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AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer
https://www.youtube.com/watch?v=UEG5kes8s5g&t=13s

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SomethingJones
Mar 6, 2016

<3
WARNING Verbal diarrhea incoming
This is the single most surreal transcript I have done to date.


Star Citizen: Around the Verse - Sep 21, 2017
https://www.youtube.com/watch?v=tV2qhhtsMA0

@ 09:58

Mike Jones (Director of Corporate and Publishing Technology):
My team is responsible for DIGITAL PUBLISHING, and with 3.0 imminent we've been doing a lot of work to, uh... ENHANCE OUR SYSTEMS AND EXPAND OUR CAPABILITIES, and so I feel like we're ready to PUBLISH, uh... pretty much ANYTIME, uh... we get a selected build that's READY TO GO




@ 15:00

Carlos Pla Pueyo (Gameplay Programmer):
With the air traffic controller we have tried to ah... get a FEELING of a REALISTIC SITUATION, so... when REAL LIFE when you have different PLANES coming to an airport you need some kind of CONTROL, you need RULES, you need a way of making sure that everything is going to PLAN. So we have been trying to get the same behavior in... in a STAR CITIZEN so... up to now when you approaching a station you just have to... LAND and that's it. Now, you have to REQUEST landing which implies a communication with SOMEONE, an NPC which can be a REAL NPC or a AUTOMATIC VOICE...

Automatic Voice:
One hangar comin' up!

Carlos Pla Pueyo:
...telling you where you can LAND, or if there's no space available or anything like that. And there's also a controller were how much you can stay in a landing pad, eh... like security measures and so on.

Benjamin Anders (System Designer):
Right now players can just land everywhere they want, there is nothing controlling them, there is nothing saying, 'oh you should PARK HERE', there's no rules to that, and we needed to find a system that basically co ordinates landing, taking off, and also creating more IMMERSION on what actually like flight controllers are.



Bob Rissolo (Dialogue Supervisor):
The CONCEPT behind our game is to be very REALISTIC in what we do, so we do a lot of research in anything that goes on and especially... that DEFINITELY does not uh... uh... leave out the air traffic controllers, so we've done a lot of RESEARCH into what air traffic controllers DO. When... when we were ON SET in... in... and ah... FILMING and PCAP it... it was... it was really important you know cos the game was... er... really much FILMED LIKE A MOVIE and as we... as we went about TRACKING and trying to manage and maintain the CONTENT it was very clear that we needed to focus on the IMPLEMENTATION side and to use that as a way to track how the... the PCAP should be cut up and the way it should be ORGANIZED so... UTILIZING THAT BACKGROUND OF IMPLEMENTATION I made sure that we TRACKED OUR PCAP in a way that was ultimately feasible to edit... edit the project and... and... and... and uh... actually track how... how it was being cut up and... and uh... and... on... on the uh... on the EDITING BOARD.

It's really a BEHAVIORAL THING and so while we can record all the context and all the different dialogue that we want, it really becomes... you know it really comes down to our SYSTEMS to really be able to handle it, and yeah, our engineering team is just phenomenal, they... they are really pushing the boundary of what AI can really HANDLE, and making it a really systemic... ah... ah... MODULE OF BEHAVIOR so it's not just like, you know, 'oh these guys do this thing or whatever', it's a real AIR TRAFFIC CONTROLLER MODULE that... that... that... that's DEFINING all of these BEHAVIORS and... and... and it's not even just ONE VOICE that's defining the whole BALLET of all the different, you know, PEOPLE DOIN' ALL THE SIGNALS and the AI is saying, 'you can GO and you have to TAKE OFF or you can LAND, you go HERE', you know, all those kind of things... it's... it's... it's... it's a WHOLE BALLET of all these uh... uh... CHARACTERS involved.



Benjamin Anders (System Designer):
Well one of the more complicated things is that it's not working like in REAL LIFE where everyone behaves as they should be, right? So it's still a GAME and players so what they WANT sometimes, so we need to make sure to have RULES in place which allow players to actually have an IMMERSIVE EXPERIENCE but also don't abuse other players as well and have like, PUNISHMENT almost, um... when they not follow the RULES



Bob Rissolo (Dialogue Supervisor):
You have to account for the silly stupid things like a player strafing the station, or uh, flying too close and you know they have to react in a way it's... it, eh... you know... it ah... ah... it's both HELPFUL to the player haha, let's not do that haha! But, eh... but it's also... it's... it's... it's a GAME you know, it HAPPENS and it's FUN, ENTERTAINING.



Benjamin Anders (System Designer):
So every flight controller is its own AI. When you hailing a tower to request landing or takeoff, you're gonna be in contact with an actual SUBSUMPTION DRIVEN AI which, um, has... depending on the station a unique voiceline or a generic one...

Subsumption AI Flight Controller:
There! Should be waiting for you in the hangar!

Benjamin Anders (System Designer):
...and you will talk only specifically to that AI and that will give the response.

So there is an air traffic controller entity which is a combined version of the SEATS that we already have and the useable system other designers are working on, and the AI will basically sit down and then have SENSORS or FEELERS you could say, um... to... check how many ships are in the radius, what ships request LANDING, what pads are free, what are occupied, what are the DIFFERENT stations of occupation of these pads and then will according to that, will address landing pads to players.

There's a couple of (inaudible) ones for special stations like LEVSKI or GRIM HEX or PORT OLISAR and there's also like a GENERIC one, a GENERIC computer system which also picks up if there's for whatever reason, no flight operator available. Because our flight operators are actually like physically placed in the station, so... you could basically stand in the station, see him talking to someone and whoever is on the ship will see the same thing. So it's a... uh... ONE TO ONE TRANSITION.

Let's say that station gets attacked or that guy is out of an emergency or whatever, he's not there, we have a BACKUP system that picks up with just a generic computer voice and that will handle the flight operation then.




Bob Rissolo (Dialogue Supervisor):
If you think about it we have a big amount of content to get, you know, like a big piece of cake, the SPONGE is the primary... the BIG PART of what we do. But there's also... cake needs some ICING, needs some FLAVOR, and so we... we... like to... ah... um... you know... have a giant, general sort of VOICE SET that is used across the... the... the GALAXY, and we also like to have some nice specific characters that are placed in locations and give a good flavor to certain things like for instance, LEVSKI, we have a general ATC but we also have this flight ops dude in um... in LEVSKI that's kind of like a California dude like me

Flight Ops California Dude AI:
Hey there! On behalf of the People's Alliance, WELCOOOOME to Levksi! The name's (inaudible), I run the hangars here which is GREAT for you 'cos you're prob'ly lookin' to land!

Bob Rissolo (Dialogue Supervisor):
He's a good character and he provides a lot of good character to that... to that LANDING SPACE, and uh... it's FUN for players to enjoy that specific character set rather than having a... just a big universe of... always general, you know characters running around.

tuo
Jun 17, 2016

HycoCam posted:

And a quick question about the Saviour thing--was Jesus a Saviour before or after he was put on a cross? Asking for a friend...

You become a saviour once you T-pose, I guess...Crobberts just managed to do it without the cross

Daztek
Jun 2, 2006



SomethingJones posted:

WARNING Verbal diarrhea incoming
This is the single most surreal transcript I have done to date.


Star Citizen: Around the Verse - Sep 21, 2017
https://www.youtube.com/watch?v=tV2qhhtsMA0

@ 09:58

Mike Jones (Director of Corporate and Publishing Technology):
My team is responsible for DIGITAL PUBLISHING, and with 3.0 imminent we've been doing a lot of work to, uh... ENHANCE OUR SYSTEMS AND EXPAND OUR CAPABILITIES, and so I feel like we're ready to PUBLISH, uh... pretty much ANYTIME, uh... we get a selected build that's READY TO GO




@ 15:00

Carlos Pla Pueyo (Gameplay Programmer):
With the air traffic controller we have tried to ah... get a FEELING of a REALISTIC SITUATION, so... when REAL LIFE when you have different PLANES coming to an airport you need some kind of CONTROL, you need RULES, you need a way of making sure that everything is going to PLAN. So we have been trying to get the same behavior in... in a STAR CITIZEN so... up to now when you approaching a station you just have to... LAND and that's it. Now, you have to REQUEST landing which implies a communication with SOMEONE, an NPC which can be a REAL NPC or a AUTOMATIC VOICE...

Automatic Voice:
One hangar comin' up!

Carlos Pla Pueyo:
...telling you where you can LAND, or if there's no space available or anything like that. And there's also a controller were how much you can stay in a landing pad, eh... like security measures and so on.

Benjamin Anders (System Designer):
Right now players can just land everywhere they want, there is nothing controlling them, there is nothing saying, 'oh you should PARK HERE', there's no rules to that, and we needed to find a system that basically co ordinates landing, taking off, and also creating more IMMERSION on what actually like flight controllers are.



Bob Rissolo (Dialogue Supervisor):
The CONCEPT behind our game is to be very REALISTIC in what we do, so we do a lot of research in anything that goes on and especially... that DEFINITELY does not uh... uh... leave out the air traffic controllers, so we've done a lot of RESEARCH into what air traffic controllers DO. When... when we were ON SET in... in... and ah... FILMING and PCAP it... it was... it was really important you know cos the game was... er... really much FILMED LIKE A MOVIE and as we... as we went about TRACKING and trying to manage and maintain the CONTENT it was very clear that we needed to focus on the IMPLEMENTATION side and to use that as a way to track how the... the PCAP should be cut up and the way it should be ORGANIZED so... UTILIZING THAT BACKGROUND OF IMPLEMENTATION I made sure that we TRACKED OUR PCAP in a way that was ultimately feasible to edit... edit the project and... and... and... and uh... actually track how... how it was being cut up and... and uh... and... on... on the uh... on the EDITING BOARD.

It's really a BEHAVIORAL THING and so while we can record all the context and all the different dialogue that we want, it really becomes... you know it really comes down to our SYSTEMS to really be able to handle it, and yeah, our engineering team is just phenomenal, they... they are really pushing the boundary of what AI can really HANDLE, and making it a really systemic... ah... ah... MODULE OF BEHAVIOR so it's not just like, you know, 'oh these guys do this thing or whatever', it's a real AIR TRAFFIC CONTROLLER MODULE that... that... that... that's DEFINING all of these BEHAVIORS and... and... and it's not even just ONE VOICE that's defining the whole BALLET of all the different, you know, PEOPLE DOIN' ALL THE SIGNALS and the AI is saying, 'you can GO and you have to TAKE OFF or you can LAND, you go HERE', you know, all those kind of things... it's... it's... it's... it's a WHOLE BALLET of all these uh... uh... CHARACTERS involved.



Benjamin Anders (System Designer):
Well one of the more complicated things is that it's not working like in REAL LIFE where everyone behaves as they should be, right? So it's still a GAME and players so what they WANT sometimes, so we need to make sure to have RULES in place which allow players to actually have an IMMERSIVE EXPERIENCE but also don't abuse other players as well and have like, PUNISHMENT almost, um... when they not follow the RULES



Bob Rissolo (Dialogue Supervisor):
You have to account for the silly stupid things like a player strafing the station, or uh, flying too close and you know they have to react in a way it's... it, eh... you know... it ah... ah... it's both HELPFUL to the player haha, let's not do that haha! But, eh... but it's also... it's... it's... it's a GAME you know, it HAPPENS and it's FUN, ENTERTAINING.



Benjamin Anders (System Designer):
So every flight controller is its own AI. When you hailing a tower to request landing or takeoff, you're gonna be in contact with an actual SUBSUMPTION DRIVEN AI which, um, has... depending on the station a unique voiceline or a generic one...

Subsumption AI Flight Controller:
There! Should be waiting for you in the hangar!

Benjamin Anders (System Designer):
...and you will talk only specifically to that AI and that will give the response.

So there is an air traffic controller entity which is a combined version of the SEATS that we already have and the useable system other designers are working on, and the AI will basically sit down and then have SENSORS or FEELERS you could say, um... to... check how many ships are in the radius, what ships request LANDING, what pads are free, what are occupied, what are the DIFFERENT stations of occupation of these pads and then will according to that, will address landing pads to players.

There's a couple of (inaudible) ones for special stations like LEVSKI or GRIM HEX or PORT OLISAR and there's also like a GENERIC one, a GENERIC computer system which also picks up if there's for whatever reason, no flight operator available. Because our flight operators are actually like physically placed in the station, so... you could basically stand in the station, see him talking to someone and whoever is on the ship will see the same thing. So it's a... uh... ONE TO ONE TRANSITION.

Let's say that station gets attacked or that guy is out of an emergency or whatever, he's not there, we have a BACKUP system that picks up with just a generic computer voice and that will handle the flight operation then.




Bob Rissolo (Dialogue Supervisor):
If you think about it we have a big amount of content to get, you know, like a big piece of cake, the SPONGE is the primary... the BIG PART of what we do. But there's also... cake needs some ICING, needs some FLAVOR, and so we... we... like to... ah... um... you know... have a giant, general sort of VOICE SET that is used across the... the... the GALAXY, and we also like to have some nice specific characters that are placed in locations and give a good flavor to certain things like for instance, LEVSKI, we have a general ATC but we also have this flight ops dude in um... in LEVSKI that's kind of like a California dude like me

Flight Ops California Dude AI:
Hey there! On behalf of the People's Alliance, WELCOOOOME to Levksi! The name's (inaudible), I run the hangars here which is GREAT for you 'cos you're prob'ly lookin' to land!

Bob Rissolo (Dialogue Supervisor):
He's a good character and he provides a lot of good character to that... to that LANDING SPACE, and uh... it's FUN for players to enjoy that specific character set rather than having a... just a big universe of... always general, you know characters running around.

Who needs gameplay when you have... ...this

SomethingJones
Mar 6, 2016

<3
JIRA! Thank you.
Jew Roar lol

Tophat - thank you for your comment

That AI ATC thing that I just typed out there above, and I'm not making GBS threads around, that is the biggest amount of bullshit I've ever heard anyone talking about what they want to make for a computer game. That was loving surreal listening to that Bob guy.

Hollywood bullshitters the lot of them.

SomethingJones
Mar 6, 2016

<3

Daztek posted:

Who needs gameplay when you have... ...this

No kidding, this is the most amount of bullshit inside the shortest space of time that this project has generated to date.

AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer
https://www.youtube.com/watch?v=UEG5kes8s5g&t=613s

:gary:

AbstractNapper
Jun 5, 2011

I can help

SomethingJones posted:

WARNING Verbal diarrhea incoming
This is the single most surreal transcript I have done to date.


Star Citizen: Around the Verse - Sep 21, 2017
https://www.youtube.com/watch?v=tV2qhhtsMA0

@ 09:58

Mike Jones (Director of Corporate and Publishing Technology):
My team is responsible for DIGITAL PUBLISHING, and with 3.0 imminent we've been doing a lot of work to, uh... ENHANCE OUR SYSTEMS AND EXPAND OUR CAPABILITIES, and so I feel like we're ready to PUBLISH, uh... pretty much ANYTIME, uh... we get a selected build that's READY TO GO




@ 15:00

Carlos Pla Pueyo (Gameplay Programmer):
With the air traffic controller we have tried to ah... get a FEELING of a REALISTIC SITUATION, so... when REAL LIFE when you have different PLANES coming to an airport you need some kind of CONTROL, you need RULES, you need a way of making sure that everything is going to PLAN. So we have been trying to get the same behavior in... in a STAR CITIZEN so... up to now when you approaching a station you just have to... LAND and that's it. Now, you have to REQUEST landing which implies a communication with SOMEONE, an NPC which can be a REAL NPC or a AUTOMATIC VOICE...

Automatic Voice:
One hangar comin' up!

Carlos Pla Pueyo:
...telling you where you can LAND, or if there's no space available or anything like that. And there's also a controller were how much you can stay in a landing pad, eh... like security measures and so on.

Benjamin Anders (System Designer):
Right now players can just land everywhere they want, there is nothing controlling them, there is nothing saying, 'oh you should PARK HERE', there's no rules to that, and we needed to find a system that basically co ordinates landing, taking off, and also creating more IMMERSION on what actually like flight controllers are.



Bob Rissolo (Dialogue Supervisor):
The CONCEPT behind our game is to be very REALISTIC in what we do, so we do a lot of research in anything that goes on and especially... that DEFINITELY does not uh... uh... leave out the air traffic controllers, so we've done a lot of RESEARCH into what air traffic controllers DO. When... when we were ON SET in... in... and ah... FILMING and PCAP it... it was... it was really important you know cos the game was... er... really much FILMED LIKE A MOVIE and as we... as we went about TRACKING and trying to manage and maintain the CONTENT it was very clear that we needed to focus on the IMPLEMENTATION side and to use that as a way to track how the... the PCAP should be cut up and the way it should be ORGANIZED so... UTILIZING THAT BACKGROUND OF IMPLEMENTATION I made sure that we TRACKED OUR PCAP in a way that was ultimately feasible to edit... edit the project and... and... and... and uh... actually track how... how it was being cut up and... and uh... and... on... on the uh... on the EDITING BOARD.

It's really a BEHAVIORAL THING and so while we can record all the context and all the different dialogue that we want, it really becomes... you know it really comes down to our SYSTEMS to really be able to handle it, and yeah, our engineering team is just phenomenal, they... they are really pushing the boundary of what AI can really HANDLE, and making it a really systemic... ah... ah... MODULE OF BEHAVIOR so it's not just like, you know, 'oh these guys do this thing or whatever', it's a real AIR TRAFFIC CONTROLLER MODULE that... that... that... that's DEFINING all of these BEHAVIORS and... and... and it's not even just ONE VOICE that's defining the whole BALLET of all the different, you know, PEOPLE DOIN' ALL THE SIGNALS and the AI is saying, 'you can GO and you have to TAKE OFF or you can LAND, you go HERE', you know, all those kind of things... it's... it's... it's... it's a WHOLE BALLET of all these uh... uh... CHARACTERS involved.



Benjamin Anders (System Designer):
Well one of the more complicated things is that it's not working like in REAL LIFE where everyone behaves as they should be, right? So it's still a GAME and players so what they WANT sometimes, so we need to make sure to have RULES in place which allow players to actually have an IMMERSIVE EXPERIENCE but also don't abuse other players as well and have like, PUNISHMENT almost, um... when they not follow the RULES



Bob Rissolo (Dialogue Supervisor):
You have to account for the silly stupid things like a player strafing the station, or uh, flying too close and you know they have to react in a way it's... it, eh... you know... it ah... ah... it's both HELPFUL to the player haha, let's not do that haha! But, eh... but it's also... it's... it's... it's a GAME you know, it HAPPENS and it's FUN, ENTERTAINING.



Benjamin Anders (System Designer):
So every flight controller is its own AI. When you hailing a tower to request landing or takeoff, you're gonna be in contact with an actual SUBSUMPTION DRIVEN AI which, um, has... depending on the station a unique voiceline or a generic one...

Subsumption AI Flight Controller:
There! Should be waiting for you in the hangar!

Benjamin Anders (System Designer):
...and you will talk only specifically to that AI and that will give the response.

So there is an air traffic controller entity which is a combined version of the SEATS that we already have and the useable system other designers are working on, and the AI will basically sit down and then have SENSORS or FEELERS you could say, um... to... check how many ships are in the radius, what ships request LANDING, what pads are free, what are occupied, what are the DIFFERENT stations of occupation of these pads and then will according to that, will address landing pads to players.

There's a couple of (inaudible) ones for special stations like LEVSKI or GRIM HEX or PORT OLISAR and there's also like a GENERIC one, a GENERIC computer system which also picks up if there's for whatever reason, no flight operator available. Because our flight operators are actually like physically placed in the station, so... you could basically stand in the station, see him talking to someone and whoever is on the ship will see the same thing. So it's a... uh... ONE TO ONE TRANSITION.

Let's say that station gets attacked or that guy is out of an emergency or whatever, he's not there, we have a BACKUP system that picks up with just a generic computer voice and that will handle the flight operation then.




Bob Rissolo (Dialogue Supervisor):
If you think about it we have a big amount of content to get, you know, like a big piece of cake, the SPONGE is the primary... the BIG PART of what we do. But there's also... cake needs some ICING, needs some FLAVOR, and so we... we... like to... ah... um... you know... have a giant, general sort of VOICE SET that is used across the... the... the GALAXY, and we also like to have some nice specific characters that are placed in locations and give a good flavor to certain things like for instance, LEVSKI, we have a general ATC but we also have this flight ops dude in um... in LEVSKI that's kind of like a California dude like me

Flight Ops California Dude AI:
Hey there! On behalf of the People's Alliance, WELCOOOOME to Levksi! The name's (inaudible), I run the hangars here which is GREAT for you 'cos you're prob'ly lookin' to land!

Bob Rissolo (Dialogue Supervisor):
He's a good character and he provides a lot of good character to that... to that LANDING SPACE, and uh... it's FUN for players to enjoy that specific character set rather than having a... just a big universe of... always general, you know characters running around.

I can't wait for all this stuff to break in hilarious ways to pledge back in the game.

Those canned voices sure won't get repetitive and annoying at all, even if Citizens will have to make do with just a handful of landing zones until the project goes belly up for quite a while.

XK
Jul 9, 2001

Star Citizen is everywhere. It is all around us. Even now, in this very room. You can see it's fidelity when you look out your window or when you watch youtube

I just watched that ATC thing. The landing controller will be an actual physical NPC sitting in a seat. A player in the station can stand there and watch him doing his job, and see the same thing that the ships he is handling sees. If there's emergencies, or something, he might leave his seat, and there won't be any ATC person present to do the job. Then an automated computer will take over the job.

This seems like a really important and vital feature to focus on at this point.

There was also more mocap for the people who wave at ships and point where to go.

I can't wait for next episode when they spend 20 minutes explaining how the NPC who makes your coffee functions, and how if they have an emergency at home you won't be able to get coffee.

Brazilianpeanutwar
Aug 27, 2015

Spent my walletfull, on a jpeg, desolate, will croberts make a whale of me yet?

Kosumo posted:

What would be in the top 10 song you are not allowed to play in a CIG building?

I'll start with .....


Simply Red - Money to tight to Mention

and

In Living Color - Cult of Personality



Please, goons, put forth your suggestions.

p.s. Derek has dibs on The Doors - This Is the End

Muse - citizen erased

muse - megalomania

The smiths - you just haven't earned it yet baby

Muse - minimum

Morrissey - break up the family

The smiths - please please please let me get what I want

Elton john - bennie and the (nipple) jets

The smiths - these things take time

The smiths- you've got everything now


I think those last two are very fitting.....

AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer

Daztek posted:

Who needs gameplay when you have... ...this

It's incredible that these people are able to feed themselves. A trip to the shops for a loaf of bread seems like it would take several meetings and a senior project manager.

pokie
Apr 27, 2008

IT HAPPENED!

Re:ATC stuff, has Elite had the same feature from get-go essentially? Adding some custom voice over does not a new feature make.

tuo
Jun 17, 2016

"Core Dynamics Tango Uniform Oscar, please gently caress off from our station, you're wearing the wrong jacket and pissed your pants two days ago."

zcrow
May 6, 2014

Ah.. yeah... um... tup tup tup tup tup.. this is something we'll add down the line

pokie posted:

Re:ATC stuff, has Elite had the same feature from get-go essentially? Adding some custom voice over does not a new feature make.

The fun part is E:D have different voices depending on the station and affiliation and say the first three letters of your name and ship manufacturer when you request docking. I never needed any more than that to feel immersed.

ahmini
May 5, 2009

tuo posted:

Wait...the build breaking check-in is neither rolled back, nor does the guy who did have to buy free beer for the rest of the team if he didn't roll it back? The next office who does the checkout has to search the cause for the broken build, and fix it, to continue working? What kind of company is this?

Normally, when you do your final check in, you wait for the build system to either give you a green thump up, or a red cross meaning you just broke the rolling build. That's why you normally factor in the time the build takes before going home (of course, during crunch this is not always possible). If you are sure your check in won't break the build, and it does and you are already home/no rollback is done, you normally have to buy everyone a beer.

This of course assumes there is a central build system, not every developer relying on his machine's build.

Sounds to me like they don't have a continuous integration setup, which is madness for such a large and diverse development?? Without that they'd better have some decent commit procedures (verify builds locally, run all unit tests, haha they have unit tests, etc) otherwise breakages are going to happen. They'll still happen of course but it's much easier to diagnose.

In all the software companies I've worked in "breaking the build" will usually involve you being roundly mocked by your colleagues at the minimum. Breaking poo poo and going home (or worse, on holiday) will earn you a talking to on your return and associated beer fines. Even so, it's usually fairly trivial for someone else to roll the lovely commit back rather than spending ages trying to debug the breakage.

SomethingJones
Mar 6, 2016

<3

XK posted:

I just watched that ATC thing. The landing controller will be an actual physical NPC sitting in a seat. A player in the station can stand there and watch him doing his job, and see the same thing that the ships he is handling sees. If there's emergencies, or something, he might leave his seat, and there won't be any ATC person present to do the job. Then an automated computer will take over the job.

This seems like a really important and vital feature to focus on at this point.

There was also more mocap for the people who wave at ships and point where to go.

I can't wait for next episode when they spend 20 minutes explaining how the NPC who makes your coffee functions, and how if they have an emergency at home you won't be able to get coffee.

So the AI Flight Controller will wake up, have his morning poo poo, get dressed, walk to the canteen, eat breakfast, walk to the control tower, sit down with his cup of coffee and proceed to repeat canned animations and voice lines to players. Sounds like he got more of a game to play than any of the backers.

XK
Jul 9, 2001

Star Citizen is everywhere. It is all around us. Even now, in this very room. You can see it's fidelity when you look out your window or when you watch youtube

I like how they acknowledge the issue of players not listening to the ATC, interfering with landing operations, strafing the station, generally misbehaving, and say those things will have to be handled, somehow. Clearly they have no idea how, but someday they'll figure out something.

Maybe the space FAA will review your pilot's license. Another job opportunity for an NPC.

tooterfish
Jul 13, 2013

SomethingJones posted:

So the AI Flight Controller will wake up, have his morning poo poo, get dressed, walk to the canteen, eat breakfast, walk to the control tower, realise he's forgot his passkey, walk back home, catch his wife in bed with his best friend, shoot them both in the head and then shoot himself.
And that's why you can't get a coffee. Because the guy's best mate was the barista.

SomethingJones
Mar 6, 2016

<3
The most fun anyone can have with any of this new complete drivel is shooting the Flight Controller and watching to see what the game does. That is the only interesting or vaguely gameplay thing about any of this new complete and utter drivel.

G-Spot Run
Jun 28, 2005
You forgot the best The Smiths - "How Soon is Now"

XK
Jul 9, 2001

Star Citizen is everywhere. It is all around us. Even now, in this very room. You can see it's fidelity when you look out your window or when you watch youtube


This guy is so lost it's hilarious. Another wonderful first time player experience.

SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

When Erin is talking around the 3 minute mark it's like there's someone sobbing in the background.

AbstractNapper
Jun 5, 2011

I can help
Hello, loyal Evocatti,

This week we are releasing a very special 3.0 build for you to test out!
There will be no planets or moons in it, though, nor new missions and mission givers just yet.

We want you to have fun with our new ATC system. Yeah, you didn't see that one coming did ya? We are very excited about that poo poo, so send us your feedback.

No patcher as of yet too, so as per usual, make sure you have enough space on your HDD. New build size is a 246 GB download and a 567 GB when installed.

Take care!

tuo
Jun 17, 2016

God drat, totally not-SC-related, but we now have a politician beat-em-up in Germany (big election coming up this weekend)

https://www.youtube.com/watch?v=W9mjIITCL9Q

tuo fucked around with this message at 10:52 on Sep 22, 2017

Trilobite
Aug 15, 2001

XK posted:

I like how they acknowledge the issue of players not listening to the ATC, interfering with landing operations, strafing the station, generally misbehaving, and say those things will have to be handled, somehow. Clearly they have no idea how, but someday they'll figure out something.
:cripes:

All the time in the world for surfer dude ATC voice acting and arm-waving mocap and space jacket redesigns, none for making an actual loving game.

tuo
Jun 17, 2016

Wasn't there a panel during one of the last events (IIRC anniversary) where Chris, Ben and Tony Z basically dreamed about air traffic control for an hour or so, while Shitizens eagerly waited for new content to be shown?

SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

https://i.imgur.com/wxUFgWT.mp4

tuo
Jun 17, 2016

ahmini posted:

Sounds to me like they don't have a continuous integration setup, which is madness for such a large and diverse development?? Without that they'd better have some decent commit procedures (verify builds locally, run all unit tests, haha they have unit tests, etc) otherwise breakages are going to happen. They'll still happen of course but it's much easier to diagnose.

In all the software companies I've worked in "breaking the build" will usually involve you being roundly mocked by your colleagues at the minimum. Breaking poo poo and going home (or worse, on holiday) will earn you a talking to on your return and associated beer fines. Even so, it's usually fairly trivial for someone else to roll the lovely commit back rather than spending ages trying to debug the breakage.

Which brings us to a problem: they are basically working non-stop on the codebase. So...you basically can't say "gently caress it, let's call it a day. I come in an hour earlier tomorrow and fix it before others need it" and unwind for the evening/night. If the other team needs it, I guess you have to check it in.
This of course is a problem with every international code base, especially in shared open source environments. But it makes the crunch even so much more crunchy, because there is basically no chance to get some sleep and take a look at it in the morning with a fresh head and mind, if the office at the other part of the world is planning for your piece of code to be ready.

tuo
Jun 17, 2016

Actually lol thinking that devs at CIG are allowed to go home to catch some sleep

tooterfish
Jul 13, 2013

This man thinks he's a cup?

Kilmers Elbow
Jun 15, 2012

tooterfish posted:

This man thinks he's a cup?

mug

Hobold
Jan 10, 2012


I love my Cutlass
I love big stompy mechs
I love my HOTAS
I love to salvage wrecks
I love Star Citizen, and all it's craziness
GOONDEYADA, GOONDEYADA, GOONDEYADA
College Slice

pokie posted:

Re:ATC stuff, has Elite had the same feature from get-go essentially? Adding some custom voice over does not a new feature make.

The whole time I was reading it, I was thinking, "So, how Elite does it?"

And trying to figure out what to do when players don't do what they're told.

Blow them the gently caress up. Just like Elite does it.


zcrow posted:

The fun part is E:D have different voices depending on the station and affiliation and say the first three letters of your name and ship manufacturer when you request docking. I never needed any more than that to feel immersed.

Only just started playing again in the last month. This touch, is amazing, and I love going from station to station, or faction to faction, and hearing the different regional dialects.

I've been to Asian stations, Irish, German. Its such a nice touch.



e; loving another snype WHY

Hobold
Jan 10, 2012


I love my Cutlass
I love big stompy mechs
I love my HOTAS
I love to salvage wrecks
I love Star Citizen, and all it's craziness
GOONDEYADA, GOONDEYADA, GOONDEYADA
College Slice
This is the chillest loving catte. Peter could take a few lessons in learning to let go from its example.

Have lots of taxxe

tooterfish
Jul 13, 2013

You do not gently caress with traffic wardens in Elite.

Attempted murder earns you a fine, parking without a permit earns you summary execution.

Rugganovich
Apr 29, 2017
OK, I have to ask. Is this ATC feature an existing promise or have CIG created another feature to tack onto the list of dreams?

Hobold
Jan 10, 2012


I love my Cutlass
I love big stompy mechs
I love my HOTAS
I love to salvage wrecks
I love Star Citizen, and all it's craziness
GOONDEYADA, GOONDEYADA, GOONDEYADA
College Slice
Its been mentioned before. Once upon a time they showed some lovely video of a flight deck guy waving lights around. Not really new, but not something thats ever been specifically promised/mentioned.

his nibs
Feb 27, 2016

:kayak:Welcome to the:kayak:
Dream Factory
:kayak:
Grimey Drawer

https://www.youtube.com/watch?v=UEG5kes8s5g&t=998s


:negative:

BloodyScab
Sep 12, 2017

by Smythe

Rugganovich posted:

OK, I have to ask. Is this ATC feature an existing promise or have CIG created another feature to tack onto the list of dreams?

Theyre trying to accomplish exactly what elites traffic controller does except in the most circuitous way possible. Its mindblowing.

Literally the only gameplay this will add (if the controller npc doesnt gently caress up and get stuck going to work) is griefing by killing the controller.

tuo
Jun 17, 2016

Hobold posted:

Its been mentioned before. Once upon a time they showed some lovely video of a flight deck guy waving lights around. Not really new, but not something thats ever been specifically promised/mentioned.

Someone post the cat launch procedure, it was awesome

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Hobold
Jan 10, 2012


I love my Cutlass
I love big stompy mechs
I love my HOTAS
I love to salvage wrecks
I love Star Citizen, and all it's craziness
GOONDEYADA, GOONDEYADA, GOONDEYADA
College Slice

tooterfish posted:

You do not gently caress with traffic wardens in Elite.

Attempted murder earns you a fine, parking without a permit earns you summary execution.

Pray you don't get stuck in the mailslot, cuz you're gonna be buying a new ship.

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