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Zazz Razzamatazz
Apr 19, 2016

by sebmojo

free hubcaps posted:

p sure this is celery man

I was trying to keep the thread SFW, don't wanna get a prob for posting a nude Tane...

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Sabreseven
Feb 27, 2016

Zazz Razzamatazz posted:

I was trying to keep the thread SFW, don't wanna get a prob for posting a nude Tane...

Thread probably could use a printout of Oyster smiling.

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Zazz Razzamatazz posted:

Is he also the bunny ears cosplay guy?

No he is the hentai squid-anime girl fetish guy.

colonelwest
Jun 30, 2018

Zazz Razzamatazz posted:

Is he also the bunny ears cosplay guy?

No, our boy Ciff roleplays a big tiddy anime school girl on VR Chat and streams it all to a bizarre community of weebs.

I'd say more, because it gets much worse from there, but I'd need to be certified psychiatrist to properly deconstruct it.

Star Citizen is like a parody of modern nerd culture gone off the loving rails in every way imaginable, but it's all real and all much worse than any comedy writer could possibly imagine.

colonelwest fucked around with this message at 03:43 on Sep 7, 2019

Sarsapariller
Aug 14, 2015

Occasional vampire queen

trucutru posted:

The reactions to the commercial

https://www.reddit.com/r/starcitizen/comments/d0imqe/origin_890_jump_ship_commercial/



Lol, funding for this game is never going to stop.

It's amazing. None of them have any idea what the Great Gatsby is actually about, do they.

(hint: he made his money through a loving scam)

Zazz Razzamatazz
Apr 19, 2016

by sebmojo

Beet Wagon posted:

This guy? This was not a costume contest lol this dude literally posted on Spectrum and Reddit asking whether or not Star Citizen needed a "Dark Knight" to protect it from Derek Smart and the goons (y'know, by murdering them).

Now I'm trying to figure out if that's a prop gun or a real one...

MarcusSA
Sep 23, 2007

Zazz Razzamatazz posted:

Now I'm trying to figure out if that's a prop gun or a real one...

I'm like 90% sure its a real gun. That orange bit is in the chamber which is like a stopper ( that's the best word I can use to describe it).

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Zazz Razzamatazz posted:

Now I'm trying to figure out if that's a prop gun or a real one...

It's real. At least he practices trigger discipline.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

'use of Gatsby references'

aka literally just reading off gatsby

also is it just me or does that commercial imply the guy wants to bang the ship

Ed., P.s.:

* Opera singer not included
* Ship crew not included
* Friends not included
* Gas money not included
* Animations for doing parties barely included
* Gameplay not included
* Lifestyle not included

TheDeadlyShoe fucked around with this message at 04:32 on Sep 7, 2019

Potato Salad
Oct 23, 2014

nobody cares


nuke me, daddy

Solarin
Nov 15, 2007

It's too soon for a title change, but still

Star Citizen: is it just me or does that commercial imply the guy wants to bang the ship

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

*:females: not included

kilus aof
Mar 24, 2001

TheDeadlyShoe posted:

also is it just me or does that commercial imply the guy wants to bang the ship

https://www.youtube.com/watch?v=xw8lHMCm2Lc

trucutru
Jul 9, 2003

by Fluffdaddy

colonelwest posted:

No, our boy Ciff roleplays a big tiddy anime school girl on VR Chat and streams it all to a bizarre community of weebs.

Kinda weird so many notice the big tiddys and ignore the tentacles-for-legs. I mean, let me tell you what Cliff's priorities are...

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

TheDeadlyShoe posted:

'use of Gatsby references'

aka literally just reading off gatsby

also is it just me or does that commercial imply the guy wants to bang the ship

Ed., P.s.:

* Opera singer not included
* Ship crew not included
* Friends not included
* Gas money not included
* Animations for doing parties barely included
* Gameplay not included
* Lifestyle not included

Its pretty telling in their own ad they go "what's the point of this? not much, but status! You're the guy who spent tons of money on a big yacht! Also... its a good base for orgs to meet up on? Keeps everybody fed!"

They realize its just a giant empty ship that doesn't make sense in the game, but they'll sell it to some people just to be bigger than everybody else, plus every org will feel like they need to band together to buy one.

Lmao at the "keeps everybody fed and watered" though, the idea that this game will actually work where you need food and drink and that'll not be a hellish nightmare of maintenance is pretty hilarious.
I mean just leave out all the other features, just imagine EVE online but you have to buy food and drink and use the bathroom every 5 minutes.

colonelwest
Jun 30, 2018

trucutru posted:

Kinda weird so many notice the big tiddys and ignore the tentacles-for-legs. I mean, let me tell you what Cliff's priorities are...



You know, I think I just don't want to see it.

ewe2
Jul 1, 2009

The thread is dead, long live the thread!

trucutru
Jul 9, 2003

by Fluffdaddy

Zaphod42 posted:

Its pretty telling in their own ad they go "what's the point of this? not much, but status! You're the guy who spent tons of money on a big yacht! Also... its a good base for orgs to meet up on? Keeps everybody fed!"

They realize its just a giant empty ship that doesn't make sense in the game, but they'll sell it to some people just to be bigger than everybody else, plus every org will feel like they need to band together to buy one.

Lmao at the "keeps everybody fed and watered" though, the idea that this game will actually work where you need food and drink and that'll not be a hellish nightmare of maintenance is pretty hilarious.
I mean just leave out all the other features, just imagine EVE online but you have to buy food and drink and use the bathroom every 5 minutes.

Also, for everybody new to the wonderful, wonderful world of SC: It costs around two hundred dollars of in-game currency to refuel your 890 jump... and the backers agree this is an excellent idea since only the truly rich will be able to operate it.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Oh god the food and water thing. What's the drat point?

Imagine how much time they could have saved if they just didn't model the bathrooms.


Jesus christ

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao


10 For The Bearman

Beet Wagon
Oct 19, 2015





:reddit: posted:

OG card-carrying Kickstarter backer here.

One week after I backed SC I met the woman of my life and told her about this game ( more likely gushed about it).

Since then I have dropped out of college, worked in 6 different companies (one of then turned out to be a pyramid scheme), moved houses twice, built three computers and had 5 GPUs, got married (5 years now), learned woodworking, adopted three dogs, started a business, went back to college, started volunteering, won the lottery and I am one semester away from a law degree.

A lifetime has passed and the one constant thing is my wife finding new, elaborate and unnexpected ways to tease me over "that space game that you will never play".

Edit: her latest one. "What's a three month delay for never?"

"What's a three month delay for never?" holy gently caress

MarcusSA
Sep 23, 2007

Beet Wagon posted:

"What's a three month delay for never?" holy gently caress

Haha someone actually posted that self own?

Color me shocked they got suckered into a pyramid scheme.

Beet Wagon
Oct 19, 2015





also lol if you do bad stuff you're gonna have to wait in jail or play a prison minigame

trucutru
Jul 9, 2003

by Fluffdaddy
You can just clip thru the planet to get out of jail anyways.

Sabreseven
Feb 27, 2016

Beet Wagon posted:

also lol if you do bad stuff you're gonna have to wait in jail or play a prison minigame



Prisons?

This is just so the weird backers can get some sort of 'bite the pillow' gameplay mechanic in there isn't it? :chloe:

Caves? As prison spaces in the far future of CR's 'vision'? I think even in 2019 there are reasons why they are not used as such. :shrug:

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao

free hubcaps
Oct 12, 2009

it’s funny that the whole ‘twist’ of the commercial involves them referring to the ship as masculine which is only done in the case of very specific ships like tugboats and most definitely not luxury yachts

i mean granted this is supposed to be in the far future but id prefer to believe they are just dumb and ignorant of convention

AlbieQuirky
Oct 9, 2012

Just me and my 🌊dragon🐉 hanging out
The far future is exactly like the 1940s except that ships are now masculine and people wear many jackets.

Viscous Soda
Apr 24, 2004

Holy gently caress... it looks like the long thought dead Cube World may beat Star Citizen to release. I don't know if this is just gonna be a "Alpha is now release" sorta thing, but this is one of the few games I thought had less chance of reaching release then SC.

Zazz Razzamatazz
Apr 19, 2016

by sebmojo

Sabreseven posted:

Prisons?

This is just so the weird backers can get some sort of 'bite the pillow' gameplay mechanic in there isn't it? :chloe:

Caves? As prison spaces in the far future of CR's 'vision'? I think even in 2019 there are reasons why they are not used as such. :shrug:

Chris just rewatched Star Trek VI and really liked the Klingon prison planet...

SPERMCUBE.ORG
Nov 3, 2011

Space commies are th' biggest threat t' red-blooded American Freedom we got in th' future. So me and my boys got to talking over a few hot dogs the other day and this is what we came up with...

Zaphod42 posted:

Its pretty telling in their own ad they go "what's the point of this? not much, but status! You're the guy who spent tons of money on a big yacht! Also... its a good base for orgs to meet up on? Keeps everybody fed!"

They realize its just a giant empty ship that doesn't make sense in the game, but they'll sell it to some people just to be bigger than everybody else, plus every org will feel like they need to band together to buy one.

Lmao at the "keeps everybody fed and watered" though, the idea that this game will actually work where you need food and drink and that'll not be a hellish nightmare of maintenance is pretty hilarious.
I mean just leave out all the other features, just imagine EVE online but you have to buy food and drink and use the bathroom every 5 minutes.

Nobody ever went broke selling status to nerds.

TonyMcS
Aug 31, 2018

IT APPEARS SQ42 IS POWERING ALONG.

I present the following word salad as the latest info on SQ42. Basically it's a list of things not working. However one phrase has been added to the SC lexicon.

The Character Team finished the first hairstyle under the finalized hair creation pipeline.

I'm sure there are other gems in there but I'll let you discover them yourselves


Attention Recruits,

What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Operatives around the world collected the intel needed to provide you with this progress report. Intelligence suggests we've uncovered intel on operations concerning cinematic techniques, the creation of derelict ships, and a new Vulkan-friendly pipeline.

The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.

UEE Naval High Command

AI
Character AI worked towards completing the first pass on the new iteration of combat behaviors. This implementation includes better structural organization of the different tactics characters can evaluate during combat and helps the programmers to implement and test all possible options. It’s also great for the player as it makes the overall combat experience more stable and interesting. For example, enemies now have proper tactics for handling open spaces and have a better selection of cover options when fighting in locations with multiple floors. They also started implementing different weapon fire modes so that NPCs can decide which one best suits their current situation. The choice is also affected by the AI’s ‘experience’ – so a scared, inexperienced soldier might shoot as much as possible with reduced accuracy and bullet conservation. Several fixes were made to ensure aiming and shooting syncs correctly between the client and server too.

Ship AI worked on behavior and technical improvements. So of these allow the designers to access more behavior parameters, such as the option to look at a target while flying to a specific offset or to the beginning of a Track View scene. They implemented the first version of the Defend Target behavior that makes great use of the new target selection functionalities – the designers can now customize weights and threat scores to enable the AI to select the most appropriate target. This selection is influenced by several factors, such as the enemy ship’s threat score, the number of enemies targeting a specific entity, or damage inflicted. This provides a more realistic fight experience and allows players to witness more meaningful decisions during firefights.

Further progress was made towards the new ship 3D pathfinding implementation. This new approach has two basic control modes: position and velocity. Positional control means that a spaceship wants to reach a specific location, so a path will be generated incrementally as it moves in space. Velocity control means that a spaceship is going to maneuver related to a specific target or location. Both approaches make use of the physical data stored in the signed distance fields (SDF).


Animation
Animation continued R&D into the motion matching tech mentioned last month, including looking at how seamlessly it can transition from locomotion into a usable enter animation. They also looked into interrupt and resume tech for story scenes, which will allow a player to leave a scene, have the characters pause naturally, and start again seamlessly when they rejoin. The SQ42 Feature Team also started implementing a firing range.


Art (Characters)
The Character Team finished the first hairstyle under the finalized hair creation pipeline, and while they’re still expecting updates on the tech end, the artists are ready to start working through the remaining tasks. They also made revisions to various uniforms and wrapped up a key piece of enemy armor. An extremely important character concept was also completed and will soon move into the implementation phase.


Art (Environment)
Archon Station’s interiors progressed well throughout August - the social hub is coming to a close and many of the team have moved onto the engineering sections seen during key parts of the campaign.
The exterior of the comms array was tweaked slightly and work continued on the geometry and shaders. The station is about to receive a lighting pass and has been handed to the Space Scaping Team for placing.
The development of derelict ships began, with a few interesting variations created, including rotting, frozen, and attacked - all of which are being hand-sculpted to give maximum visual and emotional impact.

Cinematics
SQ42 allows players to create a character at the beginning of the story. This presents a unique challenge for cinematics and narrative, as most things relating to the story feature full performance capture and one of the team’s goals is to keep all cinematic sequences unified. To test this, they picked sequences they’re currently working on and switched between the male and female facial performance capture and evaluated where they can keep the player body motion unified, where they can edit and adjust, and where they have to split the performances. To help, Tech Art unified the player actor records and loadout options and now have an easy way to change the tag from male to female. A lot of scenes worked well with slight adjustment and polish, but areas benefiting from the individual actor’s performance will be split. Audio timing and syncing were also considered. The team don’t want direct copies of line readings and want to give the actors freedom of expression, but the overall cadence and timing must match, particularly the start times for each capture.
The female character model is also smaller than the male version, both in terms of body size and camera framing. So, further adjustments to the character motions were made, such as adjusting the hands and back to fit in chairs properly. To solve the framing issue, a camera tag was created to reduce the “tripod” height by 10cm in scenes that show the female player close up.


Engineering
The Engine Team finished supporting tri-mesh splitting, which optimizes collisions and intersection tests, implements collision filtering and collision merging, and fixes foliage skinning. They also made batch process physics proxy updates which now don’t update the physics proxy if the entity has network serialization disabled.
Rendering wise, the first draft of the new graphics pipeline was submitted. The goal is to gradually transition to a Vulkan/DX12-friendly pipeline and the implement the Vulkan backend. The first pass includes initial interfaces and implementation, tone mapping, and the first Vulkan code added to renderer. For planet rendering, they moved from the explicit table-based evaluation of atmosphere inscatter to an incremental raymarch stepping process. This now allows additional evaluation of ground fog density samples (and clouds at a later stage) and incorporates them into the scatter equations.


Gameplay Story
The Gameplay Story Team made progress on a wide range of scenes last month. Some had already been worked on and only required modest updates, while others were new so were built up from scratch. Mo-cap was delivered quickly throughout the month and enabled the team to make progress at an impressive pace. The also worked closely with Props to finalize several handheld objects and complete all scenes they’re included in.


Graphics
The Graphics Team continued with the same core features as last month, including gas cloud sun shadows. Volumetric sun shadows are now computed on the GPU and correctly account for shadows between adjacent and parented gas clouds. The remaining work involves factoring these volumetric shadows into the general lighting equation for opaque meshes. Alongside this, improvements were made to the glass shader refraction effect, which is used to render plastic sheets and icicles. Work also continued on the updated renderer design. This will continue over the next few months alongside a huge clean-up of old code and redundant features.


Level Design
The Social Team continued to work on narrative scenes, working out conversation breaks and re-joins, directional triggers, and other specific details relating to social AI and player conversations. Most of the Level Design Team worked with Art to finalize the layout and AI operation of a major FPS combat zone. The Dogfight Team is still focused on the various use-cases for the more complicated AI requirements of space combat, while the Tech Team finalized the templates for various crew behaviors.


Narrative
As levels continue to be refined and the pacing of gameplay is solidified, the Narrative Team worked closely with Design to identify areas where additional narrative moments could help to flesh out the world and story. After creating scripts, they worked with Animation, Audio, and Design to implement placeholder assets for playtesting and polishing. Last month also saw the team assisting Environment Art by providing additional environmental storytelling and props documentation. These writeups provide detailed backstory and references for everything from key hero assets intended to catch players’ eyes to small props that make the universe feel more alive. Additionally, they continued writing all the text that players will encounter throughout the game.


QA
QA’s August support predominantly went to Cinematics, who are working on a wide range of cutscenes. A new level was created for the testing of ship explosions and AA-turret setup via Track View to make it easier to quickly test any issues they encounter. Work on a new level to test character animations and lighting began too.
Testing for the newest AI collision avoidance changes is also underway. While AI testing in DE is primarily done for the Persistent Universe, any new AI issues are cross-checked with the SQ42 test team in the UK as there’s often overlap.


Tech Animation
Tech Animation supported the Social AI Team with in-engine animation setups and animation rigs for a wide variety of props. They completed technical setups for new weapon attachment types and bugs were fixed for the animation, design, and art teams.


Tech Art
Tech Art revisited the facial expression scanning pipeline and evaluated various new photogrammetry-based scan solutions. Since highly detailed scans of facial expressions are the core of the new in-house rigging pipeline, efficient creation, processing, and manual touch-ups of the scan meshes are crucial for quick turnaround. This new solution will ultimately help the team expand the character creator’s ‘DNA’ gene pool and give both the designers and players more options to create unique and interesting faces.


VFX
The VFX Team continued their close collaboration with Art and Design on some of the key space environments. As part of this, they added improvements to the ‘VFX transparent shader', which is used to fill environments with moving dust and debris. The VFX tech artists continued to work with the graphics engineers to improve the gas cloud tools and began investigating the destruction pipeline to further improve the campaigns more epic destruction events. They also started developing effects for a new rocket launcher, including the muzzle flashes, backblast, missile trails, and missile impact on various surfaces.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

TonyMcS posted:

Further progress was made towards the new ship 3D pathfinding implementation. This new approach has two basic control modes: position and velocity. Positional control means that a spaceship wants to reach a specific location, so a path will be generated incrementally as it moves in space. Velocity control means that a spaceship is going to maneuver related to a specific target or location. Both approaches make use of the physical data stored in the signed distance fields (SDF).

PMSL, this game is never going to release if they have only just figured out this is how you do pathfinding in vehciles.

One has to wonder how they did it before... or perhaps they just didn't.

trucutru posted:

The reactions to the commercial

https://www.reddit.com/r/starcitizen/comments/d0imqe/origin_890_jump_ship_commercial/



Lol, funding for this game is never going to stop.

insert dreams.txt

Dementropy
Aug 23, 2010




:reddit: posted:

$950 is a huge amount of money for some people and nothing at all for others. CIG is harvesting from the rich, here, but we all benefit from the work that this harvesting pays for.

You'll be able to save up in-game currency and buy an 890J if you really want one.

"A man's gotta make at least one bet a day, else he could be walking around lucky and never know it."

BumbleOne
Jul 1, 2018

by Fluffdaddy
i go to sleep... while star citisn't.
i wake up... while star citisn't.
i quit a job... while star citisn't.
i buy a car... while star citisn't.

i ask myself: will this game ever be?

Chris: STAR CITIZEN IS! what is “release“? look at the money we earn. look at our community! look at rexzilla, our ship commercials, our forum and our convention. our project surpassed even the wildest wet dreams of our backers! star citizen is the biggest sucess story in gaming history! (and my wife just strangled me for only 5 seconds...)

BumbleOne fucked around with this message at 07:45 on Sep 7, 2019

Tank Boy Ken
Aug 24, 2012
J4G for life
Fallen Rib

Scruffpuff posted:

I'll meet you in the middle: I'll read Spectrum posts, but only from B'Tak.

My brain really didn't work well this morning. I read this as rectum posts. I'm going to get myself some coffee.

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao
Is that homoerotic cyber meme code I hear? Lets rub!

trucutru
Jul 9, 2003

by Fluffdaddy

TonyMcS posted:


Further progress was made towards the new ship 3D pathfinding implementation. This new approach has two basic control modes: position and velocity. Positional control means that a spaceship wants to reach a specific location, so a path will be generated incrementally as it moves in space. Velocity control means that a spaceship is going to maneuver related to a specific target or location. Both approaches make use of the physical data stored in the signed distance fields (SDF).


Ah yes, the ground breaking 3d pathfinding that generates a path towards a specific 3d location. It's good to see they are making progress.



It's, like, Space. Just go there dog. Hire me CI-G!

I joke, their current pathfinding tries to drive you thru the core of a planet if you try to go to a place on its other side so yeah, much improvement is to be done.

trucutru fucked around with this message at 08:28 on Sep 7, 2019

Evrart Claire
Jan 11, 2008

trucutru posted:

I joke, their current pathfinding tries to drive you thru the core of a planet if you try to go to a place on its other side so yeah, much improvement is to be done.

Finally I learn what mining ships are for!

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his nibs
Feb 27, 2016

:kayak:Welcome to the:kayak:
Dream Factory
:kayak:
Grimey Drawer
Hello new thread.. I have to say the lack of page tax is most disconcerting.

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