******Official Star Citizen / Squadron 42 Thread******

Oh yes, the Reclaimer! It doesn't exist in the game

Except it is in the game?

In regards to your link (and the stupid comment you linked) about the delta patcher and character selection. No one has once ever suggested they new or different.

Now the delta patcher in regards to CryEngine and how that updates though is new and they had to create it accordingly as CryEngine couldn't do what the Delta patcher does at such finite level. This is why updates are MB's and not GB's like other CryEngine games that have patches.

Character stuff isn't important now and making two skeletons with separate animations that are adjusted to suit the specific skeleton just takes time. That time wasn't good to invest in till this period now they have 90% of their animation set sorted accordingly.

I just don't understand your thoughts using that comment as examples of what is really going on. You clearly follow enough to have read that on Spectrum. There are huge things that CIG have done that have not been done by other developers but you would rather use a ridiculous comment to make ridiculous points just to make an argument to suit your view. At least just use the facts and examples as they stand instead.

The vertical slice was great. Sorry you didn't like it but honestly that is exactly what I am looking for in a single player experience. An interesting story driven game where I can choose to do different task and work my way through in my own direction. And there was certainly more than 5 mins. Yet again being hyperbolic to make a point. If you stated that it was 70% gameplay with 30% cut scenes then fair enough. That is what single player experiences are about.

Of course performance dropped in 3.0 from 2.6.3 because we just had a couple of moons with a load of new ships and locations added with player count increased from 24 to 50 players? Now they are working on improving that with 3.1 to get performance back to what 2.6.3 was with around 30fps along with more new ships and the service beacon system added.

This isn't a big content update but should make what gameplay is there actually playable. That is fine, that is what Alpha development does. It will ebb and flow as they add more to the game. 3.2 is the big step in honesty to get the basic gameplay in although these will be limited in what can be done in 3.2 in terms of ships still, however they can then build off that with 3.3 and 3.4 and will be expecting to see the mining and salvage epics be added for tier 1 version of what 3.2 tier 0 will be.
 
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I've put this game on the back burner for the past year.

Lack of progress, poor production decisions and feature creep continue to hamper progress.

Hope to be blown away when they really do release something, but not devoting my free time to following the project anymore
 
So 3.1 has gone to first wave PTU.

There are a number of videos up already. Some good things to see. Of course plenty of bugs and crashes but the changes that are in are good overall by the look of it.
 
I really wish I could gift my evocati status to someone else, barely making it on at the moment due to sorting out my parents house and probate etc.

What free time I do have I'm spending scanning old photos and spending the odd hour in Kingdom Come lol
 
@Curlyriff Re: last night Star Citizen, they are stress testing, swarm spawning Blue and Red Cutlasses all over the place, lots of them, that's why the bad performance and textures not loading in and all that.

All the month in EFT the performance had been really, but that ^^^ is deliberate
 
@Curlyriff Re: last night Star Citizen, they are stress testing, swarm spawning Blue and Red Cutlasses all over the place, lots of them, that's why the bad performance and textures not loading in and all that.

All the month in EFT the performance had been really, but that ^^^ is deliberate

Cheers for the info and explains the reason. Tbh if you was getting 20fps and stress testing that way then I am actually pretty impressed still with the steps they are making. As mentioned someone else in the first 8 hours of PTU was on 40-60fps at 4k the whole time. 4 hours of play with only 2 crashes at this stage seems reasonable.

Can see issues once the Reclaimer drops in PTU but hey should only be 7 days away for live of 3.1 for me to spend an hour in till waiting for 3.2 then ;)
 
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The IK animation system is still one my favorite parts. It just helps make things look better in game instead of odd super weird clipping.
 
tavern_upload_large.jpg


The IK animation system is still one my favorite parts. It just helps make things look better in game instead of odd super weird clipping.

Yeah there is even more to it than that, the player does not normally know the contours of that rock because the collision physics don't follow the visual contours to that extent, its much more of just a roughly shaped block underneath. And this sums up Star Citizen, for better or worse....

Anyother game he would be standing normally with his left foot on the side of the steep hanging in mid air or his right foot clipping into the rock, its the sort of thing where Chris would look at that and say "i don't like it, do something about it" and so they invented a system where the CPU will tessellate the geometry directly under the player so it can calculate collision and then program the players animation in so many ways and with such granularity and physics to react accordingly, the result is that subtle detail you see in that clip, depending on your perspective its what makes this game and project so impressive, or over the top waste of time.... i think the former.

Just like the image i posted a few days ago, i'm no expert but i do know enough about Ridged Body Physics in game development to know what they did here in getting the physics to behave in the way they do on this ship is incredible, and it looks awesome.

https://i.imgur.com/hEZ2pbW.mp4

Anyway, the video..... it may not be high res, still processing, should be 1440P.

 
Yeah there is even more to it than that, the player does not normally know the contours of that rock because the collision physics don't follow the visual contours to that extent, its much more of just a roughly shaped block underneath. And this sums up Star Citizen, for better or worse....

Anyother game he would be standing normally with his left foot on the side of the steep hanging in mid air or his right foot clipping into the rock, its the sort of thing where Chris would look at that and say "i don't like it, do something about it" and so they invented a system where the CPU will tessellate the geometry directly under the player so it can calculate collision and then program the players animation in so many ways and with such granularity and physics to react accordingly, the result is that subtle detail you see in that clip, depending on your perspective its what makes this game and project so impressive, or over the top waste of time.... i think the former.

That's actually pretty cool and has annoyed me in so many games. Props to them if they solved it, well worth the development time spent.
 
My First look at the Reclaimer, believe it or not the Reclaimer was not in Evocati for long before it was taken out again, this was my first look at it.

And, i missed half of it so there will be a part 2 to this video, its that big :D

 
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