#4331965 - 01/27/17 11:17 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: EAF331 MadDog]
|
Joined: Dec 2001
Posts: 4,840
ricnunes
Senior Member
|
Senior Member
Joined: Dec 2001
Posts: 4,840
Portugal
|
I honestly signed up for Squadron 42, not the sandbox universe. I want the spirital heir to Wing Commander. +1000000
|
|
#4345905 - 03/21/17 06:17 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Master]
|
Joined: Jun 2010
Posts: 616
Ratcatcher
Member
|
Member
Joined: Jun 2010
Posts: 616
North Yorkshire, UK
|
What they have is already fun but it's got technical flaws that make it unplayable except for the really dedicated.
Once they get trackir back online and get their new netcode fixed and 3.0 full system online it might be worth playing. I think I read that trackir support is back in the next patch (2.6.2)
|
|
#4345927 - 03/21/17 07:30 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Ratcatcher]
|
Joined: Jul 2004
Posts: 10,984
Master
meh
|
meh
Veteran
Joined: Jul 2004
Posts: 10,984
|
What they have is already fun but it's got technical flaws that make it unplayable except for the really dedicated.
Once they get trackir back online and get their new netcode fixed and 3.0 full system online it might be worth playing. I think I read that trackir support is back in the next patch (2.6.2) They stated that they think they found a work around for why they took it out but not that they would do anything to re implement it. (afaik) This is probably the quote you are thinking of. Per Ali Brown, Director of Graphics Engineering on the forums: There's two parts to this question, when will TrackIR hardware support be re-enable/fixed, and when will the game code implement the necessary camera controls for a solid user experience. The answer to the first question is that we've already done it and it'll work again in 2.6.2 (i.e. extremely soon). Unfortunately I can't answer the second question as it relates to game-code rather than engine-code. There appears to be just one major bug with TrackIR at present which is that when in a ship the camera moves fine, but the helmet and body doesn't move which means your view can end up being blocked by your own helmet. Hopefully this isn't too difficult to fix and I'll try and prod the right people, but can't promise a fix for any particular release. https://forums.robertsspaceindustries.com/discussion/comment/7575772/#Comment_7575772That is to say they have it working but someone else clarified to say that if they cant get the helmet to move with the head there is no point since a lot of the helmets have very tight visions. So they may or may not include it in 2.6.2. They took it out initially because people were using the 6dof to clip their head through the helmets and or ships in order to get an unfair advantage. So unless they fix the helmet moving bug I dont see them putting it back in but I'd love to be wrong on that.
|
|
#4345977 - 03/22/17 01:43 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
|
Joined: Jul 2004
Posts: 10,984
Master
meh
|
meh
Veteran
Joined: Jul 2004
Posts: 10,984
|
Everything you say they should have they do have. Their verticle slice (which is the first playable level etc) has been done for a while and if you tour their studio they show it to you but they make you sign a NDA.
They are on year 4 of about a 6 year development and the first part of the first year was spent almost entirely on setting up the studios.
Supposedly the thing holding up SQ42 is an issue with the AI because they just rebuild the way everything interacts with everything else which completely broke their AI system. With that said they did promise the SQ42 trailer/first playable level demo last year and dropped the ball. Im still royally pissed at them for it.
But it is what it is. Work on the MMO isnt holding up work on SQ42 and if they would have worked only on SQ42 we would still be in exactly the same place they just would have used a smaller studio group to get the same work done. They have multiple studios working on different aspect of the game all across the world. The work they do on their concept ships for their stupid LTI presale #%&*$#, which abhorrent at this late stage of the game, does not hold up any aspect of the other studios developing the game because they have a whole team dedicated to just concepting. Those people would just be working somewhere else if they stopped doing the concept sales. It wouldn't make anything else come faster. That is how their whole studio is set up. Cutting out the MMO wont make SQ42 appear faster and vice versa. Its entirely different groups working on different content
I've stepped way way way back in the past year. I got excited for citcon last year because they promised the sq42 crap and then didnt even mention it. So now im just in standby mode. I check in on the reddit ever patch or so to see if it's playable but its not yet. (or it is playable but there just isnt enough content to justifying spending any time on it.)
Last edited by Master; 03/22/17 01:48 AM.
|
|
#4345981 - 03/22/17 02:24 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
|
Joined: Jun 2009
Posts: 624
FlyingMonkey
Member
|
Member
Joined: Jun 2009
Posts: 624
Down under in Adelaide
|
If they have that vertical slice and show it under NDA, I would really think that it would be a better idea at that late stage to actually show it - this is supposed to operate as the most open development after all. I don't think it would hurt. If anything I've always been impressed by how much was achieved in those 1 year milestones I mentioned (which I only got to see early under confidentiality, and I'm talking about a AAA studio operating for major publishers), and in most cases they (ie that studio, not SC) actually showed them months later to the public (one of them even became DLC after release - the amazing thing is that while it was done 1 year in, it did manage to be just as good as a DLC that would have been developed later). So I don't get why SC devs are not doing that.
And for SQ42, you've got to add the fact that they have an amazing cast. Show us a vertical slice which includes demonstrating some dialogues where we get to see Mark Hamill, show us a briefing, a take off and some really cool scripted mission and even if some aspects look clunky it can only do good and generate good publicity.
Anyway, I can relate to what you're saying in terms of stepping back. I did the same thing, didn't touch SC for a while but got hopeful that we would at least see great SQ42 footage last year. I wasn't impressed when they didn't and since then I've been back to thinking we'll have to wait for late 2017 until we actually hear important news. 3.0 would probably mean I'd go back and try that. But really I'd like to see SQ42, and it doesn't look like we're going to play it this year.
Last edited by FlyingMonkey; 03/22/17 02:25 AM.
|
|
#4346088 - 03/22/17 04:20 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
|
Joined: Feb 2007
Posts: 8,677
kludger
Hotshot
|
Hotshot
Joined: Feb 2007
Posts: 8,677
SE Pennsylvania, USA
|
I got my refund on this a while back, but I still have high hopes for it and follow the news, if they only manage to do just a portion of what they promise it's going to kick butt.
i7-7700k@4.5ghz, GTX1080Ti,BenQ XL2420G-g-sync,Oculus Rift
|
|
#4346245 - 03/23/17 09:22 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: CyBerkut]
|
Joined: Mar 2017
Posts: 8
NewLexican
Junior Member
|
Junior Member
Joined: Mar 2017
Posts: 8
|
Does SC still have the "Interactive Mode" ship control scheme available? It's still a first-person experience where each character will operate a particular crew station if that's what you mean.
|
|
#4346411 - 03/23/17 08:30 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: NewLexican]
|
Joined: Jul 2009
Posts: 9,691
CyBerkut
Administrator
|
Administrator
Hotshot
Joined: Jul 2009
Posts: 9,691
Florida
|
Does SC still have the "Interactive Mode" ship control scheme available? It's still a first-person experience where each character will operate a particular crew station if that's what you mean. No, I'm referring to one of the optional controller schemes for ship flight control. Interactive Mode basically had you controlling the ship's flight by pointing your cursor at the enemy target, and your ship followed your cursor by reorienting itself. It was reviled by a number of early supporters as being contrary to the spirit of what we were led to expect for dog fighting in space, etc., and provided an unfair advantage to mouse users (in the eyes of many) as opposed to a proper VJoy implementation for mouse use. Basically, it was viewed by a number of people as not maintaining the controller parity that was promised early on. I stopped making regular visits to the SC forums some time ago. A recent quick visit leads me to suspect that IM is still in the game.
|
|
#4346428 - 03/23/17 10:26 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: CyBerkut]
|
Joined: Mar 2017
Posts: 8
NewLexican
Junior Member
|
Junior Member
Joined: Mar 2017
Posts: 8
|
Does SC still have the "Interactive Mode" ship control scheme available? It's still a first-person experience where each character will operate a particular crew station if that's what you mean. No, I'm referring to one of the optional controller schemes for ship flight control. Interactive Mode basically had you controlling the ship's flight by pointing your cursor at the enemy target, and your ship followed your cursor by reorienting itself. It was reviled by a number of early supporters as being contrary to the spirit of what we were led to expect for dog fighting in space, etc., and provided an unfair advantage to mouse users (in the eyes of many) as opposed to a proper VJoy implementation for mouse use. Basically, it was viewed by a number of people as not maintaining the controller parity that was promised early on. I stopped making regular visits to the SC forums some time ago. A recent quick visit leads me to suspect that IM is still in the game. Right. It's still in the game and it's not going away. Though CIG is employing mechanics in an attempt to achieve some semblance of parity between control schemes. For example, Interactive Mode mouse control combined with gimballed turrets allows for easier aming. But removing the gimbal generally allows you to mount one size larger gun giving Relative Mode joystick users more firepower. Relative Mode also has access to ESP, a limited form of aim assist.
|
|
|
|
|
|
Exodus
by RedOneAlpha. 04/18/24 05:46 PM
|
|
|
|
|
|
|
|