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Star Citizen Alpha 2.0 | The 'Verse Awakens

Shy

Member
Haven't been able to keep up much with the news, I went on holiday and I came back this week only to have to suffer a personal loss. I'm seriously exhausted, and what I glance from that Kotaku thread doesn't make it better either. Is there still some good news for this game?
My condolences for you loss Daedardus.
 

Grief.exe

Member
73UD2GW.png
 

XPE

Member
Hopefully the initial release of Star Marine and 2.6 happens at Citizen con.

But what I REALLY want to see is an update on the Pegasus Escort Carrier, we haven't seen anything in 2 years!
 
You know that one of the biomes on planets will be city based? :> I dont know if it will be explorable by walking, but you will be definitely be able to fly over it.

They said that 100% yet? I thought the idea was that larger cities will be no fly zones where the player will be taken by autopilot to the nearest landing zone.
 

Geist-

Member
You know that one of the biomes on planets will be city based? :> I dont know if it will be explorable by walking, but you will be definitely be able to fly over it.
They said that 100% yet? I thought the idea was that larger cities will be no fly zones where the player will be taken by autopilot to the nearest landing zone.
Definitely not confirmed. You may be able to fly over it while heading towards a landing zone, but free flight over a city is definitely something they haven't discussed yet and I really doubt it will be a thing.
 

KKRT00

Member
They said that 100% yet? I thought the idea was that larger cities will be no fly zones where the player will be taken by autopilot to the nearest landing zone.

Definitely not confirmed. You may be able to fly over it while heading towards a landing zone, but free flight over a city is definitely something they haven't discussed yet and I really doubt it will be a thing.

I think the restriction will be only regarding landing zone.
 

tuxfool

Banned
It's almost like you didn't watch the RtV episode in which they explained that this is only the first iteration and detailed what their end goal is.

Nah man. Paying attention is too hard. By the way, I should also inform that when it says the UI is not final, they do in fact mean it is finished.
 

Geist-

Member
Nah man. Paying attention is too hard. By the way, I should also inform that when it says the UI is not final, they do in fact mean it is finished.
Honestly, CIG put out so much information each week it makes it a little hard to keep track of it all lol.
 
It's almost like you didn't watch the RtV episode in which they explained that this is only the first iteration and detailed what their end goal is.
Again it looks like they are reinventing the wheel with a cube for...reasons. Radar isn't complicated (in this case sonar may be more appropriate). Having a passive and active system shouldn't be to the point of adding more mini-games, the whole catch of "use this to find people...and you may blow up!" is nonsensical at best. Maybe I'm the crazy one but having a system that has two modes:

1. Passive receiver: You can detect when people see you and receive info on transmissions coming to you.

2. Active transponder: You send out pings that give detailed info on everything around you, but doing this also reveals your location clearly to anyone pinged.

Add that with a conical added range off the nose and you have a good possibility of e-war stuff like strobes to blind the radar (like how actual jammers work) and stuff to spoof your signal or even project it in a another location.

Their desire to fill up everything they can find with more minigames and tedium is frustrating to say the least. If I'm searching for someone I should be invested with watching the radar and looking for errant signals, not fretting that I didn't time my golf-swing perfectly.


Nah man. Paying attention is too hard. By the way, I should also inform that when it says the UI is not final, they do in fact mean it is finished.

They didn't even mention they were changing the UI outside of a reddit post after the build dropped. But keep clutching those fucking pearls like it means something.
 

tuxfool

Banned
They didn't even mention they were changing the UI outside of a reddit post after the build dropped. But keep clutching those fucking pearls like it means something.

It is written right there in the video...

Their desire to fill up everything they can find with more minigames and tedium is frustrating to say the least. If I'm searching for someone I should be invested with watching the radar and looking for errant signals, not fretting that I didn't time my golf-swing perfectly.
They mentioned that it isn't a timing issue, but that it is a selection of power. Hence my comment that the UI doesn't actually reflect this properly.
 

Zalusithix

Member
Hmmm.... melt buccaneer and crucible, CCU from my starfarer, $10 left over.
Think I'll just stick with the Hull E plan considering the fleet balance though.

One of the perks of being this far in the hole. Any new ship that comes along, and you can just figure out if you want to melt something else to make it happen. Practically speaking though, it rarely works out well for the big ships. A diversified fleet is usually more practical than one of the massive ships.
 

epmode

Member
I really wonder how all of the talk about diverse fleets will play out in the final game. Some ships get so big while other ships have such narrow roles that the real enemy is going to be the max player count per instance.

Just getting the most out of their ship design is going to take god-tier netcode.
 

Zalusithix

Member
I was talking more in regards to personal fleet diversification rather than combat fleet composition where server instance limits would apply. Basically having flexibility on what you want to do at any given time and having ships to fall back on for when you're waiting on replacements. When you give up multiple smaller ships to contribute to a large ship, you have less role flexibility, and are subject to the burdens of the larger ship.

I mean, it sounds awesome to own one of the massive ships, but when you get right down to it, they're more of a liability than anything. Longer replacement periods, large crew requirements, high profile target for pirates, etc.
 

Jinroh

Member
Do we know if we'll be able to assign AIs to our ships, just like what we can do with the X games?

It would actually make things more interesting if we could remote control some of the ships and would also greatly help "populate" the universe while sparing the netcode.
 

epmode

Member
Do we know if we'll be able to assign AIs to our ships, just like what we can do with the X games?

It would actually make things more interesting if we could remote control some of the ships and would also greatly help "populate" the universe while sparing the netcode.

AI-controlled crew members are definitely in the plan. No idea if they've made any progress on that front though.
 
I was planning to splurge a bit more than that on a new 7-string guitar, but you know what ... Yeah, I'm still buying the guitar.

Godspeed to those buying though. Heroes all. :asciisalute:

Ugh, you just made me realize how much I miss my old 7 string Ibanez. I don't even fully remember why I sold it, think it may have been to buy an AER acoustic amp, but I was thinking the other day of making some industrial metal and realized I don't have one of the main tools anymore. Guess I'm going to have to downtune my CFH ML or my Jackson instead, but it's not the same :(


You have no idea how bad I've wanted a Greenfield since I became serious about acoustic. Alas I don't have 10k to sink on a guitar. Those and Rainsong are top of my list for acoustics.
 

Zabojnik

Member
Ugh, you just made me realize how much I miss my old 7 string Ibanez. I don't even fully remember why I sold it, think it may have been to buy an AER acoustic amp, but I was thinking the other day of making some industrial metal and realized I don't have one of the main tools anymore. Guess I'm going to have to downtune my CFH ML or my Jackson instead, but it's not the same :(

The dream is a 7 string Majesty, but I'll have to 'settle' for an Ibanez for now. Which one did you have?

Finally an OT I can get behind. :p
 

trugc

Member
About SSR i throught they implemented it in Ryse already. I think i remember they talked about it in PDF regarding Ryse rendering. Strange.
They did implement a cone traced SSR prototype but eventually ditched it due to performance issue.

Regarding SSR, Tencent implemented Forstbite's stochastic SSR in Monster Hunter Online, which was based on CE 3.3.8. They also developed a dynamic cubemap relighting system.
http://i.imgur.com/jhRVPdy.png
Rendering 'monster hunter online'

KOCMOHABT was mostly right about Cryengine. The good news is Cryengine V is gradually catching up. Crytek has already made a large refactor/cleanup of the renderer, though Star Citizen may not benefit from that.
No, that's why Cloud Imperium redid it from scratch. CryEngine has an ok implementation for sunlight, but that's not what most people want (point lights it's where it's at)

Cryengine used a new volumetric fog system starting from 3.8. It adopts a similar approach compared to Frostbite and can handle point lights well.

https://www.cryengine.com/news/looking-ahead-at-things-to-come-voxel-based-volumetric-fog
http://docs.cryengine.com/display/SDKDOC2/Volumetric+Fog
I should point out that both Unity 5 and Frostbite use Enlighten for their GI, and I think UE4 doesn't have any fully real time system other than an old LPV implementation (or their old voxel based implementation or vxgi). I've also yet to see any Unity 5 or Frostbite game not use any lightmap baking.

Just want to point out. The SVOGI in Cryengine is not fully realtime either. It currently doesn't support dynamically updating the voxel octree. That's probably why it runs so fast in many cases.https://www.youtube.com/watch?v=PEfqtOYjolE
 

KOCMOHABT

Member
Regarding SSR, Tencent implemented Forstbite's stochastic SSR in Monster Hunter Online, which was based on CE 3.3.8. They also developed a dynamic cubemap relighting system.
http://i.imgur.com/jhRVPdy.png
Rendering 'monster hunter online'

Google can't seem to find anything about Monster Hunter Online presentations, do you by any chance know where I can find the higher quality presentation and/or the videos belonging to that?
 
They did implement a cone traced SSR prototype but eventually ditched it due to performance issue.

Regarding SSR, Tencent implemented Forstbite's stochastic SSR in Monster Hunter Online, which was based on CE 3.3.8. They also developed a dynamic cubemap relighting system.
http://i.imgur.com/jhRVPdy.png
Rendering 'monster hunter online'
This is quite fascinating! Thank you for the links. The benefit from better Illum surface SSR is so drastic. Beyond the obvious stuff like proper fresnel, contact hardening, etc... the built in stretching that is occuring gives a greater scene stability in motion i can imagine. SSR takes up more screen space with the same information. Quite wonderful.
 
The dream is a 7 string Majesty, but I'll have to 'settle' for an Ibanez for now. Which one did you have?

Finally an OT I can get behind. :p

To be honest I actually can't remember the model since it was about a decade ago now of not a little more. All I know is at the time they didn't sell many other models and it was a prestige that cost me around £750
 
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