|
trucutru posted:Ah, yes, the infamous Tippis posted:Whathowinthewhynow?!? MeLKoR fucked around with this message at 12:58 on Mar 1, 2016 |
# ? Mar 1, 2016 12:47 |
|
|
# ? Jun 13, 2024 03:58 |
|
MeLKoR posted:It has when you can't trust num_ships. if shipspawn then num_ships++ if shipparp then num_ships--
|
# ? Mar 1, 2016 12:50 |
|
The ships disappearing are a feature since quantum drive is impracticable and dangerous. Players should avoid or face possible ejection and molecular disintegration of the hulls
|
# ? Mar 1, 2016 12:52 |
|
Michaellaneous posted:if shipspawn then num_ships++ ftfy
|
# ? Mar 1, 2016 12:52 |
|
kordansk posted:ftfy Jokes on you parp is the only function that will ever be called, the rest is unreachable.
|
# ? Mar 1, 2016 12:58 |
|
Michaellaneous posted:Jokes on you parp is the only function that will ever be called, the rest is unreachable. try parp catch parp
|
# ? Mar 1, 2016 12:59 |
|
I'm rereading that thing and it's loving amazing, here's what's happening... The problem When you go into QT you drop out of the instance. This means that the server then pops one of the ships in queue and when you drop out of QT the server realizes it hosed up and there are now too many ships in the instance. Since they can't seem to solve the actual problem they don't have many ways to deal with it. Option 1: Drop the latest ship to enter the instance, ie yours when you came out of QT. This of course meant that people would come out of QT floating in mid air and that caused them great pain. Option 2: Drop the latest ship to enter that does not have a pilot in it, hopefully it will be some ship that was just spawned but it could also be the ship of some idiot on EVA. And here it is, Star Citizen in a nutshell. This game is going to be an unholy Frankenstein's monster held together with spit and prayer, loved by no one, hated by all, lashing out against it's tormentors by making their ships shake themselves apart.
|
# ? Mar 1, 2016 13:00 |
|
Can a laser exceed the speed of its explosion?
|
# ? Mar 1, 2016 13:01 |
|
kordansk posted:try parp finally parp Finally parp.
|
# ? Mar 1, 2016 13:01 |
|
MeLKoR posted:I'm rereading that thing and it's loving amazing, here's what's happening... look they just need to increase max_shipcount to 32 instead of 16. problem solved goonie
|
# ? Mar 1, 2016 13:04 |
|
Toops posted:Oh come on dude. The media has a moral responsibility to find out what's happening in the world, and tell people. I can't imagine any decent journalist gives a drat about either of those points you listed. Games journalism is 40% advertisement, 30% press releases, 25% fellating the industry and 5% kicking someone that already fell into the gutter all by themselves.
|
# ? Mar 1, 2016 13:06 |
|
Michaellaneous posted:finally parp code:
|
# ? Mar 1, 2016 13:07 |
|
MeLKoR posted:Games journalism is 40% advertisement, 30% press releases, 25% fellating the industry and 5% kicking someone that already fell into the gutter all by themselves. 100% ethical
|
# ? Mar 1, 2016 13:08 |
|
Michaellaneous posted:if shipspawn then num_ships++ if ( shiplist[ 15 ].in_use == 64 ) // 64 is the bit we need for ships in an instance { // Must fix these bracket indents! if ( shiplist[ 15].speed == -1 ) // Note! Always set quantum travel ship speeds to -1! { // Goto jumps back to here if in trouble. // Also jumps here from QuantumDrive.c and WakeUpJeff.c if jump_fix=122 AbortFreeShipAttempt: DebugLine("AAA I am here and not crashing. jump_fix=%d", jump_fix); for( ship=0;ship<1024;ship)) // CR made me set this to 1024 - put it back later { if (jump_fix == 122) break; DebugLine("BBB I am here and not crashing. jump_fix=%d", jump_fix); freeship = FindFreeShip( ship, shiplist[ lastship -1 ] ); if ( ( freeship == -1 ) || DoNotReUseLastShip(lastship-1)) { ++lastship; goto AbortFreeShipAttempt; } else message_p = NULL; // Erin said to set this, and could use a little more brackets. DebugLine("CCC I am here and not crashing. jump_fix=%d", jump_fix); } } else { DisplayMessage( message_p ); } } else switch ( jump_fix ) { case 20: MessageJump: DisplayMessage( message_p ); break; case 53: message_p = "Ready"; goto MessageJump; break; case 126: { // Need something here, and fix bracket indents. } }
|
# ? Mar 1, 2016 13:09 |
|
gently caress me, that formatted absolutely perfectly.
|
# ? Mar 1, 2016 13:10 |
|
Mr Fronts posted:if ( shiplist[ 15 ].in_use == 64 ) // 64 is the bit we need for ships in an instance all integers have to be in multiples of 42. also lets be honest, you really think theres comments in the code?
|
# ? Mar 1, 2016 13:11 |
|
Mr Fronts posted:gently caress me, that formatted absolutely perfectly. code:
kordansk posted:all integers have to be in multiples of 42. also lets be honest, you really think theres code? ftfy
|
# ? Mar 1, 2016 13:12 |
|
kordansk posted:all integers have to be in multiples of 42. also lets be honest, you really think theres comments in the code? Sure like these code:
code:
~ some advice on comments (I have forgotten the author) Mr Fronts posted:gently caress me, that formatted absolutely perfectly. You're a monster! P.S. Thanks everyone for awesome posts. Especially G0rf.
|
# ? Mar 1, 2016 13:15 |
|
Skellybones posted:Can a laser exceed the speed of its explosion? They don't explode, so no. Or yes. Either works, really.
|
# ? Mar 1, 2016 13:16 |
|
Beet Wagon posted:Nope, it's been this way since forever. It's just bad design, through and through. The problem is they felt the need to try and automate a bunch of stuff for you to make your ship feel smart (as opposed to Elite's "put your gear down and then strafe down onto the pad" solution which works perfectly) and the end result is that regular flying is loving ruined, any kind of close manuevering is loving ruined, you can never tell where you're going to actually land or if your ship is just going to drift away when you get out, AND there's like three different kinds of assisted landing mode to help you out - all of which are completely loving unusable unless you've played their tutorial and learned how to use them. That tutorial is broken, by the way. So have fun with your brand new super-futuristic pile of poo poo. If they want their ships to be so smart, why not automate everything? It would be really original to have a space flight sim where you only give orders to your computer and your ship then dutifully executes them. "Ship, I want to fight those pirates. Do your thing!" "Yes sir! Mining lasers deployed. Begin evasive maneuvers." "Uh poo poo wait gently caress" Romes128 posted:I live how their whole argument is they haven't delivered the game yet so no refunds but they have no release date for the game as it's still in development. Not delivering something you promised is normally a good reason for a refund and most consumer laws agree. CIG has that kind of backwards, I think.
|
# ? Mar 1, 2016 13:16 |
|
Iglocska posted:Personally I prefer the "newer" version. It's a subjective thing. Besides, the newer textures may be better for performance. But just a few pages ago takaroshe was talking about fidelity and graphics. That guy cant make his mind up what he wants.
|
# ? Mar 1, 2016 13:16 |
|
MeLKoR posted:Games journalism is 40% advertisement, 30% press releases, 25% fellating the industry and 5% kicking someone that already fell into the gutter all by themselves. Oh, come on! there is more fellating than that! 60% ads, 30% dick-sucking (which is another form of ad), 9% press releases(yet another ad), 1% anything else (probably some esoteric ad).
|
# ? Mar 1, 2016 13:17 |
|
Hahahahaha, these are the stupidest people on the internet. I'm going to gently caress up my balls from all the wanking when this poo poo comes crashing down.
|
# ? Mar 1, 2016 13:18 |
|
Michaellaneous posted:
yeah, of course there is. cryengine exists. star citizen code thats more than a few thousand lines thats equivalent to a lovely high school mod? LOLOLOLOL no probably not.
|
# ? Mar 1, 2016 13:18 |
|
Does this count as one ship or half a ship for the purposes of the 16 ship limit.
|
# ? Mar 1, 2016 13:19 |
|
I guess this ship was just deleted due to the limit. I wonder what happens if you're in an entry animation when a ship gets deleted...
|
# ? Mar 1, 2016 13:19 |
|
Beet Wagon posted:Nope, it's been this way since forever. It's just bad design, through and through. The problem is they felt the need to try and automate a bunch of stuff for you to make your ship feel smart (as opposed to Elite's "put your gear down and then strafe down onto the pad" solution which works perfectly) and the end result is that regular flying is loving ruined, any kind of close manuevering is loving ruined, you can never tell where you're going to actually land or if your ship is just going to drift away when you get out, AND there's like three different kinds of assisted landing mode to help you out - all of which are completely loving unusable unless you've played their tutorial and learned how to use them. That tutorial is broken, by the way. So have fun with your brand new super-futuristic pile of poo poo. The ships in E:D are "smart" because the flight-assist will make your ship steer more like a traditional plane by some kind of thrust magic. Which you can also deactivate and then tumble about like a drunk pirate in space. But since the thrusts in SC are "canonically" as strong as the main engine...really, what the gently caress does it matter. That 6-way-of-freedom move system would work well in a cool arcade game that's more about fun and flying around than simulating anything.
|
# ? Mar 1, 2016 13:19 |
|
alphabettitouretti posted:Does this count as one ship or half a ship for the purposes of the 16 ship limit. lookit dat fidelity. each component is a ship
|
# ? Mar 1, 2016 13:20 |
|
MeLKoR posted:Hahahahaha, these are the stupidest people on the internet. I'm going to gently caress up my balls from all the wanking when this poo poo comes crashing down. You're such a magician with words
|
# ? Mar 1, 2016 13:20 |
|
alphabettitouretti posted:Does this count as one ship or half a ship for the purposes of the 16 ship limit. Probably counts as 7.6 or something like that.
|
# ? Mar 1, 2016 13:20 |
|
trucutru posted:Probably counts as 7.6 or something like that. That is the Chris Roberts Magic(tm) of 64 bit.
|
# ? Mar 1, 2016 13:21 |
|
Toops posted:Oh come on dude. The media has a moral responsibility to find out what's happening in the world, and tell people. I can't imagine any decent journalist gives a drat about either of those points you listed. I wish that were true, but the image of a moral media carrying a strong arm of investigative reporting is a rarer sight these days, and even rarer in the online media outlets most people use these days to get information on video game products that you might as well be looking for unicorns. Investigative reporting costs money on the long term with a distant finishing line that needs to be supplemented by immediate income from the faster, more immediate stories and pieces. Throw in the fact that a lot of these outlets are usually part of some larger media chain drip-feeding them the necessary funds to get people on and there's a point where your bread and butter comes directly from the companies and publishers that are making the product you report on, putting you in an endless cycle of press releases and press events. It's not hard to see a mentality of not even touching the boat let alone trying to rock it, just letting the companies give you the boat to look at it. Some places do get ballsy and get hosed for it which makes for a precedent, it's no secret the PR agents go reaching for the guns when their product gets a shellacking. I'm reminded of that marketing company for Duke Nukem Forever making ominous threats about who should get review copies in the future. These people have a lot more influence over a video game media outlet than a politician does over a newspaper reporting about them (in countries where there's a free media, obviously) and they have no moral compunctions whatsoever. I'd love to write more but I'm kinda exhausted after about 2 hours of audio editing, but to sum up you're 100% correct about what these media outlets should do, but the reality of the situation is one that's got them good reason to instead step back from it all and not touch the dumpster fire. Asimov posted:We've already captured the parkour animations, all of them. Don't worry about it or think twice. We have also captured the parkour animations' families to ensure that if they are the moles in the company they will be unable to leak any additional information via their relatives.
|
# ? Mar 1, 2016 13:21 |
|
CAPTAIN CAPSLOCK posted:i hope those birds will be fidelitous I think fidelitous is my favorite word now
|
# ? Mar 1, 2016 13:22 |
|
kordansk posted:lookit dat fidelity. each component is a ship Explains their instancing issues
|
# ? Mar 1, 2016 13:22 |
|
RattiRatto posted:The ships disappearing are a feature since quantum drive is impracticable and dangerous. Players should avoid or face possible ejection and molecular disintegration of the hulls The QT jump is much more than a load screen, CIG actually modeled quantum entanglement to get that effect where when you get separated from your ship your limbs keep moving like you are still inside. That is what I call "fidelity".
|
# ? Mar 1, 2016 13:25 |
|
https://www.youtube.com/watch?v=pt1PL0dOL20&t=143s
|
# ? Mar 1, 2016 13:26 |
|
Michaellaneous posted:The ships in E:D are "smart" because the flight-assist will make your ship steer more like a traditional plane by some kind of thrust magic. The real magic happens when you boost into unassisted mode, turn around (ponderously, because you're so far off optimal turning speed) and then kick assist back on and give it full welly in a new and surprising direction. You can almost feel (and definitely hear) the rivets popping from the strain of the torture. It's also the right way to get your ship through the mail slot.
|
# ? Mar 1, 2016 13:28 |
|
Tippis posted:The real magic happens when you boost into unassisted mode, turn around (ponderously, because you're so far off optimal turning speed) and then kick assist back on and give it full welly in a new and surprising direction. You can almost feel (and definitely hear) the rivets popping from the strain of the torture. It's the right way to do anything. If you haven't pulled sick spacedrifts while shooting a helpless pubbies who still fly with assist you haven't space trucked correctly.
|
# ? Mar 1, 2016 13:30 |
|
intardnation posted:But just a few pages ago takaroshe was talking about fidelity and graphics. That guy cant make his mind up what he wants. You couldn't be any more wrong. He achieves exactly what he wants: To entertain us.
|
# ? Mar 1, 2016 13:30 |
|
|
# ? Jun 13, 2024 03:58 |
|
Michaellaneous posted:But since the thrusts in SC are "canonically" as strong as the main engine...really, what the gently caress does it matter. Why does the UEE use big fuckoff main thrusters when the smaller ones deliver the same output? Is it an orc thing?
|
# ? Mar 1, 2016 13:31 |