Author Topic: Star Citizen General BS  (Read 2008091 times)

dsmart

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Re: Star Citizen - The Game
« Reply #180 on: February 20, 2017, 01:01:51 PM »
Meanwhile, even more stock footage has been found in the latest concept ship image. Seriously, this isn't even funny anymore.
The expensive ships may be feared for their speed and firepower, but their battle-hardened crew sleeps in kiddy blankets for 10-year olds. What a strange 'Verse.

LOL!! You noticed that too, huh?  :lol:
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

Lir

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Re: Star Citizen - The Game
« Reply #182 on: February 21, 2017, 01:49:02 PM »
So they have 150m$, and 300zillions staff around, but they can't pay for textures and alike with copyright on the inet , and they can't have bunch of their staff to quality work on textures?

There is another solution : they don't have whatzillion staff, they only have one dude on photoshop and they save the money by making him/her steal the stuff because obviously the poor dude has no time to do all that design work alone. OR They don't even have this guy anymore and it's CR himself doing such lol.
As usual it doesn't make sense.

Narrenbart

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Re: Star Citizen - The Game
« Reply #183 on: February 21, 2017, 02:11:37 PM »
and the shills are defending art theft
"it's allowed in prototyping"
"The project is not commercial at the moment"
"Concept images that are send out to a million users are not to make money"

They ignore all facts regarding art theft and are not worried that backer founds are used to pay fines that are 100 times higher than the original art.

CIG became worse than every publisher in every aspect ...
« Last Edit: February 21, 2017, 02:19:39 PM by Narrenbart »

nightfire

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Re: Star Citizen - The Game
« Reply #184 on: February 21, 2017, 02:23:56 PM »
So they have 150m$, and 300zillions staff around, but they can't pay for textures and alike with copyright on the inet , and they can't have bunch of their staff to quality work on textures?

You obviously don't understand how game texture development works. It's common for large companies like CIG to download outsource textures development from Shutterstock to the cloud.

But don't worry: texture development will eventually be moved in-house and all blankets will have to be redesigned from scratch anyway to conform to the highest visual and artistic quality demanded by the boss. For starters, look at the primitive cloud and rocket shapes and colors in the current blanket version. The polygon count, color gradients, and detail will need to be increased at least tenfold to make this look good enough in the final game.

Also, don't hold your breath for the 3.0 release until the blankets have been refactored.

Lir

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Re: Star Citizen - The Game
« Reply #185 on: February 21, 2017, 07:42:54 PM »
Parp refactor incoming, can't wait.edit
But why, why they have to steal? Behind the curtain wtf is going on lol. 300 staff? and they obviously have to go steal ?.
 And since they've been doing this for long , I've been wondering either wtf within those 300 staff are really assigned into producing a game? Or are they all contractors working at the mocap studio and such stuff? at wich Chris Roberts and his wife like to go spend some mocap holidays from time to time, when they're not busy spending backers's money on 1stclass travels or some montecarlo boat ?
« Last Edit: February 21, 2017, 07:55:20 PM by Lir »

dsmart

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Re: Star Citizen - The Game
« Reply #186 on: February 22, 2017, 08:08:24 AM »
Hey, who remembers back when I was saying that the CitizenCon presentation was just a "demo", with no ties to the game, and that 3.0 is a dream, that NONE of that is going in it etc. Not to mention the fact that, well croberts was basically lying when he said that 3.0 was coming "before Dec 19th".

Well, they had released this lore PDF. Since nobody actually reads them; bored Goons went back to take a look (God only knows why tbh) and, well, the evidence and hilarity were in there all along.

Just read the exchanges in this edition. It's amazing. Like, seriously, read it. The except below is just the tip of the iceberg.

Nov 2016 Jump Point edition


Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen - The Game
« Reply #187 on: February 22, 2017, 08:54:50 AM »
Overnight, 2 backers gave CIG $30K by buying 2 completionist packs (don't contain all the ships btw).

I kid you not.

Let's wait and see if they later put in for refunds; as that may be a clear sign of money laundering.



And as someone pointed out, a 3rd of the income came from those two purchases

« Last Edit: February 22, 2017, 05:44:49 PM by dsmart »
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

nightfire

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Re: Star Citizen - The Game
« Reply #188 on: February 22, 2017, 01:00:51 PM »
Parp refactor incoming, can't wait.edit
But why, why they have to steal? Behind the curtain wtf is going on lol. 300 staff? and they obviously have to go steal ?.
 And since they've been doing this for long , I've been wondering either wtf within those 300 staff are really assigned into producing a game? Or are they all contractors working at the mocap studio and such stuff? at wich Chris Roberts and his wife like to go spend some mocap holidays from time to time, when they're not busy spending backers's money on 1stclass travels or some montecarlo boat ?

I've been trying to wrap my head around this for some time too. For me, the most plausible hypothesis at this time is that they originally started out to produce a game, but lost sight of their target along the way. So their trip eventually came to a halt in the middle of nowhere, when they decided that earning a living as car ship salesmen with a fancy showroom and a parking lot in the backyard for gullible customers to test drive shiny hunks of desire would be an equally satisfying outcome of their original mission. For this line of work, focusing on paint jobs, textile design and white-wall tires makes perfect sense of course. Unfortunately, they never told anyone that they're not in the original game business anymore, which is why we see this amazing gap between their promised fantasies and the actual stuff they deliver.

I just hope that Martin Scorsese will be around long enough to turn this s**t into a great motion picture along the lines of "Wolf on Wall Street" when it finally goes down.

nightfire

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Re: Star Citizen - The Game
« Reply #189 on: February 22, 2017, 02:40:48 PM »

dsmart

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Re: Star Citizen - The Game
« Reply #190 on: February 22, 2017, 05:15:24 PM »
I wrote a thing about instancing over at FDEV

The job just got a lot harder  :wave:



*sigh* I guess I have to go back. Just when I thought I was out, they pull me back in. Man, these guys are absolutely dumb. As rocks. :psyduck:
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

Stan

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Re: Star Citizen - The Game
« Reply #191 on: February 22, 2017, 05:23:32 PM »
Hey, who remembers back when I was saying that the CitizenCon presentation was just a "demo", with no ties to the game, and that 3.0 is a dream, that NONE of that is going in it etc. Not to mention the fact that, well croberts was basically lying when he said that 3.0 was coming "before Dec 19th".

Well, they had released this lore PDF. Since nobody actually reads them; bored Goons went back to take a look (God only knows why tbh) and, well, the evidence and hilarity were in there all along.

Just read the exchanges in this edition. It's amazing. Like, seriously, read it. The except below is just the tip of the iceberg.

Nov 2016 Jump Point edition




Did Chris Roberts actually say it was gameplay on stage when he introduced it ?

The intent to deceive is there for sure ...but what do people think are the smoking gun quotes from him...

        1.18 in I think is where he starts to bullshit about this.


"this is all 100% live, in the engine, in real time" 1.24.50 in
« Last Edit: February 22, 2017, 05:41:57 PM by Stan »

Narrenbart

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Re: Star Citizen - The Game
« Reply #192 on: February 22, 2017, 05:33:11 PM »
@nightfire
Uh don't get me started on that 64Bit crap.

remember you could easily subdivide the space into sectors and only Positional Data needs to adress the floating point error (not quaternion neither scale)

32Bit Range = 2^31 − 1 = 2,147,483,647
Positional Data: (unsigned) Vector3(32b_X, 32b_Y, 32b_Z)[1cm Scale], Vector3(32b_X, 32b_Y, 32b_Z)[1.000km Scale], Vector3(32b_X, 32b_Y, 32b_Z)[1.000.000.000.000km Scale]
Positional Data max: 1.000.000.000.000.000.000.000km with a precision of 1cm in all axes
this is without touching the range of floating point error because I used only half of the 32bit total range (factor 1.000.000.000)

Whoaaahhh .. triple precision that musste be double double float!!! ... no it isnt't ... it's 3times 32bit which renders to 34bit (with one 32bit value left over) NOT 64 or 128 bit ...

the binary Data per axis would look like:
[00] [0000 0000 0000 0000 0000 0000 0000 0000] < 32 Bit + 2Bit that gives us 4 32 Bit values - (for easy computing and rendering we pass just 4 32 bit values to the GPU)

Basically KSP is doing it that way, though with 2 32 Bit Values not 3 as seen in this example.

Fake Edit: if you took the 4th 32bit value into the positional data you get ... tadaa ... in the sextillion range and if I shit on Floating point error safe zone in the 100 sextillion range (sounds familiar?)
Star Citizen is selling 34 bit as 64 bit without knowing how binary calculation is working (or with knowing and blantantly ...uhm... not telling the truth)

And this makes me angry, this is something we are working with for decades (tricking out variables was always there) ... now CIG comes in the year 2015 and is selling this as new feature ... and the blinded cultist are cheering and chanting that all other devs are to incompetent not to come with this earlier ... we did but we didn't lie to you and never make a fuss about it.

Aaaand another fake edit:
This sextillion range includes the whole game with all planets, planets surfaces and so on.
Now the funny part. we have a planet that not only rotates, on top of that it should orbit around a sun.
Planets are ... spheres (or potatoes or aubergines depends on what NASA is telling you that day) but we take good ole Spheres.
Spheres are funny because all calculation on the surface is based on pi which is never correct and always an estimate to a point.
Now we shit on floating point error because we are just out of college and think we can avoid it because reasons and our manager likes BIG numbers.
We have to populate a planet with physic bodies (and all physic engines are a little bit .. uhm ... not so precise (this includes physX)) we need physic bodies in a 100 sextillion km range with 1cm precision, on a sphere, which rotates, which circles around a sun (another pi value), thousands of them, with multiple "physics grids".
Basically I may not think too much about it because this is the part my brain heats up.

this system alone would take years of development with a very good and specialised team. Now take a look at port olisar which is not rotating, a flat plane (kind of) and not orbiting around anything.
Take a look at it and see with your own eyes how precise the physic is working there - now imagine this team that produced that buggy mess has to make it work on planets and orbits.

fake fake edit of the fake edit:
Don't get me started on multiple local physics grids or I will start to explain how simple it is to design an elevator in a physic based game ... now just instead of a script give the player control over the elevator and instead of a simple platform just design it as a spaceship alooklike room with a change in the character controller behavior.
If you are into Unity3D there is a module in the shop called Alien Sky for $40 that is doing what Star citizen does (https://www.assetstore.unity3d.com/en/#!/content/68425)
But CIG is selling it as ... oh I really hate this company with their rebranding of old tech and lying to their community ...
« Last Edit: February 22, 2017, 06:00:05 PM by Narrenbart »

dsmart

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Re: Star Citizen - The Game
« Reply #193 on: February 22, 2017, 05:46:52 PM »
@nightfire
Uh don't get me started on that 64Bit crap.

remember you could easily subdivide the space into sectors and only Positional Data needs to adress the floating point error (not quaternion neither scale)

32Bit Range = 2^31 − 1 = 2,147,483,647
Positional Data: (unsigned) Vector3(32b_X, 32b_Y, 32b_Z)[1cm Scale], Vector3(32b_X, 32b_Y, 32b_Z)[1.000km Scale], Vector3(32b_X, 32b_Y, 32b_Z)[1.000.000.000.000km Scale]
Positional Data max: 1.000.000.000.000.000.000.000km with a precision of 1cm in all axes
this is without touching the range of floating point error because I used only half of the 32bit total range (factor 1.000.000.000)

Whoaaahhh .. triple precision that musste be double double float!!! ... no it isnt't ... it's 3times 32bit which renders to 34bit (with one 32bit value left over) NOT 64 or 128 bit ...

the binary Data per axis would look like:
[00] [0000 0000 0000 0000 0000 0000 0000 0000] < 32 Bit + 2Bit that gives us 4 32 Bit values - (for easy computing and rendering we pass just 4 32 bit values to the GPU)

Basically KSP is doing it that way, though with 2 32 Bit Values not 3 as seen in this example.

Fake Edit: if you took the 4th 32bit value into the positional data you get ... tadaa ... in the sextillion range and if I shit on Floating point error safe zone in the 100 sextillion range (sounds familiar?)
Star Citizen is selling 34 bit as 64 bit without knowing how binary calculation is working (or with knowing and blantantly ...uhm... not telling the truth)

And this makes me angry, this is something we are working with for decades (tricking out variables was always there) ... now CIG comes in the year 2015 and is selling this as new feature ... and the blinded cultist are cheering and chanting that all other devs are to incompetent not to come with this earlier ... we did but we didn't lie to you and never make a fuss about it.

Well you're a brave man for going so far as to explain in such detail, something that probably 95% of the backers won't even understand, let alone acknowledge. I did my bit until I was Blue in the face. And that was BEFORE they even release the PU.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

Narrenbart

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Re: Star Citizen - The Game
« Reply #194 on: February 22, 2017, 06:10:47 PM »
Overnight, 2 backers gave CIG $30K by buying 2 completionist packs (don't contain all the ships btw).

I kid you not.

Let's wait and see if they later put in for refunds; as that may be a clear sign of money laundering.
The backers will never know ...

 

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