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HiHo ChiRho posted:Wait, people that bought in really expect new, poor players in the future to spend time and/or money to clean the space toilet on their ship worth hundreds or thousands of dollars with the with workplace environment hazards like clipping out of the ship into space and getting raped by space pirates? who else is gonna run the space hot dog shak? it's certainly not gonna run itself
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# ? Jan 4, 2016 02:47 |
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# ? May 17, 2024 18:50 |
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can i sexually harass my npc crew members? due to the terms of my probation, i am not allowed to do so at my real life employment
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# ? Jan 4, 2016 02:49 |
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MeLKoR posted:Oh yeah, that's the other thing. CIG has people combing the Something Awful forums for dissent and if they can connect your SA account to the CIG account you get permabanned. What happened after the 7 days?
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# ? Jan 4, 2016 03:07 |
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Phobophilia posted:can i sexually harass my npc crew members? due to the terms of my probation, i am not allowed to do so at my real life employment "I need a sassy hot black woman, a fancy prostitute and a brain damaged 16 year old girl for my crew, oh and a sexually liberated home schooled girl who will literally gently caress a guy for a chance to set foot on a starship" Lonos Oboe fucked around with this message at 03:12 on Jan 4, 2016 |
# ? Jan 4, 2016 03:09 |
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Madcosby posted:What happened after the 7 days? the decision went into the pre-alpha stage
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# ? Jan 4, 2016 03:09 |
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I can't wait for Chris to tell us what skills we can develop as a character in his universe.
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# ? Jan 4, 2016 03:12 |
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Jobbo_Fett posted:I can't wait for Chris to tell us what skills we can develop as a character in his universe. "Who needs skill or qualifications when you can buy a big spaceship and convince a bunch of gullible idiots to work on it?" -Chris Roberts
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# ? Jan 4, 2016 03:17 |
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Lonos Oboe posted:"Who needs skill or qualifications when you can buy a big spaceship and convince a bunch of gullible idiots to work on it?" -Chris Roberts "The gullible idiots who didn't pay me to get a ship in the first place." - Chris Roberts
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# ? Jan 4, 2016 03:19 |
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Lonos Oboe posted:"Who needs skill or qualifications when you can buy a big spaceship and convince a bunch of gullible idiots to work on it?" -Chris Roberts +1 as they say in millenian-speak
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# ? Jan 4, 2016 03:23 |
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You don't get rich writing science fiction. If you want to get rich, you start a religion. - L. Ron Hubbard
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# ? Jan 4, 2016 03:27 |
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Madcosby posted:What happened after the 7 days?
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# ? Jan 4, 2016 06:17 |
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Mirificus posted:The "physics" threads in the RSI forums are full of frightening misconceptions. I wanna know more about this
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# ? Jan 4, 2016 06:43 |
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you can only be propelled at the "speed of the explosion" in space. its a weird "konsept"
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# ? Jan 4, 2016 06:52 |
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Given it's clear Roberts wants to remake Freelancer/StarLancer I took a quick look at the game maps side by side... It looks pretty embarrassing when you compare it to other space games. Going by their flight calculator the entire SC world is roughly 600LY across. The terrible secret of space. Of course what is curious is to how 600LY will fit into their game engine which at most supports only 16km x16km. Like many other similar engines, CryEngine relies on importing a height map (limited up to 16384 x 16384) which dictates the general landscape and then the rest of the map is custom crafted with pre-fab elements like buildings and rocks and so on. The problem is that CryEngine can't cope with trying to calculate anything beyond 16km, if you do all sorts of physics start breaking. Apparently you can create segmented worlds to overcome this limitation - which ArcheAge does - but Star Citizen has apparently chosen to beat the system and figured pushing the calculations up to 64bit will give it room to brute force a larger game world. The problem with that is 64bit calculations are very processor intensive so your overhead just doubled, which is likely why we're seeing horrible frame rates and physics breaking as things skip a beat and miscalculate because the overhead is just too high. And given they've brought a ton of tools from third parties to speed things up, these would have to be re-written. Space in a box. Here's a quick tutorial on how to create space. However all you are doing is hiding the ground and water and are left with a skybox to put in space things and setting the world gravity to 0. 16km isn't that far to fly across, so things have to be cheated in to create a sense of scale, so you have to dynamically scale and offset things. But scaling things on the fly apparently causes physics issues. Someone did a POC so it can be done in-game. Basically your walkable planet is a giant terrain model which is then dynamically scaled and switched off as you fly out. But as he points out he runs into issues, namely the AI or other objects find the shift in ground angle confusing as they expect a flat plane. More info here on how a planet and solar system works. quote:The key feature required to maintain the illusion of a vast solar system is dynamic scaling and position control. From experience I know that this works well for objects placed in an entity slot, so it's very likely that the solar system will be a single entity, with planets and moons implemented as slot objects. Probably the biggest challenge will be to maintain object solidity for large segmented objects that are being scaled, rotated and moved. The same poster also created a mod called AutoMap which allows for flight sim style environments by loading in ground terrain models that load in and out like a giant puzzle. The whole idea of Star Citizen claiming they are making something that's ground breaking is so overblown given a modder did this years ago. Objects in space. Now something like a space station for EVA is working fine because CryEngine supports "gravity boots" and the player can glide around in no gravity and latch onto any prefab surface with no issue. I'm suspecting that in order to get a ship to function with interactive elements each are built like a hybrid vehicle level, complete with it's own internal gravity, which is then wrapped around a vehicle control system. The problem is these have become too insanely complex so little wonder why something freaks out as you might shoot someone only to have the gun turret with it's own physics system bounce back, clip into the model then violently correct itself transferring the forces back into the ship and sending the combined mass shooting into the stars.
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# ? Jan 4, 2016 08:03 |
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Lonos Oboe posted:"I need a sassy hot black woman, a fancy prostitute and a brain damaged 16 year old girl for my crew, oh and a sexually liberated home schooled girl who will literally gently caress a guy for a chance to set foot on a starship" Also Jayne. Mal × Jayne shipping is the best. Modest Mao posted:I wanna know more about this You really don't. Most of it centres on a fundamental misunderstanding about the difference between force, acceleration, and speed. Also anything involving gravity will inherently be wrong. If you were to bring up impulse or the rocket equation, I'm sure their heads would just implode from the cognitive load and complete dissonance with everything they Tippis fucked around with this message at 09:31 on Jan 4, 2016 |
# ? Jan 4, 2016 09:10 |
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LordArgh posted:the star citizen thread is like a little island of gbs in the sea of poo poo that is the games forum The bad mod thread is good too. Also. I am Star Citizen.
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# ? Jan 4, 2016 09:12 |
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Madcosby posted:What happened after the 7 days? he got promoted to being a moderator
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# ? Jan 4, 2016 09:32 |
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WebDog posted:CryEngine B-but it's pretty! And cheap! I also find it kinna funny that you can buy CRYENGINE on Steam.
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# ? Jan 4, 2016 10:27 |
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Rutibex posted:This makes perfect sense, if they were even semi-compenent at PvP or charismatic Star Citizen backers could get the experience they are after playing EVE Online. Madcosby posted:What happened after the 7 days? He's busy dispensing the justice of Croberts as we speak. HiHo ChiRho posted:Wait, people that bought in really expect new, poor players in the future to spend time and/or money to clean the space toilet on their ship worth hundreds or thousands of dollars with the with workplace environment hazards like clipping out of the ship into space and getting raped by space pirates? MeLKoR fucked around with this message at 13:45 on Jan 4, 2016 |
# ? Jan 4, 2016 13:29 |
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this game is never going to exist is it?
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# ? Jan 4, 2016 13:56 |
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WebDog posted:Of course what is curious is to how 600LY will fit into their game engine which at most supports only 16km x16km. That is actually the easiest thing. Simply make the distances between systems too great to ever realistically do it without a jump drive (not out of the question), and then make every single system it's own server shard. I would be utterly shocked if that's not what they're doing because it's the only thing that makes any sense. There is absolutely zero reason to try to make the universe a single "map."
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# ? Jan 4, 2016 14:10 |
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Nonsense posted:this game is never going to exist is it? Have faith.
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# ? Jan 4, 2016 14:16 |
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I'll admit something: I've spent a lot of years theory crafting how to make the game I (and I think most of the people here) wanted, which is basically Privateer with the ability to walk around your ship and bases. That's frustrating is I've long held it's not as hard as it sounds. The trick, of course, is to use tricks. While in theory their nested-instancing system sounds like a good idea, it's clear they don't have it implemented and aren't close at all. Why? Because of things like clipping out of the ship: Nothing is instanced. What they described isn't impossible (effectively using FPS tricks as old as the Half-Life engine more) but it's very complicated. But yeah. Back to what I was saying. Simply put all you need to do is effectively render an FPS level, and then use "portals" to open cameras into the space game where the windows are: You do not actually make the interior of the ship fly through space, period. The actual interior is sitting in what you might describe as it's "own dimension" so to speak; it's just a matter then of placing the windows on the ship's space model to match up with the ones in the first person level. (For reference when I say portals in this context I effectively mean the same thing they used in the game Prey, many years ago, to render another part of the game onto a surface.) So from that point out, all you have to do is design a normal space game, except again - use old FPS tricks to immerse people. It's all smoke and mirrors. Instead of the trigger event in an FPS being walking into a room that causes things to begin exploding, you change the trigger event to "Starship critical hit." Instead of the red alert event being an NPC hitting a switch, it could be because the ship has entered a hostile proximity. This allows for all the dramatic effects promised by Star Citizen (walking down the corridor and suddenly the alerts go red and the panels explode) but reduce them, design wise, to something that literally every FPS has done. They don't need to be PERFECTLY dynamic; you can have a bunch of scripted events and pick them at random far easier, and it'll look just as good if you put in enough variation. Long story short, what I mean is you create a regular space game, and then you think of the space ship interiors as effectively a very fancy UI wrapper. Cryengine came with everything needed to do the first person parts of this, it'd just require making "levels" to act as ships and bases, while also creating an engaging space game. Is is flat out not loving worth it to insist that the XYZ position of everyone on the ship match precisely with where they are in space. This obviously also helps performance greatly; rendering a space game isn't that hard today, and neither is rendering interior rooms. The downside is - gasp - the need for more smoke and mirrors to do extra things like I mentioned. Things like EVA and boarding? Not only possible but practical using this method; simply walk into an airlock, CLOSE the airlock (the same trick many games have used for loading new levels) and then cut to a quick external shot if you floating into space. To the game, EVA you is just another ship. Yeah some things would be lost with this method (you could NOT look into the windows of a star ship and see the people inside as that would be a massive loving rendering waste), but it'd also actually work and, at the heart of it, accomplish everything that matters. Boarding a ship? Allow your team to breach the airlock by floating over to a terminal and doing a hack, then cycle them onto the ship map the same way you cycle people out of the ship: Pile in, close down, and move the players to the ship interior map. For Christ's sakes, handheld device games use this method all the time. Same with approaching a planet. Would anyone here be angry if you had a brief cutscene that shows your ship entering the planet, and then can disembark exactly how I described the EVA? Just enter the airlock, cycle, and then load a new pretty standard FPS map that is the base. Tada. Basically exactly what they did in the actually successful Privateer, just nextgen - instead of clicking around a base to do things you walk around it. That's all there is to it. The base, like everything else, doesn't need to exist in 100% accurate XYZ space with the system; merely approaching the planet lets you show up. Anyway, it's all pretty frustrating because in their quest to create PERFECT DETAIL they shot something that, honestly at it's core, isn't anywhere near impossible to make. If they had cut this obsessive need to not have any pre-scripted events (which don't always have to play out the same time; most games use physics explosions to, a, send a panel across a room and it's not always the same automatically) or for people to -actually- be tracked on board starships in space, and were willing to fake these things, they could have instead dedicated all their time on making these things immersive instead of making them work. The game I wanted I firmly believe could have been designed on the original $42 million dollars very, very easily. Again, basically just design a regular space game, except with that FPS level wrapper; instead of just hitting a button to jump into a gun turret, you walk to the gun turret. I'd kill for a chance to work on game going about this in that kind of practical way, but alas, I don't think anybody will touch the genre with a 200 foot pole after SC implodes except Elite Dangerous. ED: I should note that this method frees them up, again, to actually design -a game- instead of a technical mess. You want NPCs that have a fancy day/night sleeping/wake cycle and can't run their stations if they're not on their stations? Not a problem, just give the NPCs a routine inside of the level. Once they walk to, say, a gunnery console just give them a "busy working on the console" animation, and then for all intents and purposes, use absolutely normal space-game AI to operate the turret inside of the "space" part of the game. Effectively running a small mini-game over the top of a large game. They seriously could have cranked out stupid gadgets like the hot tub or drink dispenser ridiculously easy then because they wouldn't be spending every waking hour trying to hold together the technical mess with glue. It'd all been about as complicated (and important) as adding stupid Duke Nukem 3D like minigames to a regular FPS then. ED2: Oh this also corrects a lot of the issues with network stuff. You ONLY would need the FPS information from what is happening in your ship. They are trying to do with this with Instancing but it's a terrible idea that's a HUGE amount of work for little payoff. The portals into the "space realm" for lack of a better word only need to transmit back what is happening -in space-, not on other people's ships. Again they're trying to do that, but they're also trying to do it with this strange exact 1:1 positioning so your character is at the precise XYZ in all realms they should be. This reminds me a little of when American McGee first broke off of iD and bought a 3D engine and his artists kept trying to stuff million-polygon models into the rendering technology on par with Quake I, because they wanted 'perfect detail.' That project folded, badly. Blazing Ownager fucked around with this message at 14:44 on Jan 4, 2016 |
# ? Jan 4, 2016 14:34 |
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don't post your homework in this thread please nobody wants to read your essay
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# ? Jan 4, 2016 14:51 |
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Even if this game did everything as advertised I still wouldn't play it. It sounds stupid.
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# ? Jan 4, 2016 14:54 |
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Blazing Ownager posted:I'll admit something: I've spent a lot of years theory crafting how to make the game I (and I think most of the people here) wanted, which is basically Privateer with the ability to walk around your ship and bases. That's frustrating is I've long held it's not as hard as it sounds. The trick, of course, is to use tricks. sounds like you are in luck, because the game you are after has already been made: http://store.steampowered.com/app/345580/
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# ? Jan 4, 2016 14:56 |
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# ? Jan 4, 2016 15:23 |
Wait what? They aren't splitting it but are charging for it in 2 parts? What happens if you only pay for one?
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# ? Jan 4, 2016 15:28 |
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Man, I can't wait for No Man's Sky. All this space talk makes me wanna space play.
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# ? Jan 4, 2016 15:29 |
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lol "42" That's the funny space number.
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# ? Jan 4, 2016 15:29 |
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Actually what Ben says flat out doesn't count. Christ Roberts, Game Developer posted:Unless it comes from me or through an official channel like a front page post it's just one of our dev's knowledge / opinion at the time.
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# ? Jan 4, 2016 15:59 |
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After I got my new joystick, since Star Citizen isn't playable and I didn't have Elite Dangerous at the time, I tried to play a little Wing Commander 3, which I played in my younger days and remembered fondly I got annoyed having to click around in the hangar and all the cutscenes before a mission or whatever. I don't care about clicking around and talking to spacejerks, I just want to get in a spaceship and blow up stuff!! I guess all the amazing cutscenes and stuff were more impressive to my younger self. Descent Freespace worked better for nostalgic blowing-up-spaceships with relatively little cutscenes and clicking getting in the way. Plus it's less old. Well that's my space story, thanks for space reading
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# ? Jan 4, 2016 15:59 |
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I see that since you can no longer keep moving your FUD goalposts you've fallen back to just repeating Derek Smart's lies.
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# ? Jan 4, 2016 16:27 |
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Would Elite Dangerous scratch my space itch until No man's sky ?? Please, somebody help me !
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# ? Jan 4, 2016 16:53 |
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When are they gonna release Halos 2-4 for PC? gently caress Microsoft if they think I'm buying a console.
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# ? Jan 4, 2016 16:55 |
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Rutibex posted:sounds like you are in luck, because the game you are after has already been made: That looks mighty advanced for the PS/1
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# ? Jan 4, 2016 16:57 |
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Decebal posted:Would Elite Dangerous scratch my space itch until No man's sky ?? In my opinion, yeah. You get to pilot a ship in space and pewpew lasers at chumps. Plus it's on sale right now! Steam Winter Sale for like two more hours, only $15 for the base game!
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# ? Jan 4, 2016 17:01 |
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HJE-Cobra posted:In my opinion, yeah. You get to pilot a ship in space and pewpew lasers at chumps. $15 for the base game and you get a $15 discount if you want to upgrade to Horizons. It's a pretty good deal for the content. Definitely worth loving around in space for a bit.
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# ? Jan 4, 2016 17:03 |
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HJE-Cobra posted:In my opinion, yeah. You get to pilot a ship in space and pewpew lasers at chumps. Xbone only ?! gently caress those guys. they chose the wrong console.
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# ? Jan 4, 2016 17:06 |
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# ? May 17, 2024 18:50 |
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Decebal posted:Would Elite Dangerous scratch my space itch until No man's sky ?? X3 is also pretty much the same thing as star citizen pretends to be, minus the retarded fps part
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# ? Jan 4, 2016 17:10 |