dsmart

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  • in reply to: Star Citizen – General Discussions #2113
    dsmart
    Keymaster

      @BB yeah, it’s unfair that people keep throwing them under the bus. Third party contractors tend to have very little control over a project. They only do as they are told.

      in reply to: Star Citizen – General Discussions #2112
      dsmart
      Keymaster

        Instead, white knights are saying that Derek took Chris’ quote out of context to slander SC again. “Selective perception” being one insult. Total lack of slightly critical thinking to connect what Derek and Chris are saying… The custom CryEngine still needs a massive amount of work to even begin to go MMO.”

        They’re idiots. And as such, it is expected that they would take everything out of context, ignore the facts, and try to twist things. It’s not like this is the first time that Chris is making statements which everyone harps on.

        The fact is that, the same way in the past whereby he has said things (remember when he said Star Marine wasn’t canceled, though I pointed out his exact statement?), I point it out, then extremist White Knights go on the offensive. It’s the same thing here.

        This is the first time that he has ever – ever – admitted that they were using an engine not built for this game. Usually that sort of difficulty is gleamed in the dev updates. Pretty much how I blew the alarm back in July after seeing that update regarding their 64-Bit issues.

        Of course since July I’ve been saying that they don’t have the tech for the game and that they were still building it. And when you have efforts for building a game engine, while other efforts are in building game, you can expect horrendous things like this to happen.

        As I type this, 2.1 is an absolute mess. And I already stated that what is going on in the 2.x kernel now, is precisely what has been going on in the 1.x kernel since AC was first released. So this is the on-going state of things.

        FYI; this is a public statement from Petar Kotevski (one of the original programmers of CryEngine in my Facebook feed.

        As one of the original programmers of the CryEngine, I can say that the network update of various pockets of activity was perfectly doable even in 2004. Not sure where he is going with network persistent cups of coffee (and how that could be usable, or justifiable in a design sense), but that would also not be a problem – since I presume they would be client side only anyway

        btw remember this? from : Chris Roberts Interview: mmorpg.com (Dec 5, 2012) interview #1 (Transcript)

         

        in reply to: Star Citizen – General Discussions #2111
        dsmart
        Keymaster

          It’s unfair for people to continue to throw Illfonic under the bus when thus far, only few people (like me) know precisely what happened. No, it wasn’t their fault. So you guys need to stop doing that.

          in reply to: Star Citizen – General Discussions #2106
          dsmart
          Keymaster

            Well, I hate to say “I told you so“, but less than five months after I wrote that first “Interstellar Citizens” blog back in July, explaining why CryEngine was a very poor choice for the new “vision 2.0” game (not the original “vision 1.0” we all originally backed) that Chris wanted to build and why, as a result, the game as pitched could never be built…

            Right from the start in 2012 when they said that they were using CryEngine3 as their baseline, I was skeptical. But if they kept the scope, and scene sizes manageable, I felt that it was totally doable.

            Once the feature creep and increased scope started to unfold, I knew they were in trouble.

            Remember what I said earlier that there is no game engine on the planet that would power the game I wanted to build, and that I’d have to build it? Yes, same thing here. That is precisely why all the top-tier developers build their game engines around the game they’re making. And even those who end up licensing middleware game engines do so based on the fact that they are making a game that fits within the framework of the engine they’re licensing. Nobody is going to license UE4 to develop a flight sim.

            That CE3 engine is, first and foremost, a first-person engine. Second, it is geared toward small scale session-based games. Now imagine using a level-based engine, suited for first-person games, and trying to build an open persistent world with it. That’s like me trying to outfit my Tesla with the engine from a Prius. Bad things can and will happen.”

            Today he finally – on the record – admits that I was right.

            https://www.youtube.com/watch?v=MHLwAuM1J8c&feature=youtu.be&t=9m16s

            Basically if a cup is sitting on this table and it’s not moving there’s no reason for it say “update” there’s no reason for it to do anything over the network. CryEngine doesn’t really work that way so we’ve been spending a lot of time and we still are spending a lot of time trying to fix and refactor that. You’re sort of seeing problems that come with the CryEngine old way of doing things. Cause really it was built as a single player game so a lot of the updating is player centric but the problem we have is so for instance if there’s sixteen players on the Crusader map and they all go to different comms arrays well they’re all triggering different AI in different spots on the server and it’s running all these AI and then it’s also telling every single client what all these AI are doing but i’m flying around and i’m at comm array A over here and someone’s at comm array B over there, I don’t really need to know what’s happening in comm array B, I just need to know what’s happening in my area.

            So we have to refactor the updating of the object and also the network messaging to it’s more specific to what people’s view is and that’s ongoing sort of network task we have and part of that is going to have a more efficient network version for simple rigid bodies so you can have the cups on the table and you can have more props around. The idea would be to physicalise chairs, props like that so you can push them around or whatever. If you’re flying in your ship and the gravity goes off and you haven’t bolted things down they could float and all the rest of the stuff. That is definitely our goal and you will see more of that as time goes on.”

            Now we’re seeing the beginning of the excuses phase going into the inevitable catastrophic collapse of this once promising project.

            4yrs. $101m. Nothing resembling a “game” promised, but a glorified CryEngine3 mod which they are now saying (as a reason for now refusing refunds) represents a “substantial part of the promised game“.

            And here is some important piece of history that they have now seemingly buried:

            The original FAQ which stated the following, was redirected back in 2013 to this new page (changed many times), after they completed the KS campaign:

            Is Star Citizen an MMO?

            No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.

            Can you explain the stretch goals?

            The purpose of the higher stretch goals is to ensure that the game-as-described is finished in the two year time period. We intend to build the game that Chris Roberts described at GDC Online regardless, but without additional funding we are going to have to do it one piece at a time, starting with Squadron 42, rather than as a single larger production. With more funding we can include more ships, systems, unique locations, animations and cinematic sequences.

            in reply to: Star Citizen – General Discussions #2100
            dsmart
            Keymaster
              in reply to: Star Citizen – General Discussions #2095
              dsmart
              Keymaster

                I don’t block and delete without reason. So maybe you didn’t see his last two posts?

                After identifying (from his links and posts) who he was on the Sub-Reddit where they spend their time attacking me, the rest was easy. I simply don’t want them in my forums.

                in reply to: Star Citizen – General Discussions #2092
                dsmart
                Keymaster

                  I have deactivated three accounts and their offending posts. Apparently some people (e.g. meat) just assumed that when I wrote the forum guidelines, that I did that so they could be ignored with impunity.

                  If you can’t engage in meaningful and respectful discourse, take that shit to Reddit or the Star Citizen forums.

                  in reply to: Star Citizen – General Discussions #2088
                  dsmart
                  Keymaster

                    The irony is that you have to create a poll in order for your concern to be accepted and valid. Here is the latest one. So apparently if you can’t load the game, you have to create a poll.

                  Viewing 8 posts - 513 through 520 (of 649 total)