• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Star Citizen Alpha 2.0 | The 'Verse Awakens

Zabojnik

Member
Congrats on your success, mercenar1e. We still love you.

This weeks AtV is supposed to be from Frankfurt, right? Talking about the PP 2.0 demo and stuff.
 
This is what that thread was about in regards to Marco Corbetta (CIG, former Crytek) and what that team was trying and seemed to succeed in doing.

We had plans at Crytek back when Marco and a team of guys worked on this (and now we are looking to hire some guys from that old team ;) "spoiler alert" ).
It was an absolute shame that "ARMS" Architecturally Recursive Modular System (which is what we called it internally) never became fully part of the engine but was meant to fill up NY city for Crysis 2. The tool was even added to Sandbox for awhile.

https://www.youtube.com/watch?v=AtC0lpKKE38&feature=youtu.be

It was crazy shit that never saw the light of day, outside of this hard coded prototype and whatever other progress they were having. Before they had to stop and couldn't put it into Crysis 2. I can't imagine how many games especially open world games could have benefited from this achievement (The Division, Red Dead, GTA, WatchDogs, Elder Scrolls..etc) if this was given more time and money after 2009. No more window dressing, "buildings" that are just textured cut out boxes with mirrored insides and unbreakable facades.

Now Sean's in the process of getting that team back together? and CIG is already committed to this type of system already in the engine and within their asset creation philosophy? You can say fuck yeah to huge cities being generated in the future.


Still it's criminal that this was not allowed to grow.
 
This is what that thread was about in regards to Marco Corbetta (CIG, former Crytek) and what that team was trying and seemed to succeed in doing.



https://www.youtube.com/watch?v=AtC0lpKKE38&feature=youtu.be

It was crazy shit that never saw the light of day, outside of this hard coded prototype and whatever other progress they were having. Before they had to stop and couldn't put it into Crysis 2. I can't imagine how many games especially open world games could have benefited from this achievement (The Division, Red Dead, GTA, WatchDogs, Elder Scrolls..etc) if this was given more time and money after 2009. No more window dressing and fake "building" that are just textured cut out boxes.

Now he's in the process of getting that team back together? and CIG is already committed to this type of system already in the engine and in their asset creation philosophy? You can say fuck yeah to huge cities being generated in the future.


Still it's criminal that this was not allowed to grow.

That would be amazing and something I was hoping for in like a GTA game. Craziness I tell ya.
 

Zalusithix

Member
meh expected more research.

I don't follow GB; I've only tuned in when they have done VR launch coverage. Just from those few times, however, I've managed to catch multiple instances where they're clueless about the technical aspects of it. Like how lenses work, or reprojection, etc. As such, I don't think I'd expect in depth research from them on any given topic. My impression of them is that they're basically just average gamers talking about stuff in the industry.
 
That would be amazing and something I was hoping for in like a GTA game. Craziness I tell ya.

The potential here is fucking mind blowing and it wouldn't even beef up the cost of performance on hardware or servers, given how it's streamed and loads. It's a sad thing to think about, when you wonder what games could be like by now in 2016, if this was pushed further. The content creation pipeline would have one less thing to worry about.

Which begs the question? what other amazing prototype or early technology achievements have been shelved, gutted, cut short and never implemented. Which could have pushed the open world genre and filled smaller worlds with amazing interactivity and provided a tool that made "locked door syndrome" a thing of the past. It's kind of unacceptable that even Rockstar games with their GTA series, hasn't created a solution of their own or haven't used something similar. Like it's not the biggest of deals but i'm sure usually this would make life much easier for the grunt workers. Especially given what ARMS would have provided.

Though i'm kind of glad that CIG now has the possibility of taking this and adding it to their already growing tool box.
 

tuxfool

Banned
I don't follow GB; I've only tuned in when they have done VR launch coverage. Just from those few times, however, I've managed to catch multiple instances where they're clueless about the technical aspects of it. Like how lenses work, or reprojection, etc. As such, I don't think I'd expect in depth research from them on any given topic. My impression of them is that they're basically just average gamers talking about stuff in the industry.

In regards to SC, they're sometimes worse. They have a tendency just to invent shit about the game.
 

trugc

Member
"and now we are looking to hire some guys from that old team ;) "spoiler alert""

Looks like F42 Frankfurt is gonna be getting some more Crytek personell soon again. LOL

So who would be these guys? Crytek is rumoured to be in some financial troubles recently.

This is what that thread was about in regards to Marco Corbetta (CIG, former Crytek) and what that team was trying and seemed to succeed in doing.



https://www.youtube.com/watch?v=AtC0lpKKE38&feature=youtu.be

It was crazy shit that never saw the light of day, outside of this hard coded prototype and whatever other progress they were having. Before they had to stop and couldn't put it into Crysis 2. I can't imagine how many games especially open world games could have benefited from this achievement (The Division, Red Dead, GTA, WatchDogs, Elder Scrolls..etc) if this was given more time and money after 2009. No more window dressing, "buildings" that are just textured cut out boxes with mirrored insides and unbreakable facades.

Now Sean's in the process of getting that team back together? and CIG is already committed to this type of system already in the engine and within their asset creation philosophy? You can say fuck yeah to huge cities being generated in the future.


Still it's criminal that this was not allowed to grow.

IMO this looks too ambitious for a last gen console game. It may be something similar to what Ubisoft used to create Paris in ACU.
 
Well

https://www.reddit.com/r/starcitizen/comments/53qp8i/upcoming_avocado_26_testing_information/

Will "Soulcrusher" Leverett: Hi guys!

I know everyone's super excited for 2.6.0 but I wanted to set appropriate expectations. I don't like to speculate (as you know) but we're looking at several weeks of work that have to be done which likely puts us into October before we're ready for Evocati testing.

Please be respectful of your NDA status and keep this information to yourselves. No need to stir people up unnecessarily.

As soon as we have more information on it, you'll be the first to know!

-WL

https://forums.robertsspaceindustries.com/discussion/351467

2.6 for Evocati is today it seems.
 

apav

Member
They are?

---


If only right star would align.

In June 2014, reports surfaced that Crytek had missed wage payments and withheld bonuses for Crytek UK and Crytek USA employees, and the company responded that it was in a "transitional phase" as it secured capital for future projects, with a particular emphasis on online gaming. On July 30, 2014, Crytek announced a strategic deal where the rights to Homefront including Homefront: The Revolution and the Crytek UK staff were transferred to Koch Media. The team continued its work on the game as the new Deep Silver Dambuster Studios. Crytek USA was restructured to remain an engine support team while development of Hunt: Horrors of the Gilded Age was transferred to Crytek Frankfurt. The team that originally worked on the game started new ventures.

About 150 people left but Crytek was eventually bailed out with some deal. Haven't heard word if they are facing financial troubles again. It's probably ex-Crytek staff working at CIG trying to persuade some more of their ex-coworkers to come over.
 

KKRT00

Member
About 150 people left but Crytek was eventually bailed out with some deal. Haven't heard word if they are facing financial troubles again. It's probably ex-Crytek staff working at CIG trying to persuade some more of their ex-coworkers to come over.

We all know about 2014 :)
 

Zabojnik

Member
KnKr37Y.jpg


Ship Status - October 16, 2016 (2.6)
Herald and Vanguard Hoplite are to be flight ready. Polaris is new to the chart. Various updates based on information from Citizen Con. Caterpillar, Constellation Aquila, Dragonfly and Ursa Rover are prepping for flight ready.

Based of Sebman's work, I have created a visual reference for what stage of development the various ships are in.

yPrXlv3.gif


Estimated Ship Readiness - Patch 2.6 through to 4.0
Patch 2.6

Herald and Vanguard Hoplite are flight ready.
Ursa Rover, Dragonfly, Caterpillar, Constellation Aquila are prepping for flight ready in 3.0.

Patch 3.0
Ursa Rover, Dragonfly, Caterpillar, Constellation Aquila are flight ready.
Cutlass Red, Cutlass Blue, Hull C, Prospector, Origin 85x are prepping for flight ready.

Patch 3.1
Cutlass Red, Cutlass Blue, Hull C, Prospector, Origin 85x are flight ready.
Constellation Taurus, Constellation Phoenix, Terrapin, Vanguard Harbinger, Vanguard Sentinel, Reclaimer are prepping for flight ready.

Patch 3.2
Constellation Taurus, Constellation Phoenix, Terrapin, Vanguard Harbinger, Vanguard Sentinel, Reclaimer are flight ready.
Carrack, 890 Jump. Banu Merchantman, Reliant - All Variants are prepping for flight ready.

Patch 3.3
Carrack, 890 Jump, Banu Merchantman, Reliant - All Variants are flight ready.
Orion, Crucible are prepping for flight ready.

Patch 4.0
Orion, Crucible are flight ready.

Credit goes to the authors, mentioned and not.
 

Outrun

Member
nUYhHJm.gif


6 back and forth exchanges and im finally getting my refund processed. it feels so good to take a step back and not have to be at all concerned with the development process. ill still pop in to gather the latest news about the game.

no more early PTU 4K screenshots from me.

I got my refund today also.

I feel the same way.

It is absolutely refreshing not to worry about dates or version numbers.

I wish CIG all the best.
 

inky

Member
Pretty cool. I also never realized that the Reclaimer is supposed to be THAT big.

It always looked massive to me, to the point I've always doubted I'd see something like that functioning in any game. It has my favorite concept art too.

Image002-1.jpg
 

Geist-

Member
They updated the Polaris Q&A with the current weapon loadout:

https://robertsspaceindustries.com/comm-link/transmission/15564-RSI-Polaris-Q-A-Part-2
Updated on: October 19, 2016

In an effort to clear up confusion, we’ve consulted the designer for clarification and have a revised list of hardpoints. The Polaris current planned loadout is set to include:
• 4x S10 Torpedo Launch tubes
• 5x Manned Turrets (Twin S4 Weapons)
• 1x Remote Manned Turret (Twin S5 Weapons)
• 1x Automated Turret (Twin S4 Weapons)
• 2x Anti-Fighter Missile Racks, each carrying 16x S3 Missiles
As with other ships, feedback we receive through our usual channels and information gathered and received during playtesting and balancing may necessitate revisions of a ship’s hardpoint complement. Our primary focus will always be ensuring that any new additions to the game not only fulfill their intended roles, but also work in harmony with the vision and design intentions across the entire game.

Not bad at all. Even without torpedoes that could put a dent in any ship smaller than an Idris.
 

That roadmap gets me hyped if they can get them out in relative fashion. I want to finally be able to get into this game by 3.0/3.1 with my org and start preparing.
 

ryousuke

Member
They have said that in the future more ships will go straight to flight ready.

Probably because their creation process is now completely optimised so faster. Also, if they finished all the ships that are required for Squadron 42, they'll shift to all the other ships quickly now. And with all the ships listed in the roadmap up to 4.0, their agenda looks clear and organised. That doesn't mean they'll finish each ship on time, since they could have to rework something else, but that's giving a good idea of their workflow.
 

Raticus79

Seek victory, not fairness
That's weird, Elite ships don't look that big ingame, compared to SC ships.

Being able to walk around the ship to establish scale goes a long way.

I assume the Terrapin is that small on the picture because the size hasn't been confirmed yet? Or is it actually freakin' tiny?!

It's at the bottom of the second column from the left (Anvil).
Wish they would have used a bigger font. This one's meant for printing posters I think.
 

apav

Member
That's weird, Elite ships don't look that big ingame, compared to SC ships.

Maybe you perceive Elite ships to be smaller because you only have an external view of them? Since you can't actually get out of your seat and roam around inside.
 
It's at the bottom of the second column from the left (Anvil).


It really is small, 20 meters long

Huh... I don't know why, I thought it was like a mid-tier explorer ship for 2 people to bomb around in and that it might be a good next-step-up to after my 315p, but that is barely bigger than the 315p in terms of available space! Not much on offer for the small-scale explorer at the moment.
 

Raticus79

Seek victory, not fairness
Huh... I don't know why, I thought it was like a mid-tier explorer ship for 2 people to bomb around in and that it might be a good next-step-up to after my 315p, but that is barely bigger than the 315p in terms of available space! Not much on offer for the small-scale explorer at the moment.

Being smaller is an advantage, really. Considering how much they emphasize defense in its description, that thing is going to be pretty hard to kill.
 
Maybe you perceive Elite ships to be smaller because you only have an external view of them? Since you can't actually get out of your seat and roam around inside.

Yeah, that helps to judge scale in SC. If we were stuck in cockpit view the Sabre, Vanguard and Retaliator would be super hard to tell the difference in size.
 

Zalusithix

Member
That's weird, Elite ships don't look that big ingame, compared to SC ships.

Elite ships look massive if you pay attention to the cockpit areas relative to the rest of the ship, but yes, the perception of scale is largely lost when you're bolted to the seat. EVAing in the rover helps, but it's still not the same. It'd be like only being able to appreciate the size of SC's ships by driving a Greycat around them. Being able to walk up to, and more importantly around the interior of the ship does wonders to set the scale relative to you as a human.

A ship like the Starfarer doesn't seem too bad when you can zip around it in the Greycat. It feels much larger when you have to manually run around it though. It feels larger still when the massive rear bay ramp comes out and you walk into the cargo bay. Then you run around the inside it for the first time and get lost trying to find the cockpit. By the time you plop your butt down in the captain's seat, you can fully appreciate the scale of the ship.

Compare that to Elite where when you first get the Python (comparable in size). You instantly start out in the cockpit and your only real frame of reference for size is the space station's envelope slot when you leave the station.
 

ryousuke

Member
Yea with interiors it changes things, when I first got into the freelancer from the back, and walked to the cockpit, the ship didn't looked that long from the exterior.
 
One thing that also doesn't help scale is the general silhouette doesn't change, generally scifi fighters look different than scifi battleships in most TV series or movies, but in Elite ships of all different sizes tend to share the same basic form, which makes telling how big they are very hard, especially in space with a lack of reference points.
 
Top Bottom