• Star Citizen Megathread - Star Marine isn't doomed after all!
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really rough calculation with this image: [t]https://i.imgur.com/vmBo59l.jpg[/t] assuming a typical 100 degree horizontal fov, the planet takes up about half the screen so it has an apparent diameter of 50 degrees super rough back of the envelope calculation gives me 750 km diameter pretty small compared to real life, but better than 'a few hundred km' and a pretty reasonable scale for what the game is
Eh... you know me. Realistic (or at least believable) scale for celestial bodies is a big deal to me. Ah, well. We'll see what they came up with.
Delmar isn't a planet it's supposed to be a small moon sized planetoid right?
Not sure, actually. I'm not able to get the ARK starmap cooperative at the moment. [editline]23rd July 2016[/editline] Scratch that. You're right, Korro. Less bad, then :)
Delamar is a moon-sized asteroid in an asteroid belt in Nyx, and it isn't supposed to be round. However, as with the Pupil to Planet demo, Levski has been transplanted into a round procedurally-generated planet temporarily and grafted into the Crusader map. Placeholders, yo. I'll collect CIG's postings from this past week for a digest post here a bit later, but in the meantime, Britizencon, an unofficial SC community event with F42 devs in attendance was today, and was [URL="https://www.periscope.tv/Ichiru_Test/1BRJjklpjBRxw"]partially streamed by the community[/URL]. Ray Roocroft of F42 UK tweeted (and then later deleted) "Confirmed: head bob level customisable in SC :) you heard it first at #BritizenCon people - spread the word!" On RTV, Lando was asked why no procgen planet footage was shown on AtV during F42's segment, and Lando's response was that procgen may be shown off at a future event. Information loss in summarization turned this into "CIG is showing procgen at Gamescom".
Aren't they using there own netcode cause CryEngines didn't work out that well for what they needed? I have a feeling they'll scale it up more later once they do some more optimization passes on it. Honestly though the EvE tatic of biggest force wins is lame
[QUOTE=Saxon;50765404]Aren't they using there own netcode cause CryEngines didn't work out that well for what they needed? I have a feeling they'll scale it up more later once they do some more optimization passes on it. Honestly though the EvE tatic of biggest force wins is lame[/QUOTE] Yes, they're using their own netcode. However, there is an upper limit on how many clients that can be connected with today's technology and today's bandwidth. Games with huge player counts are specifically built from the ground up to support it. PlanetSide 2 supports hundreds of players in an engagement but the game 'cheats' by [I]aggressively[/I] de-rendering players and equipment, essentially only telling you where players are when it thinks you should see them in order to save bandwidth. This leads to situations like hitting invisible land minds because it only realized you should see them [I]after[/I] you drove over them, or driving on an open road and then suddenly roadkilling an entire squad of allies because their rendering priority is lower than enemies.
It's idiotic to complain about planet sizes not being realistic. The ships are speed limited. Do you really want to spend 15 minutes entering or exiting one? Would you even notice the difference between a 500km wide planet and a 3000km wide planet if noone told you how big they were?
yeah that's my stance on it. the planets and systems themselves only need to be large enough to 'sell' the idea and feel authentic (ie. you don't see the ground curve away immediately from the surface) they could very well be full size, but not at the cost of gameplay or performance
With regards to netcode, [URL="https://www.reddit.com/r/starcitizen/comments/4uafm3/cig_are_listed_as_gold_sponsors_on_this_new_open/"]the SC subreddit dug this up today[/URL]: CIG is a gold sponsor of a new open-source dedicated-game-server netcode platform, [URL="https://github.com/networkprotocol/libyojimbo/blob/master/README.md"]libyojimbo[/URL] by [URL="https://www.linkedin.com/in/glennfiedler"]Glenn Fiedler[/URL], an industry vet who [URL="http://gafferongames.com/"]knows his shit[/URL]. libyojimbo is designed to be the underlying netcode platform on which you can build any kind of game network library on, providing core efficiency and solid encryption support in a policy-neutral way. This might explain CIG's recent/near-future advances in netcode and getting the server instances to talk to each other -- if they're using and adapting libyojimbo for server instances, that saves them having to reinvent the wheel all by themselves. And if they're sponsoring the project by a significant amount (unclear what "Gold" sponsorship level means in terms of financial commitment), I would be shocked if they aren't getting Glenn in contact with the engineering teams and especially those Crytek wizards at Frankfurt and paying him consultation time to help with integrating/adapting libyojimbo. The Cortex Command devs, Data Realms, are also a sponsor, as is Kite & Lightning, a VR "experience" company I'd never heard of. Also Glenn's own company.
[QUOTE=Squeegy Mackoy;50765529]It's idiotic to complain about planet sizes not being realistic. The ships are speed limited. Do you really want to spend 15 minutes entering or exiting one? Would you even notice the difference between a 500km wide planet and a 3000km wide planet if noone told you how big they were?[/QUOTE] Pretty much, KSP comes to mind. Basically there planets are pretty small (Kerbin is smaller than Pluto) but its at a size where you can have diversity and not notice. Past a certain point size adds nothing but an increasing sense of repetitiveness
[quote]2.6 will launch Star Marine as separate module just like Arena Commander, [del]this was also played[/del] a gameplay stage was demonstrated by staff to PC Games and they are saying it's much more polished on the FPS side and feels a lot better than current rudimentary FPS in the PU. - Interesting side-note: they talked about map->s in plural.[/quote] Now THIS is interesting. They have shown nothing of Star Marine in a solid year, and all we have right now is a clunky arma prototype. If it's smoothed out to the level of a AAA shooter, imagine what we can do when players fight in station/ships/planets. :excited:
give spaceship that can convert into a submarine when i slam it into the water at cruise mode so i can build sealab 2020 thanks [URL="http://i.imgur.com/5UD0gFs.gifv"]crisp rubbers[/URL]
One thing I thought of that would be cool is a railgun that the player can use in FPS. Take it on a smaller ship, open the bay door, and blow up whatever's following you. Bonus points if recoil spins the ship you're in.
luckily for you, CIG thought of the same thing too [img]http://i.imgur.com/O6jRl5K.jpg[/img]
[QUOTE=the_killer24;50767709]luckily for you, CIG thought of the same thing too [img]http://i.imgur.com/O6jRl5K.jpg[/img][/QUOTE] Yeeessssssss
[QUOTE=the_killer24;50767709]luckily for you, CIG thought of the same thing too [img]http://i.imgur.com/O6jRl5K.jpg[/img][/QUOTE] If there's magnetic boots of some sort, take a P52 Merlin and just have like 5 players standing on top of it with those.
[QUOTE=the_killer24;50767709]luckily for you, CIG thought of the same thing too [img]http://i.imgur.com/O6jRl5K.jpg[/img][/QUOTE] I don't need a ship anymore.
Drive bys with the Aurora side doors.
Gunner on a dragonfly using one of those. Actually I think the recoil might make the ship slam into an asteroid when you fire it
[QUOTE=MendozaMan;50768077]Gunner on a dragonfly using one of those. Actually I think the recoil might make the ship slam into an asteroid when you fire it[/QUOTE] FPCORP's signature "kinetic handbrake" powerslide technique has been banned across the UEE due to the collateral damage and civilian casualties inflicted during a spectator demonstration at the Murray Cup.
[QUOTE=nightlord;50767938]If there's magnetic boots of some sort, take a P52 Merlin and just have like 5 players standing on top of it with those.[/QUOTE] There is/was a bind for this but it doesn't/didn't do anything god damnit CIG just let me fly off the olisar pads without having to walk to the edge
[QUOTE=Korro Bravin;50767992]Drive bys with the Aurora side doors.[/QUOTE] Ok ok real question is everyone fine with the game breaking laws of physics as long as it means we can blast obnoxious music out the side of our ships while we gangbang playa's in the space neighbourhood?
Yes
-wrong thread fuck-
[QUOTE=Wii60;50769331]what [IMG]http://i.imgur.com/mZFEiG9.png[/IMG][/QUOTE] This ain't Second Life thread :v:
[QUOTE=ScottyWired;50768338]Ok ok real question is everyone fine with the game breaking laws of physics as long as it means we can blast obnoxious music out the side of our ships while we gangbang playa's in the space neighbourhood?[/QUOTE] not gonna spoil anything but watch the new star trek I wanna do that
[QUOTE=Daemon White;50769337]This ain't Second Life thread :v:[/QUOTE] In a few years time I think "second life" would be pretty descriptive
[QUOTE=Daemon White;50767696]One thing I thought of that would be cool is a railgun that the player can use in FPS. Take it on a smaller ship, open the bay door, and blow up whatever's following you. Bonus points if recoil spins the ship you're in.[/QUOTE] Railguns wouldn't have recoil though as far as I know. Also, I'm probably gonna get clocks for this, but... "Apologies for what you're about to see". [t]https://i.imgur.com/0z4BtOT.jpg[/t]
I was skimming Jump Point, and this week's behind-the-scenes interview is with the community team: Ben, Lando, and Zyloh (Tyler). One question was asking about notable events where backer feedback impacted the game/project particularly, and the response was pretty much "actually practually everything, we and the relevant devs read [I]all[/I] your feedback even if we can't please everyone". [IMG]http://i.imgur.com/Xa6hrAb.png[/IMG] oh god what if Chris reads this thread :worried: I just hope he stays in /r/starcitizen when he goes onto Reddit and doesn't wander into any musty back alleys inhabited by cranks laughing at a retarded hobo. Although if that was his secret guilty pleasure I wouldn't be surprised either. The article also discusses how feedback is not so much a straight suggestion box as a way of gathering the community's desires and wishes and being able to make an informed decision -- for example, CIG asked people to provide examples of what they want the Buccaneer to look like in preparation for beginning visual concept development, and they immediately discovered that there was zero consensus whatsoever about what a "pirate fighter" should look like. The JP issue also contains a WIP gallery of the Dragonfly, and I'm sure it'll be dumped soon enough, if it isn't already, and I'll link it. If nobody's posted pictures by the time I get off my ass in the morning and put together a CIG news/posts round-up from last week, I'll rip them out of the PDF myself. Reminder that while CIG doesn't [I]like[/I] it their stated policy is that they will not pursue people leaking subscriber-exclusive content so long as it is not posted to RSI.com's chat or forums where they have the TOS-granted right to nuke it.
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