Tokamak posted:
Wreckage88 going to bat for diversity in the comments there makes me extremely confused lmao
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# ? Mar 9, 2018 15:58 |
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# ? Jun 11, 2024 09:26 |
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https://www.youtube.com/watch?v=jx_v2w2HTG0 Star Citizen Alpha 3.1 is really good guys Daztek fucked around with this message at 16:17 on Mar 9, 2018 |
# ? Mar 9, 2018 15:59 |
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Beet Wagon posted:Wreckage88 going to bat for diversity in the comments there makes me extremely confused lmao Perhaps he was born in 1988, and doesn't know any better.
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# ? Mar 9, 2018 16:04 |
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Virtual Captain posted:My favorite part about 'we need a little marker rendering for the mission giver' is that it is avoidable and imo preferable. The most user friendly version, imo. Would be to have that and then switch to the objective marker once you land given how complex their spaceport layouts are.
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# ? Mar 9, 2018 16:06 |
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Scruffpuff posted:Except that's not what emergent gameplay means. Which adds up to this being yet another industry standard that Chris doesn't understand. Well that’s nitpicking, isn’t it? See, it’s like my man Matilda says, “That’s a poo poo ton of wasted time on your part. But man you can put a lot of sugar on your turds. Let me tell you how I see it...” I’ve got one word for what you clearly don’t get about The Code Whisperer and I need you to listen really carefully because if you do, the gestalt will surely follow. ”Fidelivision.”
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# ? Mar 9, 2018 16:08 |
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Beet Wagon posted:Wreckage88 going to bat for diversity in the comments there makes me extremely confused lmao The text for the OP is even worse than I thought. Who the gently caress "usually" sees a black person with pearly white elvis hair?
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# ? Mar 9, 2018 16:15 |
gooncati posted:for those interested in performance news, the new patch doesn't offer much. Remember that fresh servers always perform better due to low player numbers and low NPC/physics clutter.
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# ? Mar 9, 2018 16:17 |
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Virtual Captain posted:My favorite part about 'we need a little marker rendering for the mission giver' is that it is avoidable and imo preferable. But, everything is dynamic! Quest givers will not be puppets with sticks up their asses sitting in one location 24/7! Indeed they will have lives and move around. In fact I'm sure they will visit their mothers in as of yet undetermined solar systems so of course you need constant updates as to positioning! monkeytek fucked around with this message at 16:32 on Mar 9, 2018 |
# ? Mar 9, 2018 16:23 |
That post is legit unnerving. That would be a killer sci-horror flick.
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# ? Mar 9, 2018 16:30 |
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Just a reminder that 3.1 is focused on improving performance https://www.dualshockers.com/star-citizens-alpha-3-1-performance/ https://www.youtube.com/watch?v=t2o1bJQQIXE&t=1722s quote:Star Citizen: Reverse the Verse LIVE - Alpha 3.0 Q&A SomethingJones i dont understand how you dont get an aneurysm from transcribing these videos. Nicholas fucked around with this message at 16:38 on Mar 9, 2018 |
# ? Mar 9, 2018 16:35 |
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Nicholas posted:Just a reminder that 3.1 is focused on improving performance Star Citizer: theres a lot of stuff which is stuff
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# ? Mar 9, 2018 16:40 |
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Scruffpuff posted:Exactly. Which is why my eyes rolled into the next time zone when I first heard Chris explain how he was "planning for" emergent gameplay "possibilities." I would disagree to a degree when you say you can't plan for emergent game play. If you look at things like Space Station 13 or Dwarf Fortress they are essentially designed with emergent game play in mind. They don't know what those interactions will be, they just know that by modelling puddles and cats in enough detail something will happen. Like cats dying of alcohol poisoning from licking alcohol off their feet after walking though puddles of it in a bar. Now what Chris thinks he is doing it making something as intricately detailed as Dwarf Fortress but in Space. Like I using my mining ship to drag asteroids out of orbit to bombard a planetary base. You wouldn't need to plan for that specific thing to happen, just to make planets have realistic orbital and gravitational mechanics, have ships that can pull asteroids around and then suddenly with enough maths you can bomb cites from space. It cannot be said strongly enough that this is NOT what he has created.
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# ? Mar 9, 2018 16:41 |
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Aramoro posted:I would disagree to a degree when you say you can't plan for emergent game play... Kinda my point. Aramoro posted:It cannot be said strongly enough that this is NOT what he has created. It's impossible for me to agree harder with this statement.
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# ? Mar 9, 2018 16:45 |
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https://i.imgur.com/DERgKTD.gifv
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# ? Mar 9, 2018 16:47 |
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Guys you really need to stop faking these. Seriously.
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# ? Mar 9, 2018 16:49 |
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Look at Star Citizen utilising the exact amount of available memory. That's programming!
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# ? Mar 9, 2018 16:53 |
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Streetroller posted:They filed a Motion to Dismiss. Just an fyi: everyone files an MTD. It's common practice. In civil small claims court, it almost always goes to hearing.
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# ? Mar 9, 2018 16:53 |
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Kilmers Elbow posted:Look at Star Citizen utilising the exact amount of available memory. And like the Native Americans of yesteryear, they're also responsibly using every part of the CPU.
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# ? Mar 9, 2018 16:55 |
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SomethingJones posted:Star Citizen: Around the Verse - Performance and Optimization non technical person here. Could someone explain what bind culling is for the lames like myself? Thanks.
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# ? Mar 9, 2018 17:00 |
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bind culling forever
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# ? Mar 9, 2018 17:03 |
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Daztek posted:https://www.youtube.com/watch?v=jx_v2w2HTG0 The inevitable consequences of fidelity
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# ? Mar 9, 2018 17:04 |
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whatever happened to that heavy SC employee that would pop up from time to time. Bill something?
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# ? Mar 9, 2018 17:04 |
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ManofManyAliases posted:Just an fyi: everyone files an MTD. It's common practice. In civil small claims court, it almost always goes to hearing. You sound like a man who knows a thing ‘er two about the law, friend. What’s your Star Citizen story? Also, RTV is on.
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# ? Mar 9, 2018 17:10 |
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Is... that... Heat-reactive hair dye? Is it real?! I want it...
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# ? Mar 9, 2018 17:11 |
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G0RF posted:You sound like a man who knows a thing ‘er two about the law, friend. What’s your Star Citizen story? https://youtu.be/hV2Q41o-rwE?t=2m10s
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# ? Mar 9, 2018 17:20 |
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Bayonnefrog posted:non technical person here. Could someone explain what bind culling is for the lames like myself? Thanks. It's being able to not send updates on everything in the universe to everyone connected to the server. They have a network engine where this is not possible. They need to make this possible before they can even begin to be smart about what updates to send to what clients at what frequency.
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# ? Mar 9, 2018 17:25 |
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Bayonnefrog posted:non technical person here. Could someone explain what bind culling is for the lames like myself? Thanks. Simple. You get the awesome idea of creating assets (like ships) that have like - I don't know - one thousand objects. Like, it's not a single 3d model with couple of doors, but you are a genius and decide that the basic structure of every wing (wings are important for spaceships!) is an object, and the armor on top is an object, and the engine attached to it is an object.....have you played Horizon: Zero Dawn? Basically take one of those machines, and at least quadrupled the amount of distinct objects it is made from. That is a great idea, right? You have a super high-fidelity thing, where every thing is an actual "thing", an object. As if that is not enough, you decide that your character should have all the objects....a gun, no, make that three, with a dozen of attachments to it. A coat...or four coats, a monocle, a tophat..... Sounds great? That's nothing. You wanna have a couple of those guys running around in your ship made out of a thousand distinct objects, so you can pew pew, and mix drinks, and mop the floor on the dirty object. Also, if you pew pew, every single bullet is an object! No dirty hitscan/rayhit or poo poo like that, nooooo. Then you throw all of this into an MMO, where the goal is to have hundreds if not thousands of players with hundreds if not thousands of ships into an engine that is made for rather small FPS combat. It's core only knows one thing: everyone participating in this match - excuse me - universe has to know about everyone else, because this is an FPS, and we have what, maybe a hundred objects max if someone spams the grenade launcher? Now you have like thousands of objects, and an engine that is built upon the principle that it basically runs the same thing you run as a client, but on the server, and calculates all object interaction, each frame. So before your client can render the next frame, it has to wait for the server to get the info from all the other clients how they hosed around with the sevenhundredthousand objects (someone might have mopped a floor), validates it, simulates some stuff, and then sends the update to these eighthundredbazillion objects (someone a thousand kilometres away might have dropped his hairy roberts drink) to everyone else. THEN your client can render the next frame and blit it to your screen. This......might pose a problem....it might get very slow. Now, you might say, than reduce the number of objects, this is silly! No, says the Thumb, this is fidelity! So the solution obviously is to only send you the updates on the objects you might be able to interact with....like in a 5km radius or stuff like that. Of course, the server still has to gently caress around with the twentyeightgazillion objects (a Hull E exploded and decided to spill it's manually fetched cargo boxes into the universe) and still chokes. This is stupid, you say, and you demand that they reduce the number of silly objects! No, says the Thumb, we can mesh servers, so they can share the workload! Of course this brings about another thousand problems, because the handover of those seventyeighthundredmillionbazillion objects from one server to another might prove to be rather hard. PLEASE, OH PLEASE MY LORD, REDUCE THE NUMBER OF OBJECTS!!!! No, says the Thumb, we can stream in these object containers! I actually forgot what you asked, but I also forgot about nested physics grids which makes this whole mess even more messy...sorry, ask someone else, I don't understand game development (actually, I really don't). tuo fucked around with this message at 17:32 on Mar 9, 2018 |
# ? Mar 9, 2018 17:26 |
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Zest posted:Is... that... Heat-reactive hair dye? Is it real?! I want it... It is absolutely real and it is awesome and I kinda want it but I doubt I could ever look good with it. http://www.dailymail.co.uk/video/femail/video-1527645/Vivids-Mood-Color-heat-reactive-color-changing-hair-dye.html
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# ? Mar 9, 2018 17:26 |
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Toops posted:One thing I think is pretty cool is when this thread turns into a reddit reader app. They really need to go that extra mile though and make the screen captures mobile friendly.
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# ? Mar 9, 2018 17:26 |
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Bayonnefrog posted:non technical person here. Could someone explain what bind culling is for the lames like myself? Thanks. It means that the server will only send you updates for objects (players, ships, NPCs, cargo...) that are relevant/nearby. Currently the network code sends you updates for every object in the universe.
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# ? Mar 9, 2018 17:28 |
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Kilmers Elbow posted:Look at Star Citizen utilising the exact amount of available memory. Windows is so well crafted, it runs with almost nothing
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# ? Mar 9, 2018 17:33 |
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tuo posted:Simple. You get the awesome idea of creating assets (like ships) that have like - I don't know - one thousand objects. Like, it's not a single 3d model with couple of doors, but you are a genius and decide that the basic structure of every wing (wings are important for spaceships!) is an object, and the armor on top is an object, and the engine attached to it is an object.....have you played Horizon: Zero Dawn? Basically take one of those machines, and at least quadrupled the amount of distinct objects it is made from. That is a great idea, right? You have a super high-fidelity thing, where every thing is an actual "thing", an object. Thank you for your effort.
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# ? Mar 9, 2018 17:35 |
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Bayonnefrog posted:non technical person here. Could someone explain what bind culling is for the lames like myself? Thanks. Culling in Cry Engine is the process of working out which objects to render. So if you're just staring at a wall then you only need to render that wall and nothing else. There's no point rendering objects which are behind you. What they're trying to do is expanding this to not even caring that the object exists as well as not rendering it. So you care about the person running about on the ship beside you, you don't care about the person running about on the planet below you. So what they want is for your client to not even know about the person on the planet, you can't interact with him so he might as well not exist. The Miles Eckhart thing is just one problem, you can't put a marker on Miles if he simply doesn't exist to your client.
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# ? Mar 9, 2018 17:43 |
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G0RF posted:
dude says massive player battles are still a thing single shard rip though
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# ? Mar 9, 2018 17:46 |
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Remember the door on some chariot that wouldn't work if if you weren't looking at it? Is that still in the game?
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# ? Mar 9, 2018 17:46 |
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big nipples big life posted:Remember the door on some chariot that wouldn't work if if you weren't looking at it? only when you look at it
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# ? Mar 9, 2018 17:50 |
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his nibs posted:only when you look at it nice
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# ? Mar 9, 2018 17:51 |
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G0RF posted:The only female backers I can think of are streamers I’ve rarely seen. There’s like 8 or so I can think of. I'd have to color my hair bright purple or pink and get all trendy clothes and I'm fine with that. But I'd have to buy Star Citizen and that's a game changer. Sorry, can't help your sausage citizen problem.
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# ? Mar 9, 2018 17:57 |
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seedship posted:Arcadia's tall alien plants reach hundreds of metres into a blue sky. The colonists live in tall cities of steel and glass beneath the planet's open sky, beside rivers that flow into the planet's oceans. Poverty, exploitation and crime are rife, and the corrupt elected government does little to alleviate them. The colonists' culture mostly ignores the native inhabitants, who live in their own communities in other parts of the planet. In the first city stand monuments to the 131 colonists who did not survive the journey, the 202 more who died building the first settlement, and the seedship AI that guided humanity to its new home. It turns out that you can somewhat cheese the ending by finding the planet you want, getting the final analysis, then closing the tab and reopening it from your history (in Chrome, at least). I didn't think it would work at all, but I wanted to share my results after I noticed people sharing theirs so I tried loading it back up. I ended up back in orbit around the planet I had colonized before I closed the tab. I landed again, and the RNG kicked in: my planet changed name from "Garden" to "Arcadia", I had more colonists die despite having one fewer "bad" events on landing, my native relations switched to "isolationism" from "enslaved bronze-age pop", and my score rocketed from ~7600 to 9006.
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# ? Mar 9, 2018 18:06 |
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# ? Jun 11, 2024 09:26 |
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Chris Roberts: "so, that's basically already in the game, just have to layer in the spookiness."
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# ? Mar 9, 2018 18:11 |