dsmart

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  • in reply to: Star Citizen – Extinction Level Event #3327
    dsmart
    Keymaster

      lol! yeah. And the most hilarious part is that they don’t seem to understand that most of the promised features rely on other unknown features which need to be implemented in order for anything on the list to be checked off.

      in reply to: Star Citizen – Extinction Level Event #3325
      dsmart
      Keymaster

        heh yeah, those were the days. btw you can download the more recent free versions from our website.

        in reply to: Star Citizen – Extinction Level Event #3321
        dsmart
        Keymaster

          The latest Star Citizen GuardFreq podcast is up. FF to the 24:00 mark and go from there. A caller talks about MVP in which his assessment is that 32% of the promised features have been delivered. My count is still at 11%.

          in reply to: Star Citizen – Extinction Level Event #3320
          dsmart
          Keymaster

            Is that with your  bank, or still CIG?

            in reply to: Star Citizen – General Discussions #3313
            dsmart
            Keymaster

              I had added update4 to the blog, and to the excerpt above.

              in reply to: Star Citizen – Extinction Level Event #3310
              dsmart
              Keymaster

                Yeah, that’s how it is now. Your only recourse is a chargeback through the bank.

                Also, if you paid through PayPal, then you should do it quickly because effective June 25th, they will no longer do refunds for crowd-funded projects.

                Also, key to your claim is that come May 31st when the current ToS 1.2 expires, you have a right to a refund, and a full accounting for the project.

                If you are planning on reporting to the FTC and BBB, here are some resources on how to do that.

                 

                in reply to: Star Citizen – Extinction Level Event #3307
                dsmart
                Keymaster

                  Well yeah; that’s what I was going on about last year in my first blog. And here we are.

                  UPDATE: So a few hours after I made this post, and also sent out a tweet, this Tweet appeared in my feed from Ben. I don’t know him, and we don’t follow each other on Twitter. So someone must have alerted him to either my Tweet or forum post.

                  I recognized his comment as a tongue-in-cheek because, after all he is British. So I refrained from taking the bait. If he meant it as a slight, that’s on him. I tend to have the last laugh; so that sort of thing doesn’t faze me in the least.

                  Regardless, sticking to the technical aspect of my original comment, I responded to him in kind.

                  However, what’s missing in that curt exchange – and the part that the Shitizens are of course twisting – is the fact that my response had nothing to do with their choice of engine. No, it has to do with what I’ve been saying all along in terms of needing a custom engine to build a game like this; and that their simply isn’t an engine on the market to build it with. And that is because, while the CryEngine3 was perfectly capable of building the original game pitched in 2012, once the scope changed and it became this behemoth, the design/scope outpaced the engine. So they had to build on top of that.

                  We faced the same challenge (which he described in the post above) with Line Of Defense because from the onset I already knew what game I wanted to build, and that the top engines (Unreal, Unity, CryEngine, Unigine, ID Tech9 et al) at the time simply wouldn’t be able to build a game of that scope.

                  So after dumping the in-house engine we were building (as I had done in the past with my other games) from scratch, I licensed Trinigy (which became Havok Vision Engine) and used that as the graphics engine core for the custom game engine we ended up building for the game. And the parts of that Vison Engine engine which we didn’t like, we replaced in-line. e.g. water, sky, lighting etc.

                  So that’s why, what he stated, made sense to me because that’s precisely what would need to be done to build the new game because the base CryEngine simply won’t cut it.

                  Regardless, they’re never – ever – going to build Star Citizen as pitched. So this is all a moot point. They know it, I know it, they know that I know it. And in the not-too-distant future, after the inevitable collapse comes, everyone is going to be coming up with their own theories of why they failed. Ben, as someone who works on the custom engine, will be one of those people.

                  in reply to: Star Citizen – Extinction Level Event #3306
                  dsmart
                  Keymaster

                  Viewing 8 posts - 241 through 248 (of 649 total)