• Star Citizen Megathread v. procedurally-generated deadlines
    1,645 replies, posted
so how do i join fapcorp? I'm looking at the member list, and there's just hundreds of banned people. :v: [editline]2nd November 2017[/editline] Wait nvm I figured it out.
[QUOTE=BANNED USER;52848527]so how do i join fapcorp? I'm looking at the member list, and there's just hundreds of banned people. :v: [editline]2nd November 2017[/editline] Wait nvm I figured it out.[/QUOTE] Reminder that the application is a two-step process as pointed out in the OP.
[QUOTE=elixwhitetail;52848385]I've always liked the Redeemer's stupid main thrusters but I recognize they don't belong. I think the base Endeavour's just fine as a ship. It's the modules that give me pause. :v: [t]https://i.redd.it/xletqy0dwevz.jpg[/t] Classic CIG.[/QUOTE] As pointed out in the reddit thread, I'm sure the "extras" you see here aren't actually part of the ship's crew, they're meant to crew the outpost once it's constructed.
[video=youtube;5tRStz404qY]https://www.youtube.com/watch?v=5tRStz404qY[/video] [t]https://i.imgur.com/lrFHNu7.png[/t] Burndown: 17 issues > [B]15[/B] Tomorrow's schedule report update should list the remaining issues holding back going live to PTU. As they've been fixing up bugs and fixing code so things are done properly, performance and stability has been going down, so that's now a much higher focus because it's hard to test something when you only get 20 minutes between crashes.
Was hoping for a real behind the scenes not a supercut• for the AtV this week, but whatever
[QUOTE=Forumaster;52849379]As pointed out in the reddit thread, I'm sure the "extras" you see here aren't actually part of the ship's crew, they're meant to crew the outpost once it's constructed.[/QUOTE] Yeah, the ship has 8 crew positions, that doesn't mean you can only fit 8 people on it. I don't see the problem
So I know I'm late to the party, but I just watched the CitizenCon stream and I'm not sure what I saw. At first I thought the city procgen stuff was just a neat way to provide some eye candy while traveling to various handcrafted landing zones on the planet without having to put you on rails, but then they started talking about the different districts and how they have an impact on what NPCs do, and started showing procedural interiors? Does that mean you'll actually be able to visit any part of the cities on foot and do stuff in there or am I misinterpreting?
[QUOTE=_Axel;52851268]So I know I'm late to the party, but I just watched the CitizenCon stream and I'm not sure what I saw. At first I thought the city procgen stuff was just a neat way to provide some eye candy while traveling to various handcrafted landing zones on the planet without having to put you on rails, but then they started talking about the different districts and how they have an impact on what NPCs do, and started showing procedural interiors? Does that mean you'll actually be able to visit any part of the cities on foot and do stuff in there or am I misinterpreting?[/QUOTE] yes and no, it seems to have caused a lot of confusion showing those two segments back to back, but no it's not like every single street and building will be visitable, the vast majority of planet surface is just low-detail backdrop the interior stuff they showed was sort of separate, there's going to be hundreds if not thousands of space stations, landing zones and other visitable areas, so they need to streamline the process of making those interior spaces without completely copy/pasting them where the large-scale cityscape stuff and interior generation come together is for the planetary landing zones - the procedurally generated walkable areas need to be seamlessly integrated with the background cityscape. it could also be used to generate specific mission areas anywhere on the planet, like an outlaw hideout for a bounty quest or something
They COULD have the whole planet simulate interiors for the entirety of ArcCorp's planet-wide urban sprawl, with every building visible having a fleshed-out space and NPCs. But they won't be doing that because it's an insane amount of work for something that will suffer the NMS effect (players will never ever see more than maybe 10% of the generated content because it's near-infinite in quantity but it's all self-similar anyway) for no real benefit. They've not ruled out making specific little segments of fleshed-out space on the sprawl, like that little tower with a landing pad on it for the guy who yells "Citizencon 2017!" (or is it "2947", either), however, so it could help the illusion that everything on ArcCorp is internally simulated. The interior generation tools they showed off were showing how to generate truck stop interiors, but they say the tool could be used for anything including building interiors. This is what sparked the rampant speculation that Arccorp was going to go full Second Life with the background cityscape.
I'm curious if they're just gonna implement an autopilot veer-off or even a killbox (edit- faux killbox AA fire) to prevent you from getting too close to street level, I know chris specifically said they probably wouldn't let you get too close to civ structures when the one guy was zooming through the bridges and stuff during the demo. I know if it's not clarified, we're gonna head down as far as we're allowed in a cutlass and bail out the back in dragonflies/noxes (noxi?) to see what happens
Right, I figured that would make more sense, still damn impressive though. What I don't get is that during the city generator presentation the dude [url=https://youtu.be/mGcG0g7GsOI?t=33m55s]keeps mentioning NPCs[/url] and how they need to be able to take transportation so they can move around (he even says [url=https://www.youtube.com/watch?v=mGcG0g7GsOI&feature=youtu.be&t=35m13s]"you can move around between districts"[/url] which is what made me think that he might be talking about players, but I guess that was a slip of the tongue), how they need to be able to go to shops and have residential districts, that sort of stuff. Is he talking about actual NPC agents or is he simply saying the city needs to look consistent with what real persons would need?
They could have missions send you to random buildings with interiors generated randomly for that specific mission. You can't enter them unless you have business there and on the off chance the mission generator picks that building again it'd have a different interior the next time a job is run there. This way even if all 80 players in your instance are doing ground pound missions none of them are trying to run different jobs in the exact same space.
[QUOTE=_Axel;52851613]Right, I figured that would make more sense, still damn impressive though. What I don't get is that during the city generator presentation the dude [url=https://youtu.be/mGcG0g7GsOI?t=33m55s]keeps mentioning NPCs[/url] and how they need to be able to take transportation so they can move around (he even says [url=https://www.youtube.com/watch?v=mGcG0g7GsOI&feature=youtu.be&t=35m13s]"you can move around between districts"[/url] which is what made me think that he might be talking about players, but I guess that was a slip of the tongue), how they need to be able to go to shops and have residential districts, that sort of stuff. Is he talking about actual NPC agents or is he simply saying the city needs to look consistent with what real persons would need?[/QUOTE] Knowing CIG it could literally be either. But I am leaning towards the "it should look appropriate" interpretation over the "this literally needs to be a functional transport grid for NPC agents". They can't be so retarded as to try and replicate SimCity 2013's Glassbox agent system with planetwide inert prop cities no player's ever going to visit (or can they?) :v: I could see this being a very high-level abstraction in the background sim if they're going as far as modeling population density in individual city centers. Let's pretend it's 2030 and Area 17 is a landing zone now, and there's also Area 12B way the fuck over on the other hemisphere somewhere without a direct connection to Area 17 or 18. I could see the transport conduit tiles being both a visual representation of ArcCorp's transport network so it looks right [I]and[/I] an invisible macroscopic pipeline NPC agents can "travel" along if the population of Area 17 is for some reason incentivized to congregate in Area 18 instead (because maybe Area 17 is being blockaded by goons or w/e and Area 18 is being left alone, leading to no missions or economic activity in 17, I don't know); they wouldn't be traveling to Area 12B because they either can't or at minimum the route is so much longer than it is to Area 18 that they don't bother. This whole notion is pretty autistic tbh but it's not an incredibly difficult thing to implement compared to actually making the NPC agents travel from A to B in worldspace. [I]On the other hand[/I] we know Terra Prime has three ground locations within the city: the LZ itself, the downtown set, and the Blocks for all your scummy criminal needs. This requires transit between them. Previous to the procedural planets/city breakthroughs, this was already designated as a subway line that'd just fast(?)-travel you between locations. [t]https://i.imgur.com/IDzbjr3.jpg[/t] It wouldn't at all surprise me if the procedural city map for Terra Prime's cityscape has or will have a grid that looks like this with transport tiles marking out the paths of the subways. Especially if riding the subway will literally make you wait 2 minutes between stops while it follows the actual rail paths in realtime through the world. There's really no reason why the procedural city stuff couldn't lay down the mechanical setup for subway rail paths, allowing CIG to rapidly build arbitrary routes for their trains instead of having to hand-author every stop. But they've been pretty quiet about Terra for a few years and I hope they'll give us a peek soon. We haven't seen basically anything at all since 2014 except for a few quick peeks at the main atrium of Terra Tower and a rooftop balcony, and some ripped assets of Terra Tower and its atrium from the 2015 leak. Given that a music guy working on SC tweeted about making music for Terra, I'm hoping we get a peek at it in the holiday livestream.
Yeah, i completely imagine that what we will get in the end is a few landing zones + points of interesst to land on, and ways of transport between them, with the explenation being that such happens because the player would have no reason to visit the residential areas + factories for the most part. This can also open up very interessting ideas, for example, like player owned housing. With a place as massive as arc corp, they could very feasably implement unique player housing, where each player has their own house in a specific location on the city. For cheaper, every day apartments they'd probably be mostly copy pasted, as in irl. [QUOTE=dai;52851580]I'm curious if they're just gonna implement an autopilot veer-off or even a killbox to prevent you from getting too close to street level, I know chris specifically said they probably wouldn't let you get too close to civ structures when the one guy was zooming through the bridges and stuff during the demo. I know if it's not clarified, we're gonna head down as far as we're allowed in a cutlass and bail out the back in dragonflies/noxes (noxi?) to see what happens[/QUOTE] I'd reckon that what will happen is that such will depend on reputation + ship size and role. you'd probably get a radio warning that you are flying too close to something etc, and if you'd continue, you probably would start getting fines, and perhaps actually get law enforcement sent after you. The cities will probably end up having "roads" and such in the low areas of the sky where ships would fly if they wanted to fly low, and maybe something underground for noxes and such (say if you are too cheap to buy public transportation). I'm also totally sure that certain planets like earth will not be too explorable, probably due to stricter laws due to what earth is, ESPECIALLY considering it seems that some larger cities have most of the current world buildings encased in glass to preserve them, so they'd probably not want ships getting too close.
[QUOTE=dai;52851580]I'm curious if they're just gonna implement an autopilot veer-off or even a killbox to prevent you from getting too close to street level, I know chris specifically said they probably wouldn't let you get too close to civ structures when the one guy was zooming through the bridges and stuff during the demo. I know if it's not clarified, we're gonna head down as far as we're allowed in a cutlass and bail out the back in dragonflies/noxes (noxi?) to see what happens[/QUOTE] at first I assumed the autopilot would just take over and remove you from the area but the idea of bailing out poses interesting problems. I guess they'll go the elite dangerous route, where parking violations are terminated with extreme prejudice :v: maybe a cruise missile will come out of nowhere and instantly kill you, whether you're in a ship or not, if you continually ignore restricted space warnings
[URL="https://robertsspaceindustries.com/schedule-report"]Schedule report's up,[/URL] and now instead of a single graph for burndown, it's organized by category. [IMG]https://robertsspaceindustries.com/media/ziykumtohq51er/source/Shopping_11_03_17.png[/IMG] [IMG]https://robertsspaceindustries.com/media/3v28rnrhutks8r/source/Missions_11_03_17.png[/IMG] [IMG]https://robertsspaceindustries.com/media/691psommbhot5r/source/Ships_Vehicles_11_03_17.png[/IMG] [IMG]https://robertsspaceindustries.com/media/p8f8ebbo761s3r/source/Traversal__11_03_17.png[/IMG] [IMG]https://robertsspaceindustries.com/media/93cixuz2us1xlr/source/Mobiglass__11_03_17.png[/IMG] [IMG]https://robertsspaceindustries.com/media/tirqxqfnca2qlr/source/Performance_Stability_11_03_17.png[/IMG] No roadmap for 2018 yet, though. :glare: [video=youtube;tznbxuUbEwI]https://www.youtube.com/watch?v=tznbxuUbEwI[/video] [URL="https://robertsspaceindustries.com/spectrum/community/SC/forum/88012/thread/xi-an-alphabet"]Here's PDFs of the Xi'An alphabet and a practice sheet.[/URL] [video=youtube;eu71Dcpf3c0]https://www.youtube.com/watch?v=eu71Dcpf3c0[/video] Here's the entire 7:23:11 Citizencon stream if anyone cares. [URL="https://robertsspaceindustries.com/comm-link/engineering/16230-Q-A-Consolidated-Outland-Pioneer"]Pioneer Q&A[/URL] is up, and here are some of them: [QUOTE]How large can an outpost be? An outpost will have around the same footprint we have currently shown in the game, which is 48x x 48d x 5h (meters). We view this as starting a small location for colonization, very similar to constructing a small research facility in Antarctica.[/QUOTE] [QUOTE]Can the Pioneer build space stations? No, this ship was built with the purpose of colonizing planets. Terrestrial construction and terrestrial structures have different needs from space stations.[/QUOTE] [QUOTE]What size is the Pioneer claim license included in the package? It will depend on the texel density of our resource map, we want to make sure the claim is at least 1×1 pixel on that map. The initial educated guess is somewhere between 4×4km to 8×8km. Pretty large chunk of land that will give players multiple construction sites. The land claim system will be important beyond Pioneer construction. Land claims will prevent other players from building in your territory and will offer different options relevant to gameplay (such as giving you surface rights, for pure construction, versus mineral rights that would include mining.) We know that there are concerns that land claims could theoretically be abused (situations such as buying up the area outside a major city or using outposts to block important areas); rest assured that the claim system is being developed to prevent these situations from being possible.[/QUOTE] [QUOTE]What happens to outposts built with the Pioneer when the player who created them is logged out of the game? [B]Let’s just say this direct and up front for those of you who worry about these things: Yes, the outpost and their contents are persistent, so they can be attacked and looted.[/B] Offline security will have a lot to do with your “neighborhood”, just as you would depend on local authorities to varying degrees to protect your house, apartment, trailer, etc. in real life when you are not home. Among other things, that means that while other actors in the game universe, including local law enforcement, militia, UEE, or whoever else is tasked with general security in that region, will react to attacks on privately-held outposts, it will depend on AI location and travel time to outpost. Sometimes there will be a quick response and other times it will be delayed, so the players are highly encouraged to protect their outpost/investment by placing defenses and hiring personal security. The less hospitable an area in which you set up your outpost, the more responsibility you will have for your own safety.[/QUOTE] [QUOTE]How much time does it take to deploy an outpost? No specific time estimate right now, but we do view it as a major time investment. You’re setting up a persistent, maintainable installation that can be as big or bigger than most ships. The amount of time will scale with the size of the outpost.[/QUOTE] Naturally, one of the first questions is "Can we use it to store ships in hangars?" The answer is basic landing pads are envisioned as being able to be constructed. Ship storage as a persistent feature takes a lot of work and making arbitrary outposts do this automatically would be hella work. Classic SC backers. "New ship? Can I stick a ship in it?"
So 57 bugs, 234 tasks. Do we have to wait until all 291 are complete before we see PTU/Live?
[QUOTE=Lord Hayden;52854149]So 57 bugs, 234 tasks. Do we have to wait until all 291 are complete before we see PTU/Live?[/QUOTE] There's a subset of bugs deemed 'blockers' that definitely have to go before they allow release (major/gamebreaking junk), and then there's varying immediacy for others that, if everything else is good, could be allowed to slide on an initial push
Have you guys seen the procedural cities shown during the CitizenCon? [video]https://youtu.be/mGcG0g7GsOI?t=16m1s[/video] (starts at 16:00) It looks so gorgeous, it's hard to believe that all of this can be created just by clicking on a button (thanks to the hard work of the engineers at CIG and their advanced map generation tools).
[QUOTE=francisbaud;52855145]Have you guys seen the procedural cities shown during the CitizenCon? [video]https://youtu.be/mGcG0g7GsOI?t=16m1s[/video] (starts at 16:00) It looks so gorgeous, it's hard to believe that all of this can be created just by clicking on a button (thanks to the hard work of the engineers at CIG and their advanced map generation tools).[/QUOTE] Not all of the videos from the show have been linked in this thread but a number of us watched Citizencon live. However, that reminds me that I need to update the thread OP this weekend with the new videos and maybe an update on the state of 3.0 and its road to public PTU. The procedural city tech is pretty amazing, though. I can't wait for it to hit full maturity.
I really hope they show Jump Point travel soon. Want to see how thats going to work and if its still the whole needing to navigate a different type of space thing
I don't expect them to be working on jump points for a while, other than maybe R&D'ing the visuals. And the reason is that they're prioritizing making a single instance work well by itself before they start having instances connect to each other. Until instances can connect to each other you can't leave a system without the transition being like going between Area 18 and the PU (i.e. a loading screen). And I don't expect to see netcode truly [I]fixed[/I] for a year at minimum. But CIG owes us a roadmap for 2018, so maybe they'll have better information soon.
Fuck me, I just realized what they mean by 'tasks'. Their build of 3.0 isn't even feature complete yet, 'tasks' refer to things that still need to be finished, each of which may introduce a slew of new bugs. I think it's pretty safe to say we may not get 3.0 live until well into Q1 or early Q2 next year. That or they'll release a broken, supremely buggy build right before they leave for their Christmas break.
Only a few things aren't feature-complete, mainly the missions being instrumented out and the MobiGlas UI adding shopping and it not being bugged to hell. It's mainly polish and stability at this point. It's not something that's going to get cleaned up in two weeks, but we're not a thousand miles away from the end of the road.
am i the only one being total shit in arena commander
[QUOTE=pierre0158;52858131]am i the only one being total shit in arena commander[/QUOTE] I've gotten [i]really[/i] good at afterburner ramming in my Omega, I've cleaved Carracks in half without taking any damage. Who needs a Scythe!? :v:v
[QUOTE=BANNED USER;52858907]I've gotten [i]really[/i] good at afterburner ramming in my Omega, I've cleaved Carracks in half without taking any damage. Who needs a Scythe!? :v:v[/QUOTE] You've cleaved Anvil Carracks in half? That's some talent.
[QUOTE=Sgt. Khorn;52859153]You've cleaved Anvil Carracks in half? That's some talent.[/QUOTE] The key is to be a good clip out, and wait for them to try and make a tight maneuver. Their speed goes down to a crawl, and figuring out their trajectory at that point is childs play. So you just crush your shift key and scream while you slam your nose right in the middle of the top of the ship, and pray to God the physics and shield power is on your side when you make contact. You'll almost always come out the other end in an uncontrollable and incredibly fast spin, usually with one or both wings completely stripped off. If you're lucky, RNG will shine upon you with a pristine ship while your enemy turns to dust.
[url=https://i.imgur.com/jJ81pVn.png]the joke[/url]
[QUOTE=the_killer24;52859327][url=https://i.imgur.com/jJ81pVn.png]the joke[/url][/QUOTE] I'm [i]really[/i] not good with names, I'm probably thinking of the Freelancer. [editline]5th November 2017[/editline] What's the thing that looks like the Pelican from HALO?
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