.8 to look forward to. I hear it fixes everything.

(https://external-preview.redd.it/awO7axqjAvXsRChAPPaQ46UsTBqTx4_TjX86_h0YL5o.jpg?width=960&crop=smart&auto=webp&s=3faa6a25d4caaec7819cfca13882fbc84f86ec1c)
Title: Re: Star Citizen Dev Progress Watch
Post by: StanTheMan on October 15, 2019, 06:50:21 AM
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on October 22, 2019, 10:07:47 AM
Train wreck

LOL that one would be great to overlay Chris's face on.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on November 26, 2019, 10:55:21 AM
Looking good!

(https://i.imgur.com/xJAbiip.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on November 26, 2019, 06:16:30 PM
Looking good!

(https://i.imgur.com/xJAbiip.jpg)

The sarcasm level is . . . . Over 9000!!!
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on January 16, 2020, 10:42:28 AM
SSOCS no longer appears in the roadmap. Which means it's not in dev. The End.

It's so weird how, for months, I had stated that neither OCS nor SSOCS (a pipedream) were going to be of any relevance. Some folks are only now noticing (https://www.reddit.com/r/starcitizen_refunds/comments/eoetie/star_citizen_live_ssocs_is_doa_and_server_meshing/)?

Quote
So I typed this out after skimming the most recent SCL, and the body language and non-verbal cues from the two poor bastards on camera (Jared and Todd Papy) were screaming at me so early on I started paying more attention than usual.

First of all, the first 30 seconds of this segment are so fraught with awkward tension, if someone popped a balloon I think Papy might spontaneously burst into tears. Sure they're devs and don't like the camera but.... nobody is enjoying these questions.

Three moments in particular though stood out to me, which are revelatory in a read-between-the-lines kinda way.

5m 45s; Papy tells us that SSOCS has actually tanked server framerates to.... 6fps. That is less than most clicker mobile games backends run at, which hang off cheap Chinese VPS slices. That's..... dreadful. This is only Stanton we're talking about, remember. This is nowhere near the design density of an SC system.

6m 40s; Papy's tone and turn of phrase indicates strongly that SSOCS disappointed them internally, and that they're basically hoping that they'll fix it in future. SSOCS is too compute-intensive, has cost every team a ton of work, and will cost their best guys tons more effort in future, and it might not even work right.

20m 10s; This one is more subtle. Jared is animatedly boring us about 30K errors (I left this in as a baseline for his character in the segment), when Papy suddenly mentions SSOCS.... Jared starts nodding reflexively.... and then Papy mentions Server Meshing. Watch Jared abruptly freeze stock-still and barely gulp out a silent 'myep....' and move on from it super fast with some random anecdote. Jared doesn't want to be on camera talking up Server Meshing, and didn't like Papy doing it.

These three moments alone (there are tons more) are so strongly indicative of the peril the technical team are facing. There are other gems in there, such as the 'feature team' and the 'content team' being so autistically disconnected from one another that they cause problems for each other constantly....

But generally, yeah. Based purely on nonverbals and word selection, I feel I can infer;

1) SSOCS died on its arse, and is tanking the server backend and taking the AI down with the ship.

2) SSOCS is a boat anchor tech that will absorb talent for months with no clear end in sight.

The mere mention of Server Meshing makes Jared so profoundly nervous that his limbic system took over and engaged his fight/flight/freeze reflex. Server Meshing (of which we have heard nothing but the name) doesn't sound good to Jared.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on January 16, 2020, 10:53:15 AM
Looking good!

https://thumbs.gfycat.com/BouncyGlaringBaboon-mobile.mp4

Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on January 17, 2020, 01:09:23 AM
Looking good!

https://thumbs.gfycat.com/BouncyGlaringBaboon-mobile.mp4

Missiles still not working? But, but, SOCS. It was made to fix this sort of stuff!
Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on January 17, 2020, 02:47:55 PM
@Derek

About that All About Alpha 3.8. video.
Just skimming the video a bit, as some site question, when Todd goes into the problems of their current AI and how that's steming from the backend not being able to keep up. I especially wondered about him mentioning their inability to simulate actual player impact on the server (7:29). For
1) 50 players doesn't sound like something that should bother most servers, when dozens of local host games can go into that direction.
2) I'd read some of Ron Gilbert blog posts for Thimbleweed park and how he went about to simulate a player by some very basic bot, shouldn't such a setup be enough to actually stress a server enough to catch a lot of obvious problems? I mean they've got all 'map', packet and Co. data, so doing a basic externally run bot who's "playing" should be easy enough to do right?

As always i'm not a programer or anything, but that sounded rather strange to me.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on January 19, 2020, 04:16:23 AM
https://www.reddit.com/r/starcitizen/comments/eqh28a/star_citizen_roadmap_update_20200117/

The backers aren't too thrilled about this roadmap update.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on January 19, 2020, 12:44:33 PM
(https://imgur.com/ZyBKQIp.jpg)

Ah Lorville. When was this introduced? 3.3.5? And yet here we are. Funny how the coffe cup isn't mentioned.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on January 31, 2020, 07:47:04 AM

I don't usually watch these, but this was absolute drivel. Are they just trolling their supporters? are they even making a game any more?

Although I feel a bit sorry for the concept artist - his life spent trying to please Chris must be absolute hell. It's a little insight into the CRoberts micromanaging technique: force them to keep iterating over designs again and again until Chris seems happy with the result. No wonder they never actually release anything.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on March 09, 2020, 12:47:15 PM
2020 has a had a very surprising start, thanks in no small part to China and the world's dependence on the world's biggest factory.

I'm sure all of us here have noticed the massive rout in the stock market, the global panic over COVID-19 and the crash in the oil price. All of this feels familiar to to the 2008 GFC. However, one game company didn't exist back then. Know who that is?

Anyway as we always suggest going by CIG's financials that the cashflow will someday dry up and CRoberts pulls a miracle out his ass and continues to add and break to Star Citizen, is this really going to be the straw the breaks the camel's back when backers lose their jobs and investors are too terrified to invest in something deemed too risky?

I wasn't looking at you, Elon Musk.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on March 09, 2020, 01:11:50 PM
2020 has a had a very surprising start, thanks in no small part to China and the world's dependence on the world's biggest factory.

I'm sure all of us here have noticed the massive rout in the stock market, the global panic over COVID-19 and the crash in the oil price. All of this feels familiar to to the 2008 GFC. However, one game company didn't exist back then. Know who that is?

Anyway as we always suggest going by CIG's financials that the cashflow will someday dry up and CRoberts pulls a miracle out his ass and continues to add and break to Star Citizen, is this really going to be the straw the breaks the camel's back when backers lose their jobs and investors are too terrified to invest in something deemed too risky?

I wasn't looking at you, Elon Musk.

Sadly even before the corona the feds were pumping billions into the repo market and the djit, rut on my tradeview were showing a lot of weakness. I wonder if this could affect the bottom line for CI and I suspect it definitely could and just like the gov they could use this.






Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on April 13, 2020, 07:23:08 PM
For all those who've been wondering where update 3.9 is, look no further.

TheEradicator, whom I believe is a senior software engineer living in Taiwan breaks down  the elephant in the room. Spoiler, it's server-client desync. He believes it may be related to the bastardized form of SSOCS and this blocker has been reeking havoc with the evocaties for a while now.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 15, 2020, 11:16:58 AM
@Derek

About that All About Alpha 3.8. video.
Just skimming the video a bit, as some site question, when Todd goes into the problems of their current AI and how that's steming from the backend not being able to keep up. I especially wondered about him mentioning their inability to simulate actual player impact on the server (7:29). For
1) 50 players doesn't sound like something that should bother most servers, when dozens of local host games can go into that direction.
2) I'd read some of Ron Gilbert blog posts for Thimbleweed park and how he went about to simulate a player by some very basic bot, shouldn't such a setup be enough to actually stress a server enough to catch a lot of obvious problems? I mean they've got all 'map', packet and Co. data, so doing a basic externally run bot who's "playing" should be easy enough to do right?

As always i'm not a programer or anything, but that sounded rather strange to me.

It's all rubbish - and lies. Not even going to waste my time explaining it. Most of us who have developed multiplayer games know how to use bots to simulate users.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 21, 2020, 03:17:54 PM
*moved*


Ewww. Well maybe this didn't come as a surprise. Having to work remotely on a AAAA title on a Cryengine derivative is sure to cause problems.

After posting this and coming back I just noticed that this post is in the wrong thread.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 21, 2020, 03:18:30 PM
ROTFLMAO!!

Roadmap Roundup | April 17th 2020 (https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/roadmap-roundup-april-17th-2020)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on April 21, 2020, 04:34:21 PM
A knick-knack shop is being added in New Babbage. This reeks of microtransactions.

Priority is being put on server meshing for Q2. That buzzword was introduced back, when? 2015? Didn't a whale visiting CIG in Austin sell out when he relised this tech was way too far fetched to be achieved?

Server to client network refactor delayed to 4.1. Seeing in spectrum one post underneath the headline post was very disappointed in this announcement because he's sick of players desyncing and jittering all over the place.

Crusader and port orrison delayed till the end of the year. No doubt being uses for CitizenCon. Stanton still remains unfinished.

340 million in development and this is how far they've come.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 22, 2020, 09:40:09 AM
(https://i.imgur.com/npCHiEc.jpg)

3.9 back on Dec 13, 2019

(https://i.imgur.com/dgrmIHI.jpg)

(https://i.imgur.com/N5e5WKP.jpg)

LOL!! The Shitizen Defense Force are eating each other over the latest roadmap fiasco (https://old.reddit.com/r/starcitizen/comments/g3kumu/star_citizen_roadmap_update_20200417/).
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on April 22, 2020, 04:36:20 PM
Too bad there isn't a feature on that roadmap called 'CRoberts : Acting director'. Anyone think that'll be "removed" at some point?
Title: Re: Star Citizen Dev Progress Watch
Post by: Xanatus on April 23, 2020, 07:28:08 AM
I also love the comparison to when 3.9 was first added to the roadmap.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 23, 2020, 07:45:16 AM
Yeah, I saw that comparison yesterday. Pretty crazy stuff.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 23, 2020, 07:58:56 AM
A succulent barbecue of meltdown drama as Star Citizens are told the first star system's completion is delayed 8+ months (yet again) (https://old.reddit.com/r/SubredditDrama/comments/g482u1/a_succulent_barbecue_of_meltdown_drama_as_star/)

For context, in Sept 22, 2018, I wrote a blog (http://dereksmart.com/forums/reply/6639/) in which I mentioned that they promised 106 star systems through pledges.

(https://i.imgur.com/WhNmRIL.jpg)

By the end of 2020, they wouldn’t have delivered a SINGLE one.

Remember the tool they claimed to have created and which would speed up the creation of the star systems? Yup. That was 2.5 yrs ago.

Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 23, 2020, 03:05:29 PM
3.9 looking good

Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on April 23, 2020, 03:15:26 PM
3.9 looking good

Star Citizen really is the gift that keeps on giving. Every time you think they can't screw things up even more they go and make it worse.

It's almost as though they don't actually want people playing the game at all.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on April 23, 2020, 04:57:13 PM
3.9 looking good


All the missing core gameplay, and they come out with prison gameplay. Why the fuck is this a priority 😂
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on April 23, 2020, 07:16:33 PM
3.9 looking good


Goes out exploring on Clio with a cree mate. Quantums into the ocean killing his crew mate due to a bug in quantum travel. Gets a grade 3 crime stat and sent to prison. Hand mines 50 rocks to hand in to offset time served. Terminal to hand in rocks doesn't work.

So CIG gave just disincentivised multi crew gameplay due to this vapid law and punishment system which doesn't work despite the team during an AMA staring such glitches and bugs wouldn't happen.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 24, 2020, 05:29:23 AM
Goes out exploring on Clio with a cree mate. Quantums into the ocean killing his crew mate due to a bug in quantum travel. Gets a grade 3 crime stat and sent to prison. Hand mines 50 rocks to hand in to offset time served. Terminal to hand in rocks doesn't work.

So CIG gave just disincentivised multi crew gameplay due to this vapid law and punishment system which doesn't work despite the team during an AMA staring such glitches and bugs wouldn't happen.

That's what happens when scope creep hits a project. Not only do you create useless gameplay, but also new game-breaking bugs. But this is fine though; Shitizens said so.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 24, 2020, 10:03:03 AM
So 3.9 is out (https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-3-9-0-ptu-5047075-patch-notes). The patch notes are a doozy.

Note that prison gameplay was new scope creep that came out of nowhere and which nobody asked for. As these things go, not only is it broken, but it's introduced a whole slew of problems - which have to be fixed at some point.

Known Issues

- Ships spawned at Area18 immediately explode. W/A: Avoid Area18.
- All ships are loadout locked and can't be customized. W/A: Ships can be customized in the hangar and persist into the universe.
- Missiles and Torpedoes launched beyond 1000 meters may not reach their target.
- Players can get stuck in a loading screen upon leaving prison or entering a second time.
- Prison suit loadouts are saved after the player exits prison.
- Prison suit loadouts can be saved if a user exits the PU and enters the hangar.
- The KC Trending shop keeper stands idly and doesn't not interact with the player.
- Karoby energy bars are missing from all locations.
- Ships outside of New Deal lack interaction prompts.
- Ground vehicles can not be spawned from ASOP terminals.
- Changes to the character model do not always persist into the PU.
- An extra, static train may appear at Area18, Lorville, or New Babbage.
- Unmanned turrets do not fire at the player if they have a crimestat.
- All Platinum bay outposts are missing ASOP terminals.
- Its possible to get the contact notification window stuck behind the main menu.
- Being in a large party causes markers to not display correctly while inside a ship.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 24, 2020, 02:35:12 PM
(https://i.redd.it/94e5oaj4equ41.png)
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 25, 2020, 07:37:57 AM
Right. Space cows are coming @ 4:25

Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on April 25, 2020, 12:37:29 PM
Right. Space cows are coming @ 4:25

When I think back to the basic KS and how excited I was and now see how far removed that is from reality.  :negativeman-55f:
Title: Re: Star Citizen Dev Progress Watch
Post by: Xanatus on April 26, 2020, 01:59:08 AM
Right. Space cows are coming @ 4:25


The only thing coming are the bugs.
And maybe Crobbers for seeing people buying more Jpegs cause they believe in this shit.
Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on April 27, 2020, 12:02:04 AM
 :emot-bravo:
To implement a prison at this time is such a brilliant idea, i can only applaud whoever came up with the idea to implement it and not have a "click here to get released" button.  :emot-laugh:

Also brilliant with the Space Cows and Whales and whatnot. Sooo "These things stick to easily" - yet the guys repeatedly use the name they don't want to stick. Then they show a creature concept of the whale which features a text about whaling and go into how they dislike whaling for them and would like whale tours.
Makes me wonder if i should them other brilliant ideas... like space rats (erm call em Crrats), which will steal food and stuff from your ship, unless you lay down crrats traps. But not killing traps, no that would be cruel. They'd rather be put in Crats prison were you can train them to make smart little tricks, like standing to a podium looking somewhat like a human moving their snout(?) to look a bit like certain game devs promising stuff and such  :emot-laugh:

Best development to watch really, such a big entertainment factor. Thanks to you guys distilling all news down.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on April 27, 2020, 03:01:20 AM
Perhaps the idea is to eventually let players use real money to buy their way out of jail? Just a thought, especially if ship sales slow down.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on April 27, 2020, 05:11:55 AM
Perhaps the idea is to eventually let players use real money to buy their way out of jail? Just a thought, especially if ship sales slow down.

Pretty sure they've thought of it.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 01, 2020, 01:11:04 PM
LOL!!!

https://robertsspaceindustries.com/comm-link/spectrum-dispatch/17581-Roadmap-Roundup-May-1st-2020

Quote
Notable Changes for May 1st, 2020
Due to a backend task to update naming conventions surrounding upcoming patches, the task counts on the Roadmap won’t change this week. Task count aside, there were no notable changes/moves this week.

All cards in the Alpha 3.9 Column have marked as “Released” on the PU Roadmap.

That’s all for this week! Join the discussion on Spectrum.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 01, 2020, 01:19:17 PM
...and shit just got real. WIPE EVERYTHING!!

https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/3-9-0-live-patch-may-1st-2020
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on May 03, 2020, 11:33:09 AM
...and shit just got real. WIPE EVERYTHING!!


The stockholm indoctrinated spectrum backers seem to be mostly for it.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 11, 2020, 05:43:58 AM
New roadmap with a ton of stuff removed or delayed (https://www.reddit.com/r/starcitizen/comments/gggk58/star_citizen_roadmap_update_20200508/)

(https://i.imgur.com/MRIjn7i.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on May 11, 2020, 10:49:26 AM
edited. no need to quote images as it's a loading headache on mobile

New roadmap with a ton of stuff removed or delayed (https://www.reddit.com/r/starcitizen/comments/gggk58/star_citizen_roadmap_update_20200508/)


So they decided the highlights of Body Dragging, Elavator Panel Updates and New Babbage Shop Additions weren't deserving of the 4.0 moniker :D

They are almost half way through Q2 now, Q3 is already gutted and there is little progress on it, despite StAgGereD dEveLopmEnt.

I the fact they can't even get Q4 on there speaks volumes, the rest of the year is looking like a content drought. It is amazing that they are apparently taking in record amounts of funding, all for the part of the game, the PTU, that is clearly way down the list of priorities behind the ToW Battlefail clone and "Answer the call [current_year++] Squander 54". This dumpster fire is going places haha.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 12, 2020, 06:30:08 AM
That roadmap says everything you need to know. Ignore the funding because that tempest is coming to a head soon enough.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on May 12, 2020, 06:48:11 AM
Yeah, what is going on at CIG?

I'm sure they'll try and blame this on Covid but all their staff can work from home without much loss of productivity.

You'd think they would fill the roadmap with empty promises to make the zealots happy, so what are they up to?
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on May 13, 2020, 07:20:02 PM
 Remember when backers testing the PTU pleaded to CIG NOT to release 3.9 to the live servers? CIG should've listened!!!

Title: Re: Star Citizen Dev Progress Watch
Post by: jham on May 13, 2020, 07:55:16 PM
And tonight they've shut down the PTU, saying it won't go live. So I guess all is going great!  :cheesy:
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on May 15, 2020, 08:07:09 AM
On Wednesday they shut down the PTU without moving it to live. Now they've announced a free fly event starting May 22nd. This is going to be funny.  :laugh:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 24, 2020, 07:16:40 AM
(https://i.imgur.com/q4PheGJ.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Greggy_D on May 25, 2020, 06:14:39 AM
Is there supposed to be a game somewhere in that roadmap?
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on May 25, 2020, 09:08:29 AM
Is there supposed to be a game somewhere in that roadmap?

What does your heart tell you?  :emot-allears:
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on May 25, 2020, 09:27:48 AM
Is there supposed to be a game somewhere in that roadmap?
It's like Where's Waldo, without the Waldo.
Title: Re: Star Citizen Dev Progress Watch
Post by: jham on June 12, 2020, 06:39:00 PM
This is why I love watching this project. The scope of the elevator panels got away from them.  :laugh:
Quote


Elevator Panel Updates
The feature’s scope has increased in complexity since we initially planned this as an Alpha 3.10 goal and we will need more time to make the necessary UI code changes. We’ve moved this card to the Alpha 3.11 column.
Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on June 13, 2020, 02:19:01 AM
This is why I love watching this project. The scope of the elevator panels got away from them.  :laugh:


You don't understand... such immersive technological wonders have never been done before in a video game!  :grin:
I mean every other game is so stupid it puts arrows in a menu to show there's something to scroll... but you ever looked at a smartphone? There are no scrolling arrows! This really shows you how brilliant the CIG people are and it's a great filter for idiots, so that only big brain people can leave the new apartment complex and such  :grin:
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on June 13, 2020, 07:49:45 AM
This is why I love watching this project. The scope of the elevator panels got away from them.  :laugh:


LOL I saw that earlier and had a good laugh and I should believe they can implement 1000 player server meshing, vulkan, VR, etc.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on June 14, 2020, 12:22:55 AM
This is why I love watching this project. The scope of the elevator panels got away from them.  :laugh:


You can't parody CIG when they manage to come up with shit like this themselves.

They really are unable to do anything without it suffering from insane scope creep. Roberts has really created an awful culture in that company.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on June 14, 2020, 01:50:20 PM

Like the stock market, it seems the more broke things are the more money it seems to rake in.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 04, 2020, 07:42:22 AM
(https://i.imgur.com/d2zYSCc.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on July 05, 2020, 01:58:01 PM
<Roadmap image>
Staggering development.

Seriously, there is hardly anything done in 3.11, and they had that whole thing about how they are splitting the teams to work on different patches (which seemed like a stupid idea anyway tbh).

The fact they don't have anything past the next patch on the roadmap is bonkers. That seems like they are trying to hide their engineers estimates, or have no faith in their ability to esitmate, both are fucking shit.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 05, 2020, 03:08:46 PM
Maybe all work is focused on a flashy (and entirely fake) Squadron 42 video to persuade everyone that they're actually making some progress.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 07, 2020, 07:58:00 AM
While this may not be a popular opinion, I have a sinking feeling that some *bad* is amiss and playing out in the background. There are rumors - but I don't know much atm; so nothing to share.
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on July 07, 2020, 08:05:52 AM
While this may not be a popular opinion, I have a sinking feeling that some *bad* is amiss and playing out in the background. There are rumors - but I don't know much atm; so nothing to share.

I definitely believe that something is occurring, when adaptec sold out and the exces gave themselves millions the leadership went silent roughly a month before. Then we find out that the entire Adaptec company was sold and 5600 of us were laid off with a 1 hour notice while they moved it all oversees.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on July 07, 2020, 08:59:05 AM
While this may not be a popular opinion, I have a sinking feeling that some *bad* is amiss and playing out in the background. There are rumors - but I don't know much atm; so nothing to share.

Interesting, let's see if anything comes of it. They seem to be continuing along with lots of funding but little progress at the moment.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 08, 2020, 06:09:22 AM
Interesting, let's see if anything comes of it. They seem to be continuing along with lots of funding but little progress at the moment.

Yeah, but the funding is just part of the smoke and mirrors.
Title: Re: Star Citizen Dev Progress Watch
Post by: BigM on July 19, 2020, 05:37:49 PM
It amazes me after all this time, people are still giving money to this loser.

Just shows we are living in strange times.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 21, 2020, 05:05:28 AM
If the roadmap shrinks any further, they will be able to release Star Citizen by year end.

(https://i.imgur.com/Y8lMEdU.jpg)
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on July 21, 2020, 06:53:14 AM
If the roadmap shrinks any further, they will be able to release Star Citizen by year end.

Stopping the S42 roadmap has gone so well for them I guess they wanted to try it with the SC one. They are definitely running out of road.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 21, 2020, 10:59:33 AM
So are we getting Pyro this year or not?

Because the zealots are going to be mighty pissed if they don't.
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on July 21, 2020, 07:09:55 PM
So are we getting Pyro this year or not?

Because the zealots are going to be mighty pissed if they don't.

Seriously? Pyro? Crusader and Port Orrison were supposed to be included in 3.9 at one point. The current progress on 3.11 is abysmal and seeing how long it took 3 10 to get out there is no way Pyro is coming.
Not to mention Pyro will be just as barren as Stanton so the wait won't be worth it.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 22, 2020, 01:53:15 AM
Thinking some more about this: for Pyro to work they'd have to have it running on a separate server (because the server will have to load in everything in the system to keep track of all the players). This would involve loading up pyro in the background on the client whilst they do the wormhole thingy (which shouldn't be a problem), but also moving the client to a different server as well, loading their ship, position, inventory etc into the other server. Hell, they don't even need to have landable planets yet, just pretty visuals and a few NPCs to fight.  It sounds like it should be possible but all sorts of things can go wrong, especially since CIG have a track record of being unable to do any network coding.

So is the lack of Pyro down to Chris demanding that they have high fidelity bartenders working as a priority, or because there's a technical hurdle that they can't overcome or, perhaps, they'll just surprise everyone with Pyro at the next CitizenCon?

Oh yes, and what happened to Theatres of War?
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on July 22, 2020, 05:45:43 AM
So is the lack of Pyro down to Chris demanding that they have high fidelity bartenders working as a priority, or because there's a technical hurdle that they can't overcome or, perhaps, they'll just surprise everyone with Pyro at the next CitizenCon?
If they are finding that a technical hurdle, then I have no idea how they are going to be able to do server meshing!

Oh yes, and what happened to Theatres of War?

Theatres of What? Never heard of it....  :lipsrsealed:
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 22, 2020, 08:02:40 AM
Thinking some more about this: for Pyro to work they'd have to have it running on a separate server (because the server will have to load in everything in the system to keep track of all the players). This would involve loading up pyro in the background on the client whilst they do the wormhole thingy (which shouldn't be a problem), but also moving the client to a different server as well, loading their ship, position, inventory etc into the other server. Hell, they don't even need to have landable planets yet, just pretty visuals and a few NPCs to fight.  It sounds like it should be possible but all sorts of things can go wrong, especially since CIG have a track record of being unable to do any network coding.

So is the lack of Pyro down to Chris demanding that they have high fidelity bartenders working as a priority, or because there's a technical hurdle that they can't overcome or, perhaps, they'll just surprise everyone with Pyro at the next CitizenCon?

Oh yes, and what happened to Theatres of War?

None of that is going to happen. Pyro means a new starsystem. Besides, those 3K dropout errors are going to be spectacular when you have to start from scratch again :)
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on July 26, 2020, 07:23:27 PM
Looking at an article seen on N4G, Star Citizen just passed $306,000,000. However, looking at a previous article, Star Citizen passed $300,000,000 49 days ago. $6,000,000 raised in 49 days?

I think the hype has just come off this hype train. Not to mention the gravy train has pulled in for maintenence.
Title: Re: Star Citizen Dev Progress Watch
Post by: Dorcey on July 27, 2020, 10:44:46 PM
Star Citizen is now the most expensive video game ever developed (in both actual dollar amount and adjusted for inflation) at least according to the other games listed here:  https://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_develop
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 28, 2020, 03:25:15 PM
Star Citizen is now the most expensive video game ever developed (in both actual dollar amount and adjusted for inflation) at least according to the other games listed here:  https://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_develop

A lot of people are gonna be so pissed when this dies. 90 days - tops. :D
Title: Re: Star Citizen Dev Progress Watch
Post by: jwh1701 on July 28, 2020, 08:32:42 PM
Sq42 all fears have been resolved.

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/squadron-42-roadmap-update/3260782
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on July 29, 2020, 02:34:40 AM
Sq42 all fear have been resolved.

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/squadron-42-roadmap-update/3260782

OOF! Articles are written and CIG suddenly respond :D

Quote
So, we ended up deciding to re-shoot the entire episode with our usual quality standards.

But Lesnick watched the whole video, right?

Quote
The new Roadmap is something we hinted at in March but because that is still very much in development
Oh good, so the roadmap should land by the end of your internal beta maybe? Because you are still on target to meet that right? Correct me if I'm wrong but you haven't given any indication that that has changed apart from silence and past performance.

Quote
We took the time to explore options for how we could better represent our progress, and I believe we are getting close to landing in a pretty great spot.
AKA we have worked out how to put lipstick on a pig.

Quote
After all, we don’t like to make excuses.
....I don't know what to say....

Quote
    1. Give an explanation of the goals of our new Roadmap and what to expect from it
    2. Show a rough mockup of the proposed new Roadmap
    3. Share a work in progress version of the Roadmap for at least one of our core teams
    4. And then finally transition to this new Roadmap
Fucking hell, is it really that difficult? Let me guess, got to get a few ship sales in before you drop the bad news?

Quote
With all SQ42 updates, our goal has been to find balance in sharing SQ42 content while minimally impacting the development team so they can focus on what matters most: finishing the game.
So we can expect neither now, as you certainly aren't finishing the game.

Quote
we get endless complaints when that’s what we deliver
Bad backers, naughty backers. You got the press involved now, and we will have to be strict, no more Idris' for you!
Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on July 29, 2020, 06:06:15 AM
The dissent in the comments from backers is just astounding. This is probably the backers' trigger which made their eyes slam wide open and admit to themselves of how much of a joke this project has been.

Seriously, if this trend continues the way it is now, early next year CIG will be desperate. And the backers will simply close their wallets for the final time.
Title: Re: Star Citizen Dev Progress Watch
Post by: Judge_dolly_OG on July 29, 2020, 06:26:39 AM
The dissent in the comments from backers is just astounding. This is probably the backers' trigger which made their eyes slam wide open and admit to themselves of how much of a joke this project has been.

Seriously, if this trend continues the way it is now, early next year CIG will be desperate. And the backers will simply close their wallets for the final time.

Love this comment :D
Quote
Honestly, WTF did I just read. Are you seriously implementing a roadmap for the roadmap.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 29, 2020, 08:05:05 AM
Quote
    1. Give an explanation of the goals of our new Roadmap and what to expect from it
    2. Show a rough mockup of the proposed new Roadmap
    3. Share a work in progress version of the Roadmap for at least one of our core teams
    4. And then finally transition to this new Roadmap

LOL

As excuses go this is pretty lame: CIG clearly have no intention of publishing a roadmap for SQ42. I think they're just trolling the backers now.

I'd love to know what's going on behind the scenes. With so little progress but so much funding (if you believe the metrics) I'm beginning to come over to the money laundering theory.
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 29, 2020, 08:54:54 AM
Off on a tangent here. Also: I'm not making allegations here, I'm just floating ideas.

My only knowledge of money laundering comes from Breaking Bad. I also realise that there was a recent post (can't find it though) which explained how a criminal could launder money by having ships gifted to them and reselling them - the problem with this method is that it's very hard to launder in bulk. I'm thinking bigger.

Since a software company is dealing in sales of digital products you can't launder money as they did with the car wash in Breaking Bad (add dirty cash to the till and make up receipts). So this would be a different sort of operation.

Suppose you are a foreign 'businessman' who wants to move to LA and live the high life. The problem you have is that your money might be in the bank in your home country, but moving it internationally is going to raise eyebrows and may not even be permitted (it may come from a sanctioned company, or the Bank may itself be sanctioned in the US). The solution would be to get friendly with the bosses at a software company with high value digital products and persuade them to employ you, at an exorbitant salary. You wouldn't be expected to do any work, so the ordinary employees wouldn't know about any of this. In return you get your people back in your mother country to buy 'digital products' with your money, lots of them. A chunk of the proceeds would be kept by the company involved but you, the 'businessman', would be able to demonstrate a legitimate source of income in the US.

As I said. Just an idea, I'm certainly not alleging any wrongdoing by CIG or anyone else.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on July 29, 2020, 01:30:30 PM
I have a thread on how it can be done

https://twitter.com/dsmart/status/1280263196583100418
Title: Re: Star Citizen Dev Progress Watch
Post by: N0mad on July 29, 2020, 01:51:31 PM
I have a thread on how it can be done

https://twitter.com/dsmart/status/1280263196583100418

Thanks, that was the recent post I was referring to. My problem is that it's very hard to scale any money laundering operation done this way, unless the grey market is really busy and can support transactions worth tens of millions per year.
Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on July 30, 2020, 08:01:26 AM
Thanks, that was the recent post I was referring to. My problem is that it's very hard to scale any money laundering operation done this way, unless the grey market is really busy and can support transactions worth tens of millions per year.

Okay.. but you got more or less the same scaling problem with your idea, when it comes to anyone looking into the actual CIG financials at any given time.
A 10 million USD cheque for a someone who isn't a big wig (and therefore quite a public figure within a company - something your average laundering guy wouldn't exactly want), would raise a lot of questions for your supposedly normal wage slave - which would lead into further investigations e.g. when CIG fails.

Also the real question would be who and why.
I mean it's possible but for dozens of people there exist more proven channels to transport money and evade taxation and control. I mean over here in europe you got quite a few people hiking cross border with a bit of money - always laughed hearing people discussing how far some towns in switzerland are from the borders. And that's not even touching on how many well-known institutions had all those "individual bad apples" helping big money to get through everything. Fun fact for that - a somewhat recent control found that quite a large proportion of realtors weren't reporting when people bought properties with cash sums of up above 100k € in certain countries, even though they should report such.
Title: Re: Star Citizen Dev Progress Watch
Post by: dsmart on August 05, 2020, 03:30:53 PM
So 3.10 went live and it's buggy as hell. Naturally Citizens are up in arms.

Oh, there's a gameplay movie for it.

Title: Re: Star Citizen Dev Progress Watch
Post by: wiser3754 on August 05, 2020, 04:36:01 PM
So 3.10 went live and it's buggy as hell. Naturally Citizens are up in arms.

Oh, there's a gameplay movie for it.


Let me 1up that with this OP

Title: Re: Star Citizen Dev Progress Watch
Post by: krylite on August 06, 2020, 01:15:48 AM
So 3.10 went live and it's buggy as hell. Naturally Citizens are up in arms.

Oh, there's a gameplay movie for it.


Lol. The trailer emphasized atmospheric dogfighting of ships that fly like fighter jets now. Obvious reaction to the Elite Dangerous: Odyssey trailer of those cobras flying overhead and in on a planetoid with atmosphere. Even the yt comments mention CR and co are still apparently in hiding. Maybe they are truly worried the end is coming soon with ED:O release with walking and flying on atmospherics upon millions of planets in ED's galatic model. And SC further realized as the walking techdemo single cry-levels purposed as perpetual backer ads that it is.
Title: Re: Star Citizen Dev Progress Watch
Post by: DemonInvestor on August 06, 2020, 01:18:09 AM
So 3.10 went live and it's buggy as hell. Naturally Citizens are up in arms.

Oh, there's a gameplay movie for it.


Comments are quite negativ currently.
Often pointing out how much in it doesn't look smooth.

@Wiser
Is that guy for real?

He starts walking to hide bad graphics after his little 'shitshow' train ride. As he also flys slowly to try those..
Often he talks about how great this all feels (Judging from a comment doesn't realize that the FOV slider changed and that's why it feels different), while droning how many things he had to do twice, because the first time everything broke down O_O .
And on his whole "looks great":
Mentions great graphics, while the part of the map doesn't render for 1-2 frames when he leaves the tunnel, and begins looking at NPCs standing on a chair. While he says that he's impressed at the eleveator a fucking elevator door comes flying from behind him, the elevator GUI doesn't work, you get a shadow crossing the screen when the elevator start moving, the physics interaction of player and elevator bug out for a few cycles, so he stutters down... when he leaves the Elevator the animation of the guard on the left bugs out. While nearing the ship a shadow crosses over the whole ship - while at no time when he's looking up there's any indication of what could and should have thrown said shadow. "It doesn't look that good in 3.9" - while the LOD at that moment visually switch. "The art team has been hard at work" - LOD switch. Speaking about the bugs he run into (ignoring the ones he named before) -> left hand coloumn of airlock doors is missing (textures?), so he can look through to the other side. Running around in the inside just before "wanting to throw my stuff in" top left corner -> light blinks in and out. Enters the room lighting again jumps around.
Regarding the auto pilot Bugginess, it simply looks as if the auto-pilot wants that the nose of the whole thing points into the opposite direction. He took a right turn, while the auto pilot seemingly wanted a left turn (so parking it in the same direction as it seemingly gets spawned in).

I mean, nice if it's better than 3.9. ... but that's a mess.