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Scam Citizen/Squadron 42 News Thread

Snake29

Banned
I did my yearly install and test last week and it's still the same shit it always was. It's very pretty but runs like dogshit, on even the best PCs, and is just buggy as hell.

Robert's could have released a new Wing Commander trilogy in the time that this albatross has been in development. The worst part is by the time this game is completed it won't even be all that impressive graphically, which seems to what they spent the majority of their time on.

Well true, because last week the patch was tested in the PTU, with fixes for the 3.14 live branch.

So you say the engine team and graphics teams should stop working? Well the renderer will be changed around Q1 2022 to DX12/Vulkan support.

You might want to read their monthly report https://robertsspaceindustries.com/...n/18251-Star-Citizen-Monthly-Report-July-2021
 
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BadBurger

Many “Whelps”! Handle It!
The Winds of Winter or a functioning, complete build of Star Citizen: which will the world see first?

It's a rhetorical question. We all know the answer, in our hearts .....
 

Snake29

Banned
Maybe that means console ports, but if other parts of the project need help then 🤔 yes, you try to rally around pain points.

That's not how game dev works. You can't expect engine programmers going to help concept artist or whatever sound designer. They work together for sure...

If others teams need help, that means they need to hire more people for that team, nothing else.
 

Panajev2001a

GAF's Pleasant Genius
That's not how game dev works. You can't expect engine programmers going to help concept artist or whatever sound designer. They work together for sure...
😂, it depends on what the problem is. They are software engineers, far more versatile people than you give them credit for ;).
Maybe they could write tools for them to automate some repetitive tasks, maybe they can optimise how they can preview their content in the game running on dev kits or PC’s or whatever harness they are using. Maybe they can fix some possibly annoying bugs in the exporters they use to send you or other people data that causes hours wasted going back and forth… maybe you write a small tool to help them keep the level complexity or the model detail/complexity in check, etc…

Also, as you have seen in those notes, there are many different teams writing code looking code and depending where the bottleneck is other coders may offer some help (it depends of course, just adding people sometimes actually hurts the process, but another pair of eyes can help during code reviews or bug hunting, etc…).
If others teams need help, that means they need to hire more people for that team, nothing else.
Sure, but it takes time to recruit/interview/hire and then onboard them: it makes the situation worse for a while before new starters become productive too. Even more before they get the overall project and company experience that makes them most effective.
Also, the faster you add them in batches the more you risk messing up team balance and values… you can wreck teams by dropping a number of bad apples.

In the end it is the outcome that matters… everything else is just all talk. Right now CiG has monetised the game development process successfully, let’s see when they can ship a complete product/finished MVP.
 
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TVexperto

Member
NMS released in August 2016, just 2 months before the CIG's infamous sandworm demo.

Was Sean Murray full or shit back then? Yes. However, in the 5 years since he has released 18 significant updates, delivered on almost all of his original pitch, along with many other improvements. Hello Games has a staff of about 25, most of which are working on other projects.

Was Chris Roberts full of shit back then? Yes. And since then he's continued to promise more while failing to even release a game 5 years later. CIG has a staff of about 720.
 

AJUMP23

Parody of actual AJUMP23
Chris Roberts is a dreamer. He dreams of doing lots of things with your money.

Roberts has made some of my all time favorite games, I just want to know when I get to play SQ42.
 

nemiroff

Gold Member
NMS released in August 2016, just 2 months before the CIG's infamous sandworm demo.

Was Sean Murray full or shit back then? Yes. However, in the 5 years since he has released 18 significant updates, delivered on almost all of his original pitch, along with many other improvements. Hello Games has a staff of about 25, most of which are working on other projects.

Was Chris Roberts full of shit back then? Yes. And since then he's continued to promise more while failing to even release a game 5 years later. CIG has a staff of about 720.

You bump a news thread for this regurgitated crappy beaten horse? I subscribe to this thread to read fucking news. We already knew years ago that people don't like Chris Roberts, it's not news. What the fuck is the point of a news thread when the same people just keep posting the same shit.
 

Dr.Morris79

Member
You bump a news thread for this regurgitated crappy beaten horse? I subscribe to this thread to read fucking news. We already knew years ago that people don't like Chris Roberts, it's not news. What the fuck is the point of a news thread when the same people just keep posting the same shit.
If you're waiting for news on a release date you might get more annoyed by this thread than you already are. If you're waiting for news on how to throw more money at Chris roberts try here -

 
Want to start playing again but the game just keeps eating up all my ram until my system freezes. Tried the workarounds/solutions from spectrum but can't seem to fix it.
You bump a news thread for this regurgitated crappy beaten horse? I subscribe to this thread to read fucking news. We already knew years ago that people don't like Chris Roberts, it's not news. What the fuck is the point of a news thread when the same people just keep posting the same shit.
Probably just alts of Derek Smart. ;)
 
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Poor star citizen fans getting in here like this for the necro bump
IgMyx.gif
 

CamHostage

Member
If you're waiting for news on a release date you might get more annoyed by this thread than you already are.

I'm not looking for news of a release date on this thread because... well... heh...

But still, when I see this thread pop back up, it's usually some new build or a crazy new controversy or some wild new promise or something interesting to read/watch or even a funny "anniversary" to take note of in the SC saga. No thanks to people bumping it just to put Chris Roberts on blast because like somebody woke up out of some kind of No Man's Sky dream last night and had to find somewhere to post about it. A bump on GAF is good for everybody when there's something interesting and/or relevant to click into.
 
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StreetsofBeige

Gold Member
Your average video game:
Release date: Not news
DLC: News!
Mtx: News!


Star Citizen:
DLC: Not news
Mtx: Not news
Release date: News!
 

Sentenza

Member
Well, i'm sold. Where can I send my money asap? If I buy a $1000 ship, will that make it quicker?

Hurry up, I need to know so I can get in on this wonderful project. I feel they need my money sooner.
They are literally starting another "free flight" that allows people to try the game for free today?
 

Fafalada

Fafracer forever
That's not how game dev works. You can't expect engine programmers going to help concept artist or whatever sound designer. They work together for sure...
If their critical path/bottleneck is 'concept artists' or 'sound designers' this is a far more mismanaged project then even the most pessimistic of critics portrayed it in the last 10 years.
 

Sentenza

Member
If their critical path/bottleneck is 'concept artists' or 'sound designers' this is a far more mismanaged project then even the most pessimistic of critics portrayed it in the last 10 years.
It's the other way around, though? Their current struggle is with tech limitations, not asset creation for sure.
 
On the latest roadmap it looks like all SQ42 chapters are wrapping up production though this has still got to be at least a couple years out. AI has got to be the biggest blocker for them getting this thing out anytime soon including the PU. Has any game done AI navigation on a planetary scale that reacts to player inputs? I can't imaging how they're going to accomplish this.
 
Vacation pictures from 2015.. And obviously not their boats. Keep scraping the barrel.

Ease up mate, it's a joke. I'm looking forward to SC, whenever that is. Loved the Wing Commander series.

EDIT: if you don't think SC's management doesn't deserve some jokes about it slipping I don't think we'd get along at a party.
 
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Meicyn

Gold Member

Explain to me why it’s different this time. Server meshing was coming “next year” back in 2018. 2019 came and went, and here we are, getting close to the midpoint of 2022 and it’s another promise about how server meshing is coming. Soon. Maybe.
 

Droxcy

Member
Pretty cool it's a free fly weekend will probably jump in for a little bit and fly around might try to get VR to work.
 

Lord Panda

The Sea is Always Right
another shill video

I actually find Morphologist videos fairly balanced, and really informative. He’s been critical of CIG in the past. He’s certainly not on the same wavelength as someone like BoredGamer and the like.

Explain to me why it’s different this time. Server meshing was coming “next year” back in 2018. 2019 came and went, and here we are, getting close to the midpoint of 2022 and it’s another promise about how server meshing is coming. Soon. Maybe.

If Roberts is to be believed, his engineering teams have finally managed to demonstrate Persistent Entity Streaming operating within their Replication Layer, and that they switched to a different RPC framework to facilitate their efforts towards server meshing. I find their approach extremely fascinating as we also use an entity graph database at work, also within a replication architecture, but nothing near the scale or complexity of what CIG are doing. That’s a huge engineering achievement in my eyes, and I was pretty dubious if they would be able to reach it in 2022, but here we are. They’re aiming to have server meshing released in 4.0 by the end of the year but who knows with CIG.

And no keynote gameplay video this year, which is disappointing.

Roberts’ letter is fairly heavy with details but worth a read: https://robertsspaceindustries.com/comm-link/transmission/18696-Letter-From-The-Chairman
 
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Meicyn

Gold Member
Why do i need to explain?
That’s awfully low effort from someone dedicated to trying to convince a forum that this game is worthy of their attention.

If Roberts is to be believed, his engineering teams have finally managed to demonstrate Persistent Entity Streaming operating within their Replication Layer, and that they switched to a different RPC framework to facilitate their efforts towards server meshing. I find their approach extremely fascinating as we also use an entity graph database at work, also within a replication architecture, but nothing near the scale or complexity of what CIG are doing. That’s a huge engineering achievement in my eyes, and I was pretty dubious if they would be able to reach it in 2022, but here we are. They’re aiming to have server meshing released in 4.0 by the end of the year but who knows with CIG.

And no keynote gameplay video this year, which is disappointing.

Roberts’ letter is fairly heavy with details but worth a read: https://robertsspaceindustries.com/comm-link/transmission/18696-Letter-From-The-Chairman
Guess we’ll see. Obviously I am extremely skeptical and can only wonder what they have planned for edge cases where people try to break the game like say, trying to drop tons of objects in one location that is filled with a large population. You know some weirdo will do something like picking a specific spot on a specific planet and continuously placing one specific item in order to create a virtual garbage pile that is “theirs”… is there a dedicated decay planned for items, or does the object persist until physically removed somehow to make it more “real”?

Honestly, with UE5‘s reveal, I can’t help but wonder if they are considering an engine switch. It wouldn’t surprise me in the slightest, but it would actually give me MORE confidence in the product. Now would be the time to do it, given the complete lack of expectations for a release.
 

Lord Panda

The Sea is Always Right
That’s awfully low effort from someone dedicated to trying to convince a forum that this game is worthy of their attention.


Guess we’ll see. Obviously I am extremely skeptical and can only wonder what they have planned for edge cases where people try to break the game like say, trying to drop tons of objects in one location that is filled with a large population. You know some weirdo will do something like picking a specific spot on a specific planet and continuously placing one specific item in order to create a virtual garbage pile that is “theirs”… is there a dedicated decay planned for items, or does the object persist until physically removed somehow to make it more “real”?

Honestly, with UE5‘s reveal, I can’t help but wonder if they are considering an engine switch. It wouldn’t surprise me in the slightest, but it would actually give me MORE confidence in the product. Now would be the time to do it, given the complete lack of expectations for a release.

In one of their weekly dev videos that runs for over an hour, one of the engineers was demonstrating their orchestration tools. Or it could have been in one of their Into the Verse episodes showcasing their tools. Or both. I can’t remember. He was essentially spooling up a universe of his own for testing various shit, and it was so seamless, that it made me realise they were further along than I thought. But yeah understandable why everyone is so skeptical, but I’m cautiously optimistic.

As for switching to UE5: that would be a mammoth undertaking, and they’re already so far behind. They’ve been working on integrating their graphics engine to their Vulkan Gen12 (+ Vulkan) renderer for a million years now. Hopefully that piece of work is finally completed end of this year. They’ve customised Lumberyard so much, and all their tools and workflows all centre around it. It would be a great topic of discussion actually, for CIG to discuss in detail.
 

StreetsofBeige

Gold Member

Star Citizen is an in-development multiplayer space trading and combat simulation game. The game is being developed and published by Cloud Imperium Games for Microsoft Windows. An extended retry of unrealized plans for Freelancer, Star Citizen is being led by director Chris Roberts. The game was announced on October 18, 2012 through a successful Kickstarter campaign which drew in over US$2 million.[3] Pre-production of the game began in 2010, with production starting in 2011.

Star Citizen has become highly criticized during its long production process, both for the fact that there is still no clear release date and for the challenges backers who have abandoned the project have faced in receiving a refund. The launch of the game was originally anticipated for 2014, but was repeatedly delayed. In 2013, Cloud Imperium Games began releasing parts of the game, known as "modules", to provide players with the opportunity to experience gameplay features prior to release. The latest of these modules, known as the "Persistent Universe", was made available for testing to pre-purchasers in 2015 and continues to receive updates. No projected date for the commercial release of Star Citizen is currently given.
 

Meicyn

Gold Member
In one of their weekly dev videos that runs for over an hour, one of the engineers was demonstrating their orchestration tools. Or it could have been in one of their Into the Verse episodes showcasing their tools. Or both. I can’t remember. He was essentially spooling up a universe of his own for testing various shit, and it was so seamless, that it made me realise they were further along than I thought. But yeah understandable why everyone is so skeptical, but I’m cautiously optimistic.

As for switching to UE5: that would be a mammoth undertaking, and they’re already so far behind. They’ve been working on integrating their graphics engine to their Vulkan Gen12 (+ Vulkan) renderer for a million years now. Hopefully that piece of work is finally completed end of this year. They’ve customised Lumberyard so much, and all their tools and workflows all centre around it. It would be a great topic of discussion actually, for CIG to discuss in detail.
Honestly I would love to see that kind of info, the cost/benefit of sticking with their heavily modified fork of Cryengine versus moving to Unreal. At a minimum, it’d set them back for a good while (years?) trying to establish new workflows and such if they did switch. How much would they gain from no longer having to dedicate resources on creating tools and capabilities already present in Unreal, like support for Vulkan?

I expect this game to release someday, but it’s probably going to happen in the latter half of this decade, probably closing in on 2030. And then, once out, I imagine they want this virtual universe to persist for the foreseeable future, and not as some typical game that gets played for 40-100 hours and then everyone moves on to the next annual or biannual online multiplayer title. Epic Games spends a lot of resources updating Unreal to make sure it takes advantage of the latest technology and introducing features to make development easier. I can’t see CIG keeping up in any meaningful way in the long haul. I feel like making the switch would be a huge setback in the short term, but would be massively beneficial in the long run.

But that’s also an opinion from some useless dope who played way too much Wing Commander Privateer.
 

Snake29

Banned
That’s awfully low effort from someone dedicated to trying to convince a forum that this game is worthy of their attention.


Guess we’ll see. Obviously I am extremely skeptical and can only wonder what they have planned for edge cases where people try to break the game like say, trying to drop tons of objects in one location that is filled with a large population. You know some weirdo will do something like picking a specific spot on a specific planet and continuously placing one specific item in order to create a virtual garbage pile that is “theirs”… is there a dedicated decay planned for items, or does the object persist until physically removed somehow to make it more “real”?

Honestly, with UE5‘s reveal, I can’t help but wonder if they are considering an engine switch. It wouldn’t surprise me in the slightest, but it would actually give me MORE confidence in the product. Now would be the time to do it, given the complete lack of expectations for a release.

Well you watched the video right? I don’t know why i need to explain it again, kinda weird.

It is to be thought that covid has changed a lot about the development. We probably would have seen it earlier.
 
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THE DUCK

voted poster of the decade by bots
I look forward to reading this thread and the excuses/reasons in 2030 for the game not being released.
 
Ease up mate, it's a joke. I'm looking forward to SC, whenever that is. Loved the Wing Commander series.

EDIT: if you don't think SC's management doesn't deserve some jokes about it slipping I don't think we'd get along at a party.
Some people use that picture unironically as "proof" that SC is a scam. To me it's funny because Chris Roberts was already rich (multimillionaire) before the Kickstarter.
 
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